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box.cfg { listen=3303, logger="tarantool.log", log_level=5, logger_nonblock=true, wal_mode="none", pid_file="tarantool.pid" } box.schema.space.create("ycsb", {id = 1024}) box.space.ycsb:create_index('primary', {type = 'hash', parts = {1, 'STR'}}) box.schema.user.grant('guest', 'read,write,execute', 'universe')
local Tunnel = module("vrp", "lib/Tunnel") local Proxy = module("vrp", "lib/Proxy") vRP = Proxy.getInterface("vRP") vRPclient = Tunnel.getInterface("vRP", "vrp_wallet") RegisterServerEvent('vrp_wallet:getMoneys') AddEventHandler('vrp_wallet:getMoneys', function() local user_id = vRP.getUserId({source}) if user_id then local money = vRP.getMoney({user_id}) local bank = vRP.getBankMoney({user_id}) TriggerClientEvent("vrp_wallet:setValues", source, money, bank) end end)
local usage = arg[0] .. ' <prefix> <output> <inputs...>' assert(arg[1], 'Missing <prefix>\n' .. usage) assert(arg[2], 'Missing <output>\n' .. usage) assert(arg[3], 'Missing <inputs...>\n' .. usage) local prefix = arg[1] local function strip_prefix(s) return string.format("%q", s:sub(#prefix + 1)) end local output = strip_prefix(arg[2]) local input = {} for i = 3, #arg do table.insert(input, strip_prefix(arg[i])) end local cmd = string.format("cd %q && zip -9 %s %s", prefix, output, table.concat(input, ' ')) assert(io.popen(cmd)):read('*a')
local core = require "core" local command = require "core.command" local Doc = require "core.doc" local keymap = require "core.keymap" command.add("core.docview", { ["move-to-to-start-of-line-ignoring-whitespace"] = function() local doc = core.active_view.doc local current_line, current_pos = doc:get_selection() local current_line_length = #doc.lines[current_line] local i = 1 while i <= current_line_length and doc.lines[current_line]:sub(i, i) == " " do i = i + 1 end if i == current_pos then i = 1 end core.log("first_char_pos = %u", i) doc:set_selection(current_line, i) end, }) keymap.add { ["home"] = "move-to-to-start-of-line-ignoring-whitespace" }
local cjson = require "cjson" local _M = {} function _M.merge_table(base_table, up_table) if "table" ~= type(base_table) then return up_table end if "table" ~= type(up_table) then return base_table end local new_table = {} for k, v in pairs(base_table) do if "table" == type(v) then new_table[k] = _M.merge_table(v, up_table[k]) elseif "number" == type(v) then new_table[k] = v + (up_table[k] or 0) else new_table[k] = up_table[k] or v end end for k, v in pairs(up_table) do if new_table[k] == nil then new_table[k] = v end end return new_table end function _M.split_no_pat(s, delim, max_lines) if type(delim) ~= "string" or string.len(delim) <= 0 then return {} end if nil == max_lines or max_lines < 1 then max_lines = 0 end local count = 0 local start = 1 local t = {} while true do local pos = s:find(delim, start, true) -- plain find if not pos then break end table.insert (t, s:sub(start, pos - 1)) start = pos + string.len (delim) count = count + 1 if max_lines > 0 and count >= max_lines then break end end if max_lines > 0 and count >= max_lines then else table.insert (t, s:sub(start)) end return t end function _M.load_file_to_string(path) -- body local fd, err = io.open(path, 'r') local t = nil if fd then t = fd:read() fd:close() else return ngx.log(ngx.ERR, "open config file err: ", err) end return t end function _M.save_string_to_file(path, str) -- body local fd, err = io.open(path, 'w') if fd then fd:write(str) fd:close() else ngx.log(ngx.ERR, "open config file err: ", err) return false, err end return true, nil end function _M.store_in_shared_cache(cache, key, value, expire) -- body local shared_cache = ngx.shared[cache] shared_cache:set(key, value, expire or 0) -- ngx.log(ngx.DEBUG, "store value:", value, " to ", cache, ":", key, " and expires", expire or "0") end function _M.fetch_from_shared_cache(cache, key) -- body local value, _ = ngx.shared[cache]:get(key) return value end function _M.json_decode(str) local ok, json_value = pcall(cjson.decode, str) if not ok then json_value = nil end return json_value end function _M.json_encode(data, empty_table_as_object) --lua的数据类型里面,array和dict是同一个东西。对应到json encode的时候,就会有不同的判断 --对于linux,我们用的是cjson库:A Lua table with only positive integer keys of type number will be encoded as a JSON array. All other tables will be encoded as a JSON object. --cjson对于空的table,就会被处理为object,也就是{} --dkjson默认对空table会处理为array,也就是[] --处理方法:对于cjson,使用encode_empty_table_as_object这个方法。文档里面没有,看源码 --对于dkjson,需要设置meta信息。local a= {};a.s = {};a.b='中文';setmetatable(a.s, { __jsontype = 'object' });ngx.say(comm.json_encode(a)) local json_value = nil if cjson.encode_empty_table_as_object then cjson.encode_empty_table_as_object(empty_table_as_object or false) -- 空的table默认为array end if require("ffi").os ~= "Windows" then cjson.encode_sparse_array(true) end --json_value = json.encode(data) pcall(function (data) json_value = cjson.encode(data) end, data) return json_value end function _M.err_handle() ngx.log(ngx.ERR, debug.traceback()) end return _M
local function doScale(um) local ply = um:ReadEntity() local scale = um:ReadFloat() if not IsValid(ply) then return end ply:SetModelScale(scale, 1) ply:SetHull(Vector(-16, -16, 0), Vector(16, 16, 72 * scale)) end usermessage.Hook("frenchrp_playerscale", doScale)
data:extend({ { enabled = false, energy_required = 20, ingredients = { {"laser-turret", 1 * 50 }, {"stone-wall", 20 * 50 }, {"processing-unit", 1 * 50} }, name = "pulse-laser", result = "pulse-laser", type = "recipe" }, { enabled = false, energy_required = 5, ingredients = { {"pulse-laser", 1 }, }, name = "p-pulse-laser", result = "p-pulse-laser", type = "recipe" } })
print("Hello,", "World !")
local people = getRootElement() local gate1 = getElementByID("toldicht1") local marker1 = getElementByID("tolmarker1") local x1, y1, z1 = getElementPosition(gate1) function open1() if (gate1) then moveObject (gate1, 1500, x1, y1, z1, 0, 90, 0) setTimer(close1, 3000, 1) end end addEventHandler("onMarkerHit", marker1, function() clearElementVisibleTo(marker1) setTimer(open1, 2000, 1) end ) function close1() if (gate1) then moveObject (gate1, 1500, x1, y1, z1, 0, -90, 0) setElementVisibleTo(marker1, people, true) end end local gate2 = getElementByID("toldicht2") local marker2 = getElementByID("tolmarker2") local x2, y2, z2 = getElementPosition(gate2) function open2() if (gate2) then moveObject (gate2, 1500, x2, y2, z2, 0, 90, 0) setTimer(close2, 3000, 1) end end addEventHandler("onMarkerHit", marker2, function() clearElementVisibleTo(marker2) setTimer(open2, 2000, 1) end ) function close2() if (gate2) then moveObject (gate2, 1500, x2, y2, z2, 0, -90, 0) setElementVisibleTo(marker2, people, true) end end local gate3 = getElementByID("toldicht3") local marker3 = getElementByID("tolmarker3") local x3, y3, z3 = getElementPosition(gate3) function open3() if (gate3) then moveObject (gate3, 1500, x3, y3, z3, 0, 90, 0) setTimer(close3, 3000, 1) end end addEventHandler("onMarkerHit", marker3, function() clearElementVisibleTo(marker3) setTimer(open3, 2000, 1) end ) function close3() if (gate3) then moveObject (gate3, 1500, x3, y3, z3, 0, -90, 0) setElementVisibleTo(marker3, people, true) end end local gate4 = getElementByID("toldicht4") local marker4 = getElementByID("tolmarker4") local x4, y4, z4 = getElementPosition(gate4) function open4() if (gate4) then moveObject (gate4, 1500, x4, y4, z4, 0, 90, 0) setTimer(close4, 3000, 1) end end addEventHandler("onMarkerHit", marker4, function() clearElementVisibleTo(marker4) setTimer(open4, 2000, 1) end ) function close4() if (gate4) then moveObject (gate4, 1500, x4, y4, z4, 0, -90, 0) setElementVisibleTo(marker4, people, true) end end local weaponizer = createColSphere (-2271.525390625, 1543.455078125, 30.481227874756, 8) function weaponize(numberOne, matchingDimension) giveWeapon(numberOne, 29, 300, true) outputChatBox("You have a weapon, now you can do driveby's", numberOne, 255, 255, 255, false) end addEventHandler("onColShapeHit", weaponizer, weaponize)
-------------------------------------------------------------------------------- -- -- This file is part of the Doxyrest toolkit. -- -- Doxyrest is distributed under the MIT license. -- For details see accompanying license.txt file, -- the public copy of which is also available at: -- http://tibbo.com/downloads/archive/doxyrest/license.txt -- -------------------------------------------------------------------------------- --! --! \defgroup frame-config --! \grouporder 2 --! \title Frame Settings --! --! This section describes frame settings controlling input and output paths, --! titles, force-includes, declaration coding style, etc. --! --! A default ``doxyrest-config.lua`` file for standard frames can be found at --! ``$DOXYREST_FRAME_DIR/doxyrest-config.lua``. Copy it to your project --! directory and then adjust all the necessary parameters. --! --! @{ --! --! --! Table containing a list of frame directories. All frame files will be --! searched in directories -- and in the sequence -- specified here. --! FRAME_DIR_LIST = {} --! --! The output master (index) reStructuredText file. Usually, the index frame --! also generates auxillary files -- they will be placed next to the master --! file. The command line option ``-f`` *overrides* this value. --! If neither ``FRAME_FILE`` nor ``-f`` is specified, ``index.rst.in`` will be --! used as the default frame file. --! FRAME_FILE = nil --! --! The input master (index) XML file. Specifying it here allows calling --! ``doxyrest`` without parameters; otherwise, the master XML *must* be passed --! via the command line. If both ``INPUT_FILE`` and command line parameter are --! specified, the command line takes precedence. --! INPUT_FILE = nil --! --! The output master (index) reStructuredText file. Usually, the index frame --! also generates auxillary files -- they will be placed next to the master --! file. The command line option ``-o`` *overrides* this value. If neither --! ``OUTPUT_FILE`` nor ``-o`` is specified, ``index.rst`` will be used as --! the default output master file. --! OUTPUT_FILE = nil --! --! File with project-specific reStructuredText definitions. When non``nil``, --! this file will be included at the top of every generated ``.rst`` file. --! FORCE_INCLUDE_FILE = nil --! --! If you want to add extra reStructuredText documentation pages, do so --! by adding them to this list. --! EXTRA_PAGE_LIST = {} --! --! The title of the main (index) page. This only is used when ``INTRO_FILE`` --! is not set (otherwise, the title of intro file will be used). --! INDEX_TITLE = "My Project Documentation" --! --! File with project introduction (reStructuredText). When non-nil, this file --! will be included into ``index.rst`` file and NOT added to the list of other --! documentation pages. --! INTRO_FILE = nil --! --! Specify whether to sort groups lexicographically (by ``title``) or --! logically (by ``id``). --! SORT_GROUPS_BY = "title" --[[! By default, the page for the global namespace page will be called "Global Namespace" and will contain no description except that for the global compounds and members. It's possible to override this behaviour by defining an auxillary compound (page or group) with a special ``id``; this page/group may contain a user-defined title, a brief description and a detailed description. Use ``GLOBAL_AUX_COMPOUND_ID`` to define this special id. .. note:: To make sure you use the correct **Doxygen** XML ID of the group/page, find the definition of the group in one of ``.xml`` files and copy the value of ``id`` attribute. For example, if the group was declared as ``\defgroup global`` then the its ``id`` will probably be either ``group_<your-group-name>`` or ``group__<your-group-name>``. ]] GLOBAL_AUX_COMPOUND_ID = "group_global" --[[! Doxyrest offers a workaround for the lack of footnotes in Doxygen by getting documentation blocks for specially named pseudo-members and converting those into footnotes. ``FOOTNOTE_MEMBER_PREFIX`` specifies the name prefix for such pseudo-members. If it is set to ``nil`` or an empty string, Doxyrest will not attempt to convert any members to footnotes. \sa :ref:`footnotes` ]] FOOTNOTE_MEMBER_PREFIX = nil --! --! Specify the main language of your project; this string will be used for --! the reStructuredText ``.. code-block::`` sections and for conditional formatting --! of module item declarations. --! LANGUAGE = cpp --! --! Convert ``\verbatim`` sections in doxy-comments to ``.. code-block::`` --! sections in the output reStructuredText. The string value of --! ``VERBATIM_TO_CODE_BLOCK`` will be used as the language of --! ``.. code-block::`` section. By default, it's ``"none"`` which results in --! no syntax highlighting. To disable conversion at all, use ``nil``. --! VERBATIM_TO_CODE_BLOCK = "none" --! --! If the original doxy comments contain asterisks, they have to be escaped --! in reStructuredText (asterisks are used to mark **bold** or *italic* blocks). --! ESCAPE_ASTERISKS = false --! --! If the original doxy comments contain pipe characters ``|``, they have to be --! escaped in reStructuredText (pipes are used for substitution references). --! ESCAPE_PIPES = false --! --! If the original doxy comments contain trailingasterisks, they have to be --! escaped in reStructuredText (trailing underscores are used for internal --! links). --! ESCAPE_TRAILING_UNDERSCORES = false --! --! Exclude items declared in specific locations. Use a regular expression to --! define a mask of directories/source files to completely exclude from the --! final documentation. For example, ``.*/impl/.*lua$`` will exclude all --! ``.lua`` files located in ``impl/`` directory. --! EXCLUDE_LOCATION_PATTERN = nil --! --! Exclude variables and functions without any documentation (no doxy-comments). --! EXCLUDE_UNDOCUMENTED_ITEMS = false --! --! \subgroup --! --! By default, Doxyrest tries to translate Doxygen ``\section``, --! ``\subsection``, and ``\subsubsection`` commands (as well as the --! ``<heading level="n">`` blocks generated by Doxygen from Markdown titles --! inside comments) into reStructuredText titles. --! --! This sometimes leads to problems because Doxygen headings may appear outside --! of the global scope (e.g. inside lists) while reStructuredText titles are --! only allowed at the global scope. Another issue is Doxygen headings may --! yield inconsistent title structure (e.g. a title level 1 followed by level --! 3). --! --! If you run into these issues, use ``SECTION_TO_RUBRIC`` or --! ``HEADING_TO_RUBRIC`` to always convert Doxygen sections or ``<heading>`` --! blocks or into reStructuredText ``.. rubric::`` directives. This yields --! uni-level headings, but solves both aforementioned problems. --! SECTION_TO_RUBRIC = false HEADING_TO_RUBRIC = false --[[! By default, Doxyrest frames build a Python dictionary to be used later on by the ``:cref:`` (code-reference) role. This database maps language-specific qualified names of items to their IDs. This, together with setting the Sphinx ``default_role`` to ``cref``, allows to conveniently reference items from Doxy-comments or regular ``.rst`` files as such: .. code-block:: none The `ui::Dialog` class is a base to the `ui::FileDialog` class. However, if this facility is not used, building (and loading) of the cref-database can be omitted to save both space and time. ]] CREF_DB = false --[[! Exclude items with higher protection level than ``PROTECTION_FILTER``: 1. ``public`` 2. ``protected`` 3. ``private`` 4. ``package`` By default, only public items are included into documentation. ]] PROTECTION_FILTER = "public" --! --! In many projects empty defines are *only* used as include-guards (and as --! such, should be excluded from the documentation). If this is not the case --! and empty defines should be kept in the final documentation, change this --! setting to ``false``. --! EXCLUDE_EMPTY_DEFINES = true --! --! If non-``nil``, each define will be checked using this regular expression --! and if its name matches, this define will be excluded from the documentation. --! EXCLUDE_DEFINE_PATTERN = nil --! --! Usually providing documentation blocks for default constructors is --! not necessary (as to avoid redundant meaningless "Constructs a new object" --! paragraphs). Change this to ``false`` if default constructors *should* be --! included. --! EXCLUDE_DEFAULT_CONSTRUCTORS = true --! --! Usually providing documentation blocks for a destructors is --! not necessary (as to avoid redundant meaningless "Destructs an object" --! paragraphs). Change this to ``false`` if destructors *should* be --! included. --! EXCLUDE_DESTRUCTORS = true --[[! Usually providing documentation blocks for primitive C typedefs such as: .. code-block:: C typedef struct S S; is not necessary. Change this to ``false`` if such typedefs *should* be included. ]] EXCLUDE_PRIMITIVE_TYPEDEFS = true --! --! For a base class/struct, show all the types directly derived from it. --! SHOW_DIRECT_DESCENDANTS = true --[[! \subgroup Insert space between function name and parameter list like this: .. code-block:: C void foo (); By default, ``PRE_PARAM_LIST_SPACE`` is ``false`` which yields: .. code-block:: C void foo(); ]] PRE_PARAM_LIST_SPACE = false PRE_OPERATOR_NAME_SPACE = true PRE_OPERATOR_PARAM_LIST_SPACE = true --[[! Insert a new line before the body of a enum, struct, class, etc. When ``PRE_BODY_NL`` is ``false``: .. code-block:: cpp class MyClass { ... } When ``PRE_BODY_NL`` is ``true``: .. code-block:: cpp class MyClass { ... } ]] PRE_BODY_NL = true --[[! Use multi-line parameter lists in function declarations if parameter count is greater than this threshold. ``nil`` means don't use parameter count threshold. For example, when ``ML_PARAM_LIST_COUNT_THRESHOLD`` is ``2``, the function declarations will look as such: .. code-block:: C void fn0(); void fn1(int a); void fn2(int a, int b); void fn3( int a, int b int c ); ]] ML_PARAM_LIST_COUNT_THRESHOLD = nil --[[! Use multi-line parameter lists in function declarations if single-line declaration length parameter count is greater than this threshold. ``nil`` means don't use length threshold. Similar to ``ML_PARAM_LIST_COUNT_THRESHOLD``, but the threshold parameter here is *declaration length* and not *declaration parameter count*. Example: .. code-block:: C void foo(int a, int b, int c); void bar( int veryLongParameterName, int anotherVeryLongParameterName ); ]] ML_PARAM_LIST_LENGTH_THRESHOLD = 80 --[[! Use multi-line specifier-modifier lists in function declarations, i.e allocate a dedicated line for each type specifier/morifier. For example, when ``ML_SPECIFIER_MODIFIER_LIST`` is ``true``, the function declarations will look as such: .. code-block:: C void foo(); static bool __cdecl bar(int a); ]] ML_SPECIFIER_MODIFIER_LIST = false --[[! Use the new C++11 syntax for ``typedef``-s: When ``TYPEDEF_TO_USING`` is ``false``: .. code-block:: cpp typedef unsigned int uint_t; typedef void Foo(int); typedef void (*FooPtr)(int); When ``TYPEDEF_TO_USING`` is ``true``: .. code-block:: cpp using uint_t = unsigned int; using Foo typedef void (int); using FooPtr typedef void (*)(int); ]] TYPEDEF_TO_USING = false --[[! Sometimes, it's required to redirect a Doxygen link to some external location. In this case, add an entry to ``IMPORT_URL_MAP`` with the target URL, e.g.: .. code-block:: lua IMPORT_URL_MAP = { [ "cfd9ea7a-35de-4090-a83b-3d214b3ff358/type_jnc_scheduler" ] = "https://vovkos.github.io/jancy/stdlib/class_jnc_Scheduler.html" } The key of the map is an ``importid`` attribute. This is a non-standard Doxygen attribute; Jancy compiler generates is when a referenced item is contained in an imported extensions library (``.jncx``) ]] IMPORT_URL_MAP = {} --! @}
-------------------------- -- WebKit WebView class -- -------------------------- -- Webview class table webview = {} -- Table of functions which are called on new webview widgets. webview.init_funcs = { -- Set useragent set_useragent = function (view, w) view.user_agent = globals.useragent end, -- Check if checking ssl certificates checking_ssl = function (view, w) local ca_file = soup.ssl_ca_file if ca_file and os.exists(ca_file) then w.checking_ssl = true end end, -- Update window and tab titles title_update = function (view, w) view:add_signal("property::title", function (v) w:update_tablist() if w.view == v then w:update_win_title() end end) end, -- Update uri label in statusbar uri_update = function (view, w) view:add_signal("property::uri", function (v) w:update_tablist() if w.view == v then w:update_uri() end end) end, -- Update history indicator hist_update = function (view, w) view:add_signal("load-status", function (v, status) if w.view == v then w:update_hist() end end) end, -- Update tab titles tablist_update = function (view, w) view:add_signal("load-status", function (v, status) if status == "provisional" or status == "finished" or status == "failed" then w:update_tablist() end end) end, -- Update scroll widget scroll_update = function (view, w) view:add_signal("expose", function (v) if w.view == v then w:update_scroll() end end) end, -- Update progress widget progress_update = function (view, w) for _, sig in ipairs({"load-status", "property::progress"}) do view:add_signal(sig, function (v) if w.view == v then w:update_progress() w:update_ssl() end end) end end, -- Display hovered link in statusbar link_hover_display = function (view, w) view:add_signal("link-hover", function (v, link) if w.view == v and link then w:update_uri(link) end end) view:add_signal("link-unhover", function (v) if w.view == v then w:update_uri() end end) end, -- Clicking a form field automatically enters insert mode. form_insert_mode = function (view, w) view:add_signal("button-press", function (v, mods, button, context) -- Clear start search marker (w.search_state or {}).marker = nil if button == 1 and context.editable then view:emit_signal("form-active") end end) -- Emit root-active event in button release to prevent "missing" -- buttons or links when the input bar hides. view:add_signal("button-release", function (v, mods, button, context) if button == 1 and not context.editable then view:emit_signal("root-active") end end) view:add_signal("form-active", function () if not w.mode.passthrough then w:set_mode("insert") end end) view:add_signal("root-active", function () if w.mode.reset_on_focus ~= false then w:set_mode() end end) end, -- Catch keys in non-passthrough modes mode_key_filter = function (view, w) view:add_signal("key-press", function () if not w.mode.passthrough then return true end end) end, -- Try to match a button event to a users button binding else let the -- press hit the webview. button_bind_match = function (view, w) view:add_signal("button-release", function (v, mods, button, context) (w.search_state or {}).marker = nil if w:hit(mods, button, { context = context }) then return true end end) end, -- Reset the mode on navigation mode_reset_on_nav = function (view, w) view:add_signal("load-status", function (v, status) if status == "provisional" and w.view == v then if w.mode.reset_on_navigation ~= false then w:set_mode() end end end) end, -- Domain properties domain_properties = function (view, w) view:add_signal("load-status", function (v, status) if status ~= "committed" or v.uri == "about:blank" then return end -- Get domain local domain = lousy.uri.parse(v.uri).host -- Strip leading www. domain = string.match(domain or "", "^www%.(.+)") or domain or "all" -- Build list of domain props tables to join & load. -- I.e. for luakit.org load .luakit.org, luakit.org, .org local props = {domain_props.all or {}, domain_props[domain] or {}} repeat table.insert(props, 2, domain_props["."..domain] or {}) domain = string.match(domain, "%.(.+)") until not domain -- Join all property tables for k, v in pairs(lousy.util.table.join(unpack(props))) do info("Domain prop: %s = %s (%s)", k, tostring(v), domain) view[k] = v end end) end, -- Action to take on mime type decision request. mime_decision = function (view, w) -- Return true to accept or false to reject from this signal. view:add_signal("mime-type-decision", function (v, uri, mime) info("Requested link: %s (%s)", uri, mime) -- i.e. block binary files like *.exe --if mime == "application/octet-stream" then -- return false --end end) end, -- Action to take on window open request. --window_decision = function (view, w) -- view:add_signal("new-window-decision", function (v, uri, reason) -- if reason == "link-clicked" then -- window.new({uri}) -- else -- w:new_tab(uri) -- end -- return true -- end) --end, create_webview = function (view, w) -- Return a newly created webview in a new tab view:add_signal("create-web-view", function (v) return w:new_tab() end) end, -- Creates context menu popup from table (and nested tables). -- Use `true` for menu separators. --populate_popup = function (view, w) -- view:add_signal("populate-popup", function (v) -- return { -- true, -- { "_Toggle Source", function () w:toggle_source() end }, -- { "_Zoom", { -- { "Zoom _In", function () w:zoom_in() end }, -- { "Zoom _Out", function () w:zoom_out() end }, -- true, -- { "Zoom _Reset", function () w:zoom_set() end }, }, }, -- } -- end) --end, -- Action to take on resource request. resource_request_decision = function (view, w) view:add_signal("resource-request-starting", function(v, uri) info("Requesting: %s", uri) -- Return false to cancel the request. end) end, } -- These methods are present when you index a window instance and no window -- method is found in `window.methods`. The window then checks if there is an -- active webview and calls the following methods with the given view instance -- as the first argument. All methods must take `view` & `w` as the first two -- arguments. webview.methods = { -- Reload with or without ignoring cache reload = function (view, w, bypass_cache) if bypass_cache then view:reload_bypass_cache() else view:reload() end end, -- Toggle source view toggle_source = function (view, w, show) if show == nil then view.view_source = not view.view_source else view.view_source = show end view:reload() end, -- Zoom functions zoom_in = function (view, w, step, full_zoom) view.full_content_zoom = not not full_zoom step = step or globals.zoom_step or 0.1 view.zoom_level = view.zoom_level + step end, zoom_out = function (view, w, step, full_zoom) view.full_content_zoom = not not full_zoom step = step or globals.zoom_step or 0.1 view.zoom_level = math.max(0.01, view.zoom_level) - step end, zoom_set = function (view, w, level, full_zoom) view.full_content_zoom = not not full_zoom view.zoom_level = level or 1.0 end, -- History traversing functions back = function (view, w, n) view:go_back(n or 1) end, forward = function (view, w, n) view:go_forward(n or 1) end, } function webview.methods.scroll(view, w, new) local s = view.scroll for _, axis in ipairs{ "x", "y" } do -- Relative px movement if rawget(new, axis.."rel") then s[axis] = s[axis] + new[axis.."rel"] -- Relative page movement elseif rawget(new, axis .. "pagerel") then s[axis] = s[axis] + math.ceil(s[axis.."page_size"] * new[axis.."pagerel"]) -- Absolute px movement elseif rawget(new, axis) then local n = new[axis] if n == -1 then s[axis] = s[axis.."max"] else s[axis] = n end -- Absolute page movement elseif rawget(new, axis.."page") then s[axis] = math.ceil(s[axis.."page_size"] * new[axis.."page"]) -- Absolute percent movement elseif rawget(new, axis .. "pct") then s[axis] = math.ceil(s[axis.."max"] * (new[axis.."pct"]/100)) end end end function webview.new(w) local view = widget{type = "webview"} view.show_scrollbars = false view.enforce_96_dpi = false -- Call webview init functions for k, func in pairs(webview.init_funcs) do func(view, w) end return view end -- Insert webview method lookup on window structure table.insert(window.indexes, 1, function (w, k) if k == "view" then local view = w.tabs[w.tabs:current()] if view and type(view) == "widget" and view.type == "webview" then w.view = view return view end end -- Lookup webview method local func = webview.methods[k] if not func then return end local view = w.view if view then return function (_, ...) return func(view, w, ...) end end end) -- vim: et:sw=4:ts=8:sts=4:tw=80
module ('mock') local function AuroraSpriteLoader( node ) --[[ sprite <package> .moduletexture <texture> .modules <uvquad[...]> .frames <deck_quadlist> ]] local data = loadAssetDataTable( node:getObjectFile('def') ) local textures = {} local texRects = {} local uvRects = {} --load images for i, image in pairs( data.images ) do if i>1 then error("multiple image not supported") end local imgFile = node:getSiblingPath( image.file ) local tex, texNode = loadAsset( imgFile ) if not tex then _error( 'cannot load sprite texture', imgFile ) return nil end local mtex, uvRect = tex:getMoaiTextureUV() textures[ i ] = mtex local tw, th = mtex:getSize() local ox, oy = 0, 0 --todo texRects[ i ] = { tw, th, ox, oy } end local deck = MOAIGfxQuadListDeck2D.new() deck:reservePairs( data.partCount ) --one pair per frame component deck:reserveQuads( data.partCount ) --one quad per frame component deck:reserveUVQuads( #data.modules ) --one uv per module deck:reserveLists( #data.frames ) --one list per frame deck:setTexture( textures[1] ) for i, m in ipairs( data.modules ) do if m.type == 'image' then local x, y, w, h = unpack( m.rect ) local texRect = texRects[ m.image+1 ] local tw, th, ox, oy = unpack( texRect ) local u0, v0, u1, v1 = (x+ox+0.1)/tw, (y+oy+0.1)/th, (x+ox+w)/tw, (y+oy+h)/th m.uv = {u0, v0, u1, v1} deck:setUVRect(i, u0, v0, u1, v1) end end local partId = 1 for i, frame in ipairs( data.frames ) do local basePartId = partId for j, part in ipairs( frame.parts ) do local uvId = part.module local x0, y0, x1, y1 = unpack( part.rect ) deck:setRect(partId, x0, -y1, x1, -y0) deck:setPair(partId, uvId, partId) partId = partId + 1 end deck:setList( i, basePartId, partId - basePartId ) end preloadIntoAssetNode( node:getChildPath('frames'), deck ) --animations local EaseFlat = MOAIEaseType.FLAT local EaseLinear = MOAIEaseType.LINEAR local animations = {} for i, animation in ipairs( data.animations ) do local name = animation.name --create anim curve local indexCurve = MOAIAnimCurve.new() local offsetXCurve = MOAIAnimCurve.new() local offsetYCurve = MOAIAnimCurve.new() local count = #animation.frames indexCurve :reserveKeys( count + 1 ) offsetXCurve:reserveKeys( count + 1 ) offsetYCurve:reserveKeys( count + 1 ) --TODO: support flags? or just forbid it!!!! local offsetEaseType = EaseLinear local ftime = 0 for fid, frame in ipairs( animation.frames ) do local ox, oy = unpack( frame.offset ) offsetXCurve:setKey( fid, ftime, ox, offsetEaseType ) offsetYCurve:setKey( fid, ftime, -oy, offsetEaseType ) indexCurve :setKey( fid, ftime, frame.id, EaseFlat ) local delay = frame.time delay = math.max( delay, 1 ) ftime = ftime + delay --will use anim:setSpeed to fit real playback FPS if fid == count then --copy last frame to make loop smooth offsetXCurve:setKey( fid + 1, ftime, ox, offsetEaseType ) offsetYCurve:setKey( fid + 1, ftime, -oy, offsetEaseType ) indexCurve :setKey( fid + 1, ftime, frame.id, EaseFlat ) end end animations[ name ] = { offsetXCurve = offsetXCurve, offsetYCurve = offsetYCurve, indexCurve = indexCurve, length = ftime, name = name, } end local sprite = { frameDeck = deck, animations = animations, texture = tex } return sprite end registerAssetLoader( 'aurora_sprite', AuroraSpriteLoader )
----------------------------------------------------------------------------- -- A LUA script for MySQL proxy to output failed SQL queries as JSON -- -- Version: 0.3 -- This script is released under the MIT License (MIT). -- Please see LICENCE.txt for details. -- -- REQUIREMENTS: -- JSON module (https://github.com/craigmj/json4lua) ----------------------------------------------------------------------------- local proto = require("mysql.proto") function read_query(packet) local tp = packet:byte() if tp == proxy.COM_QUERY or tp == proxy.COM_STMT_PREPARE or tp == proxy.COM_STMT_EXECUTE or tp == proxy.COM_STMT_CLOSE then proxy.queries:append(1, packet, { resultset_is_needed = true } ) return proxy.PROXY_SEND_QUERY end end local prepared_stmts = { } function read_query_result(inj) local tp = string.byte(inj.query) local res = assert(inj.resultset) local query = "" -- Preparing statement... if tp == proxy.COM_STMT_PREPARE then if inj.resultset.raw:byte() == 0 then local stmt_prepare = assert(proto.from_stmt_prepare_packet(inj.query)) local stmt_prepare_ok = assert(proto.from_stmt_prepare_ok_packet(inj.resultset.raw)) prepared_stmts[stmt_prepare_ok.stmt_id] = { query = stmt_prepare.stmt_text, num_columns = stmt_prepare_ok.num_columns, num_params = stmt_prepare_ok.num_params, } end elseif tp == proxy.COM_STMT_CLOSE then -- ...closing statement local stmt_close = assert(proto.from_stmt_close_packet(inj.query)) prepared_stmts[stmt_close.stmt_id] = nil -- cleaning up end -- An error occured... if(res.query_status == proxy.MYSQLD_PACKET_ERR or res.warning_count > 0) then -- ... while executing a prepared statement if tp == proxy.COM_STMT_EXECUTE then local stmt_id = assert(proto.stmt_id_from_stmt_execute_packet(inj.query)) local stmt_execute = assert(proto.from_stmt_execute_packet(inj.query, prepared_stmts[stmt_id].num_params)) query = prepared_stmts[stmt_id].query if stmt_execute.new_params_bound then local params = "" for ndx, v in ipairs(stmt_execute.params) do params = params .. ("[%d] %s (type = %d) "):format(ndx, tostring(v.value), v.type) end query = query .. " - " .. params end elseif tp == proxy.COM_QUERY then -- ... or an exec() query query = string.sub(inj.query, 2) else do return end end local err_code = res.raw:byte(2) + (res.raw:byte(3) * 256) if(err_code ~= 0) and (err_code ~= 1) then local err_sqlstate = res.query_status == proxy.MYSQLD_PACKET_ERR and res.raw:sub(5, 9) or 0 local err_msg = res.query_status == proxy.MYSQLD_PACKET_ERR and res.raw:sub(10) or '' local objDt = { user = proxy.connection.server.username, db = proxy.connection.server.default_db, query = query, msg = err_msg, code = err_code, state = err_sqlstate } print(require('json').encode(objDt)) io.flush() end end end
-- start with standard + ap mode wifi.setmode(wifi.STATIONAP); -- create access-point apCfg = {}; apCfg.ssid = "my1btn"; --apCfg.ssid = "myBtn_"..string.sub(string.upper(string.gsub(wifi.sta.getmac(), ":", "")), -6); apCfg.pwd = "12345678"; wifi.ap.config(apCfg); -- configure access-point ipcfg = {}; ipcfg.ip = "192.168.1.1"; ipcfg.netmask = "255.255.255.0"; ipcfg.gateway = "192.168.1.1"; wifi.ap.setip(ipcfg); -- start listening to the webserver srv = net.createServer(net.TCP); print("config started "..wifi.ap.getip()); print(apCfg.ssid.." [ "..apCfg.pwd.." ]"); function strSplit(inputstr, sep) local t = {}; i = 1; for str in string.gmatch(inputstr, '([^'..sep..']+)') do t[i] = str; i = i + 1; end return t; end function readFile(fName) file.open(fName, "r"); htmlText = file.read(); htmlText = string.gsub(htmlText, "{{MAC}}", "MAC: "..string.upper(wifi.sta.getmac())); local ip = wifi.sta.getip(); if ip ~= nil then htmlText = string.gsub(htmlText, "{{MYIP}}", "MY IP: "..string.upper(ip)); end file.close(fName); return htmlText; end function sendResponse(conn, color, content, response) setLED(color); if content == 'F' then response = readFile(response); end conn:send("HTTP/1.1 200 OK\r\nContent-type:text/html\r\n\r\n"..response); conn:close(); print(response); setLED(0); end -- now listen srv:listen(80, function(conn) conn:on("receive", function(conn, payload) if payload ~= nil then data = string.sub(payload, string.find(payload, "GET /") + 5, string.find(payload, "HTTP/") - 1); if string.find(payload, "favicon.ico") == nil then -- perform URL decoding data = string.gsub(data, "+", " "); data = string.gsub(data, "%%(%x%x)", function(h) return string.char(tonumber(h, 16)); end); data = string.gsub (data, "\r\n", "\n"); -- print every data received print(#data.." "..data); str1 = {nil, nil}; if #data > 10 then str1 = strSplit(data, '/'); end if str1[1] ~= nil then _, ssid_start = string.find(str1[1], "ssid="); ssid_end, pass_start = string.find(str1[1], "pass="); pass_end, _ = string.find(str1[1], "action="); ssid = string.sub(str1[1], ssid_start + 1, ssid_end - 2); pass = string.sub(str1[1], pass_start + 1, pass_end - 2); -- print(ssid, pass); wifi.setmode(wifi.STATIONAP); wifi.sta.config(ssid, pass, 1); local attempt = 0; tmr.alarm(1, 250, tmr.ALARM_AUTO, function() -- 30 attempts = 15 sec timeout if attempt > 30 then -- stop timer tmr.stop(1); -- send failure status sendResponse(conn, MAGENTA, 'F', "login.html"); else if wifi.sta.getip() ~= nil then -- stop timer tmr.stop(1); -- send success status with assigned ip local ip = wifi.sta.getip(); sendResponse(conn, BLUE, 'T', "Connected to "..ip..", restarting in 5 seconds ! You can close the browser now."); -- sendResponse(conn, BLUE, 'F', "showmacnip.html"); tmr.alarm(1, 5000, tmr.ALARM_AUTO, function() node.restart(); end); else attempt = attempt + 1; end end end); else sendResponse(conn, MAGENTA, 'F', "login.html"); end end end -- clean-up collectgarbage(); end) end);
if SERVER then util.AddNetworkString( "guthwhitelistsystem:SetJobWhitelist" ) net.Receive( "guthwhitelistsystem:SetJobWhitelist", function( _, ply ) if not ply or not ply:IsValid() then return end if not ply:WLIsAdmin() then return end local job = net.ReadUInt( guthwhitelistsystem.JobIDBit ) local bool = net.ReadBool() local vip = net.ReadBool() guthwhitelistsystem:WLSetJobWhitelist( job, bool or false, vip or false ) end ) end if not CLIENT then return end guthwhitelistsystem.setPanel( guthwhitelistsystem.getLan( "Jobs" ), "icon16/briefcase.png", 2, function( sheet ) local pnlJ = vgui.Create( "DPanel", sheet ) -- panel jobs local ply = LocalPlayer() if not DarkRP then guthwhitelistsystem.panelNotif( pnlJ, "icon16/exclamation.png", guthwhitelistsystem.getLan( "PanelDarkRP" ), -1, Color( 214, 45, 45 ) ) end local listJ = vgui.Create( "DListView", pnlJ ) listJ:Dock( FILL ) listJ:DockMargin( 10, 10, 10, 10 ) listJ:SetMultiSelect( false ) listJ:AddColumn( guthwhitelistsystem.getLan( "Jobs" ) ) listJ:AddColumn( guthwhitelistsystem.getLan( "Whitelist ?" ) ) listJ:AddColumn( guthwhitelistsystem.getLan( "VIP ?" ) ) function listJ:Actualize() self:Clear() for k, v in pairs( RPExtraTeams or {} ) do if k == GAMEMODE.DefaultTeam then continue end -- can't whitelist the DefaultTeam local wl = guthwhitelistsystem:WLGetJobWhitelist( k ) listJ:AddLine( ("%s (%d)"):format( team.GetName( k ), k ), guthwhitelistsystem.getLan( wl.active and "Yes !" or "No !" ), guthwhitelistsystem.getLan( wl.vip and "Yes !" or "No !" ) ) end end function listJ:OnRowRightClick( _, line ) surface.PlaySound( "UI/buttonclickrelease.wav" ) local m = DermaMenu( pnlJ ) if line:GetValue( 2 ) == guthwhitelistsystem.getLan( "No !" ) then local add = m:AddOption( guthwhitelistsystem.getLan( "ActivateWhitelist" ), function() local id = string.match( line:GetValue( 1 ), "(%(%d+%))$" ) if not id then return end id = tonumber( string.match( id, "(%d+)" ) ) if not id then return end if not ply:WLIsAdmin() then guthwhitelistsystem.panelNotif( pnlJ, "icon16/shield_delete.png", guthwhitelistsystem.getLan( "PanelNotAdmin" ), 3, Color( 214, 45, 45 ) ) return end net.Start( "guthwhitelistsystem:SetJobWhitelist" ) net.WriteUInt( id, guthwhitelistsystem.JobIDBit ) net.WriteBool( true ) net.WriteBool( false ) net.SendToServer() guthwhitelistsystem:WLSetJobWhitelist( id, true, false ) guthwhitelistsystem.chat( (guthwhitelistsystem.getLan( "ChatActivateWhitelist" )):format( line:GetValue( 1 ) ) ) guthwhitelistsystem.panelNotif( pnlJ, "icon16/accept.png", (guthwhitelistsystem.getLan( "PanelWhitelistJob" )):format( team.GetName( id ) ), 3, Color( 45, 174, 45 ) ) self:Actualize() end ) add:SetIcon( "icon16/accept.png" ) else local remove = m:AddOption( guthwhitelistsystem.getLan( "DesactivateWhitelist" ), function() local id = string.match( line:GetValue( 1 ), "(%(%d+%))$" ) if not id then return end id = tonumber( string.match( id, "(%d+)" ) ) if not id then return end if not ply:WLIsAdmin() then guthwhitelistsystem.panelNotif( pnlJ, "icon16/shield_delete.png", guthwhitelistsystem.getLan( "PanelNotAdmin" ), 3, Color( 214, 45, 45 ) ) return end net.Start( "guthwhitelistsystem:SetJobWhitelist" ) net.WriteUInt( id, guthwhitelistsystem.JobIDBit ) net.WriteBool( false ) net.WriteBool( false ) net.SendToServer() guthwhitelistsystem:WLSetJobWhitelist( id, false, false ) guthwhitelistsystem.chat( (guthwhitelistsystem.getLan( "ChatDesactivateWhitelist" )):format( line:GetValue( 1 ) ) ) guthwhitelistsystem.panelNotif( pnlJ, "icon16/delete.png", (guthwhitelistsystem.getLan( "PanelUnwhitelistJob" )):format( team.GetName( id ) ), 3, Color( 214, 45, 45 ) ) self:Actualize() end ) remove:SetIcon( "icon16/delete.png" ) end if line:GetValue( 2 ) == guthwhitelistsystem.getLan( "Yes !" ) and line:GetValue( 3 ) == guthwhitelistsystem.getLan( "No !" ) then local add = m:AddOption( "Activate VIP", function() local id = string.match( line:GetValue( 1 ), "(%(%d+%))$" ) if not id then return end id = tonumber( string.match( id, "(%d+)" ) ) if not id then return end if not ply:WLIsAdmin() then guthwhitelistsystem.panelNotif( pnlJ, "icon16/shield_delete.png", guthwhitelistsystem.getLan( "PanelNotAdmin" ), 3, Color( 214, 45, 45 ) ) return end net.Start( "guthwhitelistsystem:SetJobWhitelist" ) net.WriteUInt( id, guthwhitelistsystem.JobIDBit ) net.WriteBool( true ) net.WriteBool( true ) net.SendToServer() guthwhitelistsystem:WLSetJobWhitelist( id, true, true ) guthwhitelistsystem.chat( (guthwhitelistsystem.getLan( "ChatActivateVIP" ):format( line:GetValue( 1 ) ) ) ) guthwhitelistsystem.panelNotif( pnlJ, "icon16/money_add.png", (guthwhitelistsystem.getLan( "PanelWhitelistJobVIP" )):format( team.GetName( id ) ), 3, Color( 45, 174, 45 ) ) self:Actualize() end ) add:SetIcon( "icon16/accept.png" ) elseif line:GetValue( 2 ) == guthwhitelistsystem.getLan( "Yes !" ) then local remove = m:AddOption( guthwhitelistsystem.getLan( "DesactivateVIP" ), function() local id = string.match( line:GetValue( 1 ), "(%(%d+%))$" ) if not id then return end id = tonumber( string.match( id, "(%d+)" ) ) if not id then return end if not ply:WLIsAdmin() then guthwhitelistsystem.panelNotif( pnlJ, "icon16/shield_delete.png", guthwhitelistsystem.getLan( "PanelNotAdmin" ), 3, Color( 214, 45, 45 ) ) return end net.Start( "guthwhitelistsystem:SetJobWhitelist" ) net.WriteUInt( id, guthwhitelistsystem.JobIDBit ) net.WriteBool( true ) net.WriteBool( false ) net.SendToServer() guthwhitelistsystem:WLSetJobWhitelist( id, true, false ) guthwhitelistsystem.chat( guthwhitelistsystem.getLan( "ChatDesactivateVIP" ):format( line:GetValue( 1 ) ) ) guthwhitelistsystem.panelNotif( pnlJ, "icon16/money_delete.png", guthwhitelistsystem.getLan( "PanelUnwhitelistJobVIP" ):format( team.GetName( id ) ), 3, Color( 214, 45, 45 ) ) self:Actualize() end ) remove:SetIcon( "icon16/delete.png" ) end m:Open() end listJ:Actualize() return pnlJ end )
--------------------------------------------------------------------- -- Project: irc -- Author: MCvarial -- Contact: [email protected] -- Version: 1.0.0 -- Date: 31.10.2010 --------------------------------------------------------------------- local x,y = guiGetScreenSize() local window = guiCreateWindow(0.25,0.3,0.5,0.6,"Internet Relay Chat",true) local tabpanel = guiCreateTabPanel(0,0.08,1,0.9,true,window) local tab = guiCreateTab("#MCvarial",tabpanel) ------------------------------------ -- Client ------------------------------------ guiCreateMemo(0.005,0.01,0.75,0.99,"test",true,tab)
function AddGamesToScrollArea(entry) if entry == nil then AddAllGames(); elseif callbacks.containerFrame ~= nil then AddGameToScrollArea(entry); end end L = {}; function AddGameToScrollArea(gameEntry) -- Have a static list L that keeps all the new game containers -- Create a container for new game -- Create the actual entry at the new spot local gameEntryWindow = CreateGameEntry("GameEntryFlexWindow"..#L, gameEntry, -40 * (#L + 1)); -- Push back containerFrame by (#L + 1) * gameEntryBoxHeight local cpoint, crelativeTo, crelativePoint, cxOfs, cyOfs = callbacks.containerFrame:GetPoint(); -- containerFrame = nil after skirmish game, when having 0 games registered callbacks.containerFrame:SetPoint("TOPLEFT", 0, cyOfs - 40); callbacks.containerFrame:Show(); -- Save the container to L tinsert(L, gameEntryWindow); -- Resize the callbacks.gameScrollArea to the correct height (e.g. former height + gameEntryBoxHeight) callbacks.gameScrollArea:SetHeight(callbacks.gameScrollArea:GetHeight() + 40); end function AddAllGames() -- Determine what dates we played local datesWePlayed = DatesPlayed(); -- Have a base container to contain all the dynamic elements callbacks.containerFrame = Position(nil, callbacks.gameScrollArea, nil, callbacks.gameScrollerWindow:GetWidth(), nil, nil, 0, -70); -- The first header is special CreateFirstHeaderEntry(); -- We sort the table from new to old so we get dates from new to old table.sort(data, function (a,b) return a.timeStamp > b.timeStamp end); -- Keep an offset so we know where to start the next header/entry local offset = 0; -- For each day for i,currentDay in ipairs(datesWePlayed) do CreateDayHeader(i, offset, currentDay); offset = offset + 70; for j, gameEntry in ipairs(data) do if date("%d-%m-%Y", gameEntry.timeStamp) == currentDay then CreateGameEntry("GameEntryWindow"..i, gameEntry, offset); offset = offset + 40; end end end -- (For each day added * height) + (For each game added * height) we set the scrollbox height if offset == 0 then callbacks.containerFrame:SetHeight(10); else callbacks.containerFrame:SetHeight(offset); end callbacks.gameScrollArea:SetHeight(offset + 70); end function DatesPlayed() local datesWePlayed = {}; local datesWePlayedStamps = {}; for i, gameEntry in ipairs(data) do if tContains(datesWePlayed, date("%d-%m-%Y", gameEntry.timeStamp)) == false then tinsert(datesWePlayed, date("%d-%m-%Y", gameEntry.timeStamp)); tinsert(datesWePlayedStamps, gameEntry.timeStamp); end end table.sort(datesWePlayedStamps, function (a, b) return a > b end); local returnValue = {}; for k, v in ipairs(datesWePlayedStamps) do tinsert(returnValue, date("%d-%m-%Y", v)); end return returnValue; end function CreateDayHeader(i, offset, currentDay) local dayHeaderWindow = Position(nil, callbacks.containerFrame, nil, callbacks.gameScrollerWindow:GetWidth() - 10, 70, nil, 5, -offset); local wins = 0; local losses = 0; for j, gameEntry in ipairs(data) do if date("%d-%m-%Y", gameEntry.timeStamp) == currentDay then if gameEntry.playerSide == gameEntry.winner then wins = wins + 1; else losses = losses + 1; end end end local dayHeaderText = Text(dayHeaderWindow, texts.dayText); tinsert(sectionHandles, dayHeaderWindow); dayHeaderText:SetText(currentDay); if wins > 0 or losses > 0 then if wins == 1 and losses == 1 then dayHeaderWindow:SetScript("OnEnter", function(self, motion) dayHeaderText:SetText(textInserts.headerOneWin.." - "..textInserts.headerOneLoss); end); elseif wins == 1 then dayHeaderWindow:SetScript("OnEnter", function(self, motion) dayHeaderText:SetText(textInserts.headerOneWin.." - "..losses..textInserts.headerLosses); end); elseif losses == 1 then dayHeaderWindow:SetScript("OnEnter", function(self, motion) dayHeaderText:SetText(wins..textInserts.headerWins.." - "..textInserts.headerOneLoss); end); else dayHeaderWindow:SetScript("OnEnter", function(self, motion) dayHeaderText:SetText(wins..textInserts.headerWins.." - "..losses..textInserts.headerLosses); end); end end dayHeaderWindow:SetScript("OnLeave", function(self, motion) dayHeaderText:SetText(currentDay); end); end function CreateFirstHeaderEntry() callbacks.firstDayHeaderWindow = Position(nil, callbacks.gameScrollArea, nil, callbacks.gameScrollerWindow:GetWidth() - 10, 70, nil, 5, 0); tinsert(sectionHandles, callbacks.firstDayHeaderWindow); Text(callbacks.firstDayHeaderWindow, texts.sessionHeader); end
-- evoker: mount.lua -- could be mount or unmount. -- processed on all local _=function(event) log("mount_ok:"..pack(event)) -- created in ClientAction.toggleMount local mountEvent=event.mountEvent local isMounting=mountEvent.targetEntityName~=nil local mount=nil if isMounting then mount=Entity.find(mountEvent.targetEntityName,mountEvent.targetEntityId, mountEvent.targetEntityLogin) assert(mount) --assert(mount.mountedBy==nil) end local actor=Entity.find(mountEvent.actorEntityName,mountEvent.actorEntityId, mountEvent.actorEntityLogin) assert(actor) -- тут все проверки пройдены, садим райдера на маунта if isMounting then assert(actor.mountedOn==nil) else assert(actor.mountedOn~=nil) end -- set connection if isMounting then mount.mountedBy=Entity.getReference(actor) actor.mountedOn=Entity.getReference(mount) local riderX,riderY=Entity.getRiderPoint(mount,actor) Entity.smoothMove(actor,0.5,riderX,riderY) else mount=Entity.findByRef(actor.mountedOn) mount.mountedBy=nil actor.mountedOn=nil end end return _
--[[ LibC Copyright Amlal El Mahrouss All rights reserved Core functionalities. ]] LibC = LibC or {} function LibC:AddCommand(Name, Func, Perms) LibC.Promise:Init(function(Name, Func, Perms) return isfunction(Func) && istable(Perms) && isstring(Name) end, Name, Func, Perms):Do():Then(function(Name) concommand.Add(Name, function(target, cmd, args, argStr) if target:IsPlayer() && Perms[target:GetUserGroup()] then Func(target, cmd, args, argStr); end end); LibC:Log(Color(0, 122, 0), "Added ", Name, " to commands list!"); return true; end, Name):Catch(); end
-- Copyright (c) 2010-2011 by Robert G. Jakabosky <[email protected]> -- -- Permission is hereby granted, free of charge, to any person obtaining a copy -- of this software and associated documentation files (the "Software"), to deal -- in the Software without restriction, including without limitation the rights -- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell -- copies of the Software, and to permit persons to whom the Software is -- furnished to do so, subject to the following conditions: -- -- The above copyright notice and this permission notice shall be included in -- all copies or substantial portions of the Software. -- -- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR -- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, -- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE -- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER -- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, -- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN -- THE SOFTWARE. local _require = LibStub:GetLibrary('pblua.require') local require = _require.require local _M = LibStub:NewLibrary("pblua.unpack", 1) local assert = assert local pairs = pairs local print = print local error = error local tostring = tostring local setmetatable = setmetatable local sformat = string.format local type = type local pcall = pcall local rawset = rawset local mod_path = string.match(...,".*%.") or '' local unknown = require(mod_path .. "unknown") local new_unknown = unknown.new local buffer = require(mod_path .. "buffer") local new_buffer = buffer.new local pack = require(mod_path .. "pack") local encode_field_tag = pack.encode_field_tag local wire_types = pack.wire_types --local struct = require"struct" local sunpack = {} local bit = require"bit" local band = bit.band local bor = bit.bor local bxor = bit.bxor local lshift = bit.lshift local rshift = bit.rshift local arshift = bit.arshift local char = string.char -- un-ZigZag encode/decode local function unzigzag64(num) if band(num, 1) == 1 then num = -(num + 1) end return num / 2 end local function unzigzag32(num) return bxor(arshift(num, 1), -band(num, 1)) end -- module(...) ---------------------------------------------------------------------------------- -- -- Unpack code. -- ---------------------------------------------------------------------------------- local function unpack_varint64(data, off) local b = data:byte(off) local num = band(b, 0x7F) local boff = 7 while b >= 128 do off = off + 1 b = data:byte(off) num = bor(num, lshift(band(b, 0x7F), boff)) boff = boff + 7 end return num, off + 1 end local function unpack_varint32(data, off) local b = data:byte(off) local num = band(b, 0x7F) local boff = 7 while b >= 128 do off = off + 1 b = data:byte(off) num = bor(num, lshift(band(b, 0x7F), boff)) boff = boff + 7 end return num, off + 1 end local basic = { varint64 = unpack_varint64, varint32 = unpack_varint32, svarint64 = function(data, off) local num num, off = unpack_varint64(data, off) return unzigzag64(num), off end, svarint32 = function(data, off) local num num, off = unpack_varint32(data, off) return unzigzag32(num), off end, fixed64 = function(data, off) return sunpack('<I8', data, off) end, sfixed64 = function(data, off) return sunpack('<i8', data, off) end, double = function(data, off) return sunpack('<d', data, off) end, fixed32 = function(data, off) return sunpack('<I4', data, off) end, sfixed32 = function(data, off) return sunpack('<i4', data, off) end, float = function(data, off) return sunpack('<f', data, off) end, string = function(data, off) local len -- decode string length. len, off = unpack_varint32(data, off) -- decode string data. local end_off = off + len return data:sub(off, end_off - 1), end_off end, } local function decode_field_tag(data, off) local tag_type tag_type, off = unpack_varint32(data, off) local tag = rshift(tag_type, 3) local wire_type = band(tag_type, 7) return tag, wire_type, off end -- -- WireType unpack functions for unknown fields. -- local unpack_unknown_field local function try_unpack_unknown_message(data, off, len) local tag, wire_type, val -- create new list of unknown fields. local msg = new_unknown() -- unpack fields for unknown message while (off <= len) do -- decode field tag & wire_type tag, wire_type, off = decode_field_tag(data, off) -- unpack field val, off = unpack_unknown_field(data, off, len, tag, wire_type, msg) end -- validate message if (off - 1) ~= len then error(sformat("Malformed Message, truncated ((off:%d) - 1) ~= len:%d): %s", off, len, tostring(msg))) end return msg, off end local fixed64 = basic.fixed64 local fixed32 = basic.fixed32 local string = basic.string local wire_unpack = { [0] = function(data, off, len, tag, unknowns) local val -- unpack varint val, off = unpack_varint32(data, off) -- add to list of unknown fields unknowns:addField(tag, 0, val) return val, off end, [1] = function(data, off, len, tag, unknowns) local val -- unpack 64-bit field val, off = fixed64(data, off) -- add to list of unknown fields unknowns:addField(tag, 1, val) return val, off end, [2] = function(data, off, len, tag, unknowns) local len, end_off, val -- decode data length. len, off = unpack_varint32(data, off) end_off = off + len -- try to decode as a message local status if len > 1 then status, val = pcall(try_unpack_unknown_message, data, off, end_off - 1) end if not status then -- failed to decode as a message -- decode as raw data. val = data:sub(off, end_off - 1) end -- add to list of unknown fields unknowns:addField(tag, 2, val) return val, end_off end, [3] = function(data, off, len, group_tag, unknowns) local tag, wire_type, val -- add to list of unknown fields local group = unknowns:addGroup(group_tag) -- unpack fields for unknown group. while (off <= len) do -- decode field tag & wire_type tag, wire_type, off = decode_field_tag(data, off) -- check for 'End group' tag if wire_type == 4 then if tag ~= group_tag then error("Malformed Group, invalid 'End group' tag") end return group, off end -- unpack field val, off = unpack_unknown_field(data, off, len, tag, wire_type, group) end error("Malformed Group, missing 'End group' tag") end, [4] = nil, [5] = function(data, off, len, tag, unknowns) local val -- unpack 32-bit field val, off = fixed32(data, off) -- add to list of unknown fields unknowns:addField(tag, 5, val) return val, off end, } function unpack_unknown_field(data, off, len, tag, wire_type, unknowns) local funpack = wire_unpack[wire_type] if funpack then return funpack(data, off, len, tag, unknowns) end error(sformat("Invalid wire_type=%d, for unknown field=%d, off=%d, len=%d", wire_type, tag, off, len)) end -- -- packed repeated fields -- local packed = setmetatable({},{ __index = function(tab, ftype) local funpack if type(ftype) == 'string' then -- basic type funpack = basic[ftype] else -- complex type (Enums) funpack = ftype end rawset(tab, ftype, function(data, off, len, arr) local i=#arr while (off <= len) do i = i + 1 arr[i], off = funpack(data, off, len, nil) end return arr, off end) end, }) local unpack_field local unpack_fields local function unpack_length_field(data, off, len, field, val) -- decode field length. local field_len field_len, off = unpack_varint32(data, off, len) -- unpack field return field.unpack(data, off, off + field_len - 1, val) end local function unpack_field(data, off, len, field, mdata) local name = field.name local val if field.is_repeated then local arr = mdata[name] -- create array for repeated fields. if not arr then arr = field.new() mdata[name] = arr end if field.is_packed then -- unpack length-delimited packed array return unpack_length_field(data, off, len, field, arr) end -- unpack repeated field (just one) if field.has_length then -- unpack length-delimited field. arr[#arr + 1], off = unpack_length_field(data, off, len, field, nil) else arr[#arr + 1], off = field.unpack(data, off, len) end return arr, off elseif field.has_length then -- unpack length-delimited field val, off = unpack_length_field(data, off, len, field, mdata[name]) mdata[name] = val return val, off end -- is basic type. val, off = field.unpack(data, off, len) mdata[name] = val return val, off end local function unpack_fields(data, off, len, msg, tags, is_group) local tag, wire_type, field, val local mdata = msg['.data'] local unknowns while (off <= len) do -- decode field tag & wire_type tag, wire_type, off = decode_field_tag(data, off) -- check for "End group" if wire_type == 4 then if not is_group then error("Malformed Message, found extra 'End group' tag: " .. tostring(msg)) end return msg, off end field = tags[tag] if field then if field.wire_type ~= wire_type then error(sformat("Malformed Message, wire_type of field doesn't match (%d ~= %d)!", field.wire_type, wire_type)) end val, off = unpack_field(data, off, len, field, mdata) else if not unknowns then -- check if Message already has Unknown fields object. unknowns = mdata.unknown_fields if not unknowns then -- need to create an Unknown fields object. unknowns = new_unknown() mdata.unknown_fields = unknowns end end -- unpack Unknown field val, off = unpack_unknown_field(data, off, len, tag, wire_type, unknowns) end end -- Groups should not end here. if is_group then error("Malformed Group, truncated, missing 'End group' tag: " .. tostring(msg)) end -- validate message if (off - 1) ~= len then error(sformat("Malformed Message, truncated ((off:%d) - 1) ~= len:%d): %s", off, len, tostring(msg))) end return msg, off end local function group(data, off, len, msg, tags, end_tag) -- Unpack group fields. msg, off = unpack_fields(data, off, len, msg, tags, true) -- validate 'End group' tag if data:sub(off - #end_tag, off - 1) ~= end_tag then error("Malformed Group, invalid 'End group' tag: " .. tostring(msg)) end return msg, off end local function message(data, off, len, msg, tags) -- Unpack message fields. return unpack_fields(data, off, len, msg, tags, false) end -- -- Map field types to common wire types -- -- map types. local map_types = { -- varints int32 = "varint32", uint32 = "varint32", bool = "varint32", enum = "varint32", int64 = "varint64", uint64 = "varint64", sint32 = "svarint32", sint64 = "svarint64", -- bytes bytes = "string", } for k,v in pairs(map_types) do basic[k] = basic[v] end local register_fields local function get_type_unpack(mt) local unpack = mt.unpack -- check if this type has a unpack function. if not unpack then -- create a unpack function for this type. if mt.is_enum then local unpack_enum = basic.enum local values = mt.values unpack = function(data, off, len, enum) local enum enum, off = unpack_enum(data, off, len) return values[enum], off end elseif mt.is_message then local tags = mt.tags local new = mt.new unpack = function(data, off, len, msg) if not msg then msg = new() end return message(data, off, len, msg, tags) end register_fields(mt) elseif mt.is_group then local tags = mt.tags local new = mt.new -- encode group end tag. local end_tag = encode_field_tag(mt.tag, wire_types.group_end) unpack = function(data, off, len, msg) if not msg then msg = new() end return group(data, off, len, msg, tags, end_tag) end register_fields(mt) end -- cache unpack function. mt.unpack = unpack end return unpack end function register_fields(mt) -- check if the fields where already registered. if mt.unpack then return end local tags = mt.tags local fields = mt.fields for i=1,#fields do local field = fields[i] local tag = field.tag local ftype = field.ftype local wire_type = wire_types[ftype] -- check if the field is a user type local user_type_mt = field.user_type_mt if user_type_mt then field.unpack = get_type_unpack(user_type_mt) if field.is_group then wire_type = wire_types.group_start elseif user_type_mt.is_enum then wire_type = wire_types.enum if field.is_unpacked then field.unpack = packed[field.unpack] end else wire_type = wire_types.message end elseif field.is_unpacked then field.unpack = packed[ftype] else field.unpack = basic[ftype] end -- create field tag_type. local tag_type = encode_field_tag(tag, wire_type) field.tag_type = tag_type field.wire_type = wire_type end end function _M.register_msg(mt) local tags = mt.tags -- setup 'unpack' function for this message type. get_type_unpack(mt) -- create decode callback closure for this message type. return function(msg, data, off) return message(data, off, #data, msg, tags) end end
local IR = require("ir/insts") local PUSH = setmetatable({}, { __tostring=function() return "[PUSH]" end }) local function same(a, b) local t = a[1] if b[1] ~= t then return false end if t == IR.CONST then return a[2] == b[2] elseif t == IR.GETLOCAL then return a[2] == b[2] end return false end local base = {} base[IR.PUSH] = function(self, ir) local bc = {} for i=2,#ir do if type(ir[i]) == "number" then self:reg(self:localreg(ir[i]), PUSH) bc[i-1] = "" else local a, ra = self:compile(ir[i]) self:reg(ra, PUSH) bc[i-1] = a end end return table.concat(bc, "") end base[IR.POP] = function(self, ir) local bc = {} for i=2,#ir do if type(ir[i]) == "number" then self:reg(self:localreg(ir[i]), false) bc[i-1] = "" else -- pushes are important allocations (i.e. locals), -- they shouldn't be overriden with expressions (e.g. assignments), -- which compile to IR.POP local a, ra = self:compile(ir[i]) if self.regs[ra] ~= PUSH then self:reg(ra, false) end bc[i-1] = a end end return table.concat(bc, "") end base[IR.LAST] = function(self, ir) local r local bc = {} for i=2,#ir do local a, ra = self:compile(ir[i]) if ra ~= #ir and self.regs[ra] ~= PUSH then self:reg(ra, false) end bc[i-1] = a r = ra end return table.concat(bc, ""), r end return { same=same, base=base, PUSH=PUSH }
--[[ Basic generic ground mode AI implementation. An entity running this AI will randomly turn and wander a bit from time to time. ]]-- require 'common' local BaseAI = require 'ai.ground_baseai' local BaseState = require 'ai.base_state' ------------------------------- -- States Class Definitions ------------------------------- --[[------------------------------------------------------------------------ Idle state: The entity will determine an idle action to take after a certain amount of time has passed. It will play its idle animation meanwhile. And if it has a current task to execute it will switch to the "Act" state. ]]-------------------------------------------------------------------------- local StateIdle = Class('StateIdle', BaseState) --The range of possible wait time between idle movements, in number of calls to the state's "Run" method/frames StateIdle.WaitMin = 40 StateIdle.WaitMax = 180 function StateIdle:initialize(parentai) StateIdle.super.initialize(self, parentai) --Set a time in ticks for the next idle action self.idletimer = GAME.Rand:Next(self.parentAI.IdleDelayMin, self.parentAI.IdleDelayMax) end function StateIdle:Begin(prevstate, entity) assert(self, "StateIdle:Begin(): Error, self is nil!") StateIdle.super.Begin(self, prevstate, entity) --Play Idle anim end function StateIdle:Run(entity) DEBUG.EnableDbgCoro() --Enable debugging this coroutine assert(self, "StateIdle:Run(): Error, self is nil!") StateIdle.super.Run(self, entity) local ent = LUA_ENGINE:CastToGroundAIUser(entity) -- If a task is set, move to act if ent:CurrentTask() then self.parentAI:SetState("Act") end --Suspend while interacting with the entity if ent.IsInteracting then return end --If enough time passed, wander or turn if self.idletimer <= 0 then self:DoIdle() end --Tick down the idle timer self.idletimer = self.idletimer - 1 end -- Does pick an idle action to perform function StateIdle:DoIdle() self.idletimer = GAME.Rand:Next(StateIdle.WaitMin, StateIdle.WaitMax) -- Set the idle time for the next update local choice = GAME.Rand:Next(0, 5) --Randomly decide to turn or wander if choice == 0 then self.parentAI:SetState("IdleTurn") else self.parentAI:SetState("IdleWander") end end --[[------------------------------------------------------------------------ Act state: In this special state, the AI will run the currently assigned task if there is one. Then fall back to idle! ]]-------------------------------------------------------------------------- local StateAct = Class('StateAct', BaseState) function StateAct:Begin(prevstate, entity) assert(self, "StateAct:Begin(): Error, self is nil!") StateAct.super.Begin(self, prevstate, entity) --Stop Idle anim end function StateAct:Run(entity) DEBUG.EnableDbgCoro() --Enable debugging this coroutine assert(self, "StateAct:Run(): Error, self is nil!") StateAct.super.Run(self, entity) --Run current task if any local ent = LUA_ENGINE:CastToGroundAIUser(entity) --When interaction stopped, return to idle if not ent:CurrentTask() then self.parentAI:SetState("Idle") end end --[[------------------------------------------------------------------------ IdleWander state: When the entity is in this state, it will try to move to a random position. ]]-------------------------------------------------------------------------- local StateIdleWander = Class('StateIdleWander', BaseState) StateIdleWander.WanderStepMin = 16 StateIdleWander.WanderStepMax = 32 function StateIdleWander:initialize(parentai) assert(self, "StateIdleWander:initialize(): Error, self is nil!") StateIdleWander.super.initialize(self, parentai) --Set a maximum time to reach the position, since we don't really do pathfinding or anything, and something -- in the way can get the entity stuck in this state forever self.timeout = StateIdle.WaitMax self.timeWandering = 0 self.WanderComplete = false end function StateIdleWander:Begin(prevstate, entity) assert(self, "StateIdleWander:Begin(): Error, self is nil!") StateIdleWander.super.Begin(self, prevstate, entity) self.timeWandering = 0 self.wanderRadius = GAME.Rand:Next(self.parentAI.WanderStepMin, self.parentAI.WanderStepMax) self:CalculateWanderPos(entity) self:SetTask(entity) end -- Determine a random position around the entity to move to function StateIdleWander:CalculateWanderPos(entity) assert(self, "StateIdleWander:Begin(): Error, self is nil!") self.WanderPos = entity.Position self.WanderPos.X = self.WanderPos.X + (GAME.Rand:Next(0, self.wanderRadius * 2) - self.wanderRadius) self.WanderPos.Y = self.WanderPos.Y + (GAME.Rand:Next(0, self.wanderRadius * 2) - self.wanderRadius) --Clamp target position within the allowed move zone if self.WanderPos.X > self.parentAI.WanderZonePos.X + self.parentAI.WanderZoneSize.X then self.WanderPos.X = self.parentAI.WanderZonePos.X + self.parentAI.WanderZoneSize.X elseif self.WanderPos.X < self.parentAI.WanderZonePos.X then self.WanderPos.X = self.parentAI.WanderZonePos.X end if self.WanderPos.Y > self.parentAI.WanderZonePos.Y + self.parentAI.WanderZoneSize.Y then self.WanderPos.Y = self.parentAI.WanderZonePos.Y + self.parentAI.WanderZoneSize.Y elseif self.WanderPos.Y < self.parentAI.WanderZonePos.Y then self.WanderPos.Y = self.parentAI.WanderZonePos.Y end local travelvector = self.WanderPos - entity.Position local distance = math.sqrt(travelvector.X * travelvector.X) + math.sqrt(travelvector.Y * travelvector.Y); if distance == 0 then self.wanderStep = RogueElements.Loc() else local xpos = travelvector.X / distance local ypos = travelvector.Y / distance self.wanderStep = {X = xpos, Y = ypos} end end function StateIdleWander:SetTask(entity) local wanderpos = self.WanderPos local state = self TASK:StartEntityTask(entity, function() GROUND:MoveToPosition(entity, wanderpos.X, wanderpos.Y, false, self.parentAI.WanderSpeed) state.WanderComplete = true end) end function StateIdleWander:Run(entity) DEBUG.EnableDbgCoro() --Enable debugging this coroutine assert(self, "StateIdleWander:Run(): Error, self is nil!") StateIdleWander.super.Run(self, entity) local ent = LUA_ENGINE:CastToGroundChar(entity) -- If a task is set, move to act if ent:CurrentTask() then self.parentAI:SetState("Act") end --Suspend while interacting with the entity if ent.IsInteracting then self.parentAI:SetState("Idle") end -- When the position is reached, or we've been trying to wander for too long, go back to idle local entXDiff = math.abs(ent.X - self.WanderPos.X) local entYDiff = math.abs(ent.Y - self.WanderPos.Y) if (entXDiff <= 1.0 or entYDiff <= 1.0) or self.WanderComplete or self.timeWandering >= self.timeout then self.parentAI:SetState("Idle") end -- Step towards a random position decided at the transition to wander -- local dir = GAME:VectorToDirection(self.wanderStep.X, self.wanderStep.Y) -- if dir ~= RogueElements.Dir8.None then -- ent.CurrentCommand = RogueEssence.Dungeon.GameAction(RogueEssence.Dungeon.GameAction.ActionType.Move, dir, 0); -- end --Increment timeout counter self.timeWandering = self.timeWandering + 1 end --[[------------------------------------------------------------------------ IdleTurn state: When the entity is in this state, it will perform a slow turn towards a random direction. ]]-------------------------------------------------------------------------- local StateIdleTurn = Class('IdleTurn', BaseState) function StateIdleTurn:Begin(prevstate, entity) assert(self, "StateIdleTurn:Begin(): Error, self is nil!") StateIdleTurn.super.Begin(self, prevstate, entity) -- Determine a random direction self.turnDir = GAME.Rand:Next(0, 7) end function StateIdleTurn:Run(entity) DEBUG.EnableDbgCoro() --Enable debugging this coroutine assert(self, "StateIdleTurn:Run(): Error, self is nil!") StateIdleTurn.super.Run(self, entity) local ent = LUA_ENGINE:CastToGroundAIUser(entity) -- If a task is set, move to act if ent:CurrentTask() then self.parentAI:SetState("Act") end --Suspend while interacting with the entity if ent.IsInteracting then self.parentAI:SetState("Idle") end local dir = GAME:RandomDirection() if dir ~= RogueElements.Dir8.None then GROUND:EntTurn(ent, dir) end -- When the direction is reached, go back to idle --TODO: If we turn over several frams, add a conditional here! self.parentAI:SetState("Idle") end -------------------------- -- ground_default AI Class -------------------------- -- Basic ground character AI template local ground_default = Class('ground_default', BaseAI) --Constructor function ground_default:initialize(wanderzoneloc, wanderzonesize, wanderspeed, wanderstepmin, wanderstepmax, idledelaymin, idledelaymax) assert(self, "ground_default:initialize(): Error, self is nil!") ground_default.super.initialize(self) self.Memory = {} -- Where the AI will store any state shared variables it needs to keep track of at runtime (not serialized) self.NextState = "Idle" --Always set the initial state as the next state, so "Begin" is run! --Set the wander area if not wanderzoneloc then self.WanderZonePos = RogueElements.Loc() else self.WanderZonePos = wanderzoneloc end if not wanderzonesize then self.WanderZoneSize = RogueElements.Loc() else self.WanderZoneSize = wanderzonesize end --Set the wander speed if wanderspeed >= 1 then self.WanderSpeed = wanderspeed else self.WanderSpeed = 1 end --Set the delay between idle actions if not idledelaymin then self.IdleDelayMin = StateIdle.WaitMin else self.IdleDelayMin = idledelaymin end if not idledelaymax then self.IdleDelayMax = StateIdle.WaitMax else self.IdleDelayMax = idledelaymax end --Set the min and max step possible if not wanderstepmin then self.WanderStepMin = StateIdleWander.WanderStepMin else self.WanderStepMin = wanderstepmin end if not wanderstepmax then self.WanderStepMax = StateIdleWander.WanderStepMax else self.WanderStepMax = wanderstepmax end -- Place the instances of the states classes into the States table self.States.Idle = StateIdle:new(self) self.States.Act = StateAct:new(self) self.States.IdleWander = StateIdleWander:new(self) self.States.IdleTurn = StateIdleTurn:new(self) end --Return the class return ground_default
--[[ vim.api.nvim_buf_set_lines(0, 4, -1, false, vim.tbl_keys(require('telescope.builtin'))) --]] require('telescope.builtin').git_files() RELOAD('telescope'); require('telescope.builtin').oldfiles() require('telescope.builtin').grep_string() require('telescope.builtin').lsp_document_symbols() RELOAD('telescope'); require('telescope.builtin').lsp_workspace_symbols() require('telescope.builtin').lsp_references() require('telescope.builtin').builtin() require('telescope.builtin').fd() require('telescope.builtin').command_history() require('telescope.builtin').live_grep() require('telescope.builtin').loclist() -- TODO: make a function that puts stuff into quickfix. -- that way we can test this better. require('telescope.builtin').quickfix()
--Var local item, recipe, entity, name, icon --Copies item = table.deepcopy(data.raw["item"]["roboport"]) recipe = table.deepcopy(data.raw["recipe"]["roboport"]) entity = table.deepcopy(data.raw["roboport"]["roboport"]) icon = "__5dim_logistic__/graphics/icon/roboport/roboport_3.png" icon_size = 32 name = "5d-roboport-3" --Changes --Item item.name = name item.icon = icon item.icon_size = icon_size item.subgroup = "logistic-roboport" item.order = "c" item.place_result = name --Recipe recipe.name = name recipe.icon = icon recipe.icon_size = icon_size recipe.result = name recipe.enabled = "false" recipe.icon_size = 32 recipe.ingredients = { {"5d-roboport-2", 1}, {"steel-plate", 20}, {"iron-gear-wheel", 20}, {"advanced-circuit", 20}, {"processing-unit", 20} } --Entity entity.name = name entity.icon = icon entity.icon_size = icon_size entity.minable.result = name entity.fast_replaceable_group = "roboport" entity.energy_source.input_flow_limit = "15MW" entity.energy_source.buffer_capacity = "300MJ" entity.energy_usage = "300kW" entity.charging_energy = "3000kW" entity.logistics_radius = entity.logistics_radius * 2 entity.construction_radius = entity.construction_radius * 2 entity.robot_slots_count = 20 entity.material_slots_count = 20 entity.base = { layers = { { filename = "__5dim_logistic__/graphics/icon/roboport/roboport-base-3.png", width = 143, height = 135, shift = {0.5, 0.25}, hr_version = { filename = "__5dim_logistic__/graphics/icon/roboport/hr-roboport-base-3.png", width = 228, height = 277, shift = util.by_pixel(2, 7.75), scale = 0.5 } }, { filename = "__base__/graphics/entity/roboport/roboport-shadow.png", width = 147, height = 102, draw_as_shadow = true, shift = util.by_pixel(28.5, 19.25), hr_version = { filename = "__base__/graphics/entity/roboport/hr-roboport-shadow.png", width = 294, height = 201, draw_as_shadow = true, shift = util.by_pixel(28.5, 19.25), scale = 0.5 } } } } data:extend({item, recipe, entity})
--[[ =============================================================================== ** BattleSprite v1.2 ** By Lysferd (C) 2015 =============================================================================== --]] --------------------------------------------------------------------- -- * Declare BattleSprite. --------------------------------------------------------------------- BattleSprite = { } BattleSprite.__index = BattleSprite function BattleSprite.new( filename ) local obj = setmetatable( { }, BattleSprite ) -- Initialise BattleSprite's bitmap data. obj.bitmap = love.graphics.newImage( filename ) -- -- Get the default coordinates. obj.x = WINDOW_WIDTH / 2 -- fixme: this should be given by the caller obj.y = WINDOW_HEIGHT / 2 -- fixme: this should be given by the caller obj.z = 1 -- Over ground level obj.ow = obj.bitmap:getWidth() obj.oh = obj.bitmap:getHeight() obj.w = obj.ow / 3 obj.h = obj.oh / 8 -- -- Initialise flow control variables. obj.sprinting = false -- triggers sprinting obj.jumping = false -- triggers jumping obj.jump_height = 0 -- jump height obj.jump_state = nil -- jump animation state obj.maximum_height = obj.h -- maximum jump height is its own height obj.total_jump_frames = 6 -- total number of animation frames obj.jump_sound = love.audio.newSource( 'audio/se/Jump1.ogg', 'static' ) obj.anime_frame = 0 -- start frame count at 0 obj.total_frames = 3 -- maximum animation frames obj.move_freq = 10 -- 1 step each 10 frames obj.move_vel = 1 -- 1 pixel per step obj.step_frame = 1 -- current frame in the step animation obj.last_step = 0 -- last frame in the step animation obj.direction = 'down' -- BattleSprite current direction obj.turn_rule = { bottom_left = 0, down = 1, bottom_right = 2, left = 3, right = 4, upper_left = 5, up = 6, upper_right = 7 } obj.quad = love.graphics.newQuad( 32 * obj.step_frame, 32 * obj.turn_rule[obj.direction], 32, 32, obj.ow, obj.oh ) return obj end --------------------------------------------------------------------- -- * Frame update. --------------------------------------------------------------------- function BattleSprite:update() if self.jumping then if self.jump_state == 'ascending' then self.jump_height = self.jump_height + ( self.maximum_height / self.total_jump_frames ) if self.jump_height >= self.maximum_height then self.jump_height = self.maximum_height self.jump_state = 'descending' end elseif self.jump_state == 'descending' then self.jump_height = self.jump_height - ( self.maximum_height / self.total_jump_frames ) if self.jump_height <= 0 then self.jump_height = 0 self.jumping = false self.z = 1 end end end end --------------------------------------------------------------------- -- * Frame draw. --------------------------------------------------------------------- function BattleSprite:draw() love.graphics.draw( self.bitmap, self.quad, self.x, self.y - self.jump_height, 0, 1, 1, self.w / 2, self.h / 2 ) end --------------------------------------------------------------------- -- * Make BattleSprite face a certain direction. --------------------------------------------------------------------- function BattleSprite:turn( direction ) local vx, vy, vw, vh = self.quad:getViewport() self.quad:setViewport( vx, 32 * self.turn_rule[direction], vw, vh ) end --------------------------------------------------------------------- -- * Move BattleSprite around. --------------------------------------------------------------------- function BattleSprite:move( direction ) self:turn( direction ) local multiplier = 1 if self.sprinting then multiplier = 2 end if direction == 'up' then self.y = self.y - 1 * multiplier elseif direction == 'down' then self.y = self.y + 1 * multiplier elseif direction == 'left' then self.x = self.x - 1 * multiplier elseif direction == 'right' then self.x = self.x + 1 * multiplier elseif direction == 'bottom_left' then self.x = self.x - 1 * multiplier self.y = self.y + 1 * multiplier elseif direction == 'bottom_right' then self.x = self.x + 1 * multiplier self.y = self.y + 1 * multiplier elseif direction == 'upper_left' then self.x = self.x - 1 * multiplier self.y = self.y - 1 * multiplier elseif direction == 'upper_right' then self.x = self.x + 1 * multiplier self.y = self.y - 1 * multiplier end end --------------------------------------------------------------------- function BattleSprite:jump() self.jump_sound:play() self.jumping = true self.jump_state = 'ascending' self.z = self.z + 1 end --------------------------------------------------------------------- -- * Animate BattleSprite walking. --------------------------------------------------------------------- function BattleSprite:animate() local multiplier = 1 if self.sprinting then multiplier = 2 end if self.animate then self.anime_frame = self.anime_frame + self.move_vel * multiplier end if self.anime_frame >= self.move_freq then if self.step_frame == 1 then if self.last_step == 0 then self.step_frame = 2 else self.step_frame = 0 end else self.last_step = self.step_frame self.step_frame = 1 end local vx, vy, vw, vh = self.quad:getViewport() self.quad:setViewport( 32 * self.step_frame, vy, vw, vh ) self.anime_frame = self.anime_frame - self.move_freq end end --------------------------------------------------------------------- -- * Resets to standing position at movement stop. --------------------------------------------------------------------- function BattleSprite:straighten() self.last_step = self.step_frame self.step_frame = 1 local vx, vy, vw, vh = self.quad:getViewport() self.quad:setViewport( 32 * self.step_frame, vy, vw, vh ) end
local yourScreenWidth = 1920 -- Change to your screen width local yourScreenHeight = 1080 -- Change to your screen height local function WidthScaled( x ) return x / yourScreenWidth * ScrW() end local function HeightScaled( y ) return y / yourScreenHeight * ScrH() end hook.Add( "HUDPaint", "Base", function() surface.SetDrawColor( 215, 215, 215, 255 ) surface.DrawRect( WidthScaled( 0 ), HeightScaled( 725 ), WidthScaled( 310 ), HeightScaled( 180 ) ) end )
describe('lol.league', function() local league,match setup(function() match = require('luassert.match') league = require('lol.league') end) it('loaded okay', function() assert.not_nil(league) end) it('errors if given an invalid api obj', function() assert.has.errors(function() league({}) end) end) describe('league', function() local file, path local cacheDir, keyfile, testApi setup(function() file = require('pl.file') path = require('pl.path') cacheDir = '.testCache' if not path.isdir(cacheDir) then path.mkdir(cacheDir) end keyfile = '.test_keyfile' file.write(keyfile,'somerandomapikey') local api = require('lol.api') testApi = api(keyfile, 'na', cacheDir) end) teardown(function() file.delete(keyfile) if path.isdir(cacheDir) then local dir = require('pl.dir') dir.rmtree(cacheDir) end end) it('can be created', function() local testLeague = league(testApi) assert.is.not_nil(testLeague) end) it('has the correct API version', function() local testLeague = league(testApi) assert.is_equal(testLeague.version, '2.5') end) insulate('getBySummonerId', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getBySummonerIds', function() local s1 = stub(testLeague, 'getBySummonerIds', function() end) testLeague:getBySummonerId(123456789, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, {}) end) end) insulate('getBySummonerIds', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getByIds', function() local s1 = stub(testLeague, 'getByIds', function() end) testLeague:getBySummonerIds({123456789}, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, 'summoner', {}) end) end) insulate('getByTeamId', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getByTeamIds', function() local s1 = stub(testLeague, 'getByTeamIds', function() end) testLeague:getByTeamId(123456789, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, {}) end) end) insulate('getByTeamIds', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getByIds', function() local s1 = stub(testLeague, 'getByIds', function() end) testLeague:getByTeamIds({123456789}, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, 'team', {}) end) end) insulate('getByIds', function() local idTypeTestFn = function(idtype) local testLeague setup(function() testLeague = league(testApi) end) before_each(function() testLeague.api.cache:clearAll() end) it('uses api get on cache miss', function() local s1 = stub(testLeague.api, 'get',function() end) testLeague:getByIds({123456789}, idtype) assert.stub(s1).called(1) local url = { path='/api/lol/${region}/v${version}/league/by-${idtype}/${ids}', params={version=testLeague.version,idtype=idtype,ids=123456789}, } assert.stub(s1).called_with(testLeague.api, match.same(url), match.is_function()) s1:revert() end) local cacheForXSecsFn = function(secs) local mockTier = 'TIER' local mockQueue = 'QUEUE' local mockId = '123456789' local mockEntry = {{queue=mockQueue,tier=mockTier,playerOrTeamId=mockId}} local mockLeagues = {{queue=mockQueue,tier=mockTier,participantId=mockId,entries={{playerOrTeamId=mockId}}}} local mockRes = {{[mockId] = mockLeagues}, 200, {}} local api = testLeague.api local cache = api.cache local cacheSecs = secs or 7*24*60*60 local s1 = spy.new(function() end) local s2 = stub(cache, 'set') local s3 = stub(api, 'get', function(_,_,c) c(unpack(mockRes)) end) testLeague:getByIds({mockId}, idtype, {callback=s1,expire=secs}) assert.spy(s1).called(1) assert.spy(s1).called_with(mockLeagues, 200, {}) assert.stub(s2).called(2) --TODO: Fix this test --[[local tablex = require('pl.tablex') local leagueCache = tablex.deepcopy(mockLeagues[1]) leagueCache.participantId = nil -- shouldn't cache the participant id so make sure it isn't local leagueCacheKey = {api='league',queue=mockQueue,tier=mockTier} assert.stub(s2).called_with(cache,leagueCacheKey,leagueCache,cacheSecs)]] local cacheKey = {api='league', [idtype..'Id']=mockId} assert.stub(s2).called_with(cache,cacheKey,match.same(mockEntry),cacheSecs) s2:revert() s3:revert() end it('caches api entries for 1 week by default', function() cacheForXSecsFn() end) it('caches api entries for the specified amount of time', function() cacheForXSecsFn(60) end) it('will return previously cached entries', function() local mockTier = 'TIER' local mockQueue = 'QUEUE' local mockId = '123456789' local mockEntry = {{queue=mockQueue,tier=mockTier,playerOrTeamId=mockId}} local mockLeague = {queue=mockQueue,tier=mockTier,entries={{playerOrTeamId=mockId}}} local cache = testLeague.api.cache local s1 = spy.new(function() end) local s2 = stub(cache, 'get', function(_,k) return (k.queue and mockLeague) or (k[idtype..'Id'] and mockEntry) end) testLeague:getByIds({tonumber(mockId)}, idtype, {callback=s1}) assert.spy(s1).called(1) assert.spy(s1).called_with({mockLeague}) s2:revert() end) it('will page results', function() -- order cache entries back to front local cacheEntries = {{{queue='QUEUE',tier='TIER',playerOrTeamId='456'}},{{queue='QUEUE',tier='TIER',playerOrTeamId='123'}}} local api = testLeague.api local cache = api.cache local mockData1 = {} local mockRes1 = {{}, 200, {}} local ids = {123,456} for i = 3, 10 do table.insert(ids, i) mockRes1[1][tostring(i)] = {{queue='QUEUE',tier='TIER',entries={{playerOrTeamId=tostring(i)}}}} mockData1[tostring(i)] = {{queue='QUEUE',tier='TIER',playerOrTeamId=tostring(i)}} end local mockData2 = {} local mockRes2 = {{}, 200, {}} for i = 11,20 do table.insert(ids, i) mockRes2[1][tostring(i)] = {{queue='QUEUE',tier='TIER',entries={{playerOrTeamId=tostring(i)}}}} mockData2[tostring(i)] = {{queue='QUEUE',tier='TIER',playerOrTeamId=tostring(i)}} end local reslist = {mockRes2,mockRes1} local s1 = spy.new(function() end) local s2 = stub(cache, 'get', function() -- table.remove removes last entry first return table.remove(cacheEntries) end) local s3 = stub(api, 'get', function(_,_,c) c(unpack(table.remove(reslist))) end) testLeague:getEntryByIds(ids, idtype, {callback=s1}) assert.spy(s1).called(3) -- 1st & 2nd for api, 3rd for cache assert.spy(s1).called_with(mockData1, mockRes1[2], mockRes1[3]) assert.spy(s1).called_with(mockData2, mockRes2[2], mockRes2[3]) local cacheRes = {} cacheRes['123'] = {{queue='QUEUE',tier='TIER',playerOrTeamId='123'}} cacheRes['456'] = {{queue='QUEUE',tier='TIER',playerOrTeamId='456'}} assert.spy(s1).called_with(cacheRes) s2:revert() s3:revert() end) end idTypeTestFn('summoner') idTypeTestFn('team') end) insulate('getEntryBySummonerId', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getEntryBySummonerIds', function() local s1 = stub(testLeague, 'getEntryBySummonerIds', function() end) testLeague:getEntryBySummonerId(123456789, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, {}) end) end) insulate('getEntryBySummonerIds', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getEntryByIds', function() local s1 = stub(testLeague, 'getEntryByIds', function() end) testLeague:getEntryBySummonerIds({123456789}, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, 'summoner', {}) end) end) insulate('getEntryByTeamId', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getEntryByTeamIds', function() local s1 = stub(testLeague, 'getEntryByTeamIds', function() end) testLeague:getEntryByTeamId(123456789, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, {}) end) end) insulate('getEntryByTeamIds', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getEntryByIds', function() local s1 = stub(testLeague, 'getEntryByIds', function() end) testLeague:getEntryByTeamIds({123456789}, {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, {123456789}, 'team', {}) end) end) insulate('getEntryByIds', function() local idTypeTestFn = function(idtype) local testLeague setup(function() testLeague = league(testApi) end) before_each(function() testLeague.api.cache:clearAll() end) it('uses api get on cache miss', function() local s1 = stub(testLeague.api, 'get',function() end) testLeague:getEntryByIds({123456789}, idtype) assert.stub(s1).called(1) local url = { path='/api/lol/${region}/v${version}/league/by-${idtype}/${ids}/entry', params={version=testLeague.version,idtype=idtype,ids=123456789}, } assert.stub(s1).called_with(testLeague.api, match.same(url), match.is_function()) s1:revert() end) local cacheForXSecsFn = function(secs) local mockTier = 'TIER' local mockQueue = 'QUEUE' local mockId = '123456789' local mockLeagueDto = {{queue=mockQueue,tier=mockTier,participantId=mockId,entries={{playerOrTeamId=mockId}}}} local mockRes = {{[mockId] = mockLeagueDto}, 200, {}} local mockEntry = {{queue=mockQueue,tier=mockTier,playerOrTeamId=mockId}} local mockEntryRes = {} mockEntryRes[mockId] = mockEntry local api = testLeague.api local cache = api.cache local cacheSecs = secs or 7*24*60*60 local s1 = spy.new(function() end) local s2 = stub(cache, 'set') local s3 = stub(api, 'get', function(_,_,c) c(unpack(mockRes)) end) testLeague:getEntryByIds({tonumber(mockId)}, idtype, {callback=s1,expire=secs}) assert.spy(s1).called(1) assert.spy(s1).called_with(mockEntryRes, 200, {}) local cacheKey = {api='league', [idtype..'Id']=mockId} assert.stub(s2).called(1) assert.stub(s2).called_with(cache,cacheKey,match.same(mockEntry),cacheSecs) s2:revert() s3:revert() end it('caches api entries for 1 week by default', function() cacheForXSecsFn() end) it('caches api entries for the specified amount of time', function() cacheForXSecsFn(60) end) it('will return previously cached entries', function() local mockTier = 'TIER' local mockQueue = 'QUEUE' local mockId = '123456789' local mockEntry = {{queue=mockQueue,tier=mockTier,playerOrTeamId=mockId}} local mockCacheRes = {} mockCacheRes[mockId] = mockEntry local cache = testLeague.api.cache local s1 = spy.new(function() end) local s2 = stub(cache, 'get', function() return mockEntry end) testLeague:getEntryByIds({tonumber(mockId)}, idtype, {callback=s1}) assert.spy(s1).called(1) assert.spy(s1).called_with(mockCacheRes) s2:revert() end) it('will page results', function() -- order cache entries back to front local cacheEntries = {{{queue='QUEUE',tier='TIER',playerOrTeamId='456'}},{{queue='QUEUE',tier='TIER',playerOrTeamId='123'}}} local api = testLeague.api local cache = api.cache local mockData1 = {} local mockRes1 = {{}, 200, {}} local ids = {123,456} for i = 3, 10 do table.insert(ids, i) mockRes1[1][tostring(i)] = {{queue='QUEUE',tier='TIER',entries={{playerOrTeamId=tostring(i)}}}} mockData1[tostring(i)] = {{queue='QUEUE',tier='TIER',playerOrTeamId=tostring(i)}} end local mockData2 = {} local mockRes2 = {{}, 200, {}} for i = 11,20 do table.insert(ids, i) mockRes2[1][tostring(i)] = {{queue='QUEUE',tier='TIER',entries={{playerOrTeamId=tostring(i)}}}} mockData2[tostring(i)] = {{queue='QUEUE',tier='TIER',playerOrTeamId=tostring(i)}} end local reslist = {mockRes2,mockRes1} local s1 = spy.new(function() end) local s2 = stub(cache, 'get', function() -- table.remove removes last entry first return table.remove(cacheEntries) end) local s3 = stub(api, 'get', function(_,_,c) c(unpack(table.remove(reslist))) end) testLeague:getEntryByIds(ids, idtype, {callback=s1}) assert.spy(s1).called(3) -- 1st & 2nd for api, 3rd for cache assert.spy(s1).called_with(mockData1, mockRes1[2], mockRes1[3]) assert.spy(s1).called_with(mockData2, mockRes2[2], mockRes2[3]) local cacheRes = {} cacheRes['123'] = {{queue='QUEUE',tier='TIER',playerOrTeamId='123'}} cacheRes['456'] = {{queue='QUEUE',tier='TIER',playerOrTeamId='456'}} assert.spy(s1).called_with(cacheRes) s2:revert() s3:revert() end) end idTypeTestFn('summoner') idTypeTestFn('team') end) insulate('getMasterLeague', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getLeague', function() local s1 = stub(testLeague, 'getLeague', function() end) testLeague:getMasterLeague('QUEUE', {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, 'master', 'QUEUE', {}) end) end) insulate('getChallengerLeague', function() local testLeague setup(function() testLeague = league(testApi) end) it('calls getLeague', function() local s1 = stub(testLeague, 'getLeague', function() end) testLeague:getChallengerLeague('QUEUE', {}) assert.stub(s1).called(1) assert.stub(s1).called_with(testLeague, 'challenger', 'QUEUE', {}) end) end) insulate('getLeague', function() local leagueTestFn = function(leagueType) local testLeague setup(function() testLeague = league(testApi) end) before_each(function() testLeague.api.cache:clearAll() end) it('uses api get on cache miss', function() local mockQueue = 'RANKED_SOLO_5x5' local s1 = stub(testLeague.api, 'get',function() end) testLeague:getLeague(leagueType, mockQueue) assert.stub(s1).called(1) local url = { path='/api/lol/${region}/v${version}/league/${league}', params={version=testLeague.version,league=leagueType}, query={type=mockQueue} } assert.stub(s1).called_with(testLeague.api, match.same(url), match.is_function()) s1:revert() end) local cacheForXSecsFn = function(secs) local mockQueue = 'RANKED_SOLO_5x5' local mockTier = testLeague.Leagues[leagueType] local mockId = '123456789' local mockRes = {{queue=mockQueue,tier=mockTier,entries={{playerOrTeamId=mockId}}}, 200, {}} local api = testLeague.api local cache = api.cache local cacheSecs = secs or 7*24*60*60 local s1 = spy.new(function() end) local s2 = stub(cache, 'set') local s3 = stub(api, 'get', function(_,_,c) c(unpack(mockRes)) end) testLeague:getLeague(leagueType, mockQueue, {callback=s1,expire=secs}) assert.spy(s1).called(1) assert.spy(s1).called_with(mockRes[1], 200, {}) assert.stub(s2).called(2) --TODO: Fix this test --[[local leagueCacheKey = {api='league',queue=mockQueue,tier=mockTier} assert.stub(s2).called_with(cache,leagueCacheKey,match.same(mockRes[1]),cacheSecs)]] local idtype = testLeague.RankedQueues[mockQueue] local cacheKey = {api='league', [idtype..'Id']=mockId} assert.stub(s2).called_with(cache,cacheKey,{{queue=mockQueue,tier=mockTier,playerOrTeamId=mockId}},cacheSecs) s2:revert() s3:revert() end it('caches api entries for 1 week by default', function() cacheForXSecsFn() end) it('caches api entries for the specified amount of time', function() cacheForXSecsFn(60) end) it('will return previously cached entries', function() local mockQueue = 'RANKED_SOLO_5x5' local mockTier = testLeague.Leagues[leagueType] local mockId = '123456789' local mockLeague = {queue=mockQueue,tier=mockTier,entries={{playerOrTeamId=mockId}}} local cache = testLeague.api.cache local s1 = spy.new(function() end) local s2 = stub(cache, 'get', function() return mockLeague end) testLeague:getLeague(leagueType, mockQueue, {callback=s1}) assert.spy(s1).called(1) assert.spy(s1).called_with(mockLeague) s2:revert() end) end leagueTestFn('master') leagueTestFn('challenger') end) end) end)
AddCSLuaFile() ENT.Base = "base_anim" ENT.Type = "anim" ENT.PrintName = "Spider Antidote" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.Category = "Drones Rewrite Tools" if SERVER then function ENT:SpawnFunction(ply, tr, class) if not tr.Hit then return end local pos = tr.HitPos + tr.HitNormal * 16 local ent = ents.Create(class) ent:SetPos(pos) ent:SetAngles(Angle(0, (ply:GetPos() - tr.HitPos):Angle().y + 90, 0)) ent:Spawn() ent:Activate() return ent end function ENT:Initialize() self:SetModel("models/props_lab/jar01a.mdl") self:SetMoveType(MOVETYPE_VPHYSICS) self:SetSolid(SOLID_VPHYSICS) self:PhysicsInit(SOLID_VPHYSICS) self:SetUseType(SIMPLE_USE) local phys = self:GetPhysicsObject() if IsValid(phys) then phys:Wake() end end function ENT:Use(activator, caller) if not activator:IsPlayer() then return end local val = -5 if activator.DRR_Poisoned then val = 5 activator:ChatPrint("[Drones] You feel bad") net.Start("dronesrewrite_playsound") net.WriteString("vo/npc/male01/moan04.wav") net.Send(activator) if math.random(1, 2) == 1 then timer.Create("dronesrewrite_stoppoison_antidote" .. activator:EntIndex(), 2, 1, function() if IsValid(activator) then hook.Remove("Think", "dronesrewrite_bite_poison" .. activator:EntIndex()) activator.DRR_Poisoned = false end end) end else if activator.SHOULDDIE_ANTIDOTE then activator:Kill() activator.SHOULDDIE_ANTIDOTE = false return end activator.SHOULDDIE_ANTIDOTE = true timer.Create("dronesrewrite_antidoteshit" .. activator:EntIndex(), 30, 1, function() if IsValid(activator) then activator.SHOULDDIE_ANTIDOTE = false end end) end activator:SetHealth(math.min(activator:Health() + val, activator:GetMaxHealth())) self:Remove() end function ENT:OnTakeDamage(dmg) self:TakePhysicsDamage(dmg) end else function ENT:Draw() self:DrawModel() end end
local vmf = get_mod("VMF") local _ingame_ui local _ingame_ui_disabled -- There's no direct access to local variable 'transitions' in ingame_ui. local _ingame_ui_transitions = require("scripts/ui/views/ingame_ui_settings").transitions local _views_data = {} local ERRORS = { THROWABLE = { -- inject_view: view_already_exists = "view with name '%s' already persists in original game.", transition_already_exists = "transition with name '%s' already persists in original game.", view_initializing_failed = "view initialization failed due to error during 'init_view_function' execution.", -- validate_view_data: view_name_wrong_type = "'view_name' must be a string, not %s.", view_transitions_wrong_type = "'view_transitions' must be a table, not %s.", view_settings_wrong_type = "'view_settings' must be a table, not %s.", transition_wrong_type = "all transitions inside 'view_transitions' must be functions, but '%s' transition is %s.", transition_name_taken = "transition name '%s' is already used by '%s' mod for '%s' view.", init_view_function_wrong_type = "'view_settings.init_view_function' must be a function, not %s.", active_wrong_type = "'view_settings.active' must be a table, not %s.", active_missing_element = "'view_settings.active' must contain 2 elements: 'inn' and 'ingame'.", active_element_wrong_name = "the only allowed names for 'view_settings.active' elements are 'inn' and 'ingame'; " .. "you can't name your element '%s'.", active_element_wrong_type = "'view_settings.active.%s' must be boolean, not %s.", blocked_transitions_wrong_type = "'view_settings.blocked_transitions' (optional) must be a table, not %s.", blocked_transitions_missing_element = "'view_settings.blocked_transitions' must contain 2 table elements: " .. "'inn' and 'ingame'.", blocked_transitions_element_wrong_name = "the only allowed names for 'view_settings.active' elements are " .. "'inn' and 'ingame'; you can't name your element '%s'.", blocked_transitions_element_wrong_type = "'view_settings.blocked_transitions.%s' must be a table, not %s.", blocked_transition_invalid = "you can't put transition '%s' into 'view_settings.blocked_transitions.%s', " .. "because it's not listed in 'view_transitions'.", blocked_transition_wrong_value = "invalid value for 'view_settings.blocked_transitions.%s.%s'; must be 'true'." }, REGULAR = { view_not_registered = "[Custom Views] Toggling view with keybind: view '%s' wasn't registered for this mod.", transition_not_registered = "[Custom Views] Toggling view with keybind: transition '%s' wasn't registered for " .. "'%s' view." }, PREFIX = { view_initializing = "[Custom Views] Calling 'init_view_function'", view_destroying = "[Custom Views] Destroying view '%s'", register_view_validation = "[Custom Views] (register_view) View data validating '%s'", register_view_injection = "[Custom Views] (register_view) View injection '%s'", ingameui_hook_injection = "[Custom Views] View injection '%s'", handle_transition_fade = "[Custom Views] (handle_transition) executing 'ingame_ui.transition_with_fade' for " .. "transition '%s'", handle_transition_no_fade = "[Custom Views] (handle_transition) executing 'ingame_ui.handle_transition' for " .. "transition '%s'" } } -- ##################################################################################################################### -- ##### Local functions ############################################################################################### -- ##################################################################################################################### local function is_view_active_for_current_level(view_name) local active = _views_data[view_name].view_settings.active if _ingame_ui.is_in_inn and active.inn or not _ingame_ui.is_in_inn and active.ingame then return true end end -- @THROWS_ERRORS local function inject_view(view_name) if not is_view_active_for_current_level(view_name) then return end local view_settings = _views_data[view_name].view_settings local mod = _views_data[view_name].mod local init_view_function = view_settings.init_view_function local transitions = _views_data[view_name].view_transitions local blocked_transitions = view_settings.blocked_transitions[_ingame_ui.is_in_inn and "inn" or "ingame"] -- Check for collisions. if _ingame_ui.views[view_name] then vmf.throw_error(ERRORS.THROWABLE.view_already_exists, view_name) end for transition_name, _ in pairs(transitions) do if _ingame_ui_transitions[transition_name] then vmf.throw_error(ERRORS.THROWABLE.transition_already_exists, transition_name) end end -- Initialize and inject view. local success, view = vmf.safe_call(mod, ERRORS.PREFIX.view_initializing, init_view_function, _ingame_ui.ingame_ui_context) if success then _ingame_ui.views[view_name] = view else vmf.throw_error(ERRORS.THROWABLE.view_initializing_failed) end -- Inject view transitions. for transition_name, transition_function in pairs(transitions) do _ingame_ui_transitions[transition_name] = transition_function end -- Inject view blocked transitions. for blocked_transition_name, _ in pairs(blocked_transitions) do _ingame_ui.blocked_transitions[blocked_transition_name] = true end end local function remove_injected_views(on_reload) -- These elements should be removed only on_reload, because, otherwise, they will be deleted automatically. if on_reload then -- If some custom view is active, safely close it. if _views_data[_ingame_ui.current_view] then -- Hack to ensure cursor stack safety. ShowCursorStack.stack_depth = ShowCursorStack.stack_depth + 1 _ingame_ui:handle_transition("exit_menu") ShowCursorStack.stack_depth = 1 ShowCursorStack.pop() end for view_name, view_data in pairs(_views_data) do -- Remove injected views. local view = _ingame_ui.views[view_name] if view then if type(view.destroy) == "function" then vmf.safe_call_nr(view_data.mod, {ERRORS.PREFIX.view_destroying, view_name}, view.destroy, view) end _ingame_ui.views[view_name] = nil end end end for _, view_data in pairs(_views_data) do -- Remove injected transitions. for transition_name, _ in pairs(view_data.view_transitions) do _ingame_ui_transitions[transition_name] = nil end -- Remove blocked transitions local blocked_transitions = view_data.view_settings.blocked_transitions[_ingame_ui.is_in_inn and "inn" or "ingame"] for blocked_transition_name, _ in pairs(blocked_transitions) do _ingame_ui.blocked_transitions[blocked_transition_name] = nil end end end -- @THROWS_ERRORS local function validate_view_data(view_data) -- Basic checks. if type(view_data.view_name) ~= "string" then vmf.throw_error(ERRORS.THROWABLE.view_name_wrong_type, type(view_data.view_name)) end if type(view_data.view_transitions) ~= "table" then vmf.throw_error(ERRORS.THROWABLE.view_transitions_wrong_type, type(view_data.view_transitions)) end if type(view_data.view_settings) ~= "table" then vmf.throw_error(ERRORS.THROWABLE.view_settings_wrong_type, type(view_data.view_settings)) end -- VIEW TRANSITIONS local view_transitions = view_data.view_transitions for transition_name, transition_function in pairs(view_transitions) do if type(transition_function) ~= "function" then vmf.throw_error(ERRORS.THROWABLE.transition_wrong_type, transition_name, type(transition_function)) end for another_view_name, another_view_data in pairs(_views_data) do for another_transition_name, _ in pairs(another_view_data.view_transitions) do if transition_name == another_transition_name then vmf.throw_error(ERRORS.THROWABLE.transition_name_taken, transition_name, another_view_data.mod:get_name(), another_view_name) end end end end -- VIEW SETTINGS local view_settings = view_data.view_settings -- Use default values for optional fields if they are not defined. view_settings.blocked_transitions = view_settings.blocked_transitions or {inn = {}, ingame = {}} -- Verify everything. if type(view_settings.init_view_function) ~= "function" then vmf.throw_error(ERRORS.THROWABLE.init_view_function_wrong_type, type(view_settings.init_view_function)) end local active = view_settings.active if type(active) ~= "table" then vmf.throw_error(ERRORS.THROWABLE.active_wrong_type, type(active)) end if active.inn == nil or active.ingame == nil then vmf.throw_error(ERRORS.THROWABLE.active_missing_element) end for level_name, value in pairs(active) do if level_name ~= "inn" and level_name ~= "ingame" then vmf.throw_error(ERRORS.THROWABLE.active_element_wrong_name, level_name) end if type(value) ~= "boolean" then vmf.throw_error(ERRORS.THROWABLE.active_element_wrong_type, level_name, type(value)) end end local blocked_transitions = view_settings.blocked_transitions if type(blocked_transitions) ~= "table" then vmf.throw_error(ERRORS.THROWABLE.blocked_transitions_wrong_type, type(blocked_transitions)) end if not blocked_transitions.inn or not blocked_transitions.ingame then vmf.throw_error(ERRORS.THROWABLE.blocked_transitions_missing_element) end for level_name, level_blocked_transitions in pairs(blocked_transitions) do if level_name ~= "inn" and level_name ~= "ingame" then vmf.throw_error(ERRORS.THROWABLE.blocked_transitions_element_wrong_name, level_name) end if type(level_blocked_transitions) ~= "table" then vmf.throw_error(ERRORS.THROWABLE.blocked_transitions_element_wrong_type, level_name, type(level_blocked_transitions)) end for transition_name, value in pairs(level_blocked_transitions) do if not view_transitions[transition_name] then vmf.throw_error(ERRORS.THROWABLE.blocked_transition_invalid, transition_name, level_name) end if value ~= true then vmf.throw_error(ERRORS.THROWABLE.blocked_transition_wrong_value, level_name, transition_name) end end end end -- ##################################################################################################################### -- ##### VMFMod ######################################################################################################## -- ##################################################################################################################### --[[ Wraps ingame_ui transition handling calls in a lot of safety checks. Returns 'true', if call is successful. * transition_name [string] : name of a transition that should be perfomed * ignore_active_menu [boolean] : if 'ingame_ui.menu_active' should be ignored * fade [boolean] : if transition should be performed with fade * transition_params [anything]: parameter, which will be passed to callable transition function, 'on_exit' method of the old view and 'on_enter' method of the new view --]] function VMFMod:handle_transition(transition_name, ignore_active_menu, fade, transition_params) if vmf.check_wrong_argument_type(self, "handle_transition", "transition_name", transition_name, "string") then return end local vt2_player_list_active if not VT1 then local ingame_player_list_ui = _ingame_ui.ingame_hud:component("IngamePlayerListUI") vt2_player_list_active = ingame_player_list_ui and ingame_player_list_ui:is_active() end if _ingame_ui and not _ingame_ui_disabled and not _ingame_ui:pending_transition() and not _ingame_ui:end_screen_active() and (not _ingame_ui.menu_active or ignore_active_menu) and not _ingame_ui.leave_game and not _ingame_ui.return_to_title_screen and ( VT1 and not _ingame_ui.menu_suspended and not _ingame_ui.popup_join_lobby_handler.visible or not VT1 and not Managers.transition:in_fade_active() and not _ingame_ui:cutscene_active() and not _ingame_ui:unavailable_hero_popup_active() and (not vt2_player_list_active or ignore_active_menu) ) then if fade then vmf.safe_call_nr(self, {ERRORS.PREFIX.handle_transition_fade, transition_name}, _ingame_ui.transition_with_fade, _ingame_ui, transition_name, transition_params) else vmf.safe_call_nr(self, {ERRORS.PREFIX.handle_transition_no_fade, transition_name}, _ingame_ui.handle_transition, _ingame_ui, transition_name, transition_params) end return true end end --[[ Opens a file with a view data and validates it. Registers the view and returns 'true' if everything is correct. * view_data_file_path [string]: path to a file returning view_data table --]] function VMFMod:register_view(view_data) if vmf.check_wrong_argument_type(self, "register_view", "view_data", view_data, "table") then return end view_data = table.clone(view_data) local view_name = view_data.view_name if not vmf.safe_call_nrc(self, {ERRORS.PREFIX.register_view_validation, view_name}, validate_view_data, view_data) then return end _views_data[view_name] = { mod = self, view_settings = view_data.view_settings, view_transitions = view_data.view_transitions } if _ingame_ui then if not vmf.safe_call_nrc(self, {ERRORS.PREFIX.register_view_injection, view_name}, inject_view, view_name) then _views_data[view_data.view_name] = nil end end return true end -- ##################################################################################################################### -- ##### Hooks ######################################################################################################### -- ##################################################################################################################### vmf:hook_safe(IngameUI, "init", function(self) _ingame_ui = self for view_name, _ in pairs(_views_data) do if not vmf.safe_call_nrc(self, {ERRORS.PREFIX.ingameui_hook_injection, view_name}, inject_view, view_name) then _views_data[view_name] = nil end end end) vmf:hook_safe(IngameUI, "destroy", function() remove_injected_views(false) _ingame_ui = nil end) vmf:hook_safe(IngameUI, "update", function(self, dt_, t_, disable_ingame_ui) _ingame_ui_disabled = disable_ingame_ui end) -- ##################################################################################################################### -- ##### VMF internal functions and variables ########################################################################## -- ##################################################################################################################### function vmf.remove_custom_views() if _ingame_ui then remove_injected_views(true) end end -- Opens/closes a view if all conditions are met. Since keybinds module can't do UI-related checks, all the cheks are -- done in this function. This function is called every time some view-toggling keybind is pressed. function vmf.keybind_toggle_view(mod, view_name, keybind_transition_data, can_be_opened, is_keybind_pressed) if _ingame_ui then local view_data = _views_data[view_name] if not view_data or (view_data.mod ~= mod) then mod:error(ERRORS.REGULAR.view_not_registered, view_name) return end if is_view_active_for_current_level(view_name) then if _ingame_ui.current_view == view_name then if keybind_transition_data.close_view_transition_name and not Managers.chat:chat_is_focused() then if view_data.view_transitions[keybind_transition_data.close_view_transition_name] then mod:handle_transition(keybind_transition_data.close_view_transition_name, true, keybind_transition_data.transition_fade, keybind_transition_data.close_view_transition_params) else mod:error(ERRORS.REGULAR.transition_not_registered, keybind_transition_data.close_view_transition_name, view_name) end end -- Can open views only when keybind is pressed. elseif can_be_opened and is_keybind_pressed then if keybind_transition_data.open_view_transition_name then if view_data.view_transitions[keybind_transition_data.open_view_transition_name] then mod:handle_transition(keybind_transition_data.open_view_transition_name, true, keybind_transition_data.transition_fade, keybind_transition_data.open_view_transition_params) else mod:error(ERRORS.REGULAR.transition_not_registered, keybind_transition_data.open_view_transition_name, view_name) end end end end end end -- ##################################################################################################################### -- ##### Script ######################################################################################################## -- ##################################################################################################################### -- If VMF is reloaded mid-game, get ingame_ui. _ingame_ui = (VT1 and Managers.matchmaking and Managers.matchmaking.ingame_ui) or (Managers.ui and Managers.ui._ingame_ui)
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- F I N A L C U T P R O A P I -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- --- === cp.apple.finalcutpro.main.MediaBrowser === --- --- Media Browser Module. -------------------------------------------------------------------------------- -- -- EXTENSIONS: -- -------------------------------------------------------------------------------- local log = require("hs.logger").new("mediaBrowser") local inspect = require("hs.inspect") local just = require("cp.just") local prop = require("cp.prop") local axutils = require("cp.ui.axutils") local PrimaryWindow = require("cp.apple.finalcutpro.main.PrimaryWindow") local SecondaryWindow = require("cp.apple.finalcutpro.main.SecondaryWindow") local Button = require("cp.ui.Button") local Table = require("cp.ui.Table") local ScrollArea = require("cp.ui.ScrollArea") local CheckBox = require("cp.ui.CheckBox") local PopUpButton = require("cp.ui.PopUpButton") local TextField = require("cp.ui.TextField") local id = require("cp.apple.finalcutpro.ids") "MediaBrowser" -------------------------------------------------------------------------------- -- -- THE MODULE: -- -------------------------------------------------------------------------------- local MediaBrowser = {} MediaBrowser.TITLE = "Photos and Audio" MediaBrowser.MAX_SECTIONS = 4 MediaBrowser.PHOTOS = 1 MediaBrowser.GARAGE_BAND = 2 MediaBrowser.ITUNES = 3 MediaBrowser.SOUND_EFFECTS = 4 -- TODO: Add documentation function MediaBrowser:new(parent) local o = {_parent = parent} return prop.extend(o, MediaBrowser) end -- TODO: Add documentation function MediaBrowser:parent() return self._parent end -- TODO: Add documentation function MediaBrowser:app() return self:parent():app() end ----------------------------------------------------------------------- -- -- MEDIABROWSER UI: -- ----------------------------------------------------------------------- -- TODO: Add documentation function MediaBrowser:UI() if self:isShowing() then return axutils.cache(self, "_ui", function() return self:parent():UI() end) end return nil end -- TODO: Add documentation MediaBrowser.isShowing = prop.new(function(self) local parent = self:parent() return parent:isShowing() and parent:showMedia():isChecked() end):bind(MediaBrowser) -- TODO: Add documentation function MediaBrowser:show() local menuBar = self:app():menuBar() -- Go there direct menuBar:selectMenu({"Window", "Go To", MediaBrowser.TITLE}) just.doUntil(function() return self:isShowing() end) return self end -- TODO: Add documentation function MediaBrowser:hide() self:parent():hide() return self end ----------------------------------------------------------------------------- -- -- SECTIONS: -- ----------------------------------------------------------------------------- -- TODO: Add documentation function MediaBrowser:mainGroupUI() return axutils.cache(self, "_mainGroup", function() local ui = self:UI() return ui and axutils.childWithRole(ui, "AXSplitGroup") end) end -- TODO: Add documentation function MediaBrowser:sidebar() if not self._sidebar then self._sidebar = Table.new(self, function() return axutils.childWithID(self:mainGroupUI(), id "Sidebar") end) end return self._sidebar end -- TODO: Add documentation function MediaBrowser:group() if not self._group then self._group = PopUpButton:new(self, function() return axutils.childWithRole(self:UI(), "AXPopUpButton") end) end return self._group end -- TODO: Add documentation function MediaBrowser:search() if not self._search then self._search = TextField:new(self, function() return axutils.childWithRole(self:mainGroupUI(), "AXTextField") end) end return self._search end -- TODO: Add documentation function MediaBrowser:showSidebar() self:app():menuBar():checkMenu({"Window", "Show in Workspace", "Sidebar"}) end -- TODO: Add documentation function MediaBrowser:topCategoriesUI() return self:sidebar():rowsUI(function(row) return row:attributeValue("AXDisclosureLevel") == 0 end) end -- TODO: Add documentation function MediaBrowser:showSection(index) self:showSidebar() local topCategories = self:topCategoriesUI() if topCategories and #topCategories == MediaBrowser.MAX_SECTIONS then self:sidebar():selectRow(topCategories[index]) end return self end -- TODO: Add documentation function MediaBrowser:showPhotos() return self:showSection(MediaBrowser.PHOTOS) end -- TODO: Add documentation function MediaBrowser:showGarageBand() return self:showSection(MediaBrowser.GARAGE_BAND) end -- TODO: Add documentation function MediaBrowser:showITunes() return self:showSection(MediaBrowser.ITUNES) end -- TODO: Add documentation function MediaBrowser:showSoundEffects() return self:showSection(MediaBrowser.SOUND_EFFECTS) end -- TODO: Add documentation function MediaBrowser:saveLayout() local layout = {} if self:isShowing() then layout.showing = true layout.sidebar = self:sidebar():saveLayout() layout.search = self:search():saveLayout() end return layout end -- TODO: Add documentation function MediaBrowser:loadLayout(layout) if layout and layout.showing then self:show() self:sidebar():loadLayout(layout.sidebar) self:search():loadLayout(layout.sidebar) end end return MediaBrowser
return {'joggelen','joggen','jogger','jogging','joggingbroek','joggingpak','jogjakarta','joggel','joggers','jog','jogde','joggend','joggingbroeken','joggingpakken','joggingpakje'}
require("ts3init") local registeredEvents = { onTextMessageEvent = tipps_events.onTextMessageEvent onClientMoveEvent = tipps_events.onClientMoveEvent } ts3RegisterModule("tipps", registeredEvents)
function PresentModWinConSettings() Conditionsrequiredforwinit = Mod.Settings.Conditionsrequiredforwin; if(Conditionsrequiredforwinit == nil)then Conditionsrequiredforwinit = 1; end Capturedterritoriesinit = Mod.Settings.Capturedterritories; if(Capturedterritoriesinit == nil)then Capturedterritoriesinit = 0; end Lostterritoriesinit = Mod.Settings.Lostterritories; if(Lostterritoriesinit == nil)then Lostterritoriesinit = 0; end Ownedterritoriesinit = Mod.Settings.Ownedterritories; if(Ownedterritoriesinit == nil)then Ownedterritoriesinit = 0; end Capturedbonusesinit = Mod.Settings.Capturedbonuses; if(Capturedbonusesinit == nil)then Capturedbonusesinit = 0; end Lostbonusesinit = Mod.Settings.Lostbonuses; if(Lostbonusesinit == nil)then Lostbonusesinit = 0; end Ownedbonusesinit = Mod.Settings.Ownedbonuses; if(Ownedbonusesinit == nil)then Ownedbonusesinit = 0; end Killedarmiesinit = Mod.Settings.Killedarmies; if(Killedarmiesinit == nil)then Killedarmiesinit = 0; end Lostarmiesinit = Mod.Settings.Lostarmies; if(Lostarmiesinit == nil)then Lostarmiesinit = 0; end Ownedarmiesinit = Mod.Settings.Ownedarmies; if(Ownedarmiesinit == nil)then Ownedarmiesinit = 0; end Eleminateaisinit = Mod.Settings.Eleminateais; if(Eleminateaisinit == nil)then Eleminateaisinit = 0; end Eleminateplayersinit = Mod.Settings.Eleminateplayers; if(Eleminateplayersinit == nil)then Eleminateplayersinit = 0; end Eleminateaisandplayersinit = Mod.Settings.Eleminateaisandplayers; if(Eleminateaisandplayersinit == nil)then Eleminateaisandplayersinit = 0; end terrconditioninit = Mod.Settings.terrcondition if(terrconditioninit == nil)then terrconditioninit = {}; end ShowUI(); end function ShowUI() local num = 0; local conditionnumber = 14; --TODO check if we can suport commanders OR put up an important text msg about limits. UI.CreateLabel(vertlistWinCon[0]).SetText('To disable a win condition, set it to 0.'); UI.CreateLabel(vertlistWinCon[1]).SetText('Number of conditions required for a win'); inputConditionsrequiredforwin = UI.CreateNumberInputField(vertlistWinCon[1]).SetSliderMinValue(1).SetSliderMaxValue(11).SetValue(Conditionsrequiredforwinit); UI.CreateLabel(vertlistWinCon[2]).SetText('Captured this many territories'); inputCapturedterritories = UI.CreateNumberInputField(vertlistWinCon[2]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Capturedterritoriesinit); UI.CreateLabel(vertlistWinCon[3]).SetText('Lost this many territories '); inputLostterritories = UI.CreateNumberInputField(vertlistWinCon[3]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Lostterritoriesinit); UI.CreateLabel(vertlistWinCon[4]).SetText('Owns this many territories '); inputOwnedterritories = UI.CreateNumberInputField(vertlistWinCon[4]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Ownedterritoriesinit); UI.CreateLabel(vertlistWinCon[5]).SetText('Captured this many bonuses '); inputCapturedbonuses = UI.CreateNumberInputField(vertlistWinCon[5]).SetSliderMinValue(0).SetSliderMaxValue(100).SetValue(Capturedbonusesinit); UI.CreateLabel(vertlistWinCon[6]).SetText('Lost this many bonuses '); inputLostbonuses = UI.CreateNumberInputField(vertlistWinCon[6]).SetSliderMinValue(0).SetSliderMaxValue(100).SetValue(Lostbonusesinit); UI.CreateLabel(vertlistWinCon[7]).SetText('Owns this many bonuses '); inputOwnedbonuses = UI.CreateNumberInputField(vertlistWinCon[7]).SetSliderMinValue(0).SetSliderMaxValue(100).SetValue(Ownedbonusesinit); UI.CreateLabel(vertlistWinCon[8]).SetText('Killed this many armies '); inputKilledarmies = UI.CreateNumberInputField(vertlistWinCon[8]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Killedarmiesinit); UI.CreateLabel(vertlistWinCon[9]).SetText('Lost this many armies '); inputLostarmies = UI.CreateNumberInputField(vertlistWinCon[9]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Lostarmiesinit); UI.CreateLabel(vertlistWinCon[10]).SetText('Owns this many armies '); inputOwnedarmies = UI.CreateNumberInputField(vertlistWinCon[10]).SetSliderMinValue(0).SetSliderMaxValue(1000).SetValue(Ownedarmiesinit); UI.CreateLabel(vertlistWinCon[11]).SetText("Eleminated this many ais(players turned into ai don't count)"); inputEleminateais = UI.CreateNumberInputField(vertlistWinCon[11]).SetSliderMinValue(0).SetSliderMaxValue(39).SetValue(Eleminateaisinit); UI.CreateLabel(vertlistWinCon[12]).SetText('Eliminated this many players '); inputEleminateplayers = UI.CreateNumberInputField(vertlistWinCon[12]).SetSliderMinValue(0).SetSliderMaxValue(39).SetValue(Eleminateplayersinit); UI.CreateLabel(vertlistWinCon[13]).SetText('Eliminated this many AIs and players'); inputEleminateaisandplayers = UI.CreateNumberInputField(vertlistWinCon[13]).SetSliderMinValue(0).SetSliderMaxValue(39).SetValue(Eleminateaisandplayersinit); --Territory conditions UI.CreateButton(vertlistWinCon[14]).SetText('Save territory conditions').SetOnClick(saveTerritoryConditions); inputterrcondition = {}; inputWinConTerr = {} for i=0,5,1 do inputWinConTerr[i] = {}; inputWinConTerr[i].Terrname = UI.CreateTextInputField(vertlistWinCon[15+i]).SetPlaceholderText(' Enter territory name').SetText("").SetPreferredWidth(200).SetPreferredHeight(30); if (terrconditioninit[i] ~= nil )then if (terrconditioninit[i].Terrname ~= nil) then inputWinConTerr[i].Terrname.SetText(terrconditioninit[i].Terrname) end; end; UI.CreateLabel(vertlistWinCon[15+i]).SetText("controlled for "); inputWinConTerr[i].Turnnum = UI.CreateNumberInputField(vertlistWinCon[15+i]).SetSliderMinValue(0).SetSliderMaxValue(10).SetValue(0); if (terrconditioninit[i] ~= nil )then if (terrconditioninit[i].Turnnum ~= nil) then inputWinConTerr[i].Turnnum.SetValue(terrconditioninit[i].Turnnum) end; end; UI.CreateLabel(vertlistWinCon[15+i]).SetText("turns"); end; saveTerritoryConditions(); end function saveTerritoryConditions() for i=0,5,1 do inputterrcondition[i] = inputWinConTerr[i]; end end; --TODO remove and use util instead? function tablelength(arr) local num = 0; for _,elem in pairs(arr)do num = num + 1; end return num; end
local skynet = require "skynet" local utils = require "utils" local M = {} function M:init() self.id_tbl = {} self.account_tbl = {} self:load_all() end function M:load_all() local num = 0 local accounts = skynet.call("mongo", "lua", "load_all_account") for _,obj in ipairs(accounts) do self.account_tbl[obj.account] = obj self.id_tbl[obj.userid] = obj.account num = num + 1 end skynet.send("xlog", "lua", "log", "加载所有用户成功,num="..num) end function M:gen_id() local id while true do id = math.random(100000,999999) if not self.id_tbl[id] then return id end end end function M:get_by_account(account) return self.account_tbl[account] end -- 验证账号密码 function M:verify(account, password) local info = self.account_tbl[account] if not info then return "account not exist" end if info.password ~= password then return "wrong password" end return "success", info end -- 注册账号 function M:register(info) if self.account_tbl[info.account] then return "account exists" end local userid = self:gen_id() local acc = { userid = userid, account = info.account, password = info.password, sex = info.sex, openid = "0", headimgurl = info.headimgurl, nickname = info.nickname, } self.account_tbl[info.account] = acc skynet.send("mongo", "lua", "new_account", acc) skynet.send("mysql", "lua", "bind", acc.openid, acc.userid, acc.nickname) return "success", acc end -- 注册微信账号 function M:wx_login(info) skynet.send("xlog", "lua", "log", "微信账号登录"..utils.table_2_str(info)) local acc = self.account_tbl[info.account] if not acc then acc = utils.copy_table(info) acc.userid = self:gen_id() self.account_tbl[info.account] = acc skynet.send("mongo", "lua", "new_account", acc) skynet.send("mysql", "lua", "bind", acc.openid, acc.userid, acc.nickname) end return acc end function M:guest() local account local code local time = os.time() while true do code = time .. math.random(1,100) account = "guest" .. code if not self.account_tbl[account] then break end end local userid = self:gen_id() local acc = { userid = userid, account = account, password = tostring(time), sex = math.random(1,2), openid = "1", headimgurl = "", nickname = "游客"..math.random(100,999) } self.account_tbl[account] = acc skynet.send("mongo", "lua", "new_account", acc) skynet.send("mysql", "lua", "bind", acc.openid, acc.userid, acc.nickname) return acc end function M:save(info) local acc = self:get_by_account(info.account) if not acc then return end skynet.send("mongo", "lua", "update_account", acc) end return M
local status_ok, lualine = pcall(require, "lualine") if not status_ok then print('error loading lualine') return end lualine.setup({ options = { theme = 'vscode', }, sections = { lualine_a = {{'filename', path = 2}}, lualine_b = {'branch', 'diff'}, lualine_c = {}, lualine_x = {}, lualine_y = {}, lualine_z = {}, }, })
local ssl = require "ngx.ssl" local io = require "io" string.split = function(s, p) local rt= {} string.gsub(s, '[^'..p..']+', function(w) table.insert(rt, w) end ) return rt end local server_name = ssl.server_name() if not server_name then return end -- 清除之前设置的证书和私钥 local ok, err = ssl.clear_certs() if not ok then ngx.log(ngx.ERR, "failed to clear existing (fallback) certificates") return ngx.exit(ngx.ERROR) end -- 获取证书内容,比如 io.open("my.crt"):read("*a") local cmd = ("sh /etc/nginx/ssl/lua/certificate.sh ".. server_name) local handle = io.popen(cmd) local data = handle:read("*a") local list = string.split(data, ',') local cert_data = list[1] if not cert_data then return end -- 解析出 cdata 类型的证书值,你可以用 lua-resty-lrucache 缓存解析结果 local cert, err = ssl.parse_pem_cert(cert_data) if not cert then return end local ok, err = ssl.set_cert(cert) if not ok then return end local pkey_data = list[2] if not pkey_data then return end local pkey, err = ssl.parse_pem_priv_key(pkey_data) local ok, err = ssl.set_priv_key(pkey) if not ok then return end
local input = require('lib4/inpt') local game = {} function game:_load() love3d:enable() input.enable_keyevents() end return game
package.path = "internal/lua/?.lua" local included = pcall(debug.getlocal, 4, 1) local T = require("test") local A = require("argparse") local expect = T.expect local is_table = T.is_table local raised = T.error_raised local new = function() local parser = A() local p = parser:parse({}) is_table(p) end local one_arg = function() local parser = A() parser:argument("foo") local args = parser:parse({"bar"}) expect("bar")(args.foo) end local opt_arg = function() local parser = A() parser:argument("foo"):args("?") local args = parser:parse({"bar"}) expect("bar")(args.foo) end local many_args = function() local parser = A() parser:argument("foo1") parser:argument("foo2") local args = parser:parse({"bar", "baz"}) expect("bar")(args.foo1) expect("baz")(args.foo2) end local wildcard_args = function() local parser = A() parser:argument("foo"):args("*") local args = parser:parse({"bar", "baz", "qu"}) expect("bar")(args.foo[1]) expect("baz")(args.foo[2]) expect("qu")(args.foo[3]) end local hyphens = function() local parser = A() parser:argument("foo") local args = parser:parse({"-"}) expect("-")(args.foo) args = parser:parse({"--", "-q"}) expect("-q")(args.foo) end local commands_after_args = function() local parser = A("name") parser:argument("file") parser:command("create") parser:command("remove") local args = parser:parse{"temp.txt", "remove"} expect("temp.txt")(args.file) expect(true)(args.remove) end local command_flags = function() local parser = A("name") local install = parser:command("install") install:flag "-q" "--quiet" local args = parser:parse{"install", "-q"} expect(true)(args.install) expect(true)(args.quiet) end local nested_commands = function() local parser = A("name") local install = parser:command("install") install:command("bar") local args = parser:parse{"install", "bar"} expect(true)(args.install) expect(true)(args.bar) end local action_args = function() local parser = A() local foo parser:argument("foo"):action(function(_, _, passed) foo = passed end) local baz parser:argument("baz"):args("*"):action(function(_, _, passed) baz = passed end) parser:parse({"a"}) expect("a")(foo) expect(0)(#baz) parser:parse({"b", "c"}) expect("b")(foo) expect("c")(baz[1]) parser:parse({"d", "e", "f"}) expect("d")(foo) expect("e")(baz[1]) expect("f")(baz[2]) end if included then return function() T["new parser"] = new T["one argument"] = one_arg T["optional argument"] = opt_arg T["several arguments"] = many_args T["wildcard arguments"] = wildcard_args T["hyphens"] = hyphens T["commands after arguments"] = commands_after_args T["command flags"] = command_flags T["nested commands"] = nested_commands T["action on arguments"] = action_args end else T["new parser"] = new T["one argument"] = one_arg T["optional argument"] = opt_arg T["several arguments"] = many_args T["wildcard arguments"] = wildcard_args T["hyphens"] = hyphens T["commands after arguments"] = commands_after_args T["command flags"] = command_flags T["nested commands"] = nested_commands T["action on arguments"] = action_args end
local library = loadstring(game:HttpGet("https://raw.githubusercontent.com/StopReverseEngineeringMyScripts/WhatAreYouDoingHere/main/YummySource",true))() local main = library:CreateWindow('Main') local Items = library:CreateWindow('Items') local Teams = library:CreateWindow('Teams') noclip = false game:GetService('RunService').Stepped:connect(function() if noclip then game.Players.LocalPlayer.Character.Humanoid:ChangeState(11) end end) plr = game.Players.LocalPlayer mouse = plr:GetMouse() mouse.KeyDown:connect(function(key) if key == "o" then noclip = not noclip game.Players.LocalPlayer.Character.Humanoid:ChangeState(11) end end) local WalkingSlider = main:Slider('Walk Speed Adjuster', {min = 16, max = 200, default = 16}, function(value) game:GetService('Players').LocalPlayer.Character.Humanoid.WalkSpeed = value end) local JumpingSlider = main:Slider('Jump Power Adjuster', {min = 50, max = 300, default = 50}, function(value) game:GetService('Players').LocalPlayer.Character.Humanoid.JumpPower = value end) local HipSlider = main:Slider('HipHeight Adjuster', {min = 0.5, max = 100, default = 0.5}, function(value) game:GetService('Players').LocalPlayer.Character.Humanoid.HipHeight = value end) local Feature = main:Button('Infinite Blocks', function() for i,v in pairs(game:GetService("Players").LocalPlayer.PlayerGui.BuildGui.InventoryFrame.ScrollingFrame.BlocksFrame:GetChildren()) do if v:FindFirstChild("AmountText") then v.AmountText.Text = 999 v.AmountText.Changed:Connect(function() v.AmountText.Text = 999 end) end end end) local Feature = main:Button('Clear All Blocks', function() workspace.ClearAllPlayersBoatParts:FireServer() end) local Feature = Items:Button('Open Common Chest', function() local args = { [1] = "Common Chest", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Open Uncommon Chest', function() local args = { [1] = "Uncommon Chest", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Open Rare Chest', function() local args = { [1] = "Rare Chest", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Open Epic Chest', function() local args = { [1] = "Epic Chest", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Open Legendary Chest', function() local args = { [1] = "Legendary Chest", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy Locked Door', function() local args = { [1] = "Locked Doors", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy ObsidianBlock', function() local args = { [1] = "ObsidianBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy TitaniumBlock', function() local args = { [1] = "TitaniumBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy WoodenBlock', function() local args = { [1] = "WoodBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy MarbleBlock', function() local args = { [1] = "MarbleBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy MarbleBlock', function() local args = { [1] = "MarbleBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy BrickBlock', function() local args = { [1] = "BrickBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy CoalBlock', function() local args = { [1] = "CoalBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy IceBlock', function() local args = { [1] = "IceBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy ConcreteBlock', function() local args = { [1] = "ConcreteBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy MetalBlock', function() local args = { [1] = "MetalBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy RustedBlock', function() local args = { [1] = "RustedBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy SandBlock', function() local args = { [1] = "SandBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy GrassBlock', function() local args = { [1] = "GrassBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy PlasticBlock', function() local args = { [1] = "PlasticBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy FabricBlock', function() local args = { [1] = "FabricBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy StoneBlock', function() local args = { [1] = "StoneBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy GlassBlock', function() local args = { [1] = "GlassBlock", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy DomeCamera', function() local args = { [1] = "CameraDome", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy Camera', function() local args = { [1] = "Camera", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy Balloons', function() local args = { [1] = "Balloons", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = Items:Button('Buy Sign', function() local args = { [1] = "Sign", [2] = 1 } workspace.ItemBoughtFromShop:InvokeServer(unpack(args)) end) local Feature = main:Button('Destroy Trees', function() game:GetService("Workspace").Trees:Destroy() end) local Feature = main:Toggle('Enable PVP', function(state) if state then game:GetService("Players").LocalPlayer.Settings.PVP.Value = true else game:GetService("Players").LocalPlayer.Settings.PVP.Value = false end end) local Feature = Teams:Button('Launch Green Team', function() workspace.CamoZone.RE:FireServer() end) local Feature = Teams:Button('Launch Black Team', function() workspace.BlackZone.RE:FireServer() end) local Feature = Teams:Button('Launch Purple Team', function() workspace.MagentaZone.RE:FireServer() end) local Feature = Teams:Button('Launch Red Team', function() workspace["Really redZone"].RE:FireServer() end) local Feature = Teams:Button('Launch Yellow Team', function() workspace["New YellerZone"].RE:FireServer() end) local Feature = Teams:Button('Launch Blue Team', function() workspace["Really blueZone"].RE:FireServer() end) local Feature = Teams:Button('Launch White Team', function() workspace.WhiteZone.RE:FireServer() end) local Feature = Teams:Button('Request Green Team', function() local args = { [1] = game:GetService("Teams").green } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Black Team', function() local args = { [1] = game:GetService("Teams").black } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Purple Team', function() local args = { [1] = game:GetService("Teams").magenta } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Red Team', function() local args = { [1] = game:GetService("Teams").red } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Yellow Team', function() local args = { [1] = game:GetService("Teams").yellow } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Yellow Team', function() local args = { [1] = game:GetService("Teams").yellow } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request Blue Team', function() local args = { [1] = game:GetService("Teams").blue } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = Teams:Button('Request White Team', function() local args = { [1] = game:GetService("Teams").white } workspace.ChangeTeam:FireServer(unpack(args)) end) local Feature = main:Button('Morph Fox', function() local A_1 = "FoxCharacter" local Event = game:GetService("Workspace").ChangeCharacter Event:FireServer(A_1) end) local Feature = main:Button('Morph Chicken', function() local A_1 = "ChickenCharacter" local Event = game:GetService("Workspace").ChangeCharacter Event:FireServer(A_1) end) local Feature = main:Button('Morph Penguin', function() local A_1 = "PenguinCharacter" local Event = game:GetService("Workspace").ChangeCharacter Event:FireServer(A_1) end) local Meme = main:Toggle('Noclip', function(state) if state then noclip = true wait(0.1) game.StarterGui:SetCore("SendNotification", { Title = "GrubHub"; Text = "Enabled"; Icon = "rbxassetid://1299491401"; Duration = 3; }) else noclip = false wait(0.1) game.StarterGui:SetCore("SendNotification", { Title = "Disabled"; Icon = "rbxassetid://1299491401"; Duration = 3; }) end end) local Meme = main:Button('Autofarm', function() while true do wait(0.1) game:GetService('Players').LocalPlayer.Character.Humanoid.HipHeight = 69 wait(0.1) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,1360) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,1606) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,2110) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,2356) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,2860) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,3610) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,3856) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,4360) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,4606) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,5111) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,5356) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,5860) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,6106) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,6610) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,6857) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,7360) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,7606) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,8110) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(x,y,8356) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(-51.5658951, 23.603878, 8576.83789) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(-54.326313, -334.156006, 8919.47363) wait(2) game.Players.LocalPlayer.Character.HumanoidRootPart.CFrame = CFrame.new(-58.3624916, -360.209442, 9490.91016) wait(0.1) game:GetService('Players').LocalPlayer.Character.Humanoid.HipHeight = 1 wait(18) end end)
local function foo(k) return k*k, 2*k + 1 end local a, b a, b = 13, foo(3) print(a, b)
local skynet = require "skynet" local ball = require "ball" local systemcontainer = require "systemcontainer" local entity = require "room.components" local basesystem = require "room.systems.base" local tiny = require "tiny" local assert = assert local cls = class("context") function cls:ctor(id, ... ) -- body self.ball = ball() self.pool = Chestnut.EntitasPP.Pool.Create() self.joinsystem = Chestnut.Ball.JoinSystem.Create() self.mapsystem = Chestnut.Ball.MapSystem.Create() self.movesystem = Chestnut.Ball.MoveSystem.Create() self.indexsystem = Chestnut.Ball.IndexSystem.Create() self.pool:Test() -- self.pool:CreateSystemPtr(self.joinsystem) -- self.pool:CreateSystemPtr(self.mapsystem) -- self.pool:CreateSystemPtr(self.movesystem) -- self.pool:CreateSystemPtr(self.indexsystem) self.systemcontainer = systemcontainer.new(self.pool) self.systemcontainer:add(self.joinsystem) self.systemcontainer:add(self.mapsystem) self.systemcontainer:add(self.movesystem) self.systemcontainer:add(self.indexsystem) self.systemcontainer:setpool() self.tinyworld = tiny.world(basesystem) self.mode = nil self.max_number = 10 return self end function cls:push_client(name, args, ... ) -- body for _,v in pairs(self._playeres) do local agent = v:get_agent() skynet.send(agent, "lua", name, args) end end function cls:start(mode, ... ) -- body self.mode = mode -- load map id self.systemcontainer:initialize() -- update skynet.fork(function ( ... ) -- body skynet.sleep(100 / 5) -- 5fps self:fixedupdate() end) return true end function cls:close( ... ) -- body for _,user in pairs(users) do gate.req.unregister(user.session) end return true end function cls:fixedupdate( ... ) -- body self.tinyworld:update() self.systemcontainer:fixedexcute() end function cls:match(conf, ... ) -- body basesystem:match(self.tinyworld, conf) return true end function cls:join(index, ... ) -- body self.joinsystem:Join(index) end function cls:leave(index, ... ) -- body self.joinsystem:Leave(index) end return cls
local AddonName, AddonTable = ... -- TBC Junk AddonTable.junk = { 22153, -- Tome of Arcane Brilliance 22980, -- Tome of Frost Ward 23938, -- Pristine Ravager Carapace 24368, -- Coilfang Armaments 24508, -- Elemental Fragment 24511, -- Primordial Essence 24576, -- Loosely Threaded Belt 25340, -- Loosely Threaded Vest 25341, -- Dilapidated Cloth Belt 25342, -- Dilapidated Cloth Boots 25343, -- Dilapidated Cloth Bracers 25344, -- Dilapidated Cloth Gloves 25345, -- Dilapidated Cloth Hat 25346, -- Dilapidated Cloth Pants 25347, -- Dilapidated Cloth Shoulderpads 25348, -- Dilapidated Cloth Vest 25349, -- Moldy Leather Armor 25350, -- Moldy Leather Belt 25351, -- Moldy Leather Boots 25352, -- Moldy Leather Bracers 25353, -- Moldy Leather Gloves 25354, -- Moldy Leather Helmet 25355, -- Moldy Leather Pants 25356, -- Moldy Leather Shoulderpads 25357, -- Decaying Leather Armor 25358, -- Decaying Leather Belt 25359, -- Decaying Leather Boots 25360, -- Decaying Leather Bracers 25361, -- Decaying Leather Gloves 25362, -- Decaying Leather Helmet 25363, -- Decaying Leather Pants 25364, -- Decaying Leather Shoulderpads 25365, -- Eroded Mail Armor 25366, -- Eroded Mail Belt 25367, -- Eroded Mail Boots 25368, -- Eroded Mail Bracers 25369, -- Eroded Mail Circlet 25370, -- Eroded Mail Gloves 25371, -- Eroded Mail Pants 25373, -- Corroded Mail Armor 25374, -- Corroded Mail Belt 25375, -- Corroded Mail Boots 25376, -- Corroded Mail Bracers 25377, -- Corroded Mail Circlet 25378, -- Corroded Mail Gloves 25379, -- Corroded Mail Pants 25380, -- Corroded Mail Shoulderpads 25381, -- Tarnished Plate Belt 25382, -- Tarnished Plate Boots 25384, -- Tarnished Plate Chestpiece 25385, -- Tarnished Plate Gloves 25386, -- Tarnished Plate Helmet 25387, -- Tarnished Plate Pants 25388, -- Tarnished PLate Shoulderpads 25389, -- Deteriorating Plate Belt 25390, -- Deteriorating Plate Boots 25391, -- Deteriorating Plate Bracers 25392, -- Deteriorating Plate Chestpiece 25393, -- Deteriorating Plate Gloves 25394, -- Deteriorating Plate Helmet 25396, -- Deteriorating Plate Shoulderpads 25397, -- Eroded Axe 25398, -- Stone Reaper 25399, -- Deteriorating Blade 25400, -- Tarnished Claymore 25401, -- Corroded Mace 25402, -- The Stoppable Force 25403, -- Sharpened Stilleto 25404, -- Dense War Staff 25405, -- Rusted Musket 25406, -- Broken Longbow 25409, -- Resilient Tail Hair 25411, -- Worn Hoof 25418, -- Razor Sharp Fang 25426, -- Brilliant Feather 25428, -- Savage Talon 25429, -- Grime-Encrusted Scale 25435, -- Hardened Carapace 25437, -- Barbed Leg 25445, -- Wretched Ichor 25451, -- Swamp Moss 25453, -- Death Cap Fungus 25454, -- Liminescent Globe 25456, -- Glowing Spores 25478, -- Loosely Threaded Bracers 25813, -- Small Mushroom 27676, -- Strange Spores 28058, -- Shredded Wyrm Wing 28059, -- Iridescent Eye 29549, -- Codex: Prayer of Fortitude 30812, -- Iridescent Scale 30814, -- Enormous Molar 31501, -- Tome of Conjure Food 31944, -- Demonic Capacitor 33547, -- Hardened Claw 36801, -- Crooked Fang 56206, -- Insect nociceptor Sample }
local ReplicatedStorage = game:GetService("ReplicatedStorage") local common = ReplicatedStorage:WaitForChild("common") local Actions = require(common:WaitForChild("Actions")) return { id = "coins1000000", name = "1M Coins", desc = ( "Gives 1,000,000 coins." ), productId = 838293310, onSale = true, order = 14, flavorText = "Best deal!", onProductPurchase = (function(player, server) server:getModule("StoreContainer"):getStore():andThen(function(store) store:dispatch(Actions.COIN_ADD(player,1000000)) end) return true -- Successful end) }
return function(prefix) local result = {} local files = FILEMAN:GetDirListing(THEMEDIR().."/Modules/",false,false) for _,file in pairs(files) do local pl,pr = string.find( file, prefix.."." ) local sl,sr = string.find( file, ".lua" ) if pl ~= nil and pl == 1 and pr + 1 <= sl - 1 then result[#result+1] = string.sub( file, pr + 1, sl - 1 ) end end return result end;
local tools = require('app.helpers.tools') local FeedbackView = {} function FeedbackView:initialize() end function FeedbackView:layout() local MainPanel = self.ui:getChildByName('MainPanel') MainPanel:setContentSize(cc.size(display.width,display.height)) MainPanel:setPosition(display.cx,display.cy) self.MainPanel = MainPanel local middle = MainPanel:getChildByName('middle') middle:setPosition(display.cx,display.cy) end return FeedbackView
--- This processes commands from the user -- It maintains a list of commands, ordered by priority and then arbitrarily, -- such that you can send commands to this and they are processed into one -- or more events which can be added to the event queue -- @classmod CommandProcessor -- region imports local class = require('classes/class') local prototype = require('prototypes/prototype') local array = require('functional/array') local commands = require('classes/commands/all') local simple_serializer = require('utils/simple_serializer') -- endregion -- region sort commands local command_priorities_ordered = { 'listener', 'explicit', 'implicit', 'generic' } local sorted_commands = {} for _, com in pairs(commands) do local compr = array.index_of(command_priorities_ordered, com.priority()) local insert_index for i, v in ipairs(sorted_commands) do local vpr = array.index_of(command_priorities_ordered, v.priority()) if vpr > compr then insert_index = i break end end if not insert_index then sorted_commands[#sorted_commands + 1] = com else table.insert(sorted_commands, insert_index, com) end end -- endregion local CommandProcessor = {} simple_serializer.inject(CommandProcessor) --- Process the given message into a list of events -- -- @tparam string message the message to process -- @treturn {Event,...} the events that the given message caused function CommandProcessor:process(game_ctx, local_ctx, message) for _, com in ipairs(sorted_commands) do local succ, events = com:parse(game_ctx, local_ctx, message) if succ then return events end end return {} end prototype.support(CommandProcessor, 'serializable') return class.create('CommandProcessor', CommandProcessor)
local Utils = require("contextprint.utils") local Nodes = require("contextprint.nodes") local parsers = require("nvim-treesitter.parsers") local M = {} function get_name_defaults() return { ["function"] = "(anonymous)", ["if"] = "if", ["for"] = "for", ["for_in"] = "for_in", ["repeat"] = "repeat", ["while"] = "while", ["do"] = "do", } end -- TODO: If vs elseif seems to be odd function clean_cache() local name_defaults = get_name_defaults() return { separator = "#", lua = { separator = "#", query = [[ (function (function_name) @function.name) @function.declaration (function_definition) @function.declaration (for_statement) @for.declaration (for_in_statement) @for_in.declaration (repeat_statement) @repeat.declaration (while_statement) @while.declaration (if_statement) @if.declaration ]], log = function(contents) return "print(\"" .. contents .. "\")" end, type_defaults = vim.tbl_extend("force", {}, name_defaults), }, typescript = { -- I am missing const a = () => { ... }; In a sense, I should be able -- to get the name, but I don't know how to do reverse lookup via query -- if there is a name provided query = [[ (function_declaration (identifier) @function.name) @function.declaration (class_declaration (type_identifier) @class.name) @class.declaration (method_definition (property_identifier) @method.name) @method.declaration (arrow_function) @function.declaration (if_statement) @if.declaration (for_statement) @for.declaration (for_in_statement) @for_in.declaration (do_statement) @do.declaration (while_statement) @while.declaration ]], log = function(contents) return "console.error(\"" .. contents .. "\");" end, type_defaults = vim.tbl_extend("force", {}, name_defaults), }, } end M.reset_cache = function() _contextprint_config = clean_cache() end -- TODO: Runtime type filter _contextprint_config = _contextprint_config or clean_cache() local function first_non_null(...) local n = select('#', ...) for i = 1, n do local value = select(i, ...) if value ~= nil then return value end end end function merge(t1, t2) for key, value in pairs(t2) do --actualcode if type(value) == type({}) then if t1[key] == nil then t1[key] = value else merge(t1[key], value) end else t1[key] = value end end end -- config[lang] = { -- query = string -- } M.setup = function(opts) merge(_contextprint_config, opts or {}) end M.create_statement = function() local ft = vim.api.nvim_buf_get_option(bufnr, 'ft') -- Check to see if tree-sitter is setup local lang = _contextprint_config[ft] if not lang then print("contextprint doesn't support this filetype", ft) return nil end local row, col = unpack(vim.api.nvim_win_get_cursor(0)) -- TODO: Uses 0 for current buffer. Should we fix this? local nodes = Nodes.get_nodes(lang.query, ft, _contextprint_config[ft].type_defaults or {}) if nodes == nil then print("Unable to find any nodes. Is your query correct?") return nil end nodes = Nodes.sort_nodes(Nodes.intersect_nodes(nodes, row, col)) local path = "" local first = true local sep = (_contextprint_config[ft].separator or _contextprint_config.separator) for idx = 1, #nodes do if first then path = nodes[idx].name first = false else path = path .. sep .. nodes[idx].name end end return lang.log(path), row, col end M.add_statement = function(below) below = below or false local ft = vim.api.nvim_buf_get_option(bufnr, 'ft') -- Check to see if tree-sitter is setup if not parsers.has_parser() then print("tree sitter is not enabled for filetype", ft) return nil end local print_statement, row, col = M.create_statement() if print_statement == nil then print("Unable to find anything with your query. Are you sure it is correct?") return end print("print_statement", print_statement, row, col) if below then vim.api.nvim_buf_set_lines(0, row, row, false, {print_statement}) vim.api.nvim_feedkeys('j', 'n', false) vim.api.nvim_feedkeys('=', 'n', false) vim.api.nvim_feedkeys('=', 'n', false) vim.api.nvim_feedkeys('$', 'n', false) else vim.api.nvim_buf_set_lines(0, row - 1, row - 1, false, {print_statement}) vim.api.nvim_feedkeys('k', 'n', false) vim.api.nvim_feedkeys('=', 'n', false) vim.api.nvim_feedkeys('=', 'n', false) vim.api.nvim_feedkeys('$', 'n', false) end end return M
--[[-------------------------------------------------------------------- Copyright (C) 2009, 2010, 2011, 2012 Sidoine De Wispelaere. Copyright (C) 2012, 2013, 2014, 2015 Johnny C. Lam. See the file LICENSE.txt for copying permission. --]]-------------------------------------------------------------------- local OVALE, Ovale = ... --<class name="OvaleFrame" inherits="Frame" /> do --<private-static-properties> local AceGUI = LibStub("AceGUI-3.0") local Masque = LibStub("Masque", true) local OvaleBestAction = Ovale.OvaleBestAction local OvaleCompile = Ovale.OvaleCompile local OvaleCooldown = Ovale.OvaleCooldown local OvaleDebug = Ovale.OvaleDebug local OvaleFuture = Ovale.OvaleFuture local OvaleGUID = Ovale.OvaleGUID local OvaleSpellFlash = Ovale.OvaleSpellFlash local OvaleState = Ovale.OvaleState local OvaleTimeSpan = Ovale.OvaleTimeSpan local Type = OVALE .. "Frame" local Version = 7 local ipairs = ipairs local next = next local pairs = pairs local tostring = tostring local wipe = wipe local API_CreateFrame = CreateFrame local API_GetTime = GetTime local API_RegisterStateDriver = RegisterStateDriver local NextTime = OvaleTimeSpan.NextTime local INFINITY = math.huge -- GLOBALS: UIParent -- Mininum time in seconds for refreshing the best action. local MIN_REFRESH_TIME = 0.05 --</private-static-properties> --<public-methods> local function frameOnClose(self) self.obj:Fire("OnClose") end local function closeOnClick(self) self.obj:Hide() end local function frameOnMouseDown(self) if (not Ovale.db.profile.apparence.verrouille) then self:StartMoving() AceGUI:ClearFocus() end end local function ToggleOptions(self) if (self.content:IsShown()) then self.content:Hide() else self.content:Show() end end local function frameOnMouseUp(self) self:StopMovingOrSizing() local profile = Ovale.db.profile local x, y = self:GetCenter() local parentX, parentY = self:GetParent():GetCenter() profile.apparence.offsetX = x - parentX profile.apparence.offsetY = y - parentY end local function frameOnEnter(self) local profile = Ovale.db.profile if not (profile.apparence.enableIcons and profile.apparence.verrouille) then self.obj.barre:Show() end end local function frameOnLeave(self) self.obj.barre:Hide() end local function frameOnUpdate(self, elapsed) self.obj:OnUpdate(elapsed) end local function Hide(self) self.frame:Hide() end local function Show(self) self.frame:Show() end local function OnAcquire(self) self.frame:SetParent(UIParent) end local function OnRelease(self) end local function OnWidthSet(self, width) local content = self.content local contentwidth = width - 34 if contentwidth < 0 then contentwidth = 0 end content:SetWidth(contentwidth) content.width = contentwidth end local function OnHeightSet(self, height) local content = self.content local contentheight = height - 57 if contentheight < 0 then contentheight = 0 end content:SetHeight(contentheight) content.height = contentheight end local function OnLayoutFinished(self, width, height) if (not width) then width = self.content:GetWidth() end self.content:SetWidth(width) self.content:SetHeight(height+50) end local function GetScore(self, spellId) for k,action in pairs(self.actions) do if action.spellId == spellId then if not action.waitStart then -- print("sort "..spellId.." parfait") return 1 else local now = API_GetTime() local lag = now - action.waitStart if lag>5 then -- print("sort "..spellId.." ignoré (>5s)") return nil elseif lag>1.5 then -- print("sort "..spellId.." trop lent !") return 0 elseif lag>0 then -- print("sort "..spellId.." un peu lent "..lag) return 1-lag/1.5 else -- print("sort "..spellId.." juste bon") return 1 end end end end -- print("sort "..spellId.." incorrect") return 0 end local function OnUpdate(self, elapsed) --[[ Refresh the best action if we've exceeded the minimum update interval since the last refresh, or if one of the units the script is tracking needs a refresh. If the target or focus exists, then the unit needs a refresh, even if out of combat. --]] local guid = OvaleGUID:UnitGUID("target") or OvaleGUID:UnitGUID("focus") if guid then Ovale.refreshNeeded[guid] = true end self.timeSinceLastUpdate = self.timeSinceLastUpdate + elapsed local refresh = OvaleDebug.trace or self.timeSinceLastUpdate > MIN_REFRESH_TIME and next(Ovale.refreshNeeded) if refresh then -- Accumulate refresh interval statistics. Ovale:AddRefreshInterval(self.timeSinceLastUpdate * 1000) local state = OvaleState.state state:Initialize() if OvaleCompile:EvaluateScript() then Ovale:UpdateFrame() end local profile = Ovale.db.profile local iconNodes = OvaleCompile:GetIconNodes() for k, node in ipairs(iconNodes) do -- Set the true target of "target" references in the icon's body. if node.namedParams and node.namedParams.target then state.defaultTarget = node.namedParams.target else state.defaultTarget = "target" end -- Set the number of enemies on the battlefield, if given via "enemies=N". if node.namedParams and node.namedParams.enemies then state.enemies = node.namedParams.enemies else state.enemies = nil end -- Get the best action for this icon node. state:Log("+++ Icon %d", k) OvaleBestAction:StartNewAction(state) local atTime = state.nextCast if state.lastSpellId ~= state.lastGCDSpellId then -- The previous spell cast did not trigger the GCD, so compute the next action at the current time. atTime = state.currentTime end local timeSpan, element = OvaleBestAction:GetAction(node, state, atTime) local start if element and element.offgcd then start = NextTime(timeSpan, state.currentTime) else start = NextTime(timeSpan, atTime) end -- Refresh the action button for the node. if profile.apparence.enableIcons then self:UpdateActionIcon(state, node, self.actions[k], element, start) end --Start Rabbs Injection if profile.apparence.enableIcons then self:UpdateActionIcon(state, node, self.actions[k], element, start) if self.actions[4].spellId and self.actions[4].icons[1].cooldownEnd then if self.actions[4].icons[1].cooldownEnd < API_GetTime() then Ovale.rabbs4 = self.actions[4].spellId NeP.DSL:Register('Rabbs4', function() return Ovale.rabbs4 end) else Ovale.rabbs4 = nil NeP.DSL:Register('Rabbs4', function() return Ovale.rabbs4 end) end elseif self.actions[4].spellId and self.actions[4].waitStart then Ovale.rabbs4 = self.actions[4].spellId NeP.DSL:Register('Rabbs4', function() return Ovale.rabbs4 end) elseif not self.actions[4].spellid then Ovale.rabbs4 = nil Ovale.rabbs5 = self.actions[4].icons[1].actionId NeP.DSL:Register('Rabbs4', function() return Ovale.rabbs4 end) NeP.DSL:Register('Rabbs5', function() return Ovale.rabbs5 end) end end if profile.apparence.enableIcons then self:UpdateActionIcon(state, node, self.actions[k], element, start) if self.actions[1].spellId and self.actions[1].icons[1].cooldownEnd then if self.actions[1].icons[1].cooldownEnd < API_GetTime() then Ovale.rabbs1 = self.actions[1].spellId NeP.DSL:Register('Rabbs1', function() return Ovale.rabbs1 end) else Ovale.rabbs1 = nil NeP.DSL:Register('Rabbs1', function() return Ovale.rabbs1 end) end elseif self.actions[1].spellId and self.actions[1].waitStart then Ovale.rabbs1 = self.actions[1].spellId NeP.DSL:Register('Rabbs1', function() return Ovale.rabbs1 end) end end if profile.apparence.enableIcons then self:UpdateActionIcon(state, node, self.actions[k], element, start) if self.actions[3].spellId and self.actions[3].icons[1].cooldownEnd then if self.actions[3].icons[1].cooldownEnd < API_GetTime() then Ovale.rabbs3 = self.actions[3].spellId NeP.DSL:Register('Rabbs3', function() return Ovale.rabbs3 end) else Ovale.rabbs3 = nil NeP.DSL:Register('Rabbs3', function() return Ovale.rabbs3 end) end elseif self.actions[3].spellId and self.actions[3].waitStart then Ovale.rabbs3 = self.actions[3].spellId NeP.DSL:Register('Rabbs3', function() return Ovale.rabbs3 end) end end if profile.apparence.enableIcons then self:UpdateActionIcon(state, node, self.actions[k], element, start) if self.actions[2].spellId and self.actions[2].icons[1].cooldownEnd then if self.actions[2].icons[1].cooldownEnd < API_GetTime() then Ovale.rabbs2 = self.actions[2].spellId NeP.DSL:Register('Rabbs2', function() return Ovale.rabbs2 end) else Ovale.rabbs2 = nil NeP.DSL:Register('Rabbs2', function() return Ovale.rabbs2 end) end elseif self.actions[2].spellId and self.actions[2].waitStart then Ovale.rabbs2 = self.actions[2].spellId NeP.DSL:Register('Rabbs2', function() return Ovale.rabbs2 end) end end if profile.apparence.spellFlash.enabled then OvaleSpellFlash:Flash(state, node, element, start) end end wipe(Ovale.refreshNeeded) OvaleDebug:UpdateTrace() Ovale:PrintOneTimeMessages() self.timeSinceLastUpdate = 0 end end local function UpdateActionIcon(self, state, node, action, element, start, now) local profile = Ovale.db.profile local icons = action.secure and action.secureIcons or action.icons now = now or API_GetTime() if element and element.type == "value" then local value if element.value and element.origin and element.rate then value = element.value + (now - element.origin) * element.rate end state:Log("GetAction: start=%s, value=%f", start, value) local actionTexture if node.namedParams and node.namedParams.texture then actionTexture = node.namedParams.texture end icons[1]:SetValue(value, actionTexture) if #icons > 1 then icons[2]:Update(element, nil) end else local actionTexture, actionInRange, actionCooldownStart, actionCooldownDuration, actionUsable, actionShortcut, actionIsCurrent, actionEnable, actionType, actionId, actionTarget, actionResourceExtend = OvaleBestAction:GetActionInfo(element, state) -- Add any extra time needed to pool resources. if actionResourceExtend and actionResourceExtend > 0 then if actionCooldownDuration > 0 then state:Log("Extending cooldown of spell ID '%s' for primary resource by %fs.", actionId, actionResourceExtend) actionCooldownDuration = actionCooldownDuration + actionResourceExtend elseif element.namedParams.pool_resource and element.namedParams.pool_resource == 1 then state:Log("Delaying spell ID '%s' for primary resource by %fs.", actionId, actionResourceExtend) start = start + actionResourceExtend end end state:Log("GetAction: start=%s, id=%s", start, actionId) -- If this action is the same as the spell currently casting in the simulator, then start after the previous cast has finished. if actionType == "spell" and actionId == state.currentSpellId and start and state.nextCast and start < state.nextCast then start = state.nextCast end if start and node.namedParams.nocd and now < start - node.namedParams.nocd then icons[1]:Update(element, nil) else icons[1]:Update(element, start, actionTexture, actionInRange, actionCooldownStart, actionCooldownDuration, actionUsable, actionShortcut, actionIsCurrent, actionEnable, actionType, actionId, actionTarget, actionResourceExtend) end -- TODO: Scoring should allow for other actions besides spells. if actionType == "spell" then action.spellId = actionId else action.spellId = nil end if start and start <= now and actionUsable then action.waitStart = action.waitStart or now else action.waitStart = nil end if profile.apparence.moving and icons[1].cooldownStart and icons[1].cooldownEnd then local top=1-(now - icons[1].cooldownStart)/(icons[1].cooldownEnd-icons[1].cooldownStart) if top<0 then top = 0 elseif top>1 then top = 1 end icons[1]:SetPoint("TOPLEFT",self.frame,"TOPLEFT",(action.left + top*action.dx)/action.scale,(action.top - top*action.dy)/action.scale) if icons[2] then icons[2]:SetPoint("TOPLEFT",self.frame,"TOPLEFT",(action.left + (top+1)*action.dx)/action.scale,(action.top - (top+1)*action.dy)/action.scale) end end if (node.namedParams.size ~= "small" and not node.namedParams.nocd and profile.apparence.predictif) then if start then state:Log("****Second icon %s", start) state:ApplySpell(actionId, OvaleGUID:UnitGUID(actionTarget), start) local atTime = state.nextCast if actionId ~= state.lastGCDSpellId then -- The previous spell cast did not trigger the GCD, so compute the next action at the current time. atTime = state.currentTime end local timeSpan, nextElement = OvaleBestAction:GetAction(node, state, atTime) local start if nextElement and nextElement.offgcd then start = NextTime(timeSpan, state.currentTime) else start = NextTime(timeSpan, atTime) end icons[2]:Update(nextElement, start, OvaleBestAction:GetActionInfo(nextElement, state)) else icons[2]:Update(element, nil) end end end end local function UpdateFrame(self) local profile = Ovale.db.profile self.frame:SetPoint("CENTER", self.hider, "CENTER", profile.apparence.offsetX, profile.apparence.offsetY) self.frame:EnableMouse(not profile.apparence.clickThru) end local function UpdateIcons(self) for k, action in pairs(self.actions) do for i, icon in pairs(action.icons) do icon:Hide() end for i, icon in pairs(action.secureIcons) do icon:Hide() end end local profile = Ovale.db.profile self.frame:EnableMouse(not profile.apparence.clickThru) local left = 0 local maxHeight = 0 local maxWidth = 0 local top = 0 local BARRE = 8 local margin = profile.apparence.margin local iconNodes = OvaleCompile:GetIconNodes() for k, node in ipairs(iconNodes) do if not self.actions[k] then self.actions[k] = {icons={}, secureIcons={}} end local action = self.actions[k] local width, height, newScale local nbIcons if (node.namedParams ~= nil and node.namedParams.size == "small") then newScale = profile.apparence.smallIconScale width = newScale * 36 + margin height = newScale * 36 + margin nbIcons = 1 else newScale = profile.apparence.iconScale width =newScale * 36 + margin height = newScale * 36 + margin if profile.apparence.predictif and node.namedParams.type ~= "value" then nbIcons = 2 else nbIcons = 1 end end if (top + height > profile.apparence.iconScale * 36 + margin) then top = 0 left = maxWidth end action.scale = newScale if (profile.apparence.vertical) then action.left = top action.top = -left-BARRE-margin action.dx = width action.dy = 0 else action.left = left action.top = -top-BARRE-margin action.dx = 0 action.dy = height end action.secure = node.secure for l=1,nbIcons do local icon if not node.secure then if not action.icons[l] then action.icons[l] = API_CreateFrame("CheckButton", "Icon"..k.."n"..l, self.frame, OVALE .. "IconTemplate"); end icon = action.icons[l] else if not action.secureIcons[l] then action.secureIcons[l] = API_CreateFrame("CheckButton", "SecureIcon"..k.."n"..l, self.frame, "Secure" .. OVALE .. "IconTemplate"); end icon = action.secureIcons[l] end local scale = action.scale if l> 1 then scale = scale * profile.apparence.secondIconScale end icon:SetPoint("TOPLEFT",self.frame,"TOPLEFT",(action.left + (l-1)*action.dx)/scale,(action.top - (l-1)*action.dy)/scale) icon:SetScale(scale) icon:SetRemainsFont(profile.apparence.remainsFontColor) icon:SetFontScale(profile.apparence.fontScale) icon:SetParams(node.positionalParams, node.namedParams) icon:SetHelp((node.namedParams ~= nil and node.namedParams.help) or nil) icon:SetRangeIndicator(profile.apparence.targetText) icon:EnableMouse(not profile.apparence.clickThru) icon.cdShown = (l == 1) if Masque then self.skinGroup:AddButton(icon) end if l==1 then icon:Show(); end end top = top + height if (top> maxHeight) then maxHeight = top end if (left + width > maxWidth) then maxWidth = left + width end end if (profile.apparence.vertical) then self.barre:SetWidth(maxHeight - margin) self.barre:SetHeight(BARRE) self.frame:SetWidth(maxHeight + profile.apparence.iconShiftY) self.frame:SetHeight(maxWidth+BARRE+margin + profile.apparence.iconShiftX) self.content:SetPoint("TOPLEFT", self.frame, "TOPLEFT", maxHeight + profile.apparence.iconShiftX, profile.apparence.iconShiftY) else self.barre:SetWidth(maxWidth - margin) self.barre:SetHeight(BARRE) self.frame:SetWidth(maxWidth) -- + profile.apparence.iconShiftX self.frame:SetHeight(maxHeight+BARRE+margin) -- + profile.apparence.iconShiftY self.content:SetPoint("TOPLEFT", self.frame, "TOPLEFT", maxWidth + profile.apparence.iconShiftX, profile.apparence.iconShiftY) end end local function Constructor() -- Create parent frame for Ovale that auto-hides/shows based on whether the Pet Battle UI is active. local hider = API_CreateFrame("Frame", OVALE .. "PetBattleFrameHider", UIParent, "SecureHandlerStateTemplate") hider:SetAllPoints(true) API_RegisterStateDriver(hider, "visibility", "[petbattle] hide; show") local frame = API_CreateFrame("Frame", nil, hider) local self = {} local profile = Ovale.db.profile self.Hide = Hide self.Show = Show self.OnRelease = OnRelease self.OnAcquire = OnAcquire self.LayoutFinished = OnLayoutFinished self.UpdateActionIcon = UpdateActionIcon self.UpdateFrame = UpdateFrame self.UpdateIcons = UpdateIcons self.ToggleOptions = ToggleOptions self.OnUpdate = OnUpdate self.GetScore = GetScore --<public-properties> self.type = "Frame" self.localstatus = {} self.actions = {} self.frame = frame self.hider = hider self.updateFrame = API_CreateFrame("Frame", OVALE .. "UpdateFrame") self.barre = self.frame:CreateTexture(); self.content = API_CreateFrame("Frame", nil, self.updateFrame) if Masque then self.skinGroup = Masque:Group(OVALE) end self.timeSinceLastUpdate = INFINITY --Cheating with frame object which has an obj property --TODO: Frame Class self.obj = nil --</public-properties> frame.obj = self frame:SetWidth(100) frame:SetHeight(100) self:UpdateFrame() frame:SetMovable(true) frame:SetFrameStrata("MEDIUM") frame:SetScript("OnMouseDown", frameOnMouseDown) frame:SetScript("OnMouseUp", frameOnMouseUp) frame:SetScript("OnEnter", frameOnEnter) frame:SetScript("OnLeave", frameOnLeave) -- frame:SetScript("OnUpdate", frameOnUpdate) frame:SetScript("OnHide",frameOnClose) frame:SetAlpha(profile.apparence.alpha) self.updateFrame:SetScript("OnUpdate", frameOnUpdate) self.updateFrame.obj = self self.barre:SetTexture(0,0.8,0) self.barre:SetPoint("TOPLEFT",0,0) self.barre:Hide() --Container Support local content = self.content content.obj = self content:SetWidth(200) content:SetHeight(100) content:Hide() content:SetAlpha(profile.apparence.optionsAlpha) AceGUI:RegisterAsContainer(self) return self end --</public-methods> AceGUI:RegisterWidgetType(Type,Constructor,Version) end
---@class ui.ListBox:ccui.ScrollView local M = class('ui.ListBox', ccui.ScrollView) function M:ctor(size, item_h) self.size = size or cc.size(192, 256) self.item_size = cc.size(self.size.width, item_h or 16) self:setContentSize(self.size) self:setBackGroundColorType(1)--:setBackGroundColor(cc.c3b(255, 200, 200)) ---@type ccui.Button[] self._children = {} local hinter = require('cc.ui.sprite').White(self.item_size) hinter:addTo(self):setVisible(false):alignHCenter() hinter:setColor(cc.BLUE) self._hinter = hinter end function M:addItem(text) local idx = self:getItemCount() + 1 local btn = require('cc.ui.button').ButtonNull(self.item_size, function() self:_select(idx) end) btn:addTo(self) table.insert(self._children, btn) local lb = require('cc.ui.label').create(text, 13) lb:addTo(btn):alignVCenter():alignLeft(6) btn.label = lb self:_updateLayout() if idx == 1 then self:_select(1) end end function M:getItemCount() return #self._children end function M:getIndex() return self._sel end function M:getString() if self._sel and self._children[self._sel] then return self._children[self._sel].label:getString() end end function M:reset() self._sel = nil for _, v in ipairs(self._children) do v:removeSelf() end self._hinter:setVisible(false) self:_updateLayout() end function M:setOnSelect(cb) self._onselect = cb end function M:selectString(str) for i, v in ipairs(self._children) do if v.label:getString() == str then self:_select(i) return end end end function M:_select(idx) if self._sel and self._children[self._sel] then self._children[self._sel].label:setTextColor(cc.BLACK) end local btn = self._children[idx] assert(btn and btn.label) btn.label:setTextColor(cc.WHITE) self._hinter:setVisible(true):alignTop((idx - 1) * self.item_size.height) self._sel = idx if self._onselect then self:_onselect() end end function M:_updateLayout() self:setInnerContainerSize(cc.size( self.size.width, math.max(self.item_size.height * self:getItemCount(), self.size.height) )) for i, v in ipairs(self._children) do v:alignLeft(0):alignTop((i - 1) * self.item_size.height) end if self._sel then self._hinter:alignTop((self._sel - 1) * self.item_size.height) end end return M
local scheduler = cc.Director:getInstance():getScheduler() local SID_STEP1 = 100 local SID_STEP2 = 101 local SID_STEP3 = 102 local IDC_PAUSE = 200 local function IntervalLayer() local ret = cc.Layer:create() local m_time0 = 0 local m_time1 = 0 local m_time2 = 0 local m_time3 = 0 local m_time4 = 0 local s = cc.Director:getInstance():getWinSize() -- sun local sun = cc.ParticleSun:create() sun:setTexture(cc.TextureCache:getInstance():addImage("Images/fire.png")) sun:setPosition( cc.p(VisibleRect:rightTop().x-32,VisibleRect:rightTop().y-32) ) sun:setTotalParticles(130) sun:setLife(0.6) ret:addChild(sun) -- timers m_label0 = cc.LabelBMFont:create("0", "fonts/bitmapFontTest4.fnt") m_label1 = cc.LabelBMFont:create("0", "fonts/bitmapFontTest4.fnt") m_label2 = cc.LabelBMFont:create("0", "fonts/bitmapFontTest4.fnt") m_label3 = cc.LabelBMFont:create("0", "fonts/bitmapFontTest4.fnt") m_label4 = cc.LabelBMFont:create("0", "fonts/bitmapFontTest4.fnt") local function update(dt) m_time0 = m_time0 + dt local str = string.format("%2.1f", m_time0) m_label0:setString(str) end ret:scheduleUpdateWithPriorityLua(update, 0) local function step1(dt) m_time1 = m_time1 + dt local str = string.format("%2.1f", m_time1) m_label1:setString( str ) end local function step2(dt) m_time2 = m_time2 + dt local str = string.format("%2.1f", m_time2) m_label2:setString( str ) end local function step3(dt) m_time3 = m_time3 + dt local str = string.format("%2.1f", m_time3) m_label3:setString( str ) end local function step4(dt) m_time4 = m_time4 + dt local str = string.format("%2.1f", m_time4) m_label4:setString( str ) end local schedulerEntry1 = nil local schedulerEntry2 = nil local schedulerEntry3 = nil local schedulerEntry4 = nil local function onNodeEvent(event) if event == "enter" then schedulerEntry1 = scheduler:scheduleScriptFunc(step1, 0, false) schedulerEntry2 = scheduler:scheduleScriptFunc(step2, 0, false) schedulerEntry3 = scheduler:scheduleScriptFunc(step3, 1.0, false) schedulerEntry4 = scheduler:scheduleScriptFunc(step4, 2.0, false) elseif event == "exit" then scheduler:unscheduleScriptEntry(schedulerEntry1) scheduler:unscheduleScriptEntry(schedulerEntry2) scheduler:unscheduleScriptEntry(schedulerEntry3) scheduler:unscheduleScriptEntry(schedulerEntry4) if cc.Director:getInstance():isPaused() then cc.Director:getInstance():resume() end end end ret:registerScriptHandler(onNodeEvent) m_label0:setPosition(cc.p(s.width*1/6, s.height/2)) m_label1:setPosition(cc.p(s.width*2/6, s.height/2)) m_label2:setPosition(cc.p(s.width*3/6, s.height/2)) m_label3:setPosition(cc.p(s.width*4/6, s.height/2)) m_label4:setPosition(cc.p(s.width*5/6, s.height/2)) ret:addChild(m_label0) ret:addChild(m_label1) ret:addChild(m_label2) ret:addChild(m_label3) ret:addChild(m_label4) -- Sprite local sprite = cc.Sprite:create(s_pPathGrossini) sprite:setPosition( cc.p(VisibleRect:left().x + 40, VisibleRect:bottom().y + 50) ) local jump = cc.JumpBy:create(3, cc.p(s.width-80,0), 50, 4) ret:addChild(sprite) sprite:runAction( cc.RepeatForever:create(cc.Sequence:create(jump, jump:reverse()))) -- pause button local item1 = cc.MenuItemFont:create("Pause") local function onPause(tag, pSender) if cc.Director:getInstance():isPaused() then cc.Director:getInstance():resume() else cc.Director:getInstance():pause() end end item1:registerScriptTapHandler(onPause) local menu = cc.Menu:create(item1) menu:setPosition( cc.p(s.width/2, s.height-50) ) ret:addChild( menu ) return ret end function IntervalTestMain() cclog("IntervalTestMain") local scene = cc.Scene:create() local layer = IntervalLayer() scene:addChild(layer, 0) scene:addChild(CreateBackMenuItem()) return scene end
id = 'V-38634' severity = 'medium' weight = 10.0 title = 'The system must rotate audit log files that reach the maximum file size.' description = 'Automatically rotating logs (by setting this to "rotate") minimizes the chances of the system unexpectedly running out of disk space by being overwhelmed with log data. However, for systems that must never discard log data, or which use external processes to transfer it and reclaim space, "keep_logs" can be employed.' fixtext = [==[The default action to take when the logs reach their maximum size is to rotate the log files, discarding the oldest one. To configure the action taken by "auditd", add or correct the line in "/etc/audit/auditd.conf": max_log_file_action = [ACTION] Possible values for [ACTION] are described in the "auditd.conf" man page. These include: "ignore" "syslog" "suspend" "rotate" "keep_logs" Set the "[ACTION]" to "rotate" to ensure log rotation occurs. This is the default. The setting is case-insensitive.]==] checktext = [==[Inspect "/etc/audit/auditd.conf" and locate the following line to determine if the system is configured to rotate logs when they reach their maximum size: # grep max_log_file_action /etc/audit/auditd.conf max_log_file_action = rotate If the "keep_logs" option is configured for the "max_log_file_action" line in "/etc/audit/auditd.conf" and an alternate process is in place to ensure audit data does not overwhelm local audit storage, this is not a finding. If the system has not been properly set up to rotate audit logs, this is a finding.]==] function test() end function fix() end
--[[ Adobe Experience Manager (AEM) API Swagger AEM is an OpenAPI specification for Adobe Experience Manager (AEM) API The version of the OpenAPI document: 3.5.0-pre.0 Contact: [email protected] Generated by: https://openapi-generator.tech ]] -- saml_configuration_property_items_array class local saml_configuration_property_items_array = {} local saml_configuration_property_items_array_mt = { __name = "saml_configuration_property_items_array"; __index = saml_configuration_property_items_array; } local function cast_saml_configuration_property_items_array(t) return setmetatable(t, saml_configuration_property_items_array_mt) end local function new_saml_configuration_property_items_array(name, optional, is_set, type, values, description) return cast_saml_configuration_property_items_array({ ["name"] = name; ["optional"] = optional; ["is_set"] = is_set; ["type"] = type; ["values"] = values; ["description"] = description; }) end return { cast = cast_saml_configuration_property_items_array; new = new_saml_configuration_property_items_array; }
--!The Make-like Build Utility based on Lua -- -- Licensed to the Apache Software Foundation (ASF) under one -- or more contributor license agreements. See the NOTICE file -- distributed with this work for additional information -- regarding copyright ownership. The ASF licenses this file -- to you under the Apache License, Version 2.0 (the -- "License"); you may not use this file except in compliance -- with the License. You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015 - 2017, TBOOX Open Source Group. -- -- @author ruki -- @file check.lua -- -- imports import("core.tool.tool") import("platforms.checker", {rootdir = os.programdir()}) -- check the sdk version for ndk function _check_ndk_sdkver(config) -- get ndk sdk version local ndk_sdkver = config.get("ndk_sdkver") if not ndk_sdkver then -- get the ndk local ndk = config.get("ndk") if ndk then -- match all sdk directories local version_maxn = 0 for _, sdkdir in ipairs(os.match(ndk .. "/platforms/android-*", true)) do -- get version local filename = path.filename(sdkdir) local version, count = filename:gsub("android%-", "") if count > 0 then -- get the max version version = tonumber(version) if version > version_maxn then version_maxn = version end end end -- save the version if version_maxn > 0 then ndk_sdkver = version_maxn end end -- probe ok? update it if ndk_sdkver ~= nil and ndk_sdkver > 0 then -- save it config.set("ndk_sdkver", ndk_sdkver) -- trace cprint("checking for the SDK version of NDK ... ${green}android-%d", ndk_sdkver) else -- trace cprint("checking for the SDK version of NDK ... ${red}no") end end end -- check the toolchains function _check_toolchains(config) -- get architecture local arch = config.get("arch") -- get toolchains local toolchains = config.get("toolchains") if not toolchains then -- get ndk local ndk = config.get("ndk") if ndk then -- match all toolchains if arch and arch:startswith("arm64") then toolchains = os.match("%s/toolchains/aarch64-linux-android-**/prebuilt/*/bin/aarch64-linux-android-*", false, ndk) else toolchains = os.match("%s/toolchains/arm-linux-androideabi-**/prebuilt/*/bin/arm-linux-androideabi-*", false, ndk) end -- save the toolchains directory for _, filepath in ipairs(toolchains) do config.set("toolchains", path.directory(filepath)) break end end end -- get toolchains version local toolchains = config.get("toolchains") if toolchains then local pos, _, toolchains_ver = toolchains:find("%-(%d*%.%d*)[/\\]") if pos and toolchains_ver then -- save the toolchains version config.set("toolchains_ver", toolchains_ver) -- trace cprint("checking for the version of toolchains ... ${green}%s", toolchains_ver) else -- trace cprint("checking for the version of toolchains ... ${red}no") end end -- get cross local cross = "arm-linux-androideabi-" if arch and arch:startswith("arm64") then cross = "aarch64-linux-android-" end -- done checker.check_toolchain(config, "cc", cross, "gcc", "the c compiler") checker.check_toolchain(config, "cxx", cross, "g++", "the c++ compiler") checker.check_toolchain(config, "as", cross, "gcc", "the assember") checker.check_toolchain(config, "ld", cross, "g++", "the linker") checker.check_toolchain(config, "ld", cross, "gcc", "the linker") checker.check_toolchain(config, "ar", cross, "ar", "the static library archiver") checker.check_toolchain(config, "ex", cross, "ar", "the static library extractor") checker.check_toolchain(config, "sh", cross, "g++", "the shared library linker") checker.check_toolchain(config, "sh", cross, "gcc", "the shared library linker") end -- check it function main(kind) -- init the check list of config _g.config = { { checker.check_arch, "armv7-a" } , checker.check_ccache , _check_ndk_sdkver , _check_toolchains } -- init the check list of global _g.global = { checker.check_ccache , _check_ndk_sdkver } -- check it checker.check(kind, _g) end
require("prototypes.prototypes") require("prototypes.legacy")
-- Tests for not doing smart indenting when it isn't set. local helpers = require('test.functional.helpers')(after_each) local feed = helpers.feed local clear = helpers.clear local insert = helpers.insert local expect = helpers.expect local feed_command = helpers.feed_command describe('unset smart indenting', function() before_each(clear) it('is working', function() insert([[ start text some test text test text test text test text]]) feed_command('set nocin nosi ai') feed_command('/some') feed('2cc#test<Esc>') expect([[ start text #test test text test text]]) end) end)
wifi.sta.clearconfig()
--- === TurboBoost === --- --- A spoon to load/unload the Turbo Boost Disable kernel extension --- from https://github.com/rugarciap/Turbo-Boost-Switcher. --- --- Note: this spoon by default uses sudo to load/unload the kernel --- extension, so for it to work from Hammerspoon, you need to --- configure sudo to be able to load/unload the extension without a --- password, or configure the load_kext_cmd and unload_kext_cmd --- variables to use some other mechanism that prompts you for the --- credentials. --- --- For example, the following configuration (stored in --- /etc/sudoers.d/turboboost) can be used to allow loading and --- unloading the module without a password: --- ``` --- Cmnd_Alias TURBO_OPS = /sbin/kextunload /Applications/Turbo Boost Switcher.app/Contents/Resources/DisableTurboBoost.64bits.kext, /usr/bin/kextutil /Applications/Turbo Boost Switcher.app/Contents/Resources/DisableTurboBoost.64bits.kext --- --- %admin ALL=(ALL) NOPASSWD: TURBO_OPS --- ``` --- --- If you use this, please support the author of Turbo Boost Disabler --- by purchasing the Pro version of the app! --- --- Download: [https://github.com/Hammerspoon/Spoons/raw/master/Spoons/TurboBoost.spoon.zip](https://github.com/Hammerspoon/Spoons/raw/master/Spoons/TurboBoost.spoon.zip) local obj={} obj.__index = obj -- Metadata obj.name = "TurboBoost" obj.version = "0.1" obj.author = "Diego Zamboni <[email protected]>" obj.homepage = "https://github.com/Hammerspoon/Spoons" obj.license = "MIT - https://opensource.org/licenses/MIT" --- TurboBoost.logger --- Variable --- Logger object used within the Spoon. Can be accessed to set the default log level for the messages coming from the Spoon. obj.logger = hs.logger.new('TurboBoost') obj.menuBarItem = nil obj.wakeupWatcher = nil --- TurboBoost.disable_on_start --- Variable --- Boolean to indicate whether Turbo Boost should be disabled when --- the Spoon starts. Default value: `false`. obj.disable_on_start = false --- TurboBoost.reenable_on_stop --- Variable --- Boolean to indicate whether Turbo Boost should be reenabled when --- the Spoon stops. Default value: `true`. obj.reenable_on_stop = true --- TurboBoost.kext_path --- Variable --- Where the DisableTurboBoost.kext file is located. --- Default value: `"/Applications/Turbo Boost Switcher.app/Contents/Resources/DisableTurboBoost.64bits.kext"` obj.kext_path = "/Applications/Turbo Boost Switcher.app/Contents/Resources/DisableTurboBoost.64bits.kext" --- TurboBoost.load_kext_cmd --- Variable --- Command to execute to load the DisableTurboBoost kernel --- extension. This command must execute with root privileges and --- either query the user for the credentials, or be configured --- (e.g. with sudo) to run without prompting. The string "%s" in this --- variable gets replaced with the value of --- TurboBoost.kext_path. Default value: `"/usr/bin/sudo /usr/bin/kextutil '%s'"` obj.load_kext_cmd = "/usr/bin/sudo /usr/bin/kextutil '%s'" --- TurboBoost.unload_kext_cmd --- Variable --- Command to execute to unload the DisableTurboBoost kernel --- extension. This command must execute with root privileges and --- either query the user for the credentials, or be configured --- (e.g. with sudo) to run without prompting. The string "%s" in this --- variable gets replaced with the value of --- TurboBoost.kext_path. Default value: `"/usr/bin/sudo /sbin/kextunload '%s'"` obj.unload_kext_cmd = "/usr/bin/sudo /sbin/kextunload '%s'" --- TurboBoost.check_kext_cmd --- Variable --- Command to execute to check whether the DisableTurboBoost kernel --- extension is loaded. Default value: `"/usr/sbin/kextstat | grep com.rugarciap.DisableTurboBoost"` obj.check_kext_cmd = "/usr/sbin/kextstat | grep com.rugarciap.DisableTurboBoost" --- TurboBoost.notify --- Variable --- Boolean indicating whether notifications should be generated when --- Turbo Boost is enabled/disabled. Default value: `true` obj.notify = true --- TurboBoost.enabled_icon_path --- Variable --- Where to find the icon to use for the "Enabled" icon. Default value --- uses the icon from the Turbo Boost application: --- `"/Applications/Turbo Boost Switcher.app/Contents/Resources/icon.tiff"` obj.enabled_icon_path = "/Applications/Turbo Boost Switcher.app/Contents/Resources/icon.tiff" --- TurboBoost.disabled_icon_path --- Variable --- Where to find the icon to use for the "Disabled" icon. Default value --- uses the icon from the Turbo Boost application: --- `"/Applications/Turbo Boost Switcher.app/Contents/Resources/icon_off.tiff"` obj.disabled_icon_path = "/Applications/Turbo Boost Switcher.app/Contents/Resources/icon_off.tiff" --- TurboBoost:setState(state) --- Method --- Sets whether Turbo Boost should be disabled (kernel extension --- loaded) or enabled (normal state, kernel extension not loaded). --- --- Parameters: --- * state - A boolean, false if Turbo Boost should be disabled --- (load kernel extension), true if it should be enabled (unload --- kernel extension if loaded). --- * notify - Optional boolean indicating whether a notification --- should be produced. If not given, the value of --- TurboBoost.notify is used. --- --- Returns: --- * Boolean indicating new state function obj:setState(state, notify) local curstatus = self:status() if curstatus ~= state then local cmd = string.format(obj.load_kext_cmd, obj.kext_path) if state then cmd = string.format(obj.unload_kext_cmd, obj.kext_path) end self.logger.df("Will execute command '%s'", cmd) if notify == nil then notify = obj.notify end out,st,ty,rc = hs.execute(cmd) if not st then self.logger.ef("Error executing '%s'. Output: %s", cmd, out) else self:setDisplay(state) if notify then hs.notify.new({ title = "Turbo Boost " .. (state and "enabled" or "disabled"), subTitle = "", informativeText = "", setIdImage = hs.image.imageFromPath(self.iconPathForState(state)) }):send() end end end return self:status() end --- TurboBoost:status() --- Method --- Check whether Turbo Boost is enabled --- --- Returns: --- * true if TurboBoost is enabled (kernel ext not loaded), false otherwise. function obj:status() local cmd = obj.check_kext_cmd out,st,ty,rc = hs.execute(cmd) return (not st) end --- TurboBoost:toggle() --- Method --- Toggle TurboBoost status --- --- Returns: --- * New TurboBoost status, after the toggle function obj:toggle() self:setState(not self:status()) return self:status() end --- TurboBoost:bindHotkeys(mapping) --- Method --- Binds hotkeys for TurboBoost --- --- Parameters: --- * mapping - A table containing hotkey objifier/key details for the following items: --- * hello - Say Hello function obj:bindHotkeys(mapping) local spec = { toggle = hs.fnutils.partial(self.toggle, self) } hs.spoons.bindHotkeysToSpec(spec, mapping) end --- TurboBoost:start() --- Method --- Starts TurboBoost --- --- Parameters: --- * None --- --- Returns: --- * The TurboBoost object function obj:start() if self.menuBarItem or self.wakeupWatcher then self:stop() end self.menuBarItem = hs.menubar.new() self.menuBarItem:setClickCallback(self.clicked) self:setDisplay(self:status()) self.wakeupWatcher = hs.caffeinate.watcher.new(self.wokeUp):start() if self.disable_on_start then self:setState(false) end return self end --- TurboBoost:stop() --- Method --- Stops TurboBoost --- --- Parameters: --- * None --- --- Returns: --- * The TurboBoost object function obj:stop() if self.reenable_on_stop then self:setState(true) end if self.menuBarItem then self.menuBarItem:delete() end self.menuBarItem = nil if self.wakeupWatcher then self.wakeupWatcher:stop() end self.wakeupWatcher = nil return self end function obj.iconPathForState(state) if state then return obj.enabled_icon_path else return obj.disabled_icon_path end end function obj:setDisplay(state) obj.menuBarItem:setIcon(obj.iconPathForState(state)) end function obj.clicked() obj:setDisplay(obj:toggle()) end -- This function is called when the machine wakes up and, if the -- module was loaded, it unloads/reloads it to disable Turbo Boost -- again function obj.wokeUp(event) obj.logger.df("In obj.wokeUp, event = %d\n", event) if event == hs.caffeinate.watcher.systemDidWake then obj.logger.d(" Received systemDidWake event!\n") if not obj:status() then obj.logger.d(" Toggling TurboBoost on and back off\n") obj:toggle() hs.timer.usleep(20000) obj:toggle() end end end return obj
dofile "../Premake/Setup.lua" NewSolution("TestFramework") NewProject("TestFramework", "ConsoleApp")
------------------------------------------ Define subplot class.. local subplot={} function subplot.new(self) local obj=self.windowHandle:newObject(); obj.className="subplot" obj.draw = subplot.draw; obj.redraw = subplot.draw; obj.beginScaling=subplot.beginScaling; obj.endScaling=subplot.endScaling; return obj; end function subplot.draw(self) self:beginScaling(); self:cls(true); self:drawObjects(); self:endScaling(); end function subplot.beginScaling(self) local cr=self.windowHandle:begin(); -- cr:translate(self:get('startX'),self:get('startY')) -- cr:scale((self:get('width'))/(self.parent:get('width')), -- (self:get('height'))/(self.parent:get('height'))) -- clipping ... cr:save(); cr:rectangle(self:get('startX'),self:get('startY'), self:get('width'),self:get('height')) cr:clip() end function subplot.endScaling(self) local cr=self.windowHandle.cairoHandle; cr:reset_clip() cr:restore(); cr=self.windowHandle:theEnd(); end ------------------------------------------ Extend gfx.. function gfx.subplot(self,rows,cols,index) -- one argument => index an already existing subplot.. if cols==nil then index=rows; rows=#self.objects; cols=1; end if #self.objects~=rows*cols then -- already created, return handle only self:cls(); local width=self:get('width')/rows; local height=self:get('height')/cols; local windowHandle; for j=1,cols do for i=1,rows do windowHandle=subplot.new(self); -- create new subplot windowHandle:setg('startX',width*(i-1)) windowHandle:setg('startY',height*(j-1)) windowHandle:setg('width',width) windowHandle:setg('height',height) windowHandle:setg('currentAxesHandle',false) self:addObject(windowHandle); -- add subplot to window end end self:draw(); end if index==nil then index=1; end local figure=self.objects[index]; figure:setg('currentFigureHandle',figure); self:setg('currentFigureHandle',figure); self.windowHandle:setg('currentFigureHandle',figure); self.windowHandle:setg('currentAxesHandle',figure:get('currentAxesHandle')) -- figure:setg('currentAxesHandle',figure:get('currentAxesHandle')) --local axesHandle=figure:getAxes(); --self.windowHandle:setg('currentAxesHandle',axesHandle) return figure; end function gfx.getFigure(self) local handle= self:get('currentFigureHandle'); if handle==nil then handle=self.windowHandle; end return handle; end
require 'nn' require('../../common/NYU_params') local ABC_sum, parent = torch.class('nn.ABC_sum', 'nn.Module') local elementwise_div, Parent = torch.class('nn.elementwise_div', 'nn.Module') local elementwise_mul, Parent = torch.class('nn.elementwise_mul', 'nn.Module') local elementwise_shift, Parent = torch.class('nn.elementwise_shift', 'nn.Module') local elementwise_concat, Parent = torch.class('nn.elementwise_concat', 'nn.Module') function ABC_sum:__init(mode) parent.__init(self) self.constant_X_Y_1 = torch.Tensor(3,g_input_height, g_input_width) local _offset_x = 0 local _offset_y = 0 if mode == 'center' then _offset_x = 0 _offset_y = 0 elseif mode == 'left' then _offset_x = -1 _offset_y = 0 elseif mode == 'right' then _offset_x = 1 _offset_y = 0 elseif mode == 'up' then _offset_x = 0 _offset_y = -1 elseif mode == 'down' then _offset_x = 0 _offset_y = 1 end for y = 1 , g_input_height do for x = 1 , g_input_width do self.constant_X_Y_1[{1,y,x}] = (x + _offset_x - g_cx_rgb) / g_fx_rgb self.constant_X_Y_1[{2,y,x}] = (y + _offset_y - g_cy_rgb) / g_fy_rgb end end self.constant_X_Y_1[{3,{}}]:fill(1) end function ABC_sum:updateOutput(input) -- the input is a 3 channel volume - the groundtruth normal map: 3 dimension, assume normal[{{},1,{}}] is the x, then y , then z -- the output is the Ax/f + By/f + C if self.output then if self.output:type() ~= input:type() then self.output = self.output:typeAs(input); end self.output:resize(input:size(1), 1, input:size(3), input:size(4)) if self.constant_X_Y_1:type() ~= input:type() then self.constant_X_Y_1 = self.constant_X_Y_1:typeAs(input); end end for batch_idx = 1 , input:size(1) do -- this might not be the fastest way to do it self.output[{batch_idx,{}}]:copy(torch.sum(torch.cmul(self.constant_X_Y_1, input[{batch_idx, {}}]), 1)) end return self.output end function ABC_sum:updateGradInput(input, gradOutput) if self.gradInput then if self.gradInput:type() ~= input:type() then self.gradInput = self.gradInput:typeAs(input); end self.gradInput:resizeAs(input) self.gradInput:zero() end for batch_idx = 1 , input:size(1) do self.gradInput[{batch_idx, {}}]:copy(self.constant_X_Y_1) end self.gradInput[{{}, 1, {}}]:cmul(gradOutput[{batch_idx, {}}]) self.gradInput[{{}, 2, {}}]:cmul(gradOutput[{batch_idx, {}}]) self.gradInput[{{}, 3, {}}]:cmul(gradOutput[{batch_idx, {}}]) return self.gradInput end ------------------------ function elementwise_div:__init() Parent.__init(self) self.gradInput = {} self.gradInput[1] = torch.Tensor() self.gradInput[2] = torch.Tensor() end function elementwise_div:updateOutput(input) -- the input is a table, input[1] / input[2] if self.output then if self.output:type() ~= input[1]:type() then self.output = self.output:typeAs(input[1]); end self.output:resizeAs(input[1]) end self.output:cdiv(input[1], input[2]) -- ignore the element with 0 divisor local zero_mask = input[2]:eq(0) self.output[zero_mask] = 0 return self.output end function elementwise_div:updateGradInput(input, gradOutput) -- the input is a table, input[1] / input[2] if self.gradInput then for i = 1 , 2 do if self.gradInput[i]:type() ~= input[i]:type() then self.gradInput[i] = self.gradInput[i]:typeAs(input[i]); end self.gradInput[i]:resizeAs(input[i]) end end self.gradInput[1]:cdiv(gradOutput, input[2]) self.gradInput[2]:cmul(gradOutput, input[1]) self.gradInput[2]:cdiv(input[2]) self.gradInput[2]:cdiv(input[2]) self.gradInput[2]:mul(-1) -- ignore the element with 0 divisor local zero_mask = input[2]:eq(0) self.gradInput[1][zero_mask] = 0 self.gradInput[2][zero_mask] = 0 return self.gradInput end ---------------------------- function elementwise_mul:__init() Parent.__init(self) self.gradInput = {} self.gradInput[1] = torch.Tensor() self.gradInput[2] = torch.Tensor() end function elementwise_mul:updateOutput(input) if self.output then if self.output:type() ~= input[1]:type() then self.output = self.output:typeAs(input[1]); end self.output:resizeAs(input[1]) end -- the input is a table self.output:cmul(input[1], input[2]) return self.output end function elementwise_mul:updateGradInput(input, gradOutput) if self.gradInput then for i = 1 , 2 do if self.gradInput[i]:type() ~= input[i]:type() then self.gradInput[i] = self.gradInput[i]:typeAs(input[i]); end self.gradInput[i]:resizeAs(input[i]) self.gradInput[i]:zero() end end self.gradInput[1]:cmul(gradOutput, input[2]) self.gradInput[2]:cmul(gradOutput, input[1]) return self.gradInput end ----------------------------------- function elementwise_shift:__init(mode) Parent.__init(self) self.mode = mode end function elementwise_shift:updateOutput(input) -- the input is 4 dim, shift the 3th and 4th dim if self.output then if self.output:type() ~= input:type() then self.output = self.output:typeAs(input); end self.output:resizeAs(input) self.width = input:size(4) self.height = input:size(3) self.output:zero() end -- the input is a table if self.mode == 'left' then self.output[{{},{},{},{1,self.width-1}}]:copy(input[{{},{},{},{2, self.width}}]) elseif self.mode == 'right' then self.output[{{},{},{},{2, self.width}}]:copy(input[{{},{},{},{1,self.width-1}}]) elseif self.mode == 'up' then self.output[{{},{},{1,self.height - 1},{}}]:copy(input[{{},{},{2, self.height},{}}]) elseif self.mode == 'down' then self.output[{{},{},{2, self.height},{}}]:copy(input[{{},{},{1,self.height - 1},{}}]) end return self.output end function elementwise_shift:updateGradInput(input, gradOutput) if self.gradInput then if self.gradInput:type() ~= input:type() then self.gradInput = self.gradInput:typeAs(input); end self.gradInput:resizeAs(input) self.gradInput:zero() end if self.mode == 'left' then self.gradInput[{{},{},{},{2, self.width}}]:copy(gradOutput[{{},{},{},{1,self.width-1}}]) elseif self.mode == 'right' then self.gradInput[{{},{},{},{1,self.width-1}}]:copy(gradOutput[{{},{},{},{2, self.width}}]) elseif self.mode == 'up' then self.gradInput[{{},{},{2, self.height},{}}]:copy(gradOutput[{{},{},{1,self.height - 1},{}}]) elseif self.mode == 'down' then self.gradInput[{{},{},{1,self.height - 1},{}}]:copy(gradOutput[{{},{},{2, self.height},{}}]) end return self.gradInput end ----------------------------------- function elementwise_concat:__init() Parent.__init(self) self.gradInput = {} end function elementwise_concat:updateOutput(input) -- input is an array. Each element is a 4 dimesional tensor. -- we concatenate these tensors along the second dimension -- we also assume that each element in the input has the same number of channels if self.output then if self.output:type() ~= input[1]:type() then self.output = self.output:typeAs(input[1]); end self.output:resize(input[1]:size(1), #input * input[1]:size(2), input[1]:size(3), input[1]:size(4)) self.output:zero() end -- the input is a table for i = 1, #input do self.output[{{}, {input[1]:size(2) * (i-1) + 1, input[1]:size(2) * i }, {}}]:copy(input[i]) end return self.output end function elementwise_concat:updateGradInput(input, gradOutput) if self.gradInput then for i = 1 ,#input do if self.gradInput[i] == nil then self.gradInput[i] = torch.Tensor() end if self.gradInput[i]:type() ~= input[i]:type() then self.gradInput[i] = self.gradInput[i]:typeAs(input[i]); end self.gradInput[i]:resizeAs(input[i]) self.gradInput[i]:zero() end end for i = 1 ,#input do self.gradInput[i]:copy(gradOutput[{{}, {input[1]:size(2) * (i-1) + 1, input[1]:size(2) * i }, {}}]) end return self.gradInput end ------------------------------------- require 'nngraph' function get_theoretical_depth() print("get_theoretical_depth_v2") local depth_input = nn.Identity()():annotate{name = 'depth_input', graphAttributes = {color = 'blue'}} local normal_input = nn.Identity()():annotate{name = 'normal_input', graphAttributes = {color = 'green'}} local ABC_right = nn.ABC_sum('right')(normal_input):annotate{name = 'ABC_right'} local ABC_left = nn.ABC_sum('left')(normal_input):annotate{name = 'ABC_left'} local ABC_down = nn.ABC_sum('down')(normal_input):annotate{name = 'ABC_down'} local ABC_up = nn.ABC_sum('up')(normal_input):annotate{name = 'ABC_up'} local z_i_left = nn.elementwise_shift('right')(depth_input) local z_i_right = nn.elementwise_shift('left')(depth_input) local z_i_up = nn.elementwise_shift('down')(depth_input) local z_i_down = nn.elementwise_shift('up')(depth_input) local left_div_right = nn.elementwise_div()({ABC_left, ABC_right}):annotate{name = 'left_div_right'} local D_right = nn.elementwise_mul()({left_div_right, z_i_left}):annotate{name = 'D_right'} local z_o_right = nn.elementwise_shift('right')(D_right):annotate{name = 'z_o_right'} local right_div_left = nn.elementwise_div()({ABC_right, ABC_left}):annotate{name = 'right_div_left'} local D_left = nn.elementwise_mul()({right_div_left, z_i_right}):annotate{name = 'D_left'} local z_o_left = nn.elementwise_shift('left')(D_left):annotate{name = 'z_o_left'} local up_div_down = nn.elementwise_div()({ABC_up, ABC_down}):annotate{name = 'up_div_down'} local D_down = nn.elementwise_mul()({up_div_down, z_i_up}):annotate{name = 'D_down'} local z_o_down = nn.elementwise_shift('down')(D_down):annotate{name = 'z_o_down'} local down_div_up = nn.elementwise_div()({ABC_down, ABC_up}):annotate{name = 'down_div_up'} local D_up = nn.elementwise_mul()({down_div_up, z_i_down}):annotate{name = 'D_up'} local z_o_up = nn.elementwise_shift('up')(D_up):annotate{name = 'z_o_up'} local z_concat = nn.elementwise_concat()({z_o_up, z_o_down, z_o_left, z_o_right}):annotate{name = 'concat'} local model = nn.gModule({normal_input, depth_input}, {z_concat}) return model end function get_shifted_mask() print("get_shifted_mask_v2") local mask_input = nn.Identity()():annotate{name = 'mask_input', graphAttributes = {color = 'green'}} local mask_o_left = nn.elementwise_shift('left')(mask_input) local mask_o_right = nn.elementwise_shift('right')(mask_input) local mask_o_up = nn.elementwise_shift('up')(mask_input) local mask_o_down = nn.elementwise_shift('down')(mask_input) local mask_concat = nn.elementwise_concat()({mask_o_up, mask_o_down, mask_o_left, mask_o_right}):annotate{name = 'concat'} local model = nn.gModule({mask_input}, {mask_concat}) return model end
elite_geonosian_warrior = Creature:new { customName = "Elite Geonosian Warrior", socialGroup = "geonosian", faction = "", level = 300, chanceHit = 0.85, damageMin = 800, damageMax = 1600, baseXp = 13500, baseHAM = 60000, baseHAMmax = 120000, armor = 2, resists = {130,125,130,125,125,130,130,130,140}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0, ferocity = 0, pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY, creatureBitmask = PACK + KILLER, optionsBitmask = AIENABLED, diet = HERBIVORE, templates = { "object/mobile/dressed_geonosian_warrior_01.iff", "object/mobile/dressed_geonosian_warrior_02.iff", "object/mobile/dressed_geonosian_warrior_03.iff"}, lootGroups = { { groups = { {group = "weapon_component_advanced", chance = 10000000}, }, lootChance = 3000000 }, { groups = { {group = "trash_common", chance = 7000000}, {group = "trash_rare", chance = 3000000}, }, lootChance = 10000000 }, { groups = { {group = "geonosian_common", chance = 10000000}, }, lootChance = 5000000 }, { groups = { {group = "tierone", chance = 1500000}, {group = "tiertwo", chance = 3500000}, {group = "tierthree", chance = 2500000}, {group = "tierdiamond", chance = 2500000}, }, lootChance = 4000000 } }, weapons = {"geonosian_weapons"}, conversationTemplate = "", attacks = merge(brawlermaster,marksmanmaster,pistoleermaster,riflemanmaster) } CreatureTemplates:addCreatureTemplate(elite_geonosian_warrior, "elite_geonosian_warrior")
local M = {} local conf_defaults = { max_lines = 1000; max_num_results = 20; sort = true; priority = 5000; show_prediction_strength = true; run_on_every_keystroke = true; snippet_placeholder = '..'; ignored_file_types = { -- default is not to ignore -- uncomment to ignore in lua: -- lua = true }; } function M:setup(params) for k, v in pairs(params) do conf_defaults[k] = v end end function M:get(what) return conf_defaults[what] end return M
-- © https://github.com/ncopa/lua-shell local shell = {} function shell.escape(args) local ret = {} for _,a in pairs(args) do s = tostring(a) if s:match("[^A-Za-z0-9_/:=-]") then s = "'"..s:gsub("'", "'\\''").."'" end table.insert(ret,s) end return table.concat(ret, " ") end function shell.run(args) local h = io.popen(shell.escape(args)) local outstr = h:read("*a") return h:close(), outstr end function shell.execute(args) return os.execute(shell.escape(args)) end return shell
-- 3 steps: remove nullables, remove all cycles, and finally remove immediate left recursion local left_recursion_elimination = {} local ll1 = require 'luainlua.ll1.ll1' local utils = require 'luainlua.common.utils' local graph = require 'luainlua.common.graph' local worklist = require 'luainlua.common.worklist' local function hash(production) return table.concat({unpack(production)}, '`') end local function normalize(production) local new = {} for object in utils.loop(production) do if object ~= '' then table.insert(new, object) end end return new end local function null_out(production, i, nullable_indices) local new = {unpack(production)} local changed = {} local index = 1 while true do local okay = i % 2 == 0 if okay then new[nullable_indices[index]] = '' table.insert(changed, nullable_indices[index]) end i = math.floor(i / 2) if i == 0 then break end index = index + 1 end return normalize(new) end local function insert_into(new_nonterminal, production, production_hashes) local h = hash(production) if not production_hashes[h] and #production ~= 0 then table.insert(new_nonterminal, production) production_hashes[h] = true end end local function eliminate_nullables(configuration) local nullables = {} for variable, nonterminal in pairs(configuration) do local first_set = configuration:first(variable) if first_set[''] then nullables['$' .. variable] = true end end local new_actions = {} for variable, nonterminal in pairs(configuration) do -- let's construct a hashset of the original productions local seen_productions = {} for production in utils.loop(nonterminal) do seen_productions[hash(production)] = true end -- let's compute the null-eliminated expansion local new_nonterminal = {} local production_hashes = {} for production in utils.loop(nonterminal) do local action = production.action local nullable_indices = {} for i, object in ipairs(production) do if nullables[object] then table.insert(nullable_indices, i) end end if #nullable_indices ~= 0 then -- compute the combinatorial transfer to naturals for i=0,2^#nullable_indices - 1 do local new_production, changed = null_out(production, i, nullable_indices) insert_into(new_nonterminal, new_production, production_hashes) end else insert_into(new_nonterminal, normalize(production), production_hashes) end end new_actions[variable] = new_nonterminal assert(#new_nonterminal ~= 0) end return ll1.configure(new_actions) end local function full_dependency_graph(configuration) -- find all forms of X -> Y local g = graph() g.configuration = configuration for variable, nonterminal in pairs(configuration) do for production in utils.loop(nonterminal) do for object in utils.loop(production) do if object:sub(1,1) == '$' then g:edge(object:sub(2), variable) g:edge(variable, object:sub(2)) end end end end g:set_root('root') return g end -- computes the set of productions that A =*> goes to local transitive_algorithm = worklist { -- what is the domain? Sets of productions initialize = function(self, _, _) return {} end, transfer = function(self, node, _, graph, pred) local transitive_set = self:initialize(node) local nonterminal = graph.configuration[node] local single_set = {} for production in utils.loop(nonterminal) do transitive_set[hash(production)] = production if #production == 1 and production[1]:sub(1, 1) == '$' then transitive_set = self:merge( transitive_set, self.partial_solution[production[1]:sub(2)]) end end return transitive_set end, changed = function(self, old, new) -- assuming monotone in the new direction for key in pairs(new) do if not old[key] then return true end end return false end, merge = function(self, left, right) local merged = utils.copy(left) for key in pairs(right) do merged[key] = right[key] end return merged end, tostring = function(self, _, node, input) local list = {} for key in pairs(input) do table.insert(list, key) end return node .. ' -> ' .. table.concat(list, ' | ') end } local function eliminate_cycles(configuration) local use_graph = full_dependency_graph(configuration) local transitive_set = transitive_algorithm:forward(use_graph) local cycle_set = {} for variable, transitionable in pairs(transitive_set) do if transitionable['$' .. variable] then cycle_set[variable] = true end end local noncyclic_set = {} for key, map in pairs(transitive_set) do noncyclic_set[key] = utils.kfilter(function(k, v) return not cycle_set[k:sub(2)] end, map) end local new_actions = {} for variable, nonterminal in pairs(configuration) do if variable ~= 'root' then -- look for productions that are exactly $Cyclic local productions_map = {} for production in utils.loop(nonterminal) do if #production == 1 and production[1]:sub(1, 1) == '$' then local other = production[1]:sub(2) if cycle_set[other] then for h, other_production in pairs(noncyclic_set[other]) do productions_map[h] = other_production end else productions_map[hash(production)] = production end else productions_map[hash(production)] = production end end new_actions[variable] = {} for _, production in pairs(productions_map) do table.insert(new_actions[variable], production) end else new_actions[variable] = nonterminal end end return ll1.configure(new_actions) end local function immediate_elimination(nonterminal) local variable = nonterminal.variable local new_variable = variable .. "'new" local recursive = {{''}, variable = new_variable} local other = {variable = variable} for production in utils.loop(nonterminal) do local local_production = utils.copy(production) print('\t', variable, utils.to_string(production)) if local_production[1] == variable then assert(variable == table.remove(local_production, 1)) table.insert(local_production, new_variable) table.insert(recursive, local_production) else table.insert(local_production, new_variable) table.insert(other, local_production) end end if #recursive == 1 then return nil else return other, recursive end end local function indirect_elimination(configuration) local actions = utils.copy(configuration) local variables = {} for node in configuration:get_dependency_graph():dfs() do table.insert(variables, node) end for i = 1,#variables do local old_left = actions[variables[i]] local new_left = utils.copy(old_left) local to_remove = {} for j = 1, #variables do if i ~= j then local old_right = actions[variables[j]] -- find some production of the form A_i := A_j \gamma for k, production in ipairs(old_left) do if production[1] == '$' .. variables[j] then -- expand A_j out print(variables[i], variables[j], utils.to_string(production)) for production_j in utils.loop(old_right) do local new_i_k = utils.copy(production_j) for l = 2, #production do table.insert(new_i_k, production[l]) end table.insert(new_left, new_i_k) to_remove[k] = true end end end end end local needs_removing = {} for k in pairs(to_remove) do table.insert(needs_removing, k) end table.sort(needs_removing, function(a,b) return b > a end) for j in utils.loop(needs_removing) do print(j) table.remove(new_left, j) end -- rewrite A[i] local normal, recursive = immediate_elimination(new_left) if normal then actions[variables[i]] = normal actions[recursive.variable:sub(2)] = recursive else actions[variables[i]] = new_left end end return ll1.configure(actions) end local function direct_factor_elimination(nonterminal) -- eliminate A -> a \gamma_1 | a \gamma_2 | ... a \gamma_n into -- A -> a $A'factored | \gamma_{n+1} -- A'factor#1 -> \gamma_1 | \gamma_2 | ... | \gamma_n -- we need to keep doing this until we hit a fixed point local action = {variable = nonterminal.variable} local new_variables = {} local variable = nonterminal.variable -- step 1: compute frequency table of common prefixes local prefix_freq = {} for i, production in ipairs(nonterminal) do if not prefix_freq[production[1]] then prefix_freq[production[1]] = {} end table.insert(prefix_freq[production[1]], i) end -- step 2: compute replacement table local replacement_id = 1 for prefix, frequencies in pairs(prefix_freq) do if #frequencies == 1 then table.insert(action, nonterminal[frequencies[1]]) else -- create a new variable local new_variable = variable .. '\'factor#' .. replacement_id local new_nonterminal = {variable = new_variable} replacement_id = replacement_id + 1 for id in utils.loop(frequencies) do local new_production = utils.sublist(nonterminal[id], 2) if #new_production == 0 then new_production[1] = '' end table.insert(new_nonterminal, new_production) end table.insert(new_variables, new_nonterminal) table.insert(action, {prefix, new_variable}) end end return action, new_variables end local function left_factor_elimination(configuration) local has_changes = false local actions = utils.copy(configuration) for variable, nonterminal in pairs(configuration) do local action, new_variables = direct_factor_elimination(nonterminal) if #new_variables ~= 0 then has_changes = true actions[action.variable:sub(2)] = action for new in utils.loop(new_variables) do actions[new.variable:sub(2)] = new end end end if has_changes then return left_factor_elimination(actions) end return ll1.configure(actions) end --[[-- -- testing local configuration = ll1.configure { root = { {'$expr', action = id}, }, base = { {'consts', action = id}, {'(', '$expr', ')', action = id}, }, expr = { {'$base'}, {'$base', '+', '$expr'}, {'$base', '$expr'}, {'fun', 'identifier', '->', '$expr', action = id}, }, } local new_configuration = eliminate_nullables(configuration) print(new_configuration:pretty()) new_configuration = eliminate_cycles(new_configuration) print(new_configuration:pretty()) new_configuration = indirect_elimination(new_configuration) print(new_configuration:pretty()) new_configuration = left_factor_elimination(new_configuration) print(new_configuration:pretty()) ll1(new_configuration) print(new_configuration:firsts():dot()) print(new_configuration:follows():dot()) --]]-- left_recursion_elimination.eliminate_nullables = eliminate_nullables left_recursion_elimination.eliminate_cycles = eliminate_cycles left_recursion_elimination.immediate_elimination = immediate_elimination left_recursion_elimination.indirect_elimination = indirect_elimination left_recursion_elimination.left_factor_elimination = left_factor_elimination return left_recursion_elimination
local pipes = require('pipes') local log = pipes.log log('boot start') pipes.console({port=11112}) --local json = require('pipes.json') --local str = '{"name":"dada", "age":25, "score":98.5, "arr":[123, "hehe123", 456, {"sub":"ddd"}, [55,66,77,88]], "arr2":[], "obj2":{} }' --local jObj = json.decode(str) --for k,v in pairs(jObj) do -- print('item, '..tostring(k)..'='..tostring(v)) --end --str = json.encode(jObj) --print(str) -- pipes.newservice('HttpTest') pipes.exit() --[[ local sock = require('pipes.socket') log('start open') local id, err = sock.open({ host='www.baidu.com', port=443, timeout=15000, }) if id then log('boot conn succ, id='..id) sock.start(id) sock.send(id, '123\n') while(true) do local rsp, sz = sock.read(id) if not rsp then break end log(rsp) end log('boot disconn') else log('boot conn failed, err='..err) end --]] --[[ for i=1, 10 do pipes.sleep(1000) log('sleep done ', i) end --]] --[[ --pipes.sleep(10000) log('start net session: '..id) sock.start(id) local str, sz = sock.read(id, 20) log('read start msg 1: '..tostring(str)..', sz='..sz) str, sz = sock.read(id, 30) log('read start msg 2: '..tostring(str)..', sz='..sz) pipes.timeout(10000, function() pipes.exit() end) while(true) do local str, sz = sock.read(id, 1024) if not str then break end log('dddd recv: sz='..sz..', msg: '..tostring(str)) end --pipes.sleep(45000) --log('asdasdasd') --sock.start(id) --]]
minetest.register_node("tardis:interior_door", { description = "Tardis Interior Door", tiles = {"inside_door.png"}, drawtype = "mesh", mesh = "tardis.obj", selection_box = { type = "fixed", fixed = { { -0.5, -0.5, -0.5, 0.5, 1.5, 0.5 }, }, }, collision_box = { type = "fixed", fixed = { { 0.48, -0.5,-0.5, 0.5, 1.5, 0.5}, {-0.5 , -0.5, 0.48, 0.48, 1.5, 0.5}, {-0.5, -0.5,-0.5 ,-0.48, 1.5, 0.5}, { -0.7,-0.6,-0.7,0.7,-0.48, 0.7}, } }, sunlight_propagates = true, groups = {not_in_creative_inventory = 1}, use_texture_alpha = "clip", diggable = false, on_timer = function(pos) local objs = minetest.get_objects_inside_radius(pos, 0.9) --[[if #objs ~= 0 then _tardis.tools.log("Found "..tostring(#objs).." # of objects, at "..minetest.pos_to_string(pos)) end]] if objs[1] == nil then return true else if objs[1]:is_player() then -- Check if it's a player or if it's an entity (mob) local pmeta = objs[1]:get_meta() local meta = minetest.get_meta(pos) local id = meta:get_string("id") local user = _tardis.get_user(id) if user.version == nil then _tardis.tools.log("Registering door before after failed to get user '"..id.."'.") return true end local go_pos = user.out_pos -- Change this based on the tardis's exit direction (rather than hard coded for only one dir) local look = 0 if user.dest_dir == 0 then -- N go_pos.z = go_pos.z+1 look = 0 elseif user.dest_dir == 2 then -- S go_pos.z = go_pos.z-1 look = 180 elseif user.dest_dir == 1 then -- W go_pos.x = go_pos.x-1 look = 90 elseif user.dest_dir == 3 then -- E go_pos.x = go_pos.x+1 look = 270 end objs[1]:set_pos(go_pos) objs[1]:set_look_horizontal( _tardis.tools.deg2rad(look) ) objs[1]:set_look_vertical( _tardis.tools.deg2rad(0) ) _tardis.tools.log("Player '"..objs[1]:get_player_name().."' exits tardis located at "..minetest.pos_to_string(go_pos)) -- Deal damage to the player because they left while still in the vortex --[[if pmeta:get_string("vortex") == "yes" then go_pos.z = go_pos.z-2 objs[1]:set_pos(go_pos) objs[1]:set_hp(0) end]] -- Setup the exterior to change skins and restart the door timer minetest.after(1, function() local meta = minetest.get_meta(pos) local id = meta:get_string("id") local user = _tardis.get_user(id) if user.version == nil then _tardis.tools.log("Registering door at after failed to get user '"..id.."'.") return end local go_pos = user.out_pos local look = user.exterior_theme minetest.set_node(go_pos, {name=look, param1=user.dest_dir, param2=user.dest_dir}) -- Set exterior skin local ometa = minetest.get_meta(go_pos) ometa:set_string("id", id) local timer = minetest.get_node_timer(go_pos) timer:start(0.2) -- Restart door timer end) else -- entity not player local meta = minetest.get_meta(pos) local id = meta:get_string("id") local user = _tardis.get_user(id) if user.version == nil then _tardis.tools.log("Registering door at entity not player failed to get user '"..id.."'.") return true end local go_pos = user.out_pos -- Change this based on the tardis's exit direction (rather than hard coded for only one dir) --go_pos.z = go_pos.z-1 if user.dest_dir == 0 then -- N go_pos.z = go_pos.z+1 elseif user.dest_dir == 2 then -- S go_pos.z = go_pos.z-1 elseif user.dest_dir == 1 then -- W go_pos.x = go_pos.x-1 elseif user.dest_dir == 3 then -- E go_pos.x = go_pos.x+1 end objs[1]:set_pos(go_pos) _tardis.tools.log("Entity exits tardis located at "..minetest.pos_to_string(go_pos)) end end return true end, }) --fix door timer minetest.register_lbm({ name = "tardis:fix_door_timers", nodenames = {"tardis:interior_door"}, action = function(pos, node) local timer = minetest.get_node_timer(pos) if timer:is_started() ~= true then -- Start it only if it's needed _tardis.tools.log("Restarted door timer at "..minetest.pos_to_string(pos)) timer:start(0.2) end end })
--- ftable module -- @classmod ftable local M = {} function M.new(t) return setmetatable(t or {}, { __index = M, __tostring = function(t) return M.tostring(t) end }) end local function is_from_module(t, new_t) local mt = getmetatable(t) if(mt and mt.__index == M and new_t) then return M.new(new_t) end return new_t or t end --- Apply a function by each element in table -- @tparam table t Base table. -- @func fn Function to apply to each element. function M.for_each(t, fn) for k, v in pairs(t) do fn(v, k , t) end end --- Apply a function by each element in table of reverse way -- @tparam table t Base table. -- @func fn Function to apply to each element. function M.for_each_reverse(t, fn) local length = #t for i = length, 1, -1 do fn(v, k , t) end end --- Create a new table whose values are result of apply a function to each element. -- @tparam table t Base table. -- @func fn Function to apply to each element. -- @treturn table function M.map(t, fn) local new_t = {} for k, v in pairs(t) do new_t[k] = fn(v, k, t) end return is_from_module(t, new_t) end --- Create a new table whose values pass a function. -- @tparam table t Base table. -- @func fn Function to apply to each element. -- @treturn table function M.filter(t, fn) local new_t = {} for k, v in pairs(t) do if(fn(v, k, t)) then table.insert(new_t, v) end end return is_from_module(t, new_t) end --- Find a new table whose values pass a function. -- @tparam table t Base table. -- @func fn Function to apply to each element. -- @treturn {table|string|number|boolean|nil} number function M.find(t, fn) local found, index = nil, -1 for k, v in pairs(t) do if(fn(v, k, t)) then found = v;index = k break end end return found, index end --- Find index of first element that pass the function. -- @tparam table t Base table. -- @func fn Function to apply to each element. -- @treturn {number|nil} function M.find_index(t, fn) local _, index = M.find(t, fn) return index end --- Find index of first element whose value is same to given. -- @tparam table t Base table. -- @param value Value to find index. -- @treturn {number|nil} function M.index_of(t, value) local _, index = M.find(t, function(v) return v == value end) return index end --- Reduce a table to a value passing a function to each element. -- @tparam table t Base table. -- @func fn Function to apply to each element. Params (accumulator, element_value, element_key, table). -- @param accumulator Init value of accumulator. -- @return accumulator function M.reduce(t, fn, accumulator) M.for_each(t, function(v, k, a) accumulator = fn(accumulator, v, k, a) end) return accumulator end --- Reduce a reversed table to a value passing a function to each element. -- @tparam table t Base table. -- @func fn Function to apply to each element. Params (accumulator, element_value, element_key, table). -- @param accumulator Init value of accumulator. -- @return accumulator function M.reduce_reverse(t, fn, accumulator) M.for_each_reverse(t, function(v, k, a) accumulator = fn(accumulator, v, k, a) end) return accumulator end --- Inserts a value at end of table. -- @tparam table t Base table. -- @param value Value to insert -- @return length of table function M.push(t, value) table.insert(t, value) return #t end --- Removes last item of table. -- @tparam table t Base table. -- @return item removed function M.pop(t) return table.remove(t, #t) end --- Inserts a value at start of table. -- @tparam table t Base table. -- @param value Value to insert -- @return length of table function M.unshift(t, value) table.insert(t, 1, value) return #t end --- Removes first item of table. -- @tparam table t Base table. -- @return item removed function M.shift(t) return table.remove(t, 1) end --- Reverse a table. Create a new table. -- @tparam table t Base table. -- @return reversed table function M.reverse(t) local new_t = {} local length = M.length(t) for i=length, 1, -1 do M.push(new_t, t[i]) end return is_from_module(t, new_t) end local function flat(t, depth, new_t, level) depth = depth or 1 new_t = new_t or {} level = level or 0 M.for_each(t, function(v, k) if (type(v) == "table" and depth > level) then flat(v, depth, new_t, level + 1) else M.push(new_t, v) end end) return is_from_module(t, new_t) end --- Flat a table. Create a new table. -- @tparam table t Base table. -- @number[opt=1] depth Depth to flat the table. -- @treturn table function M.flat(t, depth) return flat(t, depth) end --- Flat and map combined. Apply a function to a flat table. Create a new table. Flat depth is 1. -- @tparam table t Base table. -- @func fn Function to apply to each element of flatted table. -- @treturn table function M.flat_map(t, fn) local flat = M.flat(t, 1) return M.map(flat, fn) end --- Slice a table start-ends. Create a new table. -- @tparam table t Base table. -- @number[opt=1] start Start position. -- @number[opt=#t] endv End position. -- @treturn table function M.slice(t, start, endv) start = start or 1 endv = endv or #t local new_t = {} for i = start, endv do M.push(new_t, t[i]) end return is_from_module(t, new_t) end --- Sort a table. -- @tparam table t Base table. -- @func fn Compare function. fn(a, b) -- @treturn table function M.sort(t, fn) table.sort(t, fn) return t end -- TODO -- function M.splice(t, start, delete, ...) -- local length = #t -- if (start > length) then start = length + 1 -- elseif (start < 0) then start = length + start end -- local items = {...} -- if(#items < 1) then return t end -- local endv = start + delete -- local items_count = 1 -- local t_before_start = M.slice(t, 1, start) -- for i = start, endv do -- end -- end --- Check if some element of a table pass a function. -- @tparam table t Base table. -- @func fn Function to pass. -- @treturn table function M.some(t, fn) return M.find(t, fn) and true or false end --- Check if every element of a table pass a function. -- @tparam table t Base table. -- @func fn Function to pass. -- @treturn boolean function M.every(t, fn) local result = true for k, v in pairs(t) do if(not fn(v, k, t)) then result = false; break end end return result end --- Concat a table with other. -- @tparam table t Base table. -- @tparam table ot Other table. -- @treturn table function M.concat(t, ot) local new_t = {} M.for_each(t, function(v) M.push(new_t, v) end) M.for_each(ot, function(v) M.push(new_t, v) end) return is_from_module(t, new_t) end --- Fill a table with a element. -- @tparam table t Base table. -- @param value Fill element. -- @tparam number[opt=1] start Start position. -- @tparam number[opt=#t] endv End position. -- @treturn table function M.fill(t, value, start, endv) start = start or 1 endv = endv or #t for i = start, endv do t[i] = value end return is_from_module(t, t) end --- Fill a table with a element. -- @tparam table t Base table. -- @param value Value to include. -- @treturn boolean function M.includes(t, value) return M.some(t, function(v) return v == value end) end --- Join table elements to a string. -- @tparam table t Base table. -- @string[opt=""] separator Separator. -- @treturn string function M.join(t, separator) separator = separator or "" local result = "" M.for_each(t, function(v,k) result = result .. ((k > 1 and separator) or "") .. v end) return result end --- Returns a new table with keys table. -- @tparam table t Base table. -- @treturn table function M.keys(t) return M.map(t, function(_, k) return k end) end --- Returns a new table with values table. -- @tparam table t Base table. -- @treturn table function M.values(t) return M.map(t, function(v) return v end) end --- Returns table length. -- @tparam table t Base table. -- @treturn number function M.length(t) return #t end function pvalue(value) if(type(value) == "string") then return "\"" .. value .. "\"" else return tostring(value) end end local function _tostring(t, depth, level) level = level or 1 local sep = " " local result = "{\n" M.for_each(t, function(v, k) if(type(v) == "table") then result = result .. (sep:rep(level)) .. "[" .. k .. "] = " .. (depth > level and _tostring(v, level + 1) or tostring(v)) .. ",\n" else result = result .. (sep:rep(level)) .. "[" .. k .. "] = " .. pvalue(v) .. ",\n" end end) return result .. (sep:rep(level-1)) .. "}" end --- Returns table tostring. -- @tparam table t Base table. -- @number[opt=1] depth Depth. -- @treturn string function M.tostring(t, depth) depth = depth or 1 return _tostring(t, depth) end --- Print a table. -- @tparam table t Base table. -- @number[opt=1] depth Depth. function M.print(t, depth) print(M.tostring(t, depth)) end return setmetatable({},{ __index = M, __call = function(cls, t) return M.new(t) end })
--[[ This file is part of toml. It is subject to the licence terms in the COPYRIGHT file found in the top-level directory of this distribution and at https://raw.githubusercontent.com/pallene-modules/toml/master/COPYRIGHT. No part of toml, including this file, may be copied, modified, propagated, or distributed except according to the terms contained in the COPYRIGHT file. Copyright © 2015 The developers of toml. See the COPYRIGHT file in the top-level directory of this distribution and at https://raw.githubusercontent.com/pallene-modules/toml/master/COPYRIGHT. ]]--
local class = require 'ext.class' local ViscousFlux = class() function ViscousFlux:init(args) self.solver = assert(args.solver) end -- insert extra flux calculations into fvsolver's calcFlux() kernel function ViscousFlux:addCalcFluxCode() --[[ from "CFD - An Open Approach" section 14.2 dU^I/dt + dF^Ij/dx^j = 0 dU^I/dt = -dF^Ij/dx^j i = flux direction j = state variable vector component Fv^ρ^i = 0 Fv^m^ij = -τ^ij Fv^E^i = -τ^ij v_j - q^i τ^ij = mu ((v^i;j + v^j;i) - 2/3 g^ij v^k_;k) τ^ij_;j = mu ((v^i;j_j + v^j;i_j) - 2/3 g^ij v^k_;kj) dU^I/dt + dFv^Ii/dx^i = 0 dU^I/dt = -dFv^Ii/dx^i dρ/dt = 0 dm^j/dt = ∇_i τ^ij dE/dt = ∇_i (τ^ij v_j + q^i) dm^j/dt = ∇_i (mu ((∇^j v^i + ∇^i v^j) - 2/3 g^ij ∇_k v^k)) dm^j/dt = ∇_i mu ((∇^j v^i + ∇^i v^j) - 2/3 g^ij ∇_k v^k) + mu ( ( ∇^j (∇_i v^i) + (∇_i ∇^i) v^j ) - 2/3 g^ij ∇_i (∇_k v^k) ) dE/dt = ∇_i ((mu ((∇^j v^i + ∇^i v^j) - 2/3 g^ij ∇_k v^k)) v_j + q^i) ... do I really want to modify the flux vector? or should I just put this in the source term? flux vector here source term somewhere else per-component in cartesian metric for rhs calcs: Fv^m^ij = -τ^ij -Fv^m^ij_,j = τ^ij_,j -Fv^m^ij_,j = mu ((v_i,jj + v_j,ij) - 2/3 v_j,ji) -Fv^m^ij_,j = mu (v_i,jj + 1/3 v_j,ij) -Fv^m^ij_,j = mu (v_i,xx + v_i,yy + v_i,zz + 1/3 v_x,ix + 1/3 v_y,iy + 1/3 v_z,iz) -Fv^m^xj_,j = mu (4/3 v_x,xx + v_x,yy + v_x,zz + 1/3 v_y,xy + 1/3 v_z,xz) -Fv^m^yj_,j = mu (4/3 v_y,yy + v_y,xx + v_y,zz + 1/3 v_x,xy + 1/3 v_z,yz) -Fv^m^zj_,j = mu (4/3 v_z,zz + v_z,xx + v_z,yy + 1/3 v_x,xz + 1/3 v_y,yz) I could abstract my calculation of variables in my partial deriv code, and finite-difference 'v' or I could factor our momentum and density ... -Fv^m^xj_,j = mu (4/3 (m_x/rho),xx + (m_x/rho),yy + (m_x/rho),zz + 1/3 (m_y/rho),xy + 1/3 (m_z/rho),xz) -Fv^m^yj_,j = mu (4/3 (m_y/rho),yy + (m_y/rho),xx + (m_y/rho),zz + 1/3 (m_x/rho),xy + 1/3 (m_z/rho),yz) -Fv^m^zj_,j = mu (4/3 (m_z/rho),zz + (m_z/rho),xx + (m_z/rho),yy + 1/3 (m_x/rho),xz + 1/3 (m_y/rho),yz) (m_i/rho),jk = (m_i,j/rho - m_i rho_,j/rho^2),k (m_i/rho),jk = ( m_i,jk / rho - m_i,j rho_,k / rho^2 - m_i,k rho_,j / rho^2 - m_i rho_,jk / rho^2 + 2 m_i rho_,j rho_,k / rho^3 ) -Fv^m^ij_,j = mu (v_i,jj + 1/3 v_j,ij) -Fv^m^ij_,j = mu ((m_i/rho),jj + 1/3 (m_j/rho),ij) -Fv^m^ij_,j = mu ( ( m_i,jj / rho - m_i,j rho_,j / rho^2 - m_i,j rho_,j / rho^2 - m_i rho_,jj / rho^2 + 2 m_i rho_,j rho_,j / rho^3 ) + 1/3 ( m_j,ij / rho - m_j,i rho_,j / rho^2 - m_j,j rho_,i / rho^2 - m_j rho_,ij / rho^2 + 2 m_j rho_,i rho_,j / rho^3 ) ) -Fv^m^ij_,j = mu ( + m_i,jj / rho + 1/3 m_j,ij / rho - ( + 2 m_i,j rho_,j + m_i rho_,jj + 1/3 m_j,i rho_,j + 1/3 m_j,j rho_,i + 1/3 m_j rho_,ij ) / rho^2 + ( + 2 m_i rho_,j rho_,j + 2/3 m_j rho_,i rho_,j ) / rho^3 ) ... too many terms -Fv^E^i = τ^ij v_j + q^i -Fv^E^i_,i = (τ^ij v_j + q^i)_,i -Fv^E^i_,i = τ^ij_,i v_j + τ^ij v_j_,i + q^i_,i --]] return [[ #error TODO //how about the partials not across the flux axis? time to construct a basis. //this works fine for grids, but what to do for unstructured? // even for grids, along the flux dir we will be using dx, but along the perp dirs we will use 2 dx // and even if I do 2dx along the non-flux axis then we have to recalc centers of faces in neighbors of our current face real3x3 dv; dv.x = real3_sub( real3_real_mul(ppUR->m, 1. / (ppUR->rho * dx)), real3_real_mul(ppUL->m, 1. / (ppUL->rho * dx)) ) sym3 tau_uu = ]] end return ViscousFlux
--[[ ################################################################################ # # Copyright (c) 2014-2019 Ultraschall (http://ultraschall.fm) # # 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. # ################################################################################ ]] ------------------------------------- --- ULTRASCHALL - API - FUNCTIONS --- ------------------------------------- --- Navigation Module --- ------------------------------------- if type(ultraschall)~="table" then -- update buildnumber and add ultraschall as a table, when programming within this file local retval, string = reaper.BR_Win32_GetPrivateProfileString("Ultraschall-Api-Build", "Functions-Build", "", reaper.GetResourcePath().."/UserPlugins/ultraschall_api/IniFiles/ultraschall_api.ini") local retval, string = reaper.BR_Win32_GetPrivateProfileString("Ultraschall-Api-Build", "Navigation-Module-Build", "", reaper.GetResourcePath().."/UserPlugins/ultraschall_api/IniFiles/ultraschall_api.ini") local retval, string2 = reaper.BR_Win32_GetPrivateProfileString("Ultraschall-Api-Build", "API-Build", "", reaper.GetResourcePath().."/UserPlugins/ultraschall_api/IniFiles/ultraschall_api.ini") if string=="" then string=10000 else string=tonumber(string) string=string+1 end if string2=="" then string2=10000 else string2=tonumber(string2) string2=string2+1 end reaper.BR_Win32_WritePrivateProfileString("Ultraschall-Api-Build", "Functions-Build", string, reaper.GetResourcePath().."/UserPlugins/ultraschall_api/IniFiles/ultraschall_api.ini") reaper.BR_Win32_WritePrivateProfileString("Ultraschall-Api-Build", "API-Build", string2, reaper.GetResourcePath().."/UserPlugins/ultraschall_api/IniFiles/ultraschall_api.ini") ultraschall={} ultraschall.API_TempPath=reaper.GetResourcePath().."/UserPlugins/ultraschall_api/temp/" end function ultraschall.ToggleScrollingDuringPlayback(scrolling_switch, move_editcursor, goto_playcursor) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>ToggleScrollingDuringPlayback</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.ToggleScrollingDuringPlayback(integer scrolling_switch, boolean move_editcursor, boolean goto_playcursor)</functioncall> <description> Toggles scrolling during playback and recording. Let's you choose to put the edit-marker at the playposition, where you toggled scrolling. You can also move the view to the playcursor-position. It changes, if necessary, the state of the actions 41817, 40036 and 40262 to scroll or not to scroll; keep that in mind, if you use these actions otherwise as well! returns -1 in case of error </description> <retvals> integer retval - -1, in case of an error </retvals> <parameters> integer scrolling_switch - 1, on; 0, off boolean move_editcursor - when scrolling stops, shall the editcursor be moved to current position of the playcursor(true) or not(false) boolean goto_playcursor - true, move view to playcursor; false, don't move </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, scrolling, toggle, edit cursor, play cursor</tags> </US_DocBloc> --]] if math.type(scrolling_switch)~="integer" then ultraschall.AddErrorMessage("ToggleScrollingDuringPlayback", "scrolling_switch", "must be an integer", -1) return -1 end if scrolling_switch<0 or scrolling_switch>1 then ultraschall.AddErrorMessage("ToggleScrollingDuringPlayback", "scrolling_switch", "0, turn scrolling off; 1, turn scrolling on", -2) return -1 end if type(move_editcursor)~="boolean" then ultraschall.AddErrorMessage("ToggleScrollingDuringPlayback", "move_editcursor", "must be a boolean", -3) return -1 end if type(goto_playcursor)~="boolean" then ultraschall.AddErrorMessage("ToggleScrollingDuringPlayback", "goto_playcursor", "must be a boolean", -4) return -1 end -- get current toggle-states local scroll_continuous=reaper.GetToggleCommandState(41817) local scroll_auto_play=reaper.GetToggleCommandState(40036) local scroll_auto_rec=reaper.GetToggleCommandState(40262) -- move editcursor, if move_editcursor is set to true if move_editcursor==true then reaper.SetEditCurPos(reaper.GetPlayPosition(), true, false) else reaper.SetEditCurPos(reaper.GetCursorPosition(), false, false) end -- set auto-scrolling-states if scrolling_switch~=scroll_continuous then reaper.Main_OnCommand(41817,0) -- continuous scroll end if scrolling_switch~=scroll_auto_play then reaper.Main_OnCommand(40036,0) -- autoscroll during play end if scrolling_switch~=scroll_auto_rec then reaper.Main_OnCommand(40262,0) -- autoscroll during rec end -- go to playcursor if goto_playcursor~=false then reaper.Main_OnCommand(40150,0) -- go to playcursor end end function ultraschall.SetPlayCursor_WhenPlaying(position)--, move_view)--, length_of_view) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>SetPlayCursor_WhenPlaying</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.SetPlayCursor_WhenPlaying(number position)</functioncall> <description> Changes position of the play-cursor, when playing. Changes view to new playposition. Has no effect during recording, when paused or stop and returns -1 in these cases! </description> <parameters> number position - in seconds </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, play cursor, set</tags> </US_DocBloc> --]] -- check parameters if reaper.GetPlayState()~=1 then ultraschall.AddErrorMessage("SetPlayCursor_WhenPlaying", "", "Works only, when it's playing.", -1) return -1 end if type(position)~="number" then ultraschall.AddErrorMessage("SetPlayCursor_WhenPlaying", "position", "position must be a number", -2) return -1 end -- prepare variables if move_view==true then move_view=false elseif move_view==false then move_viev=true end -- set playcursor reaper.SetEditCurPos(position, true, true) if reaper.GetPlayState()==2 then -- during pause reaper.Main_OnCommand(1007,0) reaper.SetEditCurPos(reaper.GetCursorPosition(), false, false) reaper.Main_OnCommand(1008,0) else reaper.SetEditCurPos(reaper.GetCursorPosition(), false, false) -- during play end end function ultraschall.SetPlayAndEditCursor_WhenPlaying(position)--, move_view)--, length_of_view) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>SetPlayAndEditCursor_WhenPlaying</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.SetPlayAndEditCursor_WhenPlaying(number position)</functioncall> <description> Changes position of the play and edit-cursor, when playing. Changes view to new playposition. Has no effect during recording, when paused or stop and returns -1 in these cases! </description> <parameters> number position - in seconds </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, set, play cursor, edit cursor</tags> </US_DocBloc> --]] -- check parameters if reaper.GetPlayState()==0 then ultraschall.AddErrorMessage("SetPlayAndEditCursor_WhenPlaying", "", "Works only, when it's not stopped.", -1) return -1 end if type(position)~="number" then ultraschall.AddErrorMessage("SetPlayAndEditCursor_WhenPlaying", "position", "position must be a number", -2) return -1 end -- prepare variables if move_view==true then move_view=false elseif move_view==false then move_viev=true end -- set play and edit-cursor reaper.SetEditCurPos(position, true, true) end function ultraschall.JumpForwardBy(seconds, seekplay) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>JumpForwardBy</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.JumpForwardBy(number seconds, boolean seekplay)</functioncall> <description> Jumps editcursor forward by <i>seconds</i> seconds. Returns -1 if parameter is negative. During Recording: only the playcursor will be moved, the current recording-position is still at it's "old" position! If you want to move the current recording position as well, use <a href="#JumpForwardBy_Recording">ultraschall.JumpForwardBy_Recording</a> instead. </description> <parameters> number seconds - jump forward by seconds boolean seekplay - true, move playcursor as well; false, don't move playcursor </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, set, forward, jump</tags> </US_DocBloc> --]] -- check parameters if type(seconds)~="number" then ultraschall.AddErrorMessage("JumpForwardBy","seconds", "must be a number", -1) return -1 end if type(seekplay)~="boolean" then ultraschall.AddErrorMessage("JumpForwardBy","seekplay", "must be boolean", -2) return -1 end if seconds<0 then ultraschall.AddErrorMessage("JumpForwardBy","seconds", "must be bigger or equal 0", -3) return -1 end -- jump forward edit-cursor if reaper.GetPlayState()==0 then -- during stop reaper.SetEditCurPos(reaper.GetCursorPosition()+seconds, true, true) else -- every other play/rec-state reaper.SetEditCurPos(reaper.GetCursorPosition()+seconds, true, seekplay) end end function ultraschall.JumpBackwardBy(seconds, seekplay) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>JumpBackwardBy</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.JumpBackwardBy(number seconds, boolean seekplay)</functioncall> <description> Jumps editcursor backward by <i>seconds</i> seconds. Returns -1 if parameter is negative. During Recording: only the playcursor will be moved, the current recording-position is still at it's "old" position! If you want to move the current recording position as well, use <a href="#JumpBackwardBy_Recording">ultraschall.JumpBackwardBy_Recording</a> instead. </description> <parameters> number seconds - jump backwards by seconds boolean seekplay - true, move playcursor as well; false, leave playcursor at it's old position </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, set, backward, jump</tags> </US_DocBloc> --]] -- check parameters if type(seconds)~="number" then ultraschall.AddErrorMessage("JumpBackwardBy","seconds", "must be a number", -1) return -1 end if type(seekplay)~="boolean" then ultraschall.AddErrorMessage("JumpBackwardBy","seekplay", "must be boolean", -2) return -1 end if seconds<0 then ultraschall.AddErrorMessage("JumpBackwardBy","seconds", "must be bigger or equal 0", -3) return -1 end -- jump backwards edit-cursor if reaper.GetPlayState()==0 then -- when stopped reaper.SetEditCurPos(reaper.GetCursorPosition()-seconds, true, true) else -- every other play/rec-state reaper.SetEditCurPos(reaper.GetCursorPosition()-seconds, true, seekplay) end end function ultraschall.JumpForwardBy_Recording(seconds) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>JumpForwardBy_Recording</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.JumpForwardBy_Recording(number seconds)</functioncall> <description> Stops recording, jumps forward by <i>seconds</i> seconds and restarts recording. Will keep paused-recording, if recording was paused. Has no effect during play,play/pause and stop. returns -1 in case of an error </description> <parameters> number seconds - restart recording forwards by seconds </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, set, forward, recording</tags> </US_DocBloc> --]] -- check parameters if type(seconds)~="number" then ultraschall.AddErrorMessage("JumpForwardBy_Recording","seconds", "must be a number", -1) return -1 end if seconds<0 then ultraschall.AddErrorMessage("JumpForwardBy_Recording","seconds", "must be bigger or equal 0", -2) return -1 end -- stop recording, jump forward and restart recording if reaper.GetPlayState()==5 then -- during recording reaper.Main_OnCommand(1016,0) reaper.SetEditCurPos(reaper.GetPlayPosition()+seconds, true, true) reaper.Main_OnCommand(1013,0) elseif reaper.GetPlayState()==6 then -- during paused-recording reaper.Main_OnCommand(1016,0) reaper.SetEditCurPos(reaper.GetPlayPosition()+seconds, true, true) reaper.Main_OnCommand(1013,0) reaper.Main_OnCommand(1008,0) else -- when recording hasn't started ultraschall.AddErrorMessage("JumpForwardBy_Recording", "", "Only while recording or pause recording possible.", -3) return -1 end end function ultraschall.JumpBackwardBy_Recording(seconds) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>JumpBackwardBy_Recording</slug> <requires> Ultraschall=4.00 Reaper=5.40 Lua=5.3 </requires> <functioncall>ultraschall.JumpBackwardBy_Recording(number seconds)</functioncall> <description> Stops recording, jumps backward by <i>seconds</i> seconds and restarts recording. Will keep paused-recording, if recording was paused. Has no effect during play,play/pause and stop. returns -1 in case of an error </description> <parameters> number seconds - restart recording backwards by seconds </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, jump, forward, recording</tags> </US_DocBloc> --]] -- check parameters if type(seconds)~="number" then ultraschall.AddErrorMessage("JumpBackwardBy_Recording","seconds", "must be a number", -1) return -1 end if seconds<0 then ultraschall.AddErrorMessage("JumpBackwardBy_Recording","seconds", "must be bigger or equal 0", -2) return -1 end -- stop recording, jump backward and restart recording if reaper.GetPlayState()==5 then -- during recording reaper.Main_OnCommand(1016,0) reaper.SetEditCurPos(reaper.GetPlayPosition()-seconds, true, true) reaper.Main_OnCommand(1013,0) elseif reaper.GetPlayState()==6 then -- during pause-recording reaper.Main_OnCommand(1016,0) reaper.SetEditCurPos(reaper.GetPlayPosition()-seconds, true, true) reaper.Main_OnCommand(1013,0) reaper.Main_OnCommand(1008,0) else -- every other play-state ultraschall.AddErrorMessage("JumpBackwardBy_Recording", "", "Only while recording or paused recording possible.", -3) return -1 end end function ultraschall.GetNextClosestItemEdge(tracksstring, cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetNextClosestItemEdge</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number position, integer item_number, string edgetype, MediaItem found_item = ultraschall.GetNextClosestItemEdge(string trackstring, integer cursor_type, optional number time_position)</functioncall> <description> returns the position of the next closest item in seconds. It will return the position of the beginning or the end of that item, depending on what is closer. returns -1 in case of an error </description> <retvals> number position - the position of the next closest item-edge in tracks in trackstring integer item_number - the itemnumber in the project string edgetype - "beg" for beginning of the item, "end" for the end of the item MediaItem found_item - the next closest found MediaItem </retvals> <parameters> string trackstring - a string with the numbers of tracks to check for closest items, separated by a comma (e.g. "0,1,6") integer cursor_type - next closest item related to the current position of 0 - Edit Cursor, 1 - Play Cursor, 2 - Mouse Cursor, 3 - Timeposition optional number time_position - only, when cursor_type=3, a time position in seconds, from where to check for the next closest item. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, next item, position, edge</tags> </US_DocBloc> --]] local cursortime=0 -- check parameters local tracks=tracksstring if ultraschall.IsValidTrackString(tracks)==false then ultraschall.AddErrorMessage("GetNextClosestItemEdge", "tracks", "must be a valid trackstring", -5) return -1 end -- check cursor_type-parameter and do the proper cursor-type-position if cursor_type==nil then ultraschall.AddErrorMessage("GetNextClosestItemEdge","cursor_type", "must be an integer", -1) return -1 end if cursor_type==0 then cursortime=reaper.GetCursorPosition() end if cursor_type==1 then cursortime=reaper.GetPlayPosition() end if cursor_type==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetNextClosestItemEdge", "", "Mouse is not in arrange-view.", -2) return -1 end end if cursor_type==3 then if type(time_position)~="number" then ultraschall.AddErrorMessage("GetNextClosestItemEdge","time_position", "must be a number.", -3) return -1 end cursortime=time_position end if cursor_type>3 or cursor_type<0 then ultraschall.AddErrorMessage("GetNextClosestItemEdge","cursor_type", "no such cursor_type existing", -4) return -1 end if time_position~=nil and type(time_position)~="number" then ultraschall.AddErrorMessage("GetNextClosestItemEdge", "time_position", "must be either nil or a number", -6) return -1 end -- prepare variables if time_position==nil and reaper.GetPlayState()==0 then time_position=reaper.GetCursorPosition() elseif time_position==nil and reaper.GetPlayState~=0 then time_position=reaper.GetPlayPosition() end local closest_item=reaper.GetProjectLength(0) local found_item=nil local another_item=-1 local another_item_nr=-1 local position="" local item_number=-1 local _count -- get tracksnumbers from trackstring local _count, TrackArray = ultraschall.CSV2IndividualLinesAsArray(tracks) local TrackArray2={} for k=0, reaper.CountTracks()+1 do if TrackArray[k]~=nil then TrackArray2[tonumber(TrackArray[k])]=TrackArray[k]end end -- find the closest item and it's closest edge for i=0, reaper.CountMediaItems(0)-1 do for j=0, reaper.CountTracks(0) do if TrackArray2[j]~=nil and tracks~=-1 then if ultraschall.IsItemInTrack(j,i)==true then -- when item is in track, check beginning and endings of the item local MediaItem=reaper.GetMediaItem(0, i) local ItemStart=reaper.GetMediaItemInfo_Value(MediaItem, "D_POSITION") local ItemEnd=reaper.GetMediaItemInfo_Value(MediaItem, "D_POSITION")+reaper.GetMediaItemInfo_Value(MediaItem, "D_LENGTH") if ItemStart>cursortime and ItemStart<closest_item then -- check if it's beginning of the item closest_item=ItemStart found_item=MediaItem position="beg" item_number=i end if ItemEnd>cursortime and ItemEnd<=closest_item then -- check if it's end of the item closest_item=ItemEnd position="end" found_item=MediaItem if MediaItem~=nil then another_item=found_item another_item_nr=i end item_number=i end end end end end -- return found item if found_item~=nil then return closest_item, item_number, position, found_item else ultraschall.AddErrorMessage("GetNextClosestItemEdge", "", "no item found", -6) return -1 end end function ultraschall.GetPreviousClosestItemEdge(tracksstring, cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetPreviousClosestItemEdge</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number position, number position, integer item_number, string edgetype, MediaItem found_item = ultraschall.GetPreviousClosestItemEdge(string tracks, integer cursor_type, optional number time_position)</functioncall> <description> returns the position of the previous closest item-edge in seconds. It will return the position of the beginning or the end of that item, depending on what is closer. returns -1 in case of an error </description> <retvals> number position - the position of the previous closest item edge in tracks in trackstring integer item_number - the itemnumber in the project string edgetype - "beg" for beginning of the item, "end" for the end of the item MediaItem found_item - the next closest found MediaItem </retvals> <parameters> string tracks - a string with the numbers of tracks to check for closest items, separated by a comma (e.g. "0,1,6") integer cursor_type - previous closest item related to the current position of 0 - Edit Cursor, 1 - Play Cursor, 2 - Mouse Cursor, 3 - Timeposition optional time_position - only, when cursor_type=3, a time position in seconds, from where to check for the previous closest item. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, previous item, position, edge</tags> </US_DocBloc> --]] local cursortime=0 local _count -- check parameters local tracks=tracksstring if ultraschall.IsValidTrackString(tracks)==false then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge","tracks", "must be a string", -5) return -1 end if time_position~=nil and type(time_position)~="number" then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge","time_position", "must be either nil or a number", -6) return -1 end -- check cursor_type-parameter and do the proper cursor-type-position if math.type(cursor_type)~="integer" then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge","cursor_type", "must be an integer", -1) return -1 end if cursor_type==0 then cursortime=reaper.GetCursorPosition() end if cursor_type==1 then cursortime=reaper.GetPlayPosition() end if cursor_type==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge", "", "mouse not in arrange-view", -2) return -1 end end if cursor_type==3 then if time_position==nil then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge","time_position", "no nil allowed", -3) return -1 end cursortime=time_position end if cursor_type>3 or cursor_type<0 then ultraschall.AddErrorMessage("GetPreviousClosestItemEdge","cursor_type", "no such cursortype existing", -4) return -1 end -- prepare variables local _count, TrackArray = ultraschall.CSV2IndividualLinesAsArray(tracks) if time_position==nil and reaper.GetPlayState()==0 then time_position=reaper.GetCursorPosition() elseif time_position==nil and reaper.GetPlayState~=0 then time_position=reaper.GetPlayPosition() end local TrackArray2={} for k=0, reaper.CountTracks()+1 do if TrackArray[k]~=nil then TrackArray2[tonumber(TrackArray[k])]=TrackArray[k] end end local closest_item=-1 local found_item=nil local position="" local item_number=-1 -- find previous closest item and it's edge for i=0, reaper.CountMediaItems(0)-1 do for j=0, reaper.CountTracks(0) do if TrackArray2[j]~=nil and tonumber(tracks)~=-1 then if ultraschall.IsItemInTrack(j,i)==true then -- if item is in track, find the closest edge local MediaItem=reaper.GetMediaItem(0, i) local Aretval, Astr = reaper.GetItemStateChunk(MediaItem,"<ITEMPOSITION",false) local ItemStart=reaper.GetMediaItemInfo_Value(MediaItem, "D_POSITION") local ItemEnd=reaper.GetMediaItemInfo_Value(MediaItem, "D_POSITION")+reaper.GetMediaItemInfo_Value(MediaItem, "D_LENGTH") if ItemEnd<cursortime and ItemEnd>closest_item then -- if it's item-end closest_item=ItemEnd position="end" found_item=MediaItem item_number=i elseif ItemStart<cursortime and ItemStart>closest_item then -- if it's item-beginning closest_item=ItemStart found_item=MediaItem position="beg" item_number=i end end end end end -- return found item if found_item~=nil then return closest_item, item_number, position, found_item else ultraschall.AddErrorMessage("GetPreviousClosestItemEdge", "", "no item found", -6) return -1 end end function ultraschall.GetClosestNextMarker(cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetClosestNextMarker</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number markerindex, number position, string markertitle = ultraschall.GetClosestNextMarker(integer cursor_type, optional number time_position)</functioncall> <description> returns the markerindex(counted from all markers), the position and the name of the next closest marker in seconds. returns -1 in case of an error </description> <retvals> number markerindex - the next closest markerindex (of all(!) markers) number position - the position of the next closest marker string markertitle - the name of the next closest marker </retvals> <parameters> integer cursor_type - previous closest marker related to the current position of 0 - Edit Cursor, 1 - Play Cursor, 2 - Mouse Cursor, 3 - Timeposition optional number time_position - only, when cursor_type=3, a time position in seconds, from where to check for the next closest marker. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, next marker, position, marker </tags> </US_DocBloc> --]] local cursortime=0 if math.type(cursor_type)~="integer" then ultraschall.AddErrorMessage("GetClosestNextMarker", "cursor_type", "must be an integer", -1) return -1 end if time_position~=nil and type(time_position)~="number" then ultraschall.AddErrorMessage("GetClosestNextMarker", "time_position", "must be either nil or a number", -5) return -1 end if time_position==nil and cursor_type>2 then ultraschall.AddErrorMessage("GetClosestNextMarker", "time_position", "must be a number when cursortype=3", -6) return -1 end -- check parameters if time_position==nil and reaper.GetPlayState()==0 and cursor_type~=3 then time_position=reaper.GetCursorPosition() elseif time_position==nil and reaper.GetPlayState~=0 and cursor_type~=3 then time_position=reaper.GetPlayPosition() elseif time_position==nil and cursor_type~=3 then time_position=time_position end -- check cursor_type parameter and do the proper cursor-type-position if cursor_type==0 then cursortime=reaper.GetCursorPosition() end if cursor_type==1 then cursortime=reaper.GetPlayPosition() end if cursor_type==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetClosestNextMarker", "", "mouse not in arrange-view", -2) return -1 end end if cursor_type==3 then cursortime=time_position end if cursor_type>3 or cursor_type<0 then ultraschall.AddErrorMessage("GetClosestNextMarker","cursor_type", "no such cursor_type existing", -4) return -1 end -- prepare variables local retval, num_markers, num_regions = reaper.CountProjectMarkers(0) local retposition=reaper.GetProjectLength(0)+1--*200000000 --Working Hack, but isn't elegant.... local retindexnumber=-1 local retmarkername="" -- find next closest marker for i=0,retval do local retval2, isrgn, pos, rgnend, name, markrgnindexnumber = reaper.EnumProjectMarkers(i) if isrgn==false then if pos>cursortime and pos<retposition then retposition=pos retindexnumber=markrgnindexnumber retmarkername=name end end end -- return found marker if retindexnumber==-1 then retposition=-1 end return retindexnumber, retposition, retmarkername end function ultraschall.GetClosestPreviousMarker(cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetClosestPreviousMarker</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number markerindex, number position, string markertitle = ultraschall.GetClosestPreviousMarker(integer cursor_type, optional number time_position)</functioncall> <description> returns the markerindex(counted from all markers), the position and the name of the previous closest marker in seconds. </description> <retvals> number markerindex - the previous closest markerindex (of all(!) markers) number position - the position of the previous closest marker string markertitle - the name of the previous closest marker </retvals> <parameters> integer cursor_type - previous closest marker related to the current position of 0 - Edit Cursor, 1 - Play Cursor, 2 - Mouse Cursor, 3 - Timeposition optional number time_position - only, when cursor_type=3, a time position in seconds, from where to check for the previous closest marker. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, previous marker, position, marker</tags> </US_DocBloc> --]] local cursortime=0 if math.type(cursor_type)~="integer" then ultraschall.AddErrorMessage("GetClosestPreviousMarker", "cursor_type", "must be an integer", -1) return -1 end if time_position~=nil and type(time_position)~="number" then ultraschall.AddErrorMessage("GetClosestPreviousMarker", "time_position", "must be either nil or a number", -5) return -1 end if time_position==nil and cursor_type>2 then ultraschall.AddErrorMessage("GetClosestPreviousMarker", "time_position", "must be a number when cursortype=3", -6) return -1 end -- check parameters if time_position==nil and reaper.GetPlayState()==0 and cursor_type~=3 then time_position=reaper.GetCursorPosition() elseif time_position==nil and reaper.GetPlayState~=0 and cursor_type~=3 then time_position=reaper.GetPlayPosition() elseif time_position==nil and cursor_type~=3 then time_position=time_position end -- check parameter cursor_type and do the cursor-type-position if cursor_type==0 then cursortime=reaper.GetCursorPosition() end if cursor_type==1 then cursortime=reaper.GetPlayPosition() end if cursor_type==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetClosestPreviousMarker", "", "mouse not in arrange-view", -2) return -1 end end if cursor_type==3 then cursortime=time_position end if cursor_type>3 or cursor_type<0 then ultraschall.AddErrorMessage("GetClosestPreviousMarker","cursor_type", "no such cursor-type existing", -4) return -1 end -- prepare variables local retval, num_markers, num_regions = reaper.CountProjectMarkers(0) local found=false local retposition=-1 local retindexnumber=-1 local retmarkername="" -- find previous closest marker for i=0,retval-1 do local retval2, isrgn, pos, rgnend, name, markrgnindexnumber = reaper.EnumProjectMarkers(i) if isrgn==false then if pos<cursortime and pos>retposition then retposition=pos retindexnumber=markrgnindexnumber retmarkername=name found=true end end end -- return found marker if found==false then retposition=-1 retindexnumber=-1 end return retindexnumber,retposition, retmarkername end function ultraschall.GetClosestNextRegionEdge(cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetClosestNextRegionEdge</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number markerindex, number position, string markertitle, string edge_type = ultraschall.GetClosestNextRegionEdge(integer cursor_type, optional number time_position)</functioncall> <description> returns the regionindex(counted from all markers and regions), the position and the name of the next closest regionstart/end(depending on which is closer to time_position) in seconds. returns -1 in case of an error </description> <retvals> number markerindex - the next closest markerindex (of all(!) markers) number position - the position of the next closest region string markertitle - the name of the next closest region string edge_type - the type of the edge of the region, either "beg" or "end" </retvals> <parameters> integer cursor_type - previous closest regionstart/end related to the current position of - 0, Edit Cursor, - 1, Play Cursor, - 2, Mouse Cursor, - 3, Timeposition only number time_position - only, when cursor_type=3, a time position in seconds, from where to check for the next closest regionstart/end. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, next region, region, position</tags> </US_DocBloc> --]] local cursortime=0 -- check parameters if tonumber(time_position)==nil and reaper.GetPlayState()==0 and tonumber(cursor_type)~=3 then time_position=reaper.GetCursorPosition() elseif tonumber(time_position)==nil and reaper.GetPlayState~=0 and tonumber(cursor_type)~=3 then time_position=reaper.GetPlayPosition() elseif tonumber(time_position)==nil and tonumber(cursor_type)~=3 then time_position=tonumber(time_position) end -- check parameter cursor_type and do the cursor-type-position if math.type(cursor_type)~="integer" then ultraschall.AddErrorMessage("GetClosestNextRegionEdge", "cursor_type", "must be an integer", -1) return -1 end if tonumber(cursor_type)==0 then cursortime=reaper.GetCursorPosition() end if tonumber(cursor_type)==1 then cursortime=reaper.GetPlayPosition() end if tonumber(cursor_type)==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetClosestNextRegionEdge", "", "mouse not in arrange view", -2) return -1 end end if tonumber(cursor_type)==3 then if tonumber(time_position)==nil then ultraschall.AddErrorMessage("GetClosestNextRegionEdge","time_position", "no nil allowed when cursor_type=3", -3) return -1 end cursortime=tonumber(time_position) end if tonumber(cursor_type)>3 or tonumber(cursor_type)<0 then ultraschall.AddErrorMessage("GetClosestNextRegionEdge","cursor_type", "no such cursor_type existing", -4) return -1 end -- prepare variables local retval, num_markers, num_regions = reaper.CountProjectMarkers(0) local retposition=reaper.GetProjectLength()+1--*200000000 --Working Hack, but isn't elegant.... local retindexnumber=-1 local retmarkername="" local retbegin="" -- find next region and it's closest edge for i=0,retval do local retval2, isrgn, pos, rgnend, name, markrgnindexnumber = reaper.EnumProjectMarkers(i) if isrgn==true then if pos>cursortime and pos<retposition then -- beginning of the region retposition=pos retindexnumber=markrgnindexnumber retmarkername=name retbegin="beg" end if rgnend>cursortime and rgnend<retposition then -- ending of the region retposition=rgnend retindexnumber=markrgnindexnumber retmarkername=name retbegin="end" end end end -- return found region if retindexnumber==-1 then retposition=-1 end return retindexnumber,retposition, retmarkername, retbegin end function ultraschall.GetClosestPreviousRegionEdge(cursor_type, time_position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetClosestPreviousRegionEdge</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number markerindex, number position, string markertitle, string edge_type = ultraschall.GetClosestPreviousRegionEdge(integer cursor_type, optional number time_position)</functioncall> <description> returns the regionindex(counted from all markers and regions), the position and the name of the previous closest regionstart/end(depending on which is closer to time_position) in seconds. returns -1 in case of an error </description> <retvals> number markerindex - the previous closest markerindex (of all(!) markers) number position - the position of the previous closest marker string markertitle - the name of the previous closest marker string edge_type - the type of the edge of the region, either "beg" or "end" </retvals> <parameters> integer cursor_type - previous closest regionstart/end related to the current position of 0 - Edit Cursor, 1 - Play Cursor, 2 - Mouse Cursor, 3 - Timeposition optional number time_position - only, when cursor_type=3, a time position in seconds, from where to check for the previous closest regionstart/end. When omitted, it will take the current play(during play and rec) or edit-cursor-position. </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, previous region, region, position</tags> </US_DocBloc> --]] local cursortime=0 -- check parameters if tonumber(time_position)==nil and reaper.GetPlayState()==0 and tonumber(cursor_type)~=3 then time_position=reaper.GetCursorPosition() elseif tonumber(time_position)==nil and reaper.GetPlayState~=0 and tonumber(cursor_type)~=3 then time_position=reaper.GetPlayPosition() elseif tonumber(time_position)==nil and tonumber(cursor_type)~=3 then time_position=tonumber(time_position) end -- check parameter cursor_type and do the cursor-type-position if math.type(cursor_type)~="integer" then ultraschall.AddErrorMessage("GetClosestPreviousRegionEdge","cursor_type", "must be an integer", -1) return -1 end if tonumber(cursor_type)==0 then cursortime=reaper.GetCursorPosition() end if tonumber(cursor_type)==1 then cursortime=reaper.GetPlayPosition() end if tonumber(cursor_type)==2 then reaper.BR_GetMouseCursorContext() cursortime=reaper.BR_GetMouseCursorContext_Position() if cursortime==-1 then ultraschall.AddErrorMessage("GetClosestPreviousRegionEdge", "", "mouse not in arrange-view", -2) return -1 end end if tonumber(cursor_type)==3 then if tonumber(time_position)==nil then ultraschall.AddErrorMessage("GetClosestPreviousRegionEdge","time_position", "no nil allowed when cursortype=3", -3) return -1 end cursortime=tonumber(time_position) end if tonumber(cursor_type)>3 or tonumber(cursor_type)<0 then ultraschall.AddErrorMessage("GetClosestPreviousRegionEdge","cursor_type", "no such cursortype existing", -4) return -1 end -- prepare variables local retval, num_markers, num_regions = reaper.CountProjectMarkers(0) local retposition=-1 local retindexnumber=-1 local retmarkername="" local retbeg="" -- find closest previous region and it's closest edge for i=0,retval do local retval2, isrgn, pos, rgnend, name, markrgnindexnumber = reaper.EnumProjectMarkers(i) if isrgn==true then -- beginning of the item if pos<cursortime and pos>retposition then retposition=pos retindexnumber=markrgnindexnumber retmarkername=name retbeg="beg" end if rgnend<cursortime and rgnend>retposition then -- ending of the item retposition=rgnend retbeg="end" end end end return retindexnumber, retposition, retmarkername, retbeg end function ultraschall.GetClosestGoToPoints(trackstring, time_position, check_itemedge, check_marker, check_region) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetClosestGoToPoints</slug> <requires> Ultraschall=4.00 Reaper=5.40 SWS=2.8.8 Lua=5.3 </requires> <functioncall>number elementposition_prev, string elementtype_prev, integer number_prev, number elementposition_next, string elementtype_next, integer number_next = ultraschall.GetClosestGoToPoints(string trackstring, number time_position, optional boolean check_itemedge, optional boolean check_marker, optional boolean check_region)</functioncall> <description> returns, what are the closest markers/regions/item starts/itemends to position and within the chosen tracks. returns -1 in case of error </description> <retvals> number elementposition_prev - previous closest markers/regions/item starts/itemends string elementtype_prev - type of the previous closest markers/regions/item starts/itemends -the type can be either Itembeg, Itemend, Marker: name, Region_beg: name; Region_end: name, ProjectStart, ProjectEnd; "name" is the name of the marker or region integer number_prev - number of previous closest markers/regions/item starts/itemends number elementposition_next - previous closest markers/regions/item starts/itemends string elementtype_next - type of the previous closest markers/regions/item starts/itemends -the type can be either Itembeg, Itemend, Marker: name, Region_beg: name; Region_end: name, ProjectStart, ProjectEnd; "name" is the name of the marker or region integer number_next - number of previous closest markers/regions/item starts/itemends </retvals> <parameters> string trackstring - tracknumbers, separated by a comma. number time_position - a time position in seconds, from where to check for the next/previous closest items/markers/regions. - -1, for editcursorposition; -2, for playcursor-position, -3, the mouse-cursor-position in seconds(where in the project the mousecursor hovers over) optional boolean check_itemedge - true, look for itemedges as possible goto-points; false, do not optional boolean check_marker - true, look for markers as possible goto-points; false, do not optional boolean check_region - true, look for regions as possible goto-point; false, do not </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, previous, next, marker, region, item, edge</tags> </US_DocBloc> --]] -- check parameters if ultraschall.IsValidTrackString(trackstring)==false then ultraschall.AddErrorMessage("GetClosestGoToPoints", "trackstring", "must be a valid trackstring", -1) return -1 end if type(time_position)~="number" then ultraschall.AddErrorMessage("GetClosestGoToPoints", "time_position", "must be a number", -2) return -1 end if check_itemedge~=nil and type(check_itemedge)~="boolean" then ultraschall.AddErrorMessage("GetClosestGoToPoints", "check_itemedge", "must be a boolean", -3) return -1 end if check_marker~=nil and type(check_marker)~="boolean" then ultraschall.AddErrorMessage("GetClosestGoToPoints", "check_marker", "must be a boolean", -4) return -1 end if check_region~=nil and type(check_region)~="boolean" then ultraschall.AddErrorMessage("GetClosestGoToPoints", "check_region", "must be a boolean", -5) return -1 end if check_itemedge==nil then check_itemedge=true end if check_marker==nil then check_marker=true end if check_region==nil then check_region=true end if tonumber(time_position)==-1 then time_position=reaper.GetCursorPosition() elseif tonumber(time_position)==-2 then time_position=reaper.GetPlayPosition() elseif tonumber(time_position)==-3 then reaper.BR_GetMouseCursorContext() time_position=reaper.BR_GetMouseCursorContext_Position() else time_position=tonumber(time_position) end -- prepare variables local elementposition_prev, elementtype_prev, number_prev, elementposition_next, elementtype_next, number_next=nil local elementposition_prev=-1 local elementposition_next=reaper.GetProjectLength()+1 -- get closest items, markers and regions local nextitempos, nextitemid, nextedgetype =ultraschall.GetNextClosestItemEdge(trackstring,3,time_position) local previtempos, previtemid, prevedgetype =ultraschall.GetPreviousClosestItemEdge(trackstring,3,time_position) local nextmarkerid,nextmarkerpos,nextmarkername=ultraschall.GetClosestNextMarker(3, time_position) local prevmarkerid,prevmarkerpos,prevmarkername=ultraschall.GetClosestPreviousMarker(3,time_position) local nextrgnID, nextregionpos,nextregionname,nextedgetype=ultraschall.GetClosestNextRegionEdge(3,time_position) local prevrgnID, prevregionpos,prevregionname,prevedgetype=ultraschall.GetClosestPreviousRegionEdge(3,time_position) -- now we find, which is the closest element -- Item-Edges if check_itemedge==true then if previtempos~=-1 and elementposition_prev<=previtempos then number_prev=previtemid elementposition_prev=previtempos elementtype_prev="Item"..prevedgetype end if nextitempos~=-1 and elementposition_next>=nextitempos then number_next=nextitemid elementposition_next=nextitempos elementtype_next="Item"..nextedgetype end end -- Markers if check_marker==true then if prevmarkerid~=-1 and elementposition_prev<=prevmarkerpos then number_prev=prevmarkerid elementposition_prev=prevmarkerpos elementtype_prev="Marker: "..prevmarkername end if nextmarkerid~=-1 and elementposition_next>=nextmarkerpos then number_next=nextmarkerid elementposition_next=nextmarkerpos elementtype_next="Marker: "..nextmarkername end end -- Region-Edges if check_region==true then if elementposition_prev<=prevregionpos and prevrgnID~=-1 then number_prev=prevrgnID elementposition_prev=prevregionpos elementtype_prev="Region_"..prevedgetype..": "..prevregionname end if elementposition_next>=nextregionpos and nextrgnID~=-1 then number_next=nextrgnID elementposition_next=nextregionpos elementtype_next="Region_"..nextedgetype..": "..nextregionname end end -- if none was found, use projectend/projectstart if elementposition_prev<0 then elementposition_prev=0 elementtype_prev="ProjectStart" end if elementposition_next>reaper.GetProjectLength() then elementposition_next=reaper.GetProjectLength() elementtype_next="ProjectEnd" end return elementposition_prev, elementtype_prev, number_prev, elementposition_next, elementtype_next, number_next end function ultraschall.CenterViewToCursor(cursortype, position) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>CenterViewToCursor</slug> <requires> Ultraschall=4.00 Reaper=5.52 SWS=2.9.7 Lua=5.3 </requires> <functioncall>ultraschall.CenterViewToCursor(integer cursortype, optional number position)</functioncall> <description> centers the arrange-view around a given cursor returns nil in case of an error </description> <parameters> integer cursortype - the cursortype to center - 1 - change arrangeview with edit-cursor centered - 2 - change arrangeview with play-cursor centered - 3 - change arrangeview with mouse-cursor-position centered - 4 - change arrangeview with optional parameter position centered optional number position - the position to center the arrangeview to; only used, when cursortype=4 </parameters> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, center, cursor, mouse, edit, play</tags> </US_DocBloc> ]] if math.type(cursortype)~="integer" then ultraschall.AddErrorMessage("CenterViewToCursor","cursortype", "only integer allowed", -1) return end if position~=nil and type(position)~="number" then ultraschall.AddErrorMessage("CenterViewToCursor","position", "only numbers allowed", -3) return end local cursor_time if cursortype<1 or cursortype>4 then ultraschall.AddErrorMessage("CenterViewToCursor","cursortype", "no such cursortype; only 1-3 existing.", -2) return end if cursortype==1 then cursor_time=reaper.GetCursorPosition() end if cursortype==2 then cursor_time=reaper.GetPlayPosition() end if cursortype==3 then retval, segment, details = reaper.BR_GetMouseCursorContext() cursor_time=reaper.BR_GetMouseCursorContext_Position() end if cursortype==4 then if position~=nil then cursor_time=position else ultraschall.AddErrorMessage("CenterViewToCursor","position", "only numbers allowed", -3) return end end start_time, end_time = reaper.GetSet_ArrangeView2(0, false, 0, 0) length=((end_time-start_time)/2)+(1/reaper.GetHZoomLevel()) reaper.BR_SetArrangeView(0, (cursor_time-length), (cursor_time+length)) end function ultraschall.GetLastCursorPosition() --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetLastCursorPosition</slug> <requires> Ultraschall=4.00 Reaper=5.95 Lua=5.3 </requires> <functioncall>number last_editcursor_position, number new_editcursor_position, number statechangetime = ultraschall.GetLastCursorPosition()</functioncall> <description markup_type="markdown" markup_version="1.0.1" indent="default"> Returns the last and current editcursor-position. Needs Ultraschall-API-background-scripts started first, see [RunBackgroundHelperFeatures()](#RunBackgroundHelperFeatures). Has an issue, when editcursor-position was changed using a modifier, like alt+click or shift+click! Because of that, you should use this only in defer-scripts. returns -1, if Ultraschall-API-backgroundscripts weren't started yet. </description> <retvals> number last_editcursor_position - the last cursorposition before the current one; -1, in case of an error number new_editcursor_position - the new cursorposition; -1, in case of an error number statechangetime - the time, when the state has changed the last time </retvals> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, last position, editcursor</tags> </US_DocBloc> ]] if reaper.GetExtState("Ultraschall", "defer_scripts_ultraschall_track_old_cursorposition.lua")~="true" then return -1 end return tonumber(reaper.GetExtState("ultraschall", "editcursor_position_old")), tonumber(reaper.GetExtState("ultraschall", "editcursor_position_new")), tonumber(reaper.GetExtState("ultraschall", "editcursor_position_changetime")) end function ultraschall.GetLastPlayState() --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetLastPlayState</slug> <requires> Ultraschall=4.00 Reaper=5.95 Lua=5.3 </requires> <functioncall>string last_play_state, string new_play_state, number statechangetime = ultraschall.GetLastPlayState()</functioncall> <description markup_type="markdown" markup_version="1.0.1" indent="default"> Returns the last and current playstate. Needs Ultraschall-API-background-scripts started first, see [RunBackgroundHelperFeatures()](#RunBackgroundHelperFeatures). possible states are STOP, PLAY, PLAYPAUSE, REC, RECPAUSE returns -1, if Ultraschall-API-backgroundscripts weren't started yet. </description> <retvals> string last_play_state - the last playstate before the current one; -1, in case of an error string new_play_state - the new playstate; -1, in case of an error number statechangetime - the time, when the state has changed the last time </retvals> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, last playstate, editcursor</tags> </US_DocBloc> ]] if reaper.GetExtState("Ultraschall", "defer_scripts_ultraschall_track_old_playstate.lua")~="true" then return -1 end return reaper.GetExtState("ultraschall", "playstate_old"), reaper.GetExtState("ultraschall", "playstate_new"), tonumber(reaper.GetExtState("ultraschall", "playstate_changetime")) end --ultraschall.RunBackgroundHelperFeatures() --A=ultraschall.GetLastPlayState() function ultraschall.GetLastLoopState() --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetLastLoopState</slug> <requires> Ultraschall=4.00 Reaper=5.95 Lua=5.3 </requires> <functioncall>string last_loop_state, string new_loop_state, number statechangetime = ultraschall.GetLastLoopState()</functioncall> <description markup_type="markdown" markup_version="1.0.1" indent="default"> Returns the last and current loopstate. Needs Ultraschall-API-background-scripts started first, see [RunBackgroundHelperFeatures()](#RunBackgroundHelperFeatures). Possible states are LOOPED, UNLOOPED returns -1, if Ultraschall-API-backgroundscripts weren't started yet. </description> <retvals> string last_loop_state - the last loopstate before the current one; -1, in case of an error string new_loop_state - the current loopstate; -1, in case of an error number statechangetime - the time, when the state has changed the last time </retvals> <chapter_context> Navigation </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, last loopstate, editcursor</tags> </US_DocBloc> ]] if reaper.GetExtState("Ultraschall", "defer_scripts_ultraschall_track_old_loopstate.lua")~="true" then return -1 end return reaper.GetExtState("ultraschall", "loopstate_old"), reaper.GetExtState("ultraschall", "loopstate_new"), tonumber(reaper.GetExtState("ultraschall", "loopstate_changetime")) end function ultraschall.GetLoopState() --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>GetLoopState</slug> <requires> Ultraschall=4.00 Reaper=5.965 Lua=5.3 </requires> <functioncall>integer retval = ultraschall.GetLoopState()</functioncall> <description> Returns the current loop-state </description> <retvals> integer retval - 0, loop is on; 1, loop is off </retvals> <chapter_context> Navigation Transport </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>transportmanagement, get, loop</tags> </US_DocBloc> --]] return reaper.GetToggleCommandState(1068) end --A=ultraschall.GetLoopState() function ultraschall.SetLoopState(state) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>SetLoopState</slug> <requires> Ultraschall=4.00 Reaper=5.965 Lua=5.3 </requires> <functioncall>boolean retval = ultraschall.SetLoopState(integer state)</functioncall> <description> Sets the current loop-state returns false in case of an error </description> <retvals> boolean retval - true, if setting was successful; false, if setting was unsuccessful </retvals> <parameters> integer state - 0, loop is on; 1, loop is off </parameters> <chapter_context> Navigation Transport </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>transportmanagement, set, loop</tags> </US_DocBloc> --]] if math.type(state)~="integer" then ultraschall.AddErrorMessage("SetLoopState", "state", "must be an integer", -1) return false end if state~=0 and state~=1 then ultraschall.AddErrorMessage("SetLoopState", "state", "must be 1(on) or 0(off)", -2) return false end if ultraschall.GetLoopState()~=state then reaper.Main_OnCommand(1068, 0) end return true end --A=ultraschall.SetLoopState(0) function ultraschall.Scrubbing_MoveCursor_GetToggleState() --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>Scrubbing_MoveCursor_GetToggleState</slug> <requires> Ultraschall=4.00 Reaper=5.965 SWS=2.10.0.1 Lua=5.3 </requires> <functioncall>boolean state = ultraschall.Scrubbing_MoveCursor_GetToggleState()</functioncall> <description> Returns, if scrub is toggled on/off, for when moving editcursor via action or control surface, as set in Preferences -> Playback. </description> <retvals> boolean retval - true, scrub is on; false, scrub is off </retvals> <chapter_context> Navigation Scrubbing </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, get, scrub, when moving editcursor, action, surface</tags> </US_DocBloc> --]] if reaper.SNM_GetIntConfigVar("scrubmode", -9)&1==0 then return false else return true end end function ultraschall.Scrubbing_MoveCursor_Toggle(toggle) --[[ <US_DocBloc version="1.0" spok_lang="en" prog_lang="*"> <slug>Scrubbing_MoveCursor_Toggle</slug> <requires> Ultraschall=4.00 Reaper=5.965 SWS=2.10.0.1 Lua=5.3 </requires> <functioncall>boolean state, optional integer new_scrubmode = ultraschall.Scrubbing_MoveCursor_Toggle(boolean toggle)</functioncall> <description> Toggles scrub on/off, for when moving editcursor via action or control surface, as set in Preferences -> Playback. returns false in case of an error </description> <retvals> boolean retval - true, toggling was successful; false, toggling was unsuccessful optional integer new_scrubmode - this is the new value of the configvariable scrubmode, which is altered by this function </retvals> <parameters> boolean toggle - true, toggles scrubbing on; false, toggles scrubbing off </parameters> <chapter_context> Navigation Scrubbing </chapter_context> <target_document>US_Api_Functions</target_document> <source_document>Modules/ultraschall_functions_Navigation_Module.lua</source_document> <tags>navigation, scrub, toggle, when moving editcursor, action, surface</tags> </US_DocBloc> --]] if type(toggle)~="boolean" then ultraschall.AddErrorMessage("Scrubbing_MoveCursor_Toggle", "toggle", "must be a boolean", -1) return false end return ultraschall.GetSetIntConfigVar("scrubmode", true, toggle) end
myCanvas = hs.canvas.new{ x = 100, y = 100, h = 200, w = 200 }:show() myCanvas[#myCanvas + 1] = { id = "primary", -- we check for this in the callback below (_i) type = "circle", radius = 100, center = { x = 100, y = 100 }, action = "fill", fillColor = { blue = .7, alpha = .7 }, trackMouseDown = true, trackMouseUp = true, } local _cMouseAction -- make local here so it's an upvalue in mouseCallback -- This example only tracks movement when you click within the specified canvas object (i.e. -- the blue circle). If you'd rather it move when they click within *any* portion of the -- canvas, add `myCanvas:canvasMouseEvents(true, true)` and change `_i == "primary"` below to -- `_i == "_canvas_"`. myCanvas:clickActivating(false):mouseCallback(function(_c, _m, _i, _x, _y) print(_m, _i) if _i == "primary" then if _m == "mouseDown" then -- if you want to check other state to see if it should move, do it here -- e.g. *which* mouse button with `hs.eventtap.checkMouseButtons`, -- a modifier being held with `hs.eventtap.checkKeyboardModifiers`, -- etc. -- exit now if such conditions aren't met, otherwise: -- uses a coroutine so HS can update the canvas position and do other -- housekeeping while the mouse button is being held down _cMouseAction = coroutine.wrap(function() while _cMouseAction do -- do the actual moving local pos = hs.mouse.absolutePosition() local frame = _c:frame() frame.x = pos.x - _x frame.y = pos.y - _y _c:frame(frame) -- "exits" so HS can do other things, but a timer resumes -- the coroutine almost immediately if nothing else is -- pending coroutine.applicationYield() end end) _cMouseAction() elseif _m == "mouseUp" then -- next time the coroutine resumes, it will clear itself _cMouseAction = nil end end end)
resource_manifest_version '77731fab-63ca-442c-a67b-abc70f28dfa5' files { 'vehicles.meta', 'carvariations.meta', 'carcols.meta', 'handling.meta', 'vehiclelayouts.meta', 'carraddonContentUnlocks.meta', } data_file 'HANDLING_FILE' 'handling.meta' data_file 'VEHICLE_METADATA_FILE' 'vehicles.meta' data_file 'CARCOLS_FILE' 'carcols.meta' data_file 'VEHICLE_VARIATION_FILE' 'carvariations.meta' data_file 'VEHICLE_LAYOUTS_FILE' 'vehiclelayouts.meta' data_file 'CONTENT_UNLOCKING_META_FILE' 'carraddonContentUnlocks.meta' client_script 'vehicle_names.lua'
local local0 = 0.6 local local1 = 0 - local0 local local2 = 0 - local0 local local3 = 3.6 - local0 local local4 = 0 - local0 local local5 = 3.4 - local0 local local6 = 0 - local0 local local7 = 3.2 - local0 local local8 = 0 - local0 local local9 = 2.9 - local0 local local10 = 5 - local0 local local11 = 0 - local0 local local12 = 3.3 - local0 local local13 = 0 - local0 local local14 = 3.9 - local0 local local15 = 0 - local0 local local16 = 4.4 - local0 local local17 = 5.5 local local18 = 0 function OnIf_233000(arg0, arg1, arg2) if arg2 == 0 then TheServantOfKing_Sword233000_ActAfter_RealTime(arg0, arg1) end return end local0 = local18 function TheServantOfKing_Sword233000Battle_Activate(arg0, arg1) local local0 = {} local local1 = {} local local2 = {} Common_Clear_Param(local0, local1, local2) if arg0:GetRandam_Int(1, 100) <= 33 then local local3 = 0 SETUPVAL 7 0 0 else local local3 = 5 SETUPVAL 7 0 0 end if arg0:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Kankyaku then local0[22] = 100 elseif arg0:GetTeamOrder(ORDER_TYPE_Role) == ROLE_TYPE_Torimaki then local0[23] = 100 elseif arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then local0[20] = 100 elseif 5 <= arg0:GetDist(TARGET_ENE_0) then local0[1] = 15 local0[2] = 40 local0[3] = 30 local0[4] = 0 local0[5] = 15 elseif arg0:IsTargetGuard(TARGET_ENE_0) == true then local0[1] = 30 local0[2] = 0 local0[3] = 35 local0[4] = 0 local0[5] = 35 else local0[1] = 40 local0[2] = 0 local0[3] = 30 local0[4] = 0 local0[5] = 30 end local1[1] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act01) local1[2] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act02) local1[3] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act03) local1[4] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act04) local1[5] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act05) local1[20] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act20) local1[22] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act22) local1[23] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act23) local1[30] = REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_Act30) Common_Battle_Activate(arg0, arg1, local0, local1, REGIST_FUNC(arg0, arg1, TheServantOfKing_Sword233000_ActAfter_AdjustSpace, atkAfterOddsTbl), local2) return end local0 = 3.4 - local0 local0 = local18 function TheServantOfKing_Sword233000_Act01(arg0, arg1, arg2) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = UPVAL0 + 1 Approach_Act(arg0, arg1, UPVAL0, UPVAL0 * UPVAL1, 0, 2) arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, local1, 0, -1) if arg0:GetRandam_Int(1, 100) <= 50 then arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, local1, 0) arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, local1, 0) else arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3002, TARGET_ENE_0, local1, 0) arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, local1, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end local0 = 6.3 - local0 local0 = local18 function TheServantOfKing_Sword233000_Act02(arg0, arg1, arg2) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = UPVAL0 + 1 Approach_Act(arg0, arg1, UPVAL0, UPVAL0 * UPVAL1, 0, 2) arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, local1, 0, -1) if arg0:GetRandam_Int(1, 100) <= 50 then arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, local1, 0) arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3003, TARGET_ENE_0, local1, 0) else arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3002, TARGET_ENE_0, local1, 0) arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3004, TARGET_ENE_0, local1, 0) end GetWellSpace_Odds = 100 return GetWellSpace_Odds end local0 = local12 local0 = local18 function TheServantOfKing_Sword233000_Act03(arg0, arg1, arg2) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = arg0:GetRandam_Int(1, 100) Approach_Act(arg0, arg1, UPVAL0, UPVAL0 * UPVAL1, 0, 2) arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0 + 1, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end local0 = local14 local0 = local18 function TheServantOfKing_Sword233000_Act04(arg0, arg1, arg2) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = arg0:GetRandam_Int(1, 100) Approach_Act(arg0, arg1, UPVAL0, UPVAL0 * UPVAL1, 0, 2) arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, UPVAL0 + 1, 0, -1) GetWellSpace_Odds = 0 return GetWellSpace_Odds end local0 = local16 local0 = local18 function TheServantOfKing_Sword233000_Act05(arg0, arg1, arg2) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = arg0:GetRandam_Int(1, 100) Approach_Act(arg0, arg1, UPVAL0, UPVAL0 * UPVAL1, 0, 2) arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, UPVAL0 + 1, 0, -1) GetWellSpace_Odds = 100 return GetWellSpace_Odds end function TheServantOfKing_Sword233000_Act20(arg0, arg1, arg2) local local0 = arg0:GetRandam_Int(1, 100) if arg0:GetDist(TARGET_ENE_0) <= 2.5 then arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, -1) else arg1:AddSubGoal(GOAL_COMMON_Turn, 2, TARGET_ENE_0, 0, 0, 0) end GetWellSpace_Odds = 0 return GetWellSpace_Odds end function TheServantOfKing_Sword233000_Act22(arg0, arg1, arg2) Kanshu_Act(arg0, arg1, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end function TheServantOfKing_Sword233000_Act23(arg0, arg1, arg2) Torimaki_Act(arg0, arg1, 0) GetWellSpace_Odds = 0 return GetWellSpace_Odds end local0 = local17 function TheServantOfKing_Sword233000_Act30(arg0, arg1) if arg0:GetRandam_Int(1, 100) <= 50 then if arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_L, UPVAL0, 5) == true then arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, UPVAL0) else arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, UPVAL0) end elseif arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_R, UPVAL0, 5) == true then arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_R, UPVAL0) else arg1:AddSubGoal(GOAL_COMMON_SpinStep, 5, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_L, UPVAL0) end return true end local0 = local17 local0 = local14 function TheServantOfKing_Sword233000_Act31(arg0, arg1) local local0 = arg0:GetRandam_Int(1, 100) if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) then if arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_B, UPVAL0, 5) == true then arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, UPVAL1 + 1, 0, -1) else return TheServantOfKing_Sword233000_Act30(arg0, arg1) end else arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3009, TARGET_ENE_0, DIST_None, 0, -1) end return true end function TheServantOfKing_Sword233000_ActAfter_AdjustSpace(arg0, arg1, arg2) arg1:AddSubGoal(GOAL_COMMON_If, 10, 0) return end local0 = local14 local0 = local17 function TheServantOfKing_Sword233000_ActAfter_RealTime(arg0, arg1) if arg0:GetRandam_Int(1, 100) <= 65 and arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 120) and arg0:GetDist(TARGET_ENE_0) <= UPVAL0 and arg0:IsOnNearMesh(TARGET_SELF, AI_DIR_TYPE_B, UPVAL1, 5) == true then arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, UPVAL0 + 1, 0, -1) arg1:AddSubGoal(GOAL_COMMON_Wait, arg0:GetRandam_Float(0, 2), TARGET_NONE, 0, 0, 0) end return end function TheServantOfKing_Sword233000Battle_Update(arg0, arg1) return GOAL_RESULT_Continue end function TheServantOfKing_Sword233000Battle_Terminate(arg0, arg1) return end local0 = local14 local0 = local16 local0 = local12 function TheServantOfKing_Sword233000Battle_Interupt(arg0, arg1) local local0 = arg0:GetDist(TARGET_ENE_0) local local1 = arg0:GetRandam_Int(1, 100) local local2 = arg0:GetRandam_Int(1, 100) if FindAttack_Act(arg0, arg1, UPVAL0, 60) then return TheServantOfKing_Sword233000_Act31(arg0, arg1) elseif GuardBreak_Act(arg0, arg1, UPVAL1, 90) then arg1:ClearSubGoal() if arg0:GetRandam_Int(1, 100) <= 70 then arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL2 + 1, 0, -1) else arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, UPVAL1 + 1, 0, -1) end return true else local local3 = Shoot_2dist(arg0, arg1, 5, 20, 60, 80) if local3 == 1 or local3 == 2 then arg1:ClearSubGoal() return TheServantOfKing_Sword233000_Act30(arg0, arg1) else return false end end end return
require("cURL") -- setup easy c = cURL.easy_init() c2 = cURL.easy_init() -- setup url c:setopt_url("http://www.example.com/") c2:setopt_url("http://www.hoetzel.info/") -- c.perform() m = cURL.multi_init() m2 = cURL.multi_init() m:add_handle(c) m2:add_handle(c2) -- perform, -- it = m:perform() for data, type, easy in m:perform() do if (type == "data" and c == easy) then print(data) end end -- for data,type,easy in m2:perform() do -- if (type == "header") then print(data) end -- end
pg = pg or {} pg.enemy_data_statistics_378 = { [213003] = { cannon = 5, reload = 150, speed_growth = 0, cannon_growth = 432, pilot_ai_template_id = 10001, air = 0, base = 152, dodge = 22, durability_growth = 37800, antiaircraft = 22, speed = 36, reload_growth = 0, dodge_growth = 270, luck = 10, battle_unit_type = 50, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1764, torpedo = 46, durability = 95, armor_growth = 0, torpedo_growth = 3648, luck_growth = 0, hit_growth = 189, armor = 0, id = 213003, antisub = 0, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100499 } }, [213004] = { cannon = 6, reload = 150, speed_growth = 0, cannon_growth = 480, pilot_ai_template_id = 10001, air = 0, base = 153, dodge = 22, durability_growth = 44100, antiaircraft = 22, speed = 36, reload_growth = 0, dodge_growth = 270, luck = 10, battle_unit_type = 50, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1764, torpedo = 46, durability = 110, armor_growth = 0, torpedo_growth = 3648, luck_growth = 0, hit_growth = 189, armor = 0, id = 213004, antisub = 0, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100499 } }, [213005] = { cannon = 6, reload = 150, speed_growth = 0, cannon_growth = 492, base = 297, air = 0, durability_growth = 42840, dodge = 22, antiaircraft = 23, speed = 36, luck = 10, reload_growth = 0, dodge_growth = 270, battle_unit_type = 50, antisub = 0, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1800, torpedo = 49, durability = 107, armor_growth = 0, torpedo_growth = 3912, luck_growth = 0, hit_growth = 189, armor = 0, id = 213005, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100514 } }, [213006] = { cannon = 6, reload = 150, speed_growth = 0, cannon_growth = 480, base = 298, air = 0, durability_growth = 39900, dodge = 22, antiaircraft = 22, speed = 36, luck = 10, reload_growth = 0, dodge_growth = 270, battle_unit_type = 50, antisub = 0, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1764, torpedo = 50, durability = 100, armor_growth = 0, torpedo_growth = 4032, luck_growth = 0, hit_growth = 189, armor = 0, id = 213006, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100514 } }, [213007] = { cannon = 6, reload = 150, speed_growth = 0, cannon_growth = 504, base = 293, air = 0, durability_growth = 39900, dodge = 22, antiaircraft = 22, speed = 36, luck = 10, reload_growth = 0, dodge_growth = 270, battle_unit_type = 50, antisub = 0, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1764, torpedo = 48, durability = 100, armor_growth = 0, torpedo_growth = 3840, luck_growth = 0, hit_growth = 189, armor = 0, id = 213007, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100514 } }, [213008] = { cannon = 6, reload = 150, speed_growth = 0, cannon_growth = 480, base = 294, air = 0, durability_growth = 39900, dodge = 22, antiaircraft = 23, speed = 36, luck = 10, reload_growth = 0, dodge_growth = 270, battle_unit_type = 50, antisub = 0, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 1848, torpedo = 48, durability = 100, armor_growth = 0, torpedo_growth = 3840, luck_growth = 0, hit_growth = 189, armor = 0, id = 213008, world_enhancement = { 9.3, 5.4, 1.2, 0.6, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100004, 1100139, 1100514 } }, [213009] = { cannon = 11, reload = 150, speed_growth = 0, cannon_growth = 864, pilot_ai_template_id = 10001, air = 0, base = 182, dodge = 16, durability_growth = 47260, antiaircraft = 50, speed = 24, reload_growth = 0, dodge_growth = 200, luck = 10, battle_unit_type = 55, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 4032, torpedo = 34, durability = 118, armor_growth = 0, torpedo_growth = 2736, luck_growth = 0, hit_growth = 189, armor = 0, id = 213009, antisub = 0, world_enhancement = { 9.3, 4.6, 1.1, 0, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100249, 1100279, 1100439, 1100469 } }, [213010] = { cannon = 12, reload = 150, speed_growth = 0, cannon_growth = 996, base = 302, air = 0, durability_growth = 50400, dodge = 16, speed = 24, luck = 10, battle_unit_type = 55, reload_growth = 0, dodge_growth = 200, antisub = 0, antiaircraft_growth = 3912, hit = 13, antisub_growth = 0, air_growth = 0, luck_growth = 0, torpedo = 36, durability = 126, armor_growth = 0, torpedo_growth = 2880, antiaircraft = 49, hit_growth = 189, armor = 0, id = 213010, world_enhancement = { 9.3, 4.6, 1.1, 0, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100249, 1100394, 1100364, 2021601, 2021620 }, random_equipment_list = { { 2021611 } }, random_nub = { 1 } }, [213011] = { cannon = 11, reload = 150, speed_growth = 0, cannon_growth = 912, base = 303, air = 0, durability_growth = 52500, dodge = 16, speed = 24, luck = 10, battle_unit_type = 55, reload_growth = 0, dodge_growth = 200, antisub = 0, antiaircraft_growth = 4440, hit = 13, antisub_growth = 0, air_growth = 0, luck_growth = 0, torpedo = 34, durability = 131, armor_growth = 0, torpedo_growth = 2736, antiaircraft = 56, hit_growth = 189, armor = 0, id = 213011, world_enhancement = { 9.3, 4.6, 1.1, 0, 0.9, 0.9, 0 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100249, 1100119, 1100499, 2021600, 2021614 }, random_equipment_list = { { 2021613 } }, random_nub = { 1 } }, [213012] = { cannon = 23, reload = 150, speed_growth = 0, cannon_growth = 1848, base = 304, air = 0, durability_growth = 66160, dodge = 20, antiaircraft = 32, speed = 18, luck = 10, reload_growth = 0, dodge_growth = 100, battle_unit_type = 55, antisub = 0, hit = 13, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 2520, torpedo = 24, durability = 165, armor_growth = 0, torpedo_growth = 1920, luck_growth = 0, hit_growth = 189, armor = 0, id = 213012, world_enhancement = { 9.3, 2.6, 1.7, 0.3, 0.9, 0.9, 0.8 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100674, 2021712, 1100309, 2021700, 2021711 } }, [213013] = { cannon = 34, battle_unit_type = 65, speed = 14, speed_growth = 0, pilot_ai_template_id = 10001, air = 0, antisub = 0, dodge = 24, luck = 10, reload = 150, cannon_growth = 2736, reload_growth = 0, dodge_growth = 30, torpedo = 0, durability_growth = 103960, hit = 7, antisub_growth = 0, air_growth = 0, luck_growth = 0, base = 225, durability = 260, armor_growth = 0, torpedo_growth = 0, antiaircraft = 28, hit_growth = 105, armor = 0, antiaircraft_growth = 2268, id = 213013, world_enhancement = { 9.3, 0.7, 1.7, 0.7, 0.9, 2, 2.2 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100529, 1100559, 1100724, 2021800 }, random_equipment_list = { { 2021811 } }, random_nub = { 1 } }, [213014] = { cannon = 37, reload = 150, speed_growth = 0, cannon_growth = 2940, base = 307, air = 0, durability_growth = 115500, dodge = 24, speed = 14, luck = 10, battle_unit_type = 65, reload_growth = 0, dodge_growth = 30, antisub = 0, antiaircraft_growth = 2568, hit = 7, antisub_growth = 0, air_growth = 0, luck_growth = 0, torpedo = 0, durability = 289, armor_growth = 0, torpedo_growth = 0, antiaircraft = 32, hit_growth = 105, armor = 0, id = 213014, world_enhancement = { 9.3, 0.7, 1.7, 0.7, 0.9, 2, 2.2 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100104, 1100599, 1100734, 2021800 }, random_equipment_list = { { 2021812, 2021813, 2021814, 2021815 } }, random_nub = { 1 } }, [213015] = { cannon = 36, reload = 150, speed_growth = 0, cannon_growth = 2880, base = 308, air = 0, durability_growth = 117820, dodge = 24, antiaircraft = 32, speed = 14, luck = 10, reload_growth = 0, dodge_growth = 30, battle_unit_type = 65, antisub = 0, hit = 7, antisub_growth = 0, air_growth = 0, antiaircraft_growth = 2568, torpedo = 0, durability = 295, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, hit_growth = 105, armor = 0, id = 213015, world_enhancement = { 9.3, 0.7, 1.7, 0.7, 0.9, 2, 2.2 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100104, 1100599, 1100734, 2021800 } }, [213016] = { cannon = 0, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 10001, air = 46, base = 237, dodge = 6, durability_growth = 94500, antiaircraft = 41, speed = 18, reload_growth = 0, dodge_growth = 70, luck = 10, battle_unit_type = 60, hit = 7, antisub_growth = 0, air_growth = 3696, antiaircraft_growth = 3276, torpedo = 0, durability = 236, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, hit_growth = 105, armor = 0, id = 213016, antisub = 0, world_enhancement = { 9.3, 1.9, 1.7, 0.7, 0.1, 2, 0.1 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100019, 2021920, 2200769, 2200774, 2200779, 2021900, 2021911, 2021912 } }, [213017] = { cannon = 0, reload = 150, speed_growth = 0, cannon_growth = 0, pilot_ai_template_id = 10001, air = 48, base = 238, dodge = 6, durability_growth = 99220, antiaircraft = 41, speed = 18, reload_growth = 0, dodge_growth = 70, luck = 10, battle_unit_type = 60, hit = 7, antisub_growth = 0, air_growth = 3878, antiaircraft_growth = 3276, torpedo = 0, durability = 248, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, hit_growth = 105, armor = 0, id = 213017, antisub = 0, world_enhancement = { 9.3, 1.9, 1.7, 0.7, 0.1, 2, 0.1 }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100019, 1100169, 2200769, 2200774, 2200779, 2021900, 2021914, 2021916 } }, [213018] = { cannon = 0, reload = 150, speed_growth = 0, cannon_growth = 0, base = 295, air = 53, durability_growth = 89780, dodge = 6, antiaircraft = 41, speed = 18, luck = 10, reload_growth = 0, dodge_growth = 70, battle_unit_type = 60, antisub = 0, hit = 7, antisub_growth = 0, air_growth = 4256, antiaircraft_growth = 3276, torpedo = 0, durability = 224, armor_growth = 0, torpedo_growth = 0, luck_growth = 0, hit_growth = 105, armor = 0, id = 213018, world_enhancement = { 9.3, 1.9, 1.7, 0.7, 0.1, 2, 0.1 }, bound_bone = { cannon = { { -0.5, 0.5, 0 } }, antiaircraft = { { 0.5, 0.8, 0 }, { -0.5, 0.8, 0 } }, plane = { { -0.5, 0.5, 0 } } }, appear_fx = { "bossguangxiao", "appearQ" }, equipment_list = { 1100019, 1100169, 2200769, 2200774, 2200779, 2021900 } } } return
project(path.getname(os.getcwd())) kind "ConsoleApp" language "c++" objdir "../obj" files { "**.cpp", "**.cc", "**.h"} -- recursively add files includedirs {"../../../glm", "../../../sdl/include", "../../../glew/include", "../src"} libdirs {"../../../sdl/lib/x86", "../../../glew/lib/x86"} links { "akari" }
dofile(mg.script_name:gsub('[^\\/]*$','')..'util.lua') if mg.get_var(mg.request_info.query_string,'t')=='d' then if SHOW_DEBUG_LOG then t='\\EpgTimerSrvDebugLog.txt' end else if SHOW_NOTIFY_LOG then t='\\EpgTimerSrvNotify.log' end end if t then f=edcb.io.open(edcb.GetPrivateProfile('SET','ModulePath','','Common.ini')..t,'rb') end if not f then mg.write(Response(404,nil,nil,0)..'\r\n') else ct=CreateContentBuilder(GZIP_THRESHOLD_BYTE) c=GetVarInt(mg.request_info.query_string,'c',0,1e7) or 1e7 fsize=f:seek('end') if fsize>=2 then ofs=math.floor(math.max(fsize/2-1-c,0)) f:seek('set',2+ofs*2) if ofs~=0 then repeat buf=f:read(2) until not buf or #buf<2 or buf=='\n\0' end ct:Append(edcb.Convert('utf-8','utf-16le',f:read('*a') or '') or '') end f:close() ct:Finish() mg.write(ct:Pop(Response(200,'text/plain','utf-8',ct.len)..(ct.gzip and 'Content-Encoding: gzip\r\n' or '')..'\r\n')) end
local a= 10; local b= 30; return a*b;
local state = {}
require('lualine').setup { options = { icons_enabled = true, theme = 'material', component_separators = {}, section_separators = {}, disabled_filetypes = {'NvimTree'}, }, sections = { lualine_a = {'mode'}, lualine_b = {{'branch'}, {'diff',colored=false}}, lualine_c = {'filename',{'diagnostics', sources={'nvim_diagnostic'}}}, lualine_x = {"os.date('%b %d,%Y')"}, --brings in date lualine_y = {'ln:','%02l/%L'}, lualine_z = {'progress'} }, inactive_sections = { lualine_a = {}, lualine_b = {}, lualine_c = {'%F'}, lualine_x = {'location'}, lualine_y = {}, lualine_z = {} }, }
--- @class GNPC : GEntity --- This is a list of all methods only available for NPCs. It is also possible to call [Entity](http://wiki.garrysmod.com/index.php?title=Category:Entity) functions on NPCs. local GNPC = {} --- Makes the NPC like, hate, feel neutral towards, or fear the entity in question. If you want to setup relationship towards a certain entity `class`, use NPC:AddRelationship. --- ℹ **NOTE**: NPCs do not see NextBots by default. This can be fixed by adding the FL_OBJECT flag to the NextBot. --- @param target GEntity @The entity for the relationship to be applied to. --- @param disposition number @A Enums/D representing the relationship type. --- @param priority number @How strong the relationship is. function GNPC:AddEntityRelationship(target, disposition, priority) end --- Changes how an NPC feels towards another NPC. If you want to setup relationship towards a certain `entity`, use NPC:AddEntityRelationship. --- @param relationstring string @A string representing how the relationship should be set up function GNPC:AddRelationship(relationstring) end --- Force an NPC to play his Alert sound. function GNPC:AlertSound() end --- Adds a capability to the NPC. --- @param capabilities number @Capabilities to add, see Enums/CAP function GNPC:CapabilitiesAdd(capabilities) end --- Removes all of Capabilities the NPC has. function GNPC:CapabilitiesClear() end --- Returns the NPC's capabilities along the ones defined on its weapon. --- @return number @The capabilities as a bitflag function GNPC:CapabilitiesGet() end --- Remove a certain capability. --- @param capabilities number @Capabilities to remove, see Enums/CAP function GNPC:CapabilitiesRemove(capabilities) end --- Returns the NPC class. Do not confuse with Entity:GetClass! --- @return number @See Enums/CLASS function GNPC:Classify() end --- Clears out the specified Enums/COND on this NPC. --- @param condition number @The Enums/COND to clear out. function GNPC:ClearCondition(condition) end --- Clears the Enemy from the NPC's memory, effectively forgetting it until met again with either the NPC vision or with NPC:UpdateEnemyMemory. function GNPC:ClearEnemyMemory() end --- Clears the NPC's current expression which can be set with NPC:SetExpression. function GNPC:ClearExpression() end --- Clears the current NPC goal or target. function GNPC:ClearGoal() end --- Stops the current schedule that the NPC is doing. function GNPC:ClearSchedule() end --- Translates condition ID to a string. --- @param cond number @The NPCs condition ID, see Enums/COND --- @return string @A human understandable string equivalent of that condition. function GNPC:ConditionName(cond) end --- Returns the way the NPC "feels" about the entity. --- @param ent GEntity @The entity to get the disposition from. --- @return number @The NPCs disposition, see Enums/D. function GNPC:Disposition(ent) end --- Forces the NPC to drop the specified weapon. --- @param weapon GWeapon @Weapon to be dropped --- @param target GVector @If set, launches the weapon at given position --- @param velocity GVector @If set and previous argument is unset, launches the weapon with given velocity function GNPC:DropWeapon(weapon, target, velocity) end --- Makes an NPC exit a scripted sequence, if one is playing. function GNPC:ExitScriptedSequence() end --- Force an NPC to play his Fear sound. function GNPC:FearSound() end --- Force an NPC to play its FoundEnemy sound. function GNPC:FoundEnemySound() end --- Returns the weapon the NPC is currently carrying, or NULL. --- @return GEntity @The NPCs current weapon function GNPC:GetActiveWeapon() end --- Returns the NPC's current activity. --- @return number @Current activity, see Enums/ACT. function GNPC:GetActivity() end --- Returns the aim vector of the NPC. NPC alternative of Player:GetAimVector. --- @return GVector @The aim direction of the NPC. function GNPC:GetAimVector() end --- Returns the activity to be played when the NPC arrives at its goal --- @return number function GNPC:GetArrivalActivity() end --- Returns the sequence to be played when the NPC arrives at its goal. --- @return number @Sequence ID to be played, or -1 if there's no sequence. function GNPC:GetArrivalSequence() end --- Returns the entity blocking the NPC along its path. --- @return GEntity @Blocking entity function GNPC:GetBlockingEntity() end --- Gets the NPC's current waypoint position (where NPC is currently moving towards), if any is available. --- @return GVector @The position of the current NPC waypoint. function GNPC:GetCurWaypointPos() end --- Returns the NPC's current schedule. --- @return number @The NPCs schedule, see Enums/SCHED or -1 if we failed for some reason function GNPC:GetCurrentSchedule() end --- Returns how proficient (skilled) an NPC is with its current weapon. --- @return number @NPC's proficiency for current weapon function GNPC:GetCurrentWeaponProficiency() end --- Returns the entity that this NPC is trying to fight. --- 🦟 **BUG**: [This returns nil if the NPC has no enemy. You should use Global.IsValid (which accounts for nil and NULL) on the return to verify validity of the enemy.](https://github.com/Facepunch/garrysmod-issues/issues/3132) --- @return GNPC @Enemy NPC. function GNPC:GetEnemy() end --- Returns the expression file the NPC is currently playing. --- @return string @The file path of the expression. function GNPC:GetExpression() end --- Returns NPCs hull type set by NPC:SetHullType. --- @return number @Hull type, see Enums/HULL function GNPC:GetHullType() end --- Returns the NPC's current movement activity. --- @return number @Current NPC movement activity, see Enums/ACT. function GNPC:GetMovementActivity() end --- Returns the index of the sequence the NPC uses to move. --- @return number @The movement sequence index function GNPC:GetMovementSequence() end --- Returns the NPC's state. --- @return number @The NPC's current state, see Enums/NPC_STATE. function GNPC:GetNPCState() end --- Gets the NPC's next waypoint position, where NPC will be moving after reaching current waypoint, if any is available. --- @return GVector @The position of the next NPC waypoint. function GNPC:GetNextWaypointPos() end --- Returns the distance the NPC is from Target Goal. --- @return number @The number of hammer units the NPC is away from the Goal. function GNPC:GetPathDistanceToGoal() end --- Returns the amount of time it will take for the NPC to get to its Target Goal. --- @return number @The amount of time to get to the target goal. function GNPC:GetPathTimeToGoal() end --- Returns the shooting position of the NPC. --- ℹ **NOTE**: This only works properly when called on an NPC that can hold weapons, otherwise it will return the same value as Entity:GetPos. --- @return GVector @The NPC's shooting position. function GNPC:GetShootPos() end --- Returns the NPC's current target set by NPC:SetTarget. --- 🦟 **BUG**: [This returns nil if the NPC has no target. You should use Global.IsValid (which accounts for nil and NULL) on the return to verify validity of the target.](https://github.com/Facepunch/garrysmod-issues/issues/3132) --- @return GEntity @Target entity function GNPC:GetTarget() end --- Used to give a weapon to an already spawned NPC. --- @param weapon string @Class name of the weapon to equip to the NPC. --- @return GWeapon @The weapon entity given to the NPC. function GNPC:Give(weapon) end --- Returns whether or not the NPC has the given condition. --- @param condition number @The condition index, see Enums/COND. --- @return boolean @True if the NPC has the given condition, false otherwise. function GNPC:HasCondition(condition) end --- Force an NPC to play his Idle sound. function GNPC:IdleSound() end --- Returns whether or not the NPC is performing the given schedule. --- @param schedule number @The schedule number, see Enums/SCHED. --- @return boolean @True if the NPC is performing the given schedule, false otherwise. function GNPC:IsCurrentSchedule(schedule) end --- Returns whether the NPC is moving or not. --- @return boolean @Whether the NPC is moving or not. function GNPC:IsMoving() end --- Checks if the NPC is running an **ai_goal**. ( e.g. An npc_citizen NPC following the Player. ) --- @return boolean @Returns true if running an ai_goal, otherwise returns false. function GNPC:IsRunningBehavior() end --- Returns true if the entity was remembered as unreachable. The memory is updated automatically from following engine tasks if they failed: --- * TASK_GET_CHASE_PATH_TO_ENEMY --- * TASK_GET_PATH_TO_ENEMY_LKP --- * TASK_GET_PATH_TO_INTERACTION_PARTNER --- * TASK_ANTLIONGUARD_GET_CHASE_PATH_ENEMY_TOLERANCE --- * SCHED_FAIL_ESTABLISH_LINE_OF_FIRE - Combine NPCs, also when failing to change their enemy --- @param testEntity GEntity @The entity to test. --- @return boolean @If the entity is reachable or not. function GNPC:IsUnreachable(testEntity) end --- Force an NPC to play his LostEnemy sound. function GNPC:LostEnemySound() end --- Tries to achieve our ideal animation state, playing any transition sequences that we need to play to get there. function GNPC:MaintainActivity() end --- Causes the NPC to temporarily forget the current enemy and switch on to a better one. function GNPC:MarkEnemyAsEluded() end --- Makes the NPC walk toward the given position. The NPC will return to the player after amount of time set by **player_squad_autosummon_time** ConVar. --- Only works on Citizens (npc_citizen) and is a part of the Half-Life 2 squad system. --- The NPC **must** be in the player's squad for this to work. --- @param position GVector @The target position for the NPC to walk to. function GNPC:MoveOrder(position) end --- Sets the goal position for the NPC. --- @param position GVector @The position to set as the goal function GNPC:NavSetGoal(position) end --- Set the goal target for an NPC. --- @param target GEntity @The targeted entity to set the goal to. --- @param offset GVector @The offset to apply to the targeted entity's position. function GNPC:NavSetGoalTarget(target, offset) end --- Creates a random path of specified minimum length between a closest start node and random node in the specified direction. --- @param minPathLength number @Minimum length of path in units --- @param dir GVector @Unit vector pointing in the direction of the target random node function GNPC:NavSetRandomGoal(minPathLength, dir) end --- Sets a goal in x, y offsets for the npc to wander to --- @param xoffset number @X offset --- @param yoffset number @Y offset function GNPC:NavSetWanderGoal(xoffset, yoffset) end --- Forces the NPC to play a sentence from scripts/sentences.txt --- @param sentence string @The sentence string to speak. --- @param delay number @Delay in seconds until the sentence starts playing. --- @param volume number @The volume of the sentence, from 0 to 1. --- @return number @Returns the sentence index, -1 if the sentence couldn't be played. function GNPC:PlaySentence(sentence, delay, volume) end --- 🛑 **DEPRECATED**: --- This function crashes the game no matter how it is used and will be removed in a future update. --- Use NPC:ClearEnemyMemory instead. function GNPC:RemoveMemory() end --- Starts an engine task. --- Used internally by the ai_task. --- @param taskID number @The task ID, see [ai_task.h](https://github.com/ValveSoftware/source-sdk-2013/blob/55ed12f8d1eb6887d348be03aee5573d44177ffb/mp/src/game/serv --- @param taskData number @The task data. function GNPC:RunEngineTask(taskID, taskData) end --- Stops any sounds (speech) the NPC is currently palying. --- Equivalent to `Entity:EmitSound( "AI_BaseNPC.SentenceStop" )` function GNPC:SentenceStop() end --- @param act number function GNPC:SetArrivalActivity(act) end function GNPC:SetArrivalDirection() end --- Sets the distance to goal at which the NPC should stop moving and continue to other business such as doing the rest of their tasks in a schedule. --- @param dist number @The distance to goal that is close enough for the NPC function GNPC:SetArrivalDistance(dist) end function GNPC:SetArrivalSequence() end function GNPC:SetArrivalSpeed() end --- Sets an NPC condition. --- @param condition number @The condition index, see Enums/COND. function GNPC:SetCondition(condition) end --- Sets the weapon proficiency of an NPC (how skilled an NPC is with its current weapon). --- @param proficiency number @The proficiency for the NPC's current weapon function GNPC:SetCurrentWeaponProficiency(proficiency) end --- Sets the target for an NPC. --- @param enemy GEntity @The enemy that the NPC should target --- @param newenemy boolean @Calls NPC:SetCondition(COND_NEW_ENEMY) if the new enemy is valid and not equal to the last enemy. function GNPC:SetEnemy(enemy, newenemy) end --- Sets the NPC's .vcd expression. Similar to Entity:PlayScene except the scene is looped until it's interrupted by default NPC behavior or NPC:ClearExpression. --- @param expression string @The expression filepath. --- @return number function GNPC:SetExpression(expression) end --- Updates the NPC's hull and physics hull in order to match its model scale. Entity:SetModelScale seems to take care of this regardless. function GNPC:SetHullSizeNormal() end --- Sets the hull type for the NPC. --- @param hullType number @Hull type function GNPC:SetHullType(hullType) end --- Sets the last registered or memorized position for an npc. When using scheduling, the NPC will focus on navigating to the last position via nodes. --- ℹ **NOTE**: The navigation requires ground nodes to function properly, otherwise the NPC could only navigate in a small area. (https://developer.valvesoftware.com/wiki/Info_node) --- @param Position GVector @Where the NPC's last position will be set. function GNPC:SetLastPosition(Position) end --- Sets how how long to try rebuilding path before failing task. --- @param time number @How long to try rebuilding path before failing task function GNPC:SetMaxRouteRebuildTime(time) end --- Sets the activity the NPC uses when it moves. --- @param activity number @The movement activity, see Enums/ACT. function GNPC:SetMovementActivity(activity) end --- Sets the sequence the NPC navigation path uses for speed calculation. Doesn't seem to have any visible effect on NPC movement. --- @param sequenceId number @The movement sequence index function GNPC:SetMovementSequence(sequenceId) end --- Sets the state the NPC is in to help it decide on a ideal schedule. --- @param state number @New NPC state, see Enums/NPC_STATE function GNPC:SetNPCState(state) end --- Sets the NPC's current schedule. --- @param schedule number @The NPC schedule, see Enums/SCHED. function GNPC:SetSchedule(schedule) end --- Sets the NPC's target. This is used in some engine schedules. --- @param entity GEntity @The target of the NPC. function GNPC:SetTarget(entity) end --- Forces the NPC to start an engine task, this has different results for every NPC. --- @param task number @The id of the task to start, see [ai_task.h](https://github.com/ValveSoftware/source-sdk-2013/blob/55ed12f8d1eb6887d348be03aee5573d44177ffb/ --- @param taskData number @The task data as a float, not all tasks make use of it. function GNPC:StartEngineTask(task, taskData) end --- Resets the NPC's movement animation and velocity. Does not actually stop the NPC from moving. function GNPC:StopMoving() end --- Cancels NPC:MoveOrder basically. --- Only works on Citizens (npc_citizen) and is a part of the Half-Life 2 squad system. --- The NPC **must** be in the player's squad for this to work. --- @param target GEntity @Must be a player, does nothing otherwise. function GNPC:TargetOrder(target) end --- Marks the current NPC task as completed. --- This is meant to be used alongside NPC:TaskFail to complete or fail custom Lua defined tasks. (Schedule:AddTask) function GNPC:TaskComplete() end --- Marks the current NPC task as failed. --- This is meant to be used alongside NPC:TaskComplete to complete or fail custom Lua defined tasks. (Schedule:AddTask) --- @param task string @A string most likely defined as a Source Task, for more information on Tasks go to https://developer.valvesoftware.com/wiki/Task function GNPC:TaskFail(task) end --- Force the NPC to update information on the supplied enemy, as if it had line of sight to it. --- @param enemy GEntity @The enemy to update. --- @param pos GVector @The last known position of the enemy. function GNPC:UpdateEnemyMemory(enemy, pos) end --- Only usable on "ai" base entities. --- @return boolean @If we succeeded setting the behavior. function GNPC:UseActBusyBehavior() end --- @return boolean function GNPC:UseAssaultBehavior() end --- Only usable on "ai" base entities. --- @return boolean @If we succeeded setting the behavior. function GNPC:UseFollowBehavior() end --- @return boolean function GNPC:UseFuncTankBehavior() end --- @return boolean function GNPC:UseLeadBehavior() end --- Undoes the other Use*Behavior functions. --- Only usable on "ai" base entities. function GNPC:UseNoBehavior() end
local types = require "resty.nettle.types.common" local context = require "resty.nettle.types.umac" local lib = require "resty.nettle.library" local ffi = require "ffi" local ffi_new = ffi.new local ffi_str = ffi.string local setmetatable = setmetatable local umacs = { umac32 = { length = 4, context = context.umac32, buffer = types.uint8_t_4, setkey = lib.nettle_umac32_set_key, setnonce = lib.nettle_umac32_set_nonce, update = lib.nettle_umac32_update, digest = lib.nettle_umac32_digest }, umac64 = { length = 8, context = context.umac64, buffer = types.uint8_t_8, setkey = lib.nettle_umac64_set_key, setnonce = lib.nettle_umac64_set_nonce, update = lib.nettle_umac64_update, digest = lib.nettle_umac64_digest }, umac96 = { length = 12, context = context.umac96, buffer = types.uint8_t_12, setkey = lib.nettle_umac96_set_key, setnonce = lib.nettle_umac96_set_nonce, update = lib.nettle_umac96_update, digest = lib.nettle_umac96_digest }, umac128 = { length = 16, context = context.umac128, buffer = types.uint8_t_16, setkey = lib.nettle_umac128_set_key, setnonce = lib.nettle_umac128_set_nonce, update = lib.nettle_umac128_update, digest = lib.nettle_umac128_digest }, } umacs[32] = umacs.umac32 umacs[64] = umacs.umac64 umacs[96] = umacs.umac96 umacs[128] = umacs.umac128 local umac = {} umac.__index = umac function umac:update(data, len) return self.umac.update(self.context, len or #data, data) end function umac:digest() local umc = self.umac umc.digest(self.context, umc.length, umc.buffer) return ffi_str(umc.buffer, umc.length) end local function factory(mac) return setmetatable({ new = function(key, nonce) local ctx = ffi_new(mac.context) mac.setkey(ctx, key) if nonce then mac.setnonce(ctx, #nonce, nonce) end return setmetatable({ context = ctx, umac = mac }, umac) end }, { __call = function(_, key, nonce, data, len) local ctx = ffi_new(mac.context) mac.setkey(ctx, key) if nonce then mac.setnonce(ctx, #nonce, nonce) end mac.update(ctx, len or #data, data) mac.digest(ctx, mac.length, mac.buffer) return ffi_str(mac.buffer, mac.length) end }) end return setmetatable({ umac32 = factory(umacs[32]), umac64 = factory(umacs[64]), umac96 = factory(umacs[96]), umac128 = factory(umacs[128]) }, { __call = function(_, bits, key, nonce, data, len) local mac = umacs[bits] if not mac then return nil, "the supported UMAC algorithm output sizes are 32, 64, 96, and 128 bits" end local ctx = ffi_new(mac.context) mac.setkey(ctx, key) if nonce then mac.setnonce(ctx, #nonce, nonce) end mac.update(ctx, len or #data, data) mac.digest(ctx, mac.length, mac.buffer) return ffi_str(mac.buffer, mac.length) end })
print("Loading lua file") print("CTEST_FULL_OUTPUT") testapp = {counter = 0, max = 10} function testapp:initScene() print("In initScene") end function testapp:preFrame(dt) print("In preFrame") self.counter = self.counter + 1 print("Counter at " .. tostring(self.counter)) if self.counter >= self.max then print("Counter at maximum") vrjKernel.stop() end end print("App delegate defined, now creating OsgAppProxy") testapp.appProxy = vrjApp.OsgAppProxy() print ("Now setting OsgAppProxy's delegate") testapp.appProxy:setAppDelegate(testapp) print("Loading config files into kernel") vrjKernel.loadConfigFile("standalone.jconf") print("Setting kernel application") testapp.appProxy:setActiveApplication() print("Starting kernel") vrjKernel.enter()
local LogonView = class("LogonView",function() local logonView = display.newLayer() return logonView end) local ExternalFun = appdf.req(appdf.EXTERNAL_SRC .. "ExternalFun") local MultiPlatform = appdf.req(appdf.EXTERNAL_SRC .. "MultiPlatform") LogonView.BT_LOGON = 1 LogonView.BT_REGISTER = 2 LogonView.CBT_RECORD = 3 LogonView.CBT_AUTO = 4 LogonView.BT_VISITOR = 5 LogonView.BT_WEIBO = 6 LogonView.BT_QQ = 7 LogonView.BT_THIRDPARTY = 8 LogonView.BT_WECHAT = 9 LogonView.BT_FGPW = 10 -- 忘记密码 function LogonView:ctor(serverConfig) local this = self self:setContentSize(yl.WIDTH,yl.HEIGHT) --ExternalFun.registerTouchEvent(self) local btcallback = function(ref, type) if type == ccui.TouchEventType.ended then this:onButtonClickedEvent(ref:getTag(),ref) end end local cbtlistener = function (sender,eventType) this:onSelectedEvent(sender,eventType) end local editHanlder = function ( name, sender ) self:onEditEvent(name, sender) end --帐号提示 display.newSprite("Logon/account_text.png") :move(366,381) :addTo(self) --账号输入 self.edit_Account = ccui.EditBox:create(cc.size(490,67), ccui.Scale9Sprite:create("Logon/text_field_frame.png")) :move(yl.WIDTH/2,381) :setAnchorPoint(cc.p(0.5,0.5)) :setFontName("fonts/round_body.ttf") :setPlaceholderFontName("fonts/round_body.ttf") :setFontSize(24) :setPlaceholderFontSize(24) :setMaxLength(31) :setInputMode(cc.EDITBOX_INPUT_MODE_SINGLELINE) :addTo(self) self.edit_Account:registerScriptEditBoxHandler(editHanlder) --密码提示 display.newSprite("Logon/password_text.png") :move(366,280) :addTo(self) --密码输入 self.edit_Password = ccui.EditBox:create(cc.size(490,67), ccui.Scale9Sprite:create("Logon/text_field_frame.png")) :move(yl.WIDTH/2,280) :setAnchorPoint(cc.p(0.5,0.5)) :setFontName("fonts/round_body.ttf") :setPlaceholderFontName("fonts/round_body.ttf") :setFontSize(24) :setPlaceholderFontSize(24) :setMaxLength(26) :setInputFlag(cc.EDITBOX_INPUT_FLAG_PASSWORD) :setInputMode(cc.EDITBOX_INPUT_MODE_SINGLELINE) :addTo(self) -- 忘记密码 ccui.Button:create("Logon/btn_login_fgpw.png") :setTag(LogonView.BT_FGPW) :move(1000,280) :addTo(self) :addTouchEventListener(btcallback) --记住密码 self.cbt_Record = ccui.CheckBox:create("Logon/rem_password_button.png","","Logon/choose_button.png","","") :move(515,165) :setSelected(GlobalUserItem.bSavePassword) :setTag(LogonView.CBT_RECORD) :addTo(self) -- --自动登录 -- self.cbt_Auto = ccui.CheckBox:create("cbt_auto_0.png","","cbt_auto_1.png","","") -- :move(700-93,245) -- :setSelected(GlobalUserItem.bAutoLogon) -- :setTag(LogonView.CBT_AUTO) -- :addTo(self) --账号登录 ccui.Button:create("Logon/logon_button_0.png", "Logon/logon_button_1.png", "Logon/logon_button_2.png") :setTag(LogonView.BT_LOGON) :move(cc.p(0,0)) :setName("btn_1") :addTo(self) :addTouchEventListener(btcallback) --注册按钮 ccui.Button:create("Logon/regist_button.png","") :setTag(LogonView.BT_REGISTER) :move(766,165) :addTo(self) :addTouchEventListener(btcallback) --游客登录 ccui.Button:create("Logon/visitor_button_0.png", "Logon/visitor_button_1.png", "Logon/visitor_button_2.png") :setTag(LogonView.BT_VISITOR) :move(cc.p(0,0)) :setEnabled(false) :setVisible(false) :setName("btn_2") :addTo(self) :addTouchEventListener(btcallback) --微信登陆 ccui.Button:create("Logon/thrid_part_wx_0.png", "Logon/thrid_part_wx_1.png", "Logon/thrid_part_wx_2.png") :setTag(LogonView.BT_WECHAT) :move(cc.p(0,0)) :setVisible(false) :setEnabled(false) :setName("btn_3") :addTo(self) :addTouchEventListener(btcallback) self.m_serverConfig = serverConfig or {} self:refreshBtnList() end function LogonView:refreshBtnList( ) for i = 1, 3 do local btn = self:getChildByName("btn_" .. i) if btn ~= nil then btn:setVisible(false) btn:setEnabled(false) end end local btncount = 1 local btnpos = { {cc.p(667, 70), cc.p(0, 0), cc.p(0, 0)}, {cc.p(463, 70), cc.p(868, 70), cc.p(0, 0)}, {cc.p(222, 70), cc.p(667, 70), cc.p(1112, 70)} } -- 1:帐号 2:游客 3:微信 local btnlist = {"btn_1"} if false == GlobalUserItem.getBindingAccount() then table.insert(btnlist, "btn_2") end local enableWeChat = self.m_serverConfig["wxLogon"] or 1 if 0 == enableWeChat then table.insert(btnlist, "btn_3") end local poslist = btnpos[#btnlist] for k,v in pairs(btnlist) do local tmp = self:getChildByName(v) if nil ~= tmp then tmp:setEnabled(true) tmp:setVisible(true) local pos = poslist[k] if nil ~= pos then tmp:setPosition(pos) end end end end function LogonView:onEditEvent(name, editbox) --print(name) if "changed" == name then if editbox:getText() ~= GlobalUserItem.szAccount then self.edit_Password:setText("") end end end function LogonView:onReLoadUser() if GlobalUserItem.szAccount ~= nil and GlobalUserItem.szAccount ~= "" then self.edit_Account:setText(GlobalUserItem.szAccount) else self.edit_Account:setPlaceHolder("请输入您的游戏帐号") end if GlobalUserItem.szPassword ~= nil and GlobalUserItem.szPassword ~= "" then self.edit_Password:setText(GlobalUserItem.szPassword) else self.edit_Password:setPlaceHolder("请输入您的游戏密码") end end function LogonView:onButtonClickedEvent(tag,ref) if tag == LogonView.BT_REGISTER then GlobalUserItem.bVisitor = false self:getParent():getParent():onShowRegister() elseif tag == LogonView.BT_VISITOR then GlobalUserItem.bVisitor = true self:getParent():getParent():onVisitor() elseif tag == LogonView.BT_LOGON then GlobalUserItem.bVisitor = false local szAccount = string.gsub(self.edit_Account:getText(), " ", "") local szPassword = string.gsub(self.edit_Password:getText(), " ", "") local bAuto = self:getChildByTag(LogonView.CBT_RECORD):isSelected() local bSave = self:getChildByTag(LogonView.CBT_RECORD):isSelected() self:getParent():getParent():onLogon(szAccount,szPassword,bSave,bAuto) elseif tag == LogonView.BT_THIRDPARTY then self.m_spThirdParty:setVisible(true) elseif tag == LogonView.BT_WECHAT then --平台判定 local targetPlatform = cc.Application:getInstance():getTargetPlatform() if (cc.PLATFORM_OS_IPHONE == targetPlatform) or (cc.PLATFORM_OS_IPAD == targetPlatform) or (cc.PLATFORM_OS_ANDROID == targetPlatform) then self:getParent():getParent():thirdPartyLogin(yl.ThirdParty.WECHAT) else showToast(self, "不支持的登录平台 ==> " .. targetPlatform, 2) end elseif tag == LogonView.BT_FGPW then MultiPlatform:getInstance():openBrowser(yl.HTTP_URL .. "/Mobile/RetrievePassword.aspx") end end function LogonView:onTouchBegan(touch, event) return self:isVisible() end function LogonView:onTouchEnded(touch, event) local pos = touch:getLocation(); local m_spBg = self.m_spThirdParty 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.m_spThirdParty:setVisible(false) end end return LogonView
--GPU: Window and canvas creation. --luacheck: push ignore 211 local Config, GPU, yGPU, GPUVars, DevKit = ... --luacheck: pop local events = require("Engine.events") local RenderVars = GPUVars.Render local WindowVars = GPUVars.Window --==Localized Lua Library==-- local mathFloor = math.floor --==Local Variables==-- local CPUKit = Config.CPUKit local _Mobile = love.system.getOS() == "Android" or love.system.getOS() == "iOS" or Config._Mobile local _ZYX_W, _ZYX_H = Config._ZYX_W or 192, Config._ZYX_H or 128 --ZYX-13 screen dimensions. WindowVars.ZYX_X, WindowVars.ZYX_Y = 0,0 --ZYX-13 screen padding in the HOST screen. local _PixelPerfect = Config._PixelPerfect --If the ZYX-13 screen must be scaled pixel perfect. WindowVars.ZYXScale = mathFloor(Config._ZYXScale or 3) --The ZYX13 screen scale to the host screen scale. WindowVars.Width, WindowVars.Height = _ZYX_W*WindowVars.ZYXScale, _ZYX_H*WindowVars.ZYXScale --The host window size. if _Mobile then WindowVars.Width, WindowVars.Height = 0,0 end --==Window creation==-- if not love.window.isOpen() then love.window.setMode(WindowVars.Width,WindowVars.Height,{ vsync = 1, resizable = true, minwidth = _ZYX_W, minheight = _ZYX_H }) if Config.title then love.window.setTitle(Config.title) else love.window.setTitle("ZYX-13 ".._ZVERSION) end love.window.setIcon(love.image.newImageData("icon.png")) end --Incase if the host operating system decided to give us different window dimensions. WindowVars.Width, WindowVars.Height = love.graphics.getDimensions() --==Window termination==-- events.register("love:quit", function() if love.window.isOpen() then love.graphics.setCanvas() love.window.close() end return false end) --==Window Events==-- --Hook the resize function events.register("love:resize",function(w,h) --Do some calculations WindowVars.Width, WindowVars.Height = w, h local TSX, TSY = w/_ZYX_W, h/_ZYX_H --TestScaleX, TestScaleY WindowVars.ZYXScale = (TSX < TSY) and TSX or TSY if _PixelPerfect then WindowVars.ZYXScale = mathFloor(WindowVars.ZYXScale) end WindowVars.ZYX_X, WindowVars.ZYX_Y = (WindowVars.Width-_ZYX_W*WindowVars.ZYXScale)/2, (WindowVars.Height-_ZYX_H*WindowVars.ZYXScale)/2 if _Mobile then WindowVars.ZYX_Y, RenderVars.AlwaysDrawTimer = 0, 1 end RenderVars.ShouldDraw = true end) --Hook to some functions to redraw (when the window is moved, got focus, etc ...) events.register("love:focus",function(f) if f then RenderVars.ShouldDraw = true end end) --Window got focus. events.register("love:visible",function(v) if v then RenderVars.ShouldDraw = true end end) --Window got visible. --File drop hook events.register("love:filedropped", function(file) file:open("r") local data = file:read() file:close() if CPUKit then CPUKit.triggerEvent("filedropped",file:getFilename(),data) end end) --Alt-Return (Fullscreen toggle) hook local raltDown, lastWidth, lastHeight = false, 0, 0 events.register("love:keypressed", function(key, scancode,isrepeat) if key == "ralt" then raltDown = true --Had to use a workaround, for some reason isDown("ralt") is not working at Rami's laptop elseif key == "return" and raltDown and not isrepeat then local screenshot = GPU.screenshot():image() local canvas = love.graphics.getCanvas() --Backup the canvas. love.graphics.setCanvas() --Deactivate the canvas. if love.window.getFullscreen() then --Go windowed love.window.setMode(lastWidth,lastHeight,{ fullscreen = false, vsync = 1, resizable = true, minwidth = _ZYX_W, minheight = _ZYX_H }) else --Go fullscreen lastWidth, lastHeight = love.window.getMode() love.window.setMode(0,0,{fullscreen=true}) end events.trigger("love:resize", love.graphics.getDimensions()) --Make sure the canvas is scaled correctly love.graphics.setCanvas{canvas,stencil=true} --Reactivate the canvas. screenshot:draw() --Restore the backed up screenshot end end) events.register("love:keyreleased", function(key, scancode) if key == "ralt" then raltDown = false end end) --==Graphics Initializations==-- love.graphics.clear(0,0,0,1) --Clear the host screen. events.trigger("love:resize", WindowVars.Width, WindowVars.Height) --Calculate ZYX13 scale to the host window for the first time. --==GPU Window API==-- function GPU.screenSize() return _ZYX_W, _ZYX_H end function GPU.screenWidth() return _ZYX_W end function GPU.screenHeight() return _ZYX_H end --==Helper functions for WindowVars==-- function WindowVars.HostToZyx(x,y) --Convert a position from HOST screen to ZYX13 screen. return mathFloor((x - WindowVars.ZYX_X)/WindowVars.ZYXScale), mathFloor((y - WindowVars.ZYX_Y)/WindowVars.ZYXScale) end function WindowVars.ZyxToHost(x,y) --Convert a position from ZYX13 screen to HOST return mathFloor(x*WindowVars.ZYXScale + WindowVars.ZYX_X), mathFloor(y*WindowVars.ZYXScale + WindowVars.ZYX_Y) end --==GPUVars Exports==-- WindowVars.ZYX_W, WindowVars.ZYX_H = _ZYX_W, _ZYX_H --==DevKit Exports==-- DevKit._ZYX_W = _ZYX_W DevKit._ZYX_H = _ZYX_H function DevKit.DevKitDraw(bool) RenderVars.DevKitDraw = bool end
r3 = Creature:new { objectName = "@mob/creature_names:r3", randomNameType = NAME_R3, socialGroup = "townsperson", faction = "townsperson", level = 4, chanceHit = 0.24, damageMin = 40, damageMax = 45, baseXp = 62, baseHAM = 113, baseHAMmax = 138, armor = 0, resists = {15,15,15,15,15,15,15,-1,-1}, meatType = "", meatAmount = 0, hideType = "", hideAmount = 0, boneType = "", boneAmount = 0, milk = 0, tamingChance = 0, ferocity = 0, pvpBitmask = NONE, creatureBitmask = HERD, optionsBitmask = AIENABLED, diet = HERBIVORE, templates = { "object/mobile/r3.iff" }, hues = { 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31, 32, 33, 34, 35, 36, 37, 38, 39, 40, 41, 42, 43, 44, 45, 46, 47, 48, 49, 50, 51, 52, 53, 54, 55, 56, 57, 58, 59, 60, 61, 62, 63 }, lootGroups = {}, weapons = {}, conversationTemplate = "", attacks = {} } CreatureTemplates:addCreatureTemplate(r3, "r3")
local core = assert(l2df, 'L2DF is not available') local data = assert(data, 'Shared data is not available') -- UTILS local utf8 = require 'utf8' local cfg = core.import 'config' -- COMPONENTS local Camera = core.import 'class.component.camera' local Collision = core.import 'class.component.collision' local Controller = core.import 'class.component.controller' local CharAttributes = require 'data.scripts.component.attributes' -- MANAGERS local Input = core.import 'manager.input' local Factory = l2df.import 'manager.factory' local SceneManager = core.import 'manager.scene' -- VARIABLES local function dummyFunc() end local function enableNode(self) self.node.active = true end local function disableNode(self) self.node.active = false end local function defaultAction(self, action, ...) (self.node[action] or dummyFunc)(self.node, ...) end local Room, RoomData = data.layout('layout/lobby.dat') local function wrapButton(btn) if btn.name ~= 'button' then return end btn.nodes:first():addComponent(Collision) btn:onChange(function (btn) if btn.data.state == 1 then btn.nodes:first().C.frames.set('idle') elseif btn.data.state == 2 or btn.data.state == 3 then btn.nodes:first().C.frames.set('hover') elseif btn.data.state == 4 then btn.nodes:first().C.frames.set('click') end end) end -- SELECTION CONSTRUCTION local AFCOUNT = #RoomData.template.nodes[1].frames local SELECTION = Room.R.SELECTION() for y = 0, 1 do for x = 0, 3 do local key = ('T%s_%s'):format(x + 1, y + 1) local group = Factory:create('group', RoomData.template, key) group.data.x = 153 * x group.data.y = 211 * y SELECTION:attach(group) end end local TEAMS = { 'Independent', 'Team 1', 'Team 2', 'Team 3', 'Team 4' } local function getGroup(player) local y = 1 if player > Input.localplayers then y = 2 player = player - Input.localplayers end return SELECTION.R[('T%s_%s'):format(player, y)] end -- BUTTON BINDINGS local Menu = Room.R.MENU() Menu.R.BTN_FIGHT:onClick(function () local chars = { } for i = 1, #Room.data.ready_players do local player = Room.data.ready_players[i] local chardata = data.chardata:getById(getGroup(player).data.index) chars[i] = Factory:create('object', chardata) chars[i]:addComponent(Controller, player) chars[i]:addComponent(CharAttributes, chardata) chars[i]:addComponent(Camera, { kx = 128, ky = 128 }) end SceneManager:push('battle', chars) end) Menu.R.BTN_RESET_ALL:onClick(function () Room:enter() end) Menu.R.BTN_RESET_RANDOM:onClick(function () Room:randomize() end) Menu.R.BTN_EXIT:onClick(function () SceneManager:pop() end) for _, btn in Menu.nodes:enum(true) do wrapButton(btn) end function Room:randomize() local randoms = self.data.random if data.chardata.count == 0 or #randoms == 0 then return end for i = 1, #randoms do local charid = math.random(1, data.chardata.count) randoms[i].data.index = charid randoms[i].R.AVATAR.C.frames.set(AFCOUNT + charid) randoms[i].R.FIGHTER.data.text = randoms[i].R.AVATAR.data.frame.fighter end end function Room:enable() self.active = true end function Room:disable() self.active = false end function Room:enter() Menu.active = false self.data.counting = false self.data.random = { } self.data.active_players = 0 self.data.ready_players = { } for _, group in SELECTION.nodes:enum() do local avatar = group.R.AVATAR() if #avatar.C.frames.data().list - AFCOUNT < data.chardata.count then for i, char in data.chardata:enum() do avatar.C.frames.add({ pic = AFCOUNT + i - 1, fighter = char.name, next = AFCOUNT + i, wait = 1000 }, AFCOUNT + i) avatar.C.render.addSprite({ char.head }) end end group.R.AVATAR.C.frames.set(1) group.R.PLAYER.C.frames.set(1) group.R.FIGHTER.C.frames.set(1) group.R.TEAM.C.frames.set(1) group.R.PLAYER.data.hidden = false group.R.PLAYER.data.text = 'Join?' group.R.FIGHTER.data.hidden = true group.R.FIGHTER.data.text = 'Random' group.R.TEAM.data.hidden = true group.R.TEAM.data.text = TEAMS[1] group.R.TEAM.data.team = 0 group.data.index = 0 group.data.ST = 0 end end function Room:update() if SceneManager:current() ~= self then return end if Menu.active then if Input:consume('up') then Menu:prev() end if Input:consume('down') then Menu:next() end if Input:consume('attack') then Menu:choice() end return end local _, left = Input:consume('left') local _, right = Input:consume('right') local _, atk = Input:consume('attack') local _, jmp = Input:consume('jump') if atk then local group = getGroup(atk) if group.data.ST < 3 then if group.data.ST == 2 then group.TEAM.C.frames.set('idle') self.data.ready_players[#self.data.ready_players + 1] = atk elseif group.data.ST == 1 then group.FIGHTER.C.frames.set('idle') group.TEAM.data.hidden = false else group.AVATAR.C.frames.set('random') group.PLAYER.C.frames.set('idle') group.PLAYER.data.text = data.players[atk] group.FIGHTER.data.hidden = false self.data.active_players = self.data.active_players + 1 if self.data.counting then self.data.counting = false for _, group in SELECTION.nodes:enum() do local frameid = group.R.AVATAR.data.frame.id if 2 < frameid and frameid < 8 then group.R.AVATAR.C.frames.set('join') end end end end group.data.ST = group.data.ST + 1 end end if jmp then local group = getGroup(jmp) if group.data.ST > 0 and not self.data.counting then if group.data.ST == 1 then group.AVATAR.C.frames.set('join') group.PLAYER.C.frames.set('flicker') group.PLAYER.data.text = 'Join?' group.FIGHTER.data.hidden = true self.data.active_players = self.data.active_players - 1 elseif group.data.ST == 2 then group.FIGHTER.C.frames.set('flicker') group.TEAM.data.hidden = true else group.TEAM.C.frames.set('flicker') for i = 1, #self.data.ready_players do if self.data.ready_players[i] == jmp then table.remove(self.data.ready_players, i) break end end end group.data.ST = group.data.ST - 1 elseif self.data.active_players == 0 then SceneManager:pop() end end if left or right then local sign = right and 1 or -1 local group = left and getGroup(left) or getGroup(right) if group.data.ST == 1 then group.data.index = (group.data.index + sign) % (data.chardata.count + 1) group.AVATAR.C.frames.set(AFCOUNT + group.data.index) group.FIGHTER.data.text = group.AVATAR.data.frame.fighter elseif group.data.ST == 2 then group.TEAM.data.team = (group.TEAM.data.team + sign) % #TEAMS group.TEAM.data.text = TEAMS[group.TEAM.data.team + 1] end end if self.data.active_players > 0 and self.data.active_players == #self.data.ready_players then for _, group in SELECTION.nodes:enum() do if group.R.AVATAR.data.frame.id < 3 then group.R.AVATAR.C.frames.set('count') self.data.counting = true end if group.R.AVATAR.data.frame.id == AFCOUNT - 1 then group.R.PLAYER.C.frames.set('idle') group.R.PLAYER.data.text = '—' Menu.active = true self.data.counting = false end end end if Menu.active then self.data.random = { } for _, group in SELECTION.nodes:enum() do if group.R.AVATAR().data.frame.keyword == 'random' then self.data.random[#self.data.random + 1] = group end end self:randomize() end end return Room
local intermediatemulti = angelsmods.marathon.intermediatemulti data:extend( { -- Nitinol Plate { type = "recipe", name = "molten-nitinol-remelting", category = "induction-smelting", subgroup = "angels-alloys-casting", -- Original Angel's Smelting does not add an expensive version to casting. -- Not sure why, is it applied to some other process earlier in production chain? normal = { enabled = "false", energy_required = 6, ingredients ={{type="item", name="nitinol-alloy", amount=4}}, results={{type="fluid",name="liquid-molten-nitinol", amount=35}}, }, expensive = { enabled = "false", energy_required = 6, ingredients ={{type="item", name="nitinol-alloy", amount=5 * intermediatemulti}}, results={{type="fluid",name="liquid-molten-nitinol", amount=40}}, }, icons = { { icon = "__angelssmelting__/graphics/icons/molten-nitinol.png", }, { icon = "__angelsextended-remelting__/graphics/icons/remelting.png", tint = {r = 0.8, g = 0.8, b = 0.8, a = 0.5}, scale = 0.32, shift = {-12, -12}, } }, icon_size = 32, order = "g]", }, -- Molten Nitinol { type = "recipe", name = "molten-nitinol-alloy-mixing-1", category = "molten-alloy-mixing", subgroup = "aragas-nitinol-alloy-mixing", enabled = "false", energy_required = 4, ingredients ={ {type="fluid", name="liquid-molten-titanium", amount=240}, {type="fluid", name="liquid-molten-nickel", amount=120}, }, results={{type="fluid", name="liquid-molten-nitinol", amount=360}}, icons = { { icon = "__angelssmelting__/graphics/icons/molten-nitinol.png", }, { icon = "__angelsextended-remelting__/graphics/icons/remelting.png", tint = {r = 0.8, g = 0.8, b = 0.8, a = 0.5}, scale = 0.32, shift = {-12, -12}, } }, icon_size = 32, order = "aa", }, } )
local cls = require('uuclass') local ExecutionSession = require('nvimRepl.execution_session') local filetype2cmdMapping = { javascript = 'node'; typescript = 'node'; } ---@param cmd string ---@return string | nil local function which(cmd) --< if filetype2cmdMapping[cmd] then cmd = filetype2cmdMapping[cmd] end local proc = io.popen("which " .. cmd) local ans = vim.split(proc:read("*a") or "", "\n")[1] if #ans == 0 then ans = nil end return ans end --> ---@class ExternalExecutionSession: ExecutionSession ---@field private config table ---@field private filetype string ---@field private stdin any ---@field private handle any ---@field private pid any ---@field private closed boolean local ExternalExecutionSession = cls.Extend(ExecutionSession) ---@param ftype string filetype ---@param config table configuration ---@return ExternalExecutionSession function ExternalExecutionSession.new(ftype, config) --< local obj = {} ExternalExecutionSession.construct(obj) ExecutionSession.init(obj, ftype, config) obj.filetype = ftype obj.config = config obj.config.cmdpath = obj.config.cmdpath or which(obj.config.cmd or ftype) if not obj.config.lazy then obj:_start() end return obj end --> function ExternalExecutionSession:_start() --< local uv = vim.loop local stdin = uv.new_pipe(true) local stdout = uv.new_pipe(true) local stderr = uv.new_pipe(true) self.stdin = stdin local handle,pid = uv.spawn(self.config.cmdpath, { stdio = {stdin, stdout, stderr}; args = self.config.args or { "-i" }; env = self.config.env; }, vim.schedule_wrap(function(code, _) self.buffer:hint(string.format("(%s) process %d exit with %d", self.filetype, self.pid, code), code ~= 0) end)) self.handle = handle self.pid = pid uv.read_start(stdout, vim.schedule_wrap(function(err, data) if err then self.buffer:stderr(err) self:_close() return end if data then if self.config.stdoutSanitizer then local sout, serr = self.config.stdoutSanitizer(data) if sout then self.buffer:stdout(sout) end if serr then self.buffer:stderr(serr) end else self.buffer:stdout(data) end else self:_close() end end)) uv.read_start(stderr, vim.schedule_wrap(function(err, data) if err then self.buffer:stderr(err) self:_close() return end if data then if self.config.stderrSanitizer then local sout, serr = self.config.stderrSanitizer(data) if sout then self.buffer:stdout(sout) end if serr then self.buffer:stderr(serr) end else self.buffer:stderr(data) end else self:_close() end end)) end --> function ExternalExecutionSession:_close() --< if self.closed then return end self.closed = true if not self.handle then return end local handle = self.handle vim.loop.shutdown(self.stdin, vim.schedule_wrap(function() vim.loop.close(handle) end)) self.stdin = nil self.handle = nil end --> function ExternalExecutionSession:isValid() --< return not self.closed end --> function ExternalExecutionSession:close() --< self:_close() end --> ---@param codes string | string[] function ExternalExecutionSession:send(codes) --< self.buffer:code(codes) if not self.handle then self:_start() end if type(codes) == type({}) then codes = table.concat(codes, '\n') end if not string.match(codes, "^%s*\n") then codes = '\n' .. codes end if not string.match(codes, ".*\n%s*$") then codes = codes .. '\n' end vim.loop.write(self.stdin, codes) end --> return ExternalExecutionSession
local hi = vim.highlight.create vim.cmd "syntax enable" vim.o.background = "dark" vim.cmd "colorscheme delek" hi("TabLineFill", {ctermfg="None", ctermbg="None", cterm="None"}, false) hi("TabLine", {ctermfg="Grey", ctermbg="None", cterm="None"}, false) hi("TabLineSel", {ctermfg="White", ctermbg="None", cterm="None"}, false) hi("StatusLine", {ctermfg="None", ctermbg="None", cterm="None"}, false) hi("StatusLineNC", {ctermfg="Yellow", ctermbg="None", cterm="None"}, false) hi("LineNr", {ctermfg="Yellow", ctermbg="None", cterm="None"}, false) hi("SignColumn", {ctermfg="White", ctermbg="None", cterm="None"}, false) hi("VertSplit", {ctermfg="Yellow", ctermbg="None", cterm="None"}, false) hi("Pmenu", {ctermfg="None", ctermbg="Black", cterm="None"}, false) hi("Error", {ctermfg="Red"}, false) hi("NonText", {ctermfg="Black", ctermbg="None", cterm="None"}, false) hi("Todo", {ctermfg="Black", ctermbg="Red", cterm="None"}, false)
-- All the deity anger functions. Contains a common function with key -- "__default__" (so, this can't be used as a deity ID) which will be -- called if the lookup for the given deity ID fails. deity_anger_fns = {} -- Blue-bolt the worthless! local function deity_anger_blast(creature_id, deity_id) set_creature_current_hp(creature_id, 1) set_creature_current_ap(creature_id, 1) add_message("DEITY_ACTION_DISPLEASED_BLUE_LIGHTNING") end -- Curse the equipment of the irritating! local function deity_anger_curse(creature_id, deity_id) curse_equipment(creature_id) add_message("DEITY_ACTION_DISPLEASED_CURSE_EQUIPMENT") end -- Destroy the items of the impious! local function deity_anger_destroy_items(creature_id, deity_id) destroy_creature_equipment(creature_id) destroy_creature_inventory(creature_id) add_message("DEITY_ACTION_DISPLEASED_DESTROY_ITEMS") end -- Summon a bunch of nasties! local function deity_anger_summon_creatures(creature_id, deity_id) local monsters = get_deity_summons(deity_id) local override_hostility = true summon_monsters_around_creature(monsters, creature_id, 3, override_hostility, deity_id) add_message("DEITY_ACTION_DISPLEASED_SUMMON") end -- Handle deity anger, generally as a result of praying when the -- deity dislikes you. function deity_anger_default(creature_id, deity_id, is_world_map) -- Equal chance of blue-bolting, equipment destruction, or nasties. local deity_actions = {deity_anger_blast, deity_anger_curse, deity_anger_destroy_items} if (is_world_map == false) then table.insert(deity_actions, deity_anger_summon_creatures) end local val = RNG_range(1, table.getn(deity_actions)) local action_fn = deity_actions[val] action_fn(creature_id, deity_id) end -- Attempts to look up the anger function, given the deity ID, and then -- call it. If there was no anger function found for the given deity ID, -- then try the default. function anger(creature_id, deity_id, is_world_map) local deity_fn = deity_anger_fns[deity_id] if deity_fn == nil then deity_fn = deity_anger_default end -- Call the anger function. deity_fn(creature_id, deity_id, is_world_map) end
-- add lucky blocks if minetest.get_modpath("lucky_block") then lucky_block:add_blocks({ {"dro", {"farming:corn"}, 5}, {"dro", {"farming:coffee_cup_hot"}, 1}, {"dro", {"farming:bread"}, 5}, {"nod", "farming:jackolantern", 0}, {"tro", "farming:jackolantern_on"}, {"nod", "default:river_water_source", 1}, {"tel"}, {"dro", {"farming:trellis", "farming:grapes"}, 5}, {"dro", {"farming:bottle_ethanol"}, 1}, {"nod", "farming:melon", 0}, {"dro", {"farming:donut", "farming:donut_chocolate", "farming:donut_apple"}, 5}, {"dro", {"farming:hemp_leaf", "farming:hemp_fibre", "farming:seed_hemp"}, 5}, {"nod", "fire:permanent_flame", 1}, {"dro", {"farming:chili_pepper", "farming:chili_bowl"}, 5}, {"dro", {"farming:bowl"}, 3}, {"dro", {"farming:saucepan"}, 1}, {"dro", {"farming:pot"}, 1}, {"dro", {"farming:baking_tray"}, 1}, {"dro", {"farming:skillet"}, 1}, {"exp", 4}, {"dro", {"farming:mortar_pestle"}, 1}, {"dro", {"farming:cutting_board"}, 1}, {"dro", {"farming:juicer"}, 1}, {"dro", {"farming:mixing_bowl"}, 1}, {"dro", {"farming:hoe_bronze"}, 1}, {"dro", {"farming:hoe_mese"}, 1}, {"dro", {"farming:hoe_diamond"}, 1}, {"dro", {"farming:hoe_bomb"}, 10}, {"dro", {"farming:turkish_delight"}, 5}, {"lig"}, }) end
LobbyBadgeIcon = { NONE = 0, ACTIVE_HEADSET = 47, INACTIVE_HEADSET = 48, MUTED_HEADSET = 49, GTAV = 54, WORLD = 63, KICK = 64, RANK_FREEMODE = 65, SPECTATOR = 66, IS_CONSOLE_PLAYER = 119, IS_PC_PLAYER = 120 }
-- Copyright 2013 mokasin -- This file is part of the Awesome Pulseaudio Widget (APW). -- -- APW is free software: you can redistribute it and/or modify -- it under the terms of the GNU General Public License as published by -- the Free Software Foundation, either version 3 of the License, or -- (at your option) any later version. -- -- APW is distributed in the hope that it will be useful, -- but WITHOUT ANY WARRANTY; without even the implied warranty of -- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the -- GNU General Public License for more details. -- -- You should have received a copy of the GNU General Public License -- along with APW. If not, see <http://www.gnu.org/licenses/>. -- Simple pulseaudio command bindings for Lua. local pulseaudio = {} local cmd = "pacmd" local default_sink = "" function pulseaudio:Create() local o = {} setmetatable(o, self) self.__index = self o.Volume = 0 -- volume of default sink o.Mute = false -- state of the mute flag of the default sink -- retrieve current state from pulseaudio pulseaudio.UpdateState(o) return o end function pulseaudio:UpdateState() local f = io.popen(cmd .. " dump") -- if the cmd cannot be found if f == nil then return false end local out = f:read("*a") f:close() -- find default sink default_sink = string.match(out, "set%-default%-sink ([^\n]+)") if default_sink == nil then default_sink = "" return false end -- retrieve volume of default sink for sink, value in string.gmatch(out, "set%-sink%-volume ([^%s]+) (0x%x+)") do if sink == default_sink then self.Volume = tonumber(value) / 0x10000 end end -- retrieve mute state of default sink local m for sink, value in string.gmatch(out, "set%-sink%-mute ([^%s]+) (%a+)") do if sink == default_sink then m = value end end self.Mute = m == "yes" end -- Run process and wait for it to end local function run(command) local p = io.popen(command) p:read("*a") p:close() end -- Sets the volume of the default sink to vol from 0 to 1. function pulseaudio:SetVolume(vol) if vol > 1 then vol = 1 end if vol < 0 then vol = 0 end vol = vol * 0x10000 -- set… run(cmd .. " set-sink-volume " .. default_sink .. " " .. string.format("0x%x", math.floor(vol))) -- …and update values self:UpdateState() end -- Toggles the mute flag of the default default_sink. function pulseaudio:ToggleMute() if self.Mute then run(cmd .. " set-sink-mute " .. default_sink .. " 0") else run(cmd .. " set-sink-mute " .. default_sink .. " 1") end -- …and updates values. self:UpdateState() end return pulseaudio
local sprite = app.activeSprite local dlg = Dialog() --- @param f FILE* --- @param tag any local function export_animation_tag(f, tag) local fps = 10 local animation_type = "PLAYBACK_LOOP_FORWARD" if tag.aniDir == AniDir.FORWARD then animation_type = "PLAYBACK_LOOP_FORWARD" elseif tag.aniDir == AniDir.REVERSE then animation_type = "PLAYBACK_LOOP_BACKWARD" elseif tag.aniDir == AniDir.PING_PONG then animation_type = "PLAYBACK_LOOP_PINGPONG" end f:write("animations {\n") f:write(" id: \""..tag.name.."\"\n") f:write(" start_tile: "..tostring(tag.fromFrame.frameNumber).."\n") f:write(" end_tile: "..tostring(tag.toFrame.frameNumber).."\n") f:write(" playback: "..animation_type.."\n") f:write(" fps: "..tostring(fps).."\n") f:write(" flip_horizontal: 0\n") f:write(" flip_vertical: 0\n") f:write("}\n") end --- @param f FILE* local function export_header(f, sprite, image) f:write("image: \""..image.."\"\n") f:write("tile_width: "..tostring(sprite.width).."\n") f:write("tile_height: "..tostring(sprite.height).."\n") f:write("tile_margin: 0\n") f:write("tile_spacing: 0\n") f:write("collision: \"\"\n") f:write("material_tag: \"tile\"\n") f:write("collision_groups: \"default\"\n") end --- @param f FILE* local function export_footer(f) f:write("extrude_borders: 2\n") f:write("inner_padding: 0\n") end local function load_image_file(tilesource) local f=io.open(tilesource, "r") local image = "" if f ~= nil then local ls = f:read("l") image = string.match(ls, " ?image ?: ?\"(.*)\"") app.alert(image) f:close(f) end return image end local function export(data, sprite) local image = load_image_file(data.export_file) local f = io.open(data.export_file, "w") export_header(f, sprite, image) for id, tag in ipairs(sprite.tags) do export_animation_tag(f, tag) end export_footer(f) f:close() end dlg:file{ id="export_file", label="export file(tilesource)", title="export file(tilesource)", save=true, filetypes={ "tilesource" }, onchange=nil } dlg:button{ text="Export", onclick=function() local data = dlg.data export(data, sprite) dlg:close() end } dlg:button{ text="Close", onclick=function() dlg:close() end } dlg:show{ wait=true }
local uv = require"lluv" local WS = require"websocket.client_lluv" local cli = WS() do cli:on_open(function(ws) print("Connected") end) cli:on_error(function(ws, err) print("Error:", err) end) cli:on_message(function(ws, msg, code) if math.mod(tonumber(msg), 60) == 0 then print("Message:", msg) end end) cli:connect("ws://127.0.0.1:12345", "dumb-increment-protocol") end local cli = WS() do local timer = uv.timer():start(0, 5000, function() cli:send("ECHO") end):stop() cli:on_open(function(ws) print("Connected") timer:again() end) cli:on_error(function(ws, err) print("Error:", err) end) cli:on_message(function(ws, msg, code) print("Message:", msg) end) cli:connect("ws://127.0.0.1:12345", "lws-mirror-protocol") end uv.run()
local VK = require('./vk') local Queue = require('./queue') local APIWrapper = require('./api_wrapper') local function API(options) if type(options) == 'string' or not options.token then options = {token = options} end local vk = VK(options.token, options.version) if options.queued then vk = Queue(vk) end return APIWrapper(vk) end -- TO DO: access to logger settings return { VK = VK, Queue = Queue, APIWrapper = APIWrapper, API = API, Router = require('./router'), LongPoll = require('./longpoll'), Bot = require('./bot'), Keyboard = require('./keyboard') }
return function(config, makeImmutable) config.tiers = {} config.tiers[0] = { throughput = 0, efficiency = 0, } config.tiers[1] = { throughput = 15000, efficiency = 0.10, cost_multiplier = 100, cost = { {"science-pack-1", 1}, {"science-pack-2", 1}, }, prerequisites = {"battery-equipment"}, effects = { { type = "unlock-recipe", recipe = "induction-coil", }, }, } config.tiers[2] = { throughput = 30000, efficiency = 0.20, cost_multiplier = 200, cost = { {"science-pack-1", 1}, {"science-pack-2", 1}, {"science-pack-3", 1}, }, prerequisites = {"battery-mk2-equipment"}, effects = {}, } config.tiers[3] = { throughput = 60000, efficiency = 0.30, cost_multiplier = 300, cost = { {"science-pack-1", 1}, {"science-pack-2", 1}, {"science-pack-3", 1}, {"production-science-pack", 1}, }, prerequisites = {}, effects = {}, } config.tiers[4] = { throughput = 120000, efficiency = 0.40, cost_multiplier = 1000, cost = { {"science-pack-1", 1}, {"science-pack-2", 1}, {"science-pack-3", 1}, {"production-science-pack", 1}, {"high-tech-science-pack", 1}, }, prerequisites = {}, effects = {}, } config.tiers[5] = { throughput = 240000, efficiency = 0.50, cost_multiplier = 2000, cost = { {"science-pack-1", 1}, {"science-pack-2", 1}, {"science-pack-3", 1}, {"production-science-pack", 1}, {"high-tech-science-pack", 1}, {"space-science-pack", 1}, }, prerequisites = {}, effects = {}, } -- Add tiers to table by string whilst also making them immutable config.technologies = {} for num, tier in pairs(config.tiers) do local new = makeImmutable(tier) config.tiers[num] = new config.technologies['induction' .. tostring(num)] = new end end
require("hs.spoons").use('Caffeine', { hotkeys = { toggle = { {'ctrl', 'alt'}, 'c' } }, start = true, } ) return spoon.Caffeine -- -- variation on https://gist.github.com/heptal/50998f66de5aba955c00 -- -- local ampOnIcon = [[ASCII: -- .....1a..........AC..........E -- .............................. -- ......4....................... -- 1..........aA..........CE..... -- e.2......4.3...........h...... -- .............................. -- .............................. -- .......................h...... -- e.2......6.3..........t..q.... -- 5..........c..........s....... -- ......6..................q.... -- ......................s..t.... -- .....5c....................... -- ]] -- -- local ampOffIcon = [[ASCII: -- .....1a.....x....AC.y.......zE -- .............................. -- ......4....................... -- 1..........aA..........CE..... -- e.2......4.3...........h...... -- .............................. -- .............................. -- .......................h...... -- e.2......6.3..........t..q.... -- 5..........c..........s....... -- ......6..................q.... -- ......................s..t.... -- ...x.5c....y.......z.......... -- ]] -- -- -- caffeine replacement -- -- local menubar = require"hs.menubar" -- local menubar = require"hs._asm.guitk.menubar" -- local caffeinate = require"hs.caffeinate" -- -- local module = {} -- -- local function setIcon(state) -- module.menu:setIcon(state and ampOnIcon or ampOffIcon) -- end -- -- module.menu = menubar.new() -- module.menu:setClickCallback(function() setIcon(caffeinate.toggle("displayIdle")) end) -- setIcon(caffeinate.get("displayIdle")) -- -- return module
--- ihelp.lua (c) Dirk Laurie 2013, Lua-style MIT license -- Lua interactive help. -- -- To get started: -- -- $ lua -e "help = require'ihelp'" -- help() do local getinfo, open, insert, concat, sort = debug.getinfo, io.open, table.insert, table.concat, table.sort local pairs, select, type = pairs, select, type local utf8len, offset = utf8 and utf8.len, utf8 and utf8.offset if not offset then offset = function(...) return ... end end -- sample shorthelp and longhelp local shorthelp = [[ The following functions are provided: help Try `help"topic"`, e.g. help"all", or `help(function)`, e.g. `help(help)`. ]] local longhelp = { method = [[ `debug.getinfo(fct).source` contains the Lua source code of `fct`, or the name of the file from which it was loaded, or the information that it is precompiled C code. If the actual source is available, a docstring (see `help"docstring"`) is extracted. ]], bugs = [[ If the source code is read from a file that you are editing, the version from which the docstring is extracted may be more recent than the version you have loaded. ]], docstring = [[ --- The docstring of a function -- A comment block from the Lua code of a function, formatted in LDoc -- style, like this block. The comments may come immediately before the -- first line of the function or anywhere inside it. All comments must -- start at position 1 of their lines and the first comment must start -- with at least three hyphens. For a very short function, the whole -- code is used as the docstring. -- -- Not available for functions defined from the terminal while running -- the standalone Lua interpreter. ]], customize = [[ After `help(arg,msg)`, where `arg` is nil or any string except `all`, the message you get when typing `help(arg)` will be `msg`. ]] } local helpless = "No help available, try help(%s)." -- ------------------ no changes needed after this line ------------------ local docstring_pattern = "(\n%-%-%-.-\n)[^%-]" local starts_with_two_hyphens = "^%-%-" local starts_with_three_hyphens = "^%-%-%-" local only_hyphens_at_least_three = "^%-%-(%-)+$" local nohelp = "No help available" local code={} local shortenough = 12 -- number of lines in longest self-documenting routine local docstring = function(fct) --- docstring(fct) -- Extracts an LDoc-styled comment block from the Lua code of a function, -- for example this block. The comments may come immediately before the -- first line of the function or anywhere inside it. All comments must -- start at position 1 of their lines and the first comment must start -- with at least three hyphens. local getinfo = debug.getinfo local helptext if getinfo and getinfo(fct) then local info=getinfo(fct) local source=info.source helptext = source:match(docstring_pattern) if not helptext then if source:match"%=%[C%]" then return "Precompiled C function" elseif source:match"%=stdin" then return "Defined above" elseif source:match'%@(.+)' then -- source filename provided local filename=source:match'%@(.+)' local sourcefile = io.open(filename) if not code[filename] then -- memoize source code local c={} for k in sourcefile:lines() do c[#c+1]=k end code[filename]=c end local fcode=code[filename] helptext={} local start, stop = info.linedefined, info.lastlinedefined local k=start-1 -- first try the preceding comment block while fcode[k]:match(starts_with_two_hyphens) do if fcode[k]:match(only_hyphens_at_least_three) then break end insert(helptext,1,fcode[k]) if fcode[k]:match(starts_with_three_hyphens) then break end k=k-1 if k==0 then break end end if #helptext>0 then helptext=concat(helptext,'\n') else -- try function body for k=start,stop do helptext[#helptext+1] = fcode[k] end fcode = helptext if #helptext>0 then helptext=concat(helptext,'\n') helptext = helptext and helptext:match(docstring_pattern) else helptext=nil end -- last resort: full code if it is short enough if not helptext and (#fcode<=shortenough) then helptext=concat(fcode,'\n') end end end end end return helptext end -- assumes validity of UTF8 encoding local utflen = utf8len or function (s) return #s:gsub("[\192-\239][\128-\191]*",'.') end local fold fold = function(s) --- Primitive word-wrap function. if utflen(s)<=72 then return s end local n=72 local l while n>60 do n=n-1 l=offset(s,n) if s:find("^%s",l) then break end end return s:sub(1,l-1)..'\n '..fold(s:sub(l+1)) end local topics = function (tbl,prefix) local t={} for k in pairs(tbl) do if type(k)=='string' then t[#t+1]=(prefix or '')..k end end sort(t) return concat(t,' ') end local help = function(fct,...) --- help(), help(arg), help(arg1,arg2) -- help(): Prints short help. -- help(function): Prints the docstring of `arg`, if any. -- help(table): Prints `help` field, if any; else contents. -- help(string): Prints help on the topic, if any. -- help"all": Prints available topics. -- help(topic,false): Removes topic from "all" -- help(arg1,"newhelp"): Redefines what you will get from `help(arg1)` -- help(arg1,0), help(arg1,nil) (or any second argument except `false` -- or a string): don't print help, return it as a string instead if select('#',...)>1 then print('Too many arguments: try `help(help)`'); return end local helptext local redefine = select('#',...)==1 and type(select(1,...))=='string' local kill = select(1,...)==false local printme = select('#',...)==0 if kill then longhelp[fct]=nil elseif fct==nil then if redefine then shorthelp=... else helptext=shorthelp end elseif fct=='all' then if redefine then print"help cannot be redefined for 'all'"; return else helptext='Help available via `help"topic"` on these topics:\n '.. fold(topics(longhelp)) end elseif redefine then longhelp[fct]=... elseif longhelp[fct] then helptext=longhelp[fct] elseif type(fct)=="table" then if type(fct.help)=='string' then helptext=fct.help else helptext=fold("Contents: "..topics(fct)) end elseif type(fct)=='function' then helptext=docstring(fct) or nohelp else print(helpless:format(fct)); return end if printme then print(helptext) else return helptext end end return help end