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----Duel Arena-------------------------------------------------OF SOULSSS--xS productions----------------- me = game.Players.xSoulStealerx mainpos = Vector3.new(200,0,30) function prop(part, parent, collide, tran, ref, x, y, z, color, anchor, form) part.Parent = parent part.formFactor = form part.CanCollide = collide part.Transparency = tran part.Reflectance = ref part.Size = Vector3.new(x,y,z) part.BrickColor = BrickColor.new(color) part.TopSurface = 0 part.BottomSurface = 0 part.Anchored = anchor part.Locked = true part:BreakJoints() end mod = Instance.new("Model",workspace) mod.Name = "Duel arena by xSoul" for i=0,math.pi, math.pi/3 do local p = Instance.new("Part") prop(p,mod,true,0,0,100,7,170,"Brick yellow",true,"Custom") p.CFrame = CFrame.new(mainpos) * CFrame.Angles(0,i,0) local k = Instance.new("Part") prop(k,mod,true,0,0,30,40,30,"Brown",true,"Custom") k.CFrame = p.CFrame * CFrame.new(p.Size.Z/2,k.Size.Y/2,0) local f = Instance.new("Part") prop(f,mod,true,0,0,30,40,30,"Brown",true,"Custom") f.CFrame = p.CFrame * CFrame.new(-p.Size.Z/2,f.Size.Y/2,0) local p = Instance.new("Part") prop(p,mod,true,0,0,120,20,200,"Brick yellow",true,"Custom") p.CFrame = CFrame.new(mainpos) * CFrame.Angles(0,i,0) * CFrame.new(0,k.Size.Y,0) end for i=0,math.pi*2,math.pi/30 do local p = Instance.new("Part") prop(p,mod,true,0,0,4,7,10,"Brown",true,"Custom") p.CFrame = CFrame.new(mainpos) * CFrame.Angles(0,i,0) * CFrame.new(60,7,0) end
-------------------------------------------------------------------------------- -- Module Declaration -- local mod, CL = BigWigs:NewBoss("High Botanist Freywinn", 553, 559) if not mod then return end mod:RegisterEnableMob(17975) mod.engageId = 1926 -- mod.respawnTime = 0 -- resets, doesn't respawn -------------------------------------------------------------------------------- -- Locals -- local addsAlive = 0 -------------------------------------------------------------------------------- -- Initialization -- function mod:GetOptions() return { 34550, -- Tranquility 34752, -- Freezing Touch }, { [34550] = "general", [34752] = -5453, -- White Seedling } end function mod:OnBossEnable() self:Log("SPELL_AURA_APPLIED", "Tranquility", 34551) -- 34551 = "Tree Form", the buff he applies to himself while channeling Tranquility. He applies 34550 to every unit being healed. self:Log("SPELL_AURA_REMOVED", "TranquilityOver", 34551) self:Log("SPELL_CAST_SUCCESS", "SummonFrayerProtectors", 34557) self:Death("AddDeath", 19953) self:Log("SPELL_AURA_APPLIED", "FreezingTouch", 34752) self:Log("SPELL_AURA_REMOVED", "FreezingTouchRemoved", 34752) end function mod:OnEngage() addsAlive = 0 end -------------------------------------------------------------------------------- -- Event Handlers -- function mod:Tranquility() self:Message(34550, "red", "Long", CL.casting:format(self:SpellName(34550))) self:CastBar(34550, 45) end function mod:TranquilityOver() self:Message(34550, "green", nil, CL.over:format(self:SpellName(34550))) self:StopBar(CL.cast:format(self:SpellName(34550))) end function mod:SummonFrayerProtectors() addsAlive = addsAlive + 3 end function mod:AddDeath() addsAlive = addsAlive - 1 self:Message(34550, "green", "Info", CL.add_remaining:format(addsAlive)) end function mod:FreezingTouch(args) self:TargetMessage(args.spellId, args.destName, "orange", "Alarm", nil, nil, self:Dispeller("magic")) self:TargetBar(args.spellId, 3, args.destName) end function mod:FreezingTouchRemoved(args) self:StopBar(args.spellName, args.destName) end
local ColliderGroup, super = Class(Collider) function ColliderGroup:init(parent, colliders, mode) super:init(self, parent, 0, 0, mode) self.colliders = colliders or {} for _,collider in ipairs(self.colliders) do collider.parent = collider.parent or self.parent end end function ColliderGroup:addCollider(collider) collider.parent = collider.parent or self.parent table.insert(self.colliders, collider) end function ColliderGroup:collidesWith(other) other = self:getOtherCollider(other) if not self:collidableCheck(other) then return false end for _,collider in ipairs(self.colliders) do if collider:collidesWith(other) then return self:applyInvert(other, true) end end return super:collidesWith(self, other) end function ColliderGroup:drawFor(obj,r,g,b,a) for _,collider in ipairs(self.colliders) do collider:drawFor(obj,r,g,b,a) end end function ColliderGroup:drawFillFor(obj,r,g,b,a) for _,collider in ipairs(self.colliders) do collider:drawFillFor(obj,r,g,b,a) end end function ColliderGroup:draw(r,g,b,a) for _,collider in ipairs(self.colliders) do collider:draw(r,g,b,a) end end function ColliderGroup:drawFill(r,g,b,a) for _,collider in ipairs(self.colliders) do collider:drawFill(r,g,b,a) end end return ColliderGroup
local helpers = require "spec.helpers" local PLUGIN_NAME = "olaplugin" for _, strategy in helpers.each_strategy() do describe(PLUGIN_NAME .. ": (access) [#" .. strategy .. "]", function() local client lazy_setup(function() local bp = helpers.get_db_utils(strategy, nil, { PLUGIN_NAME }) -- Inject a test route. No need to create a service, there is a default -- service which will echo the request. local route1 = bp.routes:insert({ hosts = { "test1.com" }, }) -- add the plugin to test to the route we created bp.plugins:insert { name = PLUGIN_NAME, route = { id = route1.id }, config = {}, } -- start kong assert(helpers.start_kong({ -- set the strategy database = strategy, -- use the custom test template to create a local mock server nginx_conf = "spec/fixtures/custom_nginx.template", -- make sure our plugin gets loaded plugins = "bundled," .. PLUGIN_NAME, })) end) lazy_teardown(function() helpers.stop_kong(nil, true) end) before_each(function() client = helpers.proxy_client() end) after_each(function() if client then client:close() end end) describe("request", function() it("gets a 'hello-world' header", function() local r = client:get("/request", { headers = { host = "test1.com" } }) -- validate that the request succeeded, response status 200 assert.response(r).has.status(200) -- now check the request (as echoed by mockbin) to have the header local header_value = assert.request(r).has.header("hello-world") -- validate the value of that header assert.equal("this is on a request", header_value) end) end) describe("response", function() it("gets a 'bye-world' header", function() local r = client:get("/request", { headers = { host = "test1.com" } }) -- validate that the request succeeded, response status 200 assert.response(r).has.status(200) -- now check the response to have the header local header_value = assert.response(r).has.header("bye-world") -- validate the value of that header assert.equal("this is on the response", header_value) end) end) end) end
--サイバネット・バックドア --Cybnet Backdoor --Scripted by Eerie Code function c43839002.initial_effect(c) --activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_REMOVE+CATEGORY_TOHAND+CATEGORY_SEARCH) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetProperty(EFFECT_FLAG_CARD_TARGET) e1:SetCountLimit(1,43839002+EFFECT_COUNT_CODE_OATH) e1:SetTarget(c43839002.target) e1:SetOperation(c43839002.activate) c:RegisterEffect(e1) end function c43839002.rmfilter(c,tp) return c:IsFaceup() and c:IsRace(RACE_CYBERS) and c:IsAbleToRemove() and c:GetBaseAttack()>0 and Duel.IsExistingMatchingCard(c43839002.thfilter,tp,LOCATION_DECK,0,1,nil,c) end function c43839002.thfilter(c,rc) return c:IsRace(RACE_CYBERS) and c:GetAttack()<rc:GetBaseAttack() and c:IsAbleToHand() end function c43839002.target(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(tp) and c43839002.rmfilter(chkc,tp) end if chk==0 then return Duel.IsExistingTarget(c43839002.rmfilter,tp,LOCATION_MZONE,0,1,nil,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local g=Duel.SelectTarget(tp,c43839002.rmfilter,tp,LOCATION_MZONE,0,1,1,nil,tp) Duel.SetOperationInfo(0,CATEGORY_REMOVE,g,1,0,0) Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK) end function c43839002.activate(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and Duel.Remove(tc,POS_FACEUP,REASON_EFFECT+REASON_TEMPORARY)>0 then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_CONTINUOUS) e1:SetCode(EVENT_PHASE+PHASE_STANDBY) e1:SetReset(RESET_PHASE+PHASE_STANDBY+RESET_SELF_TURN) e1:SetLabelObject(tc) e1:SetCountLimit(1) e1:SetCondition(c43839002.retcon) e1:SetOperation(c43839002.retop) Duel.RegisterEffect(e1,tp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectMatchingCard(tp,c43839002.thfilter,tp,LOCATION_DECK,0,1,1,nil,tc) if g:GetCount()>0 then Duel.SendtoHand(g,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,g) end end end function c43839002.retcon(e,tp,eg,ep,ev,re,r,rp) return Duel.GetTurnPlayer()==tp end function c43839002.retop(e,tp,eg,ep,ev,re,r,rp) local tc=e:GetLabelObject() if Duel.ReturnToField(tc) then local e1=Effect.CreateEffect(e:GetHandler()) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetDescription(aux.Stringid(43839002,0)) e1:SetProperty(EFFECT_FLAG_CLIENT_HINT) e1:SetCode(EFFECT_DIRECT_ATTACK) e1:SetValue(1) e1:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) tc:RegisterEffect(e1) end end
-- package.path = "../?.lua;" .. package.path require 'busted.runner'() require 'init' -- describe('Lang Functions', function() describe('_:is_(var)', function() it('should return true if `var` is native Lander property, otherwise false', function() assert.are.equals(_:is_(123), false) assert.are.equals(_:is_('fakeFunction'), false) assert.are.equals(_:is_('istruthy'), false) assert.are.equals(_:is_(function(v) return _:isTruthy(v) end), false) assert.are.equals(_:is_(_.isTruthy), false) assert.are.equals(_:is_('isTruthy'), true) end) end) describe('_:isArray(var)', function() it('should return true if `var` is an array, otherwise false', function() assert.are.equals(_:isArray({}), true) assert.are.equals(_:isArray({a = 1, 2, 'c'}), false) assert.are.equals(_:isArray({a = 1, b = 2}), false) assert.are.equals(_:isArray({false, true}), true) assert.are.equals(_:isArray({1, 'b', 'c', 4}), true) end) end) describe('_:isBoolean(var)', function() it('should return true if `var` is not a boolean value, otherwise false', function() assert.are.equals(_:isBoolean('true'), false) assert.are.equals(_:isBoolean(true), true) end) end) describe('_:isEmpty(var)', function() it('should return true if `var` is an empty value, otherwise false', function() assert.are.equals(_:isEmpty(''), true) assert.are.equals(_:isEmpty('abc'), false) assert.are.equals(_:isEmpty(false), true) assert.are.equals(_:isEmpty(true), false) assert.are.equals(_:isEmpty(0), true) assert.are.equals(_:isEmpty(1), false) assert.are.equals(_:isEmpty({}), true) assert.are.equals(_:isEmpty({1, 2, 3}), false) assert.are.equals(_:isEmpty(nil), true) end) end) describe('_:isEqual(var1, var2)', function() it('should return true if `var1` == `var2`, otherwise false', function() -- boolean assert.is_true(_:isEqual(true, true)) assert.is_false(_:isEqual(true, false)) -- number assert.is_true(_:isEqual(1, 1)) assert.is_false(_:isEqual(1, 2)) -- string assert.is_true(_:isEqual('foo', 'foo')) assert.is_false(_:isEqual('foo', 'bar')) -- table, simple assert.is_true(_:isEqual({'a', 'b', 'c'}, {'a', 'b', 'c'})) assert.is_false(_:isEqual({'a', 'b', 'c'}, {'a', 'c', 'b'})) -- table, simple, unordered named keys assert.is_true(_:isEqual({a = 1, b = 5, c = 3}, {c = 3, b = 5, a = 1})) assert.is_false(_:isEqual({a = 1, b = 5, c = 3}, {c = 6, b = 10, a = 2})) -- table, complex local co = coroutine.create(function(v) return v end) local func = (function(v) return v * 2 end) local t1 = { a = {1, 2, 3}, b = false, c = { a = { co, func }, 'hello world!' } } local t2 = { a = {3, 2, 1}, c = true, b = { a = { co, func }, 'goodbye world!' } } assert.is_true(_:isEqual(t1, t1)) assert.is_true(_:isEqual(t1['c']['a'], t2['b']['a'])) assert.is_false(_:isEqual(t1, t2)) assert.is_false(_:isEqual(t1['c'], t2['b'])) end) end) describe('_:isEven(var)', function() it('should return true if `var` is an even number, otherwise false', function() assert.is_false(_:isEven(-1)) assert.is_false(_:isEven(147)) assert.is_false(_:isEven('abc')) assert.is_true(_:isEven(0)) assert.is_true(_:isEven(168)) end) end) describe('_:isFalsey(var)', function() it('should return true if `var` is falsey, otherwise false', function() assert.are.equals(_:isFalsey(nil), true) assert.are.equals(_:isFalsey(false), true) assert.are.equals(_:isFalsey('abc'), false) assert.are.equals(_:isFalsey(42), false) assert.are.equals(_:isFalsey(function() end), false) end) end) describe('_:isFunction(var)', function() it('should return true if `var` is not a function, otherwise false', function() assert.are.equals(_:isFunction(function() return 'Hello World!' end), true) assert.are.equals(_:isFunction('Hello World!'), false) assert.are.equals(_:isFunction('isEqual'), true) assert.are.equals(_:isFunction('madeUpFunction'), false) assert.are.equals(_:isFunction(function(v, k) return v end), true) assert.are.equals(_:isFunction('abc'), false) end) end) describe('_:isNaN(var)', function() it('should return true if `var` is not a number, otherwise false', function() assert.are.equals(_:isNaN('123'), true) assert.are.equals(_:isNaN(123), false) end) end) describe('_:isNegative(var)', function() it('should return true if `var` is a negative number, otherwise false', function() assert.are.equals(_:isNegative('abc'), false) assert.are.equals(_:isNegative(-2), true) assert.are.equals(_:isNegative(3), false) end) end) describe('_:isNil(var)', function() it('should return true if `var` is nil, otherwise false', function() assert.are.equals(_:isNil('abc'), false) assert.are.equals(_:isNil(nil), true) end) end) describe('_:isNotNil(var)', function() it('should return true if `var` is not nil, otherwise false', function() assert.are.equals(_:isNotNil('abc'), true) assert.are.equals(_:isNotNil(nil), false) end) end) describe('_:isNumber(var)', function() it('should return true if `var` is a number, otherwise false', function() assert.are.equals(_:isNumber('abc'), false) assert.are.equals(_:isNumber(42), true) end) end) describe('_:isOdd(var)', function() it('should return true if `var` is an even number, otherwise false', function() assert.is_false(_:isOdd(0)) assert.is_false(_:isOdd(168)) assert.is_false(_:isOdd('abc')) assert.is_true(_:isOdd(-1)) assert.is_true(_:isOdd(147)) end) end) describe('_:isPositive(var)', function() it('should return true if `var` is a positive number, otherwise false', function() assert.are.equals(_:isPositive('abc'), false) assert.are.equals(_:isPositive(-2), false) assert.are.equals(_:isPositive(3), true) end) end) describe('_:isRegexPattern(var)', function() it('should return true if `var` is a regex pattern, otherwise false', function() assert.are.equals(_:isRegexPattern('abc'), false) assert.are.equals(_:isRegexPattern('^abc'), false) assert.are.equals(_:isRegexPattern('[abc]'), true) assert.are.equals(_:isRegexPattern('%a+'), true) end) end) describe('_:isSequence(var)', function() it('should return true if `var` is a sequence, otherwise false', function() assert.are.equals(_:isSequence({}), true) assert.are.equals(_:isSequence({1, 3, 5, 6, 7}), true) assert.are.equals(_:isSequence({a = 1, b = 3, 4, 8}), false) assert.are.equals(_:isSequence({1, 4, 2, 10, 6}), false) end) end) describe('_:isSet(var)', function() it('should return true if `var` is a set, otherwise false', function() assert.are.equals(_:isSet({}), true) assert.are.equals(_:isSet({3, 3, 5, 6, 6}), false) assert.are.equals(_:isSet({a = 1, b = 3, c = 4, 5, 8}), false) assert.are.equals(_:isSet({1, 4, 2, 10, 6}), true) end) end) describe('_:isString(var)', function() it('should return true if `var` is a string, otherwise false', function() assert.are.equals(_:isString('abc'), true) assert.are.equals(_:isString(42), false) end) end) describe('_:isTable(var)', function() it('should return true if `var` is a table, otherwise false', function() assert.are.equals(_:isTable('abc'), false) assert.are.equals(_:isTable({'a', 'b', 'c'}), true) end) end) describe('_:isTruthy(var)', function() it('should return true if `var` is truthy otherwise false', function() assert.are.equals(_:isTruthy(nil), false) assert.are.equals(_:isTruthy(false), false) assert.are.equals(_:isTruthy('abc'), true) assert.are.equals(_:isTruthy(42), true) assert.are.equals(_:isTruthy(function() end), true) end) end) describe('_:isThread(var)', function() it('should return true if `var` is a thread, otherwise false', function() assert.are.equals(_:isThread('I am a thread!'), false) assert.are.equals(_:isThread(coroutine.create(function() end)), true) end) end) end)
local lgi = require 'lgi' local Gtk = lgi.Gtk local Gio = lgi.Gio local Gdk = lgi.Gdk local GLib = lgi.GLib local app = Gtk.Application { application_id = 'org.lgi.notifications' } function rgb_to_hex(rgb) return string.format("#%02x%02x%02x",math.floor(rgb.red*255),math.floor(rgb.green*255),math.floor(rgb.blue*255)) end function app:on_activate() local fixed = Gtk.Fixed {} fixed:put(Gtk.Button { label = 'Notify', on_clicked = function (_) local notification = Gio.Notification.new('Example Notification') notification:set_body('This is a notification.') app:send_notification('norif-example',notification) end },5,5) fixed:put(Gtk.ColorButton { on_color_set = function (b) local notification = Gio.Notification.new('Color Selected') notification:set_body(rgb_to_hex(b.rgba)) app:send_notification('norif-example',notification) end },5,40) local window = Gtk.Window { width_request = 300, height_request = 300, title = 'Notifications', application = self, fixed } window:show_all() end -- function window:on_destroy() -- Gtk.main_quit() -- end -- window:show_all() -- Gtk:main() app:run { arg[0], ... }
local restMoney = {} local restXp = {} addEvent("dpDriftPoints.earnedPoints", true) addEventHandler("dpDriftPoints.earnedPoints", resourceRoot, function (points) local driftMoney = exports.dpShared:getEconomicsProperty("drift_money") or 0 local driftXP = exports.dpShared:getEconomicsProperty("drift_xp") or 0 local money = points / 100000 * driftMoney local xp = points / 100000 * driftXP if not restMoney[client] then restMoney[client] = 0 end if not restXp[client] then restXp[client] = 0 end restMoney[client] = restMoney[client] + (money - math.floor(money)) restXp[client] = restXp[client] + (xp - math.floor(xp)) if restMoney[client] >= 1 then money = money + 1 restMoney[client] = restMoney[client] - 1 end if restXp[client] >= 1 then xp = xp + 1 restXp[client] = restXp[client] - 1 end exports.dpCore:givePlayerMoney(client, math.floor(money)) exports.dpCore:givePlayerXP(client, math.floor(xp)) end) addEventHandler("onPlayerQuit", root, function () if restMoney[source] then restMoney[source] = nil end if restXp[source] then restXp[source] = nil end end )
--[[ Copyright 2020 Manticore Games, Inc. Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. --]] --[[ This script uses the specified hit sphere on ability to damage enemy players or damageable objects on ability execute phase. ]] -- Internal custom properties local EQUIPMENT = script:FindAncestorByType('Equipment') if not EQUIPMENT:IsA('Equipment') then error(script.name .. " should be part of Equipment object hierarchy.") end -- User exposed properties local HIT_SPHERE_RADIUS = EQUIPMENT:GetCustomProperty("HitSphereRadius") local HIT_SPHERE_OFFSET = EQUIPMENT:GetCustomProperty("HitSphereOffset") local SHOW_HIT_SPHERE = EQUIPMENT:GetCustomProperty("ShowHitSphere") -- Internal variables local abilityList = {} -- nil Tick() -- Checks the players or damageable objects within hitbox, -- and makes sure swipe effects stay at the player's location function Tick() -- Check for the existence of the equipment or owner before running Tick if not Object.IsValid(EQUIPMENT) then return end if not Object.IsValid(EQUIPMENT.owner) then return end if EQUIPMENT.owner.isDead then return end for _, abilityInfo in ipairs(abilityList) do if abilityInfo.canAttack then DetectAndDamageInSphere(GetHitSpherePosition(), HIT_SPHERE_RADIUS, abilityInfo) end end end -- Vector3 GetHitSpherePosition() -- Returns position of the hit sphere based on equipment owner player position and offset function GetHitSpherePosition() if not Object.IsValid(EQUIPMENT) then return Vector3.ZERO end if not Object.IsValid(EQUIPMENT.owner) then return EQUIPMENT:GetWorldPosition() end local ownerTransform = EQUIPMENT.owner:GetWorldTransform() return EQUIPMENT.owner:GetWorldPosition() + ownerTransform:GetForwardVector() * HIT_SPHERE_OFFSET.x + ownerTransform:GetRightVector() * HIT_SPHERE_OFFSET.y + ownerTransform:GetUpVector() * HIT_SPHERE_OFFSET.z end -- GetValidTarget(Object) -- Returns the valid Player or Damageable object function GetValidTarget(player, target) if not Object.IsValid(target) then return nil end if API.ValidTrainingTarget(player, target) then return target elseif API.ValidTrainingTarget(player, target) then return target else return nil end end -- nil DetectAndDamageInSphere(Vector3, float, table) -- Creates sphere cast to detect valid object to apply damage on function DetectAndDamageInSphere(center, radius, abilityInfo) local hitResults = World.SpherecastAll(center, center + Vector3.FORWARD, radius) if SHOW_HIT_SPHERE then CoreDebug.DrawSphere(center, radius) end for index, hitResult in ipairs(hitResults) do local validTarget = GetValidTarget(hitResult.other) if validTarget then MeleeAttack(validTarget, abilityInfo) end end end -- nil MeleeAttack(Player or Damageable Object) -- Detect players or damagable objects within hitbox to apply damage function MeleeAttack(target, abilityInfo) if not Object.IsValid(target) then return end local ability = abilityInfo.ability if not Object.IsValid(ability) then return end if not Object.IsValid(ability.owner) then return end -- Ignore if the hitbox is overlapping with the owner if target == ability.owner then return end -- Ignore friendly attack if target:IsA("Player") then if Teams.AreTeamsFriendly(target.team, ability.owner.team) then return end end -- Avoid hitting the same player or damageable object multiple times in a single swing if (abilityInfo.ignoreList[target] ~= 1) then -- Creates new damage info at apply it to the enemy local damage = Damage.New(abilityInfo.damage) damage.sourcePlayer = ability.owner damage.sourceAbility = ability target:ApplyDamage(damage) abilityInfo.ignoreList[target] = 1 end end -- nil OnEquipped() -- Enables collision on player to make the hitbox collidable function OnEquipped() Task.Wait(0.1) EQUIPMENT.collision = Collision.INHERIT end -- nil OnExecute(Ability) -- Spawns a swing effect template on ability execute function OnExecute(ability) for _, abilityInfo in ipairs(abilityList) do if abilityInfo.ability == ability then abilityInfo.canAttack = true abilityInfo.ignoreList = {} end end end -- nil ResetMelee(Ability) -- Resets this scripts internal variables function ResetMelee(ability) -- Forget anything we hit this swing if ability then for _, abilityInfo in ipairs(abilityList) do if abilityInfo.ability == ability then abilityInfo.canAttack = false abilityInfo.ignoreList = {} end end else for _, abilityInfo in ipairs(abilityList) do abilityInfo.canAttack = false abilityInfo.ignoreList = {} end end end -- Initialize local abilityDescendants = EQUIPMENT:FindDescendantsByType("Ability") for _, ability in ipairs(abilityDescendants) do local useHitSphere = ability:GetCustomProperty("UseHitSphere") if useHitSphere then ability.executeEvent:Connect(OnExecute) ability.cooldownEvent:Connect(ResetMelee) table.insert(abilityList, { ability = ability, damage = ability:GetCustomProperty("Damage"), useHitSphere = useHitSphere, canAttack = false, ignoreList = {} }) end end EQUIPMENT.equippedEvent:Connect(OnEquipped) EQUIPMENT.unequippedEvent:Connect(ResetMelee)
local brute = require "brute" local creds = require "creds" local match = require "match" local nmap = require "nmap" local shortport = require "shortport" description=[[ Performs brute force password auditing against a Nessus vulnerability scanning daemon using the NTP 1.2 protocol. ]] --- -- @usage -- nmap --script nessus-brute -p 1241 <host> -- -- @output -- PORT STATE SERVICE -- 1241/tcp open nessus -- | nessus-brute: -- | Accounts -- | nessus:nessus - Valid credentials -- | Statistics -- |_ Performed 35 guesses in 75 seconds, average tps: 0 -- -- This script does not appear to perform well when run using multiple threads -- Although, it's very slow running under a single thread it does work as intended -- -- -- Version 0.1 -- Created 22/10/2011 - v0.1 - created by Patrik Karlsson <[email protected]> -- author = "Patrik Karlsson" license = "Same as Nmap--See https://nmap.org/book/man-legal.html" categories = {"intrusive", "brute"} portrule = shortport.port_or_service(1241, "nessus", "tcp") Driver = { new = function(self, host, port) local o = { host = host, port = port } setmetatable(o, self) self.__index = self return o end, connect = function( self ) self.socket = brute.new_socket() if ( not(self.socket:connect(self.host, self.port, "ssl")) ) then return false end return true end, login = function( self, username, password ) local handshake = "< NTP/1.2 >< plugins_cve_id plugins_version timestamps dependencies fast_login >\n" local status, err = self.socket:send(handshake) if ( not(status) ) then local err = brute.Error:new( "Failed to send handshake to server" ) err:setAbort(true) return false, err end local line status, line = self.socket:receive_buf(match.pattern_limit("\r?\n", 2048), false) if ( not(status) or line ~= "< NTP/1.2 >" ) then local err = brute.Error:new( "The server failed to respond to handshake" ) err:setAbort( true ) return false, err end status, line = self.socket:receive() if ( not(status) or line ~= "User : ") then local err = brute.Error:new( "Expected \"User : \", got something else" ) err:setRetry( true ) return false, err end status = self.socket:send(username .. "\n") if ( not(status) ) then local err = brute.Error:new( "Failed to send username to server" ) err:setAbort( true ) return false, err end status, line = self.socket:receive() if ( not(status) or line ~= "Password : ") then local err = brute.Error:new( "Expected \"Password : \", got something else" ) err:setRetry( true ) return false, err end status = self.socket:send(password) if ( not(status) ) then local err = brute.Error:new( "Failed to send password to server" ) err:setAbort( true ) return false, err end -- the line feed has to be sent separate like this, otherwise we don't -- receive the server response and the server simply hangs up status = self.socket:send("\n") if ( not(status) ) then local err = brute.Error:new( "Failed to send password to server" ) err:setAbort( true ) return false, err end -- we force a brief incorrect statement just to get an error message to -- confirm that we've successfully authenticated to the server local bad_cli_pref = "CLIENT <|> PREFERENCES <|>\n<|> CLIENT\n" status = self.socket:send(bad_cli_pref) if ( not(status) ) then local err = brute.Error:new( "Failed to send bad client preferences packet to server" ) err:setAbort( true ) return false, err end -- if the server disconnects us at this point, it's most likely due to -- that the authentication failed, so simply treat it as an incorrect -- password, rather than abort. status, line = self.socket:receive() if ( not(status) ) then return false, brute.Error:new( "Incorrect password" ) end if ( line:match("SERVER <|> PREFERENCES_ERRORS <|>") ) then return true, creds.Account:new(username, password, creds.State.VALID) end return false, brute.Error:new( "Incorrect password" ) end, disconnect = function( self ) self.socket:close() end, } action = function(host, port) local engine = brute.Engine:new(Driver, host, port) engine.options.script_name = SCRIPT_NAME -- the nessus service doesn't appear to do very well with multiple threads engine:setMaxThreads(1) local status, result = engine:start() return result end
local KUI, E, L, V, P, G = unpack(select(2, ...)) local S = E:GetModule("Skins") --Cache global variables --Lua functions local _G = _G --WoW API / Variables --Global variables that we don't cache, list them here for mikk's FindGlobals script -- GLOBALS: local function styleVoidstorage() if E.private.skins.blizzard.enable ~= true or E.private.skins.blizzard.voidstorage ~= true or E.private.KlixUI.skins.blizzard.voidstorage ~= true then return end local VoidStorageFrame = _G["VoidStorageFrame"] VoidStorageFrame:Styling() VoidStorageFrame.Page1:ClearAllPoints() VoidStorageFrame.Page1:SetPoint("LEFT", VoidStorageFrame, "TOPRIGHT", 2, -60) end S:AddCallbackForAddon("Blizzard_VoidStorageUI", "KuiVoidStorage", styleVoidstorage)
local theme={colors={normal={blue={0.27843137254902,0.97647058823529,0.96078431372549,1},green={0.97254901960784,0.0,0.34901960784314,1},cyan={0.76470588235294,0.21176470588235,0.47058823529412,1},white={0.35294117647059,0.28627450980392,0.43137254901961,1},red={0.15294117647059,0.85098039215686,0.83529411764706,1},magenta={0.74117647058824,0.003921568627451,0.32156862745098,1},black={0.99607843137255,1.0,1.0,1},yellow={0.35686274509804,0.63529411764706,0.71372549019608,1}},primary={background={0.99607843137255,1.0,1.0,1},foreground={0.35294117647059,0.28627450980392,0.43137254901961,1}},bright={blue={0.86666666666667,0.83921568627451,0.89803921568627,1},green={0.22352941176471,0.14509803921569,0.31764705882353,1},cyan={0.87058823529412,0.85490196078431,0.88627450980392,1},white={0.098039215686275,0.003921568627451,0.20392156862745,1},red={0.74117647058824,0.71372549019608,0.77254901960784,1},magenta={0.27843137254902,0.019607843137255,0.27450980392157,1},black={0.61176470588235,0.57254901960784,0.65882352941176,1},yellow={0.48235294117647,0.42745098039216,0.54509803921569,1}},cursor={text={0.99607843137255,1.0,1.0,1},cursor={0.35294117647059,0.28627450980392,0.43137254901961,1}}}} return theme.colors
-- -- Copyright (c) 2016, Facebook, Inc. -- All rights reserved. -- -- This source code is licensed under the BSD-style license found in the -- LICENSE file in the root directory of this source tree. An additional grant -- of patent rights can be found in the PATENTS file in the same directory. -- -- extracts features from an image using a trained model -- require 'torch' require 'paths' require 'io' local DataLoader = require 'dataloader' --if #arg < 1 then -- io.stderr:write('Usage: th extract-features-batch.lua [MODEL]...\n') -- os.exit(1) --end for _, f in ipairs(arg) do if not paths.filep(f) then io.stderr:write('file not found: ' .. f .. '\n') os.exit(1) end end require 'cudnn' require 'cunn' require 'image' local models = require 'models/init' --local t = require 'transforms' local opt = {} opt['gen'] = 'gen' opt['data'] = '/d/home/yushiyao/Place2/256x256/val' opt['dataset'] = 'places2' opt['nThreads'] = 8 opt['batchSize'] = 256 opt['nGPU'] = 4 opt['shareGradInput'] = true opt['netType'] = 'resnet' opt['featureMap'] = true opt['avgType'] = 'arith' -- Load the model --print ('loading model') --local model = models.setup(opt, arg[1]) local model = models.setup(opt, arg[1]) --model:add(nn.View(50,2048,4)):setNumInputDims(2) --if opt.avgType == 'arith' then -- model:add(nn.Mean(3)):add(nn.Mean(4)) --end -- local model = torch.load(arg[1]) -- Remove the fully connected layer --assert(torch.type(model:get(#model.modules)) == 'nn.Linear') -- model:remove(#model.modules) -- Setup the dataloader local loader = DataLoader.create(opt) -- The model was trained with this input normalization local meanstd = { mean = { 0.485, 0.456, 0.406 }, std = { 0.229, 0.224, 0.225 }, } --local transform = t.Compose{ -- t.Scale(256), -- t.ColorNormalize(meanstd), -- t.CenterCrop(224), --} local features --function get_feature(model, img_list) -- for i =1,#img_list do -- -- load the image as a RGB float tensor with values 0..1 -- -- print (img_list[i]) -- local img = image.load(img_list[i], 3, 'float') -- -- -- Scale, normalize, and crop the image -- img = transform(img) -- -- -- View as mini-batch of size 1 -- img = img:view(1, table.unpack(img:size():totable())) -- -- -- Get the output of the layer before the (removed) fully connected layer -- local output = model:forward(img:cuda()):squeeze(1) -- -- if not features then -- features = torch.FloatTensor(#img_list, output:size(1)):zero() -- end -- -- features[i]:copy(output) -- end -- return features --end function process_dataset(dataloader) local timer = torch.Timer() local dataTimer = torch.Timer() local size = dataloader:size() print ('Number of batches: ', size) local feature = {} local classIdx = {} for i =1,401 do feature[i] = {} feature[i]['feature'] = torch.Tensor(50,2048,2,2) feature[i]['name'] = {} classIdx[i] = 1 end for n, sample in dataloader:run() do local dataTime = dataTimer:time().real input, target = copyInputs(sample) -- print (input:size(), target:size()) local output = model:forward(input):float() print (output:size()) -- print (n) --print (n,size, timer:time().real, dataTime) print (('Extract:[%d/%d] Time:%.3f Data:%.3f'):format(n, size, timer:time().real, dataTime)) timer:reset() dataTimer:reset() local idx for t = 1, input:size()[1] do idx = sample.target[t] --print (feature[idx]:size()) --print (feature[idx][classIdx[idx]]:size()) feature[idx]['feature'][classIdx[idx]]:resize(output[t]:size()) --if opt.avgType == 'geo' then -- for f =1,4 do -- output[t] -- end --end feature[idx]['feature'][classIdx[idx]] = output[t] feature[idx]['name'][classIdx[idx]] = sample.name[t] classIdx[idx] = classIdx[idx] + 1 end end --torch.save('features.t7', features) --print ('whole feature saving complete!') print ('start saving features') for j =1,401 do feature_path = paths.concat('/d/home/yushiyao/Place2/256x256/val_feature_map',j) if not paths.dir(feature_path) then print ('creating dir ', feature_path) paths.mkdir(feature_path) end torch.save(paths.concat(feature_path, 'features_'..j..'.t7'), feature[j]) end end function copyInputs(sample) -- Copies the input to a CUDA tensor, if using 1 GPU, or to pinned memory, -- if using DataParallelTable. The target is always copied to a CUDA tensor local input = torch.FloatTensor() local target = torch.FloatTensor() input:resize(sample.input:size()):copy(sample.input) target:resize(sample.target:size()):copy(sample.target) return input, target end print ('start extracting feature') process_dataset(loader) --torch.save('features.t7', features) --print('saved features to features.t7')
-- BASIC PACKAGE local fock_driver = require"iota.fock.driver" -- NUMBER OF SITES AND PARTICLES local NSITES = 7 local NFERMIONS = math.floor(NSITES/2) -- CREATE TUPLE WITH THAT IDENTIFY FOCK SPACE local tuple = true do -- SIMPLE SEQUENCE THAT ENUMERATES THE FERMIONIC CREATION DEGREES, IN THIS CASE, ONE PER SITE local basis = {} for k=1,NSITES do basis[k] = k end tuple = fock_driver.createFermions(basis,NFERMIONS) end local max = #tuple print('Number of Fock states:', #tuple) -- PRINT FOCK SPACE for k,v in pairs(tuple) do if type(k) == 'number' then print(k,v) -- basis[] and respective symmetires else print("\t",v,k) end -- Id coef |ket> end -- AUXILIARY FUNCTION local strc = function(n) -- auxiliary function for print formated complex numbers local complex = require"iota.complex.number" local real,imag = complex.real(n),complex.imag(n) return string.format("[%6.3f %6.3fi]",real,imag) end -- EXACT VALUES FOR ONE PARTICLE print"EXACT VALUES FOR ONE PARTICLE" local exact = {} -- one particle if NSITES%2 == 0 then -- even for m=1,NSITES do exact[#exact+1] = 2*math.cos(2*math.pi*m/NSITES) end else -- odd for m=-(NSITES)/2,(NSITES-1)/2 do exact[#exact+1] = 2*math.cos(2*math.pi*m/NSITES) end end table.sort(exact) for m=1,#exact do print(m,strc(exact[m])) end -- COMPUTE HAMILTONIAN MATRIX -- non-interacting spinless fermionic ring Hamiltonian local Hket = function(H,ketj) for i=1,NSITES-1 do H(-1.0, ketj:Af(i):Cf(i+1)) H(-1.0, ketj:Af(i+1):Cf(i)) end H(-1.0, ketj:Af(1):Cf(NSITES)) H(-1.0, ketj:Af(NSITES):Cf(1)) end local Hmatrix = fock_driver.get_Hmatrix(tuple, Hket) -- PRINT HAMILTONIAN print"HAMILTONIAN MATRIX" if #tuple < 10 then -- sane option for k=1,max do for l=1,max do io.write(strc(Hmatrix[k][l])," ") end print"" end else print"Hamiltonian too big to be printed!" end -- DIAGONALIZE io.write"DIAGONALIZING THE HAMILTONIAN..." local jacobi = require"iota.linearalgebra.jacobi" local evec,eval = jacobi(Hmatrix) print"OK" -- COMPUTE EXACT VALUES FOR MANY PARTICLES local exactene = {} for k,_ in pairs(tuple) do if type(k) ~= 'number' then local ene = 0.0 for _,v in pairs({k:getbasis()}) do ene = ene+exact[v] end exactene[#exactene + 1] = ene end end table.sort(exactene) -- PRINT EIGENVALUES TO COMPARE WITH EXACT ONES local complex = require"iota.complex.number" print("EIGENVALUES FOR "..tostring(NFERMIONS).." PARTICLES") for k=1,#eval do print(k, strc(eval[k]), strc(exactene[k]) ) assert(complex.abs(eval[k] - exactene[k]) < 1.0e-10) end -- THE END
List = {} local List = List function List.New() return {first = 0, last = -1} end function List.Size(list) if list.first > list.last then return 0 else return list.last + 1 - list.first end end function List.Empty(list) return list.first > list.last end function List.Get(list, index) local index = list.first + index return list[index] end function List.PushFront(list, value) local first = list.first - 1 list.first = first list[first] = value end function List.PushBack(list, value) local last = list.last + 1 list.last = last list[last] = value end function List.PopFront(list) local first = list.first if first > list.last then LogError("list is empty") end local value = list[first] list[first] = nil -- to allow garbage collection list.first = first + 1 return value end function List.PopBack(list) local last = list.last if list.first > last then LogError("list is empty") end local value = list[last] list[last] = nil -- to allow garbage collection list.last = last - 1 return value end function List.GetBack(list) local last = list.last return list[last] end function List.GetFront(list) local first = list.first return list[first] end
local iterator -- to be defined later function allwords() --使用table实现不如闭包的性能 local state = {line = io.read(), pos = 1} return iterator, state end function iterator (state) while state.line do -- repeat while there are lines -- search for next word local s, e = string.find(state.line, "%w+", state.pos) if s then -- found a word? -- updatenext position (after this word) state.pos = e + 1 return string.sub(state.line, s, e) else -- word not found state.line = io.read() -- try next line... state.pos = 1 -- ... from first position end end return nil -- no more lines: end loop end
local gui = require("__flib__.gui-beta") local constants = require("constants") local shared = require("scripts.shared") local settings_page = {} function settings_page.build(settings) local output = {} -- generic - auto-generated from constants for category_name, elements in pairs(constants.settings) do local category_output = ( {type = "frame", style = "rb_settings_category_frame", direction = "vertical", children = { {type = "label", style = "caption_label", caption = {"rb-gui."..category_name}} }} ) for name, data in pairs(elements) do category_output.children[#category_output.children+1] = { type = "checkbox", caption = {"rb-gui.setting-"..name}, tooltip = data.has_tooltip and {"rb-gui.setting-"..name.."-tooltip"} or nil, state = settings[name], ref = {"settings", name}, tags = {setting_name = name}, actions = { on_click = {gui = "main", page = "settings", action = "update_setting"} } } end output[#output+1] = category_output end -- categories - auto-generated from recipe_category_prototypes local recipe_categories_output = { type = "frame", style = "rb_settings_category_frame", direction = "vertical", children = { { type = "label", style = "caption_label", caption = {"rb-gui.recipe-categories"}, tooltip = {"rb-gui.recipe-categories-tooltip"} } } } for name in pairs(game.recipe_category_prototypes) do recipe_categories_output.children[#recipe_categories_output.children + 1] = { type = "checkbox", caption = name, state = settings.recipe_categories[name], ref = {"settings", "recipe_category", name}, tags = {category_name = name}, actions = { on_click = {gui = "main", page = "settings", action = "update_setting"} } } end output[#output + 1] = recipe_categories_output return { type = "frame", style = "inner_frame_in_outer_frame", direction = "vertical", visible = false, ref = {"settings", "window"}, children = { {type = "flow", style = "flib_titlebar_flow", ref = {"settings", "titlebar_flow"}, children = { {type = "label", style = "frame_title", caption = {"gui-menu.settings"}, ignored_by_interaction = true}, {type = "empty-widget", style = "flib_dialog_titlebar_drag_handle", ignored_by_interaction = true}, }}, {type = "frame", style = "inside_shallow_frame", children = { { type = "scroll-pane", style = "rb_settings_content_scroll_pane", direction = "vertical", children = output } }} } } end function settings_page.init() return { open = false } end function settings_page.update(player_settings, gui_data) local refs = gui_data.refs.settings for _, names in pairs(constants.settings) do for name in pairs(names) do refs[name].state = player_settings[name] end end for name in pairs(game.recipe_category_prototypes) do refs.recipe_category[name] = player_settings.recipe_categories[name] end end function settings_page.handle_action(msg, e) local player = game.get_player(e.player_index) local player_table = global.players[e.player_index] if msg.action == "update_setting" then local tags = gui.get_tags(e.element) local checked_state = e.element.state if tags.category_name then player_table.settings.recipe_categories[tags.category_name] = checked_state else player_table.settings[tags.setting_name] = checked_state end shared.refresh_contents(player, player_table) end end return settings_page
local SocialResponseBuilder = {} local App42ResponseBuilder = require("App42-Lua-API.App42ResponseBuilder") local Social = require("App42-Lua-API.Social") local Friends = require("App42-Lua-API.Friends") local FacebookProfile = require("App42-Lua-API.FacebookProfile") local PublicProfile = require("App42-Lua-API.PublicProfile") function SocialResponseBuilder:buildResponse(jsonString) local social = require("App42-Lua-API.Social") local socialJSONObj = App42ResponseBuilder:getServiceJSONObject("social",jsonString) if(socialJSONObj == nil) then social:setStrResponse(jsonString) social:setResponseSuccess(App42ResponseBuilder:isResponseSuccess(jsonString)) else social = SocialResponseBuilder:buildSocialObject(socialJSONObj) social:setStrResponse(jsonString) social:setResponseSuccess(App42ResponseBuilder:isResponseSuccess(jsonString)) end return social end function SocialResponseBuilder:buildSocialObject(socialJSONObject) local social = SocialResponseBuilder:buildObjectFromJSONTree(socialJSONObject) local friendArray = {} local publicFriendArray = {} if socialJSONObject.friends ~= nil then local friendsDocArray = socialJSONObject.friends if table.getn(friendsDocArray) > 0 then for i=1, table.getn(friendsDocArray) do friendArray[i] = SocialResponseBuilder:buildFriendsObjectFromJSONTree(friendsDocArray[i]) end else friendArray = SocialResponseBuilder:buildFriendsObjectFromJSONTree(friendsDocArray) end social:setFriendList(friendArray) end if socialJSONObject.me ~= nil then local meJSONObject = socialJSONObject.me local me = SocialResponseBuilder:buildFacebookObjectFromJSONTree(meJSONObject) social:setFacebookProfile(me) end if socialJSONObject.facebookProfile ~= nil then local meJSONObject = socialJSONObject.facebookProfile local me = SocialResponseBuilder:buildOwnFacebookObjectFromJSONTree(meJSONObject) social:setFacebookProfile(me) end if socialJSONObject.profile ~= nil then local publicFriendsDocArray = socialJSONObject.profile if table.getn(publicFriendsDocArray) > 0 then for i=1, table.getn(publicFriendsDocArray) do publicFriendArray[i] = SocialResponseBuilder:buildPublicFriendsObjectFromJSONTree(publicFriendsDocArray[i]) end else publicFriendArray = SocialResponseBuilder:buildPublicFriendsObjectFromJSONTree(publicFriendsDocArray) end social:setPublicProfile(publicFriendArray) end return social end function SocialResponseBuilder:buildObjectFromJSONTree(json) local social = Social:new() if(json.userName ~= nil)then social:setUserName(json.userName) end if(json.status ~= nil) then social:setStatus(json.status) end if(json.facebookAppId ~= nil) then social:setFacebookAppId(json.facebookAppId) end if(json.facebookAppSecret ~= nil) then social:setFacebookAppSecret(json.facebookAppSecret) end if(json.facebookAccessToken ~= nil) then social:setFacebookAccessToken(json.facebookAccessToken) end if(json.twitterConsumerKey ~= nil) then social:setTwitterConsumerKey(json.twitterConsumerKey) end if(json.twitterConsumerSecret ~= nil) then social:setTwitterConsumerSecret(json.twitterConsumerSecret) end if(json.twitterAccessTokenSecret ~= nil) then social:setTwitterAccessTokenSecret(json.twitterAccessTokenSecret) end if(json.twitterAccessToken ~= nil) then social:setTwitterAccessToken(json.twitterAccessToken) end if(json.linkedinApiKey ~= nil) then social:setLinkedinApiKey(json.linkedinApiKey) end if(json.linkedinSecretKey ~= nil) then social:setLinkedinSecretKey(json.linkedinSecretKey) end if(json.linkedinAccessToken ~= nil) then social:setLinkedinAccessToken(json.linkedinAccessToken) end if(json.linkedinAccessTokenSecret ~= nil) then social:setLinkedinAccessTokenSecret(json.linkedinAccessTokenSecret) end return social end function SocialResponseBuilder:buildFacebookObjectFromJSONTree(json) local me = FacebookProfile:new() if(json.name ~= nil) then me:setName(json.name) end if(json.picture ~= nil) then me:setPicture(json.picture) end if(json.id ~= nil) then me:setId(json.id) end return me end function SocialResponseBuilder:buildFriendsObjectFromJSONTree(json) local friends =Friends:new() if(json.installed ~= nil)then friends:setInstalled(json.installed) end if(json.name ~= nil) then friends:setName(json.name) end if(json.picture ~= nil) then friends:setPicture(json.picture) end if(json.id ~= nil) then friends:setId(json.id) end return friends end function SocialResponseBuilder:buildOwnFacebookObjectFromJSONTree(json) local me = FacebookProfile:new() if(json.name ~= nil) then me:setName(json.name) end if(json.picture ~= nil) then me:setPicture(json.picture) end if(json.id ~= nil) then me:setId(json.id) end if(json.firstName ~= nil) then me:setFirstName(json.firstName) end if(json.lastName ~= nil) then me:setLastName(json.lastName) end if(json.gender ~= nil) then me:setGender(json.gender) end if(json.link ~= nil) then me:setLink(json.link) end if(json.locale ~= nil) then me:setLocale(json.locale) end if(json.username ~= nil) then me:setUserName(json.username) end return me end function SocialResponseBuilder:buildPublicFriendsObjectFromJSONTree(json) local me =PublicProfile:new() if(json.name ~= nil) then me:setName(json.name) end if(json.picture ~= nil) then me:setPicture(json.picture) end if(json.id ~= nil) then me:setId(json.id) end return me end return SocialResponseBuilder
--[[ Project: SA-MP API Author: LUCHARE All structures are taken from mod_s0beit_sa. Copyright: BlastHack mod_sa is available from https://github.com/BlastHackNet/mod_s0beit_sa/ ]] local sys = require 'SA-MP API.kernel' sys.safely_include 'SA-MP API.samp.0_3_7-R3.stServerPresets' sys.safely_include 'SA-MP API.samp.0_3_7-R3.stSAMPPools' sys.ffi.cdef[[ struct stSAMP { char pad_0[44]; void *pRakClientInterface; char szIP[257]; char szHostname[257]; bool m_bDisableCollision; bool m_bUpdateCameraTarget; bool bNametagStatus; int ulPort; int iLanMode; unsigned int ulMapIcons[100]; int iGameState; unsigned int ulConnectTick; stServerPresets *pSettings; char pad_2[5]; stSAMPPools *pPools; } __attribute__ ((packed)); ]]
function gadget:GetInfo() return { name = "Mex Upgrader Gadget", desc = "Upgrades mexes.", author = "author: BigHead, modified by DeadnightWarrior", date = "September 13, 2007", license = "GNU GPL, v2 or later", layer = 100, enabled = true -- loaded by default? } end local ignoreWeapons = false --if the only weapon is a shield it is ignored local ignoreStealth = false local remove = table.remove local GetTeamUnits = Spring.GetTeamUnits local GetUnitDefID = Spring.GetUnitDefID local GiveOrderToUnit = Spring.GiveOrderToUnit local GetUnitPosition = Spring.GetUnitPosition local GetUnitHealth = Spring.GetUnitHealth local GetGroundHeight = Spring.GetGroundHeight local GetUnitTeam = Spring.GetUnitTeam local GetCommandQueue = Spring.GetCommandQueue local Echo = Spring.Echo local FindUnitCmdDesc = Spring.FindUnitCmdDesc local InsertUnitCmdDesc = Spring.InsertUnitCmdDesc local EditUnitCmdDesc = Spring.EditUnitCmdDesc local SendMessageToTeam = Spring.SendMessageToTeam local ValidUnitID = Spring.ValidUnitID local GetUnitIsDead = Spring.GetUnitIsDead local builderDefs = {} local mexDefs = {} local messageCount = {} local mexes = {} local builders = {} local IDLE = 0 local FOLOWING_ORDERS = 1 local RECLAIMING = 2 local BUILDING = 3 local scheduledBuilders = {} local addFakeReclaim = {} local addCommands = {} local CMD_RECLAIM = CMD.RECLAIM local CMD_STOP = CMD.STOP local CMD_INSERT = CMD.INSERT local CMD_OPT_INTERNAL = CMD.OPT_INTERNAL local CMD_AUTOMEX = 31143 local CMD_UPGRADEMEX = 31244 local ONTooltip = "Metal makers are upgraded automatically\nby this builder." local OFFTooltip = "Metal makers are NOT upgraded automatically\nby this builder." local autoMexCmdDesc = { id = CMD_AUTOMEX, type = CMDTYPE.ICON_MODE, name = 'Automatic Mex Upgrade', cursor = 'AutoMex', action = 'automex', tooltip = ONTooltip, params = { '0', 'UpgMex OFF', 'UpgMex ON'} } local upgradeMexCmdDesc = { id = CMD_UPGRADEMEX, type = CMDTYPE.ICON_UNIT_OR_AREA, name = ' Upgrade \n Mex', cursor = 'Attack', action = 'upgrademex', tooltip = 'Upgrade Mex', hidden = false, params = {} } function determine(ud, wd) local tmpbuilders = {} for unitDefID, unitDef in pairs(ud) do if isBuilder(unitDef) then tmpbuilders[#tmpbuilders+1] = unitDefID else local extractsMetal = unitDef.extractsMetal if (extractsMetal > 0) then local mexDef = {} mexDef.extractsMetal = extractsMetal if #unitDef.weapons <= 1 then if (#unitDef.weapons == 1 and wd[unitDef.weapons[1].weaponDef].isShield) then mexDef.armed = #unitDef.weapons < 0 else mexDef.armed = #unitDef.weapons > 0 end else mexDef.armed = #unitDef.weapons > 0 end mexDef.stealth = unitDef.stealth mexDef.name = unitDef.name mexDef.water = unitDef.minWaterDepth >= 0 mexDefs[unitDefID] = mexDef end end end for _, unitDefID in ipairs(tmpbuilders) do local upgradePairs = nil for _, optionID in ipairs(ud[unitDefID].buildOptions) do local mexDef = mexDefs[optionID] if mexDef then upgradePairs = processMexData(optionID, mexDef, upgradePairs) end end if upgradePairs then builderDefs[unitDefID] = upgradePairs end end end function processMexData(mexDefID, mexDef, upgradePairs) for defID, def in pairs(mexDefs) do if (ignoreStealth or mexDef.stealth == def.stealth) and (ignoreWeapons or mexDef.armed == def.armed) and mexDef.water == true and def.water == true then if mexDef.extractsMetal > def.extractsMetal then if not upgradePairs then upgradePairs = {} end local upgrader = upgradePairs[defID] if not upgrader or mexDef.extractsMetal > mexDefs[upgrader].extractsMetal and mexDef.water == true and mexDefs[upgrader].water == true then upgradePairs[defID] = mexDefID end end end if (ignoreStealth or mexDef.stealth == def.stealth) and (ignoreWeapons or mexDef.armed == def.armed) and mexDef.water == false and def.water == false then --Spring.Echo(mexDef.extractsMetal , def.extractsMetal) if mexDef.extractsMetal > def.extractsMetal then if not upgradePairs then upgradePairs = {} end local upgrader = upgradePairs[defID] if not upgrader or mexDef.extractsMetal > mexDefs[upgrader].extractsMetal and mexDef.water == false and mexDefs[upgrader].water == false then upgradePairs[defID] = mexDefID end end end end return upgradePairs end function isBuilder(unitDef) return (unitDef.isBuilder and unitDef.canAssist) end if (gadgetHandler:IsSyncedCode()) then -- This part of the code determines who should upgrade what --------------------------------------------------------------------------------------------------------------------------- function gadget:Initialize() determine(UnitDefs, WeaponDefs) registerUnits() end function registerUnits() local teams = Spring.GetTeamList() for _, teamID in ipairs(teams) do builders[teamID] = {} mexes[teamID] = {} for _, unitID in ipairs(GetTeamUnits(teamID)) do local unitDefID = GetUnitDefID(unitID) registerUnit(unitID, unitDefID, teamID) end end end -- This part of the code actually does somethings (upgrades mexes) --------------------------------------------------------------------------------------------------------------------------- function gadget:GameFrame(n) for unitID, data in pairs(addCommands) do GiveOrderToUnit(unitID, data.cmd, data.params, data.options) end addCommands = {} for unitID, data in pairs(scheduledBuilders) do local teamID = GetUnitTeam(unitID) if builders[teamID] then local builder = builders[teamID][unitID] local y = GetGroundHeight(builder.targetX, builder.targetZ) GiveOrderToUnit(unitID, CMD_INSERT, {0, CMD_RECLAIM, CMD_OPT_INTERNAL, data}, {"alt"}); GiveOrderToUnit(unitID, CMD_INSERT, {1,-builder.targetUpgrade,CMD_OPT_INTERNAL,builder.targetX, y, builder.targetZ, 0}, {"alt"}); builder.orderTaken = true end end scheduledBuilders = {} for unitID, _ in pairs(addFakeReclaim) do local commands = GetCommandQueue(unitID,20) for i, cmd in ipairs(commands) do if cmd.id == CMD_UPGRADEMEX and not (commands[i+1] and commands[i+1].id == CMD_RECLAIM) then GiveOrderToUnit(unitID, CMD_INSERT, {i, CMD_RECLAIM, CMD_OPT_INTERNAL+1, cmd.params[1]}, {"alt"}) end end end addFakeReclaim = {} gadgetHandler:RemoveCallIn("GameFrame") end function autoUpgradeDisabled(unitID, teamID) local builder = builders[teamID][unitID] builder.autoUpgrade = false if getUnitPhase(unitID, teamID) == RECLAIMING then mexes[teamID][builder.targetMex].assignedBuilder = nil GiveOrderToUnit(unitID, CMD_STOP, {}, {""}) end end function autoUpgradeEnabled(unitID, teamID) local builder = builders[teamID][unitID] builder.autoUpgrade = true local phase = getUnitPhase(unitID, teamID) if phase ~= BUILDING then local upgradePairs = builderDefs[builder.unitDefID] if getClosestMex(unitID, upgradePairs, teamID) then upgradeClosestMex(unitID, teamID) end end end function upgradeClosestMex(unitID, teamID, mexesInRange) local builder = builders[teamID][unitID] local upgradePairs = builderDefs[builder.unitDefID] local mexID = getClosestMex(unitID, upgradePairs, teamID, mexesInRange) if not mexID then SendToUnsynced("messages", false, teamID, builder.humanName, messageCount[unitID]) if messageCount[unitID] == 250 then SendToUnsynced("messages", true, teamID, builder.humanName, messageCount[unitID]) Spring.GiveOrderToUnit(unitID, CMD_AUTOMEX, { 0 }, {"alt"}) end messageCount[unitID] = messageCount[unitID] + 1 return false end orderBuilder(unitID, mexID) return true end function orderBuilder(unitID, mexID) --GiveOrderToUnit(unitID, CMD_UPGRADEMEX, {mexID}, {""}); --addCommands[unitID] = {cmd = CMD_UPGRADEMEX, params = {mexID}, options = {""}} addCommands[unitID] = {cmd = CMD_INSERT, params = {1, CMD_UPGRADEMEX, CMD_OPT_INTERNAL, mexID}, options = {"alt"}} gadgetHandler:UpdateCallIn("GameFrame") end function upgradeMex(unitID, mexID, teamID) local builder = builders[teamID][unitID] local mex = mexes[teamID][mexID] if not mex then return end local upgradePairs = builderDefs[builder.unitDefID] builder.targetMex = mexID builder.targetUpgrade = upgradePairs[mex.unitDefID] builder.targetX = mex.x builder.targetY = mex.y builder.targetZ = mex.z mex.assignedBuilder = unitID gadgetHandler:UpdateCallIn("GameFrame") scheduledBuilders[unitID] = mexID end function getClosestMex(unitID, upgradePairs, teamID, mexesInRange) local bestDistance = nil local bestMexID, bestMexDefID = nil, nil if not mexesInRange then mexesInRange = mexes[teamID] end for mexID, mex in pairs(mexesInRange) do if not mex.assignedBuilder then local mexDefID = mex.unitDefID local upgradeTo = upgradePairs[mexDefID] if upgradeTo then local dist = getDistance(unitID, mexID, teamID) if not bestDistance or dist < bestDistance then bestDistance = dist bestMexID, bestMexDefID = mexID, mexDefID end end end end return bestMexID, bestMexDefID end function gadget:UnitDestroyed(unitID, unitDefID, unitTeam, attackerID, attackerDefID, attackerTeam) unregisterUnit(unitID, unitDefID, unitTeam, true) end function gadget:UnitIdle(unitID, unitDefID, unitTeam) local builder = builders[unitTeam][unitID] if builder then if builder.autoUpgrade then upgradeClosestMex(unitID, unitTeam) end end end function gadget:UnitTaken(unitID, unitDefID, unitTeam, newTeam) unregisterUnit(unitID, unitDefID, unitTeam, false) end function unregisterUnit(unitID, unitDefID, unitTeam, destroyed) local mex = mexes[unitTeam][unitID] local builder = builders[unitTeam][unitID] if mex then local builderID = mex.assignedBuilder if builderID then builder = builders[unitTeam][builderID] if not (destroyed and getDistance(builderID, unitID, unitTeam) < builder.buildDistance * 2) then upgradeClosestMex(builderID, unitTeam) end end messageCount[unitID] = nil mexes[unitTeam][unitID] = nil elseif builder then if getUnitPhase(unitID, unitTeam) == RECLAIMING then local mex = mexes[unitTeam][builder.targetMex] if mexes[unitTeam][builder.targetMex] then mexes[unitTeam][builder.targetMex].assignedBuilder = nil end if mex then assignClosestBuilder(builder.targetMex, mex, unitTeam) end end builders[unitTeam][unitID] = nil end end function registerUnit(unitID, unitDefID, unitTeam) if builderDefs[unitDefID] then local builder = {} local unitDef = UnitDefs[unitDefID] messageCount[unitID] = 0 builder.unitDefID = unitDefID builder.autoUpgrade = false builder.buildDistance = unitDef.buildDistance builder.humanName = unitDef.humanName builder.teamID = unitTeam builders[unitTeam][unitID] = builder addLayoutCommands(unitID) elseif mexDefs[unitDefID] then local mex = {} mex.unitDefID = unitDefID mex.teamID = unitTeam mex.x, mex.y, mex.z = GetUnitPosition(unitID) mexes[unitTeam][unitID] = mex assignClosestBuilder(unitID, mex, unitTeam) end end function assignClosestBuilder(mexID, mex, teamID) local bestDistance = nil local bestBuilder, bestBuilderID = nil local mexDefID = mex.unitDefID for unitID, builder in pairs(builders[teamID]) do if builder.autoUpgrade and getUnitPhase(unitID, teamID) == IDLE then local upgradePairs = builderDefs[builder.unitDefID] local upgradeTo = upgradePairs[mexDefID] if upgradeTo then local dist = getDistance(unitID, mexID, teamID) if not bestDistance or dist < bestDistance then bestDistance = dist bestBuilder = builder bestBuilderID = unitID end end end end if bestBuilder then orderBuilder(bestBuilderID, mexID) end end function gadget:UnitCreated(unitID, unitDefID, unitTeam, builderID) registerUnit(unitID, unitDefID, unitTeam) end function gadget:UnitGiven(unitID, unitDefID, unitTeam, oldTeam) registerUnit(unitID, unitDefID, unitTeam) end function getDistance(unitID, mexID, teamID) local x1, _, y1 = GetUnitPosition(unitID) local mex = mexes[teamID][mexID] local x2, y2 = mex.x, mex.z if not (x1 and y1 and x2 and y2) then return math.huge end --hack return math.sqrt((x1-x2)^2 + (y1-y2)^2) end function getDistanceFromPosition(x1, y1, mexID, teamID) local mex = mexes[teamID][mexID] local x2, y2 = mex.x, mex.z if not (x2 and y2) then return math.huge end --hack return math.sqrt((x1-x2)^2 + (y1-y2)^2) end function getUnitPhase(unitID, teamID) local commands = GetCommandQueue(unitID,1) if #commands == 0 then return IDLE end local cmd = commands[1] local builder = builders[teamID][unitID] if cmd.id == CMD_RECLAIM and cmd.params[1] == builder.targetMex then return RECLAIMING elseif builder.targetUpgrade and cmd.id == builder.targetUpgrade then return BUILDING else return FOLLOWING_ORDERS end end -- Gadget Button --------------------------------------------------------------------------------------------------------------------------- local ON, OFF = 1, 0 function addLayoutCommands(unitID) local insertID = FindUnitCmdDesc(unitID, CMD.CLOAK) or FindUnitCmdDesc(unitID, CMD.ONOFF) or FindUnitCmdDesc(unitID, CMD.TRAJECTORY) or FindUnitCmdDesc(unitID, CMD.REPEAT) or FindUnitCmdDesc(unitID, CMD.MOVE_STATE) or FindUnitCmdDesc(unitID, CMD.FIRE_STATE) or 123456 -- back of the pack autoMexCmdDesc.params[1] = '0' updateCommand(unitID, insertID + 1, autoMexCmdDesc) updateCommand(unitID, insertID + 2, upgradeMexCmdDesc) end function updateCommand(unitID, insertID, cmd) local cmdDescId = FindUnitCmdDesc(unitID, cmd.id) if not cmdDescId then InsertUnitCmdDesc(unitID, insertID, cmd) else EditUnitCmdDesc(unitID, cmdDescId, cmd) end end function gadget:AllowCommand(unitID, unitDefID, teamID, cmdID, cmdParams, _) --Echo("AC " .. cmdID) local builder = builders[teamID][unitID] if cmdID == CMD_UPGRADEMEX then if not cmdParams[2] then -- Unit local mex = mexes[teamID][cmdParams[1]] if mex and builder then local upgradePairs = builderDefs[builder.unitDefID] local upgradeTo = upgradePairs[mex.unitDefID] if upgradeTo then addFakeReclaim[unitID] = true; gadgetHandler:UpdateCallIn("GameFrame") return true end end -- Circle else return true end return false elseif cmdID ~= CMD_AUTOMEX then if builder and builder.targetMex and ValidUnitID(builder.targetMex) and (not GetUnitIsDead(builder.targetMex)) and (getUnitPhase(unitID, teamID) == RECLAIMING) then mexes[teamID][builder.targetMex].assignedBuilder = nil end return true end local cmdDescID = FindUnitCmdDesc(unitID, CMD_AUTOMEX) if (cmdDescID == nil) then return end local status = cmdParams[1] local tooltip if status == OFF then autoUpgradeDisabled(unitID, teamID) tooltip = OFFTooltip status = OFF else autoUpgradeEnabled(unitID, teamID) tooltip = ONTooltip status = ON end autoMexCmdDesc.params[1] = status EditUnitCmdDesc(unitID, cmdDescID, { params = autoMexCmdDesc.params, tooltip = tooltip }) return false end function gadget:CommandFallback(unitID, unitDefID, teamID, cmdID, cmdParams, cmdOptions) --Echo("CF " .. cmdID) if cmdID ~= CMD_UPGRADEMEX or not unitID or not unitDefID then return false end local builder = builders[teamID][unitID] if not builder then return false end if not cmdParams[2] then -- Unit if not builder.orderTaken then local mexID = cmdParams[1] upgradeMex(unitID, mexID, teamID) return true, false else builder.orderTaken = false return true, true end else --Circle local x, y, z, radius = cmdParams[1], cmdParams[2], cmdParams[3], cmdParams[4] local mexesInRange = {} local canUpgrade = false for mexID, mex in pairs(mexes[teamID]) do if not mex.assignedBuilder and getDistanceFromPosition(x, z, mexID, teamID) < radius then mexesInRange[mexID] = mexes[teamID][mexID] canUpgrade = true end end if canUpgrade then local upgradePairs = builderDefs[builder.unitDefID] local mexID = getClosestMex(unitID, upgradePairs, teamID, mexesInRange) if mexID then addCommands[unitID] = {cmd = CMD_INSERT, params = {0, CMD_UPGRADEMEX, CMD_OPT_INTERNAL, mexID}, options = {"alt"}} gadgetHandler:UpdateCallIn("GameFrame") return true, false end end return true, true end end --Unsynced else local bDefs = {} local count = 0 local CMD_AUTOMEX = 31143 local GetSpectatingState = Spring.GetSpectatingState local GetMyTeamID = Spring.GetMyTeamID local function RegisterUpgradePairs(_, val) if Script.LuaUI("registerUpgradePairs") then Script.LuaUI.registerUpgradePairs(bDefs) end return true end local function Messages(_, AutoOffMessage, teamID, humanName, Count) local myTeamID = GetMyTeamID() if myTeamID == teamID and not GetSpectatingState() then if AutoOffMessage then Spring.Echo("\255\255\255\001" ..humanName .. " AutoUpgrade mex Disabled") end if (Count%10 == 0) and not AutoOffMessage then Spring.Echo("\255\255\255\001" ..humanName .. " No Mexes to Upgrade") end end end function gadget:Initialize() determine(UnitDefs, WeaponDefs) for k,v in pairs(builderDefs) do local upgradePairs = {} for k2,v2 in pairs(v) do upgradePairs[k2] = v2 end bDefs[k] = upgradePairs end gadgetHandler:AddChatAction("registerUpgradePairs", RegisterUpgradePairs, "toggles registerUpgradePairs setting") gadgetHandler:AddSyncAction("messages", Messages) end function gadget:Shutdown() gadgetHandler:RemoveChatAction("registerUpgradePairs") gadgetHandler.RemoveSyncAction("Messages") end end
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937' --[[ do not change anything in here you idiot! what do u want here go start you fucking script and enter your server you idiot! --]] client_script 'SDP info-c.lua'
--[[ Name: Hive -> Turtle Automation System Type: Server Author: DannySMc Platform: Lua Virtual Machine CCType: Advanced Computer Dependencies: Wireless Modem, HTTP Enabled. Shared Database Store: + hive -> list = Will list all jobs saved to the job store. + hive -> download = Will download a job and save it to the server. + hive -> upload = Will allow you to upload a job from the server to the job store. Server Connections API: (FORMAT: function name -> args -> output) + hive_core_connect -> username, password -> "false" (failed) clienthash if worked. + hive_core_disconnect -> clienthash -> "true" or "false" + ]] ---------------------------------------- INITIALISATION OF VARIABLES AND NAMING CONVENTIONS ---------------------------------------- cchive = {} cchive.__index = cchive cchive.draw = {} cchive.draw.__index = cchive.draw cchive.core = {} cchive.core.__index = cchive.core -------------------------------------- END INITIALISATION OF VARIABLES AND NAMING CONVENTIONS ---------------------------------------- -- Download my API local downloadapi = false local nTries = 0 while not downloadapi do local ok, err = pcall( function() if http then aa = aa or {} local a = http.get("https://api.dannysmc.com/files/apis/progutils.lua") a = a.readAll() local env = {} a = loadstring(a) local env = getfenv() setfenv(a,env) local status, err = pcall(a, unpack(aa)) if (not status) and err then printError("Error loading api") return false end local returned = err env = env _G["progutils"] = env end end) if not ok then term.clear() term.setCursorPos(1,1) print("Download API (Attempt: "..nTries.."/".."5)") if nTries >= 5 then shell.run("shell") end else downloadapi = true end end -- Set up variables hivedata = { ["buffer"] = {}; ["config"] = { ["modemSide"] = "top"; ["type"] = "server:solo"; ["name"] = "CC-Hive Server"; }; ["trusted"] = {}; ["status"] = { ["server"] = "OKAY"; ["buffer"] = "OKAY"; ["requests"] = { ["total"] = 0; ["session"] = 0; }; }; } function cchive.main() local ok, err = pcall( function() -- Initialise Hive cchive.init() -- Initialise Screen cchive.screen() -- Load Configs cchive.config() cchive.event() end) if not ok then col.screen("white") local text = "Thanks for using CC-Hive, it seems an error has occured, forcing the system to halt, please choose the appropriate option." for k,v in ipairs(data.wordwrap(text, 40)) do draw.textc(v, k+4, false, "grey", "white") end draw.textc("---------- Error Message ----------", 11, false, "grey", "white") for k,v in ipairs(data.wordwrap(err, 45)) do draw.textc(v, k+12, false, "red", "white") end sleep(2) draw.cscreen() else col.screen("white") local text = "Thanks for using CC-Hive, this software is developed and maintained by Lupus590, DannySMc and KingofGamesYami." for k,v in ipairs(data.wordwrap(text, 40)) do draw.textc(v, k+15, false, "grey", "white") end local logo = paintutils.loadImage("CC-Hive/src/Assets/logo.lua") paintutils.drawImage(logo, 8, 2) sleep(2) draw.cscreen() end end function cchive.init() end function cchive.screen() col.screen("white") draw.box(1, 51, 1, 1, " ", "grey", "grey") draw.textl("CC-Hive", 1, false, "cyan", "grey") draw.textr(misc.time(), 1, false, "lime", "grey") draw.texta("[SERVER]: " .. hivedata.status.server, 1, 4, false, "grey", "white") draw.texta("[BUFFER]: " .. hivedata.status.buffer.. " - ("..#hivedata.buffer..")", 1, 5, false, "grey", "white") draw.texta("[REQUES]: Session("..hivedata.status.requests.session..") - Total("..hivedata.status.requests.total..")", 1, 6, false, "grey", "white") end function cchive.config() end function cchive.event() while true do local args = { os.pullEvent() } if args[1] == "timer" then draw.textr(misc.time(), 1, false, "lime", "grey") elseif args[1] == "rednet_message" then -- Check if reply is trusted for _, v in ipairs(hivedata.trusted) do if v.id == args[2] then -- Do main code parsing here. -- Add a transmit.decode() function to API to streamline this? local request = basesf.decode(args[3]) local request1 = convert.bintotxt(request) request = textutils.unserialize(request) if request.command == "FINISHED" then -- Turtle Command elseif request.command == "WORKING" then -- Turtle Command elseif request.command == "ERROR" then -- Turtle Command elseif request.command == "RUN_JOB" then -- Turtle Command elseif request.command == "CLIENT_CONNECT" then -- Client Command -- Add to trusted, -- Administer encryption keys -- Same thing for turtles initially connecting elseif request.command == "NEW_JOB" then -- Client Command elseif request.command == "DEL_JOB" then -- Client Command end hivedata.status.requests.session = hivedata.status.requests.session + 1 hivedata.status.requests.total = hivedata.status.requests.total + 1 end end elseif args[1] == "char" then break end end end --[[ REQUESTS: CLIENT: + JOB_NEW + JOB_DEL + JOB_EDT TURTLE: + TASK_NEW + TASK_DEL + TASK MONITOR: + MON_STATUS + MON_STATUS_TURTLE + MON_JOBS ]] ---------------------------------------- START CC-HIVE SYSTEM SERVER ---------------------------------------- if downloadapi then cchive.main() else error("CC-Hive\'s server has crashed! :(") end
--this = SceneNode() PathModel = {} function PathModel.new(inParentNode, inColor) --inParentNode = SceneNode() local self = {} local mesh = NodeMesh() local color = inColor local s = 2 local w = 0.1 local boxSize = Vec3() local boxWidth = 0 function self.setVisible(visible) mesh:setVisible(visible) end function self.setPosition(globalPos) mesh:setLocalPosition(globalPos) end function self.collision(globalLine) local box = Box( -Vec3(boxSize.x,0, boxSize.z) - Vec3(boxWidth), Vec3(boxSize.x, boxSize.y*2, boxSize.z) + Vec3(boxWidth)) local localLine = Line3D( mesh:getGlobalMatrix():inverseM() * globalLine.startPos, mesh:getGlobalMatrix():inverseM() * globalLine.endPos) local collision, position = Collision.line3DSegmentBoxIntersection( localLine, box) return collision, mesh:getGlobalMatrix() * position end function self.destroy() mesh:destroy() mesh = nil end function addPanel(p1, p2, at, color) local up = (p2-p1):normalizeV() * w local right = at:crossProductV(up):normalizeV() * w local index = mesh:getNumVertex() mesh:addVertex(p1 + up + right + at, color) mesh:addVertex(p1 + up + right - at, color) mesh:addVertex(p2 - up + right + at, color) mesh:addVertex(p2 - up + right - at, color) mesh:addIndex(index + 0) mesh:addIndex(index + 1) mesh:addIndex(index + 2) mesh:addIndex(index + 1) mesh:addIndex(index + 3) mesh:addIndex(index + 2) end function addSide(p1, p2, p3, p4, color, rightColor, upColor) local up = (p2-p1):normalizeV() * w local right = (p4-p1):normalizeV() * w local atVec = up:crossProductV(right):normalizeV() * w local index = mesh:getNumVertex() mesh:addVertex(p1 - up - right + atVec, color) mesh:addVertex(p1 + up + right + atVec, color) mesh:addVertex(p2 + up - right + atVec, color) mesh:addVertex(p2 - up + right + atVec, color) mesh:addVertex(p3 + up + right + atVec, color) mesh:addVertex(p3 - up - right + atVec, color) mesh:addVertex(p4 - up + right + atVec, color) mesh:addVertex(p4 + up - right + atVec, color) for i=0, 6, 2 do mesh:addIndex(index + (i + 0) % 8) mesh:addIndex(index + (i + 1) % 8) mesh:addIndex(index + (i + 2) % 8) mesh:addIndex(index + (i + 1) % 8) mesh:addIndex(index + (i + 3) % 8) mesh:addIndex(index + (i + 2) % 8) end addPanel(p1, p2, atVec, rightColor) addPanel(p2, p3, atVec, upColor) addPanel(p3, p4, atVec, rightColor) addPanel(p4, p1, atVec, upColor) end function self.setQubeSize(cubeSize, lineWidth) --cubeSize = Vec3() --lineWidth = number() boxSize = cubeSize boxWidth = lineWidth mesh:clearMesh() s = cubeSize w = lineWidth corner = {Vec3(-s.x,0,-s.z), Vec3(-s.x,0,s.z), Vec3(s.x,0,s.z), Vec3(s.x,0,-s.z), Vec3(-s.x,s.y*2,-s.z), Vec3(-s.x,s.y*2,s.z), Vec3(s.x,s.y*2,s.z), Vec3(s.x,s.y*2,-s.z)} local atColor = inColor local rightColor = inColor * 0.5 local upColor = inColor * 0.75 addSide(corner[1], corner[5], corner[8], corner[4], atColor, rightColor, upColor) addSide(corner[3], corner[7], corner[6], corner[2], atColor, rightColor, upColor) addSide(corner[2], corner[6], corner[5], corner[1], rightColor, atColor, upColor) addSide(corner[4], corner[8], corner[7], corner[3], rightColor, atColor, upColor) addSide(corner[6], corner[7], corner[8], corner[5], upColor, atColor, rightColor) addSide(corner[1], corner[4], corner[3], corner[2], upColor, atColor, rightColor) mesh:compile() mesh:setBoundingSphere(Sphere( Vec3(0,cubeSize.y,0), cubeSize:length())) end function init() mesh = NodeMesh() mesh:setVertexType(VertexType.position3, VertexType.color3) inParentNode:addChild(mesh) mesh:setRenderLevel(31) mesh:setShader(Core.getShader("toolNormal")) mesh:setColor(Vec4(1)) mesh:setCanBeSaved(false) mesh:setCollisionEnabled(false) end init() return self end
SILE.hyphenator.languages["bg"] = {} SILE.hyphenator.languages["bg"].patterns = { "1а1", "1б1", "1в1", "1г1", "1д1", "1е1", "1ж1", "1з1", "1и1", "1й1", "1к1", "1л1", "1м1", "1н1", "1о1", "1п1", "1р1", "1с1", "1т1", "1у1", "1ф1", "1х1", "1ц1", "1ч1", "1ш1", "1щ1", "1ъ1", "0ь0", "1ю1", "1я1", "б4а б4е б4и б4о б4у б4ъ б4ю б4я", "в4а в4е в4и в4о в4у в4ъ в4ю в4я", "г4а г4е г4и г4о г4у г4ъ г4ю г4я", "д4а д4е д4и д4о д4у д4ъ д4ю д4я", "ж4а ж4е ж4и ж4о ж4у ж4ъ ж4ю ж4я", "з4а з4е з4и з4о з4у з4ъ з4ю з4я", "й4а й4е й4и й4о й4у й4ъ й4ю й4я", "к4а к4е к4и к4о к4у к4ъ к4ю к4я", "л4а л4е л4и л4о л4у л4ъ л4ю л4я", "м4а м4е м4и м4о м4у м4ъ м4ю м4я", "н4а н4е н4и н4о н4у н4ъ н4ю н4я", "п4а п4е п4и п4о п4у п4ъ п4ю п4я", "р4а р4е р4и р4о р4у р4ъ р4ю р4я", "с4а с4е с4и с4о с4у с4ъ с4ю с4я", "т4а т4е т4и т4о т4у т4ъ т4ю т4я", "ф4а ф4е ф4и ф4о ф4у ф4ъ ф4ю ф4я", "х4а х4е х4и х4о х4у х4ъ х4ю х4я", "ц4а ц4е ц4и ц4о ц4у ц4ъ ц4ю ц4я", "ч4а ч4е ч4и ч4о ч4у ч4ъ ч4ю ч4я", "ш4а ш4е ш4и ш4о ш4у ш4ъ ш4ю ш4я", "щ4а щ4е щ4и щ4о щ4у щ4ъ щ4ю щ4я", "ь4а ь4е ь4и ь4о ь4у ь4ъ ь4ю ь4я", "4б3б4", "2б3в2", "2б3г2", "2б3д2", "2б3ж2", "2б3з2", "2б3й2", "2б3к2", "2б3л2", "2б3м2", "2б3н2", "2б3п2", "2б3р2", "2б3с2", "2б3т2", "2б3ф2", "2б3х2", "2б3ц2", "2б3ч2", "2б3ш2", "2б3щ2", "2в3б2", "4в3в4", "2в3г2", "2в3д2", "2в3ж2", "2в3з2", "2в3й2", "2в3к2", "2в3л2", "2в3м2", "2в3н2", "2в3п2", "2в3р2", "2в3с2", "2в3т2", "2в3ф2", "2в3х2", "2в3ц2", "2в3ч2", "2в3ш2", "2в3щ2", "2г3б2", "2г3в2", "4г3г4", "2г3д2", "2г3ж2", "2г3з2", "2г3й2", "2г3к2", "2г3л2", "2г3м2", "2г3н2", "2г3п2", "2г3р2", "2г3с2", "2г3т2", "2г3ф2", "2г3х2", "2г3ц2", "2г3ч2", "2г3ш2", "2г3щ2", "2д3б2", "2д3в2", "2д3г2", "4д3д4", "3д4ж", "2д3з2", "2д3й2", "2д3к2", "2д3л2", "2д3м2", "2д3н2", "2д3п2", "2д3р2", "2д3с2", "2д3т2", "2д3ф2", "2д3х2", "2д3ц2", "2д3ч2", "2д3ш2", "2д3щ2", "2ж3б2", "2ж3в2", "2ж3г2", "2ж3д2", "4ж3ж4", "2ж3з2", "2ж3й2", "2ж3к2", "2ж3л2", "2ж3м2", "2ж3н2", "2ж3п2", "2ж3р2", "2ж3с2", "2ж3т2", "2ж3ф2", "2ж3х2", "2ж3ц2", "2ж3ч2", "2ж3ш2", "2ж3щ2", "2з3б2", "2з3в2", "2з3г2", "2з3д2", "2з3ж2", "4з3з4", "2з3й2", "2з3к2", "2з3л2", "2з3м2", "2з3н2", "2з3п2", "2з3р2", "2з3с2", "2з3т2", "2з3ф2", "2з3х2", "2з3ц2", "2з3ч2", "2з3ш2", "2з3щ2", "2й3б2", "2й3в2", "2й3г2", "2й3д2", "2й3ж2", "2й3з2", "4й3й4", "2й3к2", "2й3л2", "2й3м2", "2й3н2", "2й3п2", "2й3р2", "2й3с2", "2й3т2", "2й3ф2", "2й3х2", "2й3ц2", "2й3ч2", "2й3ш2", "2й3щ2", "2к3б2", "2к3в2", "2к3г2", "2к3д2", "2к3ж2", "2к3з2", "2к3й2", "4к3к4", "2к3л2", "2к3м2", "2к3н2", "2к3п2", "2к3р2", "2к3с2", "2к3т2", "2к3ф2", "2к3х2", "2к3ц2", "2к3ч2", "2к3ш2", "2к3щ2", "2л3б2", "2л3в2", "2л3г2", "2л3д2", "2л3ж2", "2л3з2", "2л3й2", "2л3к2", "4л3л4", "2л3м2", "2л3н2", "2л3п2", "2л3р2", "2л3с2", "2л3т2", "2л3ф2", "2л3х2", "2л3ц2", "2л3ч2", "2л3ш2", "2л3щ2", "2м3б2", "2м3в2", "2м3г2", "2м3д2", "2м3ж2", "2м3з2", "2м3й2", "2м3к2", "2м3л2", "4м3м4", "2м3н2", "2м3п2", "2м3р2", "2м3с2", "2м3т2", "2м3ф2", "2м3х2", "2м3ц2", "2м3ч2", "2м3ш2", "2м3щ2", "2н3б2", "2н3в2", "2н3г2", "2н3д2", "2н3ж2", "2н3з2", "2н3й2", "2н3к2", "2н3л2", "2н3м2", "4н3н4", "2н3п2", "2н3р2", "2н3с2", "2н3т2", "2н3ф2", "2н3х2", "2н3ц2", "2н3ч2", "2н3ш2", "2н3щ2", "2п3б2", "2п3в2", "2п3г2", "2п3д2", "2п3ж2", "2п3з2", "2п3й2", "2п3к2", "2п3л2", "2п3м2", "2п3н2", "4п3п4", "2п3р2", "2п3с2", "2п3т2", "2п3ф2", "2п3х2", "2п3ц2", "2п3ч2", "2п3ш2", "2п3щ2", "2р3б2", "2р3в2", "2р3г2", "2р3д2", "2р3ж2", "2р3з2", "2р3й2", "2р3к2", "2р3л2", "2р3м2", "2р3н2", "2р3п2", "4р3р4", "2р3с2", "2р3т2", "2р3ф2", "2р3х2", "2р3ц2", "2р3ч2", "2р3ш2", "2р3щ2", "2с3б2", "2с3в2", "2с3г2", "2с3д2", "2с3ж2", "2с3з2", "2с3й2", "2с3к2", "2с3л2", "2с3м2", "2с3н2", "2с3п2", "2с3р2", "4с3с4", "2с3т2", "2с3ф2", "2с3х2", "2с3ц2", "2с3ч2", "2с3ш2", "2с3щ2", "2т3б2", "2т3в2", "2т3г2", "2т3д2", "2т3ж2", "2т3з2", "2т3й2", "2т3к2", "2т3л2", "2т3м2", "2т3н2", "2т3п2", "2т3р2", "2т3с2", "4т3т4", "2т3ф2", "2т3х2", "2т3ц2", "2т3ч2", "2т3ш2", "2т3щ2", "2ф3б2", "2ф3в2", "2ф3г2", "2ф3д2", "2ф3ж2", "2ф3з2", "2ф3й2", "2ф3к2", "2ф3л2", "2ф3м2", "2ф3н2", "2ф3п2", "2ф3р2", "2ф3с2", "2ф3т2", "4ф3ф4", "2ф3х2", "2ф3ц2", "2ф3ч2", "2ф3ш2", "2ф3щ2", "2х3б2", "2х3в2", "2х3г2", "2х3д2", "2х3ж2", "2х3з2", "2х3й2", "2х3к2", "2х3л2", "2х3м2", "2х3н2", "2х3п2", "2х3р2", "2х3с2", "2х3т2", "2х3ф2", "4х3х4", "2х3ц2", "2х3ч2", "2х3ш2", "2х3щ2", "2ц3б2", "2ц3в2", "2ц3г2", "2ц3д2", "2ц3ж2", "2ц3з2", "2ц3й2", "2ц3к2", "2ц3л2", "2ц3м2", "2ц3н2", "2ц3п2", "2ц3р2", "2ц3с2", "2ц3т2", "2ц3ф2", "2ц3х2", "4ц3ц4", "2ц3ч2", "2ц3ш2", "2ц3щ2", "2ч3б2", "2ч3в2", "2ч3г2", "2ч3д2", "2ч3ж2", "2ч3з2", "2ч3й2", "2ч3к2", "2ч3л2", "2ч3м2", "2ч3н2", "2ч3п2", "2ч3р2", "2ч3с2", "2ч3т2", "2ч3ф2", "2ч3х2", "2ч3ц2", "4ч3ч4", "2ч3ш2", "2ч3щ2", "2ш3б2", "2ш3в2", "2ш3г2", "2ш3д2", "2ш3ж2", "2ш3з2", "2ш3й2", "2ш3к2", "2ш3л2", "2ш3м2", "2ш3н2", "2ш3п2", "2ш3р2", "2ш3с2", "2ш3т2", "2ш3ф2", "2ш3х2", "2ш3ц2", "2ш3ч2", "4ш3ш4", "2ш3щ2", "2щ3б2", "2щ3в2", "2щ3г2", "2щ3д2", "2щ3ж2", "2щ3з2", "2щ3й2", "2щ3к2", "2щ3л2", "2щ3м2", "2щ3н2", "2щ3п2", "2щ3р2", "2щ3с2", "2щ3т2", "2щ3ф2", "2щ3х2", "2щ3ц2", "2щ3ч2", "2щ3ш2", "4щ3щ4", "ааа4", "аае4", "ааи4", "аао4", "аау4", "ааъ4", "ааю4", "аая4", "аеа4", "аее4", "аеи4", "аео4", "аеу4", "аеъ4", "аею4", "аея4", "аиа4", "аие4", "аии4", "аио4", "аиу4", "аиъ4", "аию4", "аия4", "аоа4", "аое4", "аои4", "аоо4", "аоу4", "аоъ4", "аою4", "аоя4", "ауа4", "ауе4", "ауи4", "ауо4", "ауу4", "ауъ4", "аую4", "ауя4", "аъа4", "аъе4", "аъи4", "аъо4", "аъу4", "аъъ4", "аъю4", "аъя4", "аюа4", "аюе4", "аюи4", "аюо4", "аюу4", "аюъ4", "аюю4", "аюя4", "аяа4", "аяе4", "аяи4", "аяо4", "аяу4", "аяъ4", "аяю4", "аяя4", "еаа4", "еае4", "еаи4", "еао4", "еау4", "еаъ4", "еаю4", "еая4", "ееа4", "еее4", "ееи4", "еео4", "ееу4", "ееъ4", "еею4", "еея4", "еиа4", "еие4", "еии4", "еио4", "еиу4", "еиъ4", "еию4", "еия4", "еоа4", "еое4", "еои4", "еоо4", "еоу4", "еоъ4", "еою4", "еоя4", "еуа4", "еуе4", "еуи4", "еуо4", "еуу4", "еуъ4", "еую4", "еуя4", "еъа4", "еъе4", "еъи4", "еъо4", "еъу4", "еъъ4", "еъю4", "еъя4", "еюа4", "еюе4", "еюи4", "еюо4", "еюу4", "еюъ4", "еюю4", "еюя4", "еяа4", "еяе4", "еяи4", "еяо4", "еяу4", "еяъ4", "еяю4", "еяя4", "иаа4", "иае4", "иаи4", "иао4", "иау4", "иаъ4", "иаю4", "иая4", "иеа4", "иее4", "иеи4", "иео4", "иеу4", "иеъ4", "иею4", "иея4", "ииа4", "иие4", "иии4", "иио4", "ииу4", "ииъ4", "иию4", "иия4", "иоа4", "иое4", "иои4", "иоо4", "иоу4", "иоъ4", "иою4", "иоя4", "иуа4", "иуе4", "иуи4", "иуо4", "иуу4", "иуъ4", "иую4", "иуя4", "иъа4", "иъе4", "иъи4", "иъо4", "иъу4", "иъъ4", "иъю4", "иъя4", "июа4", "июе4", "июи4", "июо4", "июу4", "июъ4", "июю4", "июя4", "ияа4", "ияе4", "ияи4", "ияо4", "ияу4", "ияъ4", "ияю4", "ияя4", "оаа4", "оае4", "оаи4", "оао4", "оау4", "оаъ4", "оаю4", "оая4", "оеа4", "оее4", "оеи4", "оео4", "оеу4", "оеъ4", "оею4", "оея4", "оиа4", "оие4", "оии4", "оио4", "оиу4", "оиъ4", "оию4", "оия4", "ооа4", "оое4", "оои4", "ооо4", "ооу4", "ооъ4", "оою4", "ооя4", "оуа4", "оуе4", "оуи4", "оуо4", "оуу4", "оуъ4", "оую4", "оуя4", "оъа4", "оъе4", "оъи4", "оъо4", "оъу4", "оъъ4", "оъю4", "оъя4", "оюа4", "оюе4", "оюи4", "оюо4", "оюу4", "оюъ4", "оюю4", "оюя4", "ояа4", "ояе4", "ояи4", "ояо4", "ояу4", "ояъ4", "ояю4", "ояя4", "уаа4", "уае4", "уаи4", "уао4", "уау4", "уаъ4", "уаю4", "уая4", "уеа4", "уее4", "уеи4", "уео4", "уеу4", "уеъ4", "уею4", "уея4", "уиа4", "уие4", "уии4", "уио4", "уиу4", "уиъ4", "уию4", "уия4", "уоа4", "уое4", "уои4", "уоо4", "уоу4", "уоъ4", "уою4", "уоя4", "ууа4", "ууе4", "ууи4", "ууо4", "ууу4", "ууъ4", "уую4", "ууя4", "уъа4", "уъе4", "уъи4", "уъо4", "уъу4", "уъъ4", "уъю4", "уъя4", "уюа4", "уюе4", "уюи4", "уюо4", "уюу4", "уюъ4", "уюю4", "уюя4", "уяа4", "уяе4", "уяи4", "уяо4", "уяу4", "уяъ4", "уяю4", "уяя4", "ъаа4", "ъае4", "ъаи4", "ъао4", "ъау4", "ъаъ4", "ъаю4", "ъая4", "ъеа4", "ъее4", "ъеи4", "ъео4", "ъеу4", "ъеъ4", "ъею4", "ъея4", "ъиа4", "ъие4", "ъии4", "ъио4", "ъиу4", "ъиъ4", "ъию4", "ъия4", "ъоа4", "ъое4", "ъои4", "ъоо4", "ъоу4", "ъоъ4", "ъою4", "ъоя4", "ъуа4", "ъуе4", "ъуи4", "ъуо4", "ъуу4", "ъуъ4", "ъую4", "ъуя4", "ъъа4", "ъъе4", "ъъи4", "ъъо4", "ъъу4", "ъъъ4", "ъъю4", "ъъя4", "ъюа4", "ъюе4", "ъюи4", "ъюо4", "ъюу4", "ъюъ4", "ъюю4", "ъюя4", "ъяа4", "ъяе4", "ъяи4", "ъяо4", "ъяу4", "ъяъ4", "ъяю4", "ъяя4", "юаа4", "юае4", "юаи4", "юао4", "юау4", "юаъ4", "юаю4", "юая4", "юеа4", "юее4", "юеи4", "юео4", "юеу4", "юеъ4", "юею4", "юея4", "юиа4", "юие4", "юии4", "юио4", "юиу4", "юиъ4", "юию4", "юия4", "юоа4", "юое4", "юои4", "юоо4", "юоу4", "юоъ4", "юою4", "юоя4", "юуа4", "юуе4", "юуи4", "юуо4", "юуу4", "юуъ4", "юую4", "юуя4", "юъа4", "юъе4", "юъи4", "юъо4", "юъу4", "юъъ4", "юъю4", "юъя4", "ююа4", "ююе4", "ююи4", "ююо4", "ююу4", "ююъ4", "ююю4", "ююя4", "юяа4", "юяе4", "юяи4", "юяо4", "юяу4", "юяъ4", "юяю4", "юяя4", "яаа4", "яае4", "яаи4", "яао4", "яау4", "яаъ4", "яаю4", "яая4", "яеа4", "яее4", "яеи4", "яео4", "яеу4", "яеъ4", "яею4", "яея4", "яиа4", "яие4", "яии4", "яио4", "яиу4", "яиъ4", "яию4", "яия4", "яоа4", "яое4", "яои4", "яоо4", "яоу4", "яоъ4", "яою4", "яоя4", "яуа4", "яуе4", "яуи4", "яуо4", "яуу4", "яуъ4", "яую4", "яуя4", "яъа4", "яъе4", "яъи4", "яъо4", "яъу4", "яъъ4", "яъю4", "яъя4", "яюа4", "яюе4", "яюи4", "яюо4", "яюу4", "яюъ4", "яюю4", "яюя4", "яяа4", "яяе4", "яяи4", "яяо4", "яяу4", "яяъ4", "яяю4", "яяя4", "й4бб", "й4бв", "й4бг", "й4бд", "й4бж", "й4бз", "й4бй", "й4бк", "й4бл", "й4бм", "й4бн", "й4бп", "й4бр", "й4бс", "й4бт", "й4бф", "й4бх", "й4бц", "й4бч", "й4бш", "й4бщ", "й4вб", "й4вв", "й4вг", "й4вд", "й4вж", "й4вз", "й4вй", "й4вк", "й4вл", "й4вм", "й4вн", "й4вп", "й4вр", "й4вс", "й4вт", "й4вф", "й4вх", "й4вц", "й4вч", "й4вш", "й4вщ", "й4гб", "й4гв", "й4гг", "й4гд", "й4гж", "й4гз", "й4гй", "й4гк", "й4гл", "й4гм", "й4гн", "й4гп", "й4гр", "й4гс", "й4гт", "й4гф", "й4гх", "й4гц", "й4гч", "й4гш", "й4гщ", "й4дб", "й4дв", "й4дг", "й4дд", "й4дж", "й4дз", "й4дй", "й4дк", "й4дл", "й4дм", "й4дн", "й4дп", "й4др", "й4дс", "й4дт", "й4дф", "й4дх", "й4дц", "й4дч", "й4дш", "й4дщ", "й4жб", "й4жв", "й4жг", "й4жд", "й4жж", "й4жз", "й4жй", "й4жк", "й4жл", "й4жм", "й4жн", "й4жп", "й4жр", "й4жс", "й4жт", "й4жф", "й4жх", "й4жц", "й4жч", "й4жш", "й4жщ", "й4зб", "й4зв", "й4зг", "й4зд", "й4зж", "й4зз", "й4зй", "й4зк", "й4зл", "й4зм", "й4зн", "й4зп", "й4зр", "й4зс", "й4зт", "й4зф", "й4зх", "й4зц", "й4зч", "й4зш", "й4зщ", "й4йб", "й4йв", "й4йг", "й4йд", "й4йж", "й4йз", "й4йй", "й4йк", "й4йл", "й4йм", "й4йн", "й4йп", "й4йр", "й4йс", "й4йт", "й4йф", "й4йх", "й4йц", "й4йч", "й4йш", "й4йщ", "й4кб", "й4кв", "й4кг", "й4кд", "й4кж", "й4кз", "й4кй", "й4кк", "й4кл", "й4км", "й4кн", "й4кп", "й4кр", "й4кс", "й4кт", "й4кф", "й4кх", "й4кц", "й4кч", "й4кш", "й4кщ", "й4лб", "й4лв", "й4лг", "й4лд", "й4лж", "й4лз", "й4лй", "й4лк", "й4лл", "й4лм", "й4лн", "й4лп", "й4лр", "й4лс", "й4лт", "й4лф", "й4лх", "й4лц", "й4лч", "й4лш", "й4лщ", "й4мб", "й4мв", "й4мг", "й4мд", "й4мж", "й4мз", "й4мй", "й4мк", "й4мл", "й4мм", "й4мн", "й4мп", "й4мр", "й4мс", "й4мт", "й4мф", "й4мх", "й4мц", "й4мч", "й4мш", "й4мщ", "й4нб", "й4нв", "й4нг", "й4нд", "й4нж", "й4нз", "й4нй", "й4нк", "й4нл", "й4нм", "й4нн", "й4нп", "й4нр", "й4нс", "й4нт", "й4нф", "й4нх", "й4нц", "й4нч", "й4нш", "й4нщ", "й4пб", "й4пв", "й4пг", "й4пд", "й4пж", "й4пз", "й4пй", "й4пк", "й4пл", "й4пм", "й4пн", "й4пп", "й4пр", "й4пс", "й4пт", "й4пф", "й4пх", "й4пц", "й4пч", "й4пш", "й4пщ", "й4рб", "й4рв", "й4рг", "й4рд", "й4рж", "й4рз", "й4рй", "й4рк", "й4рл", "й4рм", "й4рн", "й4рп", "й4рр", "й4рс", "й4рт", "й4рф", "й4рх", "й4рц", "й4рч", "й4рш", "й4рщ", "й4сб", "й4св", "й4сг", "й4сд", "й4сж", "й4сз", "й4сй", "й4ск", "й4сл", "й4см", "й4сн", "й4сп", "й4ср", "й4сс", "й4ст", "й4сф", "й4сх", "й4сц", "й4сч", "й4сш", "й4сщ", "й4тб", "й4тв", "й4тг", "й4тд", "й4тж", "й4тз", "й4тй", "й4тк", "й4тл", "й4тм", "й4тн", "й4тп", "й4тр", "й4тс", "й4тт", "й4тф", "й4тх", "й4тц", "й4тч", "й4тш", "й4тщ", "й4фб", "й4фв", "й4фг", "й4фд", "й4фж", "й4фз", "й4фй", "й4фк", "й4фл", "й4фм", "й4фн", "й4фп", "й4фр", "й4фс", "й4фт", "й4фф", "й4фх", "й4фц", "й4фч", "й4фш", "й4фщ", "й4хб", "й4хв", "й4хг", "й4хд", "й4хж", "й4хз", "й4хй", "й4хк", "й4хл", "й4хм", "й4хн", "й4хп", "й4хр", "й4хс", "й4хт", "й4хф", "й4хх", "й4хц", "й4хч", "й4хш", "й4хщ", "й4цб", "й4цв", "й4цг", "й4цд", "й4цж", "й4цз", "й4цй", "й4цк", "й4цл", "й4цм", "й4цн", "й4цп", "й4цр", "й4цс", "й4цт", "й4цф", "й4цх", "й4цц", "й4цч", "й4цш", "й4цщ", "й4чб", "й4чв", "й4чг", "й4чд", "й4чж", "й4чз", "й4чй", "й4чк", "й4чл", "й4чм", "й4чн", "й4чп", "й4чр", "й4чс", "й4чт", "й4чф", "й4чх", "й4чц", "й4чч", "й4чш", "й4чщ", "й4шб", "й4шв", "й4шг", "й4шд", "й4шж", "й4шз", "й4шй", "й4шк", "й4шл", "й4шм", "й4шн", "й4шп", "й4шр", "й4шс", "й4шт", "й4шф", "й4шх", "й4шц", "й4шч", "й4шш", "й4шщ", "й4щб", "й4щв", "й4щг", "й4щд", "й4щж", "й4щз", "й4щй", "й4щк", "й4щл", "й4щм", "й4щн", "й4щп", "й4щр", "й4щс", "й4щт", "й4щф", "й4щх", "й4щц", "й4щч", "й4щш", "й4щщ", "б4ь", "в4ь", "г4ь", "д4ь", "ж4ь", "з4ь", "й4ь", "к4ь", "л4ь", "м4ь", "н4ь", "п4ь", "р4ь", "с4ь", "т4ь", "ф4ь", "х4ь", "ц4ь", "ч4ь", "ш4ь", "щ4ь", "ь4ь", ".дз4в", ".дж4р", ".дж4л", ".вг4л", ".вд4л", ".вг4р", ".вг4н", ".вп4л", ".вк4л", ".вк4р", ".вт4р", ".сг4л", ".зд4р", ".сг4р", ".сб4р", ".сд4р", ".жд4р", ".ск4л", ".сп4л", ".сп4р", ".ст4р", ".ск4р", ".шп4р", ".ск4в", ".вз4р", ".вс4л", ".вс4м", ".вс4р", ".св4р", ".сх4л", ".сх4р", ".хв4р", ".вс4т", ".сх4в", ".см4р", "н4кт.", "н4кс.", "к4ст.", }
--[[buttonData = { type = "button", name = "My Button", -- string id or function returning a string func = function() end, tooltip = "Button's tooltip text.", -- string id or function returning a string (optional) width = "full", -- or "half" (optional) disabled = function() return db.someBooleanSetting end, -- or boolean (optional) icon = "icon\\path.dds", -- (optional) isDangerous = false, -- boolean, if set to true, the button text will be red and a confirmation dialog with the button label and warning text will show on click before the callback is executed (optional) warning = "Will need to reload the UI.", -- (optional) reference = "MyAddonButton", -- unique global reference to control (optional) } ]] local widgetVersion = 11 local LAM = LibStub("LibAddonMenu-2.0") if not LAM:RegisterWidget("button", widgetVersion) then return end local wm = WINDOW_MANAGER local function UpdateDisabled(control) local disable = control.data.disabled if type(disable) == "function" then disable = disable() end control.button:SetEnabled(not disable) end --controlName is optional local MIN_HEIGHT = 28 -- default_button height local HALF_WIDTH_LINE_SPACING = 2 function LAMCreateControl.button(parent, buttonData, controlName) local control = LAM.util.CreateBaseControl(parent, buttonData, controlName) control:SetMouseEnabled(true) local width = control:GetWidth() if control.isHalfWidth then control:SetDimensions(width / 2, MIN_HEIGHT * 2 + HALF_WIDTH_LINE_SPACING) else control:SetDimensions(width, MIN_HEIGHT) end if buttonData.icon then control.button = wm:CreateControl(nil, control, CT_BUTTON) control.button:SetDimensions(26, 26) control.button:SetNormalTexture(buttonData.icon) control.button:SetPressedOffset(2, 2) else --control.button = wm:CreateControlFromVirtual(controlName.."Button", control, "ZO_DefaultButton") control.button = wm:CreateControlFromVirtual(nil, control, "ZO_DefaultButton") control.button:SetWidth(width / 3) control.button:SetText(LAM.util.GetStringFromValue(buttonData.name)) if buttonData.isDangerous then control.button:SetNormalFontColor(ZO_ERROR_COLOR:UnpackRGBA()) end end local button = control.button button:SetAnchor(control.isHalfWidth and CENTER or RIGHT) button:SetClickSound("Click") button.data = {tooltipText = LAM.util.GetStringFromValue(buttonData.tooltip)} button:SetHandler("OnMouseEnter", ZO_Options_OnMouseEnter) button:SetHandler("OnMouseExit", ZO_Options_OnMouseExit) button:SetHandler("OnClicked", function(...) local args = {...} local function callback() buttonData.func(unpack(args)) LAM.util.RequestRefreshIfNeeded(control) end if(buttonData.isDangerous) then local title = LAM.util.GetStringFromValue(buttonData.name) local body = LAM.util.GetStringFromValue(buttonData.warning) LAM.util.ShowConfirmationDialog(title, body, callback) else callback() end end) if buttonData.warning ~= nil then control.warning = wm:CreateControlFromVirtual(nil, control, "ZO_Options_WarningIcon") control.warning:SetAnchor(RIGHT, button, LEFT, -5, 0) control.UpdateWarning = LAM.util.UpdateWarning control:UpdateWarning() end if buttonData.disabled ~= nil then control.UpdateDisabled = UpdateDisabled control:UpdateDisabled() end LAM.util.RegisterForRefreshIfNeeded(control) return control end
require("moonsc").import_tags() -- Test that eventless transitions take precedence over event-driven ones return _scxml{ initial="s1", _state{ id="s1", _onentry{ _raise{ event="internalEvent" }, _send{ event="externalEvent" }, }, _transition{ event="*", target="fail" }, _transition{ target="pass" }, }, _final{id='pass'}, _final{id='fail'}, }
--[[----------------------------------------------------------------------------------------------------------------------- Display all chat commands -----------------------------------------------------------------------------------------------------------------------]]-- local PLUGIN = {} PLUGIN.Title = "Chatcommands" PLUGIN.Description = "Display all available chat commands." PLUGIN.Author = "Overv" PLUGIN.ChatCommand = "commands" if SERVER then util.AddNetworkString( "EV_CommandStart" ) util.AddNetworkString( "EV_CommandEnd" ) util.AddNetworkString( "EV_Command" ) end function PLUGIN:Call( ply, args ) local commands = table.Copy( evolve.plugins ) table.sort( commands, function( a, b ) local cmdA, cmdB = ( a.ChatCommand or "" ), ( b.ChatCommand or "" ) if ( type(cmdA) == "table" ) then cmdA = cmdA[1] end if ( type(cmdB) == "table" ) then cmdB = cmdB[1] end return cmdA < cmdB end ) if ( ply:IsValid() ) then net.Start( "EV_CommandStart" ) net.Send( ply ) for _, plug in ipairs( commands ) do if ( plug.ChatCommand ) then if ( type( plug.ChatCommand ) == "string" ) then net.Start( "EV_Command" ) net.WriteString( plug.ChatCommand ) net.WriteString( tostring( plug.Usage ) ) net.WriteString( plug.Description ) net.Send( ply ) elseif ( type( plug.ChatCommand ) == "table" ) then for _, cmd in pairs( plug.ChatCommand ) do net.Start( "EV_Command" ) net.WriteString( cmd ) net.WriteString( tostring( plug.Usage ) ) net.WriteString( plug.Description ) net.Send( ply ) end end end end net.Start( "EV_CommandEnd") net.Send( ply ) evolve:Notify( ply, evolve.colors.white, "All chat commands have been printed to your console." ) else for _, plugin in ipairs( commands ) do if ( plugin.ChatCommand ) then if ( plugin.Usage ) then print( "!" .. plugin.ChatCommand .. " " .. plugin.Usage .. " - " .. plugin.Description ) else print( "!" .. plugin.ChatCommand .. " - " .. plugin.Description ) end end end end end net.Receive( "EV_CommandStart", function( len ) print( "\n============ Available chat commands for Evolve ============\n" ) end ) net.Receive( "EV_CommandEnd", function( len ) print( "" ) end ) net.Receive( "EV_Command", function( len ) local com = net.ReadString() local usage = net.ReadString() local desc = net.ReadString() if ( usage != "nil" ) then print( "!" .. com .. " " .. usage .. " - " .. desc ) else print( "!" .. com .. " - " .. desc ) end end ) evolve:RegisterPlugin( PLUGIN )
local skynet = require "skynet" local netpack = require "netpack" local socket = require "socket" local protobufload = require "protobufload" local logstat = require "base.logstat" local p_core=require "p.core" local player = require "npc.player" local define_battle = require "define.define_battle" local battle_send = require "battle.battle_send" local pload = protobufload.inst() require "struct.globle" --------------------------------------------------------------------------- local DEBUG_MOVE = function (...) logstat.log_file2("move.txt",...) end local DEBUG_MOVE_TABLE = function (table) logstat.log_file_r("move.txt",table) end local DEBUG_COUNT = function (...) logstat.log_file2("count.txt",...) end ---------------------------------------------------------------------------- local battle = {} local mt = { __index = battle } function battle.new () o = o or {} -- create object if user does not provide one setmetatable (o, mt) o:set_init(0) return o end function battle:set_obj(card,oid) self.objsmap[oid]=card end function battle:get_obj(oid) return self.objsmap[oid] end function battle:get_player(userId) return self.playMap[userId] end function battle:init(agent,userId,agent2,userId2) self.isinit = 0 logstat.log_day("battle","battle:init! \n") self.send_users = {} --发送方包括观战者 self.player_me = player.new() self.player_other = player.new() self.player_me:init(agent,userId) self.player_other:init(agent2,userId2) self.playMap = {} self.playMap[userId] = self.player_me self.playMap[userId2] = self.player_other self.turn_time = 0 print("userId:"..userId..",userId2:"..userId2) self:get_fighter(userId) self:get_fighter(userId2) if userId == 1 then self.npc = self.player_me else self.npc = self.player_other end -- 战场区域 -- front_begin == uid 从上而下从左向右索引递增,否则从下向上从右向左递增 -- front_begin == uid 的排列: -- 1 2 3 4 5 6 -- 7 8 9 10 11 12 -- 13 14 15 16 17 18 -- front_begin != uid的排列: -- 18 17 16 15 14 13 -- 12 11 10 9 8 7 -- 6 5 4 3 2 1 self.front_begin = 0 --战场牌序 self.front = {0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0 } --------------------------------------------------------------------------------- --状态控制 self.war_stutas = 0 --战场阶段 self.turn_stutas = 0 -- 回合下一个阶段 self.cur_turn_stutas = 0 --当前回合阶段 self.turn_time = 0 --回合阶段结束时间点 self.turn = 0 --Aid , Bid self.another_ok = 0 --一方确认开始,等待另一个或时间结束 self.first_turn = 0 --标记第一回合 self.winner= nil --胜利玩家id self.mpdata = {} self.mpdata[userId] = {} self.mpdata[userId]["crd"]={} self.mpdata[userId]["cmd"]={} self.mpdata[userId]["hnd"]={} self.mpdata[userId]["stk"] = {} self.mpdata[userId]["dep"] = {} self.mpdata[userId]["dis"] = {} self.mpdata[userId]["std"]={} self.mpdata[userId]["mrc"]=0 self.mpdata[userId]["rc"]=0 self.mpdata[userId2] = {} self.mpdata[userId2]["crd"]={} self.mpdata[userId2]["cmd"]={} self.mpdata[userId2]["hnd"]={} self.mpdata[userId2]["stk"] = {} self.mpdata[userId2]["dep"] = {} self.mpdata[userId2]["dis"] = {} self.mpdata[userId2]["std"]={} self.mpdata[userId2]["mrc"]=0 self.mpdata[userId2]["rc"]=0 self:enter_war() self.isinit = 1 end function battle:get_front_begin() return self.front_begin end function battle:get_front_begin() return self.front_begin end function battle:set_front_begin(value) self.front_begin = value end function battle:set_front(card,pos) if card~=nil then self.front[pos] = card else self.front[pos] = 0 end if card~=nil and card~=0 then card:set_pos(pos) --DEBUG_MOVE("set_front",card:get_id(),card:get_uid(),card:get_pos()) end end function battle:get_front(pos) -- if self.front[pos]~=0 then -- DEBUG_MOVE(self.front[pos]:get_id()) -- end return self.front[pos] end function battle:get_fronts() return self.front end function battle:get_first_turn() return self.first_turn end function battle:set_first_turn( value ) self.first_turn = value end function battle:get_turn() return self.turn end function battle:set_init(value) self.isinit = value end function battle:IsInit() return self.isinit end function battle:get_turn_time() return self.turn_time end function battle:set_turn_time(value) self.turn_time = value end function battle:set_front_begin(value) self.front_begin = value battle_send.front_begin(self,value) end function battle:set_turn(value) self.turn = value battle_send.set_turn(self,value) end function battle:set_war_stutas( value) self.war_stutas = value end --服务器下一个状态 function battle:set_turn_stutas( value) self.turn_time = 0; self.turn_stutas = value end function battle:add_send_users( value ) if value:get_userid() ~=1 then table.insert(self.send_users,value) end end function battle:sub_send_users( value ) for _,user in ipairs(self.send_users) do if value:get_userid() == user:get_userid() then table.remove(self.send_users,value) end end end function battle:get_send_users() return self.send_users end function battle:set_cur_stutas(value) self.cur_turn_stutas = value end function battle:get_cur_stutas(value) return self.cur_turn_stutas end function battle:get_turn_stutas() return self.turn_stutas end function battle:get_npc() return self.npc end function battle:set_npc( value ) self.npc = value end function battle:set_another_ok( value) self.another_ok = value end function battle:get_another_ok() return self.another_ok end function battle:get_send_users() return self.send_users end --双方进入牌局 function battle:enter_war() logstat.log_day("battle","enter_war!\n") self.player_me:set_battle(self) self.player_other:set_battle(self) self:add_send_users(self.player_me) self:add_send_users(self.player_other) self:init_ply_info(self.player_me) self:init_ply_info(self.player_other) self:set_front_begin(self.player_other:get_userid()) self:set_turn(self.player_me:get_userid()) self:set_first_turn(1) self:set_war_stutas(define_battle.WAR_READY); -- 战斗准备 self:set_turn_stutas(define_battle.JIEDUAN_HUIHE_KAISHI) self:set_cur_stutas(define_battle.JIEDUAN_CHUSHIHUA) self:set_turn_time(os.time() + 1) -- 当前阶段结束时间点 if self:get_npc() then self:set_another_ok(1) end ----------------------发送初始化消息--------------------------------------------------- self.player_me:send_user_info(self.send_users) self.player_other:send_user_info(self.send_users) battle_send.cur_stutas(self,self:get_cur_stutas(),0) battle_send.set_turn(self,self:get_turn()) battle_send.cur_stutas(self,self:get_cur_stutas(),1) ------------------------------------------------------------------------------------ end --==================== 发送协议 start ==================== --初始化手牌,牌库,装备 function battle:init_ply_info( me) me:init_crd() me:init_cmd() me:init_hand() end function battle:send(users,code,msg) print("player:send:"..code) print("--------------------------------------") for _,user in ipairs(users) do print("send user.agent:"..user:get_agent()) skynet.call(tonumber(user:get_agent()), "lua", "send",code,msg) --skynet.call(agent[fd], "lua", "start", gate, fd,gamed) end end function battle:get_fighter(userId) local user,k for k,user in pairs(self.playMap) do if k ~= userId then return k end end return 0 end function battle:get_winner() return self.winner end function battle:set_winner(userId) self.winner = userId end function battle:set_obj(card,oid) if _G.objsmap==nil then _G.objsmap = {} end _G.objsmap[oid]=card; end -------------------------------------------------------------------- -- 最大血量 function battle:get_mhp( id) local me if ~self.isinit then return 0 end if(self.id_1~=id)and(self.id_2~=id) then return 0 end me = self.playMap[id] return card:get_mhp() end --最大血量 function battle:add_mhp(id, value, times) local me if ~self.isinit then return 0; end if(self.id_1~=id)and(self.id_2~=id) then return 0 end me = self.playMap[id] if value>0 then me:add_hp(value) end end function battle:set_mhp( id, i) local me if ~self.isinit then return 0 end me = self.playMap[id] me:set_mhp(i) end -- // ======================================================================= -- // 当前血量 function battle:get_hp( id) local me if ~self.isinit then return 0 end me = self:get_player(id) return me:get_hp() end function battle:set_hp( id, i) local me if ~self.isinit then return 0 end me = self.playMap[id] me:set_hp(i) -- send_user(war->get_send_users(),"%d%d%d",0x2011, id,CARD_CLASS->get_hp(card) ); end function battle:add_hp( id, value) local card,me DEBUG_COUNT("battle:add_hp",id,value,self.isinit) if self.isinit == 0 then return 0 end me = self:get_player(id) me:set_hp(me:get_hp()+value) --send_user(this_object()->get_send_users(),"%d%d%d",0x2011, id,CARD_CLASS->get_hp(card) ); end -------------------------------------------------------------------------------------------------- --发送牌库信息 function battle_send.card_dead(war,m_user_id,m_cardid,m_pos) local msg = pload.encode("game.card_dead",{ cardid = m_cardid; pos =m_pos; user_id = m_user_id; }) local d_msg = pload.decode("game.card_dead",msg) print_r(d_msg) war:send(war:get_send_users(),4019,msg) DEBUG_MOVE("card_dead",m_user_id,m_cardid,m_pos) end return battle
-------------------------------------------------------------------------- -- This is a derived class from MF_Base. This classes knows how -- to expand the environment variables into Lua syntax. -- @classmod MF_Lua require("strict") -------------------------------------------------------------------------- -- Lmod License -------------------------------------------------------------------------- -- -- Lmod is licensed under the terms of the MIT license reproduced below. -- This means that Lmod is free software and can be used for both academic -- and commercial purposes at absolutely no cost. -- -- ---------------------------------------------------------------------- -- -- Copyright (C) 2008-2018 Robert McLay -- -- Permission is hereby granted, free of charge, to any person obtaining -- a copy of this software and associated documentation files (the -- "Software"), to deal in the Software without restriction, including -- without limitation the rights to use, copy, modify, merge, publish, -- distribute, sublicense, and/or sell copies of the Software, and to -- permit persons to whom the Software is furnished to do so, subject -- to the following conditions: -- -- The above copyright notice and this permission notice shall be -- included in all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, -- EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES -- OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND -- NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS -- BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN -- ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN -- CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. -- -------------------------------------------------------------------------- local MF_Lmod = inheritsFrom(MF_Base) local dbg = require("Dbg"):dbg() local concatTbl = table.concat MF_Lmod.my_name = "Lmod" -------------------------------------------------------------------------- -- generate string for setenv write in Lua. -- @param self MF_Lua object -- @param k key -- @param v value function MF_Lmod.setenv(self, k, v) return "setenv(" .. k:doubleQuoteString() .. "," .. v:doubleQuoteString() .. ")" end -------------------------------------------------------------------------- -- generate string for prepend_path write in Lua. -- @param self MF_Lua object -- @param k key -- @param v value function MF_Lmod.prepend_path(self, k, v) return "prepend_path(" .. k:doubleQuoteString() .. "," .. v:doubleQuoteString() .. ")" end -------------------------------------------------------------------------- -- generate string for append_path write in Lua. -- @param self MF_Lua object -- @param k key -- @param v value function MF_Lmod.append_path(self, k, v) return "append_path(" .. k:doubleQuoteString() .. "," .. v:doubleQuoteString() .. ")" end return MF_Lmod
/*--------------------------------------------------------- Initializes the effect. The data is a table of data which was passed from the server. ---------------------------------------------------------*/ function EFFECT:Init( data ) local Gun = data:GetEntity() local Propellant = data:GetScale() or 1 local ReloadTime = data:GetMagnitude() or 1 local Class = Gun.Class local FlashClass = Gun.FlashClass local RoundType = ACF.IdRounds[data:GetSurfaceProp()] or "AP" local PosOverride = data:GetOrigin() --print(PosOverride) local FromAnimationEvent = data:GetMaterialIndex() or 0 if FromAnimationEvent < 1 then FromAnimationEvent = false end if not ACF.Classes.GunClass[Class] then Class = "C" end local GunSound = Gun:GetNWString( "Sound" ) or ACF.Classes["GunClass"][Class]["sound"] or "" if Gun:IsValid() then local lply = false if CLIENT and LocalPlayer() == Gun.Owner then if not FromAnimationEvent then return end lply = true end if Propellant > 0 then local SoundPressure = (Propellant*1000)^0.5 Muzzle = { Pos = Gun.Owner:GetShootPos(), Ang = Gun.Owner:EyeAngles() } Gun:EmitSound( GunSound, math.Clamp(SoundPressure,75,255), math.Clamp(100,15,255), 1, CHAN_WEAPON ) //sound.Play( GunSound, Muzzle.Pos , math.Clamp(SoundPressure,75,255), math.Clamp(100,15,255)) if not ((Class == "MG") or (Class == "RAC")) then //sound.Play( GunSound, Muzzle.Pos , math.Clamp(SoundPressure,75,255), math.Clamp(100,15,255)) Gun:EmitSound( GunSound, math.Clamp(SoundPressure,75,255), math.Clamp(100,15,255), 1, CHAN_WEAPON ) end local aimoffset = Gun.AimOffset or Vector() --local muzzoffset if FromAnimationEvent == 5003 then Muzzle.Pos = PosOverride --muzzoffset = Vector(0,0,0) elseif FromAnimationEvent == 5001 then local mdl = Gun.Owner:GetViewModel() Muzzle.Pos = mdl:GetAttachment(1).Pos --muzzoffset = Vector(0,0,0) end --Muzzle.Pos = Muzzle.Pos + muzzoffset local flash = ACF.Classes["GunClass"][FlashClass]["muzzleflash"] ParticleEffect( flash, Muzzle.Pos, Muzzle.Ang, Gun ) if Gun.Launcher then local muzzoffset = (Muzzle.Ang:Forward() * -aimoffset.x) + (Muzzle.Ang:Right() * aimoffset.y) + (Muzzle.Ang:Up() * aimoffset.z) Muzzle.Pos = Gun.Owner:GetShootPos() + muzzoffset Muzzle.Ang = (-Muzzle.Ang:Forward()):Angle() ParticleEffect( flash, Muzzle.Pos, Muzzle.Ang, Gun ) end end end end /*--------------------------------------------------------- THINK ---------------------------------------------------------*/ function EFFECT:Think( ) return false end /*--------------------------------------------------------- Draw the effect ---------------------------------------------------------*/ function EFFECT:Render() end
local ReplicatedStorage = game:GetService("ReplicatedStorage") local lib = ReplicatedStorage.lib local component = script.Parent local view = component.view local Roact = require(lib.Roact) local App = Roact.Component:extend("App") local Inventory = require(view.Inventory) local Crafting = require(view.Crafting) local Boosts = require(view.Boosts) local Codes = require(view.Codes) local Options = require(view.Options) local Tooltip = require(component.Tooltip) local MenuBar = require(component.MenuBar) local HealthBar = require(component.HealthBar) local NotificationContainer = require(component.NotificationContainer) local AlphaWarning = require(component.AlphaWarning) local AttackButton = require(component.AttackButton) --local Toolbar = require(uiComponents.Toolbar) function App:init() self._context.pzCore = self.props.pzCore end function App:didMount() end function App:render() local elements = { inventory = Roact.createElement(Inventory), crafting = Roact.createElement(Crafting), boosts = Roact.createElement(Boosts), codes = Roact.createElement(Codes), options = Roact.createElement(Options), tooltip = Roact.createElement(Tooltip), menubar = Roact.createElement(MenuBar), healthbar = Roact.createElement(HealthBar), notificationContainer = Roact.createElement(NotificationContainer), alphaWarning = Roact.createElement(AlphaWarning), attackButton = Roact.createElement(AttackButton), -- toolbar = Roact.createElement(Toolbar), } return Roact.createElement("ScreenGui",{ ResetOnSpawn = false, ZIndexBehavior = Enum.ZIndexBehavior.Sibling, }, elements) end return App
local keyTable = { INPUT_KEY_UNKNOWN = -1, INPUT_KEY_SPACE = 32, INPUT_KEY_APOSTROPHE = 39, INPUT_KEY_COMMA = 44, INPUT_KEY_MINUS = 45, INPUT_KEY_PERIOD = 46, INPUT_KEY_SLASH = 47, INPUT_KEY_0 = 48, INPUT_KEY_1 = 49, INPUT_KEY_2 = 50, INPUT_KEY_3 = 51, INPUT_KEY_4 = 52, INPUT_KEY_5 = 53, INPUT_KEY_6 = 54, INPUT_KEY_7 = 55, INPUT_KEY_8 = 56, INPUT_KEY_9 = 57, INPUT_KEY_SEMICOLON = 59, INPUT_KEY_EQUAL = 61, INPUT_KEY_A = 65, INPUT_KEY_B = 66, INPUT_KEY_C = 67, INPUT_KEY_D = 68, INPUT_KEY_E = 69, INPUT_KEY_F = 70, INPUT_KEY_G = 71, INPUT_KEY_H = 72, INPUT_KEY_I = 73, INPUT_KEY_J = 74, INPUT_KEY_K = 75, INPUT_KEY_L = 76, INPUT_KEY_M = 77, INPUT_KEY_N = 78, INPUT_KEY_O = 79, INPUT_KEY_P = 80, INPUT_KEY_Q = 81, INPUT_KEY_R = 82, INPUT_KEY_S = 83, INPUT_KEY_T = 84, INPUT_KEY_U = 85, INPUT_KEY_V = 86, INPUT_KEY_W = 87, INPUT_KEY_X = 88, INPUT_KEY_Y = 89, INPUT_KEY_Z = 90, INPUT_KEY_LEFT_BRACKET = 91, INPUT_KEY_BACKSLASH = 92, INPUT_KEY_RIGHT_BRACKET = 93, INPUT_KEY_GRAVE_ACCENT = 96, INPUT_KEY_ESCAPE = 256, INPUT_KEY_ENTER = 257, INPUT_KEY_TAB = 258, INPUT_KEY_BACKSPACE = 259, INPUT_KEY_INSERT = 260, INPUT_KEY_DELETE = 261, INPUT_KEY_RIGHT = 262, INPUT_KEY_LEFT = 263, INPUT_KEY_DOWN = 264, INPUT_KEY_UP = 265, INPUT_KEY_PAGE_UP = 266, INPUT_KEY_PAGE_DOWN = 267, INPUT_KEY_HOME = 268, INPUT_KEY_END = 269, INPUT_KEY_CAPS_LOCK = 280, INPUT_KEY_SCROLL_LOCK = 281, INPUT_KEY_NUM_LOCK = 282, INPUT_KEY_PRINT_SCREEN = 283, INPUT_KEY_PAUSE = 284, INPUT_KEY_F1 = 290, INPUT_KEY_F2 = 291, INPUT_KEY_F3 = 292, INPUT_KEY_F4 = 293, INPUT_KEY_F5 = 294, INPUT_KEY_F6 = 295, INPUT_KEY_F7 = 296, INPUT_KEY_F8 = 297, INPUT_KEY_F9 = 298, INPUT_KEY_F10 = 299, INPUT_KEY_F11 = 300, INPUT_KEY_F12 = 301, INPUT_KEY_F13 = 302, INPUT_KEY_F14 = 303, INPUT_KEY_F15 = 304, INPUT_KEY_F16 = 305, INPUT_KEY_F17 = 306, INPUT_KEY_F18 = 307, INPUT_KEY_F19 = 308, INPUT_KEY_F20 = 309, INPUT_KEY_F21 = 310, INPUT_KEY_F22 = 311, INPUT_KEY_F23 = 312, INPUT_KEY_F24 = 313, INPUT_KEY_F25 = 314, INPUT_KEY_KP_0 = 320, INPUT_KEY_KP_1 = 321, INPUT_KEY_KP_2 = 322, INPUT_KEY_KP_3 = 323, INPUT_KEY_KP_4 = 324, INPUT_KEY_KP_5 = 325, INPUT_KEY_KP_6 = 326, INPUT_KEY_KP_7 = 327, INPUT_KEY_KP_8 = 328, INPUT_KEY_KP_9 = 329, INPUT_KEY_KP_DECIMAL = 330, INPUT_KEY_KP_DIVIDE = 331, INPUT_KEY_KP_MULTIPLY = 332, INPUT_KEY_KP_SUBTRACT = 333, INPUT_KEY_KP_ADD = 334, INPUT_KEY_KP_ENTER = 335, INPUT_KEY_KP_EQUAL = 336, INPUT_KEY_LEFT_SHIFT = 340, INPUT_KEY_LEFT_CONTROL = 341, INPUT_KEY_LEFT_ALT = 342, INPUT_KEY_RIGHT_SHIFT = 344, INPUT_KEY_RIGHT_CONTROL = 345, INPUT_KEY_RIGHT_ALT = 346, INPUT_MOUSE_BUTTON_LEFT = 0, INPUT_MOUSE_BUTTON_RIGHT = 1, INPUT_MOUSE_BUTTON_MIDDLE = 2, INPUT_MOUSE_BUTTON_4 = 3, INPUT_MOUSE_BUTTON_5 = 4, INPUT_MOUSE_BUTTON_6 = 5, INPUT_MOUSE_BUTTON_7 = 6, INPUT_MOUSE_BUTTON_8 = 7, } return keyTable;
--- 属性系统,事件密切的功能扩展支持的事件 hattribute.xtrasSupportEvents = { CONST_EVENT.attack, CONST_EVENT.beAttack, CONST_EVENT.skill, CONST_EVENT.beSkill, CONST_EVENT.item, CONST_EVENT.beItem, CONST_EVENT.damage, CONST_EVENT.beDamage, CONST_EVENT.attackDetect, CONST_EVENT.attackGetTarget, CONST_EVENT.beAttackReady, CONST_EVENT.skillStudy, CONST_EVENT.skillReady, CONST_EVENT.skillCast, CONST_EVENT.skillEffect, CONST_EVENT.skillStop, CONST_EVENT.skillFinish, CONST_EVENT.itemUsed, CONST_EVENT.itemSell, CONST_EVENT.unitSell, CONST_EVENT.itemDrop, CONST_EVENT.itemPawn, CONST_EVENT.itemGet, CONST_EVENT.itemSynthesis, CONST_EVENT.itemOverWeight, CONST_EVENT.itemOverSlot, CONST_EVENT.damageResistance, CONST_EVENT.avoid, CONST_EVENT.beAvoid, CONST_EVENT.breakArmor, CONST_EVENT.beBreakArmor, CONST_EVENT.swim, CONST_EVENT.beSwim, CONST_EVENT.broken, CONST_EVENT.beBroken, CONST_EVENT.silent, CONST_EVENT.beSilent, CONST_EVENT.unarm, CONST_EVENT.beUnarm, CONST_EVENT.fetter, CONST_EVENT.beFetter, CONST_EVENT.bomb, CONST_EVENT.beBomb, CONST_EVENT.lightningChain, CONST_EVENT.beLightningChain, CONST_EVENT.crackFly, CONST_EVENT.beCrackFly, CONST_EVENT.rebound, CONST_EVENT.beRebound, CONST_EVENT.knocking, CONST_EVENT.beKnocking, CONST_EVENT.split, CONST_EVENT.beSplit, CONST_EVENT.hemophagia, CONST_EVENT.beHemophagia, CONST_EVENT.skillHemophagia, CONST_EVENT.beSkillHemophagia, CONST_EVENT.punish, CONST_EVENT.dead, CONST_EVENT.kill, CONST_EVENT.reborn, CONST_EVENT.levelUp, CONST_EVENT.moveStart, CONST_EVENT.moving, CONST_EVENT.moveStop, CONST_EVENT.holdOn, CONST_EVENT.stop, } --- 属性系统,val数据支持的单位属性 hattribute.xtrasSupportVals = { "life", "mana", "move", "defend", "defend_white", "defend_green", "attack", "attack_white", "attack_green", "attack_range", "attack_range_acquire", "attack_space", "str", "agi", "int", "str_green", "agi_green", "int_green", "str_white", "agi_white", "int_white", "level", "gold", "lumber", } --- 是否允许死亡单位通过xtras效果验证 ---@private ---@param targetUnit userdata 执行单位 ---@param type string attr|spec ---@param field string any ---@return boolean hattribute.xtrasPassAlive = function(targetUnit, type, field) if (his.alive(targetUnit)) then return true end if (type == 'attr') then return false elseif (type == 'spec') then if (field == 'split' or field == 'bomb' or field == 'paw') then return true end end return false end --- 快速取单位xtras的数据 ---@param whichUnit userdata ---@param eventKey string ---@return table hattribute.getXtras = function(whichUnit, eventKey) if (whichUnit == nil or eventKey == nil or type(whichUnit) ~= 'userdata') then return {} end if (hunit.getName(whichUnit) == nil) then return {} end local xtras = hattribute.get(whichUnit, 'xtras') if (xtras == nil or type(xtras) ~= 'table' or #xtras <= 0) then return {} end local xtrasInEvent = {} for _, x in ipairs(xtras) do if (eventKey == x._t.on) then table.insert(xtrasInEvent, x._t) end end return xtrasInEvent end --- 判断是否有xtras ---@param whichUnit userdata ---@param eventKey string ---@return table hattribute.hasXtras = function(whichUnit, eventKey) return #(hattribute.getXtras(whichUnit, eventKey)) > 0 end --- 属性系统,事件密切的功能扩展 --- 以事件的handle作为主引导,例如attack事件的引导就是攻击者,而beDamage事件的引导就是受伤者 --- action为字符串分三段: --- triggerUnit.attr.attack_speed --- [ 作用目标 ].[类型].[ 效果参数 ] --- | - [作用目标] 范围是 hevent 回调时 evtData 相关单位 --- | - [类型] 暂分为 attr(属性改动,攻速攻击等) 和 spec(特别效果,暴击击飞等) --- | - [效果参数] 如attr时,可以填attack_speed改攻速,而effect时可以填knocking触发暴击 --- | - [其他参数] 其他的参数有常规通用的也有固定搭配,请看说明: --- odds 触发几率>0(%) --- during 持续时间>0,这个时间在不同场景意义不同(*attr有效、spec里的眩晕、沉默、缴械、定身、击飞有效) --- effect 特效字符串,主特效 --- effectEnum 特效字符串,选取单位的 (* 爆破有效) --- --- val 数值或伤害~=0,这个字段可以填数字,在spec时也可填限定特殊的数据,详情如下: --- 1、数字型,如 100, 50.50 --- 2、字符串 "damage",会自动获取evtData里面的damage数据 --- 3、字符串-目标单位属性段 "targetUnit.attack_white" --- 以点分隔,上例会自动获取evtData里面的targetUnit单位,并使用它的白字攻击作为数据 --- 第二个属性不能随意调用任意属性,可查看 hattribute.valSupportAttribute --- 4、字符串-单位等级 "targetUnit.level" --- 以点分隔,上例会自动获取evtData里面的"targetUnit"单位的单位等级作为数据 --- 这是运用 hhero.getCurLevel --- 5、字符串-目标玩家属性段 "targetUnit.gold" --- 以点分隔,上例会自动获取evtData里面的"targetUnit"单位的拥有者,并使用玩家属性作为数据 --- 第二个属性是gold|lumber时自动切换 --- --- percent 程度>0(%) 对val的补充,默认100%,可大于100% (*attr有效、spec里的眩晕、沉默、缴械、定身、击飞有效) --- 也可填限定特殊的数据,详情如下: --- 1、数字型,如 100, 50 ----- 2、范围型如一个table {10, 90} 表示随机 10%~90% --- damageSrc 伤害来源(可选的,如果evtData有且无自定义,自动使用) --- damageType 伤害类型(可选的,如果evtData有且无自定义,自动使用) --- radius 半径范围>0 (* 分裂、爆破有效) --- qty 数量>0 (* 只有闪电链有效) --- rate 增长率(%) (* 只有闪电链有效,负数就是衰减) --- lightning_type 闪电类型 (* 只有闪电链有效,参考 hlightning.type) --- distance 距离 (* 只有击飞有效) --- height 高度 (* 只有击飞有效) --- 惯用例子: --- hattr.set(unit, 0, { -- xtras = { -- add = { -- { on = CONST_EVENT.attack, action = "triggerUnit.attr.attack_speed", odds = 20.0, val = 1.5, during = 3.0, effect = nil }, -- { on = CONST_EVENT.attack, action = "attackUnit.attr.attack_speed", odds = 20.0, val = 1.5, during = 3.0, effect = nil }, -- { on = CONST_EVENT.skill, action = "castUnit.attr.attack_green", odds = 20.0, val = 2, during = 3.0, effect = nil }, -- { on = CONST_EVENT.item, action = "useUnit.attr.int_white", odds = 20.0, val = 2, during = 3.0, effect = nil }, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.knocking", odds = 100, percent = 100, effect = nil }, -- { on = CONST_EVENT.skill, action = "targetUnit.spec.violence", odds = 100, percent = 100, effect = nil }, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.split", odds = 100, percent = {30,50}, radius = 250 }, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.swim",odds = 0.0, val = 0.0, during = 0.0, effect = nil}, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.broken",odds = 0.0, val = 0.0, effect = nil}, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.silent",odds = 0.0, val = 0.0, during = 0.0, effect = nil}, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.unarm",odds = 0.0, val = 0.0, during = 0.0, effect = nil}, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.fetter",odds = 0.0, val = 0.0, during = 0.0, effect = nil}, -- { on = CONST_EVENT.attack, action = "targetUnit.spec.bomb",odds = 0.0, radius = 0.0, val = 0.0, effect = nil}, -- { on = CONST_EVENT.damage, action = "targetUnit.spec.lightning_chain", odds = 50, val = 100, qty = 0, rate = 0.0 }, -- { on = CONST_EVENT.beDamage, action = "sourceUnit.spec.crack_fly", odds = 50, val = 100, distance = 300, height = 200, during = 0.5 }, -- { on = CONST_EVENT.attack, action = "sourceUnit.spec.paw", odds = 50, val = 'damage', effect = 'Abilities\\Weapons\\GargoyleMissile\\GargoyleMissile.mdl', radius = 50, odds = 50, speed = 10, deg = 30, distance = 500, qty = 3 }, -- } -- }, -- }) ---@private hattribute.xtras = function(triggerUnit, eventKey, evtData) if (triggerUnit == nil or eventKey == nil or evtData == nil) then return end -- 排除不支持的事件 if (table.includes(hattribute.xtrasSupportEvents, eventKey) == false) then return end -- 排除非单位 if (hunit.getName(triggerUnit) == nil) then return end -- 排除死亡单位,删除单位 if (his.dead(triggerUnit) or his.deleted(triggerUnit)) then return end -- 获取属性 local xtras = hattribute.getXtras(triggerUnit, eventKey) if (#xtras <= 0) then xtras = nil return end -- 分析默认伤害来源 for _, x in ipairs(xtras) do local actions = string.explode('.', x.action) if (#actions == 3) then local target = actions[1] local actionType = actions[2] if (table.includes({ 'attr', 'spec' }, actionType) ~= false and evtData[target] ~= nil and hunit.getName(evtData[target]) ~= nil) then if (his.deleted(evtData[target]) == false and hattribute.xtrasPassAlive(evtData[target], actions[2], actions[3])) then local targetUnit = evtData[target] local actionField = actions[3] local val = 0 local percent = x.percent or 100 -- 处理数值 if (type(x.val) == 'number') then val = math.round(x.val) elseif (type(x.val) == 'string') then local xVal = x.val local isNegative = (string.sub(xVal, 1, 1) == '-') if (isNegative) then xVal = string.sub(xVal, 2) end if (xVal == 'damage') then val = evtData.damage or 0 else local valAttr = string.explode('.', xVal) if (#valAttr == 2) then local au = evtData[valAttr[1]] local aa = valAttr[2] if (au and table.includes(hattribute.xtrasSupportVals, aa)) then if (aa == 'level') then val = hhero.getCurLevel(au) elseif (aa == 'gold') then val = hplayer.getGold(hunit.getOwner(au)) elseif (aa == 'lumber') then val = hplayer.getLumber(hunit.getOwner(au)) else val = hattribute.get(au, aa) end end end end if (isNegative) then val = -val end end -- 处理百分比 if (type(percent) == 'table') then percent = math.random(percent[1] or 0, percent[2] or 0) end if (percent < 0) then percent = 0 end val = math.round(val * percent * 0.01) if (actionType == 'attr') then -- 属性改动 if (val ~= 0 and (x.during or 0) > 0 and math.random(1, 1000) <= (x.odds or 0) * 10) then -- 判断是否buff/debuff(判断基准就是判断val是否大于/小于0) -- buff时,要计算目标单位的buff阻碍(如:可以设计一个boss造成强化阻碍,影响玩家的被动加成) -- debuff时,要计算目标单位的debuff抵抗(如:可以设计一个物品抵抗debuff,减少影响) -- 以上两个都是大于0才有效 if (val > 0) then -- buff; > 0 local buff_oppose = hattribute.get(targetUnit, 'buff_oppose') if (buff_oppose > 0) then val = val * (1 - 0.01 * buff_oppose) end if (val > 0) then hattr.set(targetUnit, x.during, { [actionField] = "+" .. val }) if (type(x.effect) == "string" and string.len(x.effect) > 0) then heffect.bindUnit(x.effect, targetUnit, "origin", x.during) end end else -- debuff; < 0 local debuff_oppose = hattribute.get(targetUnit, 'debuff_oppose') if (debuff_oppose > 0) then val = val * (1 - 0.01 * debuff_oppose) end if (val < 0) then hattr.set(targetUnit, x.during, { [actionField] = tostring(val) }) if (type(x.effect) == "string" and string.len(x.effect) > 0) then heffect.bindUnit(x.effect, targetUnit, "origin", x.during) end end end end elseif (actionType == 'spec') then -- 特殊效果 if ((x.odds or 0) > 0) then local damageSrc = x.damageSrc or CONST_DAMAGE_SRC.unknown local damageType = x.damageType or { CONST_DAMAGE_TYPE.common } if (val >= 0) then if (actionField == "knocking") then -- 额外暴击;已不分物理还是魔法,触发方式是自定义的 hskill.knocking({ targetUnit = targetUnit, odds = x.odds, damage = val, percent = 100, sourceUnit = triggerUnit, effect = x.effect, damageType = x.damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "split") then --分裂 hskill.split({ targetUnit = targetUnit, odds = x.odds, damage = val, percent = 100, radius = x.radius, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "broken") then --打断 hskill.broken({ targetUnit = targetUnit, odds = x.odds, damage = val, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "swim") then --眩晕 hskill.swim({ targetUnit = targetUnit, odds = x.odds, damage = val, during = x.during, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "silent") then --沉默 hskill.silent({ targetUnit = targetUnit, odds = x.odds, damage = val, during = x.during, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "unarm") then --缴械 hskill.unarm({ targetUnit = targetUnit, odds = x.odds, damage = val, during = x.during, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "fetter") then --定身 hskill.fetter({ targetUnit = targetUnit, odds = x.odds, damage = val, during = x.during, sourceUnit = triggerUnit, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "bomb") then --爆破 hskill.bomb({ odds = x.odds, damage = val, radius = x.radius, targetUnit = targetUnit, sourceUnit = triggerUnit, effect = x.effect, effectEnum = x.effectEnum, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "lightning_chain") then --闪电链 hskill.lightningChain({ odds = x.odds, damage = val, lightningType = x.lightning_type, qty = x.qty, rate = x.rate, radius = x.radius or 500, effect = x.effect, isRepeat = false, targetUnit = targetUnit, prevUnit = triggerUnit, sourceUnit = triggerUnit, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "crack_fly") then --击飞 hskill.crackFly({ odds = x.odds, damage = val, targetUnit = targetUnit, sourceUnit = triggerUnit, distance = x.distance, height = x.height, during = x.during, effect = x.effect, damageType = damageType, damageSrc = damageSrc, isFixed = true, }) elseif (actionField == "paw") then --支线冲击效果,只支持token箭矢对坐标形式 if (math.random(1, 1000) <= x.odds * 10) then local pxy = math.polarProjection( hunit.x(triggerUnit), hunit.y(triggerUnit), x.distance or 300, math.getDegBetweenUnit(triggerUnit, targetUnit) ) hskill.leapPaw({ tokenArrow = x.effect, tokenArrowHeight = x.tokenArrowHeight or 0, qty = x.qty or 1, deg = x.deg or 15, speed = x.speed or 8, height = x.height or 0, shake = x.shake or 0, acceleration = x.acceleration or 0, damageMovementRadius = x.radius or 50, damageMovement = val, damageMovementRepeat = false, damageType = damageType, damageSrc = damageSrc, sourceUnit = triggerUnit, x = pxy.x, y = pxy.y, isFixed = true, filter = function(filterUnit) return (his.enemy(filterUnit, triggerUnit) and his.alive(filterUnit) and (false == his.structure(filterUnit))) end }) end end end end end end end end end end
function onStart() logInfo("Lua onStart called!") logInfo("Latency: "..tostring(gameGetLatency())) logInfo("Is multiplayer: "..tostring(gameIsMultiplayer())) end function onEnd(argIsWinner) end function onFrame() if(gameGetFrameCount()%1000==0)then logInfo("Frame count:"..tostring(gameGetFrameCount())) end end function onSendText(argText) end function onPlayerLeft(argPlayer) end function onNukeDetect(argPosition) end function onUnitCreate(argUnit) logInfo("onUnitCreate()") logInfo("Unit created: "..unitTypeGetName(unitGetType(argUnit))) end function onUnitDestroy(argUnit) logInfo("onUnitDestroy()") logInfo("Unit destroyed: "..unitTypeGetName(unitGetType(argUnit))) end function onUnitMorph(argUnit) logInfo("onUnitMorph()") logInfo("Unit morphed: "..unitTypeGetName(unitGetType(argUnit))) end function onUnitShow(argUnit) logInfo("onUnitShow()") logInfo("Unit shown: "..unitTypeGetName(unitGetType(argUnit))) end function onUnitHide(argUnit) logInfo("onUnitHide()") logInfo("Unit hidden: "..unitTypeGetName(unitGetType(argUnit))) end function onUnitRenegade(argUnit) logInfo("onUnitRenegade()") logInfo("Unit mind controlled: "..unitTypeGetName(unitGetType(argUnit))) end
local Sing_bar = {} local x = 0 local total_lenght = 0 local animate_time = 0.2 local proofread_list = { [1] = {total_lenght = 185 , x = -0.75 }, [2] = {total_lenght = 83 , x = -1.125 }, } function Sing_bar:CleanObjs() for i = 1, self.total_count, 1 do UnityEngine.GameObject.Destroy(self["bar_"..i].gameObject) self["bar_"..i] = nil end self.total_count = 0 end function Sing_bar:CleanSingBar() if self.current_count ~= self.total_count then self.Tween:DORestart(true) end self.view.total.transform:DOScale(Vector3(1,1,1), 0.6):OnComplete(function() self.gameObject:SetActive(false) self:CleanObjs() end) end function Sing_bar:Start() if self.gameObject.tag == "big_skill" then x = proofread_list[1].x total_lenght = proofread_list[1].total_lenght else x = proofread_list[2].x total_lenght = proofread_list[2].total_lenght end self.view = SGK.UIReference.Setup(self.gameObject) self.Tween = self.view[CS.DG.Tweening.DOTweenAnimation] self.bar = self.view.total.bars.bar end function Sing_bar:CreateSingBar(type, total, current, certainly_increase, beat_back) self.current_count = 0 self.bar_width = (total_lenght / total) - x self.sing_type = type self.total_count = total self.view.type.text[CS.UGUISpriteSelector].index = self.sing_type - 1 self.view.total.bars[UI.GridLayoutGroup].cellSize = CS.UnityEngine.Vector2(self.bar_width, 5) self.bar.barvalue_1[UnityEngine.RectTransform].sizeDelta = CS.UnityEngine.Vector2(self.bar_width, 5) self.bar.barvalue_2[UnityEngine.RectTransform].sizeDelta = CS.UnityEngine.Vector2(self.bar_width, 5) self.bar.barvalue_2[CS.UGUISpriteSelector].index = self.sing_type - 1 for i = 1, total, 1 do self["bar_"..i] = SGK.UIReference.Instantiate(self.bar.gameObject, self.view.total.bars.transform) self["bar_"..i]:SetActive(true) self["bar_"..i].Status = "Null" self["bar_"..i].dotween = self["bar_"..i].barvalue_1[CS.DG.Tweening.DOTweenAnimation] end self:SetSingBar(current, certainly_increase, beat_back) end function Sing_bar:SetSingBar(current, certainly_increase, beat_back) if self.current_count > current then print("=========@@@@!!!!!!!!!!!!!!!! 蓄力条不予许倒退") return end self.current_count = math.min(current, self.total_count) for i = 1, self.total_count, 1 do local obj = self["bar_" .. i] if i <= current then obj.To_Status = "Current" elseif i > current and i <= (current + certainly_increase) then obj.To_Status = "Certainly_Increase" elseif i > (current + certainly_increase) and i <= (current + certainly_increase + beat_back) then obj.To_Status = "Beat_Back" else obj.To_Status = "Null" end end self:SetSingBarStatus(self.total_count) end local _total = 0 local _index = 0 function Sing_bar:SetSingBarStatus(total_count) if total_count then _total = total_count _index = 0 end if _index == _total then for i = 1, self.total_count, 1 do local obj = self["bar_" .. i] obj.Status = obj.To_Status end return end _index = _index + 1 local obj = self["bar_" .. _index] if obj.To_Status ~= obj.Status then if obj.To_Status == "Current" then obj.barvalue_2.transform:DOScale(Vector3(1, 1, 1), animate_time):OnComplete(function() obj.barvalue_1:SetActive(false) self:SetSingBarStatus() end) return end if obj.To_Status == "Certainly_Increase" then obj.dotween:DORewind() obj.dotween:DOPause() obj.barvalue_1.transform:DOScale(Vector3(1, 1, 1), animate_time):OnComplete(function() self:SetSingBarStatus() end) return end if obj.To_Status == "Beat_Back" and obj.Status == "Null" then obj.barvalue_1.transform:DOScale(Vector3(1, 1, 1), animate_time):OnComplete(function() obj.dotween:DORestart(true) self:SetSingBarStatus() end) return end if obj.To_Status == "Null" and obj.Status == "Beat_Back" then obj.dotween:DORewind() obj.dotween:DOPause() self.Tween:DORestart(true) obj.barvalue_1.transform:DOScale(Vector3(0, 1, 1), animate_time * 2):OnComplete(function() self:SetSingBarStatus() end) return end end self:SetSingBarStatus() end return Sing_bar
-- Prosody IM -- Copyright (C) 2008-2010 Matthew Wild -- Copyright (C) 2008-2010 Waqas Hussain -- -- This project is MIT/X11 licensed. Please see the -- COPYING file in the source package for more information. -- local st, jid = require "util.stanza", require "util.jid"; local hosts = prosody.hosts; local is_admin = require "core.usermanager".is_admin; function send_to_online(message, host) local sessions; if host then sessions = { [host] = hosts[host] }; else sessions = hosts; end local c = 0; for hostname, host_session in pairs(sessions) do if host_session.sessions then message.attr.from = hostname; for username in pairs(host_session.sessions) do c = c + 1; message.attr.to = username.."@"..hostname; module:send(message); end end end return c; end -- Old <message>-based jabberd-style announcement sending function handle_announcement(event) local stanza = event.stanza; local node, host, resource = jid.split(stanza.attr.to); if resource ~= "announce/online" then return; -- Not an announcement end if not is_admin(stanza.attr.from) then -- Not an admin? Not allowed! module:log("warn", "Non-admin '%s' tried to send server announcement", stanza.attr.from); return; end module:log("info", "Sending server announcement to all online users"); local message = st.clone(stanza); message.attr.type = "headline"; message.attr.from = host; local c = send_to_online(message, host); module:log("info", "Announcement sent to %d online users", c); return true; end module:hook("message/host", handle_announcement); -- Ad-hoc command (XEP-0133) local dataforms_new = require "util.dataforms".new; local announce_layout = dataforms_new{ title = "Making an Announcement"; instructions = "Fill out this form to make an announcement to all\nactive users of this service."; { name = "FORM_TYPE", type = "hidden", value = "http://jabber.org/protocol/admin" }; { name = "subject", type = "text-single", label = "Subject" }; { name = "announcement", type = "text-multi", required = true, label = "Announcement" }; }; function announce_handler(_, data, state) if state then if data.action == "cancel" then return { status = "canceled" }; end local fields = announce_layout:data(data.form); module:log("info", "Sending server announcement to all online users"); local message = st.message({type = "headline"}, fields.announcement):up() :tag("subject"):text(fields.subject or "Announcement"); local count = send_to_online(message, data.to); module:log("info", "Announcement sent to %d online users", count); return { status = "completed", info = ("Announcement sent to %d online users"):format(count) }; else return { status = "executing", actions = {"next", "complete", default = "complete"}, form = announce_layout }, "executing"; end end module:depends "adhoc"; local adhoc_new = module:require "adhoc".new; local announce_desc = adhoc_new("Send Announcement to Online Users", "http://jabber.org/protocol/admin#announce", announce_handler, "admin"); module:provides("adhoc", announce_desc);
local make_map = require 'common.make_map' local pickups = require 'common.pickups' local api = {} function api:start(episode, seed) make_map.seedRng(seed) api._count = 0 end function api:commandLine(oldCommandLine) return make_map.commandLine(oldCommandLine) end function api:createPickup(className) return pickups.defaults[className] end function api:nextMap() map = "G I A P" api._count = api._count + 1 for i = 0, api._count do map = map.." A" end return make_map.makeMap("demo_map_" .. api._count, map) end return api
if a then print("separate") if x == y then -- empty end end
SanieUI.lib = {} -- Create, colorize, and return a money string. SanieUI.lib.ColorMoney = function(coppers) local gold = floor(coppers / 10000) local remaining = coppers % 10000 local silver = floor(remaining / 100) remaining = coppers % 100 local cop = remaining local moneyString = "" if(gold > 0) then moneyString = moneyString .. "|cFFFFFF32"..gold.."|r." end if(silver > 0 or gold > 0) then moneyString = moneyString .. "|cFFE6E8FA"..silver.."|r." end moneyString = moneyString .. "|cFFB87333"..cop.."|r" return moneyString end
local ObjBaseUnit = require "objects.ObjBaseUnit" local Inventory = require "xl.Inventory" -- local Sound = require "xl.Sound" local ObjChar = Class.create("ObjChar", ObjBaseUnit) --util.transient( ObjChar, "healthbar", "guardbar" , "equipIcons" , "equipIcon2" , "sprite") -- Initializes values of ObjChar, only runs once at the start of the game -- sets up values which initial conditions function ObjChar:init( ) -- inventory initialization self.inventory = Inventory(3,3) -- init other data self.max_health = 100 self.health = 100 --initialize movement data self.maxJumpTime = 9 self.currentJumpTime = 0 self.jumpSpeed = 990 self.maxAirJumps = 1 self.airJumps = 0 self.deceleration = -9 self.maxSpeed = 6 * 32 self.acceleration = 20 * 32 self.currentEquips = self.currentEquips or {} self.currentPrimary = nil self.x = 0 self.y = 0 self.persistent = true self.attackTimer = 0 -- self.charHeight = 22 self.canControl = true self.deflectable = true self.inventoryLocked = self.inventoryLocked or false self.faction = "player" Game.savedata["count_deaths"] = 0 end --Initializes values of ObjChar which will occur at the beginning of every room --Recreates b2 body in every room. function ObjChar:create() ObjBaseUnit.create(self) self:addModule(require "modules.ModControllable") self:addModule(require "modules.ModCharacter") self:addModule(require "modules.ModHasHUD") self:addModule(require "modules.ModShield") self:addModule(require "modules.ModDash") self:addSpritePiece(require("assets.spr.scripts.SprLegPeridot")) self:addSpritePiece(require("assets.spr.scripts.SprBodyPeridot")) self:addSpritePiece(require("assets.spr.scripts.SprHeadPeridot")) -- self:addSpritePiece(require("assets.spr.scripts.SprLegBoots")) -- self:addSpritePiece(require("assets.spr.scripts.SprBodyUniform")) -- self:addSpritePiece(require("assets.spr.scripts.SprHeadGeneric")) -- self:addSpritePiece(require("assets.spr.scripts.SprHatHelmet")) --if set to true, the game will maintain a hitbox that displays "!" when -- near an interactable object (NOT IMPLEMENTED) -- self.detectBox = true Game:setPlayer(self) --initialize player hitboxes self:createBody( "dynamic" ,true, true) self.shape = love.physics.newRectangleShape(12, 4) self.shapeCrouch = love.physics.newRectangleShape(8,20) self.fixture = love.physics.newFixture(self.body, self.shape, 1) self:setFixture(self.shape, 22.6) self.fixture:setCategory(CL_CHAR) --initialize Inventory -- self:addModule(require "modules.ModInventory") -- self:setEquipCreateItem("ObjTorch") self:setEquipCreateItem("EqpHandgun") end -- function ObjChar:die() self.isAlive = false local function death( player, frame ) lume.trace(frame) if frame == 1 then Game.worldManager:fade(2) Game.savedata["count_deaths"] = Game.savedata["count_deaths"] + 1 elseif frame > 120 then Game.worldManager:respawnFromDeath(self) player.exit = true end end if not self.onDeath then lume.trace("on death") self.onDeath = true self:setSpecialState(death,false,true) end end return ObjChar
local model_factories = {} TEST_INTERVAL = '1 hour' -- quorum_num / 100 function model_factories.build_policy(index, name, quorum_num) p = Policy:new() p.index = index p.name = name p.initiative_quorum_den = 100 p.initiative_quorum_num = quorum_num p.issue_quorum_den = 100 p.issue_quorum_num = quorum_num p.min_admission_time = '0 seconds' p.max_admission_time = TEST_INTERVAL p.discussion_time = TEST_INTERVAL p.verification_time = TEST_INTERVAL p.voting_time = TEST_INTERVAL p:save() return p end function model_factories.build_unit(name) u = Unit:new() u.name = name u:save() return u end function model_factories.build_area(unit_id, name, external_reference) a = Area:new() a.unit_id = unit_id a.name = name a.external_reference = external_reference a:save() return a end function model_factories.build_allowed_policy(area_id, policy_id, is_default_policy) ap = AllowedPolicy:new() ap.area_id = area_id ap.policy_id = policy_id ap.default_policy = is_default_policy ap:save() return ap end function model_factories.build_member(login, name) m = Member:new() m.login = login m.active = true m.activated = 'now' m.last_activity = 'now' m.name = name m:set_password('login') m:save() return m end function model_factories.build_privilege(unit_id, member_id) p = Privilege:new() p.unit_id = unit_id p.member_id = member_id p.voting_right = true p.initiative_right = true p:save() return p end function model_factories.build_membership(area_id, member_id) m = Membership:new() m.area_id = area_id m.member_id = member_id m:save() return m end function model_factories.build_interest(issue_id, member_id) i = Interest:new() i.issue_id = issue_id i.member_id = member_id i:save() return i end return model_factories
local SPUtil = require(game.ReplicatedStorage.Shared.SPUtil) local SPDict = require(game.ReplicatedStorage.Shared.SPDict) local SPList = require(game.ReplicatedStorage.Shared.SPList) local SPUISystem = require(game.ReplicatedStorage.Shared.SPUISystem) local MenuBase = require(game.ReplicatedStorage.Menu.MenuBase) local SPUIChild = require(game.ReplicatedStorage.Shared.SPUIChild) local SPUIChildButton = require(game.ReplicatedStorage.Menu.SPUIChildButton) local DebugOut = require(game.ReplicatedStorage.Local.DebugOut) local PropChange = require(game.ReplicatedStorage.Shared.PropChange) local SFXManager = require(game.ReplicatedStorage.Local.SFXManager) local PopupMessageUI = {} PopupMessageUI.Type = "PopupMessageUI" function PopupMessageUI:new(_local_services,_spui,_menus) local self = MenuBase:new(_spui,_menus) self.Type = PopupMessageUI.Type local _obj = nil local _alpha = 1 local _scale = 1 local _close_button = nil local _on_close_fn = nil local _prop_changes = PropChange.List:new() function self:cons() _obj = game.ReplicatedStorage.LobbyElementProtos.WorldUIProto.PopupMessageV2UI:Clone() _obj.Parent = game.Workspace.WorldUI self._native_size = _obj.PrimaryPart.Size self._size = self._native_size _close_button = self:add_cycle_element(_local_services, 1, SPUIChildButton:new( SPUIChild:new(self, _obj.PrimaryPart, _obj.BackButtonSurface), _spui, function() self:on_back_button() end )) _prop_changes:add(PropChange:new(function() return SPUtil:tra(_obj.MainSurface.SurfaceGui.Frame.Title.BackgroundTransparency) end, function(updated_alpha) local setval = updated_alpha * 0.35 _obj.MainSurface.SurfaceGui.Frame.Title.BackgroundTransparency = SPUtil:tra(setval) _obj.MainSurface.SurfaceGui.Frame.Sub.BackgroundTransparency = SPUtil:tra(setval) end)) self:reset_selected_item() self:transition_update_visual(0) self:layout() end function self:set_on_close_fn(fn) _on_close_fn = fn return self end function self:set_close_button_visible(val) _close_button:set_visible(val) return self end --[[Override--]] function self:do_remove(_local_services) _obj:Destroy() end function self:set_text(title,sub) _obj.MainSurface.SurfaceGui.Frame.Title.TextLabel.Text = title _obj.MainSurface.SurfaceGui.Frame.Sub.TextLabel.Text = sub return self end function self:on_back_button() _menus:remove_menu(self) _local_services._sfx_manager:play_sfx(SFXManager.SFX_MENU_CLOSE) if _on_close_fn ~= nil then _on_close_fn() _on_close_fn = nil end end --[[Override--]] function self:visual_update(dt_scale, _local_services) self:visual_update_base(dt_scale,_local_services) _prop_changes:force_update() end --[[Override--]] function self:layout() _spui:uiobj_rescale_to_max_nxy(self, 0.85, 0.75,_scale) _obj:SetPrimaryPartCFrame(_spui:get_cframe({ PositionNXY = Vector2.new(0.5,0.5); OffsetXYZ = self:anchored_offset(0.5,0.5); LocalRotationOffset = Vector3.new(0,0,0); })) end --[[Override--]] function self:set_alpha(val) if _alpha ~= val then _alpha = val SPUtil:r_set_alpha(_obj,_alpha) end end --[[Override--]] function self:get_alpha() return _alpha end --[[Override--]] function self:set_scale(val) _scale = val end --[[Override--]] function self:get_scale() return _scale end --[[Override--]] function self:get_native_size() return self._native_size end --[[Override--]] function self:get_size() return self._size end --[[Override--]] function self:set_size(size) self._size = size _obj.PrimaryPart.Size = Vector3.new(size.X,size.Y,0.2) end --[[Override--]] function self:get_pos() return _obj.PrimaryPart.Position end --[[Override--]] function self:get_sgui() return _obj.PrimaryPart.SurfaceGui end self:cons() return self end return PopupMessageUI
-- Generated by CSharp.lua Compiler local System = System local SlipeClientGui local SlipeMtaDefinitions local SlipeSharedElements local SystemNumerics System.import(function (out) SlipeClientGui = Slipe.Client.Gui SlipeMtaDefinitions = Slipe.MtaDefinitions SlipeSharedElements = Slipe.Shared.Elements SystemNumerics = System.Numerics end) System.namespace("Slipe.Client.Gui", function (namespace) namespace.class("GuiElement", function (namespace) local getVisible, setVisible, getAlpha, setAlpha, getEnabled, setEnabled, getStandardFont, setStandardFont, getCustomFont, setCustomFont, getPosition, setPosition, getRelativePosition, setRelativePosition, getSize, setSize, getRelativeSize, setRelativeSize, getContent, setContent, BringToFront, MoveToBack, Blur, Focus, SetProperty, GetProperty, class, __ctor__ __ctor__ = function (this, element) SlipeSharedElements.Element.__ctor__[2](this, element) end getVisible = function (this) return SlipeMtaDefinitions.MtaClient.GuiGetVisible(this.element) end setVisible = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetVisible(this.element, value) end getAlpha = function (this) return SlipeMtaDefinitions.MtaClient.GuiGetAlpha(this.element) end setAlpha = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetAlpha(this.element, value) end getEnabled = function (this) return SlipeMtaDefinitions.MtaClient.GuiGetEnabled(this.element) end setEnabled = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetEnabled(this.element, value) end getStandardFont = function (this) local s, _ = SlipeMtaDefinitions.MtaClient.GuiGetFont(this.element):Deconstruct() return System.cast(System.Int32, System.Enum.Parse(System.typeof(SlipeClientGui.StandardGuiFont), s:Replace("-", "_"), true)) end setStandardFont = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetFont(this.element, value:ToEnumString(SlipeClientGui.StandardGuiFont):ToLower():Replace("_", "-")) end getCustomFont = function (this) local _, e = SlipeMtaDefinitions.MtaClient.GuiGetFont(this.element):Deconstruct() return SlipeSharedElements.ElementManager.getInstance():GetElement(e, SlipeClientGui.GuiFont) end setCustomFont = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetFont(this.element, value:getMTAElement()) end getPosition = function (this) local x, y = SlipeMtaDefinitions.MtaClient.GuiGetPosition(this.element, false):Deconstruct() return SystemNumerics.Vector2(x, y) end setPosition = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetPosition(this.element, value.X, value.Y, false) end getRelativePosition = function (this) local x, y = SlipeMtaDefinitions.MtaClient.GuiGetPosition(this.element, true):Deconstruct() return SystemNumerics.Vector2(x, y) end setRelativePosition = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetPosition(this.element, value.X, value.Y, true) end getSize = function (this) local x, y = SlipeMtaDefinitions.MtaClient.GuiGetSize(this.element, false):Deconstruct() return SystemNumerics.Vector2(x, y) end setSize = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetSize(this.element, value.X, value.Y, false) end getRelativeSize = function (this) local x, y = SlipeMtaDefinitions.MtaClient.GuiGetSize(this.element, true):Deconstruct() return SystemNumerics.Vector2(x, y) end setRelativeSize = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetSize(this.element, value.X, value.Y, true) end getContent = function (this) return SlipeMtaDefinitions.MtaClient.GuiGetText(this.element) end setContent = function (this, value) SlipeMtaDefinitions.MtaClient.GuiSetText(this.element, value) end -- <summary> -- This function brings a Gui element on top of others. -- </summary> BringToFront = function (this) return SlipeMtaDefinitions.MtaClient.GuiBringToFront(this.element) end -- <summary> -- This function moves a GUI element to the very back of all other GUI elements. -- </summary> MoveToBack = function (this) return SlipeMtaDefinitions.MtaClient.GuiMoveToBack(this.element) end -- <summary> -- Blur this Gui Element -- </summary> Blur = function (this) return SlipeMtaDefinitions.MtaClient.GuiBlur(this.element) end -- <summary> -- Focus on this Gui Element -- </summary> Focus = function (this) return SlipeMtaDefinitions.MtaClient.GuiFocus(this.element) end -- <summary> -- Set a Cegui property -- </summary> SetProperty = function (this, property, value) return SlipeMtaDefinitions.MtaClient.GuiSetProperty(this.element, property, value) end -- <summary> -- Get a Cegui property -- </summary> GetProperty = function (this, property) return SlipeMtaDefinitions.MtaClient.GuiGetProperty(this.element, property) end class = { __inherits__ = function (out) return { out.Slipe.Shared.Elements.Element } end, getVisible = getVisible, setVisible = setVisible, getAlpha = getAlpha, setAlpha = setAlpha, getEnabled = getEnabled, setEnabled = setEnabled, getStandardFont = getStandardFont, setStandardFont = setStandardFont, getCustomFont = getCustomFont, setCustomFont = setCustomFont, getPosition = getPosition, setPosition = setPosition, getRelativePosition = getRelativePosition, setRelativePosition = setRelativePosition, getSize = getSize, setSize = setSize, getRelativeSize = getRelativeSize, setRelativeSize = setRelativeSize, getContent = getContent, setContent = setContent, BringToFront = BringToFront, MoveToBack = MoveToBack, Blur = Blur, Focus = Focus, SetProperty = SetProperty, GetProperty = GetProperty, __ctor__ = __ctor__, __metadata__ = function (out) return { properties = { { "Alpha", 0x106, System.Single, getAlpha, setAlpha }, { "Content", 0x106, System.String, getContent, setContent }, { "CustomFont", 0x106, out.Slipe.Client.Gui.GuiFont, getCustomFont, setCustomFont }, { "Enabled", 0x106, System.Boolean, getEnabled, setEnabled }, { "Position", 0x106, System.Numerics.Vector2, getPosition, setPosition }, { "RelativePosition", 0x106, System.Numerics.Vector2, getRelativePosition, setRelativePosition }, { "RelativeSize", 0x106, System.Numerics.Vector2, getRelativeSize, setRelativeSize }, { "Size", 0x106, System.Numerics.Vector2, getSize, setSize }, { "StandardFont", 0x106, System.Int32, getStandardFont, setStandardFont }, { "Visible", 0x106, System.Boolean, getVisible, setVisible } }, methods = { { ".ctor", 0x106, nil, out.Slipe.MtaDefinitions.MtaElement }, { "Blur", 0x86, Blur, System.Boolean }, { "BringToFront", 0x86, BringToFront, System.Boolean }, { "Focus", 0x86, Focus, System.Boolean }, { "GetProperty", 0x186, GetProperty, System.String, System.String }, { "MoveToBack", 0x86, MoveToBack, System.Boolean }, { "SetProperty", 0x286, SetProperty, System.String, System.String, System.Boolean } }, events = { { "OnBlur", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnBlurEventArgs, System.Void) }, { "OnFocus", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnFocusEventArgs, System.Void) }, { "OnClick", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnClickEventArgs, System.Void) }, { "OnDoubleClick", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnDoubleClickEventArgs, System.Void) }, { "OnMouseDown", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseDownEventArgs, System.Void) }, { "OnMouseUp", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseUpEventArgs, System.Void) }, { "OnMove", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMoveEventArgs, System.Void) }, { "OnResize", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnResizeEventArgs, System.Void) }, { "OnMouseEnter", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseEnterEventArgs, System.Void) }, { "OnMouseLeave", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseLeaveEventArgs, System.Void) }, { "OnMouseMove", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseMoveEventArgs, System.Void) }, { "OnMouseWheel", 0x6, System.Delegate(class, out.Slipe.Client.Gui.Events.OnMouseWheelEventArgs, System.Void) } }, class = { 0x6 } } end } return class end) end)
vim.api.nvim_create_autocmd({ "BufEnter" }, { pattern = { "*" }, nested = true, callback = function() -- if winnr('$') == 1 && bufname() == 'NvimTree_' . tabpagenr() | quit | endif, print("test") end }) -- vim.api.nvim_create_autocmd({"TextYankPost"}, { -- callback = function() vim.highlight.on_yank({higroup = 'Visual', timeout = 200}) end, -- Or myvimfun -- })
local spawn1 = false -- Variable pour vérifier si déjà spawn AddEventHandler("playerSpawned", function () -- Attendre que le joueur spawn if not spawn1 then ShutdownLoadingScreenNui() -- Fermer la ressource d'écran de chargement spawn1 = true end end)
--=========== Copyright © 2020, Planimeter, All rights reserved. ===========-- -- -- Purpose: -- --==========================================================================-- local ffi = require( "ffi" ) io.input( framework.execdir .. "include/opus.h" ) ffi.cdef( io.read( "*all" ) ) return ffi.load( "opus" )
-- -- Auctionator.Search.Categories is an empty table on load, need to populate -- with the possible categories -- -- Here's what one entry looks like: -- { -- classID = integer (corresponding to ITEM_CLASS_IDS ) -- name = string (resolved by GetItemClassInfo( classID )) -- category = table (new QueryAuctionItems categoryData format, { classID, subClassID (nil), inventoryType (nil) } ) -- subClasses = { -- classID = integer (subClassID) -- name = string (resolved by GetItemSubClassInfo( subClassID )) -- category = table (new QueryAuctionItems categoryData format, { classID, subClassID, inventoryType? } ) -- } -- } local ITEM_CLASS_IDS = { LE_ITEM_CLASS_WEAPON, LE_ITEM_CLASS_ARMOR, LE_ITEM_CLASS_CONTAINER, LE_ITEM_CLASS_GEM, LE_ITEM_CLASS_ITEM_ENHANCEMENT, LE_ITEM_CLASS_CONSUMABLE, LE_ITEM_CLASS_GLYPH, LE_ITEM_CLASS_TRADEGOODS, LE_ITEM_CLASS_RECIPE, LE_ITEM_CLASS_BATTLEPET, LE_ITEM_CLASS_QUESTITEM, LE_ITEM_CLASS_MISCELLANEOUS } local INVENTORY_TYPE_IDS = Auctionator.Constants.INVENTORY_TYPE_IDS Auctionator.Search.Category = { classID = 0, name = Auctionator.Constants.CategoryDefault, key = 0, parentKey = nil, category = {}, subClasses = {} } function Auctionator.Search.Category:new( options ) options = options or {} setmetatable( options, self ) self.__index = self return options end --Given a key and category (classID and subClassID supplied, assumed to be for --armor), creates a new category for each possible inventory slot. --Returns array of new categories local function GenerateArmorInventorySlots(parentKey, parentCategory) local inventorySlots = {} for index = 1, #INVENTORY_TYPE_IDS do local name = GetItemInventorySlotInfo(INVENTORY_TYPE_IDS[index]) local category = { classID = parentCategory.classID, subClassID = parentCategory.subClassID, inventoryType = INVENTORY_TYPE_IDS[index], } local subSubClass = Auctionator.Search.Category:new({ classID = INVENTORY_TYPE_IDS[index], name = name, key = parentKey .. [[/]] .. name, parentKey = parentKey, category = { category } }) table.insert( inventorySlots, subSubClass ) end return inventorySlots end local function GenerateSubClasses( classID, parentKey ) local subClassesTable = C_AuctionHouse.GetAuctionItemSubClasses( classID ) local subClasses = {} for index = 1, #subClassesTable do local subClassID = subClassesTable[ index ] local name = GetItemSubClassInfo( classID, subClassID ) local category = { classID = classID, subClassID = subClassID } local subClass = Auctionator.Search.Category:new({ classID = subClassID, name = name, key = parentKey .. [[/]] .. name, parentKey = parentKey, category = { category } }) table.insert( subClasses, subClass ) --Armor special case, adds inventory slot categories if classID == LE_ITEM_CLASS_ARMOR then local inventorySlots = GenerateArmorInventorySlots(subClass.key, category) for _, slot in ipairs(inventorySlots) do table.insert(subClasses, slot) end end end return subClasses end for _, classID in ipairs( ITEM_CLASS_IDS ) do local key = GetItemClassInfo( classID ) local subClasses = GenerateSubClasses( classID, key ) local category = {classID = classID} local categoryCategory = Auctionator.Search.Category:new({ classID = classID, name = name, key = key, category = {category}, subClasses = subClasses }) table.insert( Auctionator.Search.Categories, categoryCategory ) end for _, category in ipairs( Auctionator.Search.Categories ) do Auctionator.Search.CategoryLookup[ category.key ] = category for i = 1, #category.subClasses do local subCategory = category.subClasses[ i ] Auctionator.Search.CategoryLookup[ subCategory.key ] = subCategory end end
local class = require 'middleclass' local cjson = require 'cjson.safe' local logger = require 'hj212.logger' local types = require 'hj212.types' local param_tag = require 'hj212.params.tag' local calc_mgr_m = require 'hj212.calc.manager' local poll_info = require 'hj212.client.info' local poll = class('hj212.client.poll') --- Calc name -- Has COU is nil will using auto detect function poll:initialize(station, id, options, info_creator) assert(station) assert(id, "Poll Id missing") self._station = station self._meter = nil -- Options self._id = id self._min = options.min self._max = options.max self._cou = options.cou -- {calc='simple', cou=0, params = {...}} self._fmt = options.fmt self._zs_calc = options.zs_calc self._info_creator = info_creator -- Data current self._value = nil self._flag = types.FLAG.Normal self._timestamp = nil self._quality = nil self._flag = nil -- COU calculator self._cou_calc = nil self._inited = false -- Info self._info = nil end --- Guess the proper calculator name local function guess_calc_name(poll_id) if string.sub(poll_id, 1, 1) == 'w' then return 'water' elseif string.sub(poll_id, 1, 1) == 'a' then return 'air' elseif string.sub(poll_id, 1, 2) == 'LA' then return 'LA' else -- Default is simple calculator return 'simple' end end function poll:init() if self._inited then return end local calc_mgr = self._station:calc_mgr() local poll_id = self._id assert(poll and poll_id) local calc_name = self._cou.calc or guess_calc_name(poll_id) assert(calc_name) local m = assert(require('hj212.calc.'..calc_name)) local msg = string.format('TAG [%06s] COU:%s ZS:%d', poll_id, calc_name, self._zs_calc and 1 or 0) local params = self._cou.params or {} if #params > 0 then msg = msg .. ' with '..cjson.encode(params) end logger.log('info', msg) local cou_base = upper_poll and upper_poll:cou_calc() or nil local mask = calc_mgr_m.TYPES.ALL local cou_calc = m:new(self._station, poll_id, mask, self._min, self._max, self._zs_calc, table.unpack(params)) cou_calc:set_callback(function(type_name, val, timestamp, quality) if val.cou ~= nil and type(self._cou.cou) == 'number' then val.cou = has_cou end return self:on_calc_value(type_name, val, timestamp, quality) end) self._cou_calc = cou_calc calc_mgr:reg(self._cou_calc) self._inited = true return true end function poll:inited() return self._inited end function poll:set_meter(mater) self._meter = mater end function poll:meter() return self._meter end function poll:station() return self._station end function poll:id() return assert(self._id) end function poll:cou_calc() return self._cou_calc end function poll:upload() assert(nil, "Not implemented") end function poll:on_calc_value(type_name, val, timestamp) assert(nil, "Not implemented") end --- Ex vals will not be saved function poll:set_value(value, timestamp, value_z, flag, quality, ex_vals) local flag = flag == nil and self._meter:get_flag() or nil self._value = value self._value_z = value_z self._timestamp = timestamp self._flag = flag self._quality = quality self._ex_vals = ex_vals and cjson.encode(ex_vals) or nil return self._cou_calc:push(value, timestamp, value_z, flag, quality, self._ex_vals) end function poll:get_value() return self._value, self._timestamp, self._value_z, self._flag, self._quality, self._ex_vals and cjson.decode(self._ex_vals) or nil end function poll:query_rdata(timestamp, readonly) local val, err = self._cou_calc:query_rdata(timestamp, readonly) if not val then logger.log('warning', self._id..' rdata missing', err) return nil, err end local rdata = { Rtd = val.value, Flag = val.flag, ZsRtd = val.value_z, --- EFlag is optional SampleTime = val.src_time or val.timestamp, } if val.ex_vals then local ex_vals = cjson.decode(val.ex_vals) for k, v in pairs(ex_vals) do rdata[k] = v end end return param_tag:new(self._id, rdata, timestamp, self._fmt) end function poll:convert_data(data) if self._id == 'LA' then return self:convert_data_la(data) end local rdata = {} local has_cou = self._cou.cou for k, v in ipairs(data) do if has_cou ~= false then rdata[#rdata + 1] = param_tag:new(self._id, { Cou = v.cou, Avg = v.avg, Min = v.min, Max = v.max, ZsAvg = v.avg_z, ZsMin = v.min_z, ZsMax = v.max_z, Flag = v.flag, }, v.stime, self._fmt) else rdata[#rdata + 1] = param_tag:new(self._id, { Avg = v.avg, Min = v.min, Max = v.max, ZsAvg = v.avg_z, ZsMin = v.min_z, Flag = v.flag, }, v.stime, self._fmt) end end return rdata end function poll:convert_data_la(data) local rdata = {} for k, v in ipairs(data) do -- print('convert_data_la', cjson.encode(data)) if not v.ex_vals or not v.ex_vals.DAY then rdata[#rdata + 1] = param_tag:new('Leq', { Data = v.avg }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('LMn', { Data = v.min }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('LMx', { Data = v.max }, v.stime, self._fmt) else rdata[#rdata + 1] = param_tag:new('Ldn', { Data = v.avg }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('LMn', { Data = v.min }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('LMx', { Data = v.max }, v.stime, self._fmt) end --- Convert ex_vals if v.ex_vals then local ex_vals = cjson.decode(v.ex_vals) rdata[#rdata + 1] = param_tag:new('L5', { Data = ex_vals.L5 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L10', { Data = ex_vals.L10 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L50', { Data = ex_vals.L50 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L90', { Data = ex_vals.L90 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L95', { Data = ex_vals.L95 }, v.stime, self._fmt) if ex_vals.DAY then rdata[#rdata + 1] = param_tag:new('L5', { DayData = ex_vals.DAY.L5 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L10', { DayData = ex_vals.DAY.L10 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L50', { DayData = ex_vals.DAY.L50 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L90', { DayData = ex_vals.DAY.L90 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L95', { DayData = ex_vals.DAY.L95 }, v.stime, self._fmt) end if ex_vals.NIGHT then rdata[#rdata + 1] = param_tag:new('L5', { NightData = ex_vals.NIGHT.L5 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L10', { NightData = ex_vals.NIGHT.L10 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L50', { NightData = ex_vals.NIGHT.L50 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L90', { NightData = ex_vals.NIGHT.L90 }, v.stime, self._fmt) rdata[#rdata + 1] = param_tag:new('L95', { NightData = ex_vals.NIGHT.L95 }, v.stime, self._fmt) end end end return rdata end function poll:query_min_data(start_time, end_time) local data = self._cou_calc:query_min_data(start_time, end_time) return self:convert_data(data) end function poll:query_hour_data(start_time, end_time) local data = self._cou_calc:query_hour_data(start_time, end_time) return self:convert_data(data) end function poll:query_day_data(start_time, end_time) local data = self._cou_calc:query_day_data(start_time, end_time) return self:convert_data(data) end function poll:set_info_value(value, timestamp, quality) if not self._info then self._info = self._info_creator(self) end return self._info:set_value(value, timestamp, quality) end function poll:info_data(...) if not self._info then return nil, "No info found" end return self._info:data(...) end function poll:info() return self._info end return poll
server_scripts 'server.lua' client_script 'call.lua'
require('..') local tensor = torch.rand(8, 2) local indices = {dmn.constants.TRAIN_INDEX, dmn.constants.TRAIN_INDEX, dmn.constants.VAL_INDEX, dmn.constants.TEST_INDEX, dmn.constants.TEST_INDEX, dmn.constants.TRAIN_INDEX, dmn.constants.VAL_INDEX, dmn.constants.TEST_INDEX} local train_tensor, val_tensor, test_tensor = dmn.functions.partition_tensor(tensor, indices) print(train_tensor) print(val_tensor) print(test_tensor) print(tensor)
local Settings = require "Settings" local class = {} local keyMusicVolume = "com.cronlygames.music.volume" local keySoundVolume = "com.cronlygames.sound.volume" local loadAllSounds = function() class.curEffectVolume = -1 end class.loadAllSounds = loadAllSounds local playEffect = function(key) if not Settings.isSoundOn() then return end local engine = cc.SimpleAudioEngine:getInstance() engine:playEffect(key) local vol = class.getEffectsVolume() if math.abs((class.curEffectVolume or -1) - vol) > 0.01 then engine:setEffectsVolume(vol) class.curEffectVolume = vol end end class.playEffect = playEffect local unloadEffect = function(key) cc.SimpleAudioEngine:getInstance():unloadEffect(key) end class.unloadEffect = unloadEffect local isBackMusicPlaying = function() return cc.SimpleAudioEngine:getInstance():isMusicPlaying() end class.isBackMusicPlaying = isBackMusicPlaying local stopBackMusic = function() if cc.SimpleAudioEngine:getInstance():isMusicPlaying() then cc.SimpleAudioEngine:getInstance():stopMusic() end end class.stopBackMusic = stopBackMusic local playBackMusic = function(back, isLoop) if isLoop == nil then isLoop = true end class.stopBackMusic() if not Settings.isMusicOn() then return end local engine = cc.SimpleAudioEngine:getInstance() engine:playMusic(back, isLoop) local vol = class.getMusicVolume() class.setMusicVolume(vol) end class.playBackMusic = playBackMusic class.getMusicVolume = function() local t = cc.UserDefault:getInstance():getFloatForKey(keyMusicVolume, 1.0) return t end class.setMusicVolume = function(vol) local engine = cc.SimpleAudioEngine:getInstance() engine:setMusicVolume(vol) cc.UserDefault:getInstance():setFloatForKey(keyMusicVolume, vol) cc.UserDefault:getInstance():flush() end class.getEffectsVolume = function() local t = cc.UserDefault:getInstance():getFloatForKey(keySoundVolume, 1.0) return t end class.setEffectsVolume = function(vol) cc.UserDefault:getInstance():setFloatForKey(keySoundVolume, vol) cc.UserDefault:getInstance():flush() end return class
-- Petit script pour configurer le client WIFI du NodeMCU function wifi_cli_conf() print("\n wifi_cli_conf.lua zf190726.1912 \n") -- les secrets sont maintenant initialisés par boot.lua ! wifi.sta.config{ssid=cli_ssid, pwd=cli_pwd, save=true} end wifi_cli_conf() wifi_cli_conf=nil
--- @module NpcEnemyMgr 服务端敌人NPC管理模块 --- @copyright Lilith Games, Avatar Team --- @author Sharif Ma local NpcEnemyMgr, this = ModuleUtil.New('NpcEnemyMgr', ServerBase) --- 初始化 function NpcEnemyMgr:Init() self.npcList = {} self.npcFolder = world.Npc or world:CreateObject('FolderObject', 'Npc', world) self.teamMinNum = Config.GlobalConfig.TeamMinNum self.m_enable = false self.m_sceneId = -1 world.OnPlayerRemoved:Connect( function(_player) --self:PlayerRemove(_player) end ) end ---游戏开始后调用 function NpcEnemyMgr:Start(_sceneId) self.m_sceneId = _sceneId self.pos1_A = Config.Scenes[_sceneId].BornArea[1][1] self.pos2_A = Config.Scenes[_sceneId].BornArea[1][2] self.pos1_B = Config.Scenes[_sceneId].BornArea[2][1] self.pos2_B = Config.Scenes[_sceneId].BornArea[2][2] end ---游戏正式开始 function NpcEnemyMgr:StartGame() self.m_enable = true local teamA_num, teamB_num = 0, 0 local teamA_npcNum, teamB_npcNum = 0, 0 for i, v in pairs(FindAllPlayers()) do if v.PlayerType then if v.PlayerType.Value == Const.TeamEnum.Team_A then teamA_num = teamA_num + 1 elseif v.PlayerType.Value == Const.TeamEnum.Team_B then teamB_num = teamB_num + 1 end end end teamA_npcNum = self.teamMinNum - teamA_num teamB_npcNum = self.teamMinNum - teamB_num teamA_npcNum = teamA_npcNum <= 0 and 0 or teamA_npcNum teamB_npcNum = teamB_npcNum <= 0 and 0 or teamB_npcNum for i = 1, teamA_npcNum do self:CreateNpc(Const.TeamEnum.Team_A, self.m_sceneId) end for i = 1, teamB_npcNum do self:CreateNpc(Const.TeamEnum.Team_B, self.m_sceneId) end end --- Update函数 --- @param dt number delta time 每帧时间AS function NpcEnemyMgr:Update(dt, tt) if not self.m_enable then return end for i, v in pairs(self.npcList) do v:Update(dt, tt) end end ---创建NPC function NpcEnemyMgr:CreateNpc(_team, _sceneId) local area = {} if _team == Const.TeamEnum.Team_A then area[1] = self.pos1_A area[2] = self.pos2_A else area[1] = self.pos1_B area[2] = self.pos2_B end ---@type NpcEnemyBase local npc = NpcEnemyBase:new(_team, area, self.npcFolder, _sceneId) self.npcList[npc.uuid] = npc npc:Born() NetUtil.Fire_S('NpcCreateEvent', npc.model) NetUtil.Broadcast('NpcCreateEvent', npc.model, npc.cloths, _team) return npc.uuid end ---游戏状态重置为大厅状态时候调用 function NpcEnemyMgr:Reset() for i, v in pairs(self.npcList) do NetUtil.Fire_S('NpcDestroyEvent', v.model) invoke( function() wait() v:Destroy() end ) end self.npcList = {} end ---一局游戏结束后调用 function NpcEnemyMgr:GameOver() self.m_enable = false end --- 有玩家离开游戏,需要动态补齐NPC,游戏在进行中才会执行 ---@param _player PlayerInstance 离开游戏的玩家 function NpcEnemyMgr:OnPlayerLeaveEventHandler(_player) if GameFlowMgr.gameFms.current ~= Const.GameStateEnum.OnGame and GameFlowMgr.gameFms.current ~= Const.GameStateEnum.OnReady then return end print('玩家退出游戏,补全机器人') local team = _player.PlayerType.Value self:CreateNpc(team, self.m_sceneId) end ---玩家开场运镜完成,只要一个玩家完成运镜,NPC就创建 function NpcEnemyMgr:CameraMoveEndEventHandler(_player) if self.m_enable then return end if GameFlowMgr.gameFms.current ~= Const.GameStateEnum.OnGame and GameFlowMgr.gameFms.current ~= Const.GameStateEnum.OnReady then return end self:StartGame() end return NpcEnemyMgr
return { _VERSION = 'v1.0.0', _DESCRIPTION = 'A Lua library that tries to fill the gaps', _URL = 'https://github.com/roobie/lute', _LICENSE = [[ Apache License Version 2.0, January 2004 http://www.apache.org/licenses/ TERMS AND CONDITIONS FOR USE, REPRODUCTION, AND DISTRIBUTION 1. Definitions. "License" shall mean the terms and conditions for use, reproduction, and distribution as defined by Sections 1 through 9 of this document. "Licensor" shall mean the copyright owner or entity authorized by the copyright owner that is granting the License. "Legal Entity" shall mean the union of the acting entity and all other entities that control, are controlled by, or are under common control with that entity. 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require "scripts.core.ability" require "gamemode.Spark.modifiers.modifier_arcane"; local arcane_rune = class(Ability) function arcane_rune:OnCreated () self:RegisterVariable("max_range", 0.5) self:RegisterVariable("cast_time", 0.1) self:RegisterVariable("cast_point", 0.0) self:SetCastingBehavior(CastingBehavior(CastingBehavior.UNIT_TARGET)); self:SetLevel(1) end function arcane_rune:OnSpellStart () self.arcaneModifier = self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_arcane", {duration = self:GetSpecialValue("arcane_duration")}) GameManagerRequestBus.Broadcast.DestroyEntity(GetId(self:GetCursorTarget())) self:DetachAndDestroy(); end return arcane_rune
return { { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65721 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65731, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65741, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65751, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65761, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65722 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65732, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65742, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65752, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65762, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65723 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65733, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65743, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65753, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65763, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65724 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65734, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65744, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65754, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65764, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65725 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65735, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65745, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65755, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65765, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65726 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65736, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65746, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65756, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65766, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65727 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65737, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65747, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65757, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65767, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65728 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65738, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65748, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65758, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65768, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65729 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65739, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65749, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65759, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65769, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, { effect_list = { { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65730 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65740, delay = 0.2 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65750, delay = 0.3 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65760, delay = 0.4 } }, { type = "BattleSkillFire", casterAniEffect = "", target_choise = "TargetNil", targetAniEffect = "", arg_list = { weapon_id = 65770, delay = 0.5 } }, { type = "BattleSkillAddBuff", casterAniEffect = "", target_choise = "TargetSelf", targetAniEffect = "", arg_list = { buff_id = 14158 } } } }, uiEffect = "", name = "苏维埃贝拉罗斯-弹幕-PVP", cd = 0, painting = 1, id = 14155, picture = "0", castCV = "skill", desc = "苏维埃贝拉罗斯-弹幕", aniEffect = { effect = "jineng", offset = { 0, -2, 0 } }, effect_list = {} }
require("lualib_bundle"); __TS__SourceMapTraceBack(debug.getinfo(1).short_src, {["4"] = 1,["5"] = 1,["6"] = 3,["7"] = 3,["8"] = 3,["9"] = 3,["11"] = 3,["12"] = 4,["13"] = 5,["14"] = 4,["15"] = 3,["16"] = 3}); local ____exports = {} local ____YieldType = require("Lilac.Scheduling.YieldType") local YieldType = ____YieldType.YieldType ____exports.default = (function() ____exports.default = __TS__Class() local Coroutine = ____exports.default Coroutine.name = "Coroutine" function Coroutine.prototype.____constructor(self) end function Coroutine.prototype.YieldForSeconds(self, time) coroutine.yield(YieldType.Update) end return Coroutine end)() return ____exports
function element_2(shader, t_base, t_second, t_detail) shader:begin("null", "vignette") :fog (false) :zb (false, false) shader:sampler ("s_image") :texture("$user$albedo") :clamp() :f_none() end --// Chromatic Aberration function element_0(shader, t_base, t_second, t_detail) shader:begin("null", "chromatic_aberration") :fog (false) :zb (false, false) shader:sampler ("s_image") :texture("$user$albedo") :clamp() :f_none() end --// Color grading local tex_color = "shaders\\color_chart" function element_1(shader, t_base, t_second, t_detail) shader:begin("null", "color_grading") :fog (false) :zb (false, false) shader:sampler ("s_image") :texture("$user$albedo") :clamp() :f_none() shader:sampler ("color_chart_sampler") :texture(tex_color) :clamp() :f_linear() end
--SYMBOLS local ft = ".dat" --type of file to write local eq = " = " -- how equals is represented in-file local nl = "\r\n" --newline symbol local td = "@@" --table reference symbol local gd = "##" --grid reference symbol local gv = "," --grid value divider function sset(line, target, value) if type(target) == "boolean" then value = Util.sbool(value) end if type(target) == type(value) then target = value else print("Type mismatch, ignoring "..line) end end --loop recursively over a directory, perform function on files function Util.fordir(dir, func, behavior) local list = {} local dir_items = love.filesystem.getDirectoryItems(dir) for _, item in ipairs(dir_items) do local file = dir .. "/" .. item local info = love.filesystem.getInfo(file) if info.type == "file" then func(file, item) elseif info.type == "directory" and behavior == "recursive" then Util.fordir(file, func) end end return list end --load in an object in the form of name = value function Util.load(object, filename) if love.filesystem.getInfo(filename) == nil or object == nil then print("File not found: "..filename) return object end for line in love.filesystem.lines(filename) do if line == nil then break elseif line:find(eq) then local bef_eq = Util.bef(line, eq) local aft_eq = Util.snum(Util.aft(line, eq)) --if its a table reference, recursively load it if bef_eq:find(td) then --remove the table deliminator and load bef_eq = Util.snum(string.gsub(bef_eq, td, "")) sset(line, object[bef_eq], Util.load(object[bef_eq], aft_eq)) else bef_eq = Util.snum(bef_eq) sset(line, object[bef_eq], aft_eq) end else print("Invalid line "..line) end end return object end --save an object in the form of name = value function Util.save(object, filename) love.filesystem.newFile(filename) local content = "" for name, value in pairs(object) do if type(value) ~= "table" then content = content .. name .. eq .. tostring(value) .. nl else --tables recursively get their own files local folder = string.gsub(filename, ft, "") local tfn = folder .. "/" .. name .. ft love.filesystem.createDirectory(folder) content = content .. td .. name .. eq .. tfn .. nl Util.save(value, tfn) end end love.filesystem.write(filename, content) end
function Header(el) local id = el.identifier if id == '' then return el end local link = pandoc.Link('', '#'..id, '', {['class'] = 'anchor icon-link', ['aria-hidden'] = 'true'}) el.content:insert(link) el.attributes['onclick'] = '' return el end
--- --- object.lua --- --- Copyright (C) 2018 Xrysnow. All rights reserved. --- --region 对象控制函数 ---获取对象池中对象个数。 ---@return number function GetnObj() end ---更新对象池。此时将所有对象排序并归类。 ---排序规则:uid越小越靠前 --- 细节 --->luaSTG+中该函数不再起任何作用,对象表总是保持有序的。 function UpdateObjList() end ---更新对象列表中所有对象,并更新属性。 ---禁止在协程上调用该方法。 --- 细节 --->按照下列顺序更新这些属性: --->vx += ax --->vy += ay --->x += vx --->y += vy --->rot += omiga --->更新绑定的粒子系统(若有) function ObjFrame() end ---渲染所有对象。此时将所有对象排序。 ---禁止在协程上调用该方法。 ---排序规则:layer小的先渲染,若layer相同则按照uid --- 细节 --- luaSTG+中渲染列表总是保持有序的,将不会每次排序。 function ObjRender() end ---SetBound(left,right,bottom,top) ---设置舞台边界 function SetBound(left, right, bottom, top) end ---执行边界检查。注意BoundCheck只保证对象中心还在范围内,不进行碰撞盒检查。 ---禁止在协程上调用该方法。 function BoundCheck() end ---对组A和B进行碰撞检测。如果组A中对象与组B中对象发生碰撞,将执行A中对象的碰撞回调函数。 ---禁止在协程上调用该方法。 function CollisionCheck(A, B) end ---刷新对象的dx,dy,lastx,lasty,rot(若navi=true)值。 ---禁止在协程上调用该方法。 function UpdateXY() end ---刷新对象的timer和ani_timer,若对象被标记为del或kill将删除对象并回收资源。 ---禁止在协程上调用该方法。 --- 细节 --- 对象只有在AfterFrame调用后才会被清理,在此之前可以通过设置对象的status字段取消删除标记。 function AfterFrame() end ---创建新对象。将累加uid值。 ---> 细节:该方法使用class创建一个对象,并在构造对象后调用class的构造方法(init)构造对象。 --- 被创建的对象具有如下属性: --->x, y 坐标 --->dx, dy (只读)距离上一次更新的坐标增量 --->rot 角度 --->omiga 角度增量 --->timer 计数器 --->vx, vy 速度 --->ax, ay 加速度 --->layer 渲染层级 --->group 碰撞组 --->hide 是否隐藏 --->bound 是否越界销毁 --->navi 是否自动更新朝向 --->colli 是否允许碰撞 --->status 对象状态,返回del kill normal --->hscale, vscale 横向、纵向的缩放 --->class 对象的父类 --->a, b 碰撞盒大小 --->rect 是否为矩形碰撞盒 --->img --->ani (只读)动画计数器 --- 被创建对象的索引1和2被用于存放类和id【请勿修改】 --- 其中父类class需满足如下形式: --->is_class = true --->[1] = 初始化函数 (object, ...) --->[2] = 删除函数(DEL) (object, ...) --->[3] = 帧函数 (object) --->[4] = 渲染函数 (object) --->[5] = 碰撞函数 (object, object) --->[6] = 消亡函数(KILL) (object, ...) --- 上述回调函数将在对象触发相应事件时被调用 --- luastg+提供了至多32768个空间共object使用。超过这个大小后将报错。 function New(class, ...) end ---通知删除一个对象。将设置标志并调用回调函数。 ---若在object后传递多个参数,将被传递给回调函数。 function Del(object, ...) end ---通知杀死一个对象。将设置标志并调用回调函数。 ---若在object后传递多个参数,将被传递给回调函数。 function Kill(object, ...) end ---IsValid(obj) ---检查对象是否有效 ---对象为table,且具有正确的资源池id ---@return boolean function IsValid(obj) end ---SetV(obj,v,a,updateRot) ---设置速度方向和大小(C++对象) ---obj:要设置的对象 ---v:速度大小 ---a:速度方向(角度) ---updateRot:是否更新自转,默认为false function SetV(obj, v, a, updateRot) end ---获取速度方向和大小(从C++对象中) ---返回:速度大小,速度方向(角度) function GetV(obj) end ---SetImgState(object, blend, a, r, g, b) ---设置资源状态 ---blend:混合模式 ---a,r,g,b:颜色。 ---该函数将会设置和对象绑定的精灵、动画资源的混合模式,该设置对所有同名资源都有效果。 function SetImgState(object, blend, a, r, g, b) end ---Angle(objA,objB) ---Angle(x1,y1,x2,y2) ---计算两点连线角度 ---@return number function Angle(objA, objB) end ---Dist(objA,objB) ---计算两点距离 ---@return number function Dist(objA, objB) end ---BoxCheck(object,left,right,bottom,top) ---检查对象中心是否在所给范围内。 ---@return boolean function BoxCheck(object, left, right, top, bottom) end ---清空并回收所有对象。 function ResetPool() end ---DefaultRenderFunc(obj) ---在对象上调用默认渲染方法。 function DefaultRenderFunc(obj) end ---获取组中的下一个元素。若groupid为无效的碰撞组则返回所有对象。 ---返回的第一个参数为id(luastg中为idx),第二个参数为对象 --- 细节 --- luastg中NextObject接受的第二个参数为组中的元素索引而非id。 --- 出于效率考虑,luastg+中接受id查询下一个元素并返回下一个元素的id。 function NextObject(groupid, id) end ---产生组遍历迭代器 --- 细节 --- 由于NextObject行为发生变更,ObjList只在for循环中使用时可以获得兼容性。 function ObjList(groupid) end ---获取C++对象属性 ---用于 enemybase laser_bent function GetAttr(obj, key) end ---设置属性,视情况设置C++对象的属性或lua对象的属性 ---用于 boss enemybase laser_bent function SetAttr(obj, key, v) end ---启动绑定在对象上的粒子发射器 function ParticleFire(object) end ---停止绑定在对象上的粒子发射器 function ParticleStop(object) end ---返回绑定在对象上的粒子发射器的存活粒子数 function ParticleGetn(object) end ---获取绑定在对象上粒子发射器的发射密度(个/秒) --- 细节 --- luastg/luastg+更新粒子发射器的时钟始终为1/60s。 function ParticleGetEmission(object) end ---设置绑定在对象上粒子发射器的发射密度(个/秒) function ParticleSetEmission(object, count) end --endregion
-- Faxanadu (U) (PRG0) [!].nes -- Faxanadu (U) (PRG1) [!].nes -- Written by sleepy - Shawn M. Crawford -- 6 January 2014 -- Displays Player Coordinates, HP, and Sprite HP stats on screen. The -- HP stats are displayed in the upper left. local function text(x,y,str) --NES Resolution 256x240 if (x >= 0 and x < 256 and y >= 0 and y < 240) then gui.text(x,y,str); end; end; while (true) do -- Player 1 Coordinates local p1xcoordinate = memory.readbyte(0x009E); local p1ycoordinate = memory.readbyte(0x00A1); text(10,35,"P C: " .. p1xcoordinate .. "," .. 240 - p1ycoordinate); -- Player HPs local p1hp = memory.readbyte(0x0431); text(10,45,"P HP: " .. p1hp); -- Player MPs: local p1mp = memory.readbyte(0x039A); text(10,55,"P MP: " .. p1mp); -- Sprite 1 HPs local e1hp = memory.readbyte(0x034B); text(10,65,"S1 HP: " .. e1hp); -- Sprite 2 HPs local e2hp = memory.readbyte(0x034A); text(10,75,"S2 HP: " .. e2hp); -- Sprite 3 HPs local e3hp = memory.readbyte(0x0349); text(10,85,"S3 HP: " .. e3hp); FCEU.frameadvance(); end;
PrefabFiles = { "xenoth", "xenoth_none", } Assets = { Asset( "IMAGE", "images/saveslot_portraits/xenoth.tex" ), Asset( "ATLAS", "images/saveslot_portraits/xenoth.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/xenoth.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/xenoth.xml" ), Asset( "IMAGE", "images/selectscreen_portraits/xenoth_silho.tex" ), Asset( "ATLAS", "images/selectscreen_portraits/xenoth_silho.xml" ), Asset( "IMAGE", "bigportraits/xenoth.tex" ), Asset( "ATLAS", "bigportraits/xenoth.xml" ), Asset( "IMAGE", "images/map_icons/xenoth.tex" ), Asset( "ATLAS", "images/map_icons/xenoth.xml" ), Asset( "IMAGE", "images/avatars/avatar_xenoth.tex" ), Asset( "ATLAS", "images/avatars/avatar_xenoth.xml" ), Asset( "IMAGE", "images/avatars/avatar_ghost_xenoth.tex" ), Asset( "ATLAS", "images/avatars/avatar_ghost_xenoth.xml" ), Asset( "IMAGE", "images/avatars/self_inspect_xenoth.tex" ), Asset( "ATLAS", "images/avatars/self_inspect_xenoth.xml" ), Asset( "IMAGE", "images/names_xenoth.tex" ), Asset( "ATLAS", "images/names_xenoth.xml" ), Asset( "IMAGE", "bigportraits/xenoth_none.tex" ), Asset( "ATLAS", "bigportraits/xenoth_none.xml" ), } local require = GLOBAL.require local STRINGS = GLOBAL.STRINGS -- The character select screen lines STRINGS.CHARACTER_TITLES.xenoth = "The Blue Dragon" STRINGS.CHARACTER_NAMES.xenoth = "Xenoth" STRINGS.CHARACTER_DESCRIPTIONS.xenoth = "*Nudist\n*Vegetarian Derg\n*Used to Obscurity\n*Animals Lover" STRINGS.CHARACTER_QUOTES.xenoth = "\"Don't boop me!\"" -- Custom speech strings STRINGS.CHARACTERS.XENOTH = require "speech_xenoth" -- The character's name as appears in-game STRINGS.NAMES.XENOTH = "Xen" AddMinimapAtlas("images/map_icons/xenoth.xml") -- Add mod character to mod character list. Also specify a gender. Possible genders are MALE, FEMALE, ROBOT, NEUTRAL, and PLURAL. AddModCharacter("xenoth", "MALE")
local oo = require 'lualib.oo' local bigint = require 'lualib.bigint' local RSA = oo.class() function RSA:_init(opts) -- public key is (e, n), required for encrypting messages: self.e = opts.e or bigint.new(65537) self.n = opts.n -- private key component d: self.d = opts.d -- p&q (the prime factors of n) are optional, but they can accelerate decryption: self.p = opts.p self.q = opts.q end function RSA.setup(p, q, e) -- p&q are prime numbers, default exponent is usually either 3 (unsafe?) or 2^16+1 e = e or bigint.new(65537) -- Charmichael's Totien of n, used for computing d: local pm1, qm1 = p-bigint.one, q-bigint.one local ctn = pm1 / pm1:gcd(qm1) * qm1 return RSA:new{e=e, d=e:invmod(ctn), n=p*q, p=p, q=q} end function RSA:bigint_encrypt(m) return m:powmod(self.e, self.n) end function RSA:bigint_sign(m) -- signing in RSA is powmodding with the private key (aka decryption): return self:bigint_decrypt(m) end function RSA:bigint_is_signature_valid(m, s) -- to verify the signature is powmodding with the public key (aka encryption): return m == self:bigint_encrypt(s) end function RSA:bigint_decrypt(c) -- using the Chinese Remainder Theorem: if self.p and self.q then if not self.qinv then self.dp = self.d % (self.p-bigint.one) self.dq = self.d % (self.q-bigint.one) self.qinv = self.q:invmod(self.p) end local m1 = c:powmod(self.dp, self.p) local m2 = c:powmod(self.dq, self.q) local h = self.qinv * (m1 - m2) % self.p return (m2 + h * self.q) % self.n end -- simplified slower computation: return c:powmod(self.d, self.n) end return RSA
RandomMerchantNpc = { click = async(function(player, npc) local t = { graphic = convertGraphic(npc.look, "monster"), color = npc.lookColor } player.npcGraphic = t.graphic player.npcColor = t.color player.dialogType = 0 player.lastClick = npc.ID local choices = {"Follow him", "Attack him", "Ignore him"} local choice = player:menuSeq( "A scraggly dressed fellow subtly motions for you to follow him.", choices, {} ) if choice == 1 then player:dialogSeq({t, "You follow him into a quiet alley."}, 1) local chance = math.random(1, 100) if chance >= 1 and chance < 50 then --attack/evade player.attacker = player.ID player:sendAnimation(6, 30) player:sendMinitext("THUD!") player:removeHealthExtend( math.floor(player.baseHealth * 0.25), 0, 0, 0, 0, 0 ) player:dialogSeq({t, "The thief ducks into the shadows."}, 0) return elseif chance >= 50 then RandomMerchantNpc.presentDeal(player, npc) end elseif choice == 2 then --attack player:dialogSeq( { t, "As you move aggressively towards him, he ducks into the shadows and vanishes from sight." }, 1 ) return elseif choice == 3 then --ignore player:dialogSeq({t, "He vanishes as suddenly as he appeared."}, 0) return end end), presentDeal = function(player, npc) local t = { graphic = convertGraphic(npc.look, "monster"), color = npc.lookColor } player.npcGraphic = t.graphic player.npcColor = t.color player.dialogType = 0 player.lastClick = npc.ID local goldChoices = {} for i = 1, 6 do table.insert(goldChoices, 1000) end for i = 1, 4 do table.insert(goldChoices, 5000) end for i = 1, 2 do table.insert(goldChoices, 8000) end for i = 1, 1 do table.insert(goldChoices, 50000) end local goldChoice = goldChoices[math.random(1, #goldChoices)] if player.ID == 2 then goldChoice = 1000 end local choice = 0 if goldChoice == 1000 then -- message choice = player:menuSeq( "He looks at you eagerly, 'I got some information you might be interested in. Give me " .. Tools.formatNumber(goldChoice) .. " gold for it?'", {"Yes, I'll pay.", "No thanks."}, {} ) else choice = player:menuSeq( "The thief takes a shiny object from his pocket. 'I got some information you might be interested in. Give me " .. Tools.formatNumber(goldChoice) .. " gold for it?'", {"Yes, I'll pay.", "No thanks."}, {} ) end if choice == 1 then -- yes if player.money < goldChoice then -- not enough money player:dialogSeq({t, "You don't have enough gold."}, 0) return end player:removeGold(goldChoice) if math.random(1, 3) <= 2 then -- get hussled 50% chance to have the thief take your money player:dialogSeq( { t, "'Thanks for the money, sucker!' The merchant disappears with your gold." }, 0 ) return else -- give item or message local item = "" if goldChoice == 1000 then local messages = {} table.insert( messages, "There is some old sewers that are beneath the library in Buya." ) local bosses = {"Horse", "Ox", "Pig"} local i = math.random(3) local boss = bosses[i] table.insert(messages, boss .. " Avenger may drop something special.") -- check for strange thing spawn local mobs = player:getObjectsInMap(2500, BL_MOB) local mobs2 = player:getObjectsInMap(1009, BL_MOB) if #mobs > 0 then for i = 1, #mobs do if mobs[i].yname == "strange_thing" then table.insert( messages, "I recently spotted a strange creature in Nagnang around coordinates X: " .. mobs[ i ].x .. " Y: " .. mobs[i].y ) break end end end if #mobs2 > 0 then for i = 1, #mobs2 do if mobs2[i].yname == "strange_thing" then table.insert( messages, "I recently spotted a strange creature in Southern Koguryo around coordinates X: " .. mobs2[ i ].x .. " Y: " .. mobs2[i].y ) break end end end player:dialogSeq( {t, messages[math.random(1, #messages)]}, 0 ) return elseif goldChoice == 5000 then item = "sea_poems" -- gives sea poem elseif goldChoice == 8000 then local weaps = {"electra", "titanium_lance", "steelthorn", "star_staff"} item = weaps[math.random(1, #weaps)] elseif goldChoice == 50000 then if math.random(1, 250) == 1 then item = Item("chaos_blade") local tfb = { graphic = item.icon, color = item.iconColor } player:addItem("chaos_blade", 1) broadcast( -1, "[SYSTEM]: " .. player.name .. " has just received a Chaos blade from the Random Merchant!" ) player:dialogSeq( { tfb, "He holds up the shiny object and begins to twirl it around. The merchant decides to be generous and hands you the blade before disappearing." }, 0 ) return else local elements = { "Earth", "Fire", "Metal", "Water", "Wood" } local animals = { "Dragon", "Tiger", "Ox", "Snake", "Horse", "Rabbit", "Rat", "Monkey", "Sheep", "Pig", "Dog", "Rooster" } local elementChoice = math.random(1, #elements) local animalChoice = math.random(1, #animals) if player.quest["soe_elementChoice"] == 0 then -- only set these if people have not did it before player.quest["soe_elementChoice"] = elementChoice player.quest["soe_animalChoice"] = animalChoice end player:dialogSeq( { t, "He holds up the shiny object and begins to twirl it around. Its softly twinkling lights lull you into a gentle, peaceful trance. A vision of a " .. elements[ elementChoice ] .. " " .. animals[animalChoice] .. " appears before you and says, 'Do not be afraid my child. I am here to protect you.'", "You snap out of the trance as the thief puts the object away. He seems disappointed. 'Seems that damn gypsy sold me a dud! Well thanks for the money, sucker!' He vanishes as suddenly as he had appeared." }, 0 ) return end end if item ~= "" then player:addItem(item, 1) player:dialogSeq( {t, "You receive a " .. Item(item).name .. "!"}, 1 ) player:dialogSeq( {t, "The merchant vanishes as quickly as he appeared."}, 0 ) return end end elseif choice == 2 then -- no player:dialogSeq( {t, "'Suit yourself.' He vanishes as suddenly as he appeared."}, 0 ) return end end }
return {'akyol'}
local f = function() end local function f2() -- body end local function f3() -- body end local function f4() local t = 13 end local function f5() f4(function() local d = 13 end) end
ITEM.name = "9x18mm +P" ITEM.model = "models/lostsignalproject/items/ammo/9x18.mdl" ITEM.ammo = "9x18MM -HP-" // type of the ammo ITEM.ammoAmount = 60 // amount of the ammo ITEM.description = "" ITEM.quantdesc = "A box that contains %s rounds of Hollow-Point 9x18mm ammo. " ITEM.longdesc = "This repurposed 9x18mm round contains full metal jacket rounds with a steel penetrator and a lead core under a metal jacket." ITEM.price = 600 ITEM.img = ix.util.GetMaterial("cotz/icons/ammo/ammo_short_3_2.png") ITEM.weight = 0.010 ITEM.flatweight = 0.05 function ITEM:GetWeight() return self.flatweight + (self.weight * self:GetData("quantity", self.ammoAmount)) end
local oc = oc or function(...) return ... end function weld(p0,p1,c0,c1,par) local w = Instance.new("Weld",p0 or par) w.Part0 = p0 w.Part1 = p1 w.C0 = c0 or CFrame.new() w.C1 = c1 or CFrame.new() return w end function lerp(a, b, t) return a + (b - a)*t end do local function QuaternionFromCFrame(cf) local mx, my, mz, m00, m01, m02, m10, m11, m12, m20, m21, m22 = cf:components() local trace = m00 + m11 + m22 if trace > 0 then local s = math.sqrt(1 + trace) local recip = 0.5/s return (m21-m12)*recip, (m02-m20)*recip, (m10-m01)*recip, s*0.5 else local i = 0 if m11 > m00 then i = 1 end if m22 > (i == 0 and m00 or m11) then i = 2 end if i == 0 then local s = math.sqrt(m00-m11-m22+1) local recip = 0.5/s return 0.5*s, (m10+m01)*recip, (m20+m02)*recip, (m21-m12)*recip elseif i == 1 then local s = math.sqrt(m11-m22-m00+1) local recip = 0.5/s return (m01+m10)*recip, 0.5*s, (m21+m12)*recip, (m02-m20)*recip elseif i == 2 then local s = math.sqrt(m22-m00-m11+1) local recip = 0.5/s return (m02+m20)*recip, (m12+m21)*recip, 0.5*s, (m10-m01)*recip end end end local function QuaternionToCFrame(px, py, pz, x, y, z, w) local xs, ys, zs = x + x, y + y, z + z local wx, wy, wz = w*xs, w*ys, w*zs local xx = x*xs local xy = x*ys local xz = x*zs local yy = y*ys local yz = y*zs local zz = z*zs return CFrame.new(px, py, pz,1-(yy+zz), xy - wz, xz + wy,xy + wz, 1-(xx+zz), yz - wx, xz - wy, yz + wx, 1-(xx+yy)) end local function QuaternionSlerp(a, b, t) local cosTheta = a[1]*b[1] + a[2]*b[2] + a[3]*b[3] + a[4]*b[4] local startInterp, finishInterp; if cosTheta >= 0.0001 then if (1 - cosTheta) > 0.0001 then local theta = math.acos(cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((1-t)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = 1-t finishInterp = t end else if (1+cosTheta) > 0.0001 then local theta = math.acos(-cosTheta) local invSinTheta = 1/math.sin(theta) startInterp = math.sin((t-1)*theta)*invSinTheta finishInterp = math.sin(t*theta)*invSinTheta else startInterp = t-1 finishInterp = t end end return a[1]*startInterp + b[1]*finishInterp, a[2]*startInterp + b[2]*finishInterp, a[3]*startInterp + b[3]*finishInterp, a[4]*startInterp + b[4]*finishInterp end function clerp(a,b,t) local qa = {QuaternionFromCFrame(a)} local qb = {QuaternionFromCFrame(b)} local ax, ay, az = a.x, a.y, a.z local bx, by, bz = b.x, b.y, b.z local _t = 1-t return QuaternionToCFrame(_t*ax + t*bx, _t*ay + t*by, _t*az + t*bz,QuaternionSlerp(qa, qb, t)) end end local his = {} function ctween(tar,prop,c2,t,b) local function doIt() local now = tick() his[tar] = now local c1 = tar[prop] for i=1,t do if his[tar] ~= now then return end tar[prop] = clerp(c1,c2,1/t*i) wait(1/60) end end if b then coroutine.wrap(doIt)() else doIt() end end function tickwave(time,length,offset) return (math.abs((tick()+(offset or 0))%time-time/2)*2-time/2)/time/2*length end function playSound(id,parent,volume,pitch) local sound = Instance.new("Sound",parent or workspace) sound.SoundId = "http://www.roblox.com/asset?id="..id sound.Volume = volume or 1 sound.Pitch = pitch or 1 coroutine.wrap(function() wait() sound:Play() wait(10) sound:Stop() sound:Destroy() end)() return sound end local plr = game.Players.LocalPlayer local char = plr.Character local mouse = plr:GetMouse() local nk = char.Torso.Neck local nk0 = CFrame.new(0,1,0) * CFrame.Angles(-math.pi/2,0,math.pi) local ra,la = char["Right Arm"], char["Left Arm"] ra:BreakJoints() la:BreakJoints() local rs = weld(char.Torso,ra,CFrame.new(1.25,.5,0), CFrame.new(-.25,.5,0),stuff) local ls = weld(char.Torso,la,CFrame.new(-1.25,.5,0), CFrame.new(.25,.5,0),stuff) ls.Part1.FrontSurface = "Hinge" rs.Part1.FrontSurface = "Hinge" local rs0 = rs.C0 local ls0 = ls.C0 local color1 = BrickColor.new("Dark gray") local color2 = BrickColor.new("Navy blue") local stuff = Instance.new("Model",char) pcall(function() char["Hammur"]:Destroy() end) stuff.Name = "Hammur" wait(.5) local handle = Instance.new("Part") handle.FormFactor = "Custom" handle.BrickColor = color1 handle.Reflectance = .25 handle.Size = Vector3.new(.5,5,.5) handle.TopSurface = "Smooth" handle.BottomSurface = "Smooth" handle.CanCollide = false handle.Parent = stuff local grip = weld(char["Right Arm"],handle,CFrame.new(0,-.95,0)*CFrame.Angles(math.rad(-90),0,0),CFrame.new(0,-1.4,0)) local grip0 = grip.C0 local hamend = handle:Clone() Instance.new("BlockMesh",hamend) hamend.Parent = stuff hamend.Size = Vector3.new(2,2,3.5) local hamwel = weld(handle,hamend,CFrame.new(0,3,0)) local hamsd1 = hamend:Clone() hamsd1.Mesh.Scale = Vector3.new(1,1,1) hamsd1.Parent = stuff hamsd1.Size = Vector3.new(2.3,2.3,.3) weld(hamend,hamsd1,CFrame.new(0,0,1.75)) local hamsd2 = hamsd1:Clone() hamsd2.Parent = stuff weld(hamend,hamsd2,CFrame.new(0,0,-1.75)) local hamp = hamsd1:Clone() hamp.Parent = stuff hamp.Size = Vector3.new(.2,.2,3.5) weld(hamend,hamp,CFrame.new(.95,.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.95,-.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.95,-.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.95,.95,0)) hamp = hamp:Clone() hamp.BrickColor = color2 hamp.Reflectance = .2 hamp.Size = Vector3.new(.2,.2,2.5) hamp.Parent = stuff weld(hamend,hamp,CFrame.new(0,.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(0,-.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.95,0,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.95,0,0)) hamp = handle:Clone() hamp.BrickColor = color2 hamp.Reflectance = .2 hamp.Parent = stuff hamp.Size = Vector3.new(.4,.2,.4) Instance.new("CylinderMesh",hamp) weld(hamend,hamp,CFrame.new(0,-.955,1.2)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(0,-.955,-1.2)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(0,.955,1.2)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(0,.955,-1.2)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.955,0,-1.2) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.955,0,1.2) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.955,0,-1.2) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.955,0,1.2) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.6,.955,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.6,.955,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.6,-.955,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.6,-.955,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.955,.6,0) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.955,-.6,0) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.955,.6,0) * CFrame.Angles(0,0,math.rad(90))) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.955,-.6,0) * CFrame.Angles(0,0,math.rad(90))) local luacyl = hamp:Clone() luacyl.BrickColor = BrickColor.Blue() luacyl.Parent = stuff luacyl.Mesh.Scale = Vector3.new(1,.2,1) luacyl.Size = Vector3.new(2,.2,2) weld(hamsd1,luacyl,CFrame.new(0,0,.14) * CFrame.Angles(math.rad(90),0,0)) hamp = luacyl:Clone() hamp.BrickColor = BrickColor.White() hamp.Parent = stuff hamp.Size = Vector3.new(.7,.2,.7) weld(luacyl,hamp,CFrame.new(.35,.01,-.35)) local luamoon = luacyl:Clone() luamoon.Parent = stuff luamoon.Size = Vector3.new(.7,.2,.7) local mnw = weld(luacyl,luamoon,CFrame.new(1.2,.02,-1.2)) for r = 1,180,10 do local r2 = 2 * (math.pi/180*r) local l = hamsd1:Clone() l.Parent = stuff l.BrickColor = luacyl.BrickColor l.Size = Vector3.new(.3,.2,.2) l.Mesh.Scale = Vector3.new(1,.3,.3) weld(luacyl,l,CFrame.new(Vector3.new(math.sin(r2)*1.7,0,math.cos(r2)*1.7),Vector3.new())) end hamp = hamend:Clone() hamp.BrickColor = color2 hamp.Reflectance = .2 hamp.Size = Vector3.new(.2,.2,3.5) hamp.Mesh.Scale = Vector3.new(.25,.25,1) hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-1.05,.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.95,1.05,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(1.05,.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.95,1.05,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(1.05,-.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(.95,-1.05,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-1.05,-.95,0)) hamp = hamp:Clone() hamp.Parent = stuff weld(hamend,hamp,CFrame.new(-.95,-1.05,0)) for x = -1,1 do for y = -1,1 do hamp = hamp:Clone() hamp.Mesh.Scale = Vector3.new(1,1,1) hamp.Size = Vector3.new(.5,.5,.2) hamp.Parent = stuff weld(hamsd2,hamp,CFrame.new(x*.7,y*.7,-.1)) end end rs.C0 = rs0 * CFrame.Angles(math.rad(70),math.rad(50),math.rad(-20)) ls.C0 = ls0 * CFrame.new(.4,.2,-.3) * CFrame.Angles(math.rad(110),math.rad(0),math.rad(00)) * CFrame.Angles(0,math.rad(60),0) function endScript() pcall(function() runcon:disconnect() end) pcall(function() kdcon:disconnect() end) pcall(function() kucon:disconnect() end) pcall(game.Destroy,stuff) pcall(game.Destroy,bg) pcall(game.Destroy,bv) end local spintime = 3 local idling = true runcon = game:GetService("RunService").Stepped:connect(oc(function() if not stuff:IsDescendantOf(workspace) then endScript() end local an = (tick()%spintime)*360/spintime mnw.C0 = CFrame.Angles(0,math.rad(an),0) * CFrame.new(0,.04,1.7) if idling then rs.C0 = clerp(rs.C0,rs0 * CFrame.Angles(math.rad(70+tickwave(3,5)),math.rad(50),math.rad(-20)),.4) ls.C0 = clerp(ls.C0,ls0 * CFrame.new(.4,.2,-.3) * CFrame.Angles(math.rad(115+tickwave(3,5)),math.rad(0),math.rad(-5)) * CFrame.Angles(0,math.rad(60),0),.4) nk.C0 = clerp(nk.C0,nk0 * CFrame.Angles(tickwave(4,-.1),0,0),.4) grip.C0 = clerp(grip.C0,grip0,.4) end end)) function cfot(tar,cf,t) coroutine.wrap(function() for i=1,t do tar.CFrame = tar.CFrame * cf wait(1/30) end end)() end function DoDamage(hum,dmg) if hum.Health == 0 then return end local a,b = ypcall(function() --hum:TakeDamage(dmg) hum.Health = hum.Health - dmg if not hum.Parent:FindFirstChild("Torso") then return end local m = Instance.new("Model",workspace) m.Name = -dmg local h = Instance.new("Humanoid",m) h.MaxHealth = 0 local p = Instance.new("Part",m) p.Name = "Head" p.FormFactor = "Custom" p.Size = Vector3.new(.2,.2,.2) p.Transparency = 0.97 p.CanCollide = false p.Anchored = true p:BreakJoints() game.Debris:AddItem(m,5) p.CFrame = CFrame.new(hum.Parent.Torso.Position) * CFrame.new(math.random(-2,2),2.5,math.random(-2,2)) local rAm = math.random(3,6)/100 coroutine.wrap(function() for i=1,300 do p.CFrame = p.CFrame * CFrame.new(0,rAm,0) wait() end p:Destroy() end)() end) if not a then print(b) end end local atdeb = false local basiccombo = 0 local basiccombotimer = 0 bg = Instance.new("BodyGyro",char.Torso) bg.maxTorque = Vector3.new(1,0,1)*9e10 bg.P = 10000 bg.D = 500 bv = Instance.new("BodyVelocity",char.Torso) bv.maxForce = Vector3.new() bv.P = 50000 kucon = mouse.KeyUp:connect(oc(function(k) if k == "0" and sprint then pcall(function() char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed / 1.5 end) sprint = false end end)) kdcon = mouse.KeyDown:connect(oc(function(k) if k == "0" and not sprint then pcall(function() char.Humanoid.WalkSpeed = char.Humanoid.WalkSpeed * 1.5 end) sprint = true end if k == "f" then if atdeb then return end atdeb = true idling = false playSound(105374058,hamend,1,1) --- bg.cframe = char.Torso.CFrame * CFrame.Angles(math.rad(7),0,0) -- ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(-20),0,0),7,true) ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(150),math.rad(0),math.rad(-90)),7) ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(160),math.rad(0),math.rad(30)),13,true) ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(-35),0,0),13,true) ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(160),math.rad(0),math.rad(60)),13) playSound(92597296,hamend,1,1.07) local s = playSound(96626016,hamend) s.Volume = 0 local hitcon hitcon = hamend.Touched:connect(function(hit) s.Volume = 1 if not hit.Anchored then hit.Velocity = hit.Velocity + hamend.CFrame.lookVector*-20 end local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(char) then DoDamage(hum,30) hum.PlatformStand = true wait(.6) hum.PlatformStand = false end end) bg.maxTorque = Vector3.new(1,1,1)*9e10 ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(35),math.rad(0),math.rad(30)),4,true) ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(35),0,0),4,true) ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(35),math.rad(0),math.rad(-30)),4) if workspace:FindPartOnRay(Ray.new(hamend.Position,hamend.CFrame.lookVector*3),char) then s.Volume = 1 end wait(.2) bg.maxTorque = Vector3.new(1,0,1)*9e10 hitcon:disconnect() atdeb = false idling = true end if k == "q" then if atdeb then return end atdeb = true idling = false playSound(105374058,hamend,1,1) bg.cframe = char.Torso.CFrame * CFrame.Angles(math.rad(7),0,0) ctween(grip,"C0",grip0*CFrame.Angles(math.rad(-30),math.rad(-25),math.rad(-15)),9,true) ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(150),math.rad(0),math.rad(30)),7,true) ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(-20),0,0),7,true) ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(150),math.rad(0),math.rad(-30)),7) ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(160),math.rad(0),math.rad(30)),13,true) ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(-35),0,0),13,true) ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(160),math.rad(0),math.rad(-30)),13) playSound(92597296,hamend,1,1.07) local s = playSound(96626016,hamend) s.Volume = 0 local hitcon hitcon = hamend.Touched:connect(function(hit) s.Volume = 1 if not hit.Anchored then hit.Velocity = hit.Velocity + hamend.CFrame.lookVector*-20 end local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(char) then DoDamage(hum,30) hum.PlatformStand = true wait(.6) hum.PlatformStand = false end end) bg.cframe = char.Torso.CFrame * CFrame.Angles(math.rad(7),0,0) wait(.05) bg.cframe = char.Torso.CFrame * CFrame.Angles(math.rad(-20),0,0) bg.maxTorque = Vector3.new(1,1,1)*9e10 ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(55),math.rad(5),math.rad(50)),7,true) ctween(nk,"C0",nk0 * CFrame.Angles(math.rad(5),0,0),4,true) ctween(rs,"C0",rs0*CFrame.new(-.9,0,-.9) * CFrame.Angles(math.rad(50),math.rad(5),math.rad(-50)),7) if workspace:FindPartOnRay(Ray.new(hamend.Position,hamend.CFrame.lookVector*3),char) then s.Volume = 1 end wait(.2) bg.maxTorque = Vector3.new(1,0,1)*9e10 hitcon:disconnect() atdeb = false idling = true end if k == "r" then if atdeb then return end atdeb = true idling = false ctween(ls,"C0",ls0*CFrame.new(.7,0,-.7) * CFrame.Angles(math.rad(70),math.rad(0),math.rad(30)),7,true) ctween(grip,"C0",grip0*CFrame.Angles(math.rad(0),math.rad(90),math.rad(-60))*CFrame.Angles(0,math.rad(180),0),9,true) bg.maxTorque = Vector3.new(1,1,1)*9e10 bg.cframe = char.Torso.CFrame ctween(rs,"C0",rs0*CFrame.new(-.7,0,-.7) * CFrame.Angles(math.rad(70),math.rad(0),math.rad(-30)),7,true) local s = playSound(92597296,hamend,1,1.07) s.Looped = true local sndmd = {} local hitcon hitcon = hamend.Touched:connect(function(hit) if not sndmd[hit] then sndmd[hit] = playSound(10730819,hamend) end if not hit.Anchored then hit.Velocity = hit.Velocity + hamend.CFrame.lookVector*60 end local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(char) then DoDamage(hum,math.random(4,6)) hum.Sit = true wait(2) hum.Sit = false end end) for i=1,20 do bg.cframe = bg.cframe * CFrame.Angles(0,math.rad(-1440/20),0) wait(.1) end hitcon:disconnect() bg.maxTorque = Vector3.new(1,0,1)*9e10 s:Stop() s:Destroy() atdeb = false idling = true end if k == "e" then if atdeb then return end basiccombo = (tick()-basiccombotimer > .5 or basiccombo == 2) and 1 or basiccombo + 1 idling = false atdeb = true if basiccombo == 1 then ctween(ls,"C0",ls0 * CFrame.new(.2,.2,-.1) * CFrame.Angles(math.rad(120),math.rad(0),math.rad(5)) * CFrame.Angles(0,math.rad(60),0),7,true) ctween(rs,"C0",rs0*CFrame.new(0,0,-.3) * CFrame.Angles(math.rad(120),math.rad(70),math.rad(-30)),7) bg.maxTorque = Vector3.new(1,1,1)*9e10 bg.cframe = char.Torso.CFrame * CFrame.Angles(0,math.rad(-40),0) playSound(92597296,hamend,1,1.2) local ac local hitcon hitcon = hamend.Touched:connect(function(hit) if not ac then ac = playSound(10730819,hamend,1,1) end if not hit.Anchored then hit.Velocity = hit.Velocity + hamend.CFrame.lookVector*50 end local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(char) then DoDamage(hum,10) end end) ctween(ls,"C0",ls0 * CFrame.new(1,.2,-1) * CFrame.Angles(math.rad(115),math.rad(0),math.rad(40)) * CFrame.Angles(0,math.rad(60),0),6,true) ctween(rs,"C0",rs0*CFrame.new(0,0,-.3) * CFrame.Angles(math.rad(120),math.rad(80),math.rad(-30))* CFrame.Angles(math.rad(-50),0,0),6,true) wait(.1) bg.cframe = char.Torso.CFrame * CFrame.Angles(0,math.rad(40),0) hitcon:disconnect() elseif basiccombo == 2 then ctween(ls,"C0",ls0*CFrame.new(1,0,-1) * CFrame.Angles(math.rad(5),math.rad(0),math.rad(70)),10,true) ctween(grip,"C0",grip0*CFrame.Angles(math.rad(10),0,0),12,true) ctween(rs,"C0",rs0*CFrame.new(0,0,0) * CFrame.Angles(math.rad(-5),math.rad(0),math.rad(0)),10,true) wait(.2) playSound(92597296,hamend,1,.7) wait(.1) bg.maxTorque = Vector3.new(1,1,1)*9e10 bg.cframe = char.Torso.CFrame bv.maxForce = Vector3.new(1,0,1)*9e5 bv.velocity = bg.cframe.lookVector * 70 coroutine.wrap(function() for i=1,25 do bv.velocity = bv.velocity*.9 wait(1/30) end bv.maxForce = Vector3.new() end)() local thrustcon thrustcon = hamend.Touched:connect(function(hit) if not hit.Anchored then hit.Velocity = hit.Velocity + hamend.CFrame.lookVector*-40 end local hum = hit.Parent:FindFirstChild("Humanoid") if hum and not hum:IsDescendantOf(char) then DoDamage(hum,5) --thrustcon:disconnect() hum.Sit = true ctween(grip,"C0",grip0*CFrame.Angles(math.rad(30),0,0),5,true) if not ac then ac = playSound(92597296,hamend,1,1.15) end local tor = hum.Parent:FindFirstChild("Torso") if tor and not tor:FindFirstChild("torv") then --tor.Velocity = bg.cframe.lookVector*30 + Vector3.new(0,100,0) local torv = Instance.new("BodyVelocity",tor) torv.maxForce = Vector3.new(1,1,1)*9e9 torv.P = 2000 torv.velocity = bg.cframe.lookVector*20 + Vector3.new(0,120,0) torv.Name = "torv" local torav = Instance.new("BodyAngularVelocity",tor) torav.maxTorque = Vector3.new(1,1,1)*9e9 torav.P = 5000 torav.angularvelocity = Vector3.new(math.random()-.5,math.random()-.5,math.random()-.5)*2 coroutine.wrap(function() for i=1,torv.velocity.Y/196.22*30 do hum.Sit = true torv.velocity = torv.velocity - Vector3.new(0,196.22/30,0) wait(1/30) end torv:Destroy() torav:Destroy() tor.Velocity = Vector3.new() end)() end end end) ctween(ls,"C0",ls0*CFrame.new(1,0,-1) * CFrame.Angles(math.rad(80),math.rad(0),math.rad(50)),12,true) ctween(grip,"C0",grip0*CFrame.Angles(math.rad(-70),0,0),12,true) ctween(rs,"C0",rs0*CFrame.new(-.6,0,-.7) * CFrame.Angles(math.rad(90),math.rad(0),math.rad(-10)),12,true) Delay(.3,function() thrustcon:disconnect() end) end wait(.1) bg.maxTorque = Vector3.new(1,0,1)*9e10 basiccombotimer = tick() atdeb = false idling = true end -- 96626016, 92597296 bg.cframe = CFrame.new(char.Torso.Position,char.Torso.Position+char.Torso.CFrame.lookVector*Vector3.new(1,0,1)) end)) char.Humanoid.MaxHealth = 220 char.Humanoid.WalkSpeed = 20 wait(.3) char.Humanoid.Health = 220
dofile(yatm_foundry.modpath .. "/tests/blasting_registry_test.lua") dofile(yatm_foundry.modpath .. "/tests/kiln_registry_test.lua") dofile(yatm_foundry.modpath .. "/tests/molding_registry_test.lua") dofile(yatm_foundry.modpath .. "/tests/smelting_registry_test.lua")
-- -- Author: zhong -- Date: 2016-11-21 18:39:13 -- --设置界面 local ExternalFun = require(appdf.EXTERNAL_SRC .. "ExternalFun") local SettingLayer = class("SettingLayer", cc.Layer) SettingLayer.BT_EFFECT = 1 SettingLayer.BT_MUSIC = 2 SettingLayer.BT_CLOSE = 3 --构造 function SettingLayer:ctor( ) --注册触摸事件 ExternalFun.registerTouchEvent(self, true) --加载csb资源 local csbNode = ExternalFun.loadCSB("setting/SettingLayer.csb", self) local cbtlistener = function (sender,eventType) self:onSelectedEvent(sender:getTag(),sender,eventType) end local sp_bg = csbNode:getChildByName("setting_bg") self.m_spBg = sp_bg --关闭按钮 local btn = sp_bg:getChildByName("close_btn") btn:setTag(SettingLayer.BT_CLOSE) btn:addTouchEventListener(function (ref, eventType) if eventType == ccui.TouchEventType.ended then ExternalFun.playClickEffect() self:removeFromParent() end end) --switch --音效 self.m_btnEffect = sp_bg:getChildByName("check_effect") self.m_btnEffect:setTag(SettingLayer.BT_EFFECT) self.m_btnEffect:addEventListener(cbtlistener) self.m_btnEffect:setSelected(GlobalUserItem.bSoundAble) --音乐 self.m_btnMusic = sp_bg:getChildByName("check_bg") self.m_btnMusic:setTag(SettingLayer.BT_MUSIC) self.m_btnMusic:addEventListener(cbtlistener) self.m_btnMusic:setSelected(GlobalUserItem.bVoiceAble) end -- function SettingLayer:showLayer( var ) self:setVisible(var) end function SettingLayer:onSelectedEvent( tag, sender ) if SettingLayer.BT_MUSIC == tag then local music = not GlobalUserItem.bVoiceAble GlobalUserItem.setVoiceAble(music) if GlobalUserItem.bVoiceAble == true then ExternalFun.playBackgroudAudio("background.mp3") end elseif SettingLayer.BT_EFFECT == tag then local effect = not GlobalUserItem.bSoundAble GlobalUserItem.setSoundAble(effect) end end function SettingLayer:onTouchBegan(touch, event) return self:isVisible() end function SettingLayer:onTouchEnded(touch, event) local pos = touch:getLocation() local m_spBg = self.m_spBg pos = m_spBg:convertToNodeSpace(pos) local rec = cc.rect(0, 0, m_spBg:getContentSize().width, m_spBg:getContentSize().height) if false == cc.rectContainsPoint(rec, pos) then self:removeFromParent() end end return SettingLayer
-- local __arg = {...} local function convert_val(v) local vtype = type(v) if vtype == "nil" then return "nil" elseif vtype == "string" then return '"'.. v .. '"' elseif vtype == "number" or vtype == "boolean" then return tostring(v) else assert(false, "not support value type:"..vtype) end end local function __dump(t, depth) if type(t) ~= "table" then return convert_val(t) end depth = (depth or 0) + 1 if depth > 10 then assert(false, "table too depth") else local retval = "" local val for k, v in pairs(t) do val = k .. "=" .. __dump(v, depth) if #retval > 0 then retval = retval .. "," .. val else retval = val end end return "{" .. retval .. "}" end end local function lua_encode(obj) return __dump(obj, 0) end local function lua_decode(str) local ret = load("return "..str)() return ret end ----------------------------------------------------------- --coders ----------------------------------------------------------- local coders = {} function coders.json() local ok, json = pcall(require, "cjson") if not ok then json = require "meiru.3rd.json" assert(json) end local coder = { encode = json.encode, decode = json.decode } return coder end function coders.lua() local coder = { encode = lua_encode, decode = lua_decode } return coder end function coders.protobuf() local protobuf = require "protobuf" return protobuf end return function(ctype) local coder = coders[ctype]() assert(coder) return coder end
local libs = (shell.getRunningProgram()):sub(5, -1)
if Config.debug then potentialStops = {} RegisterCommand('findStops', function(source, args, rawCommand) for o in ObjectIterator(ObjectFilter.model(BusStop.Models)) do local hash = sha1.hex(tostring(identifingCoordinate)) local model = GetEntityModel(o) local coords = GetEntityCoords(o) local heading = GetEntityHeading(o) local blip = CreateBlip(513, coords, "Stop Model", 0.5, {r=255,g=0,b=0}) potentialStops[hash] = { hash = hash, model = model, coords = coords, heading = heading, blip = blip } end end) -- Test functionality for the object filter -- RegisterCommand('objects', function(source, args, rawCommand) -- for o in ObjectIterator() do print('object', o) end -- for o in ObjectIterator(ObjectFilter.model(BusStop.Models)) do print('bus stops', o) end -- for o in ObjectIterator(ObjectFilter.range(GetEntityCoords(PlayerPedId()), 5.0)) do print('within 5m', o) end -- -- for o in ObjectIterator( -- ObjectFilter.model(BusStop.Models, -- ObjectFilter.range(GetEntityCoords(PlayerPedId()), 5.0) -- ) -- ) do -- print('within 5m', o) -- end -- end) -- Teleports the user to the next stop RegisterCommand('nextStop', function(source, args, rawCommand) if not Job.active then print('cannot skip, you are not on a route') TriggerEvent('chat:addMessage', { template = 'You have to be in an active route', args = { } }); return end if not Job.Teleport() then print('cannot skip, failed to teleport') TriggerEvent('chat:addMessage', { template = 'You have finished your route, return the bus', args = { } }); return end print('Teleport success') TriggerEvent('chat:addMessage', { template = 'You have been teleported', args = { } }); end) -- Starts a random route RegisterCommand('busme', function(source, args, rawCommand) local ped = GetPlayerPed(source) local entity = ped local vehicle = GetVehiclePedIsIn(ped, false) if vehicle then ESX.Game.DeleteVehicle(vehicle) end --Teleport and get your bus TriggerEvent('chat:addMessage', { template = 'Fetching a bus...', args = { } }); SetPedCoordsKeepVehicle(ped, Config.coordinates.x, Config.coordinates.y, Config.coordinates.z) Citizen.Wait(1000) Job.Begin(function(bus) TriggerEvent('chat:addMessage', { template = 'Teleporting you to the start...', args = { } }); -- Teleport to the stop if #args >= 1 then if bus then Job.Teleport() end end end) end) -- Gets the users current coords RegisterCommand('coords', function(source, args, rawCommand) local ped = GetPlayerPed(source) local entity = ped local vehicle = GetVehiclePedIsIn(ped, false) local entity = ped if vehicle ~= 0 then entity = vehicle end local coordinates = GetEntityCoords(entity) local heading = GetEntityHeading(entity) print(entity, coordinates, heading) TriggerEvent('chat:addMessage', { template = '{0}, {1}, {2} @ {3} deg', args = { coordinates.x, coordinates.y, coordinates.z, heading } }); end) -- Registers a particular bus stop at the players location RegisterCommand('createStop', function(source, args, rawCommand) local ped = GetPlayerPed(source) local vehicle = GetVehiclePedIsIn(ped, false) local entity = ped if vehicle ~= 0 then entity = vehicle end -- Prepare the coordinate local coordinates = GetEntityCoords(entity) local heading = GetEntityHeading(entity) -- Prepare the name local name = '' if #args == 0 then local directions = { N = 360, 0, NE = 315, E = 270, SE = 225, S = 180, SW = 135, W = 90, NW = 45 } local var1, var2 = GetStreetNameAtCoord(coordinates.x, coordinates.y, coordinates.z, Citizen.ResultAsInteger(), Citizen.ResultAsInteger()) local hash1 = GetStreetNameFromHashKey(var1); local hash2 = GetStreetNameFromHashKey(var2); local dir = '' for k, v in pairs(directions) do if (math.abs(heading - v) < 22.5) then dir = k; if (dir == 1) then dir = 'N'; break; end break; end end name = hash1 .. ' ' .. hash2 .. ' ' .. dir else name = args[1] end -- Prepare the identifying coordinates local identifyingCoordinates = coordinates local model = BusStop.FindNearestModel() if model then identifyingCoordinates = GetEntityCoords(model) heading = GetEntityHeading(model) + 90 end -- Request the stop BusStop.RequestCreateStop(identifyingCoordinates, coordinates, heading, name, function(hash) TriggerEvent('chat:addMessage', { template = 'Bus stop {0} has been created', args = { hash } }); end) end, false) end
return require('jwt_ABAC_Authorizer')
object_tangible_storyteller_prop_pr_antenna = object_tangible_storyteller_prop_shared_pr_antenna:new { } ObjectTemplates:addTemplate(object_tangible_storyteller_prop_pr_antenna, "object/tangible/storyteller/prop/pr_antenna.iff")
SkillTree = Object:extend() function SkillTree:new() self.timer = Timer() self.font = fonts.m5x7_16 self.main_canvas = love.graphics.newCanvas(gw, gh) self.nodes = {} self.lines = {} -- Bi-directional links self.tree = table.copy(tree) for id, node in ipairs(self.tree) do for _, linked_node_id in ipairs(node.links or {}) do table.insert(self.tree[linked_node_id], id) end end for id, node in ipairs(self.tree) do if node.links then node.links = fn.unique(node.links) end end -- Create nodes and links for id, node in ipairs(self.tree) do table.insert(self.nodes, Node(id, node.x, node.y)) end for id, node in ipairs(self.tree) do for _, linked_node_id in ipairs(node.links or {}) do table.insert(self.lines, Line(self.tree, id, linked_node_id)) end end bought_node_indexes = {1} end function SkillTree:update(dt) self.timer:update(dt) camera.smoother = Camera.smooth.damped(5) if input:down('left_click') then local mx, my = camera:getMousePosition(sx, sy, 0, 0, sx*gw, sy*gh) local dx, dy = mx - self.previous_mx, my - self.previous_my camera:move(-dx, -dy) end self.previous_mx, self.previous_my = camera:getMousePosition(sx, sy, 0, 0, sx*gw, sy*gh) if input:pressed('zoom_in') then self.timer:tween('zoom', 0.2, camera, {scale = camera.scale + 0.4}, 'in-out-cubic') end if input:pressed('zoom_out') then self.timer:tween('zoom', 0.2, camera, {scale = camera.scale - 0.4}, 'in-out-cubic') end for _, node in ipairs(self.nodes) do node:update(dt) end for _, line in ipairs(self.lines) do line:update(dt) end end function SkillTree:draw() love.graphics.setCanvas(self.main_canvas) love.graphics.clear() love.graphics.setColor(background_color) love.graphics.rectangle('fill', 0, 0, gw, gh) camera:attach(0, 0, gw, gh) love.graphics.setLineWidth(1/camera.scale) for _, line in ipairs(self.lines) do line:draw() end for _, node in ipairs(self.nodes) do node:draw() end love.graphics.setLineWidth(1) camera:detach() -- Stats rectangle local font = fonts.m5x7_16 love.graphics.setFont(font) for _, node in ipairs(self.nodes) do if node.hot then local stats = self.tree[node.id].stats or {} -- Figure out max_text_width to be able to set the proper rectangle width local max_text_width = 0 for i = 1, #stats, 3 do if font:getWidth(stats[i]) > max_text_width then max_text_width = font:getWidth(stats[i]) end end -- Draw rectangle local mx, my = love.mouse.getPosition() mx, my = mx/sx, my/sy love.graphics.setColor(0, 0, 0, 222) love.graphics.rectangle('fill', mx, my, 16 + max_text_width, font:getHeight() + (#stats/3)*font:getHeight()) -- Draw text love.graphics.setColor(default_color) for i = 1, #stats, 3 do love.graphics.print(stats[i], math.floor(mx + 8), math.floor(my + font:getHeight()/2 + math.floor(i/3)*font:getHeight())) end end end love.graphics.setColor(default_color) love.graphics.setCanvas() love.graphics.setColor(255, 255, 255, 255) love.graphics.setBlendMode('alpha', 'premultiplied') love.graphics.draw(self.main_canvas, 0, 0, 0, sx, sy) love.graphics.setBlendMode('alpha') end function SkillTree:destroy() end function SkillTree:canNodeBeBought(id) for _, linked_node_id in ipairs(self.tree[id]) do if fn.any(bought_node_indexes, linked_node_id) then return true end end end
local Draw = require("api.Draw") local Color = require("mod.extlibs.api.Color") local UiMouseMenu = require("mod.mouse_ui.api.gui.UiMouseMenu") local IUiMouseButton = require("mod.mouse_ui.api.gui.IUiMouseButton") local UiShadowedText = require("api.gui.UiShadowedText") local UiTheme = require("api.gui.UiTheme") local UiMouseStyle = require("mod.mouse_ui.api.UiMouseStyle") local UiMouseMenuButton = class.class("UiMouseMenuButton", IUiMouseButton) function UiMouseMenuButton:init(opts) self.text = UiShadowedText:new(opts.text) self.id = opts.id self.pressed = false self.enabled = true self:set_menu(opts.menu) self.label_vertices = {} self.label_vertices_pressed = {} self.display_direction = opts.display_direction or "horizontal" end function UiMouseMenuButton:get_mouse_elements(recursive) local regions = {} if self.menu and recursive then table.append(regions, self.menu:get_mouse_elements(recursive)) end return regions end function UiMouseMenuButton:get_minimum_width() return self.text:text_width() + 6 end function UiMouseMenuButton:get_minimum_height() return self.text:text_height() + 6 end function UiMouseMenuButton:add_button(button) if self.menu == nil then self:set_menu(UiMouseMenu:new {}) end self.menu:add_button(button) end function UiMouseMenuButton:relayout(x, y, width, height) self.x = x self.y = y self.width = math.max(width, self:get_minimum_width()) self.height = math.max(height, self:get_minimum_height()) self.t = UiTheme.load() self.color = {192, 192, 192} self.color_dark = {Color:new_rgb(self.color):lighten_by(0.5):to_rgb()} self.color_light = {Color:new_rgb(self.color):lighten_by(1.5):to_rgb()} local thickness = 2 self.label_vertices = { self.x + self.width - 2 - thickness, self.y + self.height - 2 - thickness, self.x + self.width - 2 - thickness, self.y + self.height - 2 - thickness - 10, self.x + self.width - 2 - thickness - 10, self.y + self.height - 2 - thickness, } self.label_vertices_pressed = fun.iter(self.label_vertices):map(function(i) return i + 2 end):to_list() if self.menu then local bx = self.x local by = self.y if self.display_direction == "vertical" then by = self.y + self.height else bx = self.x + self.width end local button_count = self.menu:iter_mouse_elements():length() if self.y + self.menu.child_height * button_count > Draw.get_height() then by = self.y - self.menu.child_height * button_count end if self.x + self.menu.child_width > Draw.get_width() then bx = self.x - self.menu.child_width end self.menu:relayout(bx, by, self.width, self.height) end end function UiMouseMenuButton:on_mouse_pressed(x, y, button) if button == 1 then self:set_pressed(not self.pressed) return true end return false end function UiMouseMenuButton:on_mouse_released(x, y, button) return true end function UiMouseMenuButton:is_mouse_region_enabled() return self.enabled end function UiMouseMenuButton:is_pressed() return self.pressed end function UiMouseMenuButton:is_enabled() return self.enabled end function UiMouseMenuButton:set_pressed(pressed) self.pressed = pressed if self.menu then for _, ui_button in self.menu:iter_mouse_elements() do ui_button.enabled = self.pressed end end end function UiMouseMenuButton:set_enabled(enabled) self.enabled = enabled end function UiMouseMenuButton:set_text(text) self.text:set_data(text) end function UiMouseMenuButton:set_menu(menu) if menu then assert(class.is_an(UiMouseMenu, menu)) menu._parent = self for _, ui_button in menu:iter_mouse_elements(false) do ui_button.enabled = self.pressed end end self.menu = menu end function UiMouseMenuButton:draw() local thickness = 2 UiMouseStyle.draw_panel(self.x, self.y, self.width, self.height, thickness, self.pressed, self.color, self.color_dark, self.color_light) Draw.set_color(self.color_dark) if self.pressed then Draw.filled_polygon(self.label_vertices_pressed) else Draw.filled_polygon(self.label_vertices) end local w = self.text:text_width() local h = self.text:text_height() local x = self.x + (self.width / 2) - (w / 2) local y = self.y + (self.height / 2) - (h / 2) if self.pressed then x = x + 2 y = y + 2 end self.text:relayout(x, y) self.text:draw() if self.menu and self.pressed then self.menu:draw() end end function UiMouseMenuButton:update(dt) if self.pressed and self.menu then self.menu:update(dt) end end return UiMouseMenuButton
#! /usr/bin/lua require( "common" ) require( "lfs" ) require( "imlib2" ) local Dir = "icons" local OutputDir = "../img/icons" local IgnoredFiles = { "^%.%.$", "^%.$", } local RareDirs = { "equipment", } local NamedDirs = { "items", } local NoSuffixDirs = { "equipment", } -- these are done by eye. I don't really care -- -- if they're off because they still look ok local RareColors = { "ffffff", "875fff", "fafc4f", "ea8bd5", "5dd030", "3581e1", "e84458", } local NamedColors = { white = "ffffff", gray = "aaaaaf", green = "6bf36e", lime = "a8d468", moss = "67a838", teal = "58e8c0", yellow = "f7f56b", orange = "f49e62", brown = "c09428", red = "e84458", pink = "f599f0", purple = "aa70e0", blue = "718fff", cyan = "a6fcfd", } function ignored( file ) for _, pattern in ipairs( IgnoredFiles ) do if file:find( pattern ) then return true end end return false end function recolor( img, htmlColor ) local w, h = img:get_width(), img:get_height() local redScale = tonumber( htmlColor:sub( 1, 2 ), 16 ) / 255 local greenScale = tonumber( htmlColor:sub( 3, 4 ), 16 ) / 255 local blueScale = tonumber( htmlColor:sub( 5, 6 ), 16 ) / 255 for x = 0, w - 1 do for y = 0, h - 1 do local color = img:get_pixel( x, y ) if color.alpha ~= 0 then img:draw_pixel( x, y, imlib2.color.new( color.red * redScale, color.green * greenScale, color.blue * blueScale, color.alpha ) ) end end end end local function copy( src, dst ) local contents = readFile( src ) local outFile = io.open( dst, "w" ) outFile:write( contents ) outFile:close() end for _, rareDir in ipairs( RareDirs ) do local dir = ( "%s/%s" ):format( Dir, rareDir ) lfs.mkdir( OutputDir .. "/" .. rareDir ) for file in lfs.dir( dir ) do if not ignored( file ) then for rarity, color in ipairs( RareColors ) do local img = imlib2.image.load( dir .. "/" .. file ) recolor( img, color ) img:save( OutputDir .. "/" .. rareDir .. "/" .. file:gsub( "(%l+)%.png", "%1_rare" .. rarity .. ".png" ) ) img:free() end end end end for _, nameDir in ipairs( NamedDirs ) do local dir = ( "%s/%s" ):format( Dir, nameDir ) lfs.mkdir( OutputDir .. "/" .. nameDir ) for file in lfs.dir( dir ) do if not ignored( file ) then for name, color in pairs( NamedColors ) do local img = imlib2.image.load( dir .. "/" .. file ) recolor( img, color ) img:save( OutputDir .. "/" .. nameDir .. "/" .. file:gsub( "(%l+)%.png", "%1_" .. name .. ".png" ) ) img:free() end end end end for _, noSuffixDir in ipairs( NoSuffixDirs ) do local dir = ( "%s/%s" ):format( Dir, noSuffixDir ) lfs.mkdir( OutputDir .. "/" .. noSuffixDir ) for file in lfs.dir( dir ) do if not ignored( file ) then copy( dir .. "/" .. file, OutputDir .. "/" .. noSuffixDir .. "/" .. file ) end end end print( "genIcons: ok!" )
if arg[#arg] == "vsc_debug" then require("lldebugger").start() end require 'Engine.Engine' require 'Love2d.LoveGraphics' require 'Love2d.LoveAudio' require 'Love2d.LoveInput' UpdateFunction = nil function love.load() LoveGraphics.SetupWindow() Engine.Start() UpdateFunction = Engine.EngineUpdate end function love.update(dt) if UpdateFunction and _G.type(UpdateFunction) == 'function' then UpdateFunction(dt) end end function love.draw() Engine.GraphicsUpdate() end function love.keypressed(key) LoveInput.KeyPressed(key) end
local path = "src/weapons/" local gun = require(path .. "gun") return { gun = gun }
function init() robot.wheels.set_velocity(5,5) end function step() end function reset() end function destroy() end
--[[ TheNexusAvenger Unit tests for the TextButtonFactory class. --]] local NexusUnitTesting = require("NexusUnitTesting") local NexusButton = game:GetService("ReplicatedStorage"):WaitForChild("NexusButton") local Factory = NexusButton:WaitForChild("Factory") local TextButtonFactory = require(Factory:WaitForChild("TextButtonFactory")) local TextButtonFactoryTest = NexusUnitTesting.UnitTest:Extend() --[[ Test that the constructor works without failing. --]] NexusUnitTesting:RegisterUnitTest(TextButtonFactoryTest.new("Constructor"):SetRun(function(self) --Create the component under testing. local CuT = TextButtonFactory.new() --Run the assertions. self:AssertEquals(CuT.ClassName,"TextButtonFactory","ClassName is incorrect.") end)) --[[ Test that the CreateDefault method. --]] NexusUnitTesting:RegisterUnitTest(TextButtonFactoryTest.new("CreateDefault"):SetRun(function(self) --Create the component under testing. local CuT = TextButtonFactory.CreateDefault(Color3.new(0,170/255,1)) --Create a button and assert the defaults are correct. local Button,TextLabel = CuT:Create() self:AssertEquals(Button.BackgroundColor3,Color3.new(0,170/255,1),"Background color is incorrect.") self:AssertEquals(Button.BorderColor3,Color3.new(0,140/255,225/255),"Border color is incorrect.") self:AssertEquals(Button.BorderTransparency,0.25,"Border transparency is incorrect.") self:AssertEquals(TextLabel.Font,Enum.Font.SciFi,"Font is incorrect.") self:AssertEquals(TextLabel.TextColor3,Color3.new(1,1,1),"TextColor3 is incorrect.") self:AssertEquals(TextLabel.TextStrokeColor3,Color3.new(0,0,0),"TextStrokeColor3 is incorrect.") self:AssertEquals(TextLabel.TextStrokeTransparency,0,"TextStrokeTransparency is incorrect.") self:AssertEquals(TextLabel.TextScaled,true,"TextScaled is incorrect.") --Destroy the button. Button:Destroy() end)) --[[ Test that the SetTextDefault and SetTextDefault methods. --]] NexusUnitTesting:RegisterUnitTest(TextButtonFactoryTest.new("SetDefault"):SetRun(function(self) --Create the component under testing. local CuT = TextButtonFactory.new() --Set several defaults. CuT:SetTextDefault("Text","TestLabel") CuT:SetTextDefault("Font",Enum.Font.Arcade) --Create a button and assert the defaults are correct. local Button1,TextLabel1 = CuT:Create() self:AssertEquals(TextLabel1.Text,"TestLabel","Text is incorrect.") self:AssertEquals(TextLabel1.Font,Enum.Font.Arcade,"Font is incorrect.") --Unset a default. CuT:UnsetTextDefault("Text") --Create a button and assert the defaults are correct. local Button2,TextLabel2 = CuT:Create() self:AssertNotEquals(TextLabel2.Text,"TestLabel","Text is incorrect.") self:AssertEquals(TextLabel2.Font,Enum.Font.Arcade,"Font is incorrect.") --Destroy the buttons. Button1:Destroy() Button2:Destroy() end)) return true
--------------------------------------------------------------------------------------------------- ---menu_manager.lua ---author: Karl ---date: 2021.3.4 ---desc: MenuManager manages all menu pages in a menu scene. The class attempts to implement a menu --- that has the following features: --- --- 1. Each menu page is an object that can be displayed, interacted, and can send messages to --- the previous menu pages in the menu array. --- 2. The menu page array is an array which records all menu pages that lead up to the current --- menu page, therefore the game knows which one to go back to when the user exits the current --- menu page. --- 3. When an array is exited, it continues to exist in the menu page pool but will be removed --- from the menu page array. Only the most recent one or more menu pages in the menu page --- array and the exiting menu pages are updated and displayed on the screen. --- 4. When the user returns to or advances to a new menu page, the old menu page object will --- be pulled out from menu page pool if possible (that is, if it still exists), otherwise a --- new menu page object will be created using the same callback function. --- 5. The menu manager is able to maintain a global menu page transition speed multiplier --- factor for this menu, so the transition speed can be easily changed here. --------------------------------------------------------------------------------------------------- ---@class MenuManager local M = LuaClass("menu.MenuManager") -- require modules require("BHElib.ui.menu.menu_page") local MenuPageArray = require("BHElib.ui.menu.menu_page_array") local MenuPagePool = require("BHElib.ui.menu.menu_page_pool") local MenuConst = require("BHElib.ui.menu.menu_global") --------------------------------------------------------------------------------------------------- ---virtual functions ---this function needs to initialize menu pages for menu_page_array and menu_page_pool M.initMenuPages = nil ---this function needs to terminate the menu; call scene transition if needed M.onMenuExit = nil --------------------------------------------------------------------------------------------------- ---init ---create and return a new Menu instance ---@param transition_speed number a transition speed coefficient ---@return MenuManager function M.__create(transition_speed) local self = {} self.transition_speed = transition_speed or 1 / 15 -- an array to track the sequence of menus leading to the current one self.menu_page_array = MenuPageArray() -- a pool to track all existing menus, whether they are entering or exiting (in the latter case they may not be in the array) self.menu_page_pool = MenuPagePool() return self end function M:ctor() self:initMenuPages() end --------------------------------------------------------------------------------------------------- ---add a menu page to the menu page array and menu page pool function M:registerPage(init_callback, menu_page_id, menu_page, menu_pos) self.menu_page_array:setMenu(menu_pos, init_callback, menu_page_id) self.menu_page_pool:setMenuInPool(menu_page_id, menu_page, menu_pos) end function M:queryChoice(choice_key) return self.menu_page_array:queryChoice(choice_key) end ---@param menu_page_pos number the index from which the cascading starts function M:cascade(menu_page_pos) assert(menu_page_pos, "Error: Attempt to cascade menu page at a nil index!") while menu_page_pos ~= nil do local menu_page_init_callback, menu_page_id menu_page_init_callback, menu_page_id, menu_page_pos = self.menu_page_array:findPrevMenuOf(menu_page_pos, "go_to_menus", "num_finished_menus") if menu_page_pos then local menu_page = self.menu_page_pool:getMenuFromPool(menu_page_id) menu_page:onCascade(self.menu_page_array) end end end ---setup a menu page at the given position; can be used to append new menu page to the end of array ---will update the menu page in the page array and page pool; ---it should be guaranteed that the new menu has no choices recorded in the array ---@param menu_page_init_callback function a function that creates a new menu page ---@param menu_id string a unique id that identifies the menu page ---@param menu_pos number position in the array to setup menu page at ---@return MenuPage a menu page that has been setup in the given index of the array function M:setupMenuPageAtPos(menu_page_init_callback, menu_id, menu_pos) -- check if menu already exist, if not, create a new one local menu_page_pool = self.menu_page_pool local queried_menu_pos = menu_page_pool:getMenuPosFromPool(menu_id) local menu_page local create_flag = (queried_menu_pos == nil and not menu_page_pool:isMenuExists(menu_id)) if create_flag then menu_page = self:createMenuPage(menu_page_init_callback, menu_id) -- add/set the menu page in the array self:registerPage(menu_page_init_callback, menu_id, menu_page, menu_pos) else menu_page = menu_page_pool:getMenuFromPool(menu_id) self:registerPage(menu_page_init_callback, menu_id, menu_page, menu_pos) self.menu_page_array:clearChoices(menu_pos) end return menu_page end ---@param menu_page_init_callback function a function that takes first parameter as menu manager, creates a new menu page function M:createMenuPage(menu_page_init_callback) return menu_page_init_callback(self) end ---set the top menu page to enter, in forward mode function M:setTopMenuPageToEnter() local menu_page_array = self.menu_page_array local menu_id = menu_page_array:getMenuId(menu_page_array:getSize()) local cur_menu_page = self.menu_page_pool:getMenuFromPool(menu_id) cur_menu_page:setPageEnter(true, self.transition_speed) end ---setup menu pages ---@param menu_page_info_array ta`ble an array in which each element contains information for initializing each menu page ---@param coordinates_name string name of the render view to render in E.g. "ui" "game" "3d" ---@param init_layer number (if non-nil) set the initial layer of the menu pages to this value function M:setupMenuPagesFromInfoArray(menu_page_info_array, coordinates_name, init_layer) for i = 1, #menu_page_info_array do local class_id, menu_id = unpack(menu_page_info_array[i]) local menu_page = self:setupMenuPageAtPos(class_id, menu_id, i) if init_layer then menu_page:setLayer(init_layer) end menu_page:setRenderView(coordinates_name) end end --------------------------------------------------------------------------------------------------- ---update ---@param dt number elapsed time function M:update(dt) -- update all existing menu pages local menu_page_pool = self.menu_page_pool local menu_page_array = self.menu_page_array local to_be_deleted = {} for menu_page_id, info_array in menu_page_pool:getIter() do local menu_page_pos = info_array[1] local menu_page = info_array[2] if not menu_page:continueMenuPage() then -- flag for deletion -- only delete if the menu page is not in the array, in which case it needs to exist to respond to cascade() if menu_page_array:getSize() < menu_page_pos or menu_page_array:getMenuId(menu_page_pos) ~= menu_page_id then to_be_deleted[menu_page_id] = menu_page_pos end else if menu_page:isInputEnabled() then menu_page:processInput() end local choices = menu_page:getChoice() if choices ~= nil then self:handleChoices(choices, menu_page_pos, menu_page) end end end -- update after creating new menu pages to ensure update() is called at least once in the first time of render for menu_page_id, info_array in menu_page_pool:getIter() do local menu_page = info_array[2] menu_page:update(1) end for menu_page_id, menu_page_pos in pairs(to_be_deleted) do local menu_page = menu_page_pool:getMenuFromPool(menu_page_id) menu_page:cleanup() menu_page_pool:delMenuInPool(menu_page_id) end end ---handle choices raised by a menu page in the menu array at the given index ---@param menu_page_pos number the index of the menu page that raised the choices ---@param menu_page MenuPage function M:handleChoices(choices, menu_page_pos, menu_page) local menu_page_array = self.menu_page_array local exit_indicator = 0 local next_pos = -1 local cascade_flag = false for i = 1, #choices do local choice = choices[i] local label = choice[1] -- see menu_global.lua if label == MenuConst.CHOICE_SPECIFY then menu_page_array:setChoice(menu_page_pos, choice[2], choice[3]) elseif label == MenuConst.CHOICE_CASCADE then cascade_flag = true elseif label == MenuConst.CHOICE_EXECUTE then local callback = choice[2] callback(self, menu_page) else -- menu page switch if label == MenuConst.CHOICE_GO_BACK then exit_indicator = 1 next_pos = menu_page_pos - 1 if next_pos <= 0 then -- no menu page to go back to, exit the menu label = MenuConst.CHOICE_EXIT end end if label == MenuConst.CHOICE_EXIT or label == MenuConst.CHOICE_GO_TO_MENUS then local menus = {} -- for CHOICE_EXIT if label == MenuConst.CHOICE_GO_TO_MENUS then menus = choice[2] end menu_page_array:setChoice(menu_page_pos, "go_to_menus", menus) menu_page_array:setChoice(menu_page_pos, "num_finished_menus", 0) exit_indicator = 2 end end end if cascade_flag then self:cascade(menu_page_array:getSize()) -- cascade from the current menu page end if exit_indicator == 1 then self:goBackToMenuPage(next_pos) elseif exit_indicator == 2 then self:goToNextMenuPage() else local top_page = self.menu_page_pool:getMenuFromPool(menu_page_array:getMenuId(menu_page_pos)) top_page:resetSelection(true) end end ---exit current menu page and go back to one of the previous menu pages ---@param next_pos number the index of the menu page to go back to in the array function M:goBackToMenuPage(next_pos) local menu_page_array = self.menu_page_array local menu_page_pool = self.menu_page_pool local cur_pos = menu_page_array:getSize() local cur_id = menu_page_array:getMenuId(cur_pos) local cur_page = menu_page_pool:getMenuFromPool(cur_id) local init_callback, next_id = menu_page_array:getMenuInitCallback(next_pos), menu_page_array:getMenuId(next_pos) menu_page_array:retrievePrevMenu("go_to_menus", "num_finished_menus") ---TODO: these parameters should be constants assert(cur_pos == menu_page_array:getSize(), "Error: Size mismatch!") menu_page_array:popMenu() cur_page:setPageExit(false, self.transition_speed) local next_page = self:setupMenuPageAtPos(init_callback, next_id, next_pos) next_page:setPageEnter(false, self.transition_speed) end function M:goToNextMenuPage() local menu_page_array = self.menu_page_array local menu_page_pool = self.menu_page_pool local cur_pos = menu_page_array:getSize() local cur_id = menu_page_array:getMenuId(cur_pos) local cur_page = menu_page_pool:getMenuFromPool(cur_id) cur_page:setPageExit(true, self.transition_speed) local menu_page_init_callback, next_id, next_pos = menu_page_array:retrieveNextMenu("go_to_menus", "num_finished_menus") if menu_page_init_callback ~= nil then local next_page = self:setupMenuPageAtPos(menu_page_init_callback, next_id, next_pos) next_page:setPageEnter(true, self.transition_speed) else -- next menu not found; exit the menu scene self:onMenuExit() end end --------------------------------------------------------------------------------------------------- ---exiting function M:setAllPageExit() -- set all menu pages to exit state local menu_page_pool = self.menu_page_pool for _, info_array in menu_page_pool:getIter() do local menu_page = info_array[2] menu_page:setPageExit(true, self.transition_speed) end end function M:cleanup() local menu_page_pool = self.menu_page_pool for _, info_array in menu_page_pool:getIter() do local menu_page = info_array[2] menu_page:cleanup() end end return M
-- Sine wave. local SoundUnit = require((...):gsub('[^.]*$', '') .. 'soundunit') local function process (t, v) return math.sin(v * math.pi) end return function (t) t = SoundUnit(t) t.process = process return t end
--- Watch paths recursively for changes --- @class PathwatcherInstance local PathwatcherInstance --- starts a path watcher --- --- @return PathwatcherInstance function PathwatcherInstance:start()end --- stops a path watcher --- function PathwatcherInstance:stop()end
-- Tests for complicated + argument to :edit command local helpers = require('test.functional.helpers')(after_each) local clear, insert = helpers.clear, helpers.insert local command, expect = helpers.command, helpers.expect local wait = helpers.wait describe(':edit', function() setup(clear) it('is working', function() insert([[ The result should be in Xfile1: "fooPIPEbar", in Xfile2: "fooSLASHbar" foo|bar foo/bar]]) wait() -- Prepare some test files command('$-1w! Xfile1') command('$w! Xfile2') command('w! Xfile0') -- Open Xfile using '+' range command('edit +1 Xfile1') command('s/|/PIPE/') command('yank A') command('w! Xfile1') -- Open Xfile2 using '|' range command('edit Xfile2|1') command("s/\\//SLASH/") command('yank A') command('w! Xfile2') -- Clean first buffer and put @a command('bf') command('%d') command('0put a') -- Remove empty line command('$d') -- The buffer should now contain expect([[ fooPIPEbar fooSLASHbar]]) end) teardown(function() os.remove('Xfile0') os.remove('Xfile1') os.remove('Xfile2') end) end)
--------------------------------------------------------------------------------------------------- -- func: addallmounts -- desc: Adds all mount key items to player, granting access to their associated mounts --------------------------------------------------------------------------------------------------- require("scripts/globals/status") require("scripts/globals/keyitems") cmdprops = { permission = 1, parameters = "s" } function error(player, msg) player:PrintToPlayer(msg) player:PrintToPlayer("!addallmounts {player}") end function onTrigger(player, target) -- validate target local targ if (target == nil) then targ = player else targ = GetPlayerByName(target) if (targ == nil) then error(player, string.format("Player named '%s' not found!", target)) return end end -- add all mount key items for i = tpz.ki.CHOCOBO_COMPANION, tpz.ki.CHOCOBO_COMPANION + 26 do targ:addKeyItem(i) end player:PrintToPlayer(string.format("%s now has all mounts.", targ:getName())) end
return {'xie'}
--- @module navbar.generic local gen = {} ------------------------------------------------------------------------------- -- Helper Functions ------------------------------------------------------------------------------- --- Escape all punctuations contained in string. -- @treturn string The escaped string function string:escape_punctuation() return self:gsub("%p", "%%%1") end --- Replace a string by another one (escape the punctuation). -- @treturn string The escaped string function string:replace_all(from, into) return self:gsub(from:escape_punctuation(), into) end --- Trim space at the begining and end of the string. -- @treturn string The new string. function string:trim() return self:gsub("^%s*(.-)%s*$", "%1") end --- Return true if string starts with start. -- @tparam string start The string we are looking for. -- @treturn bool true if the string starts with start. function string:starts_with(start) return self:sub(1, #start) == start end --- Return true if string ends with ending. -- @tparam string ending The string we are looking for. -- @treturn bool true if the string ends with ending. function string:ends_with(ending) return ending == "" or self:sub(-#ending) == ending end --- Return true if string contains str. -- Notes: we will escape all punctuations contained in str first. -- @tparam string str The string we are looking for. -- @treturn bool true if the string contains str. function string:contains(str) local pat = str:escape_punctuation() if string.find(self, pat) == nil then return false end return true end --- Split function with a python semantic. -- see http://lua-users.org/wiki/SplitJoin -- @tparam string sep The character to use for the slit. -- @tparam int max The maximun number of split. -- @tparam string regex The regex to use for the split instead of sSeparator. -- @return A table of string. function string:split(sep, max, regex) assert(sep ~= '') assert(max == nil or max >= 1) local record = {} if self:len() > 0 then local plain = not regex max = max or -1 local field, start = 1, 1 local first, last = self:find(sep, start, plain) while first and max ~= 0 do record[field] = self:sub(start, first-1) field = field + 1 start = last + 1 first, last = self:find(sep, start, plain) max = max-1 end record[field] = self:sub(start) end return record end --- Return a list with the keys from the table. -- @tparam table atable The table to use as source. -- @treturn table A list of the keys from the table. function gen.keys(atable) local keys = {} for key, _ in pairs(atable) do keys[#keys+1] = key end return keys end --- Create a set from a list (table) -- @tparam table list The table to use as source. -- @treturn table A set (using the elements from list as keys) function gen.set(list) local set = {} for _, l in ipairs(list) do set[l] = true end return set end --- Display a set as a string. -- @tparam table set The set to display. -- @treturn string A string containing all elements from the set. function gen.set_tostring(set) local tab = {} for k, _ in pairs(set) do tab[#tab+1] = k end return table.concat(tab, ', ') end --- Copy (deep copy) a table. -- Note: works for all lua5 versions. -- @tparam table list The list to copy. -- @treturn table A copy of the original table. function gen.table_deepcopy(orig) local orig_type = type(orig) local copy if orig_type == 'table' then copy = {} for orig_key, orig_value in next, orig, nil do copy[gen.table_deepcopy(orig_key)] = gen.table_deepcopy(orig_value) end setmetatable(copy, gen.table_deepcopy(getmetatable(orig))) else -- number, string, boolean, etc copy = orig end return copy end --- Clone/Copy a list (table) -- Note: only works for lua5.2 and above -- @tparam table list The list to clone. function gen.table_clone(list) return { table.unpack(list) } end --- Reverse a list (table). -- Note: modify in place. -- @tparam table list The list to reverse. function gen.table_reverse(list) local i, j = 1, #list while i < j do list[i], list[j] = list[j], list[i] i = i + 1 j = j - 1 end end --- Return true if list == {}, false otherwise. -- @tparam table list A table. -- @return true if the table is {}, false otherwise. function gen.is_empty(list) return next(list) == nil end --- Return true if val is present in list, false otherwise -- @param val A value. -- @tparam table list A list. -- @treturn bool true if val is present in list. function gen.is_in(val, list) for _, value in ipairs(list) do if value == val then return true end end return false end --- Lua implementation of PHP scandir for posix systems (we only want the list of file). function gen.scandir_posix(directory) directory = directory or '.' local t, popen = {}, io.popen local pfile = popen('ls -A "'..directory..'"') for filename in pfile:lines() do t[#t+1] = filename end pfile:close() return t end --- Lua implementation of PHP scandir for windows systems. function gen.scandir_windows(directory) local t, popen = {}, io.popen local pfile = popen('dir "'..directory..'" /b') for filename in pfile:lines() do t[#t+1] = filename end pfile:close() return t end --- Return a Class object -- -- @usage local Rectangle = gen.Class() -- function Rectangle:__init(l, h) self.l = l or 0; self.h = h or 0 end -- function Rectangle:surface() return self.l * self.h end -- local Square = gen.Class(Rectangle) -- function Square.__init(l) Rectangle.__init(self, l, l) -- -- @param ... The list of classes this class inherit from (can be empty). -- @return Class object. function gen.class(...) -- "cls" is the new class local cls, bases = {}, {...} -- copy base class contents into the new class for i, base in ipairs(bases) do -- print(i, base) for k, v in pairs(base) do -- print(k, v) cls[k] = v end end -- set the class's __index, and start filling an "is_a" table that contains this class and all of its bases -- so you can do an "instance of" check using my_instance.is_a[MyClass] cls.__index, cls.is_a = cls, {[cls] = true} for i, base in ipairs(bases) do for c in pairs(base.is_a) do cls.is_a[c] = true end cls.is_a[base] = true end -- the class's __call metamethod setmetatable(cls, {__call = function (c, ...) local instance = setmetatable({}, c) -- run the init method if it's there local init = instance.__init if init then init(instance, ...) end return instance end}) -- return the new class table, that's ready to fill with methods return cls end ------------------------------------------------------------------------------- -- Module ------------------------------------------------------------------------------- return gen
#!/usr/bin/env lua --------- -- LuaSrcDiet -- -- Compresses Lua source code by removing unnecessary characters. -- For Lua 5.1+ source code. -- -- **Notes:** -- -- * Remember to update version and date information below (MSG_TITLE). -- * TODO: passing data tables around is a horrific mess. -- * TODO: to implement pcall() to properly handle lexer etc. errors. -- * TODO: need some automatic testing for a semblance of sanity. -- * TODO: the plugin module is highly experimental and unstable. ---- package.path = package.path .. ";../Lua/Minifier/?.lua" local fs = require "fs" local llex = require "llex" local lparser = require "lparser" local luasrcdiet = require "init" local optlex = require "optlex" local optparser = require "optparser" local byte = string.byte local concat = table.concat local find = string.find local fmt = string.format local gmatch = string.gmatch local match = string.match local print = print local rep = string.rep local sub = string.sub local plugin local LUA_VERSION = match(_VERSION, " (5%.[123])$") or "5.1" -- Is --opt-binequiv available for this Lua version? local BIN_EQUIV_AVAIL = LUA_VERSION == "5.1" and not package.loaded.jit ---------------------- Messages and textual data ---------------------- local MSG_TITLE = fmt([[ LuaSrcDiet: Puts your Lua 5.1+ source code on a diet Version %s <%s> ]], luasrcdiet._VERSION, luasrcdiet._HOMEPAGE) local MSG_USAGE = [[ usage: luasrcdiet [options] [filenames] example: >luasrcdiet myscript.lua -o myscript_.lua options: -v, --version prints version information -h, --help prints usage information -o <file> specify file name to write output -s <suffix> suffix for output files (default '_') --keep <msg> keep block comment with <msg> inside --plugin <module> run <module> in plugin/ directory - stop handling arguments (optimization levels) --none all optimizations off (normalizes EOLs only) --basic lexer-based optimizations only --maximum maximize reduction of source (informational) --quiet process files quietly --read-only read file and print token stats only --dump-lexer dump raw tokens from lexer to stdout --dump-parser dump variable tracking tables from parser --details extra info (strings, numbers, locals) features (to disable, insert 'no' prefix like --noopt-comments): %s default settings: %s]] -- Optimization options, for ease of switching on and off. -- -- * Positive to enable optimization, negative (no) to disable. -- * These options should follow --opt-* and --noopt-* style for now. local OPTION = [[ --opt-comments,'remove comments and block comments' --opt-whitespace,'remove whitespace excluding EOLs' --opt-emptylines,'remove empty lines' --opt-eols,'all above, plus remove unnecessary EOLs' --opt-strings,'optimize strings and long strings' --opt-numbers,'optimize numbers' --opt-locals,'optimize local variable names' --opt-entropy,'tries to reduce symbol entropy of locals' --opt-srcequiv,'insist on source (lexer stream) equivalence' --opt-binequiv,'insist on binary chunk equivalence (only for PUC Lua 5.1)' --opt-experimental,'apply experimental optimizations' ]] -- Preset configuration. local DEFAULT_CONFIG = [[ --opt-comments --opt-whitespace --opt-emptylines --opt-numbers --opt-locals --opt-srcequiv --noopt-binequiv ]] -- Override configurations: MUST explicitly enable/disable everything. local BASIC_CONFIG = [[ --opt-comments --opt-whitespace --opt-emptylines --noopt-eols --noopt-strings --noopt-numbers --noopt-locals --noopt-entropy --opt-srcequiv --noopt-binequiv ]] local MAXIMUM_CONFIG = [[ --opt-comments --opt-whitespace --opt-emptylines --opt-eols --opt-strings --opt-numbers --opt-locals --opt-entropy --opt-srcequiv ]] .. (BIN_EQUIV_AVAIL and ' --opt-binequiv' or ' --noopt-binequiv') local NONE_CONFIG = [[ --noopt-comments --noopt-whitespace --noopt-emptylines --noopt-eols --noopt-strings --noopt-numbers --noopt-locals --noopt-entropy --opt-srcequiv --noopt-binequiv ]] local DEFAULT_SUFFIX = "_" -- default suffix for file renaming local PLUGIN_SUFFIX = "luasrcdiet.plugin." -- relative location of plugins ------------- Startup and initialize option list handling ------------- --- Simple error message handler; change to error if traceback wanted. -- -- @tparam string msg The message to print. local function die(msg) print("LuaSrcDiet (error): "..msg); os.exit(1) end --die = error--DEBUG -- Prepare text for list of optimizations, prepare lookup table. local MSG_OPTIONS = "" do local WIDTH = 24 local o = {} for op, desc in gmatch(OPTION, "%s*([^,]+),'([^']+)'") do local msg = " "..op msg = msg..rep(" ", WIDTH - #msg)..desc.."\n" MSG_OPTIONS = MSG_OPTIONS..msg o[op] = true o["--no"..sub(op, 3)] = true end OPTION = o -- replace OPTION with lookup table end MSG_USAGE = fmt(MSG_USAGE, MSG_OPTIONS, DEFAULT_CONFIG) --------- Global variable initialization, option set handling --------- local suffix = DEFAULT_SUFFIX -- file suffix local option = {} -- program options local stat_c, stat_l -- statistics tables --- Sets option lookup table based on a text list of options. -- -- Note: additional forced settings for --opt-eols is done in optlex.lua. -- -- @tparam string CONFIG local function set_options(CONFIG) for op in gmatch(CONFIG, "(%-%-%S+)") do if sub(op, 3, 4) == "no" and -- handle negative options OPTION["--"..sub(op, 5)] then option[sub(op, 5)] = false else option[sub(op, 3)] = true end end end -------------------------- Support functions -------------------------- -- List of token types, parser-significant types are up to TTYPE_GRAMMAR -- while the rest are not used by parsers; arranged for stats display. local TTYPES = { "TK_KEYWORD", "TK_NAME", "TK_NUMBER", -- grammar "TK_STRING", "TK_LSTRING", "TK_OP", "TK_EOS", "TK_COMMENT", "TK_LCOMMENT", -- non-grammar "TK_EOL", "TK_SPACE", } local TTYPE_GRAMMAR = 7 local EOLTYPES = { -- EOL names for token dump ["\n"] = "LF", ["\r"] = "CR", ["\n\r"] = "LFCR", ["\r\n"] = "CRLF", } --- Reads source code from the file. -- -- @tparam string fname Path of the file to read. -- @treturn string Content of the file. local function load_file(fname) local data, err = fs.read_file(fname, "rb") if not data then die(err) end return data end --- Saves source code to the file. -- -- @tparam string fname Path of the destination file. -- @tparam string dat The data to write into the file. local function save_file(fname, dat) local ok, err = fs.write_file(fname, dat, "wb") if not ok then die(err) end end ------------------ Functions to deal with statistics ------------------ --- Initializes the statistics table. local function stat_init() stat_c, stat_l = {}, {} for i = 1, #TTYPES do local ttype = TTYPES[i] stat_c[ttype], stat_l[ttype] = 0, 0 end end --- Adds a token to the statistics table. -- -- @tparam string tok The token. -- @param seminfo local function stat_add(tok, seminfo) stat_c[tok] = stat_c[tok] + 1 stat_l[tok] = stat_l[tok] + #seminfo end --- Computes totals for the statistics table, returns average table. -- -- @treturn table local function stat_calc() local function avg(c, l) -- safe average function if c == 0 then return 0 end return l / c end local stat_a = {} local c, l = 0, 0 for i = 1, TTYPE_GRAMMAR do -- total grammar tokens local ttype = TTYPES[i] c = c + stat_c[ttype]; l = l + stat_l[ttype] end stat_c.TOTAL_TOK, stat_l.TOTAL_TOK = c, l stat_a.TOTAL_TOK = avg(c, l) c, l = 0, 0 for i = 1, #TTYPES do -- total all tokens local ttype = TTYPES[i] c = c + stat_c[ttype]; l = l + stat_l[ttype] stat_a[ttype] = avg(stat_c[ttype], stat_l[ttype]) end stat_c.TOTAL_ALL, stat_l.TOTAL_ALL = c, l stat_a.TOTAL_ALL = avg(c, l) return stat_a end ----------------------------- Main tasks ----------------------------- --- A simple token dumper, minimal translation of seminfo data. -- -- @tparam string srcfl Path of the source file. local function dump_tokens(srcfl) -- Load file and process source input into tokens. local z = load_file(srcfl) local toklist, seminfolist = llex.lex(z) -- Display output. for i = 1, #toklist do local tok, seminfo = toklist[i], seminfolist[i] if tok == "TK_OP" and byte(seminfo) < 32 then seminfo = "("..byte(seminfo)..")" elseif tok == "TK_EOL" then seminfo = EOLTYPES[seminfo] else seminfo = "'"..seminfo.."'" end print(tok.." "..seminfo) end--for end --- Dumps globalinfo and localinfo tables. -- -- @tparam string srcfl Path of the source file. local function dump_parser(srcfl) -- Load file and process source input into tokens, local z = load_file(srcfl) local toklist, seminfolist, toklnlist = llex.lex(z) -- Do parser optimization here. local xinfo = lparser.parse(toklist, seminfolist, toklnlist) local globalinfo, localinfo = xinfo.globalinfo, xinfo.localinfo -- Display output. local hl = rep("-", 72) print("*** Local/Global Variable Tracker Tables ***") print(hl.."\n GLOBALS\n"..hl) -- global tables have a list of xref numbers only for i = 1, #globalinfo do local obj = globalinfo[i] local msg = "("..i..") '"..obj.name.."' -> " local xref = obj.xref for j = 1, #xref do msg = msg..xref[j].." " end print(msg) end -- Local tables have xref numbers and a few other special -- numbers that are specially named: decl (declaration xref), -- act (activation xref), rem (removal xref). print(hl.."\n LOCALS (decl=declared act=activated rem=removed)\n"..hl) for i = 1, #localinfo do local obj = localinfo[i] local msg = "("..i..") '"..obj.name.."' decl:"..obj.decl.. " act:"..obj.act.." rem:"..obj.rem if obj.is_special then msg = msg.." is_special" end msg = msg.." -> " local xref = obj.xref for j = 1, #xref do msg = msg..xref[j].." " end print(msg) end print(hl.."\n") end --- Reads source file(s) and reports some statistics. -- -- @tparam string srcfl Path of the source file. local function read_only(srcfl) -- Load file and process source input into tokens. local z = load_file(srcfl) local toklist, seminfolist = llex.lex(z) print(MSG_TITLE) print("Statistics for: "..srcfl.."\n") -- Collect statistics. stat_init() for i = 1, #toklist do local tok, seminfo = toklist[i], seminfolist[i] stat_add(tok, seminfo) end--for local stat_a = stat_calc() -- Display output. local function figures(tt) return stat_c[tt], stat_l[tt], stat_a[tt] end local tabf1, tabf2 = "%-16s%8s%8s%10s", "%-16s%8d%8d%10.2f" local hl = rep("-", 42) print(fmt(tabf1, "Lexical", "Input", "Input", "Input")) print(fmt(tabf1, "Elements", "Count", "Bytes", "Average")) print(hl) for i = 1, #TTYPES do local ttype = TTYPES[i] print(fmt(tabf2, ttype, figures(ttype))) if ttype == "TK_EOS" then print(hl) end end print(hl) print(fmt(tabf2, "Total Elements", figures("TOTAL_ALL"))) print(hl) print(fmt(tabf2, "Total Tokens", figures("TOTAL_TOK"))) print(hl.."\n") end --- Processes source file(s), writes output and reports some statistics. -- -- @tparam string srcfl Path of the source file. -- @tparam string destfl Path of the destination file where to write optimized source. local function process_file(srcfl, destfl) -- handle quiet option local function print(...) --luacheck: ignore 431 if option.QUIET then return end _G.print(...) end if plugin and plugin.init then -- plugin init option.EXIT = false plugin.init(option, srcfl, destfl) if option.EXIT then return end end print(MSG_TITLE) -- title message -- Load file and process source input into tokens. local z = load_file(srcfl) if plugin and plugin.post_load then -- plugin post-load z = plugin.post_load(z) or z if option.EXIT then return end end local toklist, seminfolist, toklnlist = llex.lex(z) if plugin and plugin.post_lex then -- plugin post-lex plugin.post_lex(toklist, seminfolist, toklnlist) if option.EXIT then return end end -- Collect 'before' statistics. stat_init() for i = 1, #toklist do local tok, seminfo = toklist[i], seminfolist[i] stat_add(tok, seminfo) end--for local stat1_a = stat_calc() local stat1_c, stat1_l = stat_c, stat_l -- Do parser optimization here. optparser.print = print -- hack local xinfo = lparser.parse(toklist, seminfolist, toklnlist) if plugin and plugin.post_parse then -- plugin post-parse plugin.post_parse(xinfo.globalinfo, xinfo.localinfo) if option.EXIT then return end end optparser.optimize(option, toklist, seminfolist, xinfo) if plugin and plugin.post_optparse then -- plugin post-optparse plugin.post_optparse() if option.EXIT then return end end -- Do lexer optimization here, save output file. local warn = optlex.warn -- use this as a general warning lookup optlex.print = print -- hack toklist, seminfolist, toklnlist = optlex.optimize(option, toklist, seminfolist, toklnlist) if plugin and plugin.post_optlex then -- plugin post-optlex plugin.post_optlex(toklist, seminfolist, toklnlist) if option.EXIT then return end end local dat = concat(seminfolist) -- Depending on options selected, embedded EOLs in long strings and -- long comments may not have been translated to \n, tack a warning. if find(dat, "\r\n", 1, 1) or find(dat, "\n\r", 1, 1) then warn.MIXEDEOL = true end -- Save optimized source stream to output file. save_file(destfl, dat) -- Collect 'after' statistics. stat_init() for i = 1, #toklist do local tok, seminfo = toklist[i], seminfolist[i] stat_add(tok, seminfo) end--for local stat_a = stat_calc() -- Display output. print("Statistics for: "..srcfl.." -> "..destfl.."\n") local function figures(tt) return stat1_c[tt], stat1_l[tt], stat1_a[tt], stat_c[tt], stat_l[tt], stat_a[tt] end local tabf1, tabf2 = "%-16s%8s%8s%10s%8s%8s%10s", "%-16s%8d%8d%10.2f%8d%8d%10.2f" local hl = rep("-", 68) print("*** lexer-based optimizations summary ***\n"..hl) print(fmt(tabf1, "Lexical", "Input", "Input", "Input", "Output", "Output", "Output")) print(fmt(tabf1, "Elements", "Count", "Bytes", "Average", "Count", "Bytes", "Average")) print(hl) for i = 1, #TTYPES do local ttype = TTYPES[i] print(fmt(tabf2, ttype, figures(ttype))) if ttype == "TK_EOS" then print(hl) end end print(hl) print(fmt(tabf2, "Total Elements", figures("TOTAL_ALL"))) print(hl) print(fmt(tabf2, "Total Tokens", figures("TOTAL_TOK"))) print(hl) -- Report warning flags from optimizing process. if warn.LSTRING then print("* WARNING: "..warn.LSTRING) elseif warn.MIXEDEOL then print("* WARNING: ".."output still contains some CRLF or LFCR line endings") elseif warn.SRC_EQUIV then print("* WARNING: "..smsg) elseif warn.BIN_EQUIV then print("* WARNING: "..bmsg) end print() end ---------------------------- Main functions --------------------------- local arg = {...} -- program arguments set_options(DEFAULT_CONFIG) -- set to default options at beginning --- Does per-file handling, ship off to tasks. -- -- @tparam {string,...} fspec List of source files. local function do_files(fspec) for i = 1, #fspec do local srcfl = fspec[i] local destfl -- Find and replace extension for filenames. local extb, exte = find(srcfl, "%.[^%.%\\%/]*$") local basename, extension = srcfl, "" if extb and extb > 1 then basename = sub(srcfl, 1, extb - 1) extension = sub(srcfl, extb, exte) end destfl = basename..suffix..extension if #fspec == 1 and option.OUTPUT_FILE then destfl = option.OUTPUT_FILE end if srcfl == destfl then die("output filename identical to input filename") end -- Perform requested operations. if option.DUMP_LEXER then dump_tokens(srcfl) elseif option.DUMP_PARSER then dump_parser(srcfl) elseif option.READ_ONLY then read_only(srcfl) else process_file(srcfl, destfl) end end--for end --- The main function. local function main() local fspec = {} local argn, i = #arg, 1 if argn == 0 then option.HELP = true end -- Handle arguments. while i <= argn do local o, p = arg[i], arg[i + 1] local dash = match(o, "^%-%-?") if dash == "-" then -- single-dash options if o == "-h" then option.HELP = true; break elseif o == "-v" then option.VERSION = true; break elseif o == "-s" then if not p then die("-s option needs suffix specification") end suffix = p i = i + 1 elseif o == "-o" then if not p then die("-o option needs a file name") end option.OUTPUT_FILE = p i = i + 1 elseif o == "-" then break -- ignore rest of args else die("unrecognized option "..o) end elseif dash == "--" then -- double-dash options if o == "--help" then option.HELP = true; break elseif o == "--version" then option.VERSION = true; break elseif o == "--keep" then if not p then die("--keep option needs a string to match for") end option.KEEP = p i = i + 1 elseif o == "--plugin" then if not p then die("--plugin option needs a module name") end if option.PLUGIN then die("only one plugin can be specified") end option.PLUGIN = p plugin = require(PLUGIN_SUFFIX..p) i = i + 1 elseif o == "--quiet" then option.QUIET = true elseif o == "--read-only" then option.READ_ONLY = true elseif o == "--basic" then set_options(BASIC_CONFIG) elseif o == "--maximum" then set_options(MAXIMUM_CONFIG) elseif o == "--none" then set_options(NONE_CONFIG) elseif o == "--dump-lexer" then option.DUMP_LEXER = true elseif o == "--dump-parser" then option.DUMP_PARSER = true elseif o == "--details" then option.DETAILS = true elseif OPTION[o] then -- lookup optimization options set_options(o) else die("unrecognized option "..o) end else fspec[#fspec + 1] = o -- potential filename end i = i + 1 end--while if option.HELP then print(MSG_TITLE..MSG_USAGE); return true elseif option.VERSION then print(MSG_TITLE); return true end if option["opt-binequiv"] and not BIN_EQUIV_AVAIL then die("--opt-binequiv is available only for PUC Lua 5.1!") end if #fspec > 0 then if #fspec > 1 and option.OUTPUT_FILE then die("with -o, only one source file can be specified") end do_files(fspec) return true else die("nothing to do!") end end -- entry point -> main() -> do_files() if not main() then die("Please run with option -h or --help for usage information") end
function extraNumber(a, b, c) if a == b then return c end if a == c then return b end return a end
-- ByCat#7797 -- Fixed local i_primary = ui.add_combo_box("Primary", "i_primary", { "off", "Auto", "Scout", "AWP" }, 0) local i_secondary = ui.add_combo_box("Secondary", "i_secondary", { "off", "Deagle/R8", "Duals" }, 0) local buy_Other = ui.add_check_box("Other (Nade, Taser)", "buy_Other", true) local function buy_bot(event) if event:get_name() == "round_start" then if i_primary:get_value() == 1 then engine.execute_client_cmd("buy scar20") end if i_primary:get_value() == 2 then engine.execute_client_cmd("buy SSG08") end if i_primary:get_value() == 3 then engine.execute_client_cmd("buy awp") end -- pistols if i_secondary:get_value() == 1 then engine.execute_client_cmd("buy Deagle") end if i_secondary:get_value() == 2 then engine.execute_client_cmd("buy elite") end if buy_Other:get_value() then engine.execute_client_cmd("buy taser;buy vest; buy vesthelm; buy taser; buy defuser; buy hegrenade; buy smokegrenade; buy molotov;") end end end client.register_callback("fire_game_event", buy_bot)
-- Setting player inventory local function main(e) local player = game.players[e.player_index] if not player.get_main_inventory() then return end -- Main inventory player.insert{name="construction-robot", count = 50} player.insert{name = "fusion-reactor-equipment", count = 2} player.insert{name = "personal-roboport-mk2-equipment", count = 2} player.insert{name = "exoskeleton-equipment", count = 5} player.insert{name = "battery-mk2-equipment", count = 4} player.insert{name = "solar-panel-equipment", count = 7} player.insert{name = "belt-immunity-equipment", count = 1} player.insert{name = "perfect-night-glasses", count = 1} -- Guns player.get_inventory(defines.inventory.character_guns).clear() player.get_inventory(defines.inventory.character_ammo).clear() -- Worker robot cargo size research (5 tiers in Vanilla) player.force.technologies['worker-robots-speed-1'].researched = true player.force.technologies['worker-robots-speed-2'].researched = true player.force.technologies['worker-robots-speed-3'].researched = true player.force.technologies['worker-robots-speed-4'].researched = true player.force.technologies['worker-robots-speed-5'].researched = true -- Worker robot cargo size research (3 tiers in Vanilla) player.force.technologies['worker-robots-storage-1'].researched = true player.force.technologies['worker-robots-storage-2'].researched = true player.force.technologies['worker-robots-storage-3'].researched = true end local function player_created(e) main(e) end local function cutscene_cancelled(e) if remote.interfaces["freeplay"] then main(e) end end script.on_event(defines.events.on_player_created,player_created) script.on_event(defines.events.on_cutscene_cancelled,cutscene_cancelled)
-- There should be only one instance of this code -- running for a given lua state --[[ Queue --]] local Queue = {} setmetatable(Queue, { __call = function(self, ...) return self:create(...); end, }); local Queue_mt = { __index = Queue; } function Queue.init(self, first, last, name) first = first or 1; last = last or 0; local obj = { first=first, last=last, name=name}; setmetatable(obj, Queue_mt); return obj end function Queue.create(self, first, last, name) first = first or 1 last = last or 0 return self:init(first, last, name); end --[[ function Queue.new(name) return Queue:init(1, 0, name); end --]] function Queue:enqueue(value) --self.MyList:PushRight(value) local last = self.last + 1 self.last = last self[last] = value return value end function Queue:pushFront(value) -- PushLeft local first = self.first - 1; self.first = first; self[first] = value; end function Queue:dequeue(value) -- return self.MyList:PopLeft() local first = self.first if first > self.last then return nil, "list is empty" end local value = self[first] self[first] = nil -- to allow garbage collection self.first = first + 1 return value end function Queue:length() return self.last - self.first+1 end -- Returns an iterator over all the current -- values in the queue function Queue:entries(func, param) local starting = self.first-1; local len = self:length(); local closure = function() starting = starting + 1; return self[starting]; end return closure; end -- Task specifics local Task = {} setmetatable(Task, { __call = function(self, ...) return self:create(...); end, }); local Task_mt = { __index = Task, } function Task.init(self, aroutine, ...) local obj = { routine = coroutine.create(aroutine), } setmetatable(obj, Task_mt); obj:setParams({...}); return obj end function Task.create(self, aroutine, ...) -- The 'aroutine' should be something that is callable -- either a function, or a table with a meta '__call' -- implementation. Checking with type == 'function' -- is not good enough as it will miss the meta __call cases return self:init(aroutine, ...) end function Task.getStatus(self) return coroutine.status(self.routine); end -- A function that can be used as a predicate function Task.isFinished(self) return task:getStatus() == "dead" end function Task.setParams(self, params) self.params = params return self; end function Task.resume(self) --print("Task, RESUMING: ", unpack(self.params)); return coroutine.resume(self.routine, unpack(self.params)); end function Task.yield(self, ...) return coroutine.yield(...) end -- kernel state local ContinueRunning = true; local TaskID = 0; local TasksSuspendedForSignal = {}; local TasksReadyToRun = Queue(); local CurrentTask = nil; -- Scheduler Related local function tasksPending() return TasksReadyToRun:length(); end -- put a task on the ready list -- the 'task' should be something that can be executed, -- whether it's a function, functor, or something that has a '__call' -- metamethod implemented. -- The 'params' is a table of parameters which will be passed to the function -- when it's ready to run. local function scheduleTask(task, params) --print("Scheduler.scheduleTask: ", task, params) params = params or {} if not task then return false, "no task specified" end task:setParams(params); TasksReadyToRun:enqueue(task); task.state = "readytorun" return task; end local function removeTask(tsk) --print("REMOVING DEAD FIBER: ", fiber); return true; end local function inMainFiber() return coroutine.running() == nil; end local function getCurrentTask() return CurrentTask; end local function suspendCurrentTask(...) CurrentTask.state = "suspended" end local function SchedulerStep() -- Now check the regular fibers local task = TasksReadyToRun:dequeue() -- If no fiber in ready queue, then just return if task == nil then --print("Scheduler.step: NO TASK") return true end if task:getStatus() == "dead" then removeFiber(task) return true; end -- If the task we pulled off the active list is -- not dead, then perhaps it is suspended. If that's true -- then it needs to drop out of the active list. -- We assume that some other part of the system is responsible for -- keeping track of the task, and rescheduling it when appropriate. if task.state == "suspended" then --print("suspended task wants to run") return true; end -- If we have gotten this far, then the task truly is ready to -- run, and it should be set as the currentFiber, and its coroutine -- is resumed. CurrentTask = task; local results = {task:resume()}; -- once we get results back from the resume, one -- of two things could have happened. -- 1) The routine exited normally -- 2) The routine yielded -- -- In both cases, we parse out the results of the resume -- into a success indicator and the rest of the values returned -- from the routine --local pcallsuccess = results[1]; --table.remove(results,1); local success = results[1]; table.remove(results,1); --print("PCALL, RESUME: ", pcallsuccess, success) -- no task is currently executing CurrentTask = nil; if not success then print("RESUME ERROR") print(unpack(results)); end -- Again, check to see if the task is dead after -- the most recent resume. If it's dead, then don't -- bother putting it back into the readytorun queue -- just remove the task from the list of tasks if task:getStatus() == "dead" then removeTask(task) return true; end -- The only way the task will get back onto the readylist -- is if it's state is 'readytorun', otherwise, it will -- stay out of the readytorun list. if task.state == "readytorun" then scheduleTask(task, results); end end -- Kernel specific routines local function getNewTaskID() TaskID = TaskID + 1; return TaskID; end local function getCurrentTaskID() return getCurrentTask().TaskID; end local function spawn(func, ...) local task = Task(func, ...) task.TaskID = getNewTaskID(); scheduleTask(task, {...}); return task; end local function suspend(...) suspendCurrentTask(); return yield(...) end local function yield(...) return coroutine.yield(...); end local function signalOne(eventName, ...) if not TasksSuspendedForSignal[eventName] then return false, "event not registered", eventName end local nTasks = #TasksSuspendedForSignal[eventName] if nTasks < 1 then return false, "no tasks waiting for event" end local suspended = TasksSuspendedForSignal[eventName][1]; scheduleTask(suspended,{...}); table.remove(TasksSuspendedForSignal[eventName], 1); return true; end local function signalAll(eventName, ...) if not TasksSuspendedForSignal[eventName] then return false, "event not registered" end local nTasks = #TasksSuspendedForSignal[eventName] if nTasks < 1 then return false, "no tasks waiting for event" end for i=1,nTasks do scheduleTask(TasksSuspendedForSignal[eventName][1],{...}); table.remove(TasksSuspendedForSignal[eventName], 1); end return true; end local function waitForSignal(eventName) local cTask = getCurrentTask(); if cTask == nil then return false, "not currently in a running task" end if not TasksSuspendedForSignal[eventName] then TasksSuspendedForSignal[eventName] = {} end table.insert(TasksSuspendedForSignal[eventName], cTask); return suspend() end local function onSignal(self, func, eventName) local function closure() waitForSignal(eventName) func(); end return spawn(closure) end local function run(func, ...) if func ~= nil then spawn(func, ...) end while (ContinueRunning) do SchedulerStep(); end end local function halt(self) ContinueRunning = false; end local exports = { halt = halt; run = run; spawn = spawn; suspend = suspend; yield = yield; onSignal = onSignal; signalAll = signalAll; signalOne = signalOne; waitForSignal = waitForSignal; } -- put everything into the global namespace by default for k,v in pairs(exports) do _G[k] = v; end return exports;
// This is mainly for the benefit of Lua programmers, developers, and beta testers. SWEP_BASES = true SWEP_BASES_VERSION = 323 SWEP_BASES_AUTHOR = "Andrew McWatters" include( "sb_lua_functions.lua" ) for k, v in pairs( file.Find( "autorun/sb_*.lua", "LUA" ) ) do AddCSLuaFile( v ) end
--[[ Guide to LoveUI.Textfield. Properties: --Property --[Example Values] description tabAccessible [true/false] whether can select textfield with tab. default true. hidden [true/false] set false to hide and disable textfield. default false. enabled [true/false] set false to disable editting. default true. textColor [love.graphics.newColor(0,0,0)] set to change text color opaque [true/false] whether to draw blackground default true. image [nil] set to nil to disable gloss value ["aString"] set this to set string contents backgroundColor [aColor] set background color font [aFont] set text font. setFrame(aFrame) to change origin, size of Textfield selectAll() select all. setAction(anAction, EventType, aTarget) Refer to LoveUI.lua, search for 'Control Events', possible Event Types are listed there. Not all are responded to. set eventType nil to use default. ]]-- LoveUI.require("LoveUIControl.lua") LoveUI.require("LoveUITextfieldCell.lua") LoveUI.Textfield=LoveUI.Control:new(); function LoveUI.Textfield:init(frame) -- e.g local o=LoveUI.Object:alloc():init(); LoveUI.Control.init(self, frame, LoveUI.TextfieldCell:new(self, LoveUI:getImage("light-gloss-bottom-top.png"))); self.editable=true; self.enabled=true; self.cellClass=LoveUI.TextfieldCell; self.cell.value="" self.shouldResignFirstResponder=false self.opaque=true; self.isFirstResponder=false; self.justBecameFirstResponder=false self.tabAccessible=true; return self; end function LoveUI.Textfield:display() self.cell:display(self.frame, self) end function LoveUI.Textfield:update(dt) self.cell:update(dt); end function LoveUI.Textfield:selectAll() self.cell.selectStart=0 self.cell.selectLength=#tostring(self.cell.value) end function LoveUI.Textfield:mouseDown(theEvent) --self.color=LoveUI.graphics.newColor(0, 0, 255); self.cell:mouseDown(theEvent); end function LoveUI.Textfield:acceptsFirstResponder() return self.enabled; end function LoveUI.Textfield:becomeFirstResponder() self.isFirstResponder=true; if self.enabled then self.cell.state=LoveUI.OnState; self:selectAll(); self.justBecameFirstResponder = true; end return self.enabled; end function LoveUI.Textfield:resignFirstResponder() return self.cell:resignFirstResponder(); end function LoveUI.Textfield:setAction(anAction, forControlEvent) self.cell:setActionForEvent(anAction, forControlEvent); end function LoveUI.Textfield:getAction() return self.cell.action; end function LoveUI.Textfield:mouseUp(theEvent) self.cell:mouseUp(theEvent); end function LoveUI.Textfield:keyDown(theEvent) if theEvent.keyCode==love.key_tab then LoveUI.Control.keyDown(self, theEvent); return end self.cell:keyDown(theEvent); end
require 'cutorch' require 'libcuorn' require 'cunn' require 'orn'
local gems = require "columns.gems" local boards = require "columns.boards" context("Gem", function() context("combinations", function() before(function() board = boards({ w = 2, h = 1 }) hole = gems.hole() wild = gems.wild() fixed = gems.fixed() obstacle = gems.obstacle() gem_a = gems.normal{ color = 1 } gem_b = gems.normal{ color = 1 } gem_c = gems.normal{ color = 2 } end) CHOICES = { { 'hole' , 'hole' , false }, { 'wild' , 'wild' , true }, { 'fixed' , 'fixed' , false }, { 'obstacle' , 'obstacle' , false }, { 'gem_a' , 'gem_a' , true }, { 'gem_b' , 'gem_b' , true }, { 'gem_c' , 'gem_c' , true }, { 'hole' , 'wild' , false }, { 'hole' , 'fixed' , false }, { 'hole' , 'obstacle' , false }, { 'hole' , 'gem_a' , false }, { 'hole' , 'gem_b' , false }, { 'hole' , 'gem_c' , false }, -- Wildcards get their own tests. --{ 'wild' , 'fixed' , false }, --{ 'wild' , 'obstacle' , false }, --{ 'wild' , 'gem_a' , true }, --{ 'wild' , 'gem_b' , true }, --{ 'wild' , 'gem_c' , true }, { 'fixed' , 'obstacle' , false }, { 'fixed' , 'gem_a' , false }, { 'fixed' , 'gem_b' , false }, { 'fixed' , 'gem_c' , false }, { 'obstacle' , 'gem_a' , false }, { 'obstacle' , 'gem_b' , false }, { 'obstacle' , 'gem_c' , false }, { 'gem_a' , 'gem_b' , true }, { 'gem_a' , 'gem_c' , false }, { 'gem_b' , 'gem_c' , false }, } for _, combination in ipairs(CHOICES) do test("compares " .. combination[1] .. " with " .. combination[2], function() local env = getfenv() local a = env[combination[1]] local b = env[combination[2]] if combination[3] then board.set(1, 1, a); board.set(2, 1, b) assert_true(gems.isMatch(board, {{x=1, y=1}, {x=2, y=1}}, 1)) board.set(1, 1, b); board.set(2, 1, a) assert_true(gems.isMatch(board, {{x=1, y=1}, {x=2, y=1}}, 1)) else board.set(1, 1, a); board.set(2, 1, b) assert_false(not not gems.isMatch(board, {{x=1, y=1}, {x=2, y=1}}, 1)) board.set(1, 1, b); board.set(2, 1, a) assert_false(not not gems.isMatch(board, {{x=1, y=1}, {x=2, y=1}}, 1)) end end) end end) context("wildcards", function() before(function() coords = {{x=1, y=1}, {x=2, y=1}, {x=3, y=1}} board = boards({ w = 4, h = 1 }) hole = gems.hole() wild = gems.wild() fixed = gems.fixed() obstacle = gems.obstacle() gem_a = gems.normal{ color = 1 } gem_b = gems.normal{ color = 2 } end) test("WAA wildcards matches", function() board.set(1, 1, wild); board.set(2, 1, gem_a); board.set(3, 1, gem_a) assert_true(not not gems.isMatch(board, coords, 1)) assert_true(not not gems.isMatch(board, coords, 2)) end) test("AWA wildcards matches", function() board.set(1, 1, gem_a); board.set(2, 1, wild); board.set(3, 1, gem_a) assert_true(not not gems.isMatch(board, coords, 1)) assert_true(not not gems.isMatch(board, coords, 2)) end) test("AAW wildcards matches", function() board.set(1, 1, gem_a); board.set(2, 1, gem_a); board.set(3, 1, wild) assert_true(not not gems.isMatch(board, coords, 1)) assert_true(not not gems.isMatch(board, coords, 2)) end) test("WAB wildcards does not match", function() board.set(1, 1, wild); board.set(2, 1, gem_a); board.set(3, 1, gem_b) assert_false(not not gems.isMatch(board, coords, 1)) assert_false(not not gems.isMatch(board, coords, 2)) end) test("AWB wildcards does not match", function() board.set(1, 1, gem_a); board.set(2, 1, wild); board.set(3, 1, gem_b) assert_false(not not gems.isMatch(board, coords, 1)) assert_false(not not gems.isMatch(board, coords, 2)) end) test("BAW wildcards does not match", function() board.set(1, 1, gem_b); board.set(2, 1, gem_a); board.set(3, 1, wild) assert_false(not not gems.isMatch(board, coords, 1)) assert_false(not not gems.isMatch(board, coords, 2)) end) test("ABW wildcards does not match", function() board.set(1, 1, gem_a); board.set(2, 1, gem_b); board.set(3, 1, wild) assert_false(not not gems.isMatch(board, coords, 1)) assert_false(not not gems.isMatch(board, coords, 2)) end) test("WAW wildcards matches", function() board.set(1, 1, wild); board.set(2, 1, gem_a); board.set(3, 1, wild) assert_true(gems.isMatch(board, coords, 1)) assert_true(gems.isMatch(board, coords, 2)) end) test("AAWB wildcards matches only first 3", function() board.set(1, 1, gem_a); board.set(2, 1, gem_a); board.set(3, 1, wild); board.set(4, 1, gem_a) assert_true(gems.isMatch(board, coords, 1)) assert_true(gems.isMatch(board, coords, 2)) assert_false(not not gems.isMatch(board, coords, 3)) end) end) end)
local function CreditsText( pn ) function update(self) local str = ScreenSystemLayerHelpers.GetCreditsMessage(pn); self:settext(str); end function UpdateVisible(self) local screen = SCREENMAN:GetTopScreen(); local bShow = true; if screen then local sClass = screen:GetName(); bShow = THEME:GetMetric( sClass, "ShowCreditDisplay" ); end self:visible( bShow ); end local text = Font("mentone","24px") .. { InitCommand=function(self) self:name("Credits" .. PlayerNumberToString(pn)) ActorUtil.LoadAllCommandsAndSetXY(self,Var "LoadingScreen"); end; UpdateTextCommand=function(self) local str = ScreenSystemLayerHelpers.GetCreditsMessage(pn); self:settext(str); end; UpdateVisibleCommand=function(self) local screen = SCREENMAN:GetTopScreen(); local bShow = true; if screen then local sClass = screen:GetName(); bShow = THEME:GetMetric( sClass, "ShowCreditDisplay" ); end self:visible( bShow ); end; --[[ RefreshCreditTextMessageCommand=update; CoinInsertedMessageCommand=update; PlayerJoinedMessageCommand=update; ScreenChangedMessageCommand=UpdateVisible; --]] }; return text; end local t = Def.ActorFrame { CreditsText( PLAYER_1 ); CreditsText( PLAYER_2 ); }; return t;