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if reaper.GetToggleCommandStateEx(0, 40671) == (string.match(select(2, reaper.get_action_context()), "on%.lua$") and 0 or 1) then reaper.Main_OnCommand(40671, 0) -- Transport: Toggle preserve pitch in audio items when changing master playrate end
-- load test base local TheClassicRace = require("testbase") -- aliases local Events = TheClassicRace.Config.Events local NetEvents = TheClassicRace.Config.Network.Events describe("Sync", function() local db ---@type TheClassicRaceConfig local core ---@type TheClassicRaceEventBus local eventbus ---@type TheClassicRaceNetwork local network ---@type TheClassicRaceSync local sync local time = 1000000000 local AdvanceClock before_each(function() -- easier to only test channel _G.SetIsInGuild(false) -- reset _G.C_Timer.Reset() -- stubs AdvanceClock = function(seconds) time = time + seconds _G.C_Timer.Advance(seconds) end db = LibStub("AceDB-3.0"):New("TheClassicRace_DB", TheClassicRace.DefaultDB, true) db:ResetDB() core = TheClassicRace.Core(TheClassicRace.Config, "Nub", "NubVille") -- mock core:Now() to return our mocked time function core:Now() return time end eventbus = TheClassicRace.EventBus() network = {SendObject = function() end} sync = TheClassicRace.Sync(TheClassicRace.Config, core, db, eventbus, network) end) after_each(function() -- reset any mocking of IsInGuild we did _G.SetIsInGuild(nil) end) it("can request sync, marks ready when no partner", function() local networkSpy = spy.on(network, "SendObject") sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() -- advance our clock so the sync happens AdvanceClock(TheClassicRace.Config.RequestSyncWait) assert.equals(true, sync.isReady) end) it("can request sync", function() local networkSpy = spy.on(network, "SendObject") _G.SetIsInGuild(true) sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "GUILD") assert.spy(networkSpy).called_at_most(2) end) it("can init and start sync with partner", function() local networkSpy = spy.on(network, "SendObject") sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Dude") -- advance our clock so the sync happens AdvanceClock(TheClassicRace.Config.RequestSyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(3) end) it("can init and chooses preferred partner", function() local networkSpy = spy.on(network, "SendObject") sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() -- Dude provides a eventbus:PublishEvent(NetEvents.OfferSync, {11, time}, "Dude") eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Chick") -- overload SelectPartnerFromList to avoid randomness, hacky but works... sync.SelectPartnerFromList = function(self, offers) return table.remove(offers, 1) end -- advance our clock so the sync happens AdvanceClock(TheClassicRace.Config.RequestSyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Chick") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Chick") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Chick") assert.spy(networkSpy).called_at_most(3) networkSpy:clear() -- advance our clock so the retry happens AdvanceClock(TheClassicRace.Config.RetrySyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(3) end) it("can init and sync with partner, won't (re)try other partners", function() local networkSpy = spy.on(network, "SendObject") sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Dude") eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Chick") -- overload SelectPartnerFromList to avoid randomness, hacky but works... sync.SelectPartnerFromList = function(self, offers) return table.remove(offers, 1) end -- advance our clock so the sync happens AdvanceClock(TheClassicRace.Config.RequestSyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(3) networkSpy:clear() -- receive payload from Dude eventbus:PublishEvent(NetEvents.SyncPayload, "", "Dude") -- advance our clock so the retry happens AdvanceClock(TheClassicRace.Config.RetrySyncWait) assert.spy(networkSpy).called_at_most(0) end) it("can init and retry sync with unresponsive partner", function() local networkSpy = spy.on(network, "SendObject") sync:InitSync() assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.RequestSync, 11, "CHANNEL") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Dude") eventbus:PublishEvent(NetEvents.OfferSync, {11, nil}, "Chick") -- overload SelectPartnerFromList to avoid randomness, hacky but works... sync.SelectPartnerFromList = function(self, offers) return table.remove(offers, 1) end -- advance our clock so the sync happens AdvanceClock(TheClassicRace.Config.RequestSyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(3) networkSpy:clear() -- advance our clock so the retry happens AdvanceClock(TheClassicRace.Config.RetrySyncWait) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.StartSync, 11, "WHISPER", "Chick") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Chick") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Chick") assert.spy(networkSpy).called_at_most(3) end) it("can offer and sync", function() local networkSpy = spy.on(network, "SendObject") -- mark as ready sync.isReady = true eventbus:PublishEvent(NetEvents.RequestSync, 11, "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.OfferSync, {11, nil}, "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(1) networkSpy:clear() eventbus:PublishEvent(NetEvents.StartSync, 11, "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, "", "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(2) end) it("won't offer when not ready offer and sync", function() local networkSpy = spy.on(network, "SendObject") eventbus:PublishEvent(NetEvents.RequestSync, 11, "Dude") assert.spy(networkSpy).called_at_most(0) end) it("won't offer when networking is disabled", function() local networkSpy = spy.on(network, "SendObject") -- disable networking in options db.profile.options.networking = false -- mark as ready sync.isReady = true eventbus:PublishEvent(NetEvents.RequestSync, 11, "Dude") assert.spy(networkSpy).called_at_most(0) end) it("won't request sync when networking is disabled", function() local networkSpy = spy.on(network, "SendObject") -- disable networking in options db.profile.options.networking = false sync:InitSync() assert.spy(networkSpy).called_at_most(0) end) it("won't request sync when networking race is finished", function() local networkSpy = spy.on(network, "SendObject") -- mark race finished db.factionrealm.finished = true sync:InitSync() assert.spy(networkSpy).called_at_most(0) end) it("produces proper payload for global leaderboard", function() local networkSpy = spy.on(network, "SendObject") db.factionrealm.leaderboard[0].players = { {name = "Nub1", level = 5, dingedAt = time, classIndex = 8}, {name = "Nub2", level = 5, dingedAt = time, classIndex = 7}, {name = "Nub3", level = 5, dingedAt = time, classIndex = 6}, {name = "Nub4", level = 5, dingedAt = time, classIndex = 5}, {name = "Nub5", level = 5, dingedAt = time + 10, classIndex = 4}, } sync:Sync("Dude", 0) local expectedPayload = TheClassicRace.Serializer.SerializePlayerInfoBatch(db.factionrealm.leaderboard[0].players) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, expectedPayload, "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(1) end) it("produces proper payload for class leaderboard", function() local networkSpy = spy.on(network, "SendObject") db.factionrealm.leaderboard[8].players = { {name = "Nub1", level = 5, dingedAt = time, classIndex = 8}, } sync:Sync("Dude", 8) local expectedPayload = TheClassicRace.Serializer.SerializePlayerInfoBatch(db.factionrealm.leaderboard[8].players) assert.spy(networkSpy).was_called_with(match.is_ref(network), NetEvents.SyncPayload, expectedPayload, "WHISPER", "Dude") assert.spy(networkSpy).called_at_most(1) end) it("consumes proper payload", function() local eventBusSpy = spy.on(eventbus, "PublishEvent") sync:OnNetSyncPayload(TheClassicRace.Serializer.SerializePlayerInfoBatch({ {name = "Nubone", level = 5, dingedAt = time, classIndex = 8}, {name = "Nubtwo", level = 5, dingedAt = time, classIndex = 7}, {name = "Nubthree", level = 5, dingedAt = time, classIndex = 6}, {name = "Nubfour", level = 5, dingedAt = time + 10, classIndex = 5}, {name = "Nubfive", level = 5, dingedAt = time - 11, classIndex = 4}, }), "Dude") assert.spy(eventBusSpy).was_called_with(match.is_ref(eventbus), Events.SyncResult, match.is_same({ {name = "Nubone", level = 5, dingedAt = time, classIndex = 8}, {name = "Nubtwo", level = 5, dingedAt = time, classIndex = 7}, {name = "Nubthree", level = 5, dingedAt = time, classIndex = 6}, {name = "Nubfour", level = 5, dingedAt = time + 10, classIndex = 5}, {name = "Nubfive", level = 5, dingedAt = time - 11, classIndex = 4}, }), false) assert.spy(eventBusSpy).called_at_most(1) end) end)
local h = require("null-ls.helpers") local methods = require("null-ls.methods") local DIAGNOSTICS_ON_SAVE = methods.internal.DIAGNOSTICS_ON_SAVE return h.make_builtin({ name = "rstcheck", meta = { url = "https://github.com/myint/rstcheck", description = "Checks syntax of reStructuredText and code blocks nested within it.", }, method = DIAGNOSTICS_ON_SAVE, filetypes = { "rst" }, generator_opts = { command = "rstcheck", args = { "-r", "$DIRNAME" }, to_stdin = true, from_stderr = true, format = "line", multiple_files = true, check_exit_code = function(code) return code <= 1 end, on_output = h.diagnostics.from_pattern( [[([^:]+):(%d+): %((.+)/%d%) (.+)]], { "filename", "row", "severity", "message" } ), }, factory = h.generator_factory, })
--version = 1 -- ---------------------------------------------------------------------------- PAC_name = 'DEMO' PAC_id = '124231' -- ---------------------------------------------------------------------------- --Узлы WAGO nodes = { { name = 'A100', ntype = 100, n = 1, IP = '192.168.0.100', modules = { { 1504 }, { 600 }, } } } ------------------------------------------------------------------------------ --Устройства devices = { { name = 'LINE1V1', descr = 'Вода из сети', dtype = 0, subtype = 1, -- V_DO1 DO = { { node = 0, offset = 0 }, }, }, }
-- this script adds a group button to create groups for your players -- local Event = require 'utils.event' local function build_group_gui(player) local group_name_width = 160 local description_width = 220 local members_width = 90 local member_columns = 3 local actions_width = 60 local total_height = 350 if not player.gui.top["group_button"] then local b = player.gui.top.add({type = "button", name = "group_button", caption = global.player_group[player.name], tooltip = "Join / Create a group"}) b.style.font_color = {r = 0.1, g = 0.1, b = 0.1} b.style.font = "default-bold" b.style.minimal_height = 38 b.style.minimal_width = 38 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 end if player.online_time < 1 then return end if player.gui.left["group_frame"] then player.gui.left["group_frame"].destroy() end local frame = player.gui.left.add({type = "frame", name = "group_frame", direction = "vertical"}) frame.style.minimal_height = total_height local t = frame.add({type = "table", column_count = 5}) local headings = {{"Title", group_name_width}, {"Description", description_width}, {"Members", members_width * member_columns}, {"", actions_width*2 - 30}} for _, h in pairs (headings) do local l = t.add({ type = "label", caption = h[1]}) l.style.font_color = { r=0.98, g=0.66, b=0.22} l.style.font = "default-listbox" l.style.top_padding = 6 l.style.minimal_height = 40 l.style.minimal_width = h[2] l.style.maximal_width = h[2] end local b = t.add {type = "button", caption = "X", name = "close_group_frame", align = "right"} b.style.font = "default" b.style.minimal_height = 30 b.style.minimal_width = 30 b.style.top_padding = 2 b.style.left_padding = 4 b.style.right_padding = 4 b.style.bottom_padding = 2 local scroll_pane = frame.add({ type = "scroll-pane", name = "scroll_pane", direction = "vertical", horizontal_scroll_policy = "never", vertical_scroll_policy = "auto"}) scroll_pane.style.maximal_height = total_height - 50 scroll_pane.style.minimal_height = total_height - 50 local t = scroll_pane.add({type = "table", name = "groups_table", column_count = 4}) for _, h in pairs (headings) do local l = t.add({ type = "label", caption = ""}) l.style.minimal_width = h[2] l.style.maximal_width = h[2] end for _, group in pairs (global.tag_groups) do local l = t.add({ type = "label", caption = group.name}) l.style.font = "default-bold" l.style.top_padding = 16 l.style.bottom_padding = 16 l.style.minimal_width = group_name_width l.style.maximal_width = group_name_width local color = game.players[group.founder].color color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1} l.style.font_color = color l.style.single_line = false local l = t.add({ type = "label", caption = group.description}) l.style.top_padding = 16 l.style.bottom_padding = 16 l.style.minimal_width = description_width l.style.maximal_width = description_width l.style.font_color = {r = 0.90, g = 0.90, b = 0.90} l.style.single_line = false local tt = t.add({ type = "table", column_count = member_columns}) for _, p in pairs (game.connected_players) do if group.name == global.player_group[p.name] then local l = tt.add({ type = "label", caption = p.name}) local color = {r = p.color.r * 0.6 + 0.4, g = p.color.g * 0.6 + 0.4, b = p.color.b * 0.6 + 0.4, a = 1} l.style.font_color = color --l.style.minimal_width = members_width l.style.maximal_width = members_width * 2 end end local tt = t.add({ type = "table", name = group.name, column_count = 2}) if player.admin == true or group.founder == player.name then local b = tt.add({ type = "button", caption = "Delete"}) b.style.font = "default-bold" b.style.minimal_width = actions_width b.style.maximal_width = actions_width else local l = tt.add({ type = "label", caption = ""}) l.style.minimal_width = actions_width l.style.maximal_width = actions_width end if group.name ~= global.player_group[player.name] then local b = tt.add({ type = "button", caption = "Join"}) b.style.font = "default-bold" b.style.minimal_width = actions_width b.style.maximal_width = actions_width else local b = tt.add({ type = "button", caption = "Leave"}) b.style.font = "default-bold" b.style.minimal_width = actions_width b.style.maximal_width = actions_width end end local frame2 = frame.add({type = "frame", name = "frame2"}) local t = frame2.add({type = "table", name = "group_table", column_count = 3}) local textfield = t.add({ type = "textfield", name = "new_group_name", text = "Name" }) textfield.style.minimal_width = group_name_width local textfield = t.add({ type = "textfield", name = "new_group_description", text = "Description" }) textfield.style.minimal_width = description_width + members_width * member_columns local b = t.add({type = "button", name = "create_new_group", caption = "Create"}) b.style.minimal_width = actions_width*2 - 12 b.style.font = "default-bold" end local function refresh_gui() for _, p in pairs(game.connected_players) do if p.gui.left["group_frame"] then local frame = p.gui.left["group_frame"] local new_group_name = frame.frame2.group_table.new_group_name.text local new_group_description = frame.frame2.group_table.new_group_description.text build_group_gui(p) local frame = p.gui.left["group_frame"] frame.frame2.group_table.new_group_name.text = new_group_name frame.frame2.group_table.new_group_description.text = new_group_description end end end local function on_player_joined_game(event) local player = game.players[event.player_index] if not global.player_group then global.player_group = {} end if not global.player_group[player.name] then global.player_group[player.name] = "[Group]" end if not global.join_spam_protection then global.join_spam_protection = {} end if not global.join_spam_protection[player.name] then global.join_spam_protection[player.name] = game.tick end if not global.tag_groups then global.tag_groups = {} end if player.online_time < 10 then build_group_gui(player) end end local function on_gui_click(event) if not event then return end if not event.element then return end if not event.element.valid then return end local player = game.players[event.element.player_index] local name = event.element.name local frame = player.gui.left["group_frame"] if name == "group_button" then if frame then frame.destroy() else build_group_gui(player) end end if not event.element.valid then return end if name == "close_group_frame" then frame.destroy() end if not event.element.valid then return end if not frame then return end if name == "create_new_group" then local new_group_name = frame.frame2.group_table.new_group_name.text local new_group_description = frame.frame2.group_table.new_group_description.text if new_group_name ~= "" and new_group_name ~= "Name" and new_group_description ~= "Description" then if string.len(new_group_name) > 64 then player.print("Group name is too long. 64 characters maximum.", { r=0.90, g=0.0, b=0.0}) return end if string.len(new_group_description) > 128 then player.print("Description is too long. 128 characters maximum.", { r=0.90, g=0.0, b=0.0}) return end global.tag_groups[new_group_name] = {name = new_group_name, description = new_group_description, founder = player.name} local color = {r = player.color.r * 0.7 + 0.3, g = player.color.g * 0.7 + 0.3, b = player.color.b * 0.7 + 0.3, a = 1} game.print(player.name .. " has founded a new group!", color) game.print('>> ' .. new_group_name, { r=0.98, g=0.66, b=0.22}) game.print(new_group_description, { r=0.85, g=0.85, b=0.85}) frame.frame2.group_table.new_group_name.text = "Name" frame.frame2.group_table.new_group_description.text = "Description" refresh_gui() return end end local p = event.element.parent if p then p = p.parent end if p then if p.name == "groups_table" then if event.element.type == "button" and event.element.caption == "Join" then global.player_group[player.name] = event.element.parent.name local str = "[" .. event.element.parent.name str = str .. "]" player.gui.top["group_button"].caption = str player.tag = str if game.tick - global.join_spam_protection[player.name] > 600 then local color = {r = player.color.r * 0.7 + 0.3, g = player.color.g * 0.7 + 0.3, b = player.color.b * 0.7 + 0.3, a = 1} game.print(player.name .. ' has joined group "' .. event.element.parent.name .. '"', color) global.join_spam_protection[player.name] = game.tick end refresh_gui() return end if event.element.type == "button" and event.element.caption == "Delete" then for _, p in pairs(game.players) do if global.player_group[p.name] then if global.player_group[p.name] == event.element.parent.name then global.player_group[p.name] = "[Group]" p.gui.top["group_button"].caption = "[Group]" p.tag = "" end end end game.print(player.name .. ' deleted group "' .. event.element.parent.name .. '"') global.tag_groups[event.element.parent.name] = nil refresh_gui() return end if event.element.type == "button" and event.element.caption == "Leave" then global.player_group[player.name] = "[Group]" player.gui.top["group_button"].caption = "[Group]" player.tag = "" refresh_gui() return end end end end Event.add(defines.events.on_gui_click, on_gui_click) Event.add(defines.events.on_player_joined_game, on_player_joined_game)
ys = ys or {} ys.Battle.InterruptState = class("InterruptState", ys.Battle.IUnitState) ys.Battle.InterruptState.__name = "InterruptState" ys.Battle.InterruptState.Ctor = function (slot0) slot0.super.Ctor() end ys.Battle.InterruptState.AddIdleState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddMoveState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddMoveLeftState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddAttackState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddDeadState = function (slot0, slot1, slot2) slot1:OnDeadState() end ys.Battle.InterruptState.AddSkillState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddSpellState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddVictoryState = function (slot0, slot1, slot2) slot1:OnVictoryState() end ys.Battle.InterruptState.AddVictorySwimState = function (slot0, slot1, slot2) slot1:OnVictorySwimState() end ys.Battle.InterruptState.AddStandState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddDiveState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddDiveLeftState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddInterruptState = function (slot0, slot1, slot2) return end ys.Battle.InterruptState.AddDivingState = function (slot0, slot1, slot2) slot1:OnDivingState() end ys.Battle.InterruptState.OnTrigger = function (slot0, slot1) slot1:GetTarget():SetInterruptSickness(true) end ys.Battle.InterruptState.OnStart = function (slot0, slot1) return end ys.Battle.InterruptState.OnEnd = function (slot0, slot1) slot1:GetTarget().SetInterruptSickness(slot2, false) slot1:ChangeToMoveState() end ys.Battle.InterruptState.CacheWeapon = function (slot0) return true end return
modifier_disable_healing = class({}) function modifier_disable_healing:IsHidden() return true end function modifier_disable_healing:RemoveOnDeath() return false end function modifier_disable_healing:DeclareFunctions() local funcs = { [MODIFIER_PROPERTY_DISABLE_HEALING] = true, } return funcs end function modifier_disable_healing:GetDisableHealing() return 1 end
-- PublicUIMenu.lua -- Created by [email protected] -- on 14-04-01 local uibutton = import("..ui.UIButton") local successView = import("..views.SuccessView"); local database = import("..common.dao") local game_1 = import("..views.PyinFindChinese") local game_2 = import("..views.ChineseFindPyin") local game_3 = import("..views.PhraseFindLostCharacter") local uianimationex = import("..ui.UIAnimationEx") local controlMenuView = require("app.views.ControlMenuView") local PublicUIMenu = {} function PublicUIMenu:addUI(configtable) local parent = configtable["parent"] -- 绑定父节点 self.parent = parent -- 问题回答正确回调方法 self.callback_right = configtable["listener_right"] -- 问题错误正确回调方法 self.callback_wrong = configtable["listener_wrong"] -- 绑定事件委托 require("framework.api.EventProtocol").extend(self) local AssetsPath = "ChapterMaterial/Ch_%d_%d/%s" local m_ch_id = app.currentChapterID local m_ch_index = app.currentChapterIndex local m_story_id = (m_ch_id - 1) * 4 + m_ch_index if m_story_id > 8 then m_story_id = 8 end -- 添加自定义图层 self.layer = display.newLayer() -- 添加导航栏 self.parent:performWithDelay(function() controlMenuView:new():addTo(self.layer) end, 1) -- 添加图集 display.addSpriteFramesWithFile(PUBLIC_UI_MENU_TEXTURE_PLIST,PUBLIC_UI_MENU_TEXTURE_PNG) -- 返回按钮 self.returnbutton = uibutton:newSpriteButton({ image = "#PUIM_Button_Return.png", setAlpha = true, x = display.left + 44, y = display.top - 37, listener = function(tag) self:onExit() app:playStartScene() end }):addTo(self.layer) -- 复读按钮 self.rewindbutton = uibutton:newSpriteButton({ image = "#PUIM_Button_Rewind.png", setAlpha = true, x = display.right - 44, y = display.top - 37, listener = function() self:onExit() self:dispatchEvent({ name = "onRewindButtonClicked" }) app:rewindCurrentChapterIndex() end }):addTo(self.layer) -- 加载动画资源 CCArmatureDataManager:sharedArmatureDataManager():addArmatureFileInfo( PUBLIC_UI_MENU_ANIMATION_PNG, PUBLIC_UI_MENU_ANIMATION_PLIST, PUBLIC_UI_MENU_ANIMATION_XML ) -- 兔子动画 self.rabbit = CCNodeExtend.extend(CCArmature:create("tuzi")) self.rabbit:setPosition(display.cx, display.top - 40) uianimationex:playAnim(self.rabbit, "tuzi", true) self.rabbit:addTo(self.layer) -- 给兔子添加动画点击事件 uianimationex:animationAddTouchEvent(self.rabbit, function(target) self:onRabbitButtonClicked(target) end) -- 升降字幕背景 self.captionscreen = display.newSprite("#PUIM_Background_Detail.png", display.cx, display.cy + display.height):addTo(self.layer) local m_content = database:getStoryConfig(m_story_id)["content"] -- 故事文字内容 self.storylabel = ui.newTTFLabel({ text = m_content, font = "DFYuanW7-GB", x = 100, y = 220, size = 28, dimensions = CCSize(700,450), color = ccc3(86, 14, 0), }):addTo(self.captionscreen) -- 字幕关闭按钮 uibutton:newSpriteButton({ image = "#PUIM_Button_Close.png", setAlpha = true, setScale = true, x = 860, y = 320, listener = function () self:onRabbitButtonClicked(self.rabbit) end, }):addTo(self.captionscreen) -- 将自定义图层添加到父节点 parent:addChild(self.layer) -- 播放故事音频文件 parent:performWithDelay(function() -- audio.playMusic(string.format(AssetsPath, m_ch_id, m_ch_index, "Sound/Story.MP3"), false) end, 0.2) end function PublicUIMenu:setTouchEnabled(state) if state ~= true then state = false end -- self.returnbutton:setTouchEnabled(state) self.rewindbutton:setTouchEnabled(state) self.rabbit:setTouchEnabled(state) end function PublicUIMenu:onAnswerRightCallback(index) if index < 4 then print ("Right Index:", index) self.callback_right(index) elseif index >= 4 then local m_ch_id = app.currentChapterID local m_ch_index = app.currentChapterIndex local m_story_id = (m_ch_id - 1) * 4 + m_ch_index local AssetsPath = "ChapterMaterial/Ch_%d_%d/%s" audio.playMusic(string.format(AssetsPath, m_ch_id, m_ch_index, "Sound/Win.MP3"), false) successView:showSuccess(self.parent, function() self:onExit() end) end end function PublicUIMenu:onAnswerWrongCallback() self.callback_wrong() end function PublicUIMenu:displayQuestionButton(position) position = position or CCPoint(display.cx, display.cy) -- 问题按钮点击事件 local function onQuestionButtonClicked() local m_ch_id = app.currentChapterID local m_ch_index = app.currentChapterIndex local m_story_id = (m_ch_id - 1) * 4 + m_ch_index local AssetsPath = "ChapterMaterial/Ch_%d_%d/%s" audio.playMusic(string.format(AssetsPath, m_ch_id, m_ch_index, "Sound/Question.MP3"), false) self:dispatchEvent({ name = "onQuestionButtonClicked" }) self:setTouchEnabled(false) self.m_questionButton:removeFromParentAndCleanup(true) self.parent:performWithDelay(function() self:playGame() end, 4) end -- Question Button self.m_questionButton = uibutton:newSpriteButton({ image = "#PUIM_Button_Question.png", setAlpha = true, setScale = true, x = position.x, y = position.y, listener = onQuestionButtonClicked, }):addTo(self.layer) end function PublicUIMenu:playGame() -- 拼音找汉字游戏 if app.currentChapterIndex == 1 then game_1:init( self.parent, function(index) self:onAnswerRightCallback(index) end, function() self:onAnswerWrongCallback() end ) return end -- 汉字找拼音游戏 if app.currentChapterIndex == 2 then game_2:init( self.parent, function(index) self:onAnswerRightCallback(index) end, function() self:onAnswerWrongCallback() end ) return end -- 词语找汉字游戏 if app.currentChapterIndex == 3 then game_3:init( self.parent, function(index) self:onAnswerRightCallback(index) end, function() self:onAnswerWrongCallback() end ) return else -- 彩蛋 game_3:init( self.parent, function(index) self:onAnswerRightCallback(index) end, function() self:onAnswerWrongCallback() end ) return end end -- 方法名称:播放动画 -- 参数: -- @animobj 动画对象 -- @animname 要播放的动画名字 -- @duration 动画持续时间 -- @loop 是否重复播放动画,默认为false function PublicUIMenu:playAnimation(animobj, animname, duration, loop) self.parent:performWithDelay(function() if animobj == nil then return end local animation = animobj:getAnimation() if animation ~= nil then animation:setAnimationScale(24 / 60) animation:play(animname) end if loop == true then self:playAnimation(animobj, animname, duration, loop) end end, duration) end -- 兔子动画及字幕关闭按钮点击事件 function PublicUIMenu:onRabbitButtonClicked(target) local pos_y = target:getPositionY() local m_speed_1 = 150.0/1.0 local m_speed_2 = 400.0/1.0 if pos_y <= display.top - 40 then local m_target_pos_y = display.top + 110 local m_screen_pos_y = display.cy + 150 local duration = (m_target_pos_y - pos_y)/m_speed_1 transition.moveTo(target, {y = m_target_pos_y, time = duration}) duration = (self.captionscreen:getPositionY() - m_screen_pos_y)/m_speed_2 transition.moveTo(self.captionscreen, {y = m_screen_pos_y, time = duration}) else local m_target_pos_y = display.top - 40 local m_screen_pos_y = display.cy + display.height local duration = (pos_y - m_target_pos_y)/m_speed_1 transition.moveTo(target, {y = m_target_pos_y, time = duration}) duration = (m_screen_pos_y - self.captionscreen:getPositionY())/m_speed_2 transition.moveTo(self.captionscreen, {y = m_screen_pos_y, time = duration}) end end -- 添加监听事件 function PublicUIMenu:addEventListener(eventname, func_pointer) self:addEventListener(eventname, func_pointer) end function PublicUIMenu:showScreenCurtain(layer) local m_sprite = app.currentChapterIndex == 1 and "ChapterMaterial/Universal/ScreenCurtain_Yellow.png" or "ChapterMaterial/Universal/ScreenCurtain_Purple.png" local curtain = display.newSprite(m_sprite,display.cx,display.cy):addTo(layer) curtain:setTouchEnabled(true) curtain:addTouchEventListener(function(event, x, y) if event == "began" then return true end end) local x, y = curtain:getPosition() transition.moveTo(curtain, {y = y + display.height * 3 / 2, time = 3}) self.parent:performWithDelay(function() curtain:removeFromParentAndCleanup(true) end,3.5) end -- 对象退出时移除所有监听事件 function PublicUIMenu:onExit() print "All Event Listeners has been Removed!" audio.stopMusic() self:removeAllEventListeners() game_1:onExit() end return PublicUIMenu
local M = {} ---Get the highlight groups for the plugin ---@param theme table ---@return table function M.get(theme) return { TroubleCount = { fg = theme.colors.purple, style = theme.options.bold }, TroubleFile = { bg = "NONE", fg = theme.colors.cyan }, TroubleFoldIcon = { bg = "NONE", fg = theme.colors.fg }, TroubleLocation = { bg = "NONE", fg = theme.colors.cyan } } end return M
package = "blunty666.nodes_demo.views" imports = { "blunty666.nodes.gui.objects.Button", "blunty666.nodes.gui.objects.Label", } class = "TimeView" extends = "BaseView" local WIDTH, HEIGHT = 10, 4 local function drawableDrag(drawable, mouseDragEvent) local xPos, yPos = unpack(drawable.pos) drawable.pos = {xPos + mouseDragEvent.delta_x, yPos + mouseDragEvent.delta_y} end local function getTime() return textutils.formatTime(os.time(), false) end variables = { startX = NIL, startY = NIL, topLabel = NIL, closeButton = NIL, timeLabel = NIL, } methods = { Update = function(self) self.timeLabel.text = getTime() end, ResetPos = function(self) self.pos = {self.startX, self.startY} end, } constructor = function(self, node, x, y, order) self.startX = x - math.ceil(WIDTH/2) self.startY = y - math.ceil(HEIGHT/2) self.super(node, self.startX, self.startY, order, WIDTH, HEIGHT, colours.grey) -- make draggable local function backgroundDrag(_, mouseDragEvent) local xPos, yPos = unpack(self.pos) self.pos = {xPos + mouseDragEvent.delta_x, yPos + mouseDragEvent.delta_y} end self.background:SetCallback("mouse_drag", "time_view_drag", backgroundDrag) -- add top label self.topLabel = Label(self, 0, 0, 1, "Time", WIDTH - 1, 1, colours.white, colours.cyan) self.topLabel.horizontalAlignment = "LEFT" self.topLabel.clickable = false -- so we can still drag the background -- add closeButton self.closeButton = Button(self, WIDTH - 1, 0, 1, "X", colours.red, colours.white, 1, 1) self.closeButton.clickedMainColour = colours.orange self.closeButton.onRelease = function() self.drawn = false end -- add time label self.timeLabel = Label(self, 1, 2, 1, getTime(), WIDTH - 2, 1, colours.white, colours.grey) self.timeLabel.horizontalAlignment = "RIGHT" self.timeLabel.clickable = false -- so we can still drag the background end
return { name = 'SpriteBatchUsage', description = 'Usage hints for SpriteBatches and Meshes to optimize data storage and access.', constants = { { name = 'dynamic', description = 'The object\'s data will change occasionally during its lifetime. ', }, { name = 'static', description = 'The object will not be modified after initial sprites or vertices are added.', }, { name = 'stream', description = 'The object data will always change between draws.', }, }, }
local type = _G.type local function doflat(result, v, index, level) if type(v) == "table" and (level == nil or level > 0) then for k = 1, #v do index = doflat(result, v[k], index, level and (level-1)) end else index = index + 1 result[index] = v end return index end local function flat(arr, level) local result, j = {}, 0 for i = 1, #arr do j = doflat(result, arr[i], j, level) end return result end return flat
-- Behavior for koray, the glowing moon isCheckpoint = false speechBubbleState = 0 update = function(B, W) if (not isCheckpoint and W:isConditionFulfilled("npc_koray","level_checkpoint")) then B:setPosition(150, 750) isCheckpoint = true speechBubbleState = 5 return end if (speechBubbleState == 0) then B:say("KorayStart", 6) B:wait(6) speechBubbleState = 1 return end if (speechBubbleState == 1) then B:say("KorayStart2", 4) B:wait(4) speechBubbleState = 2 end if (speechBubbleState == 2 and B:getPosX() < 1300) then B:say("KorayPiranhas", 4) speechBubbleState = 3 return end if (speechBubbleState == 3 and B:getPosX() < 700) then B:say("KorayTricky", 4) speechBubbleState = 4 return end if (speechBubbleState == 4 and B:getPosX() > 600) then B:say("KoraySoon", 4) speechBubbleState = 5 return end if (speechBubbleState == 5 and B:getPosY() < 750 and B:getPosX() > 1100) then B:say("KorayLetMe", 4) B:setMovingTarget(1100,660) B:executeSpell(0, 1200, 450) B:wait(4) speechBubbleState = 6 return end if (speechBubbleState == 6) then B:resetMovingTarget() speechBubbleState = 7 return end if (speechBubbleState == 7 and B:getPosY() < 600 and B:getPosX() > 1300) then B:say("KorayThere", 4) speechBubbleState = 8 return end if (speechBubbleState == 8 and B:getPosY() < 600 and B:getPosX() > 1800) then B:say("KoraySpell", 4) B:setMovingTarget(1900,660) B:wait(4) speechBubbleState = 9 return end if (speechBubbleState == 9) then B:executeSpell(0, 1920, 430) B:wait(3) speechBubbleState = 10 return end if (speechBubbleState == 10) then B:say("KorayGotIt", 4) B:wait(4) speechBubbleState = 11 return end if (speechBubbleState == 11) then B:say("KorayTelekinesis", 4) B:wait(5) speechBubbleState = 12 return end if (speechBubbleState == 12) then B:say("KorayTelekinesis2", 4) W:learnSpell(5) W:addQuestProgress("element_master", "master_earth") W:changeQuestState("help_koray", "completed") W:addConditionProgress("npc_koray", "level_stop") -- this quest automatically fails because now, Bjarne is gone and this quest cannot be completed anymore. if (W:isQuestState("runas_deal", "started") and not W:isQuestDescriptionUnlocked("runas_deal", 1)) then W:changeQuestState("runas_deal", "failed") end B:setReplaceDistance(10000) B:wait(5) speechBubbleState = 13 return end if (speechBubbleState == 13) then B:setMovingTarget(1720, 710) B:wait(2) speechBubbleState = 14 return end if (speechBubbleState == 14) then B:setMovingTarget(1620, 860) B:wait(1) speechBubbleState = 15 return end if (speechBubbleState == 15) then B:setMovingTarget(1820, 1010) B:wait(2) speechBubbleState = 16 return end if (speechBubbleState == 16) then B:setMovingTarget(1960, 1210) B:wait(1) speechBubbleState = 17 return end if (speechBubbleState == 17) then B:setMovingTarget(1780,1210) B:wait(1) speechBubbleState = 18 return end if (speechBubbleState == 18) then B:say("KorayBye", 4) B:wait(4) speechBubbleState = 19 return end if (speechBubbleState == 19) then B:leaveLevel() speechBubbleState = 20 return end end
--[[ ######################## # # # Walter White # # # # # # 2018 # # # # # ######################## --]] resource_manifest_version "44febabe-d386-4d18-afbe-5e627f4af937" client_script { 'cfg/config.lua', 'radarfix_client.lua' } server_scripts { 'cfg/config.lua', 'radarfix_serveur.lua' }
-------------------- -- helper -------------------- function urlDecode(url) return url:gsub('%%(%x%x)', function(x) return string.char(tonumber(x, 16)) end) end function guessType(filename) local types = { ['.css'] = 'text/css', ['.js'] = 'application/javascript', ['.html'] = 'text/html', ['.png'] = 'image/png', ['.jpg'] = 'image/jpeg' } for ext, type in pairs(types) do if string.sub(filename, -string.len(ext)) == ext or string.sub(filename, -string.len(ext .. '.gz')) == ext .. '.gz' then return type end end return 'text/plain' end -------------------- -- Response -------------------- Res = { _skt = nil, _type = nil, _status = nil, _redirectUrl = nil, } function Res:new(skt) local o = {} setmetatable(o, self) self.__index = self o._skt = skt return o end function Res:redirect(url, status) status = status or 302 self:status(status) self._redirectUrl = url self:send(status) end function Res:type(type) self._type = type end function Res:status(status) self._status = status end function Res:send(body) self._status = self._status or 200 self._type = self._type or 'text/html' local buf = 'HTTP/1.1 ' .. self._status .. '\r\n' .. 'Content-Type: ' .. self._type .. '\r\n' .. 'Content-Length:' .. string.len(body) .. '\r\n' if self._redirectUrl ~= nil then buf = buf .. 'Location: ' .. self._redirectUrl .. '\r\n' end buf = buf .. '\r\n' .. body local function doSend() if buf == '' then self:close() else self._skt:send(string.sub(buf, 1, 512)) buf = string.sub(buf, 513) end end self._skt:on('sent', doSend) doSend() end function Res:sendFile(filename) if file.exists(filename .. '.gz') then filename = filename .. '.gz' elseif not file.exists(filename) then self:status(404) if filename == '404.html' then self:send(404) else self:sendFile('404.html') end return end self._status = self._status or 200 local header = 'HTTP/1.1 ' .. self._status .. '\r\n' self._type = self._type or guessType(filename) header = header .. 'Content-Type: ' .. self._type .. '\r\n' if string.sub(filename, -3) == '.gz' then header = header .. 'Content-Encoding: gzip\r\n' end header = header .. '\r\n' print('* Sending ', filename) local pos = 0 local function doSend() file.open(filename, 'r') if file.seek('set', pos) == nil then self:close() print('* Finished ', filename) else local buf = file.read(512) pos = pos + 512 self._skt:send(buf) end file.close() end self._skt:on('sent', doSend) self._skt:send(header) end function Res:close() self._skt:on('sent', function() end) -- release closures context self._skt:on('receive', function() end) self._skt:close() self._skt = nil end -------------------- -- Middleware -------------------- function parseHeader(req, res) local _, _, method, path, vars = string.find(req.source, '([A-Z]+) (.+)?(.*) HTTP') if method == nil then _, _, method, path = string.find(req.source, '([A-Z]+) (.+) HTTP') end local _GET = {} if (vars ~= nil and vars ~= '') then vars = urlDecode(vars) for k, v in string.gmatch(vars, '([^&]+)=([^&]*)&*') do _GET[k] = v end end req.method = method req.query = _GET req.path = path return true end function staticFile(req, res) local filename = '' if req.path == '/' then filename = 'index.html' else filename = string.gsub(string.sub(req.path, 2), '/', '_') end res:sendFile(filename) end -------------------- -- HttpServer -------------------- httpServer = { _srv = nil, _mids = {{ url = '.*', cb = parseHeader }, { url = '.*', cb = staticFile }} } function httpServer:use(url, cb) table.insert(self._mids, #self._mids, { url = url, cb = cb }) end function httpServer:close() self._srv:close() self._srv = nil end function httpServer:listen(port) self._srv = net.createServer(net.TCP) self._srv:listen(port, function(conn) conn:on('receive', function(skt, msg) local req = { source = msg, path = '', ip = skt:getpeer() } local res = Res:new(skt) for i = 1, #self._mids do if string.find(req.path, '^' .. self._mids[i].url .. '$') and not self._mids[i].cb(req, res) then break end end collectgarbage() end) end) end
local libchest = require("libchest") local libplan = require("libplan") local libnav = require("libnav") local robot = require("robot") local util = require("util") local component = require("component") local librecipe = require("librecipe") util.init() local ico = component.inventory_controller local args = { ... } local function help() print("Usage:") print(" cleanup") print(" Reinventorizes all items in all chests.") end if not(#args == 0) then help() return end local backup = libnav.get_location() local chestnames = libchest.list_chests() for k,v in pairs(chestnames) do local info = libchest.get_info(v) for i = 1, info.capacity do local slot = info.slots[i] if slot.name then local is_known = librecipe.reverse_name(slot.name, true) if not is_known then print("No alias defined for '"..slot.name.."'!") end local plan, error = libplan.plan:new() plan, error = libplan.action_fetch(plan, 1, slot.name, slot.count, slot.count) assert(plan, error) libplan.enact(plan, true) local stack = ico.getStackInInternalSlot(1) assert(stack) util.check_stack(stack) plan = libplan.plan:new() plan, error = libplan.action_store(plan, 1, stack.name, stack.size, stack.maxSize) assert(plan, error) libplan.enact(plan, true) end end end libnav.go_to(backup) libnav.flush()
require('pathfinding/math'); local PolyGrid = class.new(); Pathfinding.PolyGrid = PolyGrid; local Point = Pathfinding.Point; local Polygon = Pathfinding.Polygon; function PolyGrid:constructor(nodes) self.nodes = nodes or {}; self.offsetPolygons = {}; end --[[ (Re-)create a PolyGrid from a set of polygons --]] function PolyGrid:createFromPolygons(polygons, actorSize) self.nodes = {}; self.offsetPolygons = {}; -- Step 1: offset polygons for polyIndex,polygon in pairs(polygons) do -- Scale polygon up here local solutions = polygon:offset(actorSize); for i,v in pairs(solutions) do table.insert(self.offsetPolygons, v); end end -- Step 2: Now we can convert polygons to nodes for polyIndex, polygon in pairs(self.offsetPolygons) do -- Extract nodes from this polygon local newNodes = polygon:toNodes(); for i,v in pairs(newNodes) do table.insert(self.nodes, v); end end -- Step 3: Check visibility between nodes, adding connections where there is visibility for i,v in pairs(self.nodes) do for j,k in pairs(self.nodes) do if( v ~= k ) then -- Don't try connecting to yourself... local vis = Pathfinding.checkVisibility(self.offsetPolygons, v, k); if( vis ) then -- Add a connection both ways v:connectTo(k); k:connectTo(v); end end end end return self; end function PolyGrid:findPath(startPoint, endPoint) --[[ Used to insert a new point into the grid, connect it to visible nodes, and returns it's index in the self.nodes table Useful for temporarily inserting the start/end points --]] local function addNode(point) -- Make a new copy of the point so we don't mess anything up in the original table.insert(self.nodes, Point(point.x, point.y)); local index = #self.nodes; -- Check visibility between nodes, adding connections where there is visibility local v = self.nodes[index]; for j,k in pairs(self.nodes) do if( v ~= k ) then -- Don't try connecting to yourself... local vis = Pathfinding.checkVisibility(self.offsetPolygons, v, k); if( vis ) then -- Add a connection both ways v:connectTo(k); k:connectTo(v); end end end return index; end -- Used to remove those (temporary?) nodes, specified by index local function removeNode(index) -- Remove any connections to this point first local node = self.nodes[index]; for i,v in pairs(self.nodes) do if( i ~= index ) then v:disconnect(node); end end table.remove(self.nodes, index); end --[[ "Retrace" our steps to contruct a path by traversing childs & parents --]] local function retrace(startPoint, endPoint) local path = {}; local function tableReverse(tab) -- Only have to swap first half of the table for i = 1, math.floor(#tab/2) do local tmp = tab[i]; -- Tmp copy this one. tab[i] = tab[#tab-i + 1]; -- Flip tab[i] and tab[n-i+1]; +1 because Lua tables start at index 1 tab[#tab-i + 1] = tmp; end return tab; end local currentPoint = endPoint; while( currentPoint ~= startPoint ) do table.insert(path, Point(currentPoint.x, currentPoint.y)); currentPoint = currentPoint.parent; end return tableReverse(path); end -- Insert the temporary points into the nodes table; we will remove them at the end so we must track their indices local tmpStartPointIndex, tmpEndPointIndex = addNode(startPoint), addNode(endPoint); -- Now that we've made our temporaries, we can override startPoint/endPoint for ease-of-use startPoint = self.nodes[tmpStartPointIndex]; endPoint = self.nodes[tmpEndPointIndex]; local openSet = {}; local closedSet = {}; table.insert(openSet, startPoint); while(#openSet > 0 ) do local node = openSet[1]; -- 'node' starts off pointing to our start point for i = 2, #openSet do if( openSet[i]:getFCost() <= node:getFCost() ) then if( openSet[i]:getHCost() < node:getHCost() ) then -- Total cost is lower & closer to goal, so update our 'node' node = openSet[i]; end end end -- Move node from open to closed table.remove(openSet, table.find(openSet, node)); table.insert(closedSet, node); -- Check if we've reached the goal if( node == endPoint or (node.x == endPoint.x and node.y == endPoint.y) ) then -- Retrace our steps local path = retrace(startPoint, endPoint); -- Remove temporary nodes removeNode(tmpStartPointIndex); removeNode(tmpEndPointIndex); return path; end -- Grab connections, set costs for i,neighbor in pairs(node:getConnections()) do -- Make sure it's not already closed so we aren't wasting time recalculating if( not table.find(closedSet, neighbor) ) then -- Calculate costs, add to open set local newCostToNeighbor = node:getGCost() + math.distance(node.x, node.y, neighbor.x, neighbor.y); if( newCostToNeighbor < neighbor:getGCost() or not table.find(openSet, neighbor) ) then neighbor:setGCost(newCostToNeighbor); neighbor:setHCost(math.distance(neighbor.x, neighbor.y, endPoint.x, endPoint.y)); neighbor:setParent(node); if( not table.find(openSet, neighbor) ) then table.insert(openSet, neighbor); end end end end end -- Remove temporary nodes removeNode(tmpStartPointIndex); removeNode(tmpEndPointIndex); return false; -- No path found end
-- Copyright 2021 SmartThings -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. local test = require "integration_test" local capabilities = require "st.capabilities" local constants = require "st.zwave.constants" local zw = require "st.zwave" local zw_test_utils = require "integration_test.zwave_test_utils" local SwitchMultilevel = (require "st.zwave.CommandClass.SwitchMultilevel")({ version=4 }) local t_utils = require "integration_test.utils" -- supported comand classes: SWITCH_MULTILEVEL local window_shade_switch_multilevel_endpoints = { { command_classes = { {value = zw.SWITCH_MULTILEVEL} } } } local mock_springs_window_fashion_shade = test.mock_device.build_test_zwave_device({ profile = t_utils.get_profile_definition("base-window-treatment.yml"), zwave_endpoints = window_shade_switch_multilevel_endpoints, zwave_manufacturer_id = 0x026E, zwave_product_type = 0x4353, zwave_product_id = 0x5A31, }) local function test_init() test.mock_device.add_test_device(mock_springs_window_fashion_shade) end test.set_test_init_function(test_init) test.register_coroutine_test( "Setting window shade preset generate correct zwave messages", function() test.timer.__create_and_queue_test_time_advance_timer(5, "oneshot") test.socket.capability:__queue_receive( { mock_springs_window_fashion_shade.id, { capability = "windowShadePreset", command = "presetPosition", args = {} } } ) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_springs_window_fashion_shade, SwitchMultilevel:Set({ value = SwitchMultilevel.value.ON_ENABLE, duration = constants.DEFAULT_DIMMING_DURATION }) ) ) test.wait_for_events() test.mock_time.advance_time(5) test.socket.zwave:__expect_send( zw_test_utils.zwave_test_build_send_command( mock_springs_window_fashion_shade, SwitchMultilevel:Get({}) ) ) end ) test.run_registered_tests()
modifier_frozen_heroes = class({}) function modifier_frozen_heroes:CheckState() return {[MODIFIER_STATE_STUNNED] = true, [MODIFIER_STATE_INVULNERABLE] = true} end function modifier_frozen_heroes:GetTexture() return 'modifier_invulnerable' end function modifier_frozen_heroes:IsPurgable() return false end function modifier_frozen_heroes:GetStatusEffectName() return "particles/status_fx/status_effect_avatar.vpcf" end function modifier_frozen_heroes:GetEffectName() return "particles/items_fx/black_king_bar_avatar.vpcf" end function modifier_frozen_heroes:GetEffectAttachType() return PATTACH_ABSORIGIN_FOLLOW end if IsServer() then tHeroInfos = LoadKeyValues('scripts/npc/npc_heroes.txt') tAbilityInfos = LoadKeyValues('scripts/npc/npc_abilities.txt') tStats = {'AttackDamageMin', 'AttackDamageMax', 'AttackRate', 'AttackAnimationPoint', 'AttackRange', 'MovementSpeed', 'MovementTurnRate', 'AttributeBaseStrength', 'AttributeStrengthGain', 'AttributeBaseIntelligence', 'AttributeIntelligenceGain', 'AttributeBaseAgility', 'AttributeAgilityGain', 'StatusHealthRegen', 'ArmorPhysical', 'VisionNighttimeRange', 'VisionDaytimeRange'} local tMaxMinStats = {} local ProjectileSpeed = {} local tBasicAbilities = {{}} local tUltiAbilities = {} local tTalents = {{},{},{},{}} local tUniqueTalents = {{},{},{},{}} local iGroup = 1 local iHeroIndex = 1 local iGroupSize = 10 for k, v in pairs(tHeroInfos) do if k ~= 'npc_dota_hero_target_dummy' and k ~= 'npc_dota_hero_base' and k ~= 'Version' then for i,u in ipairs(tStats) do if v[u] then if not tMaxMinStats[u] then tMaxMinStats[u] = {} tMaxMinStats[u][1] = tonumber(v[u]) tMaxMinStats[u][2] = tonumber(v[u]) else if tMaxMinStats[u][1] > tonumber(v[u]) then tMaxMinStats[u][1] = tonumber(v[u]) end if tMaxMinStats[u][2] < tonumber(v[u]) then tMaxMinStats[u][2] = tonumber(v[u]) end end end end if v.ProjectileSpeed then if tonumber(v.ProjectileSpeed) ~= 0 then if not ProjectileSpeed[1] then ProjectileSpeed[1] = tonumber(v.ProjectileSpeed) ProjectileSpeed[2] = tonumber(v.ProjectileSpeed) else if ProjectileSpeed[1] > tonumber(v.ProjectileSpeed) then ProjectileSpeed[1] = tonumber(v.ProjectileSpeed) end if ProjectileSpeed[2] < tonumber(v.ProjectileSpeed) then ProjectileSpeed[2] = tonumber(v.ProjectileSpeed) end end end end local iTalentTire = 1 if iHeroIndex > iGroupSize then iHeroIndex = 1 iGroup = iGroup+1 tBasicAbilities[iGroup] = {} else iHeroIndex = iHeroIndex+1 end for i = 1, 24 do if v['Ability'..i] then if v['Ability'..i] == 'troll_warlord_battle_trance' or tAbilityInfos[v['Ability'..i]].AbilityType == "DOTA_ABILITY_TYPE_ULTIMATE" and not string.find(tAbilityInfos[v['Ability'..i]].AbilityBehavior, 'DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE') and not string.find(tAbilityInfos[v['Ability'..i]].AbilityBehavior, 'DOTA_ABILITY_BEHAVIOR_HIDDEN') then tUltiAbilities[k]=tUltiAbilities[k] or {} if tAbilityInfos[v['Ability'..i]].AbilitySpecial then for k1, v1 in pairs(tAbilityInfos[v['Ability'..i]].AbilitySpecial) do if v1.LinkedSpecialBonus then tUltiAbilities[k][v['Ability'..i]] = tUltiAbilities[k][v['Ability'..i]] or {} tUltiAbilities[k][v['Ability'..i]][v1.LinkedSpecialBonus] = true end end end if not tUltiAbilities[k][v['Ability'..i]] then tUltiAbilities[k][v['Ability'..i]] = 'none' end elseif tAbilityInfos[v['Ability'..i]].AbilityType == "DOTA_ABILITY_TYPE_ATTRIBUTES" then if string.find(v['Ability'..i],'unique') then local iTire = math.floor(iTalentTire) tUniqueTalents[iTire][v['Ability'..i]] = true else local iTire = math.floor(iTalentTire) table.insert(tTalents[iTire], v['Ability'..i]) end iTalentTire = iTalentTire + 0.5 elseif not string.find(tAbilityInfos[v['Ability'..i]].AbilityBehavior, 'DOTA_ABILITY_BEHAVIOR_NOT_LEARNABLE') and not string.find(tAbilityInfos[v['Ability'..i]].AbilityBehavior, 'DOTA_ABILITY_BEHAVIOR_HIDDEN') and not tAbilityInfos[v['Ability'..i]].LinkedAbility then tBasicAbilities[iGroup][k]=tBasicAbilities[iGroup][k] or {} if tAbilityInfos[v['Ability'..i]].AbilitySpecial then for k1, v1 in pairs(tAbilityInfos[v['Ability'..i]].AbilitySpecial) do if v1.LinkedSpecialBonus then tBasicAbilities[iGroup][k][v['Ability'..i]] = tBasicAbilities[iGroup][k][v['Ability'..i]] or {} table.insert(tBasicAbilities[iGroup][k][v['Ability'..i]],v1.LinkedSpecialBonus) end end end if not tBasicAbilities[iGroup][k][v['Ability'..i]] then tBasicAbilities[iGroup][k][v['Ability'..i]] = 'none' end end end end end end local function FindLastUnderscore(s) local i = 1 while string.find(s,'_',i) do i = string.find(s,'_',i)+1 end return i-1 end local SortFunction = function (s1, s2) local iLen1 = string.len(s1) local iLen2 = string.len(s2) -- print(s1, s2, iLen1, iLen2) local iLastUnderscoreLoc = FindLastUnderscore(s1) if string.sub(s1, 1, iLastUnderscoreLoc) == string.sub(s2, 1, iLastUnderscoreLoc) and tonumber(string.sub(s1, iLastUnderscoreLoc+1, -1)) and tonumber(string.sub(s2, iLastUnderscoreLoc+1, -1)) then -- print(string.sub(s1, 1, iLastUnderscoreLoc)) if tonumber(string.sub(s1, iLastUnderscoreLoc+1, -1)) > tonumber(string.sub(s2, iLastUnderscoreLoc+1, -1)) then return true else return false end end local iLenMin if iLen1 > iLen2 then iLenMin = iLen2 else iLenMin = iLen1 end for i = 1, iLenMin do if string.byte(string.sub(s1, i, i)) > string.byte(string.sub(s2, i, i)) then return true elseif string.byte(string.sub(s1, i, i)) < string.byte(string.sub(s2, i, i)) then return false end end if iLen1 > iLen2 then return true else return false end end table.sort(tTalents[1], SortFunction) table.sort(tTalents[2], SortFunction) table.sort(tTalents[3], SortFunction) table.sort(tTalents[4], SortFunction) local function RemoveDuplicate(aStrings) local i = 1 while i < #aStrings do -- print(FindLastUnderscore(aStrings[i])) -- print(string.sub(aStrings[i], 1, FindLastUnderscore(aStrings[i])-1)) if string.sub(aStrings[i], 1, FindLastUnderscore(aStrings[i])-1) == string.sub(aStrings[i+1], 1, FindLastUnderscore(aStrings[i+1])-1) then table.remove(aStrings, i+1) else i = i+1 end end end -- PrintTable(tTalents[1]) RemoveDuplicate(tTalents[1]) RemoveDuplicate(tTalents[2]) RemoveDuplicate(tTalents[3]) RemoveDuplicate(tTalents[4]) local tBestBaseStats = { MovementSpeed = tMaxMinStats.MovementSpeed[2], AttackAnimationPoint = tMaxMinStats.AttackAnimationPoint[1], AttackRate = tMaxMinStats.AttackRate[1], AttackDamageMin = tMaxMinStats.AttackDamageMin[2], AttackDamageMax = tMaxMinStats.AttackDamageMax[2], AttributeBaseStrength = tMaxMinStats.AttributeBaseStrength[2], AttributeBaseAgility = tMaxMinStats.AttributeBaseAgility[2], AttributeBaseIntelligence = tMaxMinStats.AttributeBaseIntelligence[2], AttributeStrengthGain = tMaxMinStats.AttributeStrengthGain[2], AttributeAgilityGain = tMaxMinStats.AttributeAgilityGain[2], AttributeIntelligenceGain = tMaxMinStats.AttributeIntelligenceGain[2], ArmorPhysical = tMaxMinStats.ArmorPhysical[2], AttackRange = tMaxMinStats.AttackRange[2], StatusHealthRegen = tMaxMinStats.StatusHealthRegen[2], ProjectileSpeed = ProjectileSpeed[2], MovementTurnRate = tMaxMinStats.MovementTurnRate[2], VisionDaytimeRange = tMaxMinStats.VisionDaytimeRange[2], VisionNighttimeRange = tMaxMinStats.VisionNighttimeRange[2], } -- PrintTable(tBestBaseStats) local tWorstBaseStats = { MovementSpeed = tMaxMinStats.MovementSpeed[1], AttackAnimationPoint = tMaxMinStats.AttackAnimationPoint[2], AttackRate = tMaxMinStats.AttackRate[2], AttackDamageMin = tMaxMinStats.AttackDamageMin[1], AttackDamageMax = tMaxMinStats.AttackDamageMax[1], AttributeBaseStrength = tMaxMinStats.AttributeBaseStrength[1], AttributeBaseAgility = tMaxMinStats.AttributeBaseAgility[1], AttributeBaseIntelligence = tMaxMinStats.AttributeBaseIntelligence[1], AttributeStrengthGain = tMaxMinStats.AttributeStrengthGain[1], AttributeAgilityGain = tMaxMinStats.AttributeAgilityGain[1], AttributeIntelligenceGain = tMaxMinStats.AttributeIntelligenceGain[1], ArmorPhysical = tMaxMinStats.ArmorPhysical[1], AttackRange = tMaxMinStats.AttackRange[1], StatusHealthRegen = tMaxMinStats.StatusHealthRegen[1], ProjectileSpeed = ProjectileSpeed[1], MovementTurnRate = tMaxMinStats.MovementTurnRate[1], PrimaryAttribute = DOTA_ATTRIBUTE_AGILITY, VisionDaytimeRange = tMaxMinStats.VisionDaytimeRange[1], VisionNighttimeRange = tMaxMinStats.VisionNighttimeRange[1], } CustomNetTables:SetTableValue("fun_hero_stats", "worst_stats_hero", tWorstBaseStats) CustomNetTables:SetTableValue("fun_hero_stats", "best_stats_hero", tBestBaseStats) local function RestoreFloat(f) return math.ceil(math.floor(f*100000)/10)/10000 end for k, v in pairs(tBestBaseStats) do tBestBaseStats[k] = RestoreFloat(v) end for k, v in pairs(tWorstBaseStats) do tWorstBaseStats[k] = RestoreFloat(v) end local tNewAbilitiesBest = {} local tNewAbilitiesWorst = {} function BestStatsInit(hHero, context) if not hHero:IsIllusion() and not hHero:IsClone() and not hHero:HasModifier('modifier_arc_warden_tempest_double') then hHero:AddNewModifier(hHero, nil, "modifier_frozen_heroes", {}) end hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_str_global", {}):SetStackCount(tBestBaseStats.AttributeStrengthGain*100) hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_agi_global", {}):SetStackCount(tBestBaseStats.AttributeAgilityGain*100) hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_int_global", {}):SetStackCount(tBestBaseStats.AttributeIntelligenceGain*100) hHero:AddNewModifier(hHero, nil, "modifier_turn_rate_change", tNewAbilitiesBest):SetStackCount(166) GameMode:InitiateHeroStats(hHero, tNewAbilitiesBest, tBestBaseStats) end function WorstStatsInit(hHero, context) if not hHero:GetPlayerOwner().bBWInited then hHero:AddNewModifier(hHero, nil, "modifier_frozen_heroes", {}) hHero:GetPlayerOwner().bBWInited = true end hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_str_global", {}):SetStackCount(tWorstBaseStats.AttributeStrengthGain*100) hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_agi_global", {}):SetStackCount(tWorstBaseStats.AttributeAgilityGain*100) hHero:AddNewModifier(hHero, nil, "modifier_attribute_growth_int_global", {}):SetStackCount(tWorstBaseStats.AttributeIntelligenceGain*100) GameMode:InitiateHeroStats(hHero, tNewAbilitiesWorst, tWorstBaseStats) end LinkLuaModifier('modifier_frozen_heroes', 'heroes/best_worst_stats/best_worst_stats_init.lua', LUA_MODIFIER_MOTION_NONE) for i = 1, 4 do CustomNetTables:SetTableValue('game_options', 'unique_talents_'..tostring(i), tUniqueTalents[i]) CustomNetTables:SetTableValue('game_options', 'talents_'..tostring(i), tTalents[i]) end CustomNetTables:SetTableValue('game_options', 'ulti_abilities', tUltiAbilities) for i = 1, iGroup do CustomNetTables:SetTableValue('game_options', 'basic_abilities'..tostring(i), tBasicAbilities[i]) end CustomNetTables:SetTableValue('game_options', 'basic_abilities_group_count', {iGroup}) function BestWorstStatsListener(eventSourceIndex, keys) local hPlayer = PlayerResource:GetPlayer(keys.PlayerID) local hHero = hPlayer:GetAssignedHero() if not hHero:HasModifier('modifier_frozen_heroes') then return end local bBest = true if type(keys.abilities[tostring(0)]) == 'string' then tNewAbilitiesWorst[1] = keys.abilities[tostring(0)] tNewAbilitiesWorst[2] = keys.abilities[tostring(1)] tNewAbilitiesWorst[3] = keys.abilities[tostring(2)] tNewAbilitiesWorst[4] = "generic_hidden" tNewAbilitiesWorst[5] = "generic_hidden" tNewAbilitiesWorst[6] = keys.abilities[tostring(3)] bBest = false local j = 7 for i = 0, 3 do if type(keys.talents[tostring(i)]) == 'string' then tNewAbilitiesWorst[j] = keys.talents[tostring(i)] else tNewAbilitiesWorst[j] = 'special_bonus_empty_'..tostring(j-6) end j = j+1 tNewAbilitiesWorst[j] = 'special_bonus_empty_'..tostring(j-6) j = j+1 end else tNewAbilitiesBest[1] = "generic_hidden" tNewAbilitiesBest[2] = "generic_hidden" tNewAbilitiesBest[3] = "generic_hidden" tNewAbilitiesBest[4] = "generic_hidden" tNewAbilitiesBest[5] = "generic_hidden" tNewAbilitiesBest[6] = "generic_hidden" local j = 7 for i = 0, 3 do if type(keys.talents[tostring(i)]) == 'string' then tNewAbilitiesBest[j] = keys.talents[tostring(i)] else tNewAbilitiesBest[j] = 'special_bonus_empty_'..tostring(j-6) end j = j+1 tNewAbilitiesBest[j] = 'special_bonus_empty_'..tostring(j-6) j = j+1 end end if tonumber(keys.primary_attribute) > 0 then tBestBaseStats.PrimaryAttribute = tonumber(keys.primary_attribute)-1 end if bBest then BestStatsInit(hHero, nil) else WorstStatsInit(hHero, nil) end hHero:RemoveModifierByName('modifier_frozen_heroes') end CustomGameEventManager:RegisterListener("best_worst_stats_selected_abilities", BestWorstStatsListener) end
local _, Addon = ... local DB = Addon.DB local L = Addon.Locale local MinimapIcon = Addon.UI.MinimapIcon local Options = Addon.UI.Groups.Options local Widgets = Addon.UI.Widgets function Options:Create(parent) Widgets:Heading(parent, L.OPTIONS) self:AddGeneral(parent) end function Options:AddGeneral(parent) parent = Widgets:InlineGroup({ parent = parent, title = L.GENERAL, fullWidth = true }) -- Minimap Icon. Widgets:CheckBox({ parent = parent, label = L.MINIMAP_ICON, tooltip = L.MINIMAP_ICON_TOOLTIP, get = function() return not DB.global.minimapIcon.hide end, set = function() MinimapIcon:Toggle() end }) -- NPC Tooltips. Widgets:CheckBox({ parent = parent, label = L.NPC_TOOLTIPS, tooltip = L.NPC_TOOLTIPS_TOOLTIP, get = function() return DB.global.npc_tooltips end, set = function(value) DB.global.npc_tooltips = value end }) end
-- map helper local function map(mode, lhs, rhs, opts) local options = {noremap = true} if opts then options = vim.tbl_extend('force', options, opts) end vim.api.nvim_set_keymap(mode, lhs, rhs, options) end local cmd = vim.cmd local s = {silent = true} ------------------------ -- Mapping Goes Here -- ------------------------ map('n', '<Space>', '<Nop>') vim.g.mapleader = ' ' map('n', '<leader>s', ':Dashboard<cr>', s) map('n', '<leader>n', ':tabnew<cr>', s) map('n', '<leader>t', ':ToggleTerm<cr>', s) map('n', '<leader>f', ':Telescope find_files<cr>', s) map('n', '<leader>l', ':IndentBlanklineToggle<cr>', s) map('', '<space>c', ':quickmenu#toggle(0)<cr>', s) map('n', '<C-right>', ':BufferLineCycleNext<cr>', s) map('n', '<C-left>', ':BufferLineCyclePrev<cr>', s) map('n', '<C-c>', ':NvimTreeToggle<cr>', s) map('n', '<leader>nf', ':NvimTreeFindFile<cr>', s) map('n', '<leader>n', ':DashboardNewFile<cr>', s) map('n', '<leader>i', ':e ~/.config/nvim/lua/options.lua<cr>', s) -- Save, Exit map('n', '<C-s>', ':w<cr>') map('n', '<C-q>', ':wq<cr>') map('n', 'qq', ':q!<cr>') map('n', '<C-z>', '<esc>ua<esc>') map('n', '<z>', '<esc>ua<esc>') -- Map ; to : map('n', ';', ':') map('n', ';', ':') -- Tab cycles Buffer map('n', '<tab>', ':bnext<cr>', s) map('v', '<s-tab>', ':bprevious<cr>', s) -- Run Packer Sync map('n', '<leader>cs', ':PackerSync<cr>', s) -- Don't Insert in newline map('n', 'o', 'o<esc>', s) map('n', 'O', 'O<esc>', s) -- Prevent x from overriding Paste map('', 'x', '"_x', s) map('', 'X', '"_x', s) map('', '<del>', '"_x', s) -- Undo BreakPoints --map('i', ',', ',<c-q>u') --map('i', '.', '.<c-q>u') --map('i', '!', '!<c-q>u') --map('i', '?', '?<c-q>u') -- Duplicate Line up/down map('n', '<C-m-j>', '"dY"dp') map('n', '<C-m-k>', '"dY"dP') ------------------------ -- Some Defaults -- ------------------------ local place = vim.api.nvim_set_keymap local sn = {noremap = false, silent = true} -- Sellect all text place('n', '<C-x>', ':%y<cr>', sn) -- disable macros place('', 'q', '<Nop>', sn) -- smoothie place('', 'ScrollWheelUp', '<C-u>', sn) place('', 'ScrollWheelDown', '<C-d>', sn) -- don't go below the line place('', '<PageUp>', '1000<C-u>', sn) place('', '<PageDown>', '1000<C-d>', sn) place('i', '<PageUp>', '<C-o>1000<C-u>', sn) place('i', '<PageDown>', '<C-o>1000<C-d>', sn) --__Unused__-- -- Window Navigation --place('n', '<up>', '<C-w><up>', sn) --place('n', '<down>', '<C-w><down>', sn) --place('n', '<left>', '<C-w><left>', sn) --place('n', '<right>', '<C-w><right>', sn) -- Better Complete --" Navigate the complete menu items like CTRL+n / CTRL+p would. --inoremap <expr> <Down> pumvisible() ? "<C-n>" :"<Down>" --inoremap <expr> <Up> pumvisible() ? "<C-p>" : "<Up>" --" Select the complete menu item like CTRL+y would. --inoremap <expr> <Right> pumvisible() ? "<C-y>" : "<Right>" --inoremap <expr> <CR> pumvisible() ? "<C-y>" :"<CR> --" Cancel the complete menu item like CTRL+e would. --inoremap <expr> <Left> pumvisible() ? "<C-e>" : "<Left>"
local mgr = require 'backend.master.mgr' local event = {} function event.initialized() mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'initialized', } end function event.capabilities() mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'capabilities', body = { capabilities = require 'common.capabilities' } } end function event.stopped(threadId, msg) mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'stopped', body = { reason = msg, threadId = threadId, } } end function event.breakpoint(reason, breakpoint) mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'breakpoint', body = { reason = reason, breakpoint = breakpoint, } } end function event.output(category, output, source, line) mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'output', body = { category = category, output = output, source = source, line = line, } } end function event.terminated() mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'terminated', body = { restart = false, } } end function event.loadedSource(reason, source) mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'loadedSource', body = { reason = reason, source = source, } } end function event.thread(reason, threadId) mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'thread', body = { reason = reason, threadId = threadId, } } end function event.invalidated(areas, threadId) if not mgr.getClient().supportsInvalidatedEvent then return end mgr.sendToClient { type = 'event', seq = mgr.newSeq(), event = 'invalidated', body = { areas = areas, threadId = threadId, } } end return event
createTeam("Minigames",100,50,225) createTeam("Drag",50,55,90) createTeam("Trials",250,100,100) createTeam("Shooter",100,250,20) createTeam("Destruction Derby",250,0,150) createTeam("Deathmatch",150,80,80) createTeam("Counter Strike",250,150,0) ---: 3923, 3917, 3911, 3907, 3906, 3905, 3903, 3902, 3900, 3899, 3898, 3897, 3895, 3894, 3893 -- Status of event ShooterEnabled = false FFAEnabled = false SWEnabled = false HFEnabled = false DDEnabled = false moneyEarn = 25000 WaitingTime = 200000 EventTimer = nil nextEvent = nil positions = {} startingEvent = "DD" -- t --[[setTimer(function() serverCount = getPlayerCount() end,500,0)]] events = { ["SW"] = true, ["FFA"] = true, ["HF"] = true, ["Shooter"] = true, ["DD"] = true, } function isPlayerSigned(player) --[[if HFPlayer[player] then return true elseif FFAPlayer[player] then return true elseif DDPlayer[player] then return true elseif ShooterPlayer[player] then return true elseif SWPlayer[player] then return true else return false end]] if getElementDimension(player) == 5006 or getElementDimension(player) == 5005 or getElementDimension(player) == 5001 or getElementDimension(player) == 5002 or getElementDimension(player) == 5003 or getElementDimension(player) == 5004 then return true end end -- Trigger the Event function onCalculateBanktime(theTime) if (theTime >= 60000) then local plural = "" if (math.floor((theTime/1000)/60) >= 2) then plural = "s" end return tostring(math.floor((theTime/1000)/60) .. " minute" .. plural) else local plural = "" if (math.floor((theTime/1000)) >= 2) then plural = "s" end return tostring(math.floor((theTime/1000)) .. " second" .. plural) end end function triggerTheEvent(event) if (not events[event]) then outputDebugString("Bad argument 1 @ triggerTheEvent "..tostring(event).." is not registered", 1) return end if isFFAEnabled == true or isSWEnabled == true or isHFEnabled == true or isShooterEnabled == true or isDDEnabled == true then return end if (event == "Shooter") then ShooterEnabled = true elseif (event == "DD") then DDEnabled = true elseif (event == "HF") then HFEnabled = true elseif (event == "FFA") then FFAEnabled = true elseif (event == "SW") then SWEnabled = true end if event == "HF" then addEventMsg("Ev","#FFF000(Mini-Game) #FF0000Hydra Fight #FFFFFFis ready", getRootElement(), 255, 255, 0,10000) outputChatBox("#FF0000(Mini-Game) #FFFF00Hydra Fight #FFFFFFis ready , use /play to participate in the event!",root, 255, 255, 0,true) elseif event == "SW" then addEventMsg("Ev","#FFF000(Mini-Game) #FF0000Ship War #FFFFFFis ready", getRootElement(), 255, 255, 0,10000) outputChatBox("#FF0000(Mini-Game) #FFFF00Ship War #FFFFFFis ready , use /play to participate in the event!",root, 255, 255, 0,true) else addEventMsg("Ev","#FFF000(Mini-Game) #FF0000"..tostring(event).." #FFFFFFis ready", getRootElement(), 255, 255, 0,10000) outputChatBox("#FF0000(Mini-Game) #FFFF00"..tostring(event).." #FFFFFFis ready , use /play to participate in the event!",root, 255, 255, 0,true) --outputText(event) end end -- Stop the Event function stopEvent(event) if (not events[event]) then outputDebugString("Bad argument 1 @ stopEvent, event name specified is incorrect: "..tostring(event).."", 1) return end if (event == "Shooter") then ShooterEnabled = false elseif (event == "HF") then HFEnabled = false elseif (event == "SW") then SWEnabled = false elseif (event == "FFA") then FFAEnabled = false elseif (event == "DD") then DDEnabled = false end ---outputChatBox("(Mini-Game) "..event.." has ended /eventtime for more details.",root,255,255,255) end -- Check if event is started function isEventStarted(event) if (not events[event]) then outputDebugString("Bad argument 1 @ isEventStarted, event name specified is incorrect: "..tostring(event).."", 1) return end if (event == "Shooter") then if (ShooterEnabled == true) then return true elseif (ShooterEnabled ~= true) then return false end elseif (event == "DD") then if (DDEnabled == true) then return true elseif (DDEnabled ~= true) then return false end elseif (event == "HF") then if (HFEnabled == true) then return true elseif (HFEnabled ~= true) then return false end elseif (event == "SW") then if (SWEnabled == true) then return true elseif (SWEnabled ~= true) then return false end elseif (event == "FFA") then if (FFAEnabled == true) then return true elseif (FFAEnabled ~= true) then return false end end end -- Start event function startEvent(event) if (not events[event]) then outputDebugString("Bad argument 1 @ startEvent, event name specified is incorrect: "..tostring(event).."", 1) return end if (isFFAEnabled == true or isSWEnabled == true or isHFEnabled == true or isShooterEnabled == true or isDDEnabled == true) then return end --EventTimer = setTimer(triggerTheEvent, 200000, 1, event) nextEvent = event end -- Get nearst copy function getNearestCop( thePlayer ) if ( exports.server:getPlayerAccountName ( thePlayer ) ) then local x, y, z = getElementPosition( thePlayer ) local distance = nil local theCopNear = false for i, theCop in ipairs ( getElementsByType( "player" ) ) do local x1, x2, x3 = getElementPosition( theCop ) if ( exports.server:getPlayerAccountName ( theCop ) ) then if exports.DENlaw:isLaw(theCop) then if ( distance ) and ( getDistanceBetweenPoints2D( x, y, x1, x2 ) < distance ) then distance = getDistanceBetweenPoints2D( x, y, x1, x2 ) theCopNear = theCop elseif ( getDistanceBetweenPoints2D( x, y, x1, x2 ) < 100 ) then distance = getDistanceBetweenPoints2D( x, y, x1, x2 ) theCopNear = theCop end end end end return theCopNear end end function joinEvent(plr) if getPlayerWantedLevel(plr) >= 3 then local isCopNear = getNearestCop(plr) if isCopNear then exports.NGCdxmsg:createNewDxMessage( plr, "You can't warp while you are being chased by a cop!", 225, 0, 0 ) return false end end if (ShooterEnabled == true) then -- if getElementData(plr,"isPlayerPrime") then if getElementData(plr,"isPlayerFlagger") then exports.NGCdxmsg:createNewDxMessage(plr,"You can't warp while you have the Flag!",255,0,0) return false end signupForShooter(plr) -- end elseif (DDEnabled == true) then -- i-f getElementData(plr,"isPlayerPrime") then if getElementData(plr,"isPlayerFlagger") then exports.NGCdxmsg:createNewDxMessage(plr,"You can't warp while you have the Flag!",255,0,0) return false end signupForDD(plr) -- end elseif (HFEnabled == true) then -- i-f getElementData(plr,"isPlayerPrime") then if getElementData(plr,"isPlayerFlagger") then exports.NGCdxmsg:createNewDxMessage(plr,"You can't warp while you have the Flag!",255,0,0) return false end signupForHF(plr) -- end elseif (SWEnabled == true) then -- i-f getElementData(plr,"isPlayerPrime") then if getElementData(plr,"isPlayerFlagger") then exports.NGCdxmsg:createNewDxMessage(plr,"You can't warp while you have the Flag!",255,0,0) return false end signupForSW(plr) -- end elseif (FFAEnabled == true) then -- i-f getElementData(plr,"isPlayerPrime") then if getElementData(plr,"isPlayerFlagger") then exports.NGCdxmsg:createNewDxMessage(plr,"You can't warp while you have the Flag!",255,0,0) return false end signupForFFA(plr) -- end end end --addCommandHandler("play", joinEvent) --[[addCommandHandler("givexd",function(p,cmd,r) if getElementData(p,"isPlayerPrime") then if r then loadMap(r) setElementPosition(p,ShooterPos[r][1][1],ShooterPos[r][1][2],ShooterPos[r][1][3]) end end end) addCommandHandler("startxd",function(p,cmd,r) if getElementData(p,"isPlayerPrime") then startEvent(r) end end)]] -- On resource start function hasProsiner(p) if exports.DENlaw:isPlayerLawEnforcer(p) then local arrestedTable = exports.DENlaw:getCopArrestedPlayers( p ) if arrestedTable then if arrestedTable and #arrestedTable == 0 or arrestedTable == nil then return true else for i, thePrisoner in ipairs ( arrestedTable ) do if thePrisoner and i > 0 then return false else return true end end end else return true end else return true end end function onStart() if (isFFAEnabled == true or isSWEnabled == true or isHFEnabled == true or isShooterEnabled == true or isDDEnabled == true) then return end nextEvent = startingEvent ---EventTimer = setTimer(triggerTheEvent, WaitingTime, 1, startingEvent) end addEventHandler("onResourceStart", resourceRoot, onStart) function outputText(event) --addEventMsg("startingEvent", "#FF0000(Mini-Game) #FFFF00"..tostring(event).."",getRootElement(), 255, 255, 0, 5000) end function stopText() --addEventMsg("startingEvent","",root, 255, 255, 0, 5000) end -- Time until next event function outputTime(plr) if (isTimer(EventTimer)) then a, b, c = getTimerDetails(EventTimer) timeLeftt = a/1000 timeLeft = math.floor(timeLeftt) addEventMsg("Ev1","#00FF00Mini-Game ("..nextEvent..") #FFFFFFEvent upcoming within: "..onCalculateBanktime(math.floor(a)).."", plr, 255, 255, 0) elseif (DDEnabled == true) then if DDStarted == false then addEventMsg("Ev2","#00FF00Mini-Game (DD) Use /play to play this event", plr, 255, 255, 0) else addEventMsg("Ev1","#00FF00Mini-Game (DD) in progres", plr, 255, 255, 0) end elseif (ShooterEnabled == true) then if ShooterStarted == false then addEventMsg("Ev2","#00FF00Mini-Game (Shooter) Use /play to play this event", plr, 255, 255, 0) else addEventMsg("Ev1","#00FF00Mini-Game (Shooter) in progres", plr, 255, 255, 0) end elseif (HFEnabled == true) then if HFStarted == false then addEventMsg("Ev2","#00FF00Mini-Game (Hydra Fight) Use /play to play this event", plr, 255, 255, 0) else addEventMsg("Ev1","#00FF00Mini-Game (Hydra Fight) in progres", plr, 255, 255, 0) end elseif (SWEnabled == true) then if SWStarted == false then addEventMsg("Ev2","#00FF00Mini-Game (Ship War) Use /play to play this event", plr, 255, 255, 0) else addEventMsg("Ev1","#00FF00Mini-Game (Ship War) in progres", plr, 255, 255, 0) end elseif (FFAEnabled == true) then if FFAStarted == false then addEventMsg("Ev2","#00FF00Mini-Game (FFA) Use /play to play this event", plr, 255, 255, 0) else addEventMsg("Ev1","#00FF00Mini-Game (FFA) in progres", plr, 255, 255, 0) end end end addCommandHandler("eventtime", outputTime) function addEventMsg(id, text, player, r, g, b, timer) -- if (type(id) ~= "string") then return false end --triggerClientEvent(player, "addEventMsg", player, id, text, r, g, b, timer) --for k,v in ipairs(getElementsByType("player")) do -- if getPlayerTeam(v) and getTeamName(getPlayerTeam(v)) == "Staff" or getElementData(v,"isPlayerPrime") then -- exports.killMessages:outputMessage(removeHEX(text),v,0,255,0) triggerClientEvent(player, "addEventMsg", player, id, text, r, g, b, timer) -- end --end return true end function removeHEX( message ) return string.gsub(message,"#%x%x%x%x%x%x", "") end
modifier_sona_crescendo_celerity_attack = class({}) -------------------------------------------------------------------------------- -- Classifications function modifier_sona_crescendo_celerity_attack:IsHidden() return false end function modifier_sona_crescendo_celerity_attack:IsDebuff() return true end function modifier_sona_crescendo_celerity_attack:IsPurgable() return true end function modifier_sona_crescendo_celerity_attack:GetTexture() return "custom/sona_song_of_celerity" end -------------------------------------------------------------------------------- -- Initializations function modifier_sona_crescendo_celerity_attack:OnCreated( kv ) -- references self.ms_bonus = self:GetAbility():GetSpecialValueFor( "celerity_slow" ) -- special value end function modifier_sona_crescendo_celerity_attack:OnRefresh( kv ) -- references self.ms_bonus = self:GetAbility():GetSpecialValueFor( "celerity_slow" ) -- special value end function modifier_sona_crescendo_celerity_attack:OnDestroy( kv ) end -------------------------------------------------------------------------------- -- Modifier Effects function modifier_sona_crescendo_celerity_attack:DeclareFunctions() local funcs = { MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE, } return funcs end function modifier_sona_crescendo_celerity_attack:GetModifierMoveSpeedBonus_Percentage() return self.ms_bonus end -------------------------------------------------------------------------------- -- Graphics & Animations -- function modifier_sona_crescendo_celerity_attack:GetEffectName() -- return "particles/string/here.vpcf" -- end -- function modifier_sona_crescendo_celerity_attack:GetEffectAttachType() -- return PATTACH_ABSORIGIN_FOLLOW -- end -- function modifier_sona_crescendo_celerity_attack:PlayEffects() -- -- Get Resources -- local particle_cast = "string" -- local sound_cast = "string" -- -- Get Data -- -- Create Particle -- local effect_cast = ParticleManager:CreateParticle( particle_cast, PATTACH_NAME, hOwner ) -- ParticleManager:SetParticleControl( effect_cast, iControlPoint, vControlVector ) -- ParticleManager:SetParticleControlEnt( -- effect_cast, -- iControlPoint, -- hTarget, -- PATTACH_NAME, -- "attach_name", -- vOrigin, -- unknown -- bool -- unknown, true -- ) -- ParticleManager:SetParticleControlForward( effect_cast, iControlPoint, vForward ) -- SetParticleControlOrientation( effect_cast, iControlPoint, vForward, vRight, vUp ) -- ParticleManager:ReleaseParticleIndex( effect_cast ) -- -- buff particle -- self:AddParticle( -- nFXIndex, -- bDestroyImmediately, -- bStatusEffect, -- iPriority, -- bHeroEffect, -- bOverheadEffect -- ) -- -- Create Sound -- EmitSoundOnLocationWithCaster( vTargetPosition, sound_location, self:GetCaster() ) -- EmitSoundOn( sound_target, target ) -- end
------------------------ ----- Hunger Games ----- ------------------------ local tonumber = GLOBAL.tonumber local TheNet = GLOBAL.TheNet local SpawnPrefab = GLOBAL.SpawnPrefab local function DoTaskInTime(time, task) GLOBAL.TheWorld:DoTaskInTime(time, task) end local maxplayers = TheNet:GetServerMaxPlayers() local ismastersim = TheNet:GetIsMasterSimulation() local hunger_games = GLOBAL.GAME_MODES["hunger_games"] local DEBUG = true -- TODO ----- Zugehöriges -------------------------------------------------------------- --- Liste der neuen Gegenstände PrefabFiles = { "cornucopia", "platform" } ----- Optionen ----------------------------------------------------------------- --- Unveränderlich hunger_games.resource_renewal = false hunger_games.ghost_sanity_drain = false hunger_games.portal_rez = false hunger_games.reset_time = nil hunger_games.invalid_recipes = { "lifeinjector", "resurrectionstatue", "reviver" } --- Einstellungen hunger_games.waiting_time = GetModConfigData("waiting_time") hunger_games.ghost_enabled = GetModConfigData("ghost_enabled") hunger_games.fancy_option = GetModConfigData("fancy_option") ----- Allgemein ---------------------------------------------------------------- --- Liste aller Methoden, die bei Beginn des Spiels ausgeführt werden sollen local on_begin = { } --- Das Spiel beginnt in t Sekunden local function BeginGame(t) t = tonumber(t) or 10 if t <= 0 then for index, task in pairs(on_begin) do task() end else if ismastersim then TheNet:Announce(t) end DoTaskInTime(1, function() BeginGame(t-1) end) end end --- Ein Spieler hat gewonnen, die Partie wird beendet local function EndGame() TheNet:Announce("The game is over!") end --- Positionen um das Füllhorn herum local RadialPosition = nil --- Abstände der Gegenstände vom Füllhorn local platform = 15 local backpack = 7 --- Listet für alle Startpositionen auf, ob sie von einem Spieler besetzt sind local platform_used = { } ----- Veränderte Spieldateien -------------------------------------------------- --- Startumgebung mit Füllhorn AddPrefabPostInit("multiplayer_portal", function(inst) DoTaskInTime(0, function() inst:Hide() -- Position des Füllhorns local x0, y, z0 = inst:GetPosition():Get() SpawnPrefab("cornucopia").Transform:SetPosition(x0, y, z0) -- Halbkreis vor dem Füllhorn local delta = math.pi / maxplayers RadialPosition = function(r, i) local phi = i * delta local x = x0 + r * math.sin(phi) local z = z0 + r * math.cos(phi) return x, y, z end -- TODO Voraussetzung ist genügend freier Raum, i.A. aber nicht der Fall for i = 1, maxplayers do platform_used[i] = false local x, y, z = RadialPosition(platform, i) SpawnPrefab("platform").Transform:SetPosition(x, y, z) -- Rucksäcke für den Start if i ~= maxplayers then local x, y, z = RadialPosition(backpack, i+0.5) local pack = SpawnPrefab("backpack") pack.Transform:SetPosition(x, y, z) -- TODO Zufällig befüllen --pack.components.container.slots[0] = end end end) end) --- Verhalten der Charaktere AddPlayerPostInit(function(inst) -- Figur bleibt beim Ausloggen bestehen inst.OnDespawn = function(inst) if inst.components.playercontroller ~= nil then inst.components.playercontroller:Enable(false) end inst.components.locomotor:StopMoving() inst.components.locomotor:Clear() end -- Keine Spielerindikatoren inst:AddTag("noplayerindicator") if ismastersim then -- Den Spieler vor Beginn einfrieren inst.components.health:SetInvincible(true) inst.components.hunger:Pause() local _speed = inst.components.locomotor.runspeed inst.components.locomotor.runspeed = 0 table.insert(on_begin, function() inst.components.health:SetInvincible(false) inst.components.hunger:Resume() inst.components.locomotor.runspeed = _speed end) -- Verstecken ermöglichen inst:AddComponent("hideaway") end -- Das Spiel bei Erreichen der gewünschten Spieleranzahl beginnen if #TheNet:GetClientTable() >= maxplayers or DEBUG then DoTaskInTime(0, BeginGame) end end) --- Charaktere auf den Startplattformen absetzen AddComponentPostInit("playerspawner", function(inst) inst.SpawnAtNextLocation = function(self, inst, player) local i = 1 while platform_used[i] do i = i + 1 end platform_used[i] = true local x, y, z = RadialPosition(platform, i) self:SpawnAtLocation(inst, player, x, y, z) end end) --- Zeit vor Beginn anhalten AddComponentPostInit("clock", function(inst) local _OnUpdate = inst.OnUpdate inst.OnUpdate = nil inst.LongUpdate = nil table.insert(on_begin, function() inst.OnUpdate = _OnUpdate inst.LongUpdate = _OnUpdate end) end) --- Versteckmöglichkeit in Büschen und Bäumen -- TODO SCHÖNER for index, prefab in pairs({"evergreen", "twiggytree", "berrybush"}) do AddPrefabPostInit(prefab, function(inst) if GLOBAL.TheWorld.ismastersim then inst:AddComponent("hideaway") end end) end AddAction("HIDE", "Hide", function(act) if act.doer ~= nil and act.target ~= nil and act.doer:HasTag("player") and act.target.components.hideaway --and act.target:HasTag("tree") and not act.target:HasTag("burnt") and not act.target:HasTag("fire") and not act.target:HasTag("stump") then act.target.components.hideaway:Hide(act.doer) return true else return false end end) AddComponentAction("SCENE", "hideaway", function(inst, doer, actions, right) if right and not inst:HasTag("burnt") and not inst:HasTag("fire") and ( inst:HasTag("tree") and not inst:HasTag("stump") or inst:HasTag("berrybush") ) then table.insert(actions, GLOBAL.ACTIONS.HIDE) end end) AddStategraphState("wilson", GLOBAL.State{ name = "hide", tags = { "hiding", "notarget", "nomorph", "busy", "nopredict" }, onenter = function(inst) inst.components.locomotor:Stop() inst.SoundEmitter:PlaySound("dontstarve/movement/foley/hidebush") inst.sg.statemem.action = inst.bufferedaction inst.sg:SetTimeout(20) if not GLOBAL.TheWorld.ismastersim then inst:PerformPreviewBufferedAction() end end, timeline = { GLOBAL.TimeEvent(6 * GLOBAL.FRAMES, function(inst) if GLOBAL.TheWorld.ismastersim then inst:PerformBufferedAction() end inst:Hide() inst.DynamicShadow:Enable(false) inst.sg:RemoveStateTag("busy") end), GLOBAL.TimeEvent(24 * GLOBAL.FRAMES, function(inst) inst.sg:RemoveStateTag("nopredict") inst.sg:AddStateTag("idle") end), }, onexit = function(inst) inst:Show() inst.DynamicShadow:Enable(true) inst.AnimState:PlayAnimation("run_pst") inst.SoundEmitter:PlaySound("dontstarve/movement/foley/hidebush") if inst.bufferedaction == inst.sg.statemem.action then inst:ClearBufferedAction() end inst.sg.statemem.action = nil end, ontimeout = function(inst) inst:Show() inst.DynamicShadow:Enable(true) inst.AnimState:PlayAnimation("run_pst") inst.SoundEmitter:PlaySound("dontstarve/movement/foley/hidebush") if not GLOBAL.TheWorld.ismastersim then inst:ClearBufferedAction() end inst.sg:GoToState("idle") end, }) AddStategraphActionHandler("wilson", GLOBAL.ActionHandler(GLOBAL.ACTIONS.HIDE, "hide")) ----- Kalkstein -----
local Enemy = require 'nodes/enemy' local gamestate = require 'vendor/gamestate' local sound = require 'vendor/TEsound' local Timer = require 'vendor/timer' local Projectile = require 'nodes/projectile' local sound = require 'vendor/TEsound' local utils = require 'utils' local window = require 'window' local camera = require 'camera' local fonts = require 'fonts' return { name = 'acornpod', attackDelay = 1, height = 24, width = 24, antigravity = true, jumpkill = false, damage = 5, knockback = 0, hp = 1000, tokens = 4, tokenTypes = { -- p is probability ceiling and this list should be sorted by it, with the last being 1 { item = 'coin', v = 1, p = 0.9 }, { item = 'health', v = 1, p = 1 } }, animations = { attack = { right = {'loop', {'1-2,1'}, 0.2}, left = {'loop', {'1-2,1'}, 0.2} }, default = { right = {'loop', {'1,1'}, 0.25}, left = {'loop', {'1,1'}, 0.25} }, hurt = { right = {'loop', {'1-2,1'}, 0.2}, left = {'loop', {'1-2,1'}, 0.2} }, dying = { right = {'once', {'1-2,1'}, 0.25}, left = {'once', {'1-2,1'}, 0.25} }, }, enter = function( enemy ) enemy.spawned = 0 end, spawn_minion = function( enemy, direction ) local node = { x = enemy.position.x, y = enemy.position.y, type = 'enemy', properties = { enemytype = 'jumpingacorn' } } local spawnedJumpingacorn = Enemy.new(node, enemy.collider, enemy.type) spawnedJumpingacorn.velocity.x = math.random(10,100)*direction spawnedJumpingacorn.velocity.y = -math.random(100,200) enemy.containerLevel:addNode(spawnedJumpingacorn) end, update = function( dt, enemy, player, level ) if enemy.dead then return end local direction = player.position.x > enemy.position.x + 40 and -1 or 1 spawnMax = math.random(1,4) if enemy.state == 'hurt' and enemy.spawned < spawnMax then enemy.props.spawn_minion(enemy, direction) enemy.spawned = enemy.spawned + 1 elseif enemy.state == 'attack' and enemy.spawned < spawnMax then enemy.props.spawn_minion(enemy, direction) enemy.spawned = enemy.spawned + 1 elseif enemy.state == 'default' and enemy.current_enemy == enemy.name then enemy.spawned = 0 end end }
-- This resource is part of the default Cfx.re asset pack (cfx-server-data) -- Altering or recreating for local use only is strongly discouraged. version '1.0.0' author 'Cfx.re <[email protected]>' description 'A flexible handler for game type/map association.' repository 'https://github.com/citizenfx/cfx-server-data' client_scripts { "mapmanager_shared.lua", "mapmanager_client.lua" } server_scripts { "mapmanager_shared.lua", "mapmanager_server.lua" } fx_version 'cerulean' games { 'gta5', 'rdr3' } server_export "getCurrentGameType" server_export "getCurrentMap" server_export "changeGameType" server_export "changeMap" server_export "doesMapSupportGameType" server_export "getMaps" server_export "roundEnded" rdr3_warning 'I acknowledge that this is a prerelease build of RedM, and I am aware my resources *will* become incompatible once RedM ships.'
---- -- Dev Tools mod submenu. -- -- Includes submenu for the "Dev Tools" mod. -- -- **Source Code:** [https://github.com/dstmodders/mod-auto-join](https://github.com/dstmodders/mod-auto-join) -- -- @classmod DevToolsSubmenu -- -- @author [Depressed DST Modders](https://github.com/dstmodders) -- @copyright 2019 -- @license MIT -- @release 0.9.0-alpha ---- require "class" local SDK = require "autojoin/sdk/sdk/sdk" local _API --- Helpers -- @section helpers local function ToggleAutoJoinCheckbox(self, name, field) return { type = MOD_DEV_TOOLS.OPTION.CHECKBOX, options = { label = "Toggle " .. name, on_accept_fn = function() return self.defaults[field] end, on_get_fn = function() return self.autojoin[field] end, on_set_fn = function(_, _, value) self.autojoin[field] = value end, }, } end local function ToggleIndicatorVisibility(self, name) return { type = MOD_DEV_TOOLS.OPTION.CHECKBOX, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, options = { label = name, on_get_fn = function() return self.indicator_visibility end, on_set_fn = function(_, _, value) self.indicator_visibility = value local indicators = self.autojoin:GetIndicators() for _, indicator in pairs(indicators) do indicator:Update() end end, }, } end local function NumericConfigOption(self, name, min, max, field, on_add_to_root_fn) return { type = MOD_DEV_TOOLS.OPTION.NUMERIC, on_add_to_root_fn = on_add_to_root_fn, options = { label = name, min = min, max = max, on_accept_fn = function() local value = self.autojoin.config_default[field] self.autojoin.config[field] = value end, on_get_fn = function() return self.autojoin.config[field] end, on_set_fn = function(_, _, value) self.autojoin.config[field] = value end, }, } end local function NumericIndicatorConfigOption(self, name, min, max, step, field, setter_name) return { type = MOD_DEV_TOOLS.OPTION.NUMERIC, options = { label = name, min = min, max = max, step = step, on_accept_fn = function() local value = self.autojoin.config_default[field] print(self.autojoin.config[field], value) self.autojoin.config[field] = value local indicators = self.autojoin:GetIndicators() for _, indicator in pairs(indicators) do indicator[setter_name](indicator, self.autojoin.config[field]) end end, on_get_fn = function() return self.autojoin.config[field] end, on_set_fn = function(_, _, value) self.autojoin.config[field] = value local indicators = self.autojoin:GetIndicators() for _, indicator in pairs(indicators) do indicator[setter_name](indicator, value) end end, }, } end local function Add(self) _API:AddSubmenu({ label = "Auto Join", name = "AutoJoinSubmenu", options = { ToggleAutoJoinCheckbox(self, "Fake Joining", "is_fake_joining"), { type = MOD_DEV_TOOLS.OPTION.CHECKBOX, options = { label = "Toggle Global AutoJoin", on_get_fn = function() return self.is_global_autojoin end, on_set_fn = function(_, _, value) self.is_global_autojoin = value __STRICT = false _G.AutoJoin = value and self.autojoin or nil __STRICT = true end, }, }, ToggleIndicatorVisibility(self, "Toggle Indicator Visibility"), { type = MOD_DEV_TOOLS.OPTION.DIVIDER, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, }, { type = MOD_DEV_TOOLS.OPTION.CHOICES, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, options = { label = "State", choices = { { name = "Default", value = MOD_AUTO_JOIN.STATE.DEFAULT }, { name = "Default (Focus)", value = MOD_AUTO_JOIN.STATE.DEFAULT_FOCUS }, { name = "Countdown", value = MOD_AUTO_JOIN.STATE.COUNTDOWN }, { name = "Countdown (Focus)", value = MOD_AUTO_JOIN.STATE.COUNTDOWN_FOCUS }, { name = "Connect", value = MOD_AUTO_JOIN.STATE.CONNECT }, { name = "Connect (Focus)", value = MOD_AUTO_JOIN.STATE.CONNECT_FOCUS }, }, on_accept_fn = function() self.autojoin:SetState(self.defaults.state) end, on_get_fn = function() return self.autojoin:GetState() end, on_set_fn = function(_, _, value) self.autojoin:SetState(value) end, }, }, { type = MOD_DEV_TOOLS.OPTION.CHOICES, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, options = { label = "Status", choices = { { name = "Default", value = "nil" }, { name = "Already Connected", value = MOD_AUTO_JOIN.STATUS.ALREADY_CONNECTED, }, { name = "Banned", value = MOD_AUTO_JOIN.STATUS.BANNED }, { name = "Full", value = MOD_AUTO_JOIN.STATUS.FULL }, { name = "Invalid Password", value = MOD_AUTO_JOIN.STATUS.INVALID_PASSWORD, }, { name = "Kicked", value = MOD_AUTO_JOIN.STATUS.KICKED }, { name = "Not Responding", value = MOD_AUTO_JOIN.STATUS.NOT_RESPONDING }, { name = "Unknown", value = MOD_AUTO_JOIN.STATUS.UNKNOWN }, }, on_get_fn = function() local value = self.autojoin:GetStatus() return value == nil and "nil" or value end, on_set_fn = function(_, _, value) self.autojoin:SetStatus(value) end, }, }, { type = MOD_DEV_TOOLS.OPTION.DIVIDER, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, }, { type = MOD_DEV_TOOLS.OPTION.NUMERIC, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, options = { label = "Default Refresh Seconds", min = 1, max = 120, on_accept_fn = function() local value = self.defaults.default_refresh_seconds self.autojoin.default_refresh_seconds = value end, on_get_fn = function() return self.autojoin.default_refresh_seconds end, on_set_fn = function(_, _, value) self.autojoin.default_refresh_seconds = value end, }, }, NumericConfigOption( self, "Default Rejoin Initial Wait", 0, 15, "rejoin_initial_wait", MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD ), NumericConfigOption( self, "Default Waiting Time", 0, 99, "waiting_time", MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD ), { type = MOD_DEV_TOOLS.OPTION.DIVIDER, on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, }, { type = MOD_DEV_TOOLS.OPTION.SUBMENU, options = { label = "Indicator", -- label in the menu will be: "Your submenu..." on_add_to_root_fn = MOD_DEV_TOOLS.ON_ADD_TO_ROOT_FN.IS_NO_WORLD, options = function() return { ToggleIndicatorVisibility(self, "Toggle Visibility"), { type = MOD_DEV_TOOLS.OPTION.DIVIDER }, NumericIndicatorConfigOption( self, "Padding", 0, 100, 1, "indicator_padding", "SetPadding" ), { type = MOD_DEV_TOOLS.OPTION.CHOICES, options = { label = "Position", choices = { { name = "Top Left", value = 1 }, { name = "Top Right", value = 2 }, { name = "Bottom Right", value = 3 }, { name = "Bottom Left", value = 4 }, }, on_accept_fn = function() local v = self.autojoin.config_default.indicator_position self.autojoin.config.indicator_position = v local indicators = self.autojoin:GetIndicators() for _, indicator in pairs(indicators) do indicator:SetScreenPosition( self.autojoin.config.indicator_position ) end end, on_get_fn = function() return self.autojoin.config.indicator_position end, on_set_fn = function(_, _, value) self.autojoin.config.indicator_position = value local indicators = self.autojoin:GetIndicators() for _, indicator in pairs(indicators) do indicator:SetScreenPosition( self.autojoin.config.indicator_position ) end end, }, }, NumericIndicatorConfigOption( self, "Scale", 0.5, 5, 0.1, "indicator_scale", "SetScreenScale" ), } end, }, }, { type = MOD_DEV_TOOLS.OPTION.DIVIDER }, { type = MOD_DEV_TOOLS.OPTION.ACTION, options = { label = "Dump Last Join Server", on_accept_fn = function() dumptable(SDK.PersistentData .Load() .SetMode(SDK.PersistentData.DEFAULT) .Get("last_join_server")) end, }, }, { type = MOD_DEV_TOOLS.OPTION.ACTION, options = { label = "Dump Stored Data", on_accept_fn = function() dumptable(SDK.PersistentData .Load() .SetMode(SDK.PersistentData.DEFAULT) .GetData()) end, }, }, { type = MOD_DEV_TOOLS.OPTION.DIVIDER }, { type = MOD_DEV_TOOLS.OPTION.ACTION, options = { label = "Clear Stored Data", on_accept_fn = function() SDK.PersistentData .Load() .SetMode(SDK.PersistentData.DEFAULT) .Set("last_join_server", nil) .Save() end, }, }, }, }) end --- Lifecycle -- @section lifecycle --- Constructor. -- @function _ctor -- @tparam AutoJoin autojoin -- @usage local devtoolssubmenu = DevToolsSubmenu(autojoin) local DevToolsSubmenu = Class(function(self, autojoin) -- general self.autojoin = autojoin self.is_global_autojoin = false -- defaults self.defaults = { default_refresh_seconds = self.autojoin.default_refresh_seconds, is_fake_joining = self.autojoin.is_fake_joining, state = self.autojoin.state, } -- api if getmetatable(_G).__declared.DevToolsAPI then _API = _G.DevToolsAPI if _API and _API:GetAPIVersion() < 1 then Add(self) end end end) return DevToolsSubmenu
--[[ YUITI : Löve2D Blank Template : Main ====================================================================== Main game file, manages Löve2D's callbacks and the game loop. It's kinda monstrous, but you don't need to use everything, delete unused stuff, please! ---------------------------------------------------------------------- @author Fabio Y. Goto <[email protected]> @version 0.0.1 @copyright ©2017 Fabio Y. Goto --]] -- LIBRARIES AND ADDITIONAL MODULES -- ====================================================================== -- Test library require("test"); -- GLOBAL VARIABLES -- ====================================================================== -- Simple time counter time = 0; -- BOOTSTRAPPING -- ====================================================================== --[[ Called when the game's started, usually loads assets and resources used in the game, variables and some settings (not the conf ones). --]] function love.load() -- Was the project loaded? print("Project Loaded"); -- Does the Test Library works? test.healthcheck(); -- Can we access the Test Library variables? print(test.vals); end -- GAME LOOP + WINDOW UPDATES -- ====================================================================== --[[ Updates the game logic on every frame. @param dt number Delta time, in seconds, since this function was last called --]] function love.update(dt) -- Update timer time = time + 0.05; -- Since I came from JS, I often used +=, but this won't work in -- Lua, unless you're using PICO-8, which makes it possible. end --[[ Updates the game's canvas on every frame. Call all drawing functions inside this one only. --]] function love.draw() -- Draw the nice wave test.nice_wave(time); -- Draw FPS test.fancy_fps(); end --[[ Checks whether the game's window gained or lost focus, like when the user clicks outside and then back again. Useful for pausing whenever the window loses focus. @param status boolean Whether the window has, or not, focus --]] function love.focus(status) if not status then -- LOST FOCUS else -- GAINED FOCUS end end --[[ Called whenever the window loses/receives mouse focus. @param status boolean Whether the window has, or not, the mouse focus --]] function love.mousefocus(status) if not status then -- LOST MOUSE FOCUS else -- GAINED MOUSE FOCUS end end --[[ Triggered when the window is minimized/maximized by the user. @param visible boolean If the window is visible, or not --]] function love.visible(visible) end --[[ Triggered when the window is resized, either by dragging the corners or by using `love.window.setMode`. @param w number New width, in pixels @param h number New height, in pixels --]] function love.resize(w, h) end --[[ Executes code when the user closes the window by clicking on the close button. Useful to save stuff before quitting. --]] function love.quit() -- Just quit already! print("So long, Cowboy!"); end -- KEYBOARD + MOUSE + TOUCH INPUT MONITORING -- ====================================================================== --[[ Triggered when the user entered text using the keyboard. On Android/iOS, this is disabled by default, and can be enabled by setting `love.keyboard.setTextInput`. @param text string A UTF-8 encoded text string --]] function love.textinput(text) end --[[ Triggered whenever a key was pressed on the keyboard. @param key string String containing the key that was just pressed --]] function love.keypressed(key) end --[[ Triggered whenever a key was released on the keyboard. @param key string String containing the key that was just released --]] function love.keyreleased(key) -- Simply quit, if escape was released if (key == "escape") then love.event.quit(); end end --[[ Triggered whenever the mouse cursor moves within the game's window. @param x number Current X position of the cursor @param y number Current Y position of the cursor @param dx number Delta X, relative to the last time this function was called @param dy number Delta Y, relative to the last time this function was called @param istouch boolean If this action was triggered, or not, by using a touchscreen --]] function love.mousemoved(x, y, dx, dy, istouch) end --[[ Triggered when the user pressed a mouse button. @param x number Current X position of the cursor @param y number Current Y position of the cursor @param button number Number identifying which button was pressed @param istouch boolean If this action was triggered, or not, by using a touchscreen --]] function love.mousepressed(x, y, button, istouch) end --[[ Triggered when the user releases a mouse button. @param x number Current X position of the cursor @param y number Current Y position of the cursor @param button number Number identifying which button was pressed @param istouch boolean If this action was triggered, or not, by using a touchscreen --]] function love.mousereleased(x, y, button, istouch) end --[[ Called whenever the mouse's scroll wheel was moved, usually values are either -1, 0 or 1. @param x number The amount of horizontal movement the wheel produced, negative value means it's moving to the left, while a positive is right @param y number The amount of vertical movement the wheel produced, negative value means it's moving downward, while a positive value means upward movement --]] function love.wheelmoved(x, y) end --[[ Triggered whenever a touch press inside the touch screen moved. @param id number Touch point identifier, since each point should have an ID @param x number Current X position of the touch point @param y number Current Y position of the touch point @param dx number X-axis movement of the touch inside the window, in pixels @param dy number Y-axis movement of the touch inside the window, in pixels @param pressure number Amount of pressure being applied, since most touch screens aren't pressure sensitive, will mostly be 1 --]] function love.touchmoved(id, x, y, dx, dy, pressure) end --[[ Triggered when the screen is touched. @param id number Touch point identifier, since each point should have an ID @param x number Current X position of the touch point @param y number Current Y position of the touch point @param dx number X-axis movement of the touch inside the window, in this function, it should always be zero @param dy number Y-axis movement of the touch inside the window, in this function, it should always be zero @param pressure number Amount of pressure being applied, since most touch screens aren't pressure sensitive, will mostly be 1 --]] function love.touchpressed(id, x, y, dx, dy, pressure) end --[[ Triggered when the touch screen is released. @param id number Touch point identifier, since each point should have an ID @param x number Current X position of the touch point @param y number Current Y position of the touch point @param dx number X-axis movement of the touch inside the window, in pixels @param dy number Y-axis movement of the touch inside the window, in pixels @param pressure number Amount of pressure being applied, since most touch screens aren't pressure sensitive, will mostly be 1 --]] function love.touchreleased(id, x, y, dx, dy, pressures) end -- GAMEPAD + JOYSTICK INPUT MONITORING -- ====================================================================== --[[ Called when a Joystick object's virtual gamepad axis is moved. @param joystick Joystick Joystick object @param axis GamepadAxis Virtual gamepad axis' name @param value number The new axis value --]] function love.gamepadaxis(joystick, axis, value) end --[[ Called when a Joystick object's virtual gamepad butotn is pressed. @param joystick Joystick Joystick object @param button GamepadButton Virtual gamepad button --]] function love.gamepadpressed(joystick, button) end --[[ Called when a Joystick object's virtual gamepad butotn is released. @param joystick Joystick Joystick object @param button GamepadButton Virtual gamepad button --]] function love.gamepadreleased(joystick, button) end --[[ Called when a Joystick is connected. @param joystick Joystick The connected Joystick object --]] function love.joystickadded(joystick) end --[[ Called when a Joystick is disconnected. @param joystick Joystick The disconnected Joystick object --]] function love.joystickremoved(joystick) end --[[ Called when one of the Joystick axis moves. @param joystick Joystick Joystick object @param axis number Joystick axis number @param value number Axis value --]] function love.joystickaxis(joystick, axis, value) end --[[ Called when the Joystick hat direction changes. On X360 controllers this means the D-pad. @param joystick Joystick Joystick object @param hat number The hat number @param direction JoystickHat New hat direction --]] function love.joystickhat(joystick, hat, direction) end --[[ Called wheh a Joystick button is pressed. @param joystick Joystick Joystick object @param button number Button number --]] function love.joystickpressed(joystick, button) end --[[ Called wheh a Joystick button is released. @param joystick Joystick Joystick object @param button number Button number --]] function love.joystickreleased(joystick, button) end -- FILE + DIRECTORY DRAG AND DROP -- ====================================================================== --[[ Triggered when the user drags and drops a file inside the window. @param path string Full, platform-independent, path to the directory, can be used as argument to `love.filesystem.mount` to gain read access to this folder using `love.filesystem` --]] function love.directroydropped(path) end --[[ Triggered when the user drags and drops a file inside the window. @param file File Unoneped file object, representing what was dropped --]] function love.filedropped(file) end
belt = Instance.new("Part", game.Players.LocalPlayer.Character) belt.FormFactor = "Custom" belt.Size = Vector3.new(0.3,2.5,1.2) belt.Name = "Belt" belt.BrickColor = BrickColor.new("Really black") belt:BreakJoints() function Weld(a,b,c,d) weld = Instance.new("Weld",a) weld.Part0 = a weld.Part1 = b if c then weld.C0 = c end if d then weld.C1 = d end end Weld(belt,belt.Parent.Torso,CFrame.Angles(0,0,math.rad(-45)))
local metric_major = monitoring.gauge("version_major", "monitoring major version") local metric_minor = monitoring.gauge("version_minor", "monitoring minor version") metric_major.set( monitoring.version_major ) metric_minor.set( monitoring.version_minor )
-- LuaTools需要PROJECT和VERSION这两个信息 PROJECT = "gpiodemo" VERSION = "1.0.0" -- sys库是标配 _G.sys = require("sys") local NETLED = gpio.setup(19, 0, gpio.PULLUP) -- 输出模式 local G18 = gpio.setup(18, 0, gpio.PULLUP) -- 输出模式 local G7 = gpio.setup(7, function() -- 中断模式, 下降沿,需要将GPIO18和GPIO7连在一起 log.info("gpio7", "BOOT button release") end, gpio.PULLUP,gpio.FALLING) local G1 = gpio.setup(1, function() -- 中断模式, 下降沿 log.info("gpio1", "BOOT button release") end, gpio.PULLUP,gpio.FALLING) sys.taskInit(function() while 1 do -- 一闪一闪亮晶晶 NETLED(0) G18(0) log.info("gpio", "7", G7()) sys.wait(500) NETLED(1) G18(1) sys.wait(500) log.info("gpio", "7", G7()) end end) -- 用户代码已结束--------------------------------------------- -- 结尾总是这一句 sys.run() -- sys.run()之后后面不要加任何语句!!!!!
require("xavante") require("xavante.httpd") require("wsapi.xavante") require("wsapi.request") require("xmlrpc") --- XML-RPC WSAPI handler -- @param wsapi_env WSAPI environment function wsapi_handler(wsapi_env) local headers = { ["Content-type"] = "text/xml" } local req = wsapi.request.new(wsapi_env) local method, arg_table = xmlrpc.srvDecode(req.POST.post_data) local func = xmlrpc.dispatch(method) local result = { pcall(func, unpack(arg_table or {})) } local ok = result[1] if not ok then result = { code = 3, message = result[2] } else table.remove(result, 1) if table.getn(result) == 1 then result = result[1] end end local r = xmlrpc.srvEncode(result, not ok) headers["Content-length"] = tostring(#r) local function xmlrpc_reply(wsapienv) coroutine.yield(r) end return 200, headers, coroutine.wrap(xmlrpc_reply) end -- XML-RPC exported functions xmlrpc_exports = {} --- Get simple string. -- @return simple string function xmlrpc_exports.hello_world() return "Hello World" end local rules = {{ match = ".", with = wsapi.xavante.makeHandler(wsapi_handler) }} local config = { server = {host = "*", port = 12345}, defaultHost = { rules = rules} } xmlrpc.srvMethods(xmlrpc_exports) xavante.HTTP(config) xavante.start()
return function() local ReplicatedStorage = game:GetService("ReplicatedStorage") local Packages = ReplicatedStorage.Packages local Llama = require(Packages.Llama) local None = Llama.None it("should be a userdata", function() expect(None).to.be.a("userdata") end) it("should have a nice string name", function() local coerced = tostring(None) expect(coerced:find("^userdata: ")).never.to.be.ok() expect(coerced:find("None")).to.be.ok() end) end
--[[ Author: Brian Lee Yung Rowe An example of approximating a function with a neural network --]] require 'torch' require 'nn' dofile "train.lua" --[[ The function we want to approximate --]] function z(x,y) return 2*x^2 - 3*y^2 + 1 end --[[ The only requirement for the dataset is that it needs to be a Lua table with method size() returning the number of elements in the table. Each element will be a subtable with two elements: the input (a Tensor of size 1 x input_size) and the target class (a Tensor of size 1 x 1). http://mdtux89.github.io/2015/12/11/torch-tutorial.html Example makeTestSet(range(-4,4)) --]] function makeTrainSet(a) local dataset = {} local i = 1 -- Generate each row of data fn = function(x,y) --print(string.format("x=%s, y=%s", x,y)) local zi = z(x,y) local input = torch.Tensor({x,y}) local output = torch.Tensor({zi}) dataset[i] = {input, output} i = i + 1 end each(function(t) fn(t[1], t[2]) end, cartprod(a,a)) function dataset:size() return (i - 1) end return dataset end print("Make train set") trainset = makeTrainSet(range(-10,10, 0.05)) print("Build network") -- Design your network architecture model = nn.Sequential() model:add(nn.Linear(2, 1)) print("Train network") -- Choose which cost function you want to use criterion = nn.AbsCriterion() -- Choose your learning algorithm and set parameters trainer = nn.StochasticGradient(model, criterion) trainer:train(trainset) print("Evaluate in-sample results") result = evaluateModel(model, trainset, "result.csv")
PLUGIN.name = "Jobs" PLUGIN.author = "Lechu2375" Jobs = Jobs or {} Jobs.Tasks = {} Jobs.ActiveTasks = Jobs.ActiveTasks or {} if(SERVER) then function RegisterJob(JobTable) Jobs.Tasks[JobTable.UniqueID] = JobTable end end ix.util.Include("jobs/sv_trash.lua") ix.util.Include("jobs/sv_mechanic.lua") ix.util.Include("jobs/cl_mechanic.lua") ix.command.Add("checkjobs", { description = "ehe", OnRun = function(self) for k,v in pairs(Jobs.Tasks) do if(v.CanActivate()) then Jobs.ActiveTasks[v.UniqueID] = {} v.GenerateTask() end end end }) if ( SERVER ) then function PLUGIN:PlayerUse(ply,ent ) if(IsValid(ent.BrokenEffect)) then return false end if(ent.IsTrash and ((ply.TrashNotifyDelay or 1) <CurTime())) then //trash job handle local class = ply:GetCharacter():GetClass() if!(class==CLASS_JANITOR)then ply:NotifyLocalized("notYourJob") ply.TrashNotifyDelay = CurTime()+1 return false end if(!ply.PickingUpTrash) then ply:SetAction(L("pickingUp",ply), 2) // for displaying the progress bar ply.PickingUpTrash = true ply:DoStaredAction(ent, function() ent:Remove() Jobs.Tasks.Janitor.Reward(ply) ply.PickingUpTrash = false end,2,function() ply.PickingUpTrash = false end,100) end end end function PLUGIN:AcceptInput(ent,input,activator,caller,value ) if((input=="Open" or input=="Close") and IsValid(ent.BrokenEffect)) then local random = math.random(0,3) if(random==3) then ent:Fire("unlock") //hmm ent:Fire("open") timer.Simple(0.2, function() ent:Fire("close") //:trollface: end) else return true end end if((input=="Toggle") and IsValid(ent.BrokenEffect)) then //some doors open by EntFire Toggle instead of OPEN and CLOSE return true end end end
local wibox = require('wibox') local gears = require('gears') local beautiful = require('beautiful') local mat_list_item = require('widget.material.list-item') local mat_list_sep = require('widget.material.list-item-separator') local dpi = require('beautiful').xresources.apply_dpi local volSlider = require('widget.volume.volume-slider') local brightnessSlider = require('widget.brightness.brightness-slider') return wibox.widget { layout = wibox.layout.fixed.vertical, { layout = wibox.layout.fixed.vertical, { { volSlider, bg = beautiful.bg_modal, shape = function(cr, width, height) gears.shape.partially_rounded_rect(cr, width, height, true, true, false, false, beautiful.modal_radius) end, widget = wibox.container.background }, widget = mat_list_item } }, layout = wibox.layout.fixed.vertical, { { brightnessSlider, bg = beautiful.bg_modal, shape = function(cr, width, height) gears.shape.partially_rounded_rect(cr, width, height, false, false, true, true, beautiful.modal_radius) end, widget = wibox.container.background }, widget = mat_list_item, } }
include("terms") style = {["off_color"] = "fff", ["on_color"] = "fff", ["line_color"] = "000", ["line_width"] = "1"}; diff_style = {["off_color"] = "fff", ["on_color"] = "ff0", ["line_color"] = "000", ["line_width"] = "2"}; check_style = {["off_color"] = "fff", ["on_color"] = "6f6", ["line_color"] = "fff", ["line_width"] = "1"}; choice = math.random(4) place = array_position[choice] out = math.random(2) figure = part[out] include("shapes") mycanvas = function() if (out == 1) then results = "" solutions = "" for i = 1,4 do if (i > 1) then results = results .. "&& " solutions = solutions .. "; " end results = results .. "result[" .. tostring(i-1) .. "] == " solutions = solutions .. "solution[" .. tostring(i-1) .. "] = " if (i == choice) then results = results .. "1 " solutions = solutions .. "1 " else results = results .. "0 " solutions = solutions .. "0 " end end results = results .. "&& result[4] == 0 && result[5] == 0 && result[6] == 0 && result[7] == 0 && result[8] == 0" solutions = solutions .. "; solution[4] = 0; solution[5] = 0; solution[6] = 0; solution[7] = 0; solution[8] = 0;" else results = "result[0] == 0 && result[1] == 0 && result[2] == 0 && result[3] == 0 " solutions = "solution[0] = 0; solution[1] = 0; solution[2] = 0; solution[3] = 0; " for i = 4,7 do results = results .. "&& result[" .. tostring(i) .. "] == " solutions = solutions .. "; solution[" .. tostring(i) .. "] = " if (i == choice + 3) then results = results .. "1 " solutions = solutions .. "1 " else results = results .. "0 " solutions = solutions .. "0 " end if (i == 7 and choice == 4) then results = results .. "&& " .. "result[8] == " .. "1" solutions = solutions .. "; " .. "solution[8] = " .. "1" end end end -- Example of solution variable representing one valid solution to the question. -- solution[i] corrsponds to the same object as result[i] -- solution[i] == true means the object is selected, otherwise false -- given values of solution should (obviously) satisfy the result condition -- In this example, the following simpler version would also work: -- lib.start_canvas(300, 250, "center", results) -- but there are cases where deriving a solution from results is non-trivial lib.start_canvas(300, 250, "center", results, solutions) w = 100 ow = 40 for i = 1,3 do lib.add_line(ow, ow+(i-1)*w, 2*w, 0, style, false, false) lib.add_line(ow+(i-1)*w, ow, 0, 2*w, style, false, false) end lib.add_rectangle(ow+5, ow+5, w-10, w-10, check_style, false, true) lib.add_rectangle(ow+5, ow+5+w, w-10, w-10, check_style, false, true) lib.add_rectangle(ow+w+5, ow+5+w, w-10, w-10, check_style, false, true) lib.add_rectangle(ow+w+5, ow+5, w-10, w-10, check_style, false, true) scale = 1.5 lib.add_triangle (85, 80, 50, 50, diff_style, false, true) diamond(lib, 65, 190, scale, diff_style, false, true) lib.add_ellipse(190, 190, 35, 20, diff_style, false, true) heart(lib, 190, 120, scale, diff_style, false, true) lib.end_canvas() end
CLASS.name = "Elite Metropolice" CLASS.faction = FACTION_OTA CLASS.isDefault = false CLASS_EMP = CLASS.index
local M = {} function M.config() local cmp_status_ok, cmp = pcall(require, "cmp") if not cmp_status_ok then return end local snip_status_ok, luasnip = pcall(require, "luasnip") if not snip_status_ok then return end local check_backspace = function() local col = vim.fn.col "." - 1 return col == 0 or vim.fn.getline("."):sub(col, col):match "%s" end local kind_icons = { Text = "", Method = "", Function = "", Constructor = "", Field = "ﰠ", Variable = "", Class = "", Interface = "", Module = "", Property = "", Unit = "", Value = "", Enum = "", Keyword = "", Snippet = "", Color = "", File = "", Reference = "", Folder = "", EnumMember = "", Constant = "", Struct = "פּ", Event = "", Operator = "", TypeParameter = "", } cmp.setup { formatting = { fields = { "kind", "abbr", "menu" }, format = function(entry, vim_item) vim_item.kind = string.format("%s", kind_icons[vim_item.kind]) return vim_item end, }, snippet = { expand = function(args) luasnip.lsp_expand(args.body) end, }, duplicates = { nvim_lsp = 1, luasnip = 1, cmp_tabnine = 1, buffer = 1, path = 1, }, confirm_opts = { behavior = cmp.ConfirmBehavior.Replace, select = false, }, window = { documentation = { border = { "╭", "─", "╮", "│", "╯", "─", "╰", "│" }, }, }, experimental = { ghost_text = false, native_menu = false, }, completion = { keyword_length = 1, }, sources = { { name = "nvim_lsp" }, { name = "luasnip" }, { name = "buffer" }, { name = "path" }, }, mapping = { ["<C-k>"] = cmp.mapping.select_prev_item(), ["<C-j>"] = cmp.mapping.select_next_item(), ["<C-d>"] = cmp.mapping(cmp.mapping.scroll_docs(-1), { "i", "c" }), ["<C-f>"] = cmp.mapping(cmp.mapping.scroll_docs(1), { "i", "c" }), ["<C-Space>"] = cmp.mapping(cmp.mapping.complete(), { "i", "c" }), ["<C-y>"] = cmp.config.disable, ["<C-e>"] = cmp.mapping { i = cmp.mapping.abort(), c = cmp.mapping.close(), }, ["<CR>"] = cmp.mapping.confirm { select = true }, ["<Tab>"] = cmp.mapping(function(fallback) if cmp.visible() then cmp.select_next_item() elseif luasnip.expandable() then luasnip.expand() elseif luasnip.expand_or_jumpable() then luasnip.expand_or_jump() elseif check_backspace() then fallback() else fallback() end end, { "i", "s", }), ["<S-Tab>"] = cmp.mapping(function(fallback) if cmp.visible() then cmp.select_prev_item() elseif luasnip.jumpable(-1) then luasnip.jump(-1) else fallback() end end, { "i", "s", }), }, } end return M
local description = [=[ Usage: lua bin2c.lua -c -o [optput file] -n [name of array] -x [? or value] [input filename] switches: c - compile script, applicable only to lua files o - select output file, defaults to [input filename] + '.h' n - name of created array, defaults to [input filename] without path x - xor file data, use ? to generate random mask ]=] function GetFileName(url) return url:match("^.+[/\\](.+)$") end function GetFileExtension(url) return url:match("^.+(%..+)$") end function ParseArgs(args) local cfg = { } local switches = { ["-o"] = { c = 1, h = function(v) cfg.output = v end, }, ["-n"] = { c = 1, h = function(v) cfg.name = v end, }, ["-c"] = { c = 0, h = function(v) cfg.compile = true end, }, ["-x"] = { c = 0, h = function(v) if v == "?" then math.randomseed( os.time() ) cfg.xor = math.random(255) else cfg.xor = tonumber(v) end end, } } local opcode for _,v in ipairs(arg) do if opcode == nil then local sw = switches[v] if sw then assert(opcode == nil) if sw.c > 0 then opcode = v end else assert(cfg.filename == nil) cfg.filename = v end else local h = switches[opcode] assert(h) h.h(v) opcode = nil end end assert(cfg.filename) if not cfg.output then cfg.output = cfg.filename .. ".h" end if not cfg.name then cfg.name = GetFileName(cfg.filename):gsub(".", "_") end cfg.islua = GetFileExtension(cfg.filename) == ".lua" return cfg end function BitXOR(a,b)--Bitwise xor local p,c=1,0 while a>0 and b>0 do local ra,rb=a%2,b%2 if ra~=rb then c=c+p end a,b,p=(a-ra)/2,(b-rb)/2,p*2 end if a<b then a=b end while a>0 do local ra=a%2 if ra>0 then c=c+p end a,p=(a-ra)/2,p*2 end return c end function write(cfg, data) local header = [=[ //code automatically generated by bin2c -- DO NOT EDIT ]=] local footer = [=[ ]=] local out = assert(io.open(cfg.output, "wb")) out:write(header); if cfg.xor then out:write(string.format("static constexpr uint8_t %s_xor = 0x%02x;\n", cfg.name, cfg.xor)) end out:write(string.format("static constexpr uint32_t %s_size = %d;\n", cfg.name, data:len())) out:write(string.format("static constexpr unsigned char %s[%d] = {\n ", cfg.name, data:len())) for idx=1,data:len() do local byte = data:byte(idx) if cfg.xor then byte = BitXOR(byte, cfg.xor) end out:write(string.format("0x%02x, ", byte)) if (idx % 16) == 0 then out:write("\n ") end end out:write("\n};\n") out:write(footer); out:close() end function LoadFile(cfg) return assert(io.open(cfg.filename,"rb")):read"*a" end function LoadLua(cfg) local bin = assert(loadfile(cfg.filename)) if cfg.compile then return string.dump(bin) else return LoadFile(cfg) end end local succ, cfg = pcall(ParseArgs,arg) if not succ then print(description) print(cfg) os.exit(1) end local content if cfg.islua then content = LoadLua(cfg) else content = LoadFile(cfg) end write(cfg, content)
--Fearful Earthbound (Fix) function c700009.initial_effect(c) --activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetHintTiming(TIMING_ATTACK,TIMING_END_PHASE+TIMING_MAIN_END) c:RegisterEffect(e1) --atk --local e01=Effect.CreateEffect(c) --e01:SetType(EFFECT_TYPE_FIELD) --e01:SetRange(LOCATION_SZONE) --e01:SetCode(EFFECT_UPDATE_ATTACK) --e01:SetTargetRange(0,LOCATION_MZONE) --e01:SetTarget(aux.TargetBoolFunction(Card.IsRace,RACE_ZOMBIE)) --e01:SetCondition(c62188962.atkcon2) --e01:SetValue(-500) c:RegisterEffect(e01) --atk damage and atk reduce local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(700009,0)) e2:SetCategory(CATEGORY_ATKCHANGE+CATEGORY_DAMAGE) e2:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_F) e2:SetCode(EVENT_ATTACK_ANNOUNCE+EFFECT_UPDATE_ATTACK) e2:SetTargetRange(0,LOCATION_MZONE) e2:SetRange(LOCATION_SZONE) e2:SetCondition(c700009.atkcon) e2:SetTarget(c700009.target) e2:SetOperation(c700009.operation) c:RegisterEffect(e2) --sent to hand for GY local e02=Effect.CreateEffect(c) e02:SetCategory(CATEGORY_TOHAND) e02:SetType(EFFECT_TYPE_IGNITION) e02:SetRange(LOCATION_GRAVE) e02:SetProperty(EFFECT_FLAG_CARD_TARGET) --e2:SetCode(EVENT_FREE_CHAIN) --e02:SetCondition(aux.exccon) e02:SetCondition(c700009.cond) e02:SetCost(c700009.cost) e02:SetTarget(c700009.thtg) e02:SetOperation(c700009.thop) c:RegisterEffect(e02) end function c700008.cond(e,tp,eg,ep,ev,re,r,rp) return tp==Duel.GetTurnPlayer() and Duel.GetFieldGroupCount(tp,LOCATION_GRAVE,0)>0 and Duel.IsExistingTarget(c700009.filter,tp,LOCATION_GRAVE,0,1,e:GetHandler()) end function c700009.filter(c) return c:IsSetCard(0x235) and c:IsAbleToHand() end function c700009.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c700009.filter(chkc) end if chk==0 then return Duel.IsExistingTarget(c700009.filter,tp,LOCATION_GRAVE,0,1,e:GetHandler()) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g=Duel.SelectTarget(tp,c700009.filter,tp,LOCATION_GRAVE,0,1,1,e:GetHandler()) Duel.SetOperationInfo(0,CATEGORY_TOHAND,g,1,0,0) end function c700009.thop(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SendtoHand(tc,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,tc) end end function c700009.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return e:GetHandler():IsAbleToRemoveAsCost() end Duel.Remove(e:GetHandler(),POS_FACEUP,REASON_COST) end --function c62188962.atkcon2(e) -- return Duel.GetCurrentPhase()==PHASE_DAMAGE_CAL --end function c700009.atkcon(e,tp,eg,ep,ev,re,r,rp) return tp~=Duel.GetTurnPlayer() and Duel.GetCurrentPhase()==PHASE_DAMAGE_CAL end function c700009.target(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end Duel.SetOperationInfo(0,CATEGORY_DAMAGE,nil,0,1-tp,500) end function c700009.operation(e,tp,eg,ep,ev,re,r,rp) Duel.Damage(1-tp,500,REASON_EFFECT) end end
-- видеоскрипт для сайтов http://www.hdkinoteatr.com https://kinogo.cc/ (18/03/21) -- необходимы скрипты: collaps (autor - nexterr) -- открывает подобные ссылки: -- http://www.hdkinoteatr.com/drama/28856-vse_ispravit.html -- https://kinogo.cc/75043-poslednee-voskresenie-last-station-kinogo-2009.html if m_simpleTV.Control.ChangeAdress ~= 'No' then return end local inAdr = m_simpleTV.Control.CurrentAdress if not inAdr then return end if not inAdr:match('^https?://www%.hdkinoteatr%.com') and not inAdr:match('^https?://kinogo%.cc') then return end m_simpleTV.Control.ChangeAdress = 'Yes' m_simpleTV.Control.CurrentAdress = '' local session = m_simpleTV.Http.New('Mozilla/5.0 (Windows NT 10.0; WOW64) AppleWebKit/537.36 (KHTML, like Gecko) Chrome/68.0.2785.143 Safari/537.36') if not session then return end m_simpleTV.Http.SetTimeout(session, 8000) local function getConfigVal(key) return m_simpleTV.Config.GetValue(key,"LiteConf.ini") end local function setConfigVal(key,val) m_simpleTV.Config.SetValue(key,val,"LiteConf.ini") end local rc, answer = m_simpleTV.Http.Request(session, {url = inAdr}) m_simpleTV.Http.Close(session) if rc ~= 200 then m_simpleTV.OSD.ShowMessage_UTF8('hdkinoteatr ошибка[1]-' .. rc, 255, 5) return end local title = answer:match('<font color="yellow">(.-)</font>') or answer:match('<title>(.-)</title>') or 'hdkinoteatr' title = title:gsub('%).-$', ')') local poster = answer:match('<meta property="og:image" content="(.-)"') m_simpleTV.Control.CurrentTitle_UTF8 = title:gsub('/.+', ''):gsub('Смотреть ', '') local background = answer:match('"url": "(.-)"') or poster if m_simpleTV.Control.MainMode == 0 then m_simpleTV.Interface.SetBackground({BackColor = 0, PictFileName = background, TypeBackColor = 0, UseLogo = 3, Once = 1}) m_simpleTV.Control.ChangeChannelLogo(poster, m_simpleTV.Control.ChannelID, 'CHANGE_IF_NOT_EQUAL') m_simpleTV.Control.ChangeChannelName(title, m_simpleTV.Control.ChannelID, false) end local retAdr local t,i = {},1 for w in answer:gmatch('<iframe src=.-</iframe>') do adr = w:match('<iframe src=(.-) ') if not adr or adr:match('/trailer/') or adr:match('token=') then break end t[i] = {} t[i].Address = adr:gsub('"',''):gsub('^//', 'http://'):gsub('/iframe%?.+', '/iframe'):gsub('vb17120ayeshajenkins','vb17121coramclean'):gsub('%?host=kinogo%.cc.-$','') if adr:match('/embed/') then t[i].Name = 'Collaps' else t[i].Name = 'HDVB' end i=i+1 end local hash, res = {}, {} for i = 1, #t do t[i].Address = tostring(t[i].Address) if not hash[t[i].Address] then res[#res + 1] = t[i] hash[t[i].Address] = true end end for i = 1, #res do res[i].Id = i end if #res and #res > 1 then local ret, id = m_simpleTV.OSD.ShowSelect_UTF8('🎞 ' .. title, 0, res, 8000, 1 + 2) id = id or 1 retAdr = res[id].Address else retAdr = res[1].Address end if not retAdr then m_simpleTV.OSD.ShowMessage_UTF8('hdkinoteatr ошибка[2]', 255, 5) return end if inAdr:match('kinogo%.cc') then setConfigVal('info/kinogo',inAdr) end m_simpleTV.Control.ChangeAdress = 'No' if inAdr:match('kinogo%.cc') then m_simpleTV.Control.CurrentAdress = retAdr .. '&kinogo=' .. inAdr else m_simpleTV.Control.CurrentAdress = retAdr end dofile(m_simpleTV.MainScriptDir .. "user\\video\\video.lua") -- debug_in_file(retAdr .. '\n')
local cgm = gg.class.cgm ---功能: 安全停服 ---@usage ---用法: stop function cgm:stop(args) local reason = args[1] or "gm" game.stop(reason) end function cgm:saveall(args) game.saveall() end ---功能: 将某玩家踢下线 ---@usage ---用法: kick 玩家ID [玩家ID] function cgm:kick(args) local isok,args = gg.checkargs(args,"int","*") if not isok then return self:say("用法: kick pid1 pid2 ...") end for i,v in ipairs(args) do local pid = tonumber(v) gg.playermgr:kick(pid,"gm") end end ---功能: 将所有玩家踢下线 ---@usage ---用法: kickall function cgm:kickall(args) gg.playermgr:kickall("gm") end ---功能: 执行一段lua脚本 ---@usage ---用法: exec lua脚本 function cgm:exec(args) local cmdline = table.concat(args," ") local chunk = load(cmdline,"=(load)","bt") return chunk() end cgm.runcmd = cgm.exec ---功能: 执行一个文件 ---@usage ---用法: dofile lua文件 ... ---举例: dofile /tmp/run.lua function cgm:dofile(args) local isok,args = gg.checkargs(args,"string","*") if not isok then return self:say("用法: dofile lua文件") end local filename = args[1] -- loadfile need execute skynet.cache.clear to reload --local chunk = loadfile(filename,"bt") local fd = io.open(filename,"rb") local script = fd:read("*all") fd:close() return gg.eval(script,nil,table.unpack(args,2)) end ---功能: 热更新某模块 ---@usage ---用法: hotfix 模块名 ... function cgm:hotfix(args) local hasCfg = false local fails = {} for i,path in ipairs(args) do local isok,errmsg = gg.hotfix(path) if not isok then table.insert(fails,{path=path,errmsg=errmsg}) elseif string.find(path,"app.cfg.") then hasCfg = true end end if next(fails) then return self:say("热更失败:\n" .. table.dump(fails)) end if hasCfg then gg.hotfix("app.cfg.init") end end cgm.reload = cgm.hotfix ---功能: 设置/获取日志等级 ---@usage ---用法: loglevel [日志等级] ---举例: ---loglevel <=> 查看日志等级 ---loglevel debug/trace/info/warn/error/fatal <=> 设置对应日志等级 function cgm:loglevel(args) local loglevel = args[1] if not loglevel then local loglevel,name = logger.check_loglevel(logger.loglevel) return self:say(name) else local ok,loglevel,name = pcall(logger.check_loglevel,loglevel) if not ok then local errmsg = loglevel return self:say(errmsg) end logger.setloglevel(loglevel) return name end end ---功能: 设置/获取日期 ---@usage ---用法: date [日期] ---举例: date <=> 获取当前日期 ---举例: date 2019/11/28 10:10:10 <=> 将时间设置成2019/11/28 10:10:10 function cgm:date(args) local date if #args > 0 then if not skynet.getenv("allow_modify_date") then return self:say("本服务器不允许修改时间") end date = table.concat(args," ") if not pcall(string.totime,date) then return self:say(string.format("非法日期格式:%s",date)) end local cmd = string.format("date -s '%s'",date) local isok,errmsg,errno = os.execute(cmd) if not isok then return self:say(string.format("修改时间失败,errmsg=%s,errno=%s",errmsg,errno)) else date = os.date("%Y/%m/%d %H:%M:%S") end else date = os.date("%Y/%m/%d %H:%M:%S") end self:say(string.format("当前日期:%s",date)) self:say("恢复当前时间可用指令ntpdate") return date end ---功能: 恢复当前时间 ---@usage ---用法: ntpdate ---举例: ntpdate <=> 校正服务器时间,恢复为当前时区自然时间 function cgm:ntpdate(args) if not skynet.getenv("allow_modify_date") then return self:say("本服务器不允许修改时间") end local cmd = string.format("/usr/sbin/ntpdate -u cn.ntp.org.cn") self:say("系统时间恢复中...") local isok,errmsg,errno = os.execute(cmd) if isok then local date = os.date("%Y/%m/%d %H:%M:%S") return self:say(string.format("当前日期:%s",date)) else return self:say(string.format("恢复时间失败,errmsg=%s,errno=%s",errmsg,errno)) end end function __hotfix(module) gg.hotfix("app.game.gm.gm") end return cgm
local Circle = Component.create("Circle") function Circle:initialize(radius) self.radius = radius end
ulx.common_kick_reasons = {} function ulx.populateKickReasons( reasons ) table.Empty( ulx.common_kick_reasons ) table.Merge( ulx.common_kick_reasons, reasons ) end ulx.maps = {} function ulx.populateClMaps( maps ) table.Empty( ulx.maps ) table.Merge( ulx.maps, maps ) end ulx.gamemodes = {} function ulx.populateClGamemodes( gamemodes ) table.Empty( ulx.gamemodes ) table.Merge( ulx.gamemodes, gamemodes ) end ulx.votemaps = {} function ulx.populateClVotemaps( votemaps ) table.Empty( ulx.votemaps ) table.Merge( ulx.votemaps, votemaps ) end function ulx.soundComplete( ply, args ) local targs = string.Trim( args ) local soundList = {} local relpath = targs:GetPathFromFilename() local sounds = file.Find( "sound/" .. relpath .. "*", "GAME" ) for _, sound in ipairs( sounds ) do if targs:len() == 0 or (relpath .. sound):sub( 1, targs:len() ) == targs then table.insert( soundList, relpath .. sound ) end end return soundList end function ulx.blindUser( bool, amt ) if bool then local function blind() draw.RoundedBox( 0, 0, 0, ScrW(), ScrH(), Color( 255, 255, 255, amt ) ) end hook.Add( "HUDPaint", "ulx_blind", blind ) else hook.Remove( "HUDPaint", "ulx_blind" ) end end local function rcvBlind( um ) local bool = um:ReadBool() local amt = um:ReadShort() ulx.blindUser( bool, amt ) end usermessage.Hook( "ulx_blind", rcvBlind ) function ulx.gagUser( user_to_gag, should_gag ) if should_gag then if user_to_gag.ulx_was_gagged == nil then user_to_gag.ulx_was_gagged = user_to_gag:IsMuted() end if user_to_gag:IsMuted() then return end user_to_gag:SetMuted( true ) else local was_gagged = user_to_gag.ulx_was_gagged user_to_gag.ulx_was_gagged = nil if not user_to_gag:IsMuted() or was_gagged then return end user_to_gag:SetMuted( true ) -- Toggle end end local function rcvGag( um ) local user_to_gag = um:ReadEntity() local gagged = um:ReadBool() ulx.gagUser( user_to_gag, gagged ) end usermessage.Hook( "ulx_gag", rcvGag ) local curVote local function optionsDraw() if not curVote then return end local title = curVote.title local options = curVote.options local endtime = curVote.endtime if CurTime() > endtime then return end -- Expired surface.SetFont( "Default" ) local w, h = surface.GetTextSize( title ) w = math.max( 200, w ) local totalh = h * 12 + 20 draw.RoundedBox( 8, 10, ScrH()*0.4 - 10, w + 20, totalh, Color( 111, 124, 138, 200 ) ) optiontxt = "" for i=1, 10 do if options[ i ] and options[ i ] ~= "" then optiontxt = optiontxt .. math.modf( i, 10 ) .. ". " .. options[ i ] end optiontxt = optiontxt .. "\n" end draw.DrawText( title .. "\n\n" .. optiontxt, "Default", 20, ScrH()*0.4, Color( 255, 255, 255, 255 ), TEXT_ALIGN_LEFT ) end local function rcvVote( um ) local title = um:ReadString() local timeout = um:ReadShort() local options = ULib.umsgRcv( um ) local function callback( id ) if id == 0 then id = 10 end if not options[ id ] then return -- Returning nil will keep our hook end RunConsoleCommand( "ulx_vote", id ) curVote = nil return true -- Let it know we're done here end LocalPlayer():AddPlayerOption( title, timeout, callback, optionsDraw ) curVote = { title=title, options=options, endtime=CurTime()+timeout } end usermessage.Hook( "ulx_vote", rcvVote ) function ulx.getVersion() -- This exists on the server as well, so feel free to use it! if ulx.release then version = string.format( "%.02f", ulx.version ) elseif ulx.revision > 0 then -- SVN version? version = string.format( "<SVN> revision %i", ulx.revision ) else version = string.format( "<SVN> unknown revision" ) end return version, ulx.version, ulx.revision end function ulx.addToMenu( menuid, label, data ) -- TODO, remove Msg( "Warning: ulx.addToMenu was called, which is being phased out!\n" ) end -- Any language stuff for ULX should go here... language.Add( "Undone_ulx_ent", "Undone ulx ent command" )
return { { id = 'dummy1', foo = 123, bar = 456, }, { id = 'dummy2', foo = 789, bar = 111, } }
--- -- @author wesen -- @copyright 2020 wesen <[email protected]> -- @release 0.1 -- @license MIT -- -- Attempt to parse AssaultCube cgz header data -- luarocks: -- -- lua-struct -- lzlib -- bitop-lua local struct = require "struct" local zlib = require "zlib" local bit = require "bit" --[[ struct header // map file format header { char head[4]; // "CUBE" int version; // any >8bit quantity is little endian int headersize; // sizeof(header) int sfactor; // in bits int numents; char maptitle[128]; uchar texlists[3][256]; int waterlevel; uchar watercolor[4]; int maprevision; int ambient; int reserved[12]; //char mediareq[128]; // version 7 and 8 only. }; --]] --local ezlib = require 'ezlib' --local cgzFile = gzip.open("3-min-gema-1.cgz", "rb") local charSize = 1 local ucharSize = 1 local integerSize = 4 local headerSize = 19 * integerSize + (4 + 128) * charSize + (3 * 256 + 4) * ucharSize local numberOfBytesToRead = 4-- headerSize - 16 * integerSize local numberOfReadBytes = 0 --[[ local cgzContent = "" local nextLine repeat nextLine = cgzFile:read() if (nextLine) then cgzContent = cgzContent .. nextLine end until (not nextLine) --]] --[[ for _, line in gzip.lines("3-min-gema-1.cgz") do print(line) end --]] --[[ local cgzLine local cgzContent = "" repeat cgzLine = cgzFile:read() if (cgzLine) then cgzContent = cgzContent .. cgzLine end until (not cgzLine) --]] local cgzFile = io.open("gibbed-gema12.cgz", "rb") --local cgzFile = io.open("3-min-gema-1.cgz", "rb") --local cgzFile = io.open("verwesen-gema-1.cgz", "rb") local stream = zlib.inflate(cgzFile) print(stream) local cgzContent = "" for line in stream:lines() do cgzContent = cgzContent .. line end print(cgzContent) local header = cgzContent:sub(1, 923) print(#header) local structFormat = ">c4<iiiic128c256c256c256ic4iii12" --.. string.rep("B", 256 * 3) local structContent = { struct.unpack(structFormat, cgzContent) } for k, v in pairs(structContent) do print(k, v) end print("head: " .. structContent[1]) print("version: " .. structContent[2]) print("headersize: " .. structContent[3]) print("sfactor: " .. structContent[4]) print("numents: " .. structContent[5]) print("maptitle: " .. structContent[6]) local firstTexlist = "" local secondTexlist = "" local thirdTexlist = "" --[[ for i = 7, 262, 1 do firstTexlist = firstTexlist .. " " .. string.char(structContent[i]) end for i = 263, 518, 1 do secondTexlist = secondTexlist .. " " .. string.char(structContent[i]) end for i = 519, 774, 1 do thirdTexlist = thirdTexlist .. " " .. string.char(structContent[i]) end --]] print("texlists[0]: " .. structContent[7]) print("texlists[1]: " .. structContent[8]) print("texlists[2]: " .. structContent[9]) print("waterlevel: " .. structContent[10]) print("watercolor: " .. structContent[11]) print("maprevision: " .. structContent[12]) print("ambient: " .. structContent[13]) print("reserved: " .. structContent[14]) for k, v in pairs(structContent) do --print(k, v) end --print(cgzContent) --print(stream:read("*a")) --print(#cgzContent) --print(cgzContent) --print(stream(cgzContent)) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(stream()) --print(cgzContent) --print(stream) --[[ local nextCharacter, nextByte repeat nextCharacter = cgzFile:read(1) if (nextCharacter) then nextByte = cgzFile:read(1) nextByteThing = nextByteThing .. nextByte nextByte = string.byte(nextByte) print(nextByte) print(string.char(nextByte)) -- string.char end numberOfReadBytes = numberOfReadBytes + 1 until (numberOfReadBytes == numberOfBytesToRead) --]] --[[ for byte in string.gfind(nextByteThing, ".") do print(string.char(string.byte(byte))) end print(nextByteThing) --]] --[[ print() print(string.rep("-", 100)) local nextLine repeat nextLine = cgzFile:read() if (nextLine) then print(nextLine) end until (not nextLine) --]] --print("NONONONOO: " .. numberOfBytesToRead) --[[ bool load_world(char *mname) // still supports all map formats that have existed since the earliest cube betas! { advancemaprevision = 1; setnames(mname); maploaded = getfilesize(ocgzname); if(maploaded > 0) { copystring(cgzname, ocgzname); copystring(mcfname, omcfname); } else maploaded = getfilesize(cgzname); if(!validmapname(mapname)) { conoutf("\f3Invalid map name. It must only contain letters, digits, '-', '_' and be less than %d characters long", MAXMAPNAMELEN); return false; } stream *f = opengzfile(cgzname, "rb"); if(!f) { conoutf("\f3could not read map %s", cgzname); return false; } header tmp; memset(&tmp, 0, sizeof(header)); if(f->read(&tmp, sizeof(header)-sizeof(int)*16)!=sizeof(header)-sizeof(int)*16) { conoutf("\f3while reading map: header malformatted"); delete f; return false; } lilswap(&tmp.version, 4); if(strncmp(tmp.head, "CUBE", 4)!=0 && strncmp(tmp.head, "ACMP",4)!=0) { conoutf("\f3while reading map: header malformatted"); delete f; return false; } if(tmp.version>MAPVERSION) { conoutf("\f3this map requires a newer version of AssaultCube"); delete f; return false; } if(tmp.sfactor<SMALLEST_FACTOR || tmp.sfactor>LARGEST_FACTOR || tmp.numents > MAXENTITIES) { conoutf("\f3illegal map size"); delete f; return false; } if(tmp.version>=4 && f->read(&tmp.waterlevel, sizeof(int)*16)!=sizeof(int)*16) { conoutf("\f3while reading map: header malformatted"); delete f; return false; } if((tmp.version==7 || tmp.version==8) && !f->seek(sizeof(char)*128, SEEK_CUR)) { conoutf("\f3while reading map: header malformatted"); delete f; return false; } hdr = tmp; loadingscreen("%s", hdr.maptitle); resetmap(); if(hdr.version>=4) { lilswap(&hdr.waterlevel, 1); if(!hdr.watercolor[3]) setwatercolor(); lilswap(&hdr.maprevision, 2); curmaprevision = hdr.maprevision; } else { hdr.waterlevel = -100000; hdr.ambient = 0; } ents.shrink(0); loopi(3) numspawn[i] = 0; loopi(2) numflagspawn[i] = 0; loopi(hdr.numents) { entity &e = ents.add(); f->read(&e, sizeof(persistent_entity)); lilswap((short *)&e, 4); e.spawned = false; TRANSFORMOLDENTITIES(hdr) if(e.type == PLAYERSTART && (e.attr2 == 0 || e.attr2 == 1 || e.attr2 == 100)) { if(e.attr2 == 100) numspawn[2]++; else numspawn[e.attr2]++; } if(e.type == CTF_FLAG && (e.attr2 == 0 || e.attr2 == 1)) numflagspawn[e.attr2]++; } delete[] world; setupworld(hdr.sfactor); DELETEA(mlayout); mlayout = new char[cubicsize + 256]; memset(mlayout, 0, cubicsize * sizeof(char)); int diff = 0; Mv = Ma = Hhits = 0; if(!mapinfo.numelems || (mapinfo.access(mname) && !cmpf(cgzname, mapinfo[mname]))) world = (sqr *)ents.getbuf(); -- cgzname -- hdr.maprevision -- hdr.maptitle } --]]
require 'nn' require 'audio' require 'Mapper' require 'UtilsMultiGPU' local cmd = torch.CmdLine() cmd:option('-modelPath', 'deepspeech.t7', 'Path of model to load') cmd:option('-audioPath', '', 'Path to the input audio to predict on') cmd:option('-dictionaryPath', './dictionary', 'File containing the dictionary to use') cmd:option('-windowSize', 0.02, 'Window Size of audio') cmd:option('-stride', 0.01, 'Stride of audio') cmd:option('-sampleRate', 16000, 'Rate of audio (default 16khz)') cmd:option('-nGPU', 1) local opt = cmd:parse(arg) if opt.nGPU > 0 then require 'cunn' require 'cudnn' require 'BatchBRNNReLU' end local model = loadDataParallel(opt.modelPath, opt.nGPU) local mapper = Mapper(opt.dictionaryPath) local wave = audio.load(opt.audioPath) local spect = audio.spectrogram(wave, opt.windowSize * opt.sampleRate, 'hamming', opt.stride * opt.sampleRate):float() -- freq-by-frames tensor -- normalize the data local mean = spect:mean() local std = spect:std() spect:add(-mean) spect:div(std) spect = spect:view(1, 1, spect:size(1), spect:size(2)) if opt.nGPU > 0 then spect = spect:cuda() model = model:cuda() end model:evaluate() local predictions = model:forward(spect) local tokens = mapper:decodeOutput(predictions[1]) local text = mapper:tokensToText(tokens) print(text)
local diff = { ["axisDiffs"] = { ["a2004cdnil"] = { ["added"] = { [1] = { ["key"] = "JOY_Z", }, }, ["name"] = "Thrust", ["removed"] = { [1] = { ["key"] = "JOY_SLIDER1", }, }, }, }, } return diff
att.PrintName = "Range Suppressor" att.Icon = Material("snowysnowtime/2k/ico/h3/smg_sil.png") att.Description = "Suppressor attachment often used by special forces." att.Desc_Pros = { } att.Desc_Cons = { } att.SortOrder = 997 att.Slot = "barrel_smgho" att.Silencer = true att.Override_MuzzleEffect = "astw2_halo_3_muzzle_SMG_ODST" att.Override_MuzzleEffectAttachment = "1" att.IsMuzzleDevice = true att.AutoStats = true att.Mult_ShootPitch = 1 att.Mult_ShootVol = 0.7 att.Mult_Recoil = 0.85 att.Mult_Precision = 0.95 att.Mult_SightTime = 1.2 att.Mult_SightedSpeedMult = 0.95 att.Add_BarrelLength = 5 att.AttachSound = "attch/snow/halo/h3/x_button.wav" att.DetachSound = "attch/snow/halo/h3/b_button.wav" att.ActivateElements = {"rng_barrel"}
local template = require 'charon.template' local test = {} test.should_return_function = function() template.mtime = {} local result = template.execute("util/template/example-equal-char.tpl", {}, {}, true) assert( result == 'Hello World !!!', result ) end test.should_reload_with_flag = function() template.cache["util/template/example-equal-char.tpl"] = function(self, helper) return "Hello..." end local result = template.execute("util/template/example-equal-char.tpl", {}) assert( result == 'Hello...', result ) template.mtime["util/template/example-equal-char.tpl"] = 0 local result = template.execute("util/template/example-equal-char.tpl", {}, {}, true) assert( result == 'Hello World !!!', result ) end return test
local _M = { [1] = "Pack", [2] = "Error", [3] = "Operation", [4] = "CreateRole", [5] = "EnterChapter", [31] = "OpenBox", [32] = "GainBox", [11] = "Delete", [101] = "Role", [1071] = "Prop", [107] = "Props", [1021] = "Chapter", [102] = "Chapters", [51] = "FinishMission", [53] = "FinishAchv", [52] = "MissionEvent", [1051] = "MissionItem", [105] = "MissionList", [1091] = "AchvItem", [109] = "AchvList", [1061] = "Box", [106] = "Boxes", [108] = "Rewards", [110] = "Talents", [54] = "TalentUnlock", [12] = "SigninRecord", [13] = "SigninGet", [22] = "ShopBuy", [21] = "ShopRecord", [15] = "MapRecordSave", } return _M
-- -- EFCReport by Cubenicke aka Yrrol@vanillagaming -- Thx for the good looking graphics lanevegame! -- EFCReport = CreateFrame('Frame', "EFCReport", UIParent) EFCReport.enabled = false EFCReport.created = false EFCReport:RegisterEvent("ADDON_LOADED") EFCReport:RegisterEvent("PLAYER_ENTERING_WORLD") EFCReport:RegisterEvent("ZONE_CHANGED_NEW_AREA") SLASH_EFCReport1 = '/efcr' SLASH_EFCReport2 = '/EFCR' if not EFCRSaves then EFCRSaves = { scale = 0, x = 0, y = 0, dim = false } end function EFCReport:GetButtons() local faction = UnitFactionGroup("player") == "Horde" and "H" or "A" local fcPrefix = "Going >>> " local efcPrefix = "EFC @ " local ourPrefix = "" local enemyPrefix = "E" local locs = { ["gy"] = "GY", ["fr"] = "FR", ["balc"] = "BALC", ["ramp"] = "RAMP", ["leaf"] = "LEAF", ["fence"] = "FENCE/TOT", ["tun"] = "TUN", ["zerk"] = "ZERK", ["roof"] = "ROOF", } local buttons = { { x = {2,2}, y = {-2,-2}, w = 32, h = 32, tex = "repic28", text = "=== REPICK ===" }, { faction = "A", loc = locs.roof, x = {34,34}, y = faction == "H" and {-2,-194} or {-194,-2}, w = 64, h = 32, tex = "aroof.blp" }, { x = {98,98}, y = {-2,-2}, w = 32, h = 32, tex = "cap28", text = "=== CAP ===" }, { faction = "A", loc = locs.gy, x = faction == "H" and {2,98} or {98,2}, y = faction == "H" and {-34,-162} or {-162,-34}, w = 32, h = 32, tex = "agy.blp" }, { faction = "A", loc = locs.fr, x = faction == "H" and {34,66} or {66,34}, y = faction == "H" and {-34,-162} or {-162,-34}, w =32, h = 32, tex = "afr.blp" }, { faction = "A", loc = locs.balc, x = faction == "H" and {66,34} or {34,66}, y = faction == "H" and {-34,-162} or {-162,-34}, w = 32, h = 32, tex = "abalc.blp" }, { faction = "A", loc = locs.ramp, x = faction == "H" and {98,2} or {2,98}, y = faction == "H" and {-34,-162} or {-162,-34}, w = 32, h = 32, tex = "aramp.blp" }, { faction = "A", loc = locs.leaf, x = faction == "H" and {2,98} or {98,2}, y = faction == "H" and {-66,-130} or {-130,-66}, w = 32, h = 32, tex = "aresto.blp" }, { faction = "A", loc = locs.fence, x = faction == "H" and {34,66} or {66,34}, y = faction == "H" and {-66,-130} or {-130,-66}, w = 32, h = 32, tex = "afence.blp" }, { faction = "A", loc = locs.tun, x = faction == "H" and {66,34} or {34,66}, y = faction == "H" and {-66,-130} or {-130,-66}, w = 32, h = 32, tex = "atun.blp" }, { faction = "A", loc = locs.zerk, x = faction == "H" and {98,2} or {2,98}, y = faction == "H" and {-66,-130} or {-130,-66}, w = 32, h = 32, tex = "azerk.blp" }, { loc = "WEST", x = faction == "H" and {18,18} or {82,82}, y={-98,-98}, w=32, h=32, tex = faction == "H" and "west.blp" or "east.blp"}, { loc = "MID", x = {50,50}, y={-98,-98}, w=32, h=32, tex = "mid.blp", text = "MID"}, { loc = "EAST", x = faction == "H" and {82,82} or {18,18}, y={-98,-98}, w=32, h=32, tex = faction == "H" and "east.blp" or "west.blp"}, { faction = "H", loc = locs.zerk, x= faction == "H" and {2,98} or {98,2}, y= faction == "H" and {-130,-66} or {-66,-130}, w=32, h=32, tex = "hzerk.blp"}, { faction = "H", loc = locs.tun, x= faction == "H" and {34,66} or {66,34}, y= faction == "H" and {-130,-66} or {-66,-130}, w=32, h=32, tex = "htun.blp"}, { faction = "H", loc = locs.fence, x= faction == "H" and {66,34} or {34,66}, y= faction == "H" and {-130,-66} or {-66,-130}, w=32, h=32, tex = "hfence.blp"}, { faction = "H", loc = locs.leaf, x= faction == "H" and {98,2} or {2,98}, y= faction == "H" and {-130,-66} or {-66,-130}, w=32, h=32, tex = "hresto.blp"}, { faction = "H", loc = locs.ramp, x= faction == "H" and {2,98} or {98,2}, y= faction == "H" and {-162,-34} or {-34,-162}, w=32, h=32, tex = "hramp.blp"}, { faction = "H", loc = locs.balc, x= faction == "H" and {34,66} or {66,34}, y= faction == "H" and {-162,-34} or {-34,-162}, w=32, h=32, tex = "hbalc.blp"}, { faction = "H", loc = locs.fr, x= faction == "H" and {66,34} or {34,66}, y= faction == "H" and {-162,-34} or {-34,-162}, w=32, h=32, tex = "hfr.blp"}, { faction = "H", loc = locs.gy, x= faction == "H" and {98,2} or {2,98}, y= faction == "H" and {-162,-34} or {-34,-162}, w=32, h=32, tex = "hgy.blp"}, { faction = "H", loc = locs.roof, x={34,34}, y= faction == "H" and {-194,-2} or {-2, -194}, w=64, h=32, tex = "hroof.blp"}, } for i,btn in pairs(buttons) do if btn.loc ~= nil then local loc = btn.loc if btn.faction ~= nil then loc = (btn.faction == faction and ourPrefix or enemyPrefix) .. btn.loc end btn.fcText = fcPrefix .. " " .. loc btn.efcText = efcPrefix .. " " .. loc end end return buttons; end local iconPath = "Interface\\Addons\\EFCReport\\Icons\\" function Print(arg1) DEFAULT_CHAT_FRAME:AddMessage("|cffCC121D EFCR|r "..(arg1 or "")) end -- Show the dialog when entering WSG function EFCReport:OnEvent() if event == "ADDON_LOADED" and arg1 == "EFCReport" then Print("Loaded") elseif event == 'PLAYER_ENTERING_WORLD' or event == 'ZONE_CHANGED_NEW_AREA' then if GetRealZoneText() == "Warsong Gulch" then EFCReport.create() EFCReport.EFCFrame:Show() EFCReport.enabled = true elseif EFCReport.enabled then EFCReport.enabled = false EFCReport.EFCFrame:Hide() end end end EFCReport:SetScript("OnEvent", EFCReport.OnEvent) -- Hanlde slash commands -- /efcr -- /efcr scale <0 - 1> -- /efcr xy <x> <Y> -- /efcr x <x> -- /efcr y <y> SlashCmdList['EFCReport'] = function (msg) local _, _, cmd, args = string.find(msg or "", "([%w%p]+)%s*(.*)$") if cmd == "" or cmd == nil then if EFCReport.enabled then EFCReport.enabled = false EFCReport.EFCFrame:Hide() else EFCReport.create() EFCReport.EFCFrame:Show() EFCReport.enabled = true end elseif cmd == "scale" then EFCRSaves.scale = tonumber(args) Print("Setting Scale "..args) if EFCReport.EFCFrame then EFCReport.EFCFrame:SetScale(EFCRSaves.scale) end elseif cmd == "xy" or cmd == "pos" then local x, y = string.find(args,"(.*)%s*(.*)") EFCRSaves.x = x or 0 EFCRSaves.y = y or 0 EFCReport.EFCFrame:SetPoint("TOPLEFT", nil, "TOPLEFT", EFCRSaves.x, -EFCRSaves.y) elseif cmd == "x" then EFCRSaves.x = tonumber(args) or 0 EFCReport.EFCFrame:SetPoint("TOPLEFT", nil, "TOPLEFT", EFCRSaves.x, -EFCRSaves.y) elseif cmd == "y" then EFCRSaves.y = tonumber(args) or 0 EFCReport.EFCFrame:SetPoint("TOPLEFT", nil, "TOPLEFT", EFCRSaves.x, -EFCRSaves.y) elseif cmd == "dim" then if EFCRSaves.dim then EFCReport.EFCFrame:SetAlpha(1) EFCRSaves.dim = false else EFCReport.EFCFrame:SetAlpha(0.4) EFCRSaves.dim = true end else Print("Unknown command "..cmd) end end function EFCReport_OnEnter() if EFCRSaves.dim then EFCReport.EFCFrame:SetAlpha(1) end end function EFCReport_OnLeave() if EFCRSaves.dim then EFCReport.EFCFrame:SetAlpha(0.4) end end -- Create the EFCReport dialog function EFCReport:create() if (EFCReport.EFCFrame ~= nil) then EFCReport.EFCFrame:Hide() EFCReport.enabled = false end -- Option Frame local frame = CreateFrame("Frame", "EFCRFrame") local ix = 1 EFCReport.EFCFrame = frame tinsert(UISpecialFrames,"EFCReport") EFCReport.Language = 'Common' local numSkills = GetNumSkillLines(); for i = 1, numSkills do local skill = GetSkillLineInfo(i); if string.find(skill, 'Orcish') then EFCReport.Language = 'Orcish' end end -- Set scale, size and position frame:SetWidth(132) frame:SetHeight(228) if EFCRSaves.scale > 0 then frame:SetScale(EFCRSaves.scale) end if not (EFCRSaves.x > 0 and EFCRSaves.y > 0) then EFCRSaves.x = 400 EFCRSaves.y = 50 end -- Background on entire frame frame:SetPoint("TOPLEFT", nil, "TOPLEFT", EFCRSaves.x, -EFCRSaves.y) frame:SetBackdrop( { bgFile = "Interface\\DialogFrame\\UI-DialogBox-Background", edgeFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 32, edgeSize = 2, insets = { left = 2, right = 2, top = 2, bottom = 2 } } ); frame:SetBackdropColor(0, 0, 0, .91) frame:SetBackdropBorderColor(0.3, 0.3, 0.3, 1) -- Make it moveable frame:SetMovable(true) frame:EnableMouse(true) frame:SetClampedToScreen(false) if EFCRSaves.dim then frame:SetAlpha(0.4) end frame:Hide() -- Handle drag of window frame:SetScript("OnMouseDown", function() if arg1 == "LeftButton" and not this.isMoving then this:StartMoving(); this.isMoving = true; end end) frame:SetScript("OnMouseUp", function() if arg1 == "LeftButton" and this.isMoving then local _,_,_,x,y = this:GetPoint() EFCRSaves.x = x EFCRSaves.y = -y this:StopMovingOrSizing(); this.isMoving = false; end end) frame:SetScript("OnHide", function() if this.isMoving then this:StopMovingOrSizing(); this.isMoving = false; end end) frame:SetScript("OnEnter", EFCReport_OnEnter) frame:SetScript("OnLeave", EFCReport_OnLeave) -- Create the buttons local buttons = EFCReport:GetButtons() for i,btn in pairs(buttons) do local btn_frame = CreateFrame("Button", btn.text, frame) btn_frame:SetPoint("TOPLEFT", frame, "TOPLEFT", btn.x[ix], btn.y[ix]) btn_frame.id = i btn_frame:SetWidth(btn.w) btn_frame:SetHeight(btn.h) -- Left click: EFC report btn_frame:RegisterForClicks("LeftButtonUp", "RightButtonUp") btn_frame:SetScript("OnClick", function() local b = buttons[this.id] local text = (arg1 == "LeftButton" and b.efcText or b.fcText) or b.text faction = UnitFactionGroup if (IsRaidLeader() or IsRaidOfficer()) then SendChatMessage(text,"RAID_WARNING" , EFCReport.Language) else SendChatMessage(text,"BATTLEGROUND" , EFCReport.Language) end end) btn_frame:SetBackdrop( { bgFile = iconPath..btn.tex, } ); btn_frame:SetScript("OnEnter", EFCReport_OnEnter) btn_frame:SetScript("OnLeave", EFCReport_OnLeave) end EFCReport.created = true end
-------------------------------------- -- Spell: Sandstorm -- Changes the weather around target party member to "dusty." -------------------------------------- require("scripts/globals/magic") require("scripts/globals/status") -------------------------------------- function onMagicCastingCheck(caster, target, spell) return 0 end function onSpellCast(caster, target, spell) target:delStatusEffectSilent(tpz.effect.FIRESTORM) target:delStatusEffectSilent(tpz.effect.SANDSTORM) target:delStatusEffectSilent(tpz.effect.RAINSTORM) target:delStatusEffectSilent(tpz.effect.WINDSTORM) target:delStatusEffectSilent(tpz.effect.HAILSTORM) target:delStatusEffectSilent(tpz.effect.THUNDERSTORM) target:delStatusEffectSilent(tpz.effect.AURORASTORM) target:delStatusEffectSilent(tpz.effect.VOIDSTORM) local duration = calculateDuration(180, spell:getSkillType(), spell:getSpellGroup(), caster, target) duration = calculateDurationForLvl(duration, 41, target:getMainLvl()) local merit = caster:getMerit(tpz.merit.STORMSURGE) local power = 0 if merit > 0 then power = merit + caster:getMod(tpz.mod.STORMSURGE_EFFECT) + 2 end target:addStatusEffect(tpz.effect.SANDSTORM, power, 0, duration) return tpz.effect.SANDSTORM end
-- Copyright (c) 2020 Trevor Redfern -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT describe("game.ui.layouts.message_layout", function() require "game.ui" it("is takes a title and internal content for rendering", function() local layout = moonpie.ui.components.message_layout({ title = "An important event!", content = { { id = "some-internal-thing" } } }) assert.equals("An important event!", layout:find_by_id("screen_title_heading").text) assert.not_nil(layout:find_by_id("some-internal-thing")) end) it("can render out the actions section for buttons and widgets", function() local layout = moonpie.ui.components.message_layout({ title = "Things", content = {}, actions = { { id = "some-button" } } }) assert.not_nil(layout:find_by_id("some-button")) end) end)
PLUGIN.name = "탄약 저장 (Save Ammo)" PLUGIN.author = "Chessnut / 번역자 : Tensa" PLUGIN.desc = "플레이어의 탄약을 저장합니다." PLUGIN.base = true; local AMMO_TYPES = { "ar2", "alyxgun", "pistol", "smg1", "357", "xbowbolt", "buckshot", "rpg_round", "smg1_grenade", "sniperround", "sniperpenetratedround", "grenade", "thumper", "gravity", "battery", "gaussenergy", "combinecannon", "airboatgun", "striderminigun", "helicoptergun", "ar2altfire", "slam" } function PLUGIN:CharacterSave(client) local ammo = {} local weapon = client:GetActiveWeapon() for k, v in pairs(AMMO_TYPES) do local count = client:GetAmmoCount(v) if (count > 0) then ammo[v] = count end end client.character:SetData("ammo", ammo) if(!IsValid(weapon) and IsValid(weapon.Clip1)) then client.character:SetData("clip1", weapon:Clip1()); else client.character:SetData("clip1", 0); end; end function PLUGIN:PlayerFirstLoaded(client) client:RemoveAllAmmo() local ammo = client.character:GetData("ammo") local weapon = client:GetActiveWeapon() if (IsValid(weapon)) then weapon:SetClip1(client.character:GetData("clip1")) end if (ammo) then for ammoType, amount in pairs(ammo) do client:SetAmmo(tonumber(amount) or 0, ammoType) end client.character:SetData("ammo", {}) end end
--[[ © 2016-2017 TeslaCloud Studios See license in LICENSE.txt. --]] AddCSLuaFile() AddCSLuaFile("sh_utility.lua") include("sh_utility.lua") util.Include("cl_client_utils.lua") util.Include("sh_hex.lua") util.Include("sh_string.lua") util.Include("sh_table.lua") util.Include("sh_color.lua") util.Include("sh_easing.lua") util.Include("sh_player.lua")
------------------------------------------------------------------------------------ -- CSG -- v1.0 -- ppEvent_c.luac (client-side) -- Armored Truck Event -- Priyen Patel ------------------------------------------------------------------------------------ local blips = {} local truck = "" local sentWanted = false local bags = "" local monitorBlipVisibilityTimer = "" function rec(t,s,water) inWater=water bags = t for k,v in pairs(t) do setElementCollisionsEnabled(v[1],false) rx,ry,rz = getElementRotation(v[1]) if inWater == true then ry = 45 end setElementRotation(v[1],rx,ry,rz) end addEventHandler("onClientRender",root,rotateBags) setTimer(function() sentWanted = false removeEventHandler("onClientRender",root,rotateBags) inWater=false end,s,1) end addEvent("CSGarmoredEventRecBags",true) addEventHandler("CSGarmoredEventRecBags",localPlayer,rec) function rotateBags() for k,v in pairs(bags) do if isElement(v[1]) == false then return end local rx,ry,rz = getElementRotation(v[1]) rz=rz+1 if rz > 360 then rz = rz-360 end setElementRotation(v[1],rx,ry,rz) end end function makeBlip(x,y,z,id,teams) if x == 0 then return end if isTimer(monitorBlipVisibilityTimer) == false then monitorBlipVisibilityTimer = setTimer(monitorBlipVisibility,1000,0) end local blip = "" local team = getPlayerTeam(localPlayer) local myTeam = "" --[[if team == false then myTeam = "notLaw" else myTeam = getTeamName(team) end]] if isLaw(localPlayer) then myTeam = getTeamName(team) end --[[ for k,v in pairs(teams) do if v == myTeam then blip=createBlip(x,y,z,id) break end end --]] table.insert(blips,{blip,teams,x,y,z,id}) end addEvent("CSGarmoredEventMakeBlip",true) addEventHandler("CSGarmoredEventMakeBlip",localPlayer,makeBlip) function monitorBlipVisibility() if getPlayerTeam(localPlayer) then local myTeam = getTeamName(getPlayerTeam(localPlayer)) for k,v in pairs(blips) do for k2,v2 in pairs(v[2]) do if v2 == myTeam then if v[1] == "" then blip=createBlip(v[3],v[4],v[5],v[6]) blips[k][1] = blip return else return end end end if isElement(v[1]) then destroyElement(v[1]) blips[k][1] = "" end end end end local lawTeams = { "Military Forces", "GIGN", "Police" } function isLaw(e) local team = getTeamName(getPlayerTeam(e)) for k,v in pairs(lawTeams) do if v == team then return true end end return false end function destroyBlip(x,y,z) for k,v in pairs(blips) do local x2,y2,z2 = getElementPosition(v[1]) if x == x2 and y == y2 and z == z2 then destroyElement(v[1]) table.remove(blips,k) end end end addEvent("CSGarmoredEventDestroyBlip",true) addEventHandler("CSGarmoredEventDestroyBlip",localPlayer,destroyBlip) function endEvent() if isTimer(monitorBlipVisibilityTimer) == true then killTimer(monitorBlipVisibilityTimer) end end addEvent("CSGarmoredEventEnd",true) addEventHandler("CSGarmoredEventEnd",localPlayer,endEvent) timeUntilEvent = 1 function recTime(tim) timeUntilEvent = tim end addEvent("CSGarmoredEventRecTime",true) addEventHandler("CSGarmoredEventRecTime",localPlayer,recTime) function decrease() if timeUntilEvent > 0 then timeUntilEvent = timeUntilEvent-1 end end setTimer(decrease,1000,0) function getTimeUntilEvent() return timeUntilEvent*1000 end function waterCheck(x,y,z) local result = getWaterLevel(x,y,z) triggerServerEvent("CSGarmoredEventRecWaterCheckResult",localPlayer,result) end addEvent("CSGarmoredEventDoWaterCheck",true) addEventHandler("CSGarmoredEventDoWaterCheck",localPlayer,waterCheck) function rect(truckE) truck = truckE end addEvent("CSGarmoredEventRecTruck",true) addEventHandler("CSGarmoredEventRecTruck",localPlayer,rect) function fire(wep,am,clip,x,y,z,el) if source ~= localPlayer then return end if el == truck then if sentWanted == false then sentWanted = true triggerServerEvent("CSGarmoredEventHitTruck",localPlayer) end end end
-- Internal glossary for enumeration, lookups, constants and so on. local Glossary = {} -- Dictionary. Glossary.Resources = require("data/glossary/resources") Glossary.Weapons = require("data/glossary/weapons") Glossary.Clothing = require("data/glossary/clothing") Glossary.Cyberware = require("data/glossary/cyberware") Glossary.Quickhacks = require("data/glossary/quickhacks") Glossary.Mods = require("data/glossary/mods") Glossary.Attachments = require("data/glossary/attachments") Glossary.Recipes = require("data/glossary/recipes") Glossary.Perks = require("data/glossary/perks") Glossary.Traits = require("data/glossary/traits") Glossary.Vehicles = require("data/glossary/vehicles") -- Enumerations. Glossary.Attributes = { Level = "Level", StreetCred = "StreetCred", Annihilation = "Demolition", Athletics = "Athletics", Assault = "Assault", Blades = "Kenjutsu", BreachProtocol = "Hacking", ColdBlood = "ColdBlood", Crafting = "Crafting", Engineering = "Engineering", Handguns = "Gunslinger", Quickhacking = "CombatHacking", Stealth = "Stealth", StreetBrawler = "Brawling" } Glossary.AttributesRank = { [1] = Glossary.Attributes.Level, [2] = Glossary.Attributes.StreetCred, [3] = Glossary.Attributes.Annihilation, [4] = Glossary.Attributes.Athletics, [5] = Glossary.Attributes.Assault, [6] = Glossary.Attributes.Blades, [7] = Glossary.Attributes.BreachProtocol, [8] = Glossary.Attributes.ColdBlood, [9] = Glossary.Attributes.Crafting, [10] = Glossary.Attributes.Engineering, [11] = Glossary.Attributes.Handguns, [12] = Glossary.Attributes.Quickhacking, [13] = Glossary.Attributes.Stealth, [14] = Glossary.Attributes.StreetBrawler } Glossary.DevelopmentTypes = { Primary = "Primary", Attribute = "Attribute" } Glossary.Quality = { Common = "Common", Uncommon = "Uncommon", Rare = "Rare", Epic = "Epic", Legendary = "Legendary" } Glossary.QualityNum = { Common = 0, Uncommon = 1, Rare = 2, Epic = 3, Legendary = 4 } Glossary.QualityRank = { [1] = Glossary.Quality.Common, [2] = Glossary.Quality.Uncommon, [3] = Glossary.Quality.Rare, [4] = Glossary.Quality.Epic, [5] = Glossary.Quality.Legendary } Glossary.Stats = { -- This list is likely still incomplete. -- On dump the numerical value of each enumeration is also returned. -- Some numbers are skipped depending on item type and other factors. Accuracy = "Accuracy", AimFOV = "AimFOV", AimOffset = "AimOffset", AimInTime = "AimInTime", -- Value expected to be negative on order of ~0.02. AimOutTime = "AimOutTime", Armor = "Armor", AttackSpeed = "AttackSpeed", -- Not sure what this does. Maximum between 0 and 2 for some reason? AttacksNumber = "AttacksNumber", -- Seems mostly tied to melee weapons. Number of attacks in a "combo" perhaps? AttacksPerSecondBase = "AttacksPerSecondBase", -- Probably inherited from weapon type. Recommend not modifying this one. AttacksPerSecond = "AttacksPerSecond", AttackPenetration = "AttackPenetration", -- Is this a resistance or armour penetration value? BaseDamage = "BaseDamage", -- Recommend modifying base damage modifiers where possible. BaseDamageMin = "BaseDamageMin", -- Minimum and maximum damage ranges are computed as +/- 10% of base. BaseDamageMax = "BaseDamageMax", BleedChance = "BleedingApplicationRate", BlockLocomotionWhenLeaningOutOfCover = "BlockLocomotionWhenLeaningOutOfCover", BlockFactor = "BlockFactor", -- Used for melee weapon blocking. Unsure what exactly this value repesents. BonusRicochetDamage = "BonusRicochetDamage", BulletMagnetismDefaultAngle = "BulletMagnetismDefaultAngle", BulletMagnetismHighVelocityAngle = "BulletMagnetismHighVelocityAngle", BurnChance = "BurningApplicationRate", Charge = "Charge", -- Not entirely sure what this represents. BaseChargeTime = "BaseChargeTime", -- Appears to be in seconds. CanSilentKill = "CanSilentKill", -- Boolean so that silencer not needed to kill while retaining stealth. CanWeaponBlock = "CanWeaponBlock", CanWeaponCriticallyHit = "CanWeaponCriticallyHit", CanWeaponDeflect = "CanWeaponDeflect", -- More of a melee thing. CanWeaponIgnoreArmor = "CanWeaponIgnoreArmor", ChargeTime = "ChargeTime", -- Pure value seen on weapon. Likely to be seconds to maximum charge. ChargeMaxTimeInChargedState = "ChargeMaxTimeInChargedState", -- Time before automatic discharge. ChargeDischargeTime = "ChargeDischargeTime", -- Cooldown until can be charged again? ChargeMultiplier = "ChargeMultiplier", -- Damage multiplier to charged damage. ChargeFullMultiplier = "ChargeFullMultiplier", -- Separate modifier for fully-charged state. ChargeReadyPercentage = "ChargeReadyPercentage", ChemicalDamage = "ChemicalDamage", ChemicalDamageMin = "ChemicalDamageMin", ChemicalDamageMax = "ChemicalDamageMax", ChemicalResistance = "ChemicalResistance", CraftingBonusWeaponDamage = "CraftingBonusWeaponDamage", -- Additive multiplier due to weapon being crafted. CycleTimeBase = "CycleTimeBase", -- Unsure what this refers to. Time between shots for pump actions, perhaps? CycleTimeBonus = "CycleTimeBonus", CycleTime = "CycleTime", CycleTimeBurstMaxCharge = "CycleTime_BurstMaxCharge", ClipTimesCycleBase = "ClipTimesCycleBase", ClipTimesCycle = "ClipTimesCycle", ClipTimesCyclePlusReload = "ClipTimesCyclePlusReload", ClipTimesCyclePlusReloadBase = "ClipTimesCyclePlusReloadBase", CritChance = "CritChance", CritDamage = "CritDamage", CritChanceTimesCritDamage = "CritChanceTimeCritDamage", -- Product of chance and damage maybe. Not sure where this is used. CritDPSBonus = "CritDPSBonus", -- Likely to be visual only. Used for calculating in-inventory damage. DPS = "DPS", -- Surely this is visual only. DamagePerHit = "DamagePerHit", -- Probably also visual. DamageFalloffDisabled = "DamageFalloffDisabled", -- Boolean flag. No range penalty for damage? DealsChemicalDamage = "DealsChemicalDamage", -- Boolean flags for damage type. DealsElectricalDamage = "DealsElectricDamage", DealsPhysicalDamage = "DealsPhysicalDamage", DealsThermalDamage = "DealsThermalDamage", EffectiveDPS = "EffectiveDPS", -- Suspect these values are computed. EffectiveDamagePerHit = "EffectiveDamagePerHit", EffectiveDamagePerHitMin = "EffectiveDamagePerHitMin", EffectiveDamagePerHitMax = "EffectiveDamagePerHitMax", EffectiveDamagePerHitTimesAttacksPerSecond = "EffectiveDamagePerHitTimesAttacksPerSecond", EffectiveRange = "EffectiveRange", ElectricalDamage = "ElectricDamage", ElectricalDamageMin = "ElectricDamageMin", ElectricalDamageMax = "ElectricDamageMax", ElectricalResistance = "ElectricResistance", ShockChance = "ElectrocutedApplicationRate", EmptyReloadTime = "EmptyReloadTime", -- Self-explanatory, really. EquipDuration = "EquipDuration", -- No idea what these are used for. EquipDurationFirst = "EquipDuration_First", HeadshotDamageMultiplier = "HeadshotDamageMultiplier", HasSmartLink = "HasSmartLink", -- Boolean value. Use this to make smart weapons be usable even without a link! HitDismembermentFactor = "HitDismembermentFactor", -- Not too sure what these control but they sound fun to play with. HitReactionFactor = "HitReactionFactor", HitWoundsFactor = "HitWoundsFactor", HoldEnterDuration = "HoldEnterDuration", -- Time taken to enter into blocking stance? IconicItemUpgraded = "IconicItemUpgraded", -- Checks if this iconic weapon is the result of a previous upgrade? IsItemCrafted = "IsItemCrafted", -- Booleans to set or unset craft flag. IsItemIconic = "IsItemIconic", -- Similar for iconic flag. ItemArmor = "ItemArmor", ItemLevel = "ItemLevel", ItemRequiresSmartLink = "ItemRequiresSmartLink", -- This is a boolean value. KnockdownImpulse = "KnockdownImpulse", -- Physics value for knockdowns? Sounds fun! Level = "Level", -- Matches power level but doesn't set requirement. MagazineCapacityBase = "MagazineCapacityBase", MagazineCapacityBonus = "MagazineCapacityBonus", MagazineCapacity = "MagazineCapacity", -- Might be a computed value. Try modifying bonus. MeleeAttackDuration = "MeleeAttackDuration", NumShotsInBurstMaxCharge = "NumShotsInBurstMaxCharge", -- For tech weapons with burst fire on charge. NumShotsToFire = "NumShotsToFire", -- Does not do what you think it does. PartArmor = "PartArmor", -- Armor value from clothing mods. Typically composed of a base additive and an additive multiplier. PhysicalDamage = "PhysicalDamage", PhysicalDamageMin = "PhysicalDamageMin", PhysicalDamageMax = "PhysicalDamageMax", PhysicalImpulse = "PhysicalImpulse", -- Physics value for other ragdolling? Sounds fun! PhysicalResistance = "PhysicalResistance", PoisonChance = "PoisonedApplicationRate", PowerLevel = "PowerLevel", ProjectilesPerShotBase = "ProjectilesPerShotBase", -- Tech weapons or shotguns use this. ProjectilesPerShotBonus = "ProjectilesPerShotBonus", -- Best to modify bonus rather than base (likely inherited from weapon type). ProjectilesPerShot = "ProjectilesPerShot", -- May be a computed value. Needs testing. Quality = "Quality", Quantity = "Quantity", -- Unsure how this is used for non-stackable items. Value is not always one. Avoid! RandomCurveInput = "RandomCurveInput", Range = "Range", -- This should be interesting for melee weapons. Recoil = "Recoil", RecoilAngle = "RecoilAngle", RecoilAnimation = "RecoilAnimation", RecoilDelay = "RecoilDelay", RecoilDir = "RecoilDir", -- Angle could be changed to force recoil direction. RecoilDirADS = "RecoilDirADS", RecoilDriftRandomRangeMin = "RecoilDriftRandomRangeMin", RecoilDriftRandomRangeMax = "RecoilDriftRandomRangeMax", RecoilEnableLinearX = "RecoilEnableLinearX", RecoilEnableLinearXADS = "RecoilEnableLinearXADS", RecoilEnableLinearY = "RecoilEnableLinearY", RecoilEnableLinearYADS = "RecoilEnableLinearYADS", RecoilFullChargeMult = "RecoilFullChargeMult", RecoilHoldDuration = "RecoilHoldDuration", RecoilHoldDurationADS = "RecoilHoldDurationADS", RecoilKickMin = "RecoilKickMin", RecoilKickMinADS = "RecoilKickMinADS", RecoilKickMax = "RecoilKickMax", RecoilKickMaxADS = "RecoilKickMaxADS", RecoilMagForFullDrift = "RecoilMagForFullDrift", RecoilMaxLength = "RecoilMaxLength", RecoilRecoveryMinSpeed = "RecoilRecoveryMinSpeed", RecoilRecoveryTime = "RecoilRecoveryTime", RecoilRecoveryTimeADS = "RecoilRecoveryTimeADS", RecoilTime = "RecoilTime", RecoilTimeADS = "RecoilTimeADS", RecoilUseDifferentStatsInADS = "RecoilUseDifferentStatsInADS", -- Boolean flag. Usually for rifles like snipers. ReloadAmount = "ReloadAmount", -- For shotguns or items loaded shot-by-shot. ReloadTimeBase = "ReloadTimeBase", -- Likely should modify base or bonus values. Only affects non-empty magazine reloads? ReloadTimeBonus = "ReloadTimeBonus", ReloadTime = "ReloadTime", RicochetChance = "RicochetChance", RicochetCount = "RicochetCount", RicochetMinAngle = "RicochetMinAngle", -- Change these to make bouncy bullets? RicochetMaxAngle = "RicochetMaxAngle", RicochetTargetSearchAngle = "RicochetTargetSearchAngle", -- Automatically tries to guide to a target for hit. ScopeFOV = "ScopeFOV", ScopeOffset = "ScopeOffset", ShotDelay = "ShotDelay", -- This is mainly a sniper rifle thing. SlideWhenLeaningOutOfCover = "SlideWhenLeaningOutOfCover", SmartGunAddSpiralTrajectory = "SmartGunAddSpiralTrajectory", SmartGunAdsLockingAnglePitch = "SmartGunAdsLockingAnglePitch", -- Unsure what the locking angles control. SmartGunAdsLockingAngleYaw = "SmartGunAdsLockingAngleYaw", SmartGunAdsMaxLockedTargets = "SmartGunAdsMaxLockedTargets", -- Ooh baby. SmartGunAdsTargetableAnglePitch = "SmartGunAdsTargetableAnglePitch", SmartGunAdsTargetableAngleYaw = "SmartGunAdsTargetableAngleYaw", SmartGunAdsTimeToLock = "SmartGunAdsTimeToLock", -- Appears to be in seconds. SmartGunAdsTimeToUnlock = "SmartGunAdsTimeToUnlock", -- Usually set to zero. SmartGunHipLockingAnglePitch = "SmartGunHipLockingAnglePitch", SmartGunHipLockingAngleYaw = "SmartGunHipLockingAngleYaw", SmartGunHipMaxLockedTargets = "SmartGunHipMaxLockedTargets", -- As with aim-down-sights variant. SmartGunHipTargetableAnglePitch = "SmartGunHipTargetableAnglePitch", SmartGunHipTargetableAngleYaw = "SmartGunHipTargetableAngleYaw", SmartGunHipTimeToLock = "SmartGunHipTimeToLock", SmartGunHipTimeToUnlock = "SmartGunHipTimeToUnlock", SmartGunHitProbability = "SmartGunHitProbability", -- Values between zero and one. Why is it even possible for shots to miss? SmartGunMissDelay = "SmartGunMissDelay", SmartGunMissRadius = "SmartGunMissRadius", SmartGunPlayerProjectileVelocity = "SmartGunPlayerProjectileVelocity", -- Default values are pretty low (~25) while max is very high (9999). SmartGunProjectileVelocityVariance = "SmartGunProjectileVelocityVariance", SmartGunSpiralCycleTimeMin = "SmartGunSpiralCycleTimeMin", -- Unsure what the spiral cycle times represent. SmartGunSpiralCycleTimeMax = "SmartGunSpiralCycleTimeMax", SmartGunSpiralRadius = "SmartGunSpiralRadius", SmartGunSpiralRampDistanceStart = "SmartGunSpiralRampDistanceStart", SmartGunSpiralRampDistanceEnd = "SmartGunSpiralRampDistanceEnd", SmartGunSpiralRandomizeDirection = "SmartGunSpiralRandomizeDirection", -- This is a boolean flag. SmartGunSpreadMultiplier = "SmartGunSpreadMultiplier", SmartGunStartingAccuracy = "SmartGunStartingAccuracy", -- Default gun accuracy. For weapons that improve accuracy as they remain locked. SmartGunTargetAcquisitionRange = "SmartGunTargetAcquisitionRange", -- Usually quite low (~20) while max is much higher (1000). SmartGunTimeToMaxAccuracy = "SmartGunTimeToMaxAccuracy", SmartGunTimeToRemoveOccludedTarget = "SmartGunTimeToRemoveOccludedTarget", -- You could use this to keep track through walls. SmartGunTrackAllBodyparts = "SmartGunTrackAllBodyparts", -- Disable this to track only heads? SmartGunUseEvenDistributionTargeting = "SmartGunUseEvenDistributionTargeting", SmartGunUseTimeBasedAccuracy = "SmartGunUseTimeBasedAccuracy", -- Boolean flag. Spread = "Spread", -- Here comes all the bullet spread stuff. SpreadAdsChangePerShot = "SpreadAdsChangePerShot", SpreadAdsChargeMult = "SpreadAdsChargeMult", SpreadAdsDefaultX = "SpreadAdsDefaultX", SpreadAdsFastSpeedMin = "SpreadAdsFastSpeedMin", SpreadAdsFastSpeedMinAdd = "SpreadAdsFastSpeedMinAdd", SpreadAdsFastSpeedMax = "SpreadAdsFastSpeedMax", SpreadAdsFastSpeedMaxAdd = "SpreadAdsFastSpeedMaxAdd", SpreadAdsFullChargeMult = "SpreadAdsFullChargeMult", SpreadAdsMinX = "SpreadAdsMinX", SpreadAdsMinY = "SpreadAdsMinY", SpreadAdsMaxX = "SpreadAdsMaxX", -- SpreadAdsMaxY = "SpreadAdsMaxY", -- Haven't seen this in any weapon dumps yet. SpreadAnimation = "SpreadAnimation", SpreadChangePerShot = "SpreadChangePerShot", SpreadChargeMult = "SpreadChargeMult", SpreadCrouchDefaultMult = "SpreadCrouchDefaultMult", SpreadCrouchMaxMult = "SpreadCrouchMaxMult", SpreadDefaultX = "SpreadDefaultX", SpreadEvenDistributionJitterSize = "SpreadEvenDistributionJitterSize", SpreadEvenDistributionRowCount = "SpreadEvenDistributionRowCount", SpreadFastSpeedMin = "SpreadFastSpeedMin", SpreadFastSpeedMinAdd = "SpreadFastSpeedMinAdd", SpreadFastSpeedMax = "SpreadFastSpeedMax", SpreadFastSpeedMaxAdd = "SpreadFastSpeedMaxAdd", SpreadFullChargeMult = "SpreadFullChargeMult", SpreadMinX = "SpreadMinX", SpreadMaxX = "SpreadMaxX", SpreadMinY = "SpreadMinY", -- SpreadMaxY = "SpreadMaxY", -- Haven't seen this in any weapon dumps yet. SpreadRandomizeOriginPoint = "SpreadRandomizeOriginPoint", SpreadResetSpeed = "SpreadResetSpeed", SpreadResetTimeThreshold = "SpreadResetTimeThreshold", SpreadUseCircularSpread = "SpreadUseCircularSpread", -- This is a boolean. Common for tech weapons. SpreadUseEvenDistribution = "SpreadUseEvenDistribution", -- This is a boolean. Common for tech weapons. SpreadUseInAds = "SpreadUseInAds", -- This is a boolean. StaminaCostToBlock = "StaminaCostToBlock", StaminaDamage = "StaminaDamage", -- Is this damage done to your own stamina (i.e. cost to melee)? StreetCred = "StreetCred", Strength = "Strength", -- No idea what this represents. SwayCenterMaximumAngleOffset = "SwayCenterMaximumAngleOffset", SwayCurvatureMinimumFactor = "SwayCurvatureMinimumFactor", SwayCurvatureMaximumFactor = "SwayCurvatureMaximumFactor", SwayInitialOffsetRandomFactor = "SwayInitialOffsetRandomFactor", SwayResetOnAimStart = "SwayResetOnAimStart", SwaySideBottomAngleLimit = "SwaySideBottomAngleLimit", SwaySideMinimumAngleDistance = "SwaySideMinimumAngleDistance", SwaySideMaximumAngleDistance = "SwaySideMaximumAngleDistance", SwaySideStepChangeMinimumFactor = "SwaySideStepChangeMinimumFactor", SwaySideStepChangeMaximumFactor = "SwaySideStepChangeMaximumFactor", SwaySideTopAngleLimit = "SwaySideTopAngleLimit", SwayStartBlendTime = "SwayStartBlendTime", SwayStartDelay = "SwayStartDelay", SwayTraversalTime = "SwayTraversalTime", TechPierceChargeLevel = "TechPierceChargeLevel", -- This is a threshold value of charge that must be exceeded to allow pierce. TechPierceEnabled = "TechPierceEnabled", -- This is a boolean flag. Can set to allow piercing. ThermalDamage = "ThermalDamage", ThermalDamageMin = "ThermalDamageMin", ThermalDamageMax = "ThermalDamageMax", ThermalResistance = "ThermalResistance", UnequipDuration = "UnequipDuration", WasItemUpgraded = "WasItemUpgraded", -- Boolean or counter that tracks how to scale upgrade recipe? Weight = "Weight", ZoomLevel = "ZoomLevel" } Glossary.Inspect = { Glossary.Stats.Level, Glossary.Stats.ItemLevel, Glossary.Stats.PowerLevel, Glossary.Stats.IsItemIconic, Glossary.Stats.IsItemCrafted, Glossary.Stats.Armor, Glossary.Stats.ItemArmor, Glossary.Stats.PartArmor, Glossary.Stats.BaseDamage, Glossary.Stats.PhysicalDamage, Glossary.Stats.BleedChance, Glossary.Stats.ThermalDamage, Glossary.Stats.BurnChance, Glossary.Stats.ElectricalDamage, Glossary.Stats.ShockChance, Glossary.Stats.ChemicalDamage, Glossary.Stats.PoisonChance, Glossary.Stats.CritChance, Glossary.Stats.CritDamage, Glossary.Stats.HeadshotDamageMultiplier, Glossary.Stats.ProjectilesPerShot, Glossary.Stats.MagazineCapacity, Glossary.Stats.CycleTime, Glossary.Stats.RicochetChance, Glossary.Stats.RicochetCount, Glossary.Stats.BonusRicochetDamage, Glossary.Stats.RicochetMinAngle, Glossary.Stats.RicochetMaxAngle, Glossary.Stats.RicochetTargetSearchAngle, Glossary.Stats.TechPierceEnabled, Glossary.Stats.TechPierceChargeLevel, Glossary.Stats.ChargeMultiplier, Glossary.Stats.ChargeFullMultiplier, Glossary.Stats.BaseChargeTime, Glossary.Stats.ChargeTime, Glossary.Stats.NumShotsInBurstMaxCharge, Glossary.Stats.HasSmartLink, Glossary.Stats.SmartGunHitProbability, Glossary.Stats.SmartGunAdsMaxLockedTargets, Glossary.Stats.SmartGunHipMaxLockedTargets, Glossary.Stats.SmartGunTrackAllBodyparts } Glossary.Calculation = { Additive = "Additive", Multiplicative = "Multiply", Both = "AdditiveMultiplier" -- Represents a (1 + x) times multiplier. } Glossary.Tags = { Quest = "Quest", UnequipBlocked = "UnequipBlocked", DummyPart = "DummyPart" } Glossary.EquipSlots = { Face = 1, Feet = 1, Heads = 1, InnerChest = 1, Legs = 1, OuterChest = 1, Weapon = 3, Outfit = 1 } Glossary.WeaponSlots = { [1] = "Weapon 1", [2] = "Weapon 2", [3] = "Weapon 3" } Glossary.ClothingSlots = { [1] = "Head", [2] = "Face", [3] = "Inner Torso", [4] = "Outer Torso", [5] = "Legs", [6] = "Feet" } Glossary.ClothingSlotsInv = { ["Head"] = "Heads", ["Face"] = "Face", ["Inner Torso"] = "InnerChest", ["Outer Torso"] = "OuterChest", ["Legs"] = "Legs", ["Feet"] = "Feet" } Glossary.PartSlots = { Weapon = { Generic = { Ranged = { "AttachmentSlots.GenericWeaponMod1", "AttachmentSlots.GenericWeaponMod2", "AttachmentSlots.GenericWeaponMod3", "AttachmentSlots.GenericWeaponMod4" }, Melee = { "AttachmentSlots.MeleeWeaponMod1", "AttachmentSlots.MeleeWeaponMod2", "AttachmentSlots.MeleeWeaponMod3" } }, Scope = { Small = "AttachmentSlots.Scope", Rail = "AttachmentSlots.ScopeRail" }, Muzzle = "AttachmentSlots.PowerModule", Iconic = { Melee = "AttachmentSlots.IconicMeleeWeaponMod1", Ranged = "AttachmentSlots.IconicWeaponModLegendary" }, Power = { Rare = "AttachmentSlots.PowerWeaponModRare", Epic = "AttachmentSlots.PowerWeaponModEpic", Legendary = "AttachmentSlots.PowerWeaponModLegendary" }, Tech = { Rare = "AttachmentSlots.TechWeaponModRare", Epic = "AttachmentSlots.TechWeaponModEpic", Legendary = "AttachmentSlots.TechWeaponModLegendary" }, Smart = { Rare = "AttachmentSlots.SmartWeaponModRare", Epic = "AttachmentSlots.SmartWeaponModEpic", Legendary = "AttachmentSlots.SmartWeaponModLegendary" } }, Clothing = { Face = { "AttachmentSlots.FaceFabricEnhancer1", "AttachmentSlots.FaceFabricEnhancer2", "AttachmentSlots.FaceFabricEnhancer3", "AttachmentSlots.FaceFabricEnhancer4" }, Feet = { "AttachmentSlots.FootFabricEnhancer1", "AttachmentSlots.FootFabricEnhancer2", "AttachmentSlots.FootFabricEnhancer3", "AttachmentSlots.FootFabricEnhancer4" }, Head = { "AttachmentSlots.HeadFabricEnhancer1", "AttachmentSlots.HeadFabricEnhancer2", "AttachmentSlots.HeadFabricEnhancer3", "AttachmentSlots.HeadFabricEnhancer4" }, InnerChest = { "AttachmentSlots.InnerChestFabricEnhancer1", "AttachmentSlots.InnerChestFabricEnhancer2", "AttachmentSlots.InnerChestFabricEnhancer3", "AttachmentSlots.InnerChestFabricEnhancer4" }, Legs = { "AttachmentSlots.LegsFabricEnhancer1", "AttachmentSlots.LegsFabricEnhancer2", "AttachmentSlots.LegsFabricEnhancer3", "AttachmentSlots.LegsFabricEnhancer4" }, OuterChest = { "AttachmentSlots.OuterChestFabricEnhancer1", "AttachmentSlots.OuterChestFabricEnhancer2", "AttachmentSlots.OuterChestFabricEnhancer3", "AttachmentSlots.OuterChestFabricEnhancer4" } } } -- Property Lookups Glossary.ForcedQuality = { -- Keys should match those in item quality. -- Let this be a lesson for anyone who doesn't want to learn object-oriented programming. Legendary = { Glossary.Weapons.Ranged.Achilles.Iconic.WidowMaker.Legendary, Glossary.Weapons.Ranged.Ajax.Iconic.MoronLabe.Legendary, Glossary.Weapons.Ranged.Burya.Iconic.ComradesHammer.Legendary, Glossary.Weapons.Ranged.Carnage.Iconic.Mox.Legendary, Glossary.Weapons.Ranged.Copperhead.Iconic.Psalm.Legendary, Glossary.Weapons.Ranged.Dian.Iconic.YingLong.Legendary, Glossary.Weapons.Ranged.Grad.Iconic.OFive.Legendary, Glossary.Weapons.Ranged.Grad.Iconic.Overwatch.Legendary, Glossary.Weapons.Ranged.Igla.Iconic.Sovereign.Legendary, Glossary.Weapons.Ranged.Kenshin.Iconic.Apparition.Legendary, Glossary.Weapons.Ranged.Kenshin.Iconic.Chaos.Legendary, Glossary.Weapons.Ranged.Lexington.Iconic.DyingNight.Legendary, Glossary.Weapons.Ranged.Liberty.Iconic.Kongou.Legendary, Glossary.Weapons.Ranged.Liberty.Iconic.PlanB.Legendary, Glossary.Weapons.Ranged.Liberty.Iconic.Pride.Legendary, Glossary.Weapons.Ranged.Masamune.Iconic.Prejudice.Legendary, Glossary.Weapons.Ranged.Nekomata.Iconic.Breakthrough.Legendary, Glossary.Weapons.Ranged.Nova.Iconic.DoomDoom.Legendary, Glossary.Weapons.Ranged.Nue.Iconic.ChingonaDorada.Legendary, Glossary.Weapons.Ranged.Nue.Iconic.DeathTaxes.Legendary, Glossary.Weapons.Ranged.Omaha.Iconic.Lizzie.Legendary, Glossary.Weapons.Ranged.Overture.Iconic.Amnesty.Legendary, Glossary.Weapons.Ranged.Overture.Iconic.Archangel.Legendary, Glossary.Weapons.Ranged.Overture.Iconic.Crash.Legendary, Glossary.Weapons.Ranged.Pulsar.Iconic.Buzzsaw.Legendary, Glossary.Weapons.Ranged.Saratoga.Iconic.Fenrir.Legendary, Glossary.Weapons.Ranged.Saratoga.Iconic.ProblemSolver.Legendary, Glossary.Weapons.Ranged.Shingen.Iconic.Prototype.Legendary, Glossary.Weapons.Ranged.Sidewinder.Iconic.DividedWeStand.Legendary, Glossary.Weapons.Ranged.Silverhand.Legendary, Glossary.Weapons.Ranged.Tactician.Iconic.Headsman.Legendary, Glossary.Weapons.Ranged.Yukimara.Iconic.Genjiroh.Legendary, Glossary.Weapons.Melee.BaseballBat.Iconic.GoldPlated.Legendary, Glossary.Weapons.Melee.Baton.Iconic.TinkerBell.Legendary, Glossary.Weapons.Melee.Cane.Iconic.Cottonmouth.Legendary, Glossary.Weapons.Melee.Dildo.Iconic.Phallustiff.Legendary, Glossary.Weapons.Melee.Katana.Iconic.BlackUnicorn.Legendary, Glossary.Weapons.Melee.Katana.Iconic.Cocktail.Legendary, Glossary.Weapons.Melee.Katana.Iconic.JinchuMaru.Legendary, Glossary.Weapons.Melee.Katana.Iconic.Satori.Legendary, Glossary.Weapons.Melee.Katana.Iconic.Scalpel.Legendary, Glossary.Weapons.Melee.Katana.Iconic.Tsumetogi.Legendary, Glossary.Weapons.Melee.Knife.Iconic.Stinger.Legendary, Glossary.Weapons.Melee.Shovel.Iconic.Caretaker.Legendary, Glossary.Weapons.Grenades.Ozob, Glossary.Clothing.Face.Special.Police, Glossary.Clothing.Face.Special.Corpo, Glossary.Clothing.Face.Special.Fixer, Glossary.Clothing.Face.Special.Media, Glossary.Clothing.Face.Special.Techie, Glossary.Clothing.Face.Special.Rocker, Glossary.Clothing.Face.Special.Netrunner, Glossary.Clothing.Face.Special.Nomad, Glossary.Clothing.Face.Special.Solo, Glossary.Clothing.Face.Special.Johnny.Legendary, Glossary.Clothing.Head.Special.Media, Glossary.Clothing.Head.Special.Techie, Glossary.Clothing.Feet.Special.Police, Glossary.Clothing.Feet.Special.Corpo, Glossary.Clothing.Feet.Special.Fixer, Glossary.Clothing.Feet.Special.Media, Glossary.Clothing.Feet.Special.Netrunner, Glossary.Clothing.Feet.Special.Nomad, Glossary.Clothing.Feet.Special.Rocker, Glossary.Clothing.Feet.Special.Solo, Glossary.Clothing.Feet.Special.Techie, Glossary.Clothing.Feet.Special.Johnny.Legendary, Glossary.Clothing.Legs.Special.Police, Glossary.Clothing.Legs.Special.Corpo, Glossary.Clothing.Legs.Special.Fixer, Glossary.Clothing.Legs.Special.Media, Glossary.Clothing.Legs.Special.Netrunner, Glossary.Clothing.Legs.Special.Nomad, Glossary.Clothing.Legs.Special.Rocker, Glossary.Clothing.Legs.Special.Solo, Glossary.Clothing.Legs.Special.Techie, Glossary.Clothing.Legs.Special.Johnny.Legendary, Glossary.Clothing.OuterTorso.Special.Aldecaldo, Glossary.Clothing.OuterTorso.Special.Corpo, Glossary.Clothing.OuterTorso.Special.Fixer, Glossary.Clothing.OuterTorso.Special.Media, Glossary.Clothing.OuterTorso.Special.Nomad, Glossary.Clothing.OuterTorso.Special.Police, Glossary.Clothing.OuterTorso.Special.Rocker, Glossary.Clothing.OuterTorso.Special.Johnny.Legendary, Glossary.Clothing.OuterTorso.Special.Solo, Glossary.Clothing.OuterTorso.Special.Techie, Glossary.Clothing.OuterTorso.Special.Wolf.Legendary, Glossary.Clothing.InnerTorso.Special.Corpo, Glossary.Clothing.InnerTorso.Special.Fixer, Glossary.Clothing.InnerTorso.Special.Media, Glossary.Clothing.InnerTorso.Special.Netrunner, Glossary.Clothing.InnerTorso.Special.Nomad, Glossary.Clothing.InnerTorso.Special.Rocker, Glossary.Clothing.InnerTorso.Special.Solo, Glossary.Clothing.InnerTorso.Special.Techie, Glossary.Clothing.InnerTorso.Special.Johnny.Legendary, Glossary.Clothing.InnerTorso.Special.Wolf.Legendary, Glossary.Clothing.InnerTorso.Special.Galaxy.Legendary, Glossary.Cyberware.Arms.MantisBlades.Legendary, Glossary.Cyberware.Arms.Monowire.Legendary, Glossary.Cyberware.Arms.ProjectileLauncher.Legendary, Glossary.Cyberware.Arms.GorillaArms.Legendary, Glossary.Cyberware.Circulatory.AdrenalineBooster.Legendary, Glossary.Cyberware.Circulatory.Bioconductor.Legendary, Glossary.Cyberware.Circulatory.Biomonitor.Legendary, Glossary.Cyberware.Circulatory.BloodPump.Legendary, Glossary.Cyberware.Circulatory.BloodVessels.Legendary, Glossary.Cyberware.Circulatory.FeedbackCircuit.Legendary, Glossary.Cyberware.Circulatory.MicroGenerator.Legendary, Glossary.Cyberware.Circulatory.SecondHeart.Legendary, Glossary.Cyberware.Circulatory.SynLungs.Legendary, Glossary.Cyberware.Deck.Arasaka.Legendary, Glossary.Cyberware.Deck.Biodyne.Berserk.Legendary, Glossary.Cyberware.Deck.Dynalay.Legendary, Glossary.Cyberware.Deck.Fuyutsui.Iconic, Glossary.Cyberware.Deck.Militech.Berserk.Iconic, Glossary.Cyberware.Deck.Militech.Sandevistan.Iconic, Glossary.Cyberware.Deck.Netwatch.Iconic, Glossary.Cyberware.Deck.Qiant.Legendary, Glossary.Cyberware.Deck.Qiant.Iconic, Glossary.Cyberware.Deck.Raven.Legendary, Glossary.Cyberware.Deck.Stephenson.Legendary, Glossary.Cyberware.Deck.Tetratonic.Legendary, Glossary.Cyberware.Deck.Zetatech.Berserk.Legendary, Glossary.Cyberware.Deck.Zetatech.Berserk.Iconic, Glossary.Cyberware.FrontalCortex.Camillo.Legendary, Glossary.Cyberware.FrontalCortex.ExDisk.Legendary, Glossary.Cyberware.FrontalCortex.HealOnKill.Legendary, Glossary.Cyberware.FrontalCortex.Limbic.Legendary, Glossary.Cyberware.FrontalCortex.Mechatronic.Legendary, Glossary.Cyberware.FrontalCortex.SelfICE.Legendary, Glossary.Cyberware.FrontalCortex.VisualCortex.Legendary, Glossary.Cyberware.Hands.Ballistic.Legendary, Glossary.Cyberware.Hands.SmartLink.Legendary, Glossary.Cyberware.Immune.Cataresist.Legendary, Glossary.Cyberware.Immune.PainEditor.Legendary, Glossary.Cyberware.Immune.ShockAwe.Legendary, Glossary.Cyberware.Integumentary.SubdermalArmor.Legendary, Glossary.Cyberware.Nervous.Kerenzikov.Legendary, Glossary.Cyberware.Nervous.Neofiber.Legendary, Glossary.Cyberware.Nervous.ReflexTuner.Legendary, Glossary.Cyberware.Nervous.SynapticAccel.Legendary, Glossary.Cyberware.Skeleton.BionicLungs.Legendary, Glossary.Cyberware.Skeleton.Microrotors.Legendary, Glossary.Cyberware.Skeleton.MicroVibrationGen.Legendary, Glossary.Cyberware.Skeleton.SynapticSignal.Legendary, Glossary.Quickhacks.Contagion.Legendary, Glossary.Quickhacks.CrippleMovement.Legendary, Glossary.Quickhacks.Cyberpsychosis.Legendary, Glossary.Quickhacks.DetonateGrenade.Legendary, Glossary.Quickhacks.Overheat.Legendary, Glossary.Quickhacks.Ping.Legendary, Glossary.Quickhacks.RebootOptics.Legendary, Glossary.Quickhacks.ShortCircuit.Legendary, Glossary.Quickhacks.SonicShock.Legendary, Glossary.Quickhacks.Suicide.Legendary, Glossary.Quickhacks.SynapseBurnout.Legendary, Glossary.Quickhacks.SystemReset.Legendary, Glossary.Quickhacks.WeaponGlitch.Legendary, Glossary.Mods.Clothing.Bully, Glossary.Mods.Clothing.CoolIt, Glossary.Mods.Clothing.DeadEye, Glossary.Mods.Clothing.Fortuna, Glossary.Mods.Clothing.Panacea, Glossary.Mods.Clothing.Predator, -- Glossary.Mods.Ranged.BeSmart, -- Disabled as this mod doesn't appear to actually be usable. Glossary.Mods.Cyberware.Arms.GorillaArms.Battery.BlackMarket, Glossary.Mods.Cyberware.Arms.GorillaArms.Battery.Rin3u, Glossary.Mods.Cyberware.Arms.GorillaArms.Knuckles.Animals, Glossary.Mods.Cyberware.Arms.MantisBlades.Rotor.Haming8, Glossary.Mods.Cyberware.Deck.Berserk.BeastMode, Glossary.Mods.Cyberware.Deck.Sandevistan.Arasaka, Glossary.Mods.Cyberware.Deck.Sandevistan.MicroAmplifier, Glossary.Mods.Cyberware.Eyes.TrajectoryAnalysis }, Epic = { Glossary.Weapons.Ranged.Achilles.Iconic.WidowMaker.Epic, Glossary.Weapons.Ranged.Ajax.Iconic.MoronLabe.Epic, Glossary.Weapons.Ranged.Burya.Iconic.ComradesHammer.Epic, Glossary.Weapons.Ranged.Carnage.Iconic.Mox.Epic, Glossary.Weapons.Ranged.Copperhead.Iconic.Psalm.Epic, Glossary.Weapons.Ranged.Grad.Iconic.OFive.Epic, Glossary.Weapons.Ranged.Grad.Iconic.Overwatch.Epic, Glossary.Weapons.Ranged.Igla.Iconic.Sovereign.Epic, Glossary.Weapons.Ranged.Kenshin.Iconic.Apparition.Epic, Glossary.Weapons.Ranged.Kenshin.Iconic.Chaos.Epic, Glossary.Weapons.Ranged.Lexington.Iconic.DyingNight.Epic, Glossary.Weapons.Ranged.Liberty.Iconic.Kongou.Epic, Glossary.Weapons.Ranged.Liberty.Iconic.PlanB.Epic, Glossary.Weapons.Ranged.Nekomata.Iconic.Breakthrough.Epic, Glossary.Weapons.Ranged.Nova.Iconic.DoomDoom.Epic, Glossary.Weapons.Ranged.Nue.Iconic.ChingonaDorada.Epic, Glossary.Weapons.Ranged.Nue.Iconic.DeathTaxes.Epic, Glossary.Weapons.Ranged.Omaha.Iconic.Lizzie.Epic, Glossary.Weapons.Ranged.Overture.Iconic.Amnesty.Epic, Glossary.Weapons.Ranged.Overture.Iconic.Archangel.Epic, Glossary.Weapons.Ranged.Overture.Iconic.Crash.Epic, Glossary.Weapons.Ranged.Pulsar.Iconic.Buzzsaw.Epic, Glossary.Weapons.Ranged.Saratoga.Iconic.Fenrir.Epic, Glossary.Weapons.Ranged.Saratoga.Iconic.ProblemSolver.Epic, Glossary.Weapons.Ranged.Sidewinder.Iconic.DividedWeStand.Epic, Glossary.Weapons.Ranged.Tactician.Iconic.Headsman.Epic, Glossary.Weapons.Ranged.Yukimara.Iconic.Genjiroh.Epic, Glossary.Weapons.Ranged.Yukimara.Iconic.Skippy.Epic, Glossary.Weapons.Melee.BaseballBat.Iconic.GoldPlated.Epic, Glossary.Weapons.Melee.Baton.Iconic.TinkerBell.Epic, Glossary.Weapons.Melee.Cane.Iconic.Cottonmouth.Epic, Glossary.Weapons.Melee.Dildo.Iconic.Phallustiff.Epic, Glossary.Weapons.Melee.Katana.Iconic.BlackUnicorn.Epic, Glossary.Weapons.Melee.Katana.Iconic.Cocktail.Epic, Glossary.Weapons.Melee.Katana.Iconic.JinchuMaru.Epic, Glossary.Weapons.Melee.Katana.Iconic.Satori.Epic, Glossary.Weapons.Melee.Katana.Iconic.Scalpel.Epic, Glossary.Weapons.Melee.Katana.Iconic.Tsumetogi.Epic, Glossary.Weapons.Melee.Knife.Iconic.Stinger.Epic, Glossary.Weapons.Grenades.EMP.Homing, Glossary.Weapons.Grenades.Gash, Glossary.Weapons.Grenades.Incendiary.Homing, Glossary.Clothing.Face.Special.Johnny.Epic, Glossary.Clothing.Feet.Special.Johnny.Epic, Glossary.Clothing.Legs.Special.Johnny.Epic, Glossary.Clothing.OuterTorso.Special.Johnny.Epic, Glossary.Clothing.OuterTorso.Special.Wolf.Epic, Glossary.Clothing.InnerTorso.Special.Johnny.Epic, Glossary.Clothing.InnerTorso.Special.Wolf.Epic, Glossary.Clothing.InnerTorso.Special.Galaxy.Epic, Glossary.Cyberware.Arms.MantisBlades.Epic, Glossary.Cyberware.Arms.Monowire.Epic, Glossary.Cyberware.Arms.ProjectileLauncher.Epic, Glossary.Cyberware.Arms.GorillaArms.Epic, Glossary.Cyberware.Circulatory.AdrenalineBooster.Epic, Glossary.Cyberware.Circulatory.Bioconductor.Epic, Glossary.Cyberware.Circulatory.Biomonitor.Epic, Glossary.Cyberware.Circulatory.BloodPump.Epic, Glossary.Cyberware.Circulatory.BloodVessels.Epic, Glossary.Cyberware.Circulatory.FeedbackCircuit.Epic, Glossary.Cyberware.Circulatory.MicroGenerator.Epic, Glossary.Cyberware.Circulatory.SynLungs.Epic, Glossary.Cyberware.Deck.Arasaka.Epic, Glossary.Cyberware.Deck.Biodyne.Berserk.Epic, Glossary.Cyberware.Deck.Biotech.Epic, Glossary.Cyberware.Deck.Dynalay.Epic, Glossary.Cyberware.Deck.MooreTech.Epic, Glossary.Cyberware.Deck.Raven.Epic, Glossary.Cyberware.Deck.Stephenson.Epic, Glossary.Cyberware.Deck.Tetratonic.Epic, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Epic, Glossary.Cyberware.FrontalCortex.Camillo.Epic, Glossary.Cyberware.FrontalCortex.ExDisk.Epic, Glossary.Cyberware.FrontalCortex.HealOnKill.Epic, Glossary.Cyberware.FrontalCortex.Mechatronic.Epic, Glossary.Cyberware.FrontalCortex.MemoryBoost.Epic, Glossary.Cyberware.FrontalCortex.VisualCortex.Epic, Glossary.Cyberware.Hands.Ballistic.Epic, Glossary.Cyberware.Hands.SmartLink.Epic, Glossary.Cyberware.Immune.Cataresist.Epic, Glossary.Cyberware.Immune.Inductor.Epic, Glossary.Cyberware.Immune.Metabolic.Epic, Glossary.Cyberware.Immune.ShockAwe.Epic, Glossary.Cyberware.Integumentary.HeatConverter.Epic, Glossary.Cyberware.Integumentary.SubdermalArmor.Epic, Glossary.Cyberware.Legs.FortifiedAnkles.Epic, Glossary.Cyberware.Legs.LynxPaws.Epic, Glossary.Cyberware.Nervous.Kerenzikov.Epic, Glossary.Cyberware.Nervous.Nanorelays.Epic, Glossary.Cyberware.Nervous.Neofiber.Epic, Glossary.Cyberware.Nervous.SynapticAccel.Epic, Glossary.Cyberware.Ocular.Kiroshi.Epic, Glossary.Cyberware.Skeleton.BionicJoints.Epic, Glossary.Cyberware.Skeleton.BionicLungs.Epic, Glossary.Cyberware.Skeleton.DenseMarrow.Epic, Glossary.Cyberware.Skeleton.Microrotors.Epic, Glossary.Cyberware.Skeleton.SynapticSignal.Epic, Glossary.Quickhacks.Contagion.Epic, Glossary.Quickhacks.CrippleMovement.Epic, Glossary.Quickhacks.Cyberpsychosis.Epic, Glossary.Quickhacks.CyberwareMalfunction.Epic, Glossary.Quickhacks.DetonateGrenade.Epic, Glossary.Quickhacks.MemoryWipe.Epic, Glossary.Quickhacks.Overheat.Epic, Glossary.Quickhacks.Ping.Epic, Glossary.Quickhacks.RebootOptics.Epic, Glossary.Quickhacks.RequestBackup.Epic, Glossary.Quickhacks.ShortCircuit.Epic, Glossary.Quickhacks.SonicShock.Epic, Glossary.Quickhacks.Suicide.Epic, Glossary.Quickhacks.SynapseBurnout.Epic, Glossary.Quickhacks.SystemReset.Epic, Glossary.Quickhacks.WeaponGlitch.Epic, Glossary.Quickhacks.Whistle.Epic, Glossary.Mods.Clothing.AntiVenom, Glossary.Mods.Clothing.CutItOut, Glossary.Mods.Clothing.SoftSole, Glossary.Mods.Clothing.SuperInsulator, -- Glossary.Mods.Ranged.Bouncy, -- Disabled as this mod doesn't appear to actually be usable. -- Glossary.Mods.Ranged.ChargeSpike, -- Disabled as this mod doesn't appear to actually be usable. Glossary.Mods.Ranged.CounterMass, Glossary.Mods.Ranged.Iconic.Archangel, Glossary.Mods.Ranged.Iconic.Amnesty, Glossary.Mods.Ranged.Iconic.Apparition, Glossary.Mods.Ranged.Iconic.BaXingChong, Glossary.Mods.Ranged.Iconic.Breakthrough, Glossary.Mods.Ranged.Iconic.Buzzsaw, Glossary.Mods.Ranged.Iconic.Chaos, Glossary.Mods.Ranged.Iconic.ChingonaDorada, Glossary.Mods.Ranged.Iconic.ComradesHammer, Glossary.Mods.Ranged.Iconic.Crash, Glossary.Mods.Ranged.Iconic.DeathTaxes, Glossary.Mods.Ranged.Iconic.DividedWeStand, Glossary.Mods.Ranged.Iconic.DoomDoom, Glossary.Mods.Ranged.Iconic.DyingNight, Glossary.Mods.Ranged.Iconic.Fenrir, Glossary.Mods.Ranged.Iconic.Genjiroh, Glossary.Mods.Ranged.Iconic.Headsman, Glossary.Mods.Ranged.Iconic.Kongou, Glossary.Mods.Ranged.Iconic.Lizzie, Glossary.Mods.Ranged.Iconic.MoronLabe, Glossary.Mods.Ranged.Iconic.Mox, Glossary.Mods.Ranged.Iconic.OFive, Glossary.Mods.Ranged.Iconic.Overwatch, Glossary.Mods.Ranged.Iconic.PlanB, Glossary.Mods.Ranged.Iconic.Prejudice, Glossary.Mods.Ranged.Iconic.Pride, Glossary.Mods.Ranged.Iconic.Psalm, Glossary.Mods.Ranged.Iconic.ProblemSolver, Glossary.Mods.Ranged.Iconic.Shingen, Glossary.Mods.Ranged.Iconic.Sovereign, Glossary.Mods.Ranged.Iconic.WidowMaker, Glossary.Mods.Ranged.Iconic.YingLong, Glossary.Mods.Melee.Iconic.Caretaker, Glossary.Mods.Melee.Iconic.Cocktail, Glossary.Mods.Melee.Iconic.Cottonmouth, Glossary.Mods.Melee.Iconic.GoldPlated, Glossary.Mods.Melee.Iconic.JinchuMaru, Glossary.Mods.Melee.Iconic.Phallustiff, Glossary.Mods.Melee.Iconic.Satori, Glossary.Mods.Melee.Iconic.Scalpel, Glossary.Mods.Melee.Iconic.Stinger, Glossary.Mods.Melee.Iconic.TinkerBell, Glossary.Mods.Melee.Iconic.Tsumetogi, Glossary.Mods.Cyberware.Arms.GorillaArms.Battery.High, Glossary.Mods.Cyberware.Arms.GorillaArms.Battery.Medium, Glossary.Mods.Cyberware.Arms.MantisBlades.Rotor.Fast, Glossary.Mods.Cyberware.Arms.Monowire.Battery.High, Glossary.Mods.Cyberware.Arms.Monowire.Battery.Medium, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Plating.Titanium, Glossary.Mods.Cyberware.Deck.Sandevistan.RapidBull, Glossary.Mods.Cyberware.Deck.Sandevistan.TygerPaw }, Rare = { Glossary.Weapons.Ranged.Achilles.Iconic.WidowMaker.Rare, Glossary.Weapons.Ranged.Carnage.Iconic.Mox.Rare, Glossary.Weapons.Ranged.Copperhead.Iconic.Psalm.Rare, Glossary.Weapons.Ranged.Grad.Iconic.Overwatch.Rare, Glossary.Weapons.Ranged.Kenshin.Iconic.Chaos.Rare, Glossary.Weapons.Ranged.Lexington.Iconic.DyingNight.Rare, Glossary.Weapons.Ranged.Liberty.Iconic.Kongou.Rare, Glossary.Weapons.Ranged.Liberty.Iconic.PlanB.Rare, Glossary.Weapons.Ranged.Nova.Iconic.DoomDoom.Rare, Glossary.Weapons.Ranged.Nue.Iconic.ChingonaDorada.Rare, Glossary.Weapons.Ranged.Nue.Iconic.DeathTaxes.Rare, Glossary.Weapons.Ranged.Omaha.Iconic.Lizzie.Rare, Glossary.Weapons.Ranged.Overture.Iconic.Archangel.Rare, Glossary.Weapons.Ranged.Pulsar.Iconic.Buzzsaw.Rare, Glossary.Weapons.Ranged.Saratoga.Iconic.Fenrir.Rare, Glossary.Weapons.Ranged.Saratoga.Iconic.ProblemSolver.Rare, Glossary.Weapons.Ranged.Sidewinder.Iconic.DividedWeStand.Rare, Glossary.Weapons.Melee.BaseballBat.Iconic.GoldPlated.Rare, Glossary.Weapons.Melee.Baton.Iconic.TinkerBell.Rare, Glossary.Weapons.Melee.Cane.Iconic.Cottonmouth.Rare, Glossary.Weapons.Melee.Dildo.Iconic.Phallustiff.Rare, Glossary.Weapons.Melee.Katana.Iconic.BlackUnicorn.Rare, Glossary.Weapons.Melee.Katana.Iconic.Cocktail.Rare, Glossary.Weapons.Melee.Katana.Iconic.Satori.Rare, Glossary.Weapons.Melee.Katana.Iconic.Scalpel.Rare, Glossary.Weapons.Melee.Katana.Iconic.Tsumetogi.Rare, Glossary.Weapons.Melee.Knife.Iconic.Stinger.Rare, Glossary.Weapons.Grenades.Biohazard.Homing, Glossary.Weapons.Grenades.EMP.Sticky, Glossary.Weapons.Grenades.Flash.Homing, Glossary.Weapons.Grenades.Frag.Homing, Glossary.Weapons.Grenades.Incendiary.Sticky, Glossary.Clothing.Face.Special.Johnny.Rare, Glossary.Clothing.Feet.Special.Johnny.Rare, Glossary.Clothing.Legs.Special.Johnny.Rare, Glossary.Clothing.OuterTorso.Special.Johnny.Rare, Glossary.Clothing.OuterTorso.Special.Wolf.Rare, Glossary.Clothing.InnerTorso.Special.Johnny.Rare, Glossary.Clothing.InnerTorso.Special.Wolf.Rare, Glossary.Clothing.InnerTorso.Special.Galaxy.Rare, Glossary.Cyberware.Arms.MantisBlades.Rare, Glossary.Cyberware.Arms.Monowire.Rare, Glossary.Cyberware.Arms.ProjectileLauncher.Rare, Glossary.Cyberware.Arms.GorillaArms.Rare, Glossary.Cyberware.Circulatory.AdrenalineBooster.Rare, Glossary.Cyberware.Circulatory.Bioconductor.Rare, Glossary.Cyberware.Circulatory.Biomonitor.Rare, Glossary.Cyberware.Circulatory.BloodPump.Rare, Glossary.Cyberware.Circulatory.BloodVessels.Rare, Glossary.Cyberware.Circulatory.FeedbackCircuit.Rare, Glossary.Cyberware.Circulatory.MicroGenerator.Rare, Glossary.Cyberware.Circulatory.SynLungs.Rare, Glossary.Cyberware.Deck.Biodyne.Rare, Glossary.Cyberware.Deck.Biodyne.Berserk.Rare, Glossary.Cyberware.Deck.Biotech.Rare, Glossary.Cyberware.Deck.Dynalay.Rare, Glossary.Cyberware.Deck.MooreTech.Rare, Glossary.Cyberware.Deck.Seocho.Rare, Glossary.Cyberware.Deck.Stephenson.Rare, Glossary.Cyberware.Deck.Tetratonic.Rare, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Rare, Glossary.Cyberware.FrontalCortex.ExDisk.Rare, Glossary.Cyberware.FrontalCortex.Limbic.Rare, Glossary.Cyberware.FrontalCortex.Mechatronic.Rare, Glossary.Cyberware.FrontalCortex.MemoryBoost.Rare, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Rare, Glossary.Cyberware.Hands.Ballistic.Rare, Glossary.Cyberware.Hands.SmartLink.Rare, Glossary.Cyberware.Immune.Detoxifier.Rare, Glossary.Cyberware.Integumentary.FireproofCoating.Rare, Glossary.Cyberware.Integumentary.GroundingPlating.Rare, Glossary.Cyberware.Integumentary.SubdermalArmor.Rare, Glossary.Cyberware.Integumentary.SupraDermalWeave.Rare, Glossary.Cyberware.Legs.BoostedTendons.Rare, Glossary.Cyberware.Legs.FortifiedAnkles.Rare, Glossary.Cyberware.Nervous.Kerenzikov.Rare, Glossary.Cyberware.Nervous.Maneuvering.Rare, Glossary.Cyberware.Nervous.Nanorelays.Rare, Glossary.Cyberware.Nervous.Neofiber.Rare, Glossary.Cyberware.Nervous.ReflexTuner.Rare, Glossary.Cyberware.Nervous.SynapticAccel.Rare, Glossary.Cyberware.Ocular.Kiroshi.Rare, Glossary.Cyberware.Skeleton.BionicJoints.Rare, Glossary.Cyberware.Skeleton.BionicLungs.Rare, Glossary.Cyberware.Skeleton.DenseMarrow.Rare, Glossary.Cyberware.Skeleton.Microrotors.Rare, Glossary.Cyberware.Skeleton.MicroVibrationGen.Rare, Glossary.Cyberware.Skeleton.SynapticSignal.Rare, Glossary.Cyberware.Skeleton.TitaniumBones.Rare, Glossary.Quickhacks.Contagion.Rare, Glossary.Quickhacks.CrippleMovement.Rare, Glossary.Quickhacks.CyberwareMalfunction.Rare, Glossary.Quickhacks.MemoryWipe.Rare, Glossary.Quickhacks.Overheat.Rare, Glossary.Quickhacks.Ping.Rare, Glossary.Quickhacks.RebootOptics.Rare, Glossary.Quickhacks.ShortCircuit.Rare, Glossary.Quickhacks.SonicShock.Rare, Glossary.Quickhacks.SynapseBurnout.Rare, Glossary.Quickhacks.WeaponGlitch.Rare, Glossary.Quickhacks.Whistle.Rare, Glossary.Mods.Ranged.Autoloader, Glossary.Mods.Ranged.CombatAmplifier, Glossary.Mods.Ranged.Phantom, Glossary.Mods.Ranged.NeonArrow, Glossary.Mods.Ranged.Vendetta, Glossary.Mods.Ranged.Weaken, Glossary.Mods.Melee.ColdShoulder, Glossary.Mods.Melee.Kunai, Glossary.Mods.Melee.Scourge, Glossary.Mods.Melee.WhiteKnuckled, Glossary.Mods.Cyberware.Arms.GorillaArms.Battery.Low, Glossary.Mods.Cyberware.Arms.GorillaArms.Knuckles.Chemical, Glossary.Mods.Cyberware.Arms.GorillaArms.Knuckles.Electrical, Glossary.Mods.Cyberware.Arms.GorillaArms.Knuckles.Physical, Glossary.Mods.Cyberware.Arms.GorillaArms.Knuckles.Thermal, Glossary.Mods.Cyberware.Arms.MantisBlades.Edge.Chemical, Glossary.Mods.Cyberware.Arms.MantisBlades.Edge.Electrical, Glossary.Mods.Cyberware.Arms.MantisBlades.Edge.Physical, Glossary.Mods.Cyberware.Arms.MantisBlades.Edge.Thermal, Glossary.Mods.Cyberware.Arms.MantisBlades.Rotor.Slow, Glossary.Mods.Cyberware.Arms.Monowire.Cable.Chemical, Glossary.Mods.Cyberware.Arms.Monowire.Cable.Electrical, Glossary.Mods.Cyberware.Arms.Monowire.Cable.Physical, Glossary.Mods.Cyberware.Arms.Monowire.Cable.Thermal, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Chemical, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Electrical, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Explosive, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Incendiary, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Thermal, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Round.Tranquilizer, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Plating.Metal, Glossary.Mods.Cyberware.Arms.ProjectileLauncher.Plating.Neoplastic, Glossary.Mods.Cyberware.Arms.Universal.SensoryAmplifier.Armor, Glossary.Mods.Cyberware.Arms.Universal.SensoryAmplifier.CritChance, Glossary.Mods.Cyberware.Arms.Universal.SensoryAmplifier.CritDamage, Glossary.Mods.Cyberware.Arms.Universal.SensoryAmplifier.Health, Glossary.Mods.Cyberware.Deck.Berserk.Devastating, Glossary.Mods.Cyberware.Deck.Berserk.Sharpened, Glossary.Mods.Cyberware.Deck.Sandevistan.NeuroTransmitters, Glossary.Mods.Cyberware.Deck.Sandevistan.Prototype, Glossary.Mods.Cyberware.Eyes.TargetAnalysis, Glossary.Mods.Cyberware.Eyes.ThreatDetector, Glossary.Attachments.Silencer.Alecto }, Uncommon = { Glossary.Weapons.Ranged.Lexington.Iconic.DyingNight.Uncommon, Glossary.Weapons.Grenades.Biohazard.Regular, Glossary.Weapons.Grenades.EMP.Regular, Glossary.Weapons.Grenades.Frag.Sticky, Glossary.Weapons.Grenades.Incendiary.Regular, Glossary.Weapons.Grenades.Recon.Regular, Glossary.Weapons.Grenades.Recon.Sticky, Glossary.Cyberware.Circulatory.AdrenalineBooster.Uncommon, Glossary.Cyberware.Circulatory.Biomonitor.Uncommon, Glossary.Cyberware.Circulatory.BloodPump.Uncommon, Glossary.Cyberware.Circulatory.BloodVessels.Uncommon, Glossary.Cyberware.Circulatory.MicroGenerator.Uncommon, Glossary.Cyberware.Circulatory.SynLungs.Uncommon, Glossary.Cyberware.Circulatory.TyrosineInjector.Uncommon, Glossary.Cyberware.Deck.Biodyne.Uncommon, Glossary.Cyberware.Deck.Biodyne.Berserk.Uncommon, Glossary.Cyberware.Deck.Biotech.Uncommon, Glossary.Cyberware.Deck.Dynalay.Uncommon, Glossary.Cyberware.Deck.MooreTech.Uncommon, Glossary.Cyberware.Deck.Seocho.Uncommon, Glossary.Cyberware.Deck.Tetratonic.Uncommon, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Uncommon, Glossary.Cyberware.FrontalCortex.HealOnKill.Uncommon, Glossary.Cyberware.FrontalCortex.Mechatronic.Uncommon, Glossary.Cyberware.FrontalCortex.MemoryBoost.Uncommon, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Uncommon, Glossary.Cyberware.FrontalCortex.VisualCortex.Uncommon, Glossary.Cyberware.Immune.Cataresist.Uncommon, Glossary.Cyberware.Immune.ShockAwe.Uncommon, Glossary.Cyberware.Integumentary.SubdermalArmor.Uncommon, Glossary.Cyberware.Nervous.Kerenzikov.Uncommon, Glossary.Cyberware.Nervous.Nanorelays.Uncommon, Glossary.Cyberware.Nervous.Neofiber.Uncommon, Glossary.Cyberware.Nervous.ReflexTuner.Uncommon, Glossary.Cyberware.Nervous.SynapticAccel.Uncommon, Glossary.Cyberware.Skeleton.BionicLungs.Uncommon, Glossary.Cyberware.Skeleton.DenseMarrow.Uncommon, Glossary.Cyberware.Skeleton.Microrotors.Uncommon, Glossary.Cyberware.Skeleton.MicroVibrationGen.Uncommon, Glossary.Cyberware.Skeleton.SynapticSignal.Uncommon, Glossary.Cyberware.Skeleton.TitaniumBones.Uncommon, Glossary.Quickhacks.Contagion.Uncommon, Glossary.Quickhacks.CrippleMovement.Uncommon, Glossary.Quickhacks.CyberwareMalfunction.Uncommon, Glossary.Quickhacks.Overheat.Uncommon, Glossary.Quickhacks.Ping.Uncommon, Glossary.Quickhacks.RebootOptics.Uncommon, Glossary.Quickhacks.RequestBackup.Uncommon, Glossary.Quickhacks.ShortCircuit.Uncommon, Glossary.Quickhacks.SonicShock.Uncommon, Glossary.Quickhacks.WeaponGlitch.Uncommon, Glossary.Quickhacks.Whistle.Uncommon, Glossary.Mods.Ranged.Pax, Glossary.Mods.Ranged.Pulverize, Glossary.Mods.Cyberware.Deck.Sandevistan.Heatsink, Glossary.Mods.Cyberware.Eyes.ExplosiveAnalysis, Glossary.Mods.Cyberware.Eyes.TrajectoryGenerator, Glossary.Mods.Cyberware.Eyes.WeakspotDetection, Glossary.Attachments.Silencer.Cetus, Glossary.Attachments.Silencer.Strix }, Common = { Glossary.Weapons.Grenades.Flash.Regular, Glossary.Weapons.Grenades.Frag.Regular, Glossary.Cyberware.Circulatory.AdrenalineBooster.Common, Glossary.Cyberware.Circulatory.Biomonitor.Common, Glossary.Cyberware.Circulatory.BloodPump.Common, Glossary.Cyberware.Circulatory.BloodVessels.Common, Glossary.Cyberware.Circulatory.MicroGenerator.Common, Glossary.Cyberware.Circulatory.SynLungs.Common, Glossary.Cyberware.Deck.Fuyutsui.Common, Glossary.Cyberware.Deck.Militech.Common, Glossary.Cyberware.FrontalCortex.HealOnKill.Common, Glossary.Cyberware.FrontalCortex.Limbic.Common, Glossary.Cyberware.FrontalCortex.Mechatronic.Common, Glossary.Cyberware.FrontalCortex.MemoryBoost.Common, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Common, Glossary.Cyberware.FrontalCortex.VisualCortex.Common, Glossary.Cyberware.Immune.Cataresist.Common, Glossary.Cyberware.Immune.ShockAwe.Common, Glossary.Cyberware.Integumentary.SubdermalArmor.Common, Glossary.Cyberware.Nervous.Kerenzikov.Common, Glossary.Cyberware.Nervous.Neofiber.Common, Glossary.Cyberware.Nervous.ReflexTuner.Common, Glossary.Cyberware.Nervous.SynapticAccel.Common, Glossary.Cyberware.Ocular.Kiroshi.Common, Glossary.Cyberware.Skeleton.BionicLungs.Common, Glossary.Cyberware.Skeleton.Microrotors.Common, Glossary.Cyberware.Skeleton.SynapticSignal.Common, Glossary.Cyberware.Skeleton.TitaniumBones.Common, Glossary.Attachments.Silencer.Taipan } } -- This also implies the item cannot be levelled. Glossary.IsStackable = { Glossary.Resources.Money, Glossary.Resources.Ammo.Handgun, Glossary.Resources.Ammo.Rifle, Glossary.Resources.Ammo.Shotgun, Glossary.Resources.Ammo.SniperRifle, Glossary.Resources.Ammo.Special, Glossary.Resources.Components.Crafting.Legendary, Glossary.Resources.Components.Crafting.Epic, Glossary.Resources.Components.Crafting.Rare, Glossary.Resources.Components.Crafting.Uncommon, Glossary.Resources.Components.Crafting.Common, Glossary.Resources.Components.Upgrade.Legendary, Glossary.Resources.Components.Upgrade.Epic, Glossary.Resources.Components.Upgrade.Rare, Glossary.Resources.Components.Quickhack.Legendary, Glossary.Resources.Components.Quickhack.Epic, Glossary.Resources.Components.Quickhack.Rare, Glossary.Resources.Components.Quickhack.Uncommon, Glossary.Resources.Consumables.Booster.Capacity, Glossary.Resources.Consumables.Booster.Health, Glossary.Resources.Consumables.Booster.Oxygen, Glossary.Resources.Consumables.Booster.Stamina, Glossary.Resources.Consumables.Booster.Armor, Glossary.Resources.Medicine.MaxDoc.Uncommon, Glossary.Resources.Medicine.MaxDoc.Rare, Glossary.Resources.Medicine.MaxDoc.Epic, Glossary.Resources.Medicine.BounceBack.Common, Glossary.Resources.Medicine.BounceBack.Uncommon, Glossary.Resources.Medicine.BounceBack.Rare, Glossary.Weapons.Grenades.Biohazard.Homing, Glossary.Weapons.Grenades.Biohazard.Regular, Glossary.Weapons.Grenades.EMP.Homing, Glossary.Weapons.Grenades.EMP.Regular, Glossary.Weapons.Grenades.EMP.Sticky, Glossary.Weapons.Grenades.Flash.Homing, Glossary.Weapons.Grenades.Flash.Regular, Glossary.Weapons.Grenades.Frag.Homing, Glossary.Weapons.Grenades.Frag.Regular, Glossary.Weapons.Grenades.Frag.Sticky, Glossary.Weapons.Grenades.Gash, Glossary.Weapons.Grenades.Incendiary.Homing, Glossary.Weapons.Grenades.Incendiary.Regular, Glossary.Weapons.Grenades.Incendiary.Sticky, Glossary.Weapons.Grenades.Recon.Regular, Glossary.Weapons.Grenades.Recon.Sticky, Glossary.Weapons.Grenades.Ozob } Glossary.CannotBeLevelled = { Glossary.Cyberware.Arms.MantisBlades.Legendary, Glossary.Cyberware.Arms.Monowire.Legendary, Glossary.Cyberware.Arms.ProjectileLauncher.Legendary, Glossary.Cyberware.Arms.GorillaArms.Legendary, Glossary.Cyberware.Circulatory.AdrenalineBooster.Legendary, Glossary.Cyberware.Circulatory.Bioconductor.Legendary, Glossary.Cyberware.Circulatory.Biomonitor.Legendary, Glossary.Cyberware.Circulatory.BloodPump.Legendary, Glossary.Cyberware.Circulatory.BloodVessels.Legendary, Glossary.Cyberware.Circulatory.FeedbackCircuit.Legendary, Glossary.Cyberware.Circulatory.MicroGenerator.Legendary, Glossary.Cyberware.Circulatory.SecondHeart.Legendary, Glossary.Cyberware.Circulatory.SynLungs.Legendary, Glossary.Cyberware.Deck.Arasaka.Legendary, Glossary.Cyberware.Deck.Biodyne.Berserk.Legendary, Glossary.Cyberware.Deck.Dynalay.Legendary, Glossary.Cyberware.Deck.Fuyutsui.Iconic, Glossary.Cyberware.Deck.Militech.Berserk.Iconic, Glossary.Cyberware.Deck.Militech.Sandevistan.Iconic, Glossary.Cyberware.Deck.Netwatch.Iconic, Glossary.Cyberware.Deck.Qiant.Legendary, Glossary.Cyberware.Deck.Qiant.Iconic, Glossary.Cyberware.Deck.Raven.Legendary, Glossary.Cyberware.Deck.Stephenson.Legendary, Glossary.Cyberware.Deck.Tetratonic.Legendary, Glossary.Cyberware.Deck.Zetatech.Berserk.Legendary, Glossary.Cyberware.Deck.Zetatech.Berserk.Iconic, Glossary.Cyberware.FrontalCortex.Camillo.Legendary, Glossary.Cyberware.FrontalCortex.ExDisk.Legendary, Glossary.Cyberware.FrontalCortex.HealOnKill.Legendary, Glossary.Cyberware.FrontalCortex.Limbic.Legendary, Glossary.Cyberware.FrontalCortex.Mechatronic.Legendary, Glossary.Cyberware.FrontalCortex.SelfICE.Legendary, Glossary.Cyberware.FrontalCortex.VisualCortex.Legendary, Glossary.Cyberware.Hands.Ballistic.Legendary, Glossary.Cyberware.Hands.SmartLink.Legendary, Glossary.Cyberware.Immune.Cataresist.Legendary, Glossary.Cyberware.Immune.PainEditor.Legendary, Glossary.Cyberware.Immune.ShockAwe.Legendary, Glossary.Cyberware.Integumentary.SubdermalArmor.Legendary, Glossary.Cyberware.Nervous.Kerenzikov.Legendary, Glossary.Cyberware.Nervous.Neofiber.Legendary, Glossary.Cyberware.Nervous.ReflexTuner.Legendary, Glossary.Cyberware.Nervous.SynapticAccel.Legendary, Glossary.Cyberware.Skeleton.BionicLungs.Legendary, Glossary.Cyberware.Skeleton.Microrotors.Legendary, Glossary.Cyberware.Skeleton.MicroVibrationGen.Legendary, Glossary.Cyberware.Skeleton.SynapticSignal.Legendary, Glossary.Cyberware.Arms.MantisBlades.Epic, Glossary.Cyberware.Arms.Monowire.Epic, Glossary.Cyberware.Arms.ProjectileLauncher.Epic, Glossary.Cyberware.Arms.GorillaArms.Epic, Glossary.Cyberware.Circulatory.AdrenalineBooster.Epic, Glossary.Cyberware.Circulatory.Bioconductor.Epic, Glossary.Cyberware.Circulatory.Biomonitor.Epic, Glossary.Cyberware.Circulatory.BloodPump.Epic, Glossary.Cyberware.Circulatory.BloodVessels.Epic, Glossary.Cyberware.Circulatory.FeedbackCircuit.Epic, Glossary.Cyberware.Circulatory.MicroGenerator.Epic, Glossary.Cyberware.Circulatory.SynLungs.Epic, Glossary.Cyberware.Deck.Arasaka.Epic, Glossary.Cyberware.Deck.Biodyne.Berserk.Epic, Glossary.Cyberware.Deck.Biotech.Epic, Glossary.Cyberware.Deck.Dynalay.Epic, Glossary.Cyberware.Deck.MooreTech.Epic, Glossary.Cyberware.Deck.Raven.Epic, Glossary.Cyberware.Deck.Stephenson.Epic, Glossary.Cyberware.Deck.Tetratonic.Epic, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Epic, Glossary.Cyberware.FrontalCortex.Camillo.Epic, Glossary.Cyberware.FrontalCortex.ExDisk.Epic, Glossary.Cyberware.FrontalCortex.HealOnKill.Epic, Glossary.Cyberware.FrontalCortex.Limbic.Epic, Glossary.Cyberware.FrontalCortex.Mechatronic.Epic, Glossary.Cyberware.FrontalCortex.MemoryBoost.Epic, Glossary.Cyberware.FrontalCortex.VisualCortex.Epic, Glossary.Cyberware.Hands.Ballistic.Epic, Glossary.Cyberware.Hands.SmartLink.Epic, Glossary.Cyberware.Immune.Cataresist.Epic, Glossary.Cyberware.Immune.Inductor.Epic, Glossary.Cyberware.Immune.Metabolic.Epic, Glossary.Cyberware.Immune.ShockAwe.Epic, Glossary.Cyberware.Integumentary.HeatConverter.Epic, Glossary.Cyberware.Integumentary.SubdermalArmor.Epic, Glossary.Cyberware.Legs.FortifiedAnkles.Epic, Glossary.Cyberware.Legs.LynxPaws.Epic, Glossary.Cyberware.Nervous.Kerenzikov.Epic, Glossary.Cyberware.Nervous.Nanorelays.Epic, Glossary.Cyberware.Nervous.Neofiber.Epic, Glossary.Cyberware.Nervous.SynapticAccel.Epic, Glossary.Cyberware.Ocular.Kiroshi.Epic, Glossary.Cyberware.Skeleton.BionicJoints.Epic, Glossary.Cyberware.Skeleton.BionicLungs.Epic, Glossary.Cyberware.Skeleton.DenseMarrow.Epic, Glossary.Cyberware.Skeleton.Microrotors.Epic, Glossary.Cyberware.Skeleton.SynapticSignal.Epic, Glossary.Cyberware.Arms.MantisBlades.Rare, Glossary.Cyberware.Arms.Monowire.Rare, Glossary.Cyberware.Arms.ProjectileLauncher.Rare, Glossary.Cyberware.Arms.GorillaArms.Rare, Glossary.Cyberware.Circulatory.AdrenalineBooster.Rare, Glossary.Cyberware.Circulatory.Bioconductor.Rare, Glossary.Cyberware.Circulatory.Biomonitor.Rare, Glossary.Cyberware.Circulatory.BloodPump.Rare, Glossary.Cyberware.Circulatory.BloodVessels.Rare, Glossary.Cyberware.Circulatory.FeedbackCircuit.Rare, Glossary.Cyberware.Circulatory.MicroGenerator.Rare, Glossary.Cyberware.Circulatory.SynLungs.Rare, Glossary.Cyberware.Deck.Biodyne.Rare, Glossary.Cyberware.Deck.Biodyne.Berserk.Rare, Glossary.Cyberware.Deck.Biotech.Rare, Glossary.Cyberware.Deck.Dynalay.Rare, Glossary.Cyberware.Deck.MooreTech.Rare, Glossary.Cyberware.Deck.Seocho.Rare, Glossary.Cyberware.Deck.Stephenson.Rare, Glossary.Cyberware.Deck.Tetratonic.Rare, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Rare, Glossary.Cyberware.FrontalCortex.ExDisk.Rare, Glossary.Cyberware.FrontalCortex.Limbic.Rare, Glossary.Cyberware.FrontalCortex.Mechatronic.Rare, Glossary.Cyberware.FrontalCortex.MemoryBoost.Rare, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Rare, Glossary.Cyberware.Hands.Ballistic.Rare, Glossary.Cyberware.Hands.SmartLink.Rare, Glossary.Cyberware.Immune.Detoxifier.Rare, Glossary.Cyberware.Integumentary.FireproofCoating.Rare, Glossary.Cyberware.Integumentary.GroundingPlating.Rare, Glossary.Cyberware.Integumentary.SubdermalArmor.Rare, Glossary.Cyberware.Integumentary.SupraDermalWeave.Rare, Glossary.Cyberware.Legs.BoostedTendons.Rare, Glossary.Cyberware.Legs.FortifiedAnkles.Rare, Glossary.Cyberware.Nervous.Kerenzikov.Rare, Glossary.Cyberware.Nervous.Maneuvering.Rare, Glossary.Cyberware.Nervous.Nanorelays.Rare, Glossary.Cyberware.Nervous.Neofiber.Rare, Glossary.Cyberware.Nervous.ReflexTuner.Rare, Glossary.Cyberware.Nervous.SynapticAccel.Rare, Glossary.Cyberware.Ocular.Kiroshi.Rare, Glossary.Cyberware.Skeleton.BionicJoints.Rare, Glossary.Cyberware.Skeleton.BionicLungs.Rare, Glossary.Cyberware.Skeleton.DenseMarrow.Rare, Glossary.Cyberware.Skeleton.Microrotors.Rare, Glossary.Cyberware.Skeleton.MicroVibrationGen.Rare, Glossary.Cyberware.Skeleton.SynapticSignal.Rare, Glossary.Cyberware.Skeleton.TitaniumBones.Rare, Glossary.Cyberware.Circulatory.AdrenalineBooster.Uncommon, Glossary.Cyberware.Circulatory.Biomonitor.Uncommon, Glossary.Cyberware.Circulatory.BloodPump.Uncommon, Glossary.Cyberware.Circulatory.BloodVessels.Uncommon, Glossary.Cyberware.Circulatory.MicroGenerator.Uncommon, Glossary.Cyberware.Circulatory.SynLungs.Uncommon, Glossary.Cyberware.Circulatory.TyrosineInjector.Uncommon, Glossary.Cyberware.Deck.Biodyne.Uncommon, Glossary.Cyberware.Deck.Biodyne.Berserk.Uncommon, Glossary.Cyberware.Deck.Biotech.Uncommon, Glossary.Cyberware.Deck.Dynalay.Uncommon, Glossary.Cyberware.Deck.MooreTech.Uncommon, Glossary.Cyberware.Deck.Seocho.Uncommon, Glossary.Cyberware.Deck.Tetratonic.Uncommon, Glossary.Cyberware.Deck.Zetatech.Sandevistan.Uncommon, Glossary.Cyberware.FrontalCortex.HealOnKill.Uncommon, Glossary.Cyberware.FrontalCortex.Mechatronic.Uncommon, Glossary.Cyberware.FrontalCortex.MemoryBoost.Uncommon, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Uncommon, Glossary.Cyberware.FrontalCortex.VisualCortex.Uncommon, Glossary.Cyberware.Immune.Cataresist.Uncommon, Glossary.Cyberware.Immune.ShockAwe.Uncommon, Glossary.Cyberware.Integumentary.SubdermalArmor.Uncommon, Glossary.Cyberware.Nervous.Kerenzikov.Uncommon, Glossary.Cyberware.Nervous.Nanorelays.Uncommon, Glossary.Cyberware.Nervous.Neofiber.Uncommon, Glossary.Cyberware.Nervous.ReflexTuner.Uncommon, Glossary.Cyberware.Nervous.SynapticAccel.Uncommon, Glossary.Cyberware.Skeleton.BionicLungs.Uncommon, Glossary.Cyberware.Skeleton.DenseMarrow.Uncommon, Glossary.Cyberware.Skeleton.Microrotors.Uncommon, Glossary.Cyberware.Skeleton.MicroVibrationGen.Uncommon, Glossary.Cyberware.Skeleton.SynapticSignal.Uncommon, Glossary.Cyberware.Skeleton.TitaniumBones.Uncommon, Glossary.Cyberware.Circulatory.AdrenalineBooster.Common, Glossary.Cyberware.Circulatory.Biomonitor.Common, Glossary.Cyberware.Circulatory.BloodPump.Common, Glossary.Cyberware.Circulatory.BloodVessels.Common, Glossary.Cyberware.Circulatory.MicroGenerator.Common, Glossary.Cyberware.Circulatory.SynLungs.Common, Glossary.Cyberware.Deck.Fuyutsui.Common, Glossary.Cyberware.Deck.Militech.Common, Glossary.Cyberware.FrontalCortex.HealOnKill.Common, Glossary.Cyberware.FrontalCortex.Limbic.Common, Glossary.Cyberware.FrontalCortex.Mechatronic.Common, Glossary.Cyberware.FrontalCortex.MemoryBoost.Common, Glossary.Cyberware.FrontalCortex.RAMUpgrade.Common, Glossary.Cyberware.FrontalCortex.VisualCortex.Common, Glossary.Cyberware.Immune.Cataresist.Common, Glossary.Cyberware.Immune.ShockAwe.Common, Glossary.Cyberware.Integumentary.SubdermalArmor.Common, Glossary.Cyberware.Nervous.Kerenzikov.Common, Glossary.Cyberware.Nervous.Neofiber.Common, Glossary.Cyberware.Nervous.ReflexTuner.Common, Glossary.Cyberware.Nervous.SynapticAccel.Common, Glossary.Cyberware.Ocular.Kiroshi.Common, Glossary.Cyberware.Skeleton.BionicLungs.Common, Glossary.Cyberware.Skeleton.Microrotors.Common, Glossary.Cyberware.Skeleton.SynapticSignal.Common, Glossary.Cyberware.Skeleton.TitaniumBones.Common } Glossary.Searchable = { Resources = Glossary.Resources, Weapons = Glossary.Weapons, Clothing = Glossary.Clothing, Cyberware = Glossary.Cyberware, Quickhacks = Glossary.Quickhacks, Mods = Glossary.Mods, Attachments = Glossary.Attachments -- Recipes = Glossary.Recipes } return Glossary
OverworldMixedMode = SurrogateItem:extend() function OverworldMixedMode:init(isAlt) self.baseCode = "ow_mixed" self.label = "Overworld Tile Swap" self:initSuffix(isAlt) self:initCode() self:setCount(4) self:setState(0) end function OverworldMixedMode:onLeftClick() self.clicked = true if self:getState() == 3 then self:setState(1) else self:setState((self:getState() + 1) % self:getCount()) end end function OverworldMixedMode:onRightClick() if self:getState() > 0 then self.clicked = true if self:getState() == 3 then self:setState(1) else self:setState((self:getState() - 1) % self:getCount()) end end end function OverworldMixedMode:providesCode(code) if self.suffix == "" then if code == "ow_mixed_off" and self:getState() == 0 then return 1 elseif code == "ow_mixed_on" and self:getState() > 0 then return 1 end end return 0 end function OverworldMixedMode:updateIcon() if self:getState() == 0 then self.ItemInstance.Icon = ImageReference:FromPackRelativePath("images/modes/ow_mixed" .. self.suffix .. ".png", "@disabled") else if self.suffix == "" or self:getState() == 1 then self.ItemInstance.Icon = ImageReference:FromPackRelativePath("images/modes/ow_mixed" .. self.suffix .. ".png") elseif self:getState() == 2 then self.ItemInstance.Icon = ImageReference:FromPackRelativePath("images/modes/ow_mixed_edit.png") else self.ItemInstance.Icon = ImageReference:FromPackRelativePath("images/modes/ow_mixed_editlocked.png") end end end function OverworldMixedMode:updateItem() for i = 1, #DATA.OverworldIds do local item = Tracker:FindObjectForCode("ow_swapped_" .. string.format("%02x", DATA.OverworldIds[i])).ItemState if not item.modified then item:setState(self:getState() == 0 and OBJ_WORLDSTATE:getState() or (OBJ_WORLDSTATE:getState() == 0 and 3 or 2)) end end end function OverworldMixedMode:postUpdate() if CONFIG.PREFERENCE_ENABLE_DEBUG_LOGGING then print("OW Mixed updated") end Layout:FindLayout("map").Root.HitTestVisible = self:getState() < 2 end
--- === bit.mouse.highlight === --- --- (only works with https://github.com/lodestone/hyper-hacks) mouse = {} local canvas = require "hs.canvas" local timer = require "hs.timer" require "hs.mouse" local function createCrosshair(middlePosition, size) local frame = { x = middlePosition.x + 3 - size/2, y = middlePosition.y + 6 - size/2, w = size, h = size } return canvas.new(frame):appendElements({ action = "build", type = "rectangle", frame = {x = "0%", y = "0%", w = "40%", h = "40%"}, },{ action = "build", type = "rectangle", frame = {x = "60%", y = "0%", w = "40%", h = "40%"}, },{ action = "build", type = "rectangle", frame = {x = "0%", y = "60%", w = "40%", h = "40%"}, },{ action = "clip", type = "rectangle", frame = {x = "60%", y = "60%", w = "40%", h = "40%"}, },{ action = "stroke", padding = 10, type = "rectangle", frame = {x = "0%", y = "0%", w = "100%", h = "100%"}, roundedRectRadii = {xRadius = 10, yRadius= 10}, strokeColor = {red = 1, alpha = 1}, strokeWidth = 5, withShadow = true, strokeCapStyle = "round" }):show() end local function showHighlight(position, size, time, fn) local highlight = createCrosshair(position, size) timer.doAfter(time, function() highlight:delete() if fn then fn() end end) end mouse.highlight = function() local target = hs.mouse.getAbsolutePosition() showHighlight(target, 180, 0.35, function() showHighlight(target, 130, 0.35, function() showHighlight(target, 80, 1, nil) end) end) end return mouse
ACF.RegisterFuelTankClass("FTS_6", { Name = "Size 6 Container", Description = "Size 6 fuel containers, required for engines to work.", }) do ACF.RegisterFuelTank("Tank_6x6x1","FTS_6", { Name = "6x6x1 Container", Description = "Got gas?", Model = "models/fueltank/fueltank_6x6x1.mdl", SurfaceArea = 9405.2, Volume = 37278.5, }) ACF.RegisterFuelTank("Tank_6x6x2","FTS_6", { Name = "6x6x2 Container", Description = "Drive across the desert without a fuck to give.", Model = "models/fueltank/fueltank_6x6x2.mdl", SurfaceArea = 11514.5, Volume = 73606.2, }) ACF.RegisterFuelTank("Tank_6x6x4","FTS_6", { Name = "6x6x4 Container", Description = "May contain Mesozoic ghosts.", Model = "models/fueltank/fueltank_6x6x4.mdl", SurfaceArea = 16028.8, Volume = 143269, }) ACF.RegisterFuelTank("Tank_6x8x1","FTS_6", { Name = "6x8x1 Container", Description = "Conformal fuel tank, does what all its friends do.", Model = "models/fueltank/fueltank_6x8x1.mdl", SurfaceArea = 12131.1, Volume = 48480.2, }) ACF.RegisterFuelTank("Tank_6x8x2","FTS_6", { Name = "6x8x2 Container", Description = "Certified 100% dinosaur juice.", Model = "models/fueltank/fueltank_6x8x2.mdl", SurfaceArea = 14403.8, Volume = 95065.5, }) ACF.RegisterFuelTank("Tank_6x8x4","FTS_6", { Name = "6x8x4 Container", Description = "Will last you a while.", Model = "models/fueltank/fueltank_6x8x4.mdl", SurfaceArea = 19592.4, Volume = 187296.4, }) end
hp = 3500 attack = 850 defense = 550 speed = 100 mdefense = 600 luck = 85 strength = ELEMENT_NONE weakness = ELEMENT_NONE function initId(id) myId = id end function start() end function get_action(step) return COMBAT_ATTACKING, 1, getRandomPlayer() end function die() end
local Hook = {} Hook.debug = false local hooks = {} local function _print( ... ) if not Hook.debug then return end print( ... ) end -- > Hook: methods function Hook.Add( event, id, func ) if not event or not type(event) == "string" then error( "#1 argument must be valid and be a string", 2 ) end if not id or not type(id) == "string" then error( "#2 argument must be valid and be a string", 2 ) end if not func or not type(func) == "function" then error( "#3 argument must be valid", 2 ) end if not hooks[event] then hooks[event] = {} end hooks[event][id] = func _print( ("Add hook with event '%s' and id '%s'"):format( event, id ) ) end function Hook.Remove( event, id ) if not event or not type(event) == "string" then error( "#1 argument must be valid and be a string", 2 ) end if not id or not type(id) == "string" then error( "#2 argument must be valid and be a string", 2 ) end if not hooks[event] or not hooks[event][id] then return _print( ( "Hook with event '%s' and id '%s' doesn't exists" ):format( event, id ) ) end hooks[event][id] = nil _print( ("Remove hook with event '%s' and id '%s'"):format( event, id ) ) end function Hook.Call( event, id, ... ) if not event or not type(event) == "string" then error( "#1 argument must be valid and be a string", 2 ) end if not hooks[event] then return _print( ( "Hooks with event '%s' don't exists" ):format( event ) ) end if hooks[event][id] then hooks[event][id]( ... ) _print( ("Call hook with event '%s' and id '%s'"):format( event, id ) ) elseif not id then _print( ("Call hooks with event '%s'"):format( event ) ) for _, v in pairs( hooks[event] ) do v( ... ) end else _print( ("There is no hooks with event '%s' and id '%s'"):format( event, id ) ) end end function Hook.SetDebug( state ) if state == nil or not type(state) == "boolean" then error( "#1 argument must be valid and be a boolean", 2 ) end Hook.debug = state end return Hook
local zmq = require "lzmq" local zthreads = require "lzmq.threads" local zauth = {} do zauth.__index = zauth function zauth:new(ctx) local o = setmetatable({ private_ = { ctx = assert(ctx); } }, self) return o end function zauth:destroy() if self.private_ then self:stop() self.private_ = nil end end zauth.__gc = zauth.destroy function zauth:started() return not not self.private_.thread end function zauth:context() return self.private_.ctx end function zauth:start() local proc = string.dump(function(...) local pipe = ... local ctx = pipe:context() local ok, err = pcall(function(...) require "lzmq.impl.auth_zap"(...) end, ...) if not ok then if not pipe:closed() then pipe:sendx("ERROR", tostring(err)) end ctx:destroy(200) end end) if not self:started() then local thread, pipe = zthreads.fork(self.private_.ctx, proc) if not thread then return nil, pipe end thread:start() local ok, err = pipe:recvx() if not ok then -- thread terminate if not pipe:closed() then pipe:send('TERMINATE') -- just in case end thread:join() pipe:close() return nil, err end if ok == 'ERROR' then thread:join() pipe:close() return nil, err end assert(ok == 'OK') self.private_.thread, self.private_.pipe = thread, pipe end return true end function zauth:stop() local thread, pipe = self.private_.thread, self.private_.pipe if thread then pipe:send('TERMINATE') thread:join() pipe:close() self.private_.thread, self.private_.pipe = nil end end function zauth:allow(address) local pipe = self.private_.pipe pipe:sendx('ALLOW', address) return pipe:recv() end function zauth:deny(address) local pipe = self.private_.pipe pipe:sendx('DENY', address) return pipe:recv() end function zauth:verbose(...) local pipe = self.private_.pipe local enable = ... if select("#", ...) == 0 then enable = true end pipe:sendx('VERBOSE', enable and '1' or '0') return pipe:recv() end function zauth:configure_plain(...) local domain, passwords if select('#', ...) < 2 then passwords = ... else domain, passwords = ... end domain = domain or '*' assert(passwords) local pipe = self.private_.pipe pipe:sendx('PLAIN', domain, passwords) return pipe:recv() end function zauth:configure_curve(...) local domain, location if select('#', ...) < 2 then location = ... else domain, location = ... end domain = domain or '*' assert(location) local pipe = self.private_.pipe pipe:sendx('CURVE', domain or '*', location) return pipe:recv() end end local selftest do local ZSOCKET_DYNFROM = 0xc000 local ZSOCKET_DYNTO = 0xffff local function dyn_bind (sok, address) local ok, err for port = ZSOCKET_DYNFROM, ZSOCKET_DYNTO do ok, err = sok:bind(address .. ":" .. tostring(port)) if ok then return port end end return nil, err end local function s_can_connect(ctx, server, client) local port_nbr = zmq.assert(dyn_bind(server, "tcp://127.0.0.1")) assert(client:connect("tcp://127.0.0.1:" .. tostring(port_nbr))) server:send("Hello, World") client:set_rcvtimeo(200) local success = (client:recv() == "Hello, World") client:close() server:close() return success, ctx:socket(zmq.PUSH),ctx:socket(zmq.PULL) end local TESTDIR = ".test_zauth" local function test_impl(auth, verbose) local path = require "path" local zcert = require "lzmq.cert" local ctx = assert(auth:context()) assert(auth:start()) auth:verbose(verbose) local a2 = zauth:new(ctx) local ok, err = a2:start() assert( not ok ) a2:destroy() local server = ctx:socket(zmq.PUSH) local client = ctx:socket(zmq.PULL) local success -- A default NULL connection should always success, and not -- go through our authentication infrastructure at all. success, server, client = s_can_connect(ctx, server, client) assert(success) -- When we set a domain on the server, we switch on authentication -- for NULL sockets, but with no policies, the client connection -- will be allowed. server:set_zap_domain("global") success, server, client = s_can_connect(ctx, server, client) assert(success) -- Blacklist 127.0.0.1, connection should fail server:set_zap_domain("global") auth:deny("127.0.0.1") success, server, client = s_can_connect(ctx, server, client) assert(not success) -- Whitelist our address, which overrides the blacklist server:set_zap_domain("global") auth:deny("127.0.0.1") auth:allow("127.0.0.1") success, server, client = s_can_connect(ctx, server, client) assert(success) -- Try PLAIN authentication server:set_plain_server(1) client:set_plain_username("admin") client:set_plain_password("Password") success, server, client = s_can_connect(ctx, server, client) assert(not success) local pass_path = path.join(TESTDIR, "/password-file") local password = assert(io.open(pass_path, "w+")) password:write("admin=Password\n") password:close() server:set_plain_server(1) client:set_plain_username("admin") client:set_plain_password("Password") auth:configure_plain("*", pass_path); success, server, client = s_can_connect(ctx, server, client) assert(success) server:set_plain_server(1) client:set_plain_username("admin") client:set_plain_password("Bogus") auth:configure_plain("*", pass_path); success, server, client = s_can_connect(ctx, server, client) assert(not success) -- Try CURVE authentication -- We'll create two new certificates and save the client public -- certificate on disk; in a real case we'd transfer this securely -- from the client machine to the server machine. local server_cert = zcert.new() local client_cert = zcert.new() local server_key = server_cert:public_key(true) -- Test without setting-up any authentication server_cert:apply(server) client_cert:apply(client) server:set_curve_server(1) client:set_curve_serverkey(server_key) success, server, client = s_can_connect(ctx, server, client) assert(not success) -- Test full client authentication using certificates server_cert:apply(server) client_cert:apply(client) server:set_curve_server(1) client:set_curve_serverkey(server_key) client_cert:save_public(path.join(TESTDIR, "mycert.key")) auth:configure_curve("*", TESTDIR) success, server, client = s_can_connect(ctx, server, client) assert(success) end selftest = function(verbose) io.write (" * zauth: ") local path = require "path" path.mkdir(TESTDIR) assert(path.isdir(TESTDIR)) local auth = zauth:new(zmq.context()) assert(pcall(test_impl, auth, verbose)) auth:stop() auth:context():destroy() path.each(path.join(TESTDIR, "*.*"), path.remove) -- path.each with lfs <1.6 close dir iterator only on gc. collectgarbage("collect") collectgarbage("collect") path.rmdir(TESTDIR) io.write(" OK\n") end end return { new = function(...) return zauth:new(...) end; }
local L = BigWigs:NewBossLocale("Maw of Souls Trash", "itIT") if not L then return end if L then L.soulguard = "Guardia dell'Anima Fradicia" L.champion = "Campione Helarjar" L.mariner = "Marinaio dei Guardiani della Notte" L.swiftblade = "Lamalesta Maledetto" L.mistmender = "Curatrice delle Nebbie Maledetta" L.mistcaller = "Evocanebbie Helarjar" L.skjal = "Skjal" end
ZO_CreateStringId("SI_BUI_INV_ITEM_ALL","Inventory") ZO_CreateStringId("SI_BUI_INV_ITEM_MATERIALS","Materials") ZO_CreateStringId("SI_BUI_INV_ITEM_QUICKSLOT","|cFF6600Quickslot|r") ZO_CreateStringId("SI_BUI_INV_ITEM_WEAPONS","Weapons") ZO_CreateStringId("SI_BUI_INV_ITEM_APPAREL","Apparel") ZO_CreateStringId("SI_BUI_INV_ITEM_CONSUMABLE","Quickslot") ZO_CreateStringId("SI_BUI_INV_ITEM_MISC","Miscellaneous") ZO_CreateStringId("SI_BUI_INV_ITEM_JUNK","Junk") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_TITLE","Equipping item...") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_PROMPT","Which hand should it go into?") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_MAIN","Main") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_OFF","Off") ZO_CreateStringId("SI_BUI_INV_EQUIP_PROMPT_MAIN","Main Hand") ZO_CreateStringId("SI_BUI_INV_EQUIP_PROMPT_BACKUP","Off Hand") ZO_CreateStringId("SI_BUI_INV_EQUIP_PROMPT_CANCEL","Cancel") ZO_CreateStringId("SI_BUI_INV_SWITCH_EQUIPSLOT","Switch Weapons") ZO_CreateStringId("SI_BUI_INV_ACTION_QUICKSLOT_ASSIGN","Assign Quickslot") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_MAIN","Main") ZO_CreateStringId("SI_BUI_INV_EQUIPSLOT_BACKUP","Backup") ZO_CreateStringId("SI_BUI_BANKING_WITHDRAW","Withdraw") ZO_CreateStringId("SI_BUI_BANKING_DEPOSIT","Deposit") ZO_CreateStringId("SI_BUI_BANKING_BUYSPACE","Buy More Space (<<1>>)") ZO_CreateStringId("SI_BUI_INV_ACTION_TO_TEMPLATE","Go To <<1>>") ZO_CreateStringId("SI_BUI_INV_ACTION_CB","Crafting Bag") ZO_CreateStringId("SI_BUI_INV_ACTION_INV","Inventory") -- A little patch to correct the scaling of items displaying the incorrect CP values ZO_CreateStringId("SI_ITEM_ABILITY_SCALING_CHAMPION_POINTS_RANGE","Scaling from <<X:1>> <<2>> to <<X:1>> <<3>>")
local g = vim.g -- a table to access global variables -- see https://github.com/numToStr/Comment.nvim/issues/14#issuecomment-939230851 -- visual comment with custom keyboard shortcut local Ut = require('Comment.utils') local Op = require('Comment.opfunc') function _G.__toggle_visual(vmode) local lcs, rcs = Ut.unwrap_cstr(vim.bo.commentstring) local srow, erow, lines = Ut.get_lines(vmode, Ut.ctype.line) Op.linewise({ cfg = { padding = true, ignore = nil }, cmode = Ut.cmode.toggle, lines = lines, lcs = lcs, rcs = rcs, srow = srow, erow = erow, }) end -- end visual comment local function map(mode, lhs, rhs, opts) local options = { noremap = true } if opts then options = vim.tbl_extend('force', options, opts) end vim.api.nvim_set_keymap(mode, lhs, rhs, options) end function _G.set_terminal_keymaps() local opts = { noremap = true } vim.api.nvim_buf_set_keymap(0, 't', '<esc>', [[<C-\><C-n>]], opts) vim.api.nvim_buf_set_keymap(0, 't', 'jk', [[<C-\><C-n>]], opts) vim.api.nvim_buf_set_keymap(0, 't', '<C-h>', [[<C-\><C-n><C-W>h]], opts) vim.api.nvim_buf_set_keymap(0, 't', '<C-j>', [[<C-\><C-n><C-W>j]], opts) vim.api.nvim_buf_set_keymap(0, 't', '<C-k>', [[<C-\><C-n><C-W>k]], opts) vim.api.nvim_buf_set_keymap(0, 't', '<C-l>', [[<C-\><C-n><C-W>l]], opts) end -- toggle showing whitespace map('n', '<leader>s', ':set nolist!<cr>', { silent = true }) map('n', 'J', '<c-d>') map('x', 'J', '<c-d>') map('n', 'K', '<c-u>') map('x', 'K', '<c-u>') -- up/down work as expected with word wrapping on map('n', 'j', 'gj') map('n', 'k', 'gk') map('n', 'gj', 'j') map('n', 'gj', 'j') map('', 'H', '^') map('', 'L', '$') -- clear search highlighting map('n', '<esc>', ':nohlsearch<cr><esc>', { silent = true }) if not g.vscode then map('', '\\\\', '<esc><cmd>lua __toggle_visual(vim.fn.visualmode())<cr>', { silent = true }) map('', '<c-l>', ':Telescope buffers<cr>') map('', '<c-p>', ':Telescope find_files<cr>') map('n', '<S-l>', ':BufferLineCycleNext<CR>') map('n', '<S-h>', ':BufferLineCyclePrev<CR>') vim.cmd('autocmd! TermOpen term://* lua set_terminal_keymaps()') local wk = require('which-key') wk.register({ f = { '<cmd>Telescope live_grep<cr>', 'Live ripgrep search' }, r = { '<cmd>Telescope oldfiles<cr>', 'Find recently opened files' }, d = { '<cmd>NvimTreeToggle<cr>', 'Toggle directory tree' }, -- Packer p = { name = 'Packer', c = { '<cmd>PackerCompile<cr>', 'Compile' }, i = { '<cmd>PackerInstall<cr>', 'Install' }, r = { "<cmd>lua require('lvim.plugin-loader').recompile()<cr>", 'Re-compile' }, s = { '<cmd>PackerSync<cr>', 'Sync' }, S = { '<cmd>PackerStatus<cr>', 'Status' }, u = { '<cmd>PackerUpdate<cr>', 'Update' }, }, -- Git g = { name = 'Git', j = { "<cmd>lua require 'gitsigns'.next_hunk()<cr>", 'Next Hunk' }, k = { "<cmd>lua require 'gitsigns'.prev_hunk()<cr>", 'Prev Hunk' }, l = { "<cmd>lua require 'gitsigns'.blame_line()<cr>", 'Blame' }, p = { "<cmd>lua require 'gitsigns'.preview_hunk()<cr>", 'Preview Hunk' }, r = { "<cmd>lua require 'gitsigns'.reset_hunk()<cr>", 'Reset Hunk' }, R = { "<cmd>lua require 'gitsigns'.reset_buffer()<cr>", 'Reset Buffer' }, s = { "<cmd>lua require 'gitsigns'.stage_hunk()<cr>", 'Stage Hunk' }, u = { "<cmd>lua require 'gitsigns'.undo_stage_hunk()<cr>", 'Undo Stage Hunk', }, o = { '<cmd>Telescope git_status<cr>', 'Open changed file' }, b = { '<cmd>Telescope git_branches<cr>', 'Checkout branch' }, c = { '<cmd>Telescope git_commits<cr>', 'Checkout commit' }, C = { '<cmd>Telescope git_bcommits<cr>', 'Checkout commit(for current file)', }, d = { '<cmd>Gitsigns diffthis HEAD<cr>', 'Git Diff', }, }, -- LSP l = { name = 'LSP', a = { "<cmd>lua require('lvim.core.telescope').code_actions()<cr>", 'Code Action' }, d = { '<cmd>Telescope lsp_document_diagnostics<cr>', 'Document Diagnostics', }, w = { '<cmd>Telescope lsp_workspace_diagnostics<cr>', 'Workspace Diagnostics', }, f = { '<cmd>lua vim.lsp.buf.formatting()<cr>', 'Format' }, i = { '<cmd>LspInfo<cr>', 'Info' }, I = { '<cmd>LspInstallInfo<cr>', 'Installer Info' }, j = { '<cmd>lua vim.lsp.diagnostic.goto_next({popup_opts = {border = lvim.lsp.popup_border}})<cr>', 'Next Diagnostic', }, k = { '<cmd>lua vim.lsp.diagnostic.goto_prev({popup_opts = {border = lvim.lsp.popup_border}})<cr>', 'Prev Diagnostic', }, l = { '<cmd>lua vim.lsp.codelens.run()<cr>', 'CodeLens Action' }, p = { name = 'Peek', d = { "<cmd>lua require('lvim.lsp.peek').Peek('definition')<cr>", 'Definition' }, t = { "<cmd>lua require('lvim.lsp.peek').Peek('typeDefinition')<cr>", 'Type Definition' }, i = { "<cmd>lua require('lvim.lsp.peek').Peek('implementation')<cr>", 'Implementation' }, }, q = { '<cmd>lua vim.lsp.diagnostic.set_loclist()<cr>', 'Quickfix' }, r = { '<cmd>lua vim.lsp.buf.rename()<cr>', 'Rename' }, s = { '<cmd>Telescope lsp_document_symbols<cr>', 'Document Symbols' }, S = { '<cmd>Telescope lsp_dynamic_workspace_symbols<cr>', 'Workspace Symbols', }, }, -- Trouble toggling t = { name = 'Diagnostics', t = { '<cmd>TroubleToggle<cr>', 'trouble' }, w = { '<cmd>TroubleToggle lsp_workspace_diagnostics<cr>', 'workspace' }, d = { '<cmd>TroubleToggle lsp_document_diagnostics<cr>', 'document' }, q = { '<cmd>TroubleToggle quickfix<cr>', 'quickfix' }, l = { '<cmd>TroubleToggle loclist<cr>', 'loclist' }, r = { '<cmd>TroubleToggle lsp_references<cr>', 'references' }, }, }, { prefix = '<leader>', }) end
--[[ -- This script converts the outputted aseprite json animation files -- to Lua tables that the game engine can load. -- -- It uses hardcoded paths, so that should be refactored at some point --]] local json = require "assets/scripts/json" local serpent = require "assets/scripts/serpent" require "lfs" function readAll(file) local f = assert(io.open(file, "rb")) local content = f:read("*all") f:close() return content end function string:split(delimiter) local result = { } local from = 1 local delim_from, delim_to = string.find( self, delimiter, from ) while delim_from do table.insert( result, string.sub( self, from , delim_from-1 ) ) from = delim_to + 1 delim_from, delim_to = string.find( self, delimiter, from ) end table.insert( result, string.sub( self, from ) ) return result end function isN(a) return tonumber(a) ~= nil end for file in lfs.dir "assets/images/" do local dest = string.find(file, ".", 1, true) local ext = string.sub(file, dest+1, #file) local name = string.sub(file, 1, dest-1) if ext == "json" then local jdata = readAll("assets/images/"..file) local ltable = json.decode(jdata) local final = {[name] = { playback = "forward", repeated = true, frames = {}, }} for key, i in pairs(ltable.frames) do --bird 3.aseprite local period = string.find(key, ".", 1, true) local index = period - 1 while index >= 1 and isN(key:sub(index, index)) do index = index - 1 end local num = tonumber(string.sub(key, index+1, period-1)) + 1 final[name].frames[num] = { {i.frame.x, i.frame.y, i.frame.w, i.frame.h}, duration = i.duration } end local outfile = io.open("assets/data/animations/" .. name .. ".lua", "w") outfile:write("return " .. serpent.block(final, {comment=false, compact=true})) outfile:close() end end
--- Lake script to install script wrappers in bin local exec, join = utils.execute, path.join if arg[1] or LUA53 then lua = 'lua53' soar = 'soar53' print 'installing Lua 5.3' else lua = 'lua52' soar = 'soar52' end -- some platform-dependent swearing... if WINDOWS then bat_ext, all_args, shebang = '.bat',' %*', '@echo off\n' else bat_ext, all_args, shebang = '',' $*','#!/bin/sh\n' end local function bin_dir(f) return join('bin',f) end local function make_wrapper(target,exe,name) if not name then local _ _, name = path.splitpath(target) name = path.splitext(name) end target = path.abs(target) if not exe then exe = path.abs(bin_dir(lua)) end local wrap = bin_dir (name)..bat_ext file.write(wrap,shebang..exe..' '..target..all_args..'\n') if not WINDOWS then exec('chmod +x '..wrap) end end make_wrapper ('tools/soar.lua') make_wrapper ('tools/srlua.lua','lake') make_wrapper 'lake'
-- ------------------------------------------------------------------------ -- This project is developed by Marco Mastropaolo (Xanathar) -- as a personal project and is in no way affiliated with Almost Human. -- You can use this scripts in any Legend of Grimrock dungeon you want; -- credits are appreciated though not necessary. -- ------------------------------------------------------------------------ -- If you want to use this code in a Lua project outside Grimrock, -- please refer to the files and license included -- at http://code.google.com/p/lualinq/ -- ------------------------------------------------------------------------ --------------------------------------------------------------------------- -- CONFIGURATION OPTIONS -- --------------------------------------------------------------------------- -- change this if you don't want all secrets to be "auto" AUTO_ALL_SECRETS = true -- how much log information is printed: 3 => verbose, 2 => info, 1 => only warning and errors, 0 => only errors, -1 => silent LOG_LEVEL = 1 -- prefix for the printed logs LOG_PREFIX = "GrimQ: " -- set this to false when the allEntities bug gets fixed for faster iterations PATCH_ALLENTITIES_BUG = true --------------------------------------------------------------------------- -- IMPLEMENTATION BELOW, DO NOT CHANGE --------------------------------------------------------------------------- VERSION_SUFFIX = "" MAXLEVEL = 1 CONTAINERITEM_MAXSLOTS = 10 -- ============================================================ -- DEBUG TRACER -- ============================================================ LIB_VERSION_TEXT = "1.5.2" LIB_VERSION = 152 function setLogLevel(level) LOG_LEVEL = level; end function _log(level, prefix, text) if (level <= LOG_LEVEL) then print(prefix .. LOG_PREFIX .. text) end end function logq(self, method) if (LOG_LEVEL >= 3) then logv("after " .. method .. " => " .. #self.m_Data .. " items : " .. _dumpData(self)) end end function _dumpData(self) local items = #self.m_Data local dumpdata = "q{ " for i = 1, 3 do if (i <= items) then if (i ~= 1) then dumpdata = dumpdata .. ", " end dumpdata = dumpdata .. tostring(self.m_Data[i]) end end if (items > 3) then dumpdata = dumpdata .. ", ..." .. items .. " }" else dumpdata = dumpdata .. " }" end return dumpdata end function logv(txt) _log(3, "[..] ", txt) end function logi(txt) _log(2, "[ii] ", txt) end function logw(txt) _log(1, "[W?] ", txt) end function loge(txt) _log(0, "[E!] ", txt) end -- ============================================================ -- CONSTRUCTOR -- ============================================================ -- [private] Creates a linq data structure from an array without copying the data for efficiency function _new_lualinq(method, collection) local self = { } self.classid_71cd970f_a742_4316_938d_1998df001335 = 2 self.m_Data = collection self.concat = _concat self.select = _select self.selectMany = _selectMany self.where = _where self.whereIndex = _whereIndex self.take = _take self.skip = _skip self.zip = _zip self.distinct = _distinct self.union = _union self.except = _except self.intersection = _intersection self.exceptby = _exceptby self.intersectionby = _intersectionby self.exceptBy = _exceptby self.intersectionBy = _intersectionby self.first = _first self.last = _last self.min = _min self.max = _max self.random = _random self.any = _any self.all = _all self.contains = _contains self.count = _count self.sum = _sum self.average = _average self.dump = _dump self.map = _map self.foreach = _foreach self.xmap = _xmap self.toArray = _toArray self.toDictionary = _toDictionary self.toIterator = _toIterator self.toTuple = _toTuple -- shortcuts self.each = _foreach self.intersect = _intersection self.intersectby = _intersectionby self.intersectBy = _intersectionby logq(self, "from") return self end -- ============================================================ -- GENERATORS -- ============================================================ -- Tries to autodetect input type and uses the appropriate from method function from(auto) if (auto == nil) then return fromNothing() elseif (type(auto) == "function") then return fromIterator(auto) elseif (type(auto) == "table") then if (auto["classid_71cd970f_a742_4316_938d_1998df001335"] ~= nil) then return auto elseif (auto[1] == nil) then return fromDictionary(auto) elseif (type(auto[1]) == "function") then return fromIteratorsArray(auto) else return fromArrayInstance(auto) end end return fromNothing() end -- Creates a linq data structure from an array without copying the data for efficiency function fromArrayInstance(collection) return _new_lualinq("fromArrayInstance", collection) end -- Creates a linq data structure from an array copying the data first (so that changes in the original -- table do not reflect here) function fromArray(array) local collection = { } for k,v in ipairs(array) do table.insert(collection, v) end return _new_lualinq("fromArray", collection) end -- Creates a linq data structure from a dictionary (table with non-consecutive-integer keys) function fromDictionary(dictionary) local collection = { } for k,v in pairs(dictionary) do local kvp = {} kvp.key = k kvp.value = v table.insert(collection, kvp) end return _new_lualinq("fromDictionary", collection) end -- Creates a linq data structure from an iterator returning single items function fromIterator(iterator) local collection = { } for s in iterator do table.insert(collection, s) end return _new_lualinq("fromIterator", collection) end -- Creates a linq data structure from an array of iterators each returning single items function fromIteratorsArray(iteratorArray) local collection = { } for _, iterator in ipairs(iteratorArray) do for s in iterator do table.insert(collection, s) end end return _new_lualinq("fromIteratorsArray", collection) end -- Creates a linq data structure from a table of keys, values ignored function fromSet(set) local collection = { } for k,v in pairs(set) do table.insert(collection, k) end return _new_lualinq("fromIteratorsArray", collection) end -- Creates an empty linq data structure function fromNothing() return _new_lualinq("fromNothing", { } ) end -- ============================================================ -- QUERY METHODS -- ============================================================ -- Concatenates two collections together function _concat(self, otherlinq) local result = { } for idx, value in ipairs(self.m_Data) do table.insert(result, value) end for idx, value in ipairs(otherlinq.m_Data) do table.insert(result, value) end return _new_lualinq(":concat", result) end -- Replaces items with those returned by the selector function or properties with name selector function _select(self, selector) local result = { } if (type(selector) == "function") then for idx, value in ipairs(self.m_Data) do local newvalue = selector(value) if (newvalue ~= nil) then table.insert(result, newvalue) end end elseif (type(selector) == "string") then for idx, value in ipairs(self.m_Data) do local newvalue = value[selector] if (newvalue ~= nil) then table.insert(result, newvalue) end end else loge("select called with unknown predicate type"); end return _new_lualinq(":select", result) end -- Replaces items with those contained in arrays returned by the selector function function _selectMany(self, selector) local result = { } for idx, value in ipairs(self.m_Data) do local newvalue = selector(value) if (newvalue ~= nil) then for ii, vv in ipairs(newvalue) do if (vv ~= nil) then table.insert(result, vv) end end end end return _new_lualinq(":selectMany", result) end -- Returns a linq data structure where only items for whose the predicate has returned true are included function _where(self, predicate, refvalue, ...) local result = { } if (type(predicate) == "function") then for idx, value in ipairs(self.m_Data) do if (predicate(value, refvalue, from({...}):toTuple())) then table.insert(result, value) end end elseif (type(predicate) == "string") then local refvals = {...} if (#refvals > 0) then table.insert(refvals, refvalue); return _intersectionby(self, predicate, refvals); elseif (refvalue ~= nil) then for idx, value in ipairs(self.m_Data) do if (value[predicate] == refvalue) then table.insert(result, value) end end else for idx, value in ipairs(self.m_Data) do if (value[predicate] ~= nil) then table.insert(result, value) end end end else loge("where called with unknown predicate type"); end return _new_lualinq(":where", result) end -- Returns a linq data structure where only items for whose the predicate has returned true are included, indexed version function _whereIndex(self, predicate) local result = { } for idx, value in ipairs(self.m_Data) do if (predicate(idx, value)) then table.insert(result, value) end end return _new_lualinq(":whereIndex", result) end -- Return a linq data structure with at most the first howmany elements function _take(self, howmany) return self:whereIndex(function(i, v) return i <= howmany; end) end -- Return a linq data structure skipping the first howmany elements function _skip(self, howmany) return self:whereIndex(function(i, v) return i > howmany; end) end -- Zips two collections together, using the specified join function function _zip(self, otherlinq, joiner) otherlinq = from(otherlinq) local thismax = #self.m_Data local thatmax = #otherlinq.m_Data local result = {} if (thatmax < thismax) then thismax = thatmax; end for i = 1, thismax do result[i] = joiner(self.m_Data[i], otherlinq.m_Data[i]); end return _new_lualinq(":zip", result) end -- Returns only distinct items, using an optional comparator function _distinct(self, comparator) local result = {} comparator = comparator or function (v1, v2) return v1 == v2; end for idx, value in ipairs(self.m_Data) do local found = false for _, value2 in ipairs(result) do if (comparator(value, value2)) then found = true end end if (not found) then table.insert(result, value) end end return _new_lualinq(":distinct", result) end -- Returns the union of two collections, using an optional comparator function _union(self, other, comparator) return self:concat(from(other)):distinct(comparator) end -- Returns the difference of two collections, using an optional comparator function _except(self, other, comparator) other = from(other) return self:where(function (v) return not other:contains(v, comparator) end) end -- Returns the intersection of two collections, using an optional comparator function _intersection(self, other, comparator) other = from(other) return self:where(function (v) return other:contains(v, comparator) end) end -- Returns the difference of two collections, using a property accessor function _exceptby(self, property, other) other = from(other) return self:where(function (v) return not other:contains(v[property]) end) end -- Returns the intersection of two collections, using a property accessor function _intersectionby(self, property, other) other = from(other) return self:where(function (v) return other:contains(v[property]) end) end -- ============================================================ -- CONVERSION METHODS -- ============================================================ -- Converts the collection to an array function _toIterator(self) local i = 0 local n = #self.m_Data return function () i = i + 1 if i <= n then return self.m_Data[i] end end end -- Converts the collection to an array function _toArray(self) return self.m_Data end -- Converts the collection to a table using a selector functions which returns key and value for each item function _toDictionary(self, keyValueSelector) local result = { } for idx, value in ipairs(self.m_Data) do local key, value = keyValueSelector(value) if (key ~= nil) then result[key] = value end end return result end -- Converts the lualinq struct to a tuple function _toTuple(self) return unpack(self.m_Data) end -- ============================================================ -- TERMINATING METHODS -- ============================================================ -- Return the first item or default if no items in the colelction function _first(self, default) if (#self.m_Data > 0) then return self.m_Data[1] else return default end end -- Return the last item or default if no items in the colelction function _last(self, default) if (#self.m_Data > 0) then return self.m_Data[#self.m_Data] else return default end end -- Returns true if any item satisfies the predicate. If predicate is null, it returns true if the collection has at least one item. function _any(self, predicate) if (predicate == nil) then return #self.m_Data > 0; end for idx, value in ipairs(self.m_Data) do if (predicate(value)) then return true end end return false end -- Returns true if all items satisfy the predicate. If predicate is null, it returns true if the collection is empty. function _all(self, predicate) if (predicate == nil) then return #self.m_Data == 0; end for idx, value in ipairs(self.m_Data) do if (not predicate(value)) then return false end end return true end -- Returns the number of items satisfying the predicate. If predicate is null, it returns the number of items in the collection. function _count(self, predicate) if (predicate == nil) then return #self.m_Data; end local result = 0 for idx, value in ipairs(self.m_Data) do if (predicate(value)) then result = result + 1 end end return result end -- Prints debug data. function _dump(self) print(_dumpData(self)); end -- Returns a random item in the collection, or default if no items are present function _random(self, default) if (#self.m_Data == 0) then return default; end return self.m_Data[math.random(1, #self.m_Data)] end -- Returns true if the collection contains the specified item function _contains(self, item, comparator) comparator = comparator or function (v1, v2) return v1 == v2; end for idx, value in ipairs(self.m_Data) do if (comparator(value, item)) then return true; end end return false end -- Calls the action for each item in the collection. Action takes 1 parameter: the item value. -- If the action is a string, it calls that method with the additional parameters function _foreach(self, action, ...) if (type(action) == "function") then for idx, value in ipairs(self.m_Data) do action(value, from({...}):toTuple()) end elseif (type(action) == "string") then for idx, value in ipairs(self.m_Data) do value[action](value, from({...}):toTuple()) end else loge("foreach called with unknown action type"); end return self end -- Calls the accumulator for each item in the collection. Accumulator takes 2 parameters: value and the previous result of -- the accumulator itself (firstvalue for the first call) and returns a new result. function _map(self, accumulator, firstvalue) local result = firstvalue for idx, value in ipairs(self.m_Data) do result = accumulator(value, result) end return result end -- Calls the accumulator for each item in the collection. Accumulator takes 3 parameters: value, the previous result of -- the accumulator itself (nil on first call) and the previous associated-result of the accumulator(firstvalue for the first call) -- and returns a new result and a new associated-result. function _xmap(self, accumulator, firstvalue) local result = nil local lastval = firstvalue for idx, value in ipairs(self.m_Data) do result, lastval = accumulator(value, result, lastval) end return result end -- Returns the max of a collection. Selector is called with values and should return a number. Can be nil if collection is of numbers. function _max(self, selector) if (selector == nil) then selector = function(n) return n; end end return self:xmap(function(v, r, l) local res = selector(v); if (l == nil or res > l) then return v, res; else return r, l; end; end, nil) end -- Returns the min of a collection. Selector is called with values and should return a number. Can be nil if collection is of numbers. function _min(self, selector) if (selector == nil) then selector = function(n) return n; end end return self:xmap(function(v, r, l) local res = selector(v); if (l == nil or res < l) then return v, res; else return r, l; end; end, nil) end -- Returns the sum of a collection. Selector is called with values and should return a number. Can be nil if collection is of numbers. function _sum(self, selector) if (selector == nil) then selector = function(n) return n; end end return self:map(function(n, r) r = r + selector(n); return r; end, 0) end -- Returns the average of a collection. Selector is called with values and should return a number. Can be nil if collection is of numbers. function _average(self, selector) local count = self:count() if (count > 0) then return self:sum(selector) / count else return 0 end end -- ============================================================ -- ENUMERATIONS -- ============================================================ -- Enumeration of all the inventory slots inventory = { head = 1, torso = 2, legs = 3, feet = 4, cloak = 5, neck = 6, handl = 7, handr = 8, gauntlets = 9, bracers = 10, hands = { 7, 8 }, backpack = { 11, 12, 13, 14, 15, 16, 17, 18, 19, 20, 21, 22, 23, 24, 25, 26, 27, 28, 29, 30, 31 }, armor = { 1, 2, 3, 4, 5, 6, 9 }, all = { 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 }, } -- Enumeration of all the direction/facing values facing = { north = 0, east = 1, south = 2, west = 3 } -- ============================================================ -- LUALINQ GENERATORS -- ============================================================ -- Returns a grimq structure filled with names of entities contained -- in one of the fw sets. function fromFwSet(listname, sublistname) local set = fw.lists[listname]; if (set ~= nil) and (sublistname ~= nil) then set = set[sublistname]; end return fromSet(set); end -- Returns a grimq structure containing all champions function fromChampions() local collection = { } for i = 1, 4 do collection[i] = party:getChampion(i) end return fromArrayInstance(collection) end -- Returns a grimq structure containing all enabled and alive champions function fromAliveChampions() local collection = { } for i = 1, 4 do local c = party:getChampion(i) if (c:isAlive() and c:getEnabled()) then table.insert(collection, c) -- fixed in 1.5 end end return fromArrayInstance(collection) end -- Returns a grimq structure containing all the items in the champion's inventory -- champion => the specified champion to which the inventory is returned -- [recurseIntoContainers] => true, to recurse into sacks, crates, etc. -- [inventorySlots] => nil, or a table of integers to limit the search to the specified slots -- [includeMouse] => if true, the mouse item is included in the search function fromChampionInventory(champion, recurseIntoContainers, inventorySlots, includeMouse) return fromChampionInventoryEx(champion, recurseIntoContainers, inventorySlots, includeMouse) :select("entity") end -- Returns a grimq structure containing all the items in the party inventory -- [recurseIntoContainers] => true, to recurse into sacks, crates, etc. -- [inventorySlots] => nil, or a table of integers to limit the search to the specified slots -- [includeMouse] => if true, the mouse item is included in the search function fromPartyInventory(recurseIntoContainers, inventorySlots, includeMouse) return fromChampions():selectMany(function(v) return fromChampionInventory(v, recurseIntoContainers, inventorySlots, includeMouse):toArray(); end) end -- [private] Creates an extended object function _createExtEntity(_slotnumber, _entity, _champion, _container, _ismouse, _containerSlot, _alcove, _isworld) return { slot = _slotnumber, entity = _entity, item = _entity, -- this is for backward compatibilty only!! champion = _champion, container = _container, ismouse = _ismouse, containerSlot = _containerSlot, alcove = _alcove, isworld = _isworld, destroy = function(self) if (self.entity == party) then gameover() elseif (self.container ~= nil) then self.container:removeItem(self.slot) elseif (self.slot >= 0) then self.champion:removeItem(self.slot) elseif (self.ismouse) then setMouseItem(nil) else self.entity:destroy() end end, replaceCallback = function(self, constructor) local obj = nil if (self.entity == party) then gameover() elseif (self.container ~= nil) then self.container:removeItem(self.slot) obj = constructor() self.container:insertItem(self.slot, obj) elseif (self.slot >= 0) then self.champion:removeItem(self.slot) obj = constructor() self.champion:insertItem(self.slot, obj) elseif (self.ismouse) then setMouseItem(nil) obj = constructor() setMouseItem(obj) elseif (self.alcove ~= nil) then self.entity:destroy() obj = constructor() self.alcove:addItem(obj) elseif (self.isworld) then local l = self.entity.level local x = self.entity.x local y = self.entity.y local f = self.entity.facing self.entity:destroy() obj = constructor(l, x, y, f) else logw("itemobject.replaceCallback fallback on incompatible default") end return obj end, replace = function(self, itemname, desiredid) return self:replaceCallback(function(l,x,y,f) return spawn(itemname, l, x, y, f, desiredid); end) end, debug = function(self) local obj = nil if (self.entity == party) then print("=> entity is party") elseif (self.container ~= nil) then print("=> entity is slot " .. self.slot .. " of cont " .. self.container.id) elseif (self.slot >= 0) then print("=> entity is slot " .. self.slot .. " of champion ord#" .. self.champion:getOrdinal()) elseif (self.ismouse) then print("=> entity is on mouse") elseif (self.alcove ~= nil) then print("=> entity is in alcove " .. self.alcove.id) elseif (self.isworld) then local l = self.entity.level local x = self.entity.x local y = self.entity.y local f = self.entity.facing print("=> entity is in world at level=".. l, " pos = (" .. x .. "," .. y .. ") facing=" .. f) else logw("itemobject.replaceCallback fallback on incompatible default") end return obj end, } end function _appendContainerItem(collection, item, champion, containerslot) --print("appending contents of container " .. item.id) for j = 1, CONTAINERITEM_MAXSLOTS do if (item:getItem(j) ~= nil) then --print(" appended " .. item:getItem(j).id) table.insert(collection, _createExtEntity(j, item:getItem(j), champion, item, false, containerslot)) _appendContainerItem(collection, item:getItem(j), nil, j) end end end -- Returns a grimq structure containing item objects in the champion's inventory -- champion => the specified champion to which the inventory is returned -- [recurseIntoContainers] => true, to recurse into sacks, crates, etc. -- [inventorySlots] => nil, or a table of integers to limit the search to the specified slots -- [includeMouse] => if true, the mouse item is included in the search function fromChampionInventoryEx(champion, recurseIntoContainers, inventorySlots, includeMouse) if (inventorySlots == nil) then inventorySlots = inventory.all end local collection = { } for idx = 1, #inventorySlots do local i = inventorySlots[idx]; local item = champion:getItem(i) if (item ~= nil) then table.insert(collection, _createExtEntity(i, item, champion, nil, false, -1)) if (recurseIntoContainers) then _appendContainerItem(collection, item, champion, i) end end end if (includeMouse and (getMouseItem() ~= nil)) then local item = getMouseItem() table.insert(collection, _createExtEntity(-1, item, nil, nil, true, -1)) if (recurseIntoContainers) then _appendContainerItem(collection, item, nil, -1) end end return fromArrayInstance(collection) end -- Returns a grimq structure filled with extended entities of the contents of a container function fromContainerItemEx(item) local collection = { } _appendContainerItem(collection, item, nil, -1) return fromArrayInstance(collection) end -- Returns a grimq structure containing all the item-objects in the party inventory -- [recurseIntoContainers] => true, to recurse into sacks, crates, etc. -- [inventorySlots] => nil, or a table of integers to limit the search to the specified slots -- [includeMouse] => if true, the mouse item is included in the search function fromPartyInventoryEx(recurseIntoContainers, inventorySlots, includeMouse) return fromChampions():selectMany(function(v) return fromChampionInventoryEx(v, recurseIntoContainers, inventorySlots, includeMouse):toArray(); end) end -- Returns a grimq structure cotaining all the entities in the dungeon respecting a given *optional* condition function fromAllEntitiesInWorld(predicate, refvalue, ...) local result = { } if (predicate == nil) then for lvl = 1, MAXLEVEL do for value in fromAllEntities(lvl):toIterator() do table.insert(result, value) end end elseif (type(predicate) == "function") then for lvl = 1, MAXLEVEL do for value in fromAllEntities(lvl):toIterator() do if (predicate(value)) then table.insert(result, value) end end end else local refvals = {...} if (#refvals > 0) then local refset = { } for _, l in ipairs(refvals) do refset[l] = true; end refset[refvalue] = true; for lvl = 1, MAXLEVEL do for value in fromAllEntities(lvl):toIterator() do if (refset[value[predicate]]) then table.insert(result, value) end end end else for lvl = 1, MAXLEVEL do for value in fromAllEntities(lvl):toIterator() do if (value[predicate] == refvalue) then table.insert(result, value) end end end end end return fromArrayInstance(result) end -- Returns a grimq structure cotaining all the entities in an area function fromEntitiesInArea(level, x1, y1, x2, y2, skipx, skipy) local itercoll = { } if (skipx == nil) then skipx = -10000; end if (skipy == nil) then skipy = -10000; end local stepx = 1 if (x1 > x2) then stepx = -1; end local stepy = 1 if (y1 > y2) then stepy = -1; end for x = x1, x2, stepx do for y = y1, y2, stepy do if (skipx ~= x) or (skipy ~= y) then table.insert(itercoll, entitiesAt(level, x, y)) end end end return fromIteratorsArray(itercoll) end function fromEntitiesAround(level, x, y, radius, includecenter) if (radius == nil) then radius = 1; end if (includecenter == nil) or (not includecenter) then return fromEntitiesInArea(level, x - radius, y - radius, x + radius, y + radius, x, y) else return fromEntitiesInArea(level, x - radius, y - radius, x + radius, y + radius) end end function fromEntitiesForward(level, x, y, facing, distance, includeorigin) if (distance == nil) then distance = 1; end local dx, dy = getForward(facing) local dx = dx * distance local dy = dy * distance if (includeorigin == nil) or (not includeorigin) then return fromEntitiesInArea(level, x, y, x + dx, y + dy, x, y) else return fromEntitiesInArea(level, x, y, x + dx, y + dy, nil, nil) end end function fromAllEntities(level) if (PATCH_ALLENTITIES_BUG) then local result = { } for i=0,31 do for j=0,31 do for k in entitiesAt(level,i,j) do table.insert(result, k) end end end return fromArrayInstance(result) else return grimq.from(allEntities(level)) end end -- ============================================================ -- PREDICATES -- ============================================================ function isMonster(entity) return entity.setAIState ~= nil end function isItem(entity) return entity.getWeight ~= nil end function isAlcoveOrAltar(entity) return entity.getItemCount ~= nil end function isContainerOrAlcove(entity) return entity.containedItems ~= nil end function isDoor(entity) return (entity.setDoorState ~= nil) end function isLever() return (entity.getLeverState ~= nil) end function isLock(entity) return (entity.setOpenedBy ~= nil) and (entity.setDoorState == nil) end function isPit(entity) return (entity.setPitState ~= nil) end function isSpawner(entity) return (entity.setSpawnedEntity ~= nil) end function isScript(entity) return (entity.setSource ~= nil) end function isPressurePlate(entity) return (entity.isDown ~= nil) end function isTeleport(entity) return (entity.setChangeFacing ~= nil) end function isTimer(entity) return (entity.setTimerInterval ~= nil) end function isTorchHolder(entity) return (entity.hasTorch ~= nil) end function isWallText(entity) return (entity.getWallText ~= nil) end function match(attribute, namepattern) return function(entity) return string.find(entity[attribute], namepattern) ~= nil end end function has(attribute, value) return function(entity) return entity[attribute] == value end end -- ============================================================ -- UTILITY FUNCTIONS -- ============================================================ -- saves an item into the table function saveItem(item, slot) local itemTable = { } itemTable.id = item.id itemTable.name = item.name itemTable.stackSize = item:getStackSize() itemTable.fuel = item:getFuel() itemTable.charges = item:getCharges() itemTable.scrollText = item:getScrollText() itemTable.scrollImage = item:getScrollImage() itemTable.slot = slot for j = 1, CONTAINERITEM_MAXSLOTS do if (item:getItem(j) ~= nil) then if (itemTable.subItems == nil) then itemTable.subItems = {}; end table.insert(itemTable.subItems, saveItem(item:getItem(j), j)) end end return itemTable end -- loads an item from the table function loadItem(itemTable, level, x, y, facing, id, restoresubids) if (tonumber(id) ~= nil) then id = nil end local spitem = nil if (level ~= nil) then spitem = spawn(itemTable.name, level, x, y, facing, id) else spitem = spawn(itemTable.name, nil, nil, nil, nil, id) end if itemTable.stackSize > 0 then spitem:setStackSize(itemTable.stackSize) end if itemTable.charges > 0 then spitem:setCharges(itemTable.charges) end if itemTable.scrollText ~= nil then spitem:setScrollText(itemTable.scrollText) end if itemTable.scrollImage ~= nil then spitem:setScrollImage(itemTable.scrollImage) end spitem:setFuel(itemTable.fuel) if (itemTable.subItems ~= nil) then for _, subTable in pairs(itemTable.subItems) do local subid = nil if (restoresubids) then subid = subTable.id end local subItem = loadItem(subTable, nil, nil, nil, nil, subid, restoresubids) if (subTable.slot ~= nil) then spitem:insertItem(subTable.slot, subItem) else spitem:addItem(subItem) end end end return spitem end -- Creates a copy of an item function copyItem(item) return loadItem(saveItem(item)) end -- Moves an item, preserving id function moveItem(item, level, x, y, facing) local saved = saveItem(item) destroy(item) return loadItem(saved, level, x, y, facing, saved.id, true) end -- Moves an item, preserving id, faster version if we know the item is in the world function moveItemFromFloor(item, level, x, y, facing) local saved = saveItem(item) item:destroy() return loadItem(saved, level, x, y, facing, saved.id, true) end -- Moves an item to a container/alcove -- New 1.4: preserves ids function moveFromFloorToContainer(alcove, item) alcove:addItem(moveItemFromFloor(item)) end -- New 1.4: preserves ids function moveItemsFromTileToAlcove(alcove) from(entitiesAt(alcove.level, alcove.x, alcove.y)) :where(isItem) :foreach(function(i) moveFromFloorToContainer(alcove, i) end) end g_ToorumMode = nil function isToorumMode() if (g_ToorumMode == nil) then local rangerDetected = fromChampions():where(function(c) return (c:getClass() == "Ranger"); end):count() local zombieDetected = fromChampions():where(function(c) return ((not c:getEnabled()) and (c:getStatMax("health") == 0)); end):count() g_ToorumMode = (rangerDetected >= 1) and (zombieDetected == 3) end return g_ToorumMode end function dezombifyParty() local portraits = { "human_female_01", "human_female_02", "human_male_01", "human_male_02" } local genders = { "female", "female", "male", "male" } local names = { "Sylyna", "Yennica", "Contar", "Sancsaron" } for c in fromChampions():where(function(c) return ((not c:getEnabled()) and (c:getStatMax("health") == 0)); end):toIterator() do c:setStatMax("health", 25) c:setStatMax("energy", 10) c:setPortrait("assets/textures/portraits/" .. portraits[i] .. ".tga") c:setName(names[i]) c:setSex(genders[i]) end end function reverseFacing(facing) return (facing + 2) % 4; end function getChampionFromOrdinal(ord) return grimq.fromChampions():where(function(c) return c:getOrdinal() == ord; end):first() end function setLogLevel(level) LOG_LEVEL = level end -- 1.3 function directionFromPos(fromx, fromy, tox, toy) local dx = tox - fromx local dy = toy - fromy return directionFromDelta(dx, dy) end function directionFromDelta(dx, dy) if (dx > dy) then dy = 0; else dx = 0; end if (dy < 0) then return 0; elseif (dx > 0) then return 1; elseif (dy > 0) then return 2; else return 3; end end function find(id, ignoreCornerCases) local entity = findEntity(id) if (entity ~= nil) then return entity; end entity = fromPartyInventory(true, inventory.all, true):where("id", id):first() if (entity ~= nil) then return entity; end if (not ignoreCornerCases) then local containers = fromAllEntitiesInWorld(isItem) :selectMany(function(i) return from(i:containedItems()):toArray(); end) entity = containers :where(function(ii) return ii.id == id; end) :first() if (entity ~= nil) then return entity; end entity = containers :selectMany(function(i) return from(i:containedItems()):toArray(); end) :where(function(ii) return ii.id == id; end) :first() end return entity end function getEx(entity) -- entity isn't in world, try inventory local itemInInv = fromPartyInventoryEx(true, inventory.all, true) :where(function(i) return i.entity == entity; end) :first() if (itemInInv ~= nil) then return itemInInv end -- inventory failed, we try alcoves and containers -- if we don't have an entity level, we in an obscure "item in sack in alcove" scenario if (entity.level == nil) then local topcontainers = fromAllEntitiesInWorld(isContainerOrAlcove) local container = topcontainers :where(function(a) return from(a:containedItems()):where(function(ii) return ii == entity; end):any(); end) :first() if (container ~= nil) then local itemInInv = fromContainerItemEx(container) :where(function(i) return i.entity == entity; end) :first() return itemInInv end container = topcontainers :selectMany(function(i) return from(i:containedItems()):toArray(); end) :where(function(a) return from(a:containedItems()):where(function(ii) return ii == entity; end):any(); end) :first() if (container ~= nil) then local itemInInv = fromContainerItemEx(container) :where(function(i) return i.entity == entity; end) :first() return itemInInv else logw("findAndCallback can't find item " .. entity.id) return end end -- we are in classic alcove or container scenario here local alcoveOrContainer = from(entitiesAt(entity.level, entity.x, entity.y)) :where(isContainerOrAlcove) :where(function(a) return from(a:containedItems()):where(function(ii) return ii == entity; end):any(); end) :first() if (alcoveOrContainer ~= nil) then if (isAlcoveOrAltar(alcoveOrContainer)) then return _createExtEntity(-1, entity, nil, nil, false, -1, alcoveOrContainer, nil) else local itemInInv = fromContainerItemEx(alcoveOrContainer) :where(function(i) return i.entity == entity; end) :first() return itemInInv end end -- the simplest case sadly happens last local wentity = findEntity(entity.id) if (wentity ~= nil) then return _createExtEntity(-1, entity, nil, nil, false, -1, nil, true) end logw("findAndCallback can't find entity " .. entityid) end function gameover() damageTile(party.level, party.x, party.y, party.facing, 64, "physical", 100000000) end function findEx(entityid) local entity = find(entityid) if (entity == nil) then return nil end return getEx(entity) end function replace(entity, entityToSpawn, desiredId) local ex = getEx(entity) if (ex ~= nil) then ex:replace(entityToSpawn, desiredId) end end function destroy(entity) local ex = getEx(entity) if (ex ~= nil) then ex:destroy() end end function partyGainExp(amount) grimq.fromAliveChampions():foreach(function(c) c:gainExp(amount); end) end function shuffleCoords(l, x, y, f, max) local m = 17 * l + 5 * x + 13 * y - 7 * f return (m % max) + 1 end function randomReplacer(name, listOfReplace) for o in fromAllEntitiesInWorld("name", name) do local newname = listOfReplace[math.random(1, #listOfReplace)] if (newname ~= "") then spawn(newname, o.level, o.x, o.y, o.facing) end o:destroy() end end function decorateWalls(level, listOfDecorations, useRandomNumbers) for x = -1, 32 do for y = -1, 32 do if (x < 0 or x > 31 or y < 0 or y > 31 or isWall(level, x, y)) then for f = 0, 3 do local dx, dy = getForward(f) if (not isWall(level, x + dx, y + dy)) then local rf = (f + 2) % 4 local hasdeco = grimq.from(entitiesAt(level, x + dx, y + dy)):where(function(o) return ((o.facing == rf) or (string.find(o.name, "stairs") ~= nil)) and (not grimq.isItem(o)) and (not grimq.isMonster(o)) end):any() if (not hasdeco) then local index = 1 if (useRandomNumbers) then index = math.random(1, #listOfDecorations) else index = shuffleCoords(level, x + dx, y + dy, rf, #listOfDecorations) end local newname = listOfDecorations[index] if (newname ~= "") then if (type(newname) == "table") then for _, w in ipairs(newname) do spawn(w, level, x+dx, y+dy, rf) end else spawn(newname, level, x+dx, y+dy, rf) end end end end end end end end end function decorateOver(level, nameOverWhich, listOfDecorations, useRandomNumbers) grimq.fromAllEntities(level):where("name", nameOverWhich):foreach(function(o) local index = 1 if (useRandomNumbers) then index = math.random(1, #listOfDecorations) else index = shuffleCoords(level, o.x, o.y, o.facing, #listOfDecorations) end local newname = listOfDecorations[index] if (newname ~= "") then if (type(newname) == "table") then for _, w in ipairs(newname) do spawn(w, level, o.x, o.y, o.facing) end else spawn(newname, level, o.x, o.y, o.facing) end end end) end function partyDist(x, y) return math.abs(party.x - x) + math.abs(party.y - y) end function spawnSmart(level, spawners, spawnedEntityNames, maxEntities, minDistance) minDistance = minDistance or 7; local count = grimq.fromAllEntities(level) :where(grimq.isMonster) :intersectionby("name", spawnedEntityNames) :count(); if count >= maxEntities then return 0; end local spawner = spawners[math.random(1, #spawners)] local dist = partyDist(spawner.x, spawner.y) if dist < minDistance then return 0; end spawner:activate() return 1; end function replaceMonster(m, newname) local x = m.x local y = m.y local f = m.facing local l = m.level local id = m.id local hp = m:getHealth() local lvl = m:getLevel() if (tonumber(id) ~= nil) then id = nil end if (hp > 0) then m:destroy() spawn(newname, l, x, y, f, id) :setLevel(lvl) :setHealth(hp) end end function spawnOver(entity, spawnname, overridefacing) local facing = overridefacing or entity.facing; spawn(spawnname, entity.level, entity.x, entity.y, facing); end -- ============================================================ -- STRING FUNCTIONS -- ============================================================ -- $1.. $9 -> replaces with func parameters -- $champ1..$champ4 -> replaces with name of champion of slot x -- $CHAMP1..$CHAMP4 -> replaces with name of champion in ordinal x -- $rchamp -> random champion, any -- $RCHAMP -> random champion, alive function strformat(text, ...) local args = {...} for i, v in ipairs(args) do text = string.gsub(text, "$" .. i, tostring(v)) end for i = 1, 4 do local c = party:getChampion(i) local name = c:getName() text = string.gsub(text, "$champ" .. i, name) local ord = c:getOrdinal() text = string.gsub(text, "$CHAMP" .. ord, name) end text = string.gsub(text, "$rchamp", fromChampions():select(function(c) return c:getName(); end):random()) text = string.gsub(text, "$RCHAMP", fromAliveChampions():select(function(c) return c:getName(); end):random()) return text end -- see http://lua-users.org/wiki/StringRecipes function strstarts(String,Start) return string.sub(String,1,string.len(Start))==Start end -- see http://lua-users.org/wiki/StringRecipes function strends(String,End) return End=='' or string.sub(String,-string.len(End))==End end function strmatch(value, pattern) return string.find(value, pattern) ~= nil end function strlines(str) local count = 0 local byte_char = string.byte("\n") for i = 1, #str do if string.byte(str, i) == byte_char then count = count + 1 end end return count + 1 end -- ============================================================ -- AUTO-OBJECTS -- ============================================================ function _activateAutos() -- cache is toorum mode result, so that we remember being toorum after party is manipulated local toorummode = isToorumMode() logv("Toorum mode: ".. tostring(toorummode)) logv("Starting auto-secrets... (AUTO_ALL_SECRETS is " .. tostring(AUTO_ALL_SECRETS) .. ")") if (AUTO_ALL_SECRETS) then fromAllEntitiesInWorld("name", "secret"):foreach(_initializeAutoSecret) else fromAllEntitiesInWorld(match("id", "^auto_secret")):foreach(_initializeAutoSecret) end logv("Starting auto-printers...") fromAllEntitiesInWorld("name", "auto_printer"):foreach(_initializeAutoHudPrinter) logv("Starting auto-torches...") fromAllEntitiesInWorld(isTorchHolder):where(match("name", "^auto_")):foreach(function(auto) if (not auto:hasTorch()) then auto:addTorch(); end; end) logv("Starting auto-alcoves...") fromAllEntitiesInWorld(isAlcoveOrAltar):where(match("name", "^auto_")):foreach(moveItemsFromTileToAlcove) logv("Starting autoexec scripts...") fromAllEntitiesInWorld(isScript):foreach(_initializeAutoScript) logi("Started.") end function _initializeAutoSecret(auto) local plate = spawn("pressure_plate_hidden", auto.level, auto.x, auto.y, auto.facing) :setTriggeredByParty(true) :setTriggeredByMonster(false) :setTriggeredByItem(false) :setSilent(true) :setActivateOnce(true) :addConnector("activate", auto.id, "activate") end function _initializeAutoHudPrinter(auto) local plate = spawn("pressure_plate_hidden", auto.level, auto.x, auto.y, auto.facing) :setTriggeredByParty(true) :setTriggeredByMonster(false) :setTriggeredByItem(false) :setSilent(true) :setActivateOnce(true) :addConnector("activate", "grimq", "execHudPrinter") g_HudPrinters[plate.id] = auto:getScrollText() auto:destroy() end g_HudPrinters = { } g_HudPrintFunction = nil function setFunctionForHudPrint(fn) g_HudPrintFunction = fn end function printHud(text) if (g_HudPrintFunction == nil) then hudPrint(strformat(text)) else g_HudPrintFunction(strformat(text)) end end function execHudPrinter(source) logv("Executing hudprinter " .. source.id) local text = g_HudPrinters[source.id] if (text ~= nil) then printHud(text) else logw("Auto-hud-printer not found in hudprinters list: " .. source.id) end end -- NEW function _initializeAutoScript(ntt) if (ntt.autoexec ~= nil) then logv("Executing autoexec of " .. ntt.id .. "...)") ntt:autoexec(); end if (ntt.auto_onStep ~= nil) then logv("Install auto_onStep hook for " .. ntt.id .. "...)") spawn("pressure_plate_hidden", ntt.level, ntt.x, ntt.y, ntt.facing) :setTriggeredByParty(true) :setTriggeredByMonster(false) :setTriggeredByItem(false) :setSilent(true) :setActivateOnce(false) :addConnector("activate", ntt.id, "auto_onStep") end if (ntt.auto_onStepOnce ~= nil) then logv("Install auto_onStepOnce hook for " .. ntt.id .. "...)") spawn("pressure_plate_hidden", ntt.level, ntt.x, ntt.y, ntt.facing) :setTriggeredByParty(true) :setTriggeredByMonster(false) :setTriggeredByItem(false) :setSilent(true) :setActivateOnce(true) :addConnector("activate", ntt.id, "auto_onStepOnce") end end function _initializeAutoHooks(ntt) if (ntt.autoexecfw ~= nil) then logv("Executing autoexecfw of " .. ntt.id .. "...)") ntt:autoexecfw(); end local autohook = ntt.autohook; if (autohook == nil) then autohook = ntt.autohooks; end if (autohook ~= nil) then if (fw == nil) then loge("_initializeAutoHooks called with nil fw ???.") return end for hooktable in from(autohook):toIterator() do local target = hooktable.key local hooks = from(hooktable.value) for hook in hooks:toIterator() do local hookname = hook.key local hookfn = hook.value if (type(hookfn) == "function") then logi("Adding *DEPRECATED* hook for: ".. ntt.id .. "." .. hookname .. " for target " .. target .. " ...") fw.addHooks(target, ntt.id .. "_" .. target .. "_" .. hookname, { [hookname] = hook.value } ) logw("Hook: ".. ntt.id .. "." .. hookname .. " for target " .. target .. " is a function -- *DEPRECATED* use.") elseif (type(hookfn) == "string") then _installAutoHook(ntt, hookname, target, {fn = hookfn}); elseif (type(hookfn) == "table") then _installAutoHook(ntt, hookname, target, hookfn); else loge("Hook: ".. ntt.id .. "." .. hookname .. " for target " .. target .. " is an unsupported type. Must be string or table.") end end end end end function _installAutoHook(ntt, hookname, target, hooktable) local hookId = ntt.id .. "_" .. target .. "_" .. hookname; logi("Adding hook for: ".. ntt.id .. "." .. hookname .. " for target " .. target .. " ...") if (hooktable.vars == nil) then hooktable.vars = { }; end hooktable.vars._hook_entity = ntt.id; hooktable.vars._hook_method = hooktable.fn; fw.setHookVars(target, hookId, hookname, hooktable.vars) fw.addHooks(target, hookId, { [hookname] = function(p1, p2, p3, p4, p5, p6, p7, p8, p9) local vars = fw.getHookVars(); local ntt = findEntity(vars._hook_entity); if (ntt == nil) then loge("Can't find entity ".. vars._hook_entity); else return ntt[vars._hook_method](p1, p2, p3, p4, p5, p6, p7, p8, p9); end end, } , hooktable.ordinal ); end function _activateJKosFw() fromAllEntitiesInWorld(isScript):foreach(_initializeAutoHooks) end -- ============================================================ -- BOOTSTRAP CODE -- ============================================================ function _banner() logi("GrimQ Version " .. LIB_VERSION_TEXT .. VERSION_SUFFIX .. " - Marco Mastropaolo (Xanathar)") end -- added by JKos -- note: as of v1.5 grimq *REQUIRES* jkos fw. function activate() logi("Starting with jkos-fw bootstrap...") grimq._activateAutos() grimq._activateJKosFw() end _banner() MAXLEVEL = getMaxLevels() if (isWall == nil) then loge("This version of GrimQ requires Legend of Grimrock 1.3.6 or later!") end
--[[ Copyright 2018 American Megatrends Inc. Licensed under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. --]] local RedfishHandler = require("redfish-handler") -- The default handler that reports as missing resource local DefaultHandler = class("DefaultHandler", RedfishHandler) -- Default GET resource missing handler function function DefaultHandler:get(url) self:error_resource_missing_at_uri() end -- Default POST resource missing handler function function DefaultHandler:post() self:error_resource_missing_at_uri() end -- Default PUT resource missing handler function function DefaultHandler:put() self:error_resource_missing_at_uri() end -- Default PATCH resource missing handler function function DefaultHandler:patch() self:error_resource_missing_at_uri() end -- Default DELETE resource missing handler function function DefaultHandler:delete() self:error_resource_missing_at_uri() end return DefaultHandler
local Plugin = script.Parent.Parent local Roact = require(Plugin.Vendor.Roact) local StudioComponents = require(Plugin.Vendor.StudioComponents) local withTheme = StudioComponents.withTheme local TabButton = Roact.Component:extend("TabButton") function TabButton:init() self:setState({ Hover = false }) self.onInputBegan = function(_, input) if self.props.Disabled then return end if input.UserInputType == Enum.UserInputType.MouseMovement then self:setState({ Hover = true }) end end self.onInputEnded = function(_, input) if input.UserInputType == Enum.UserInputType.MouseMovement then self:setState({ Hover = false }) end end end function TabButton:render() local modifier = Enum.StudioStyleGuideModifier.Default if self.props.Disabled then modifier = Enum.StudioStyleGuideModifier.Disabled elseif self.props.Selected then modifier = Enum.StudioStyleGuideModifier.Pressed elseif self.state.Hover then modifier = Enum.StudioStyleGuideModifier.Hover end return withTheme(function(theme) return Roact.createElement("TextButton", { AutoButtonColor = false, BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Button, modifier), BorderColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), LayoutOrder = self.props.LayoutOrder, Size = self.props.Size, Text = self.props.Text, Font = Enum.Font.SourceSans, TextColor3 = theme:GetColor(Enum.StudioStyleGuideColor.MainText, modifier), TextTruncate = Enum.TextTruncate.AtEnd, TextSize = 14, [Roact.Event.InputBegan] = self.onInputBegan, [Roact.Event.InputEnded] = self.onInputEnded, [Roact.Event.Activated] = function() if not self.props.Disabled then self.props.OnActivated() end end, }, { Top = Roact.createElement("Frame", { BackgroundColor3 = theme:GetColor(Enum.StudioStyleGuideColor.Border, modifier), BorderSizePixel = 0, Size = UDim2.new(1, 0, 0, 1), }), Indicator = self.props.Selected and Roact.createElement("Frame", { AnchorPoint = Vector2.new(0, 1), BackgroundColor3 = Color3.fromRGB(0, 162, 255), BackgroundTransparency = self.props.Disabled and 0.8 or 0, BorderSizePixel = 0, Position = UDim2.fromScale(0, 1), Size = UDim2.new(1, 0, 0, 2), }), }) end) end return TabButton
require 'sys' require 'gfx.go' sys.sleep(1) N = 1000 n = torch.Tensor(N,2):normal(0,1) u = torch.Tensor(N,2):uniform(-1,1) gfx.chart({ {values=n, key='Normal'}, {values=u, key='Uniform'}, }, { width = 1024, height = 768, chart = 'scatter', })
os.loadAPI("ws/Client.lua"); local Client = _G["Client.lua"] if select("#", ...) == 0 then print("Usage UpdateSafeZone [start|end]") return end local cmd = select(1, ...) local x, y, z = gps.locate() if cmd == "start" then sendMessage("setSafeStart " .. x .. ", " .. z) elseif cmd == "end" then sendMessage("setSafeEnd " .. x .. ", " .. z) end --print(response.x .. ", " .. response.y) -- --local response = Client.sendMessage("getSafeEnd") --print(response.x .. ", " .. response.y)
require 'dpnn' require 'nn' require 'optim' if cuda then require 'cunn' require 'cutorch' -- require 'inn' end if cuda_nn then require 'cudnn' end require 'accuracy' require 'batcher' require 'batcherT' ConvNet = {} function ConvNet:__init() obj = {} setmetatable(obj, self) self.__index = self return obj end ---------------------------------------------------------------- -- adjust_final -- -- Reset the final layer for new targets. ---------------------------------------------------------------- function ConvNet:adjust_final(num_targets, target_type) -- re-specify num targets self.num_targets = num_targets -- re-specify target_type local target_type_seed = self.target_type self.target_type = target_type or self.target_type -- remove nonlinearity if target_type_seed == "binary" or target_type_seed == "positive" then self.model:remove() end -- save input size local hidden_in = self.model.modules[#self.model].weight:size(2) -- remove Linear self.model:remove() -- add final linear self.model:add(nn.Linear(hidden_in, self.num_targets)) if self.target_type == "binary" then -- add final nonlinearity self.model:add(nn.Sigmoid()) -- binary cross-entropy loss self.criterion = nn.BCECriterion() elseif self.target_type == "positive" then -- binary cross-entropy loss self.model:add(nn.ReLU()) -- mean-squared error loss self.criterion = nn.MSECriterion() else -- mean-squared error loss self.criterion = nn.MSECriterion() end self.criterion.sizeAverage = false -- cuda if cuda then print("Running on GPU.") self.model:cuda() self.criterion:cuda() end if cuda_nn then self.model = cudnn.convert(self.model, cudnn) end -- retrieve parameters and gradients self.parameters, self.gradParameters = self.model:getParameters() -- print model summary print(self.model) end ---------------------------------------------------------------- -- adjust_optim -- -- Reset the optim state and set optimization hyper-params ---------------------------------------------------------------- function ConvNet:adjust_optim(job) -- number of examples per weight update self.batch_size = job.batch_size or 128 -- base learning rate self.learning_rate = job.learning_rate or 0.002 self.optim_state.learningRate = self.learning_rate if self.optimization == "rmsprop" then -- reset state self.optim_state.m = nil -- gradient momentum self.momentum = job.momentum or 0.98 self.optim_state.alpha = self.momentum elseif self.optimization == "adam" then -- reset state self.optim_state.t = nil self.optim_state.m = nil self.optim_state.v = nil self.optim_state.denom = nil -- gradients momentum self.beta1 = job.beta1 or 0.9 self.optim_state.beta1 = self.beta1 self.beta2 = job.beta2 or 0.999 self.optim_state.beta2 = self.beta2 else print("Unrecognized optimization algorithm") exit(1) end end ---------------------------------------------------------------- -- build -- -- Build the network using the job parameters and data -- attributes. ---------------------------------------------------------------- function ConvNet:build(job, init_depth, init_len, num_targets) -- parse network structure parameters self:setStructureParams(job) -- initialize model sequential self.model = nn.Sequential() -- store useful values self.num_targets = num_targets local depth = init_depth local seq_len = init_len -- convolution layers for i = 1,self.conv_layers do -- convolution if i == 1 or self.conv_conn[i-1] == 1 then -- TEMP padding out_width = math.ceil(seq_len / self.conv_filter_strides[i]) pad_width = (out_width-1) * self.conv_filter_strides[i] + self.conv_filter_sizes[i] - seq_len pad_left = math.floor(pad_width / 2) print(string.format("seq_len: %d, filter_size: %d, pad_width: %d", seq_len, self.conv_filter_sizes[i], pad_width)) -- fully connected convolution -- self.model:add(nn.SpatialConvolution(depth, self.conv_filters[i], self.conv_filter_sizes[i], 1)) self.model:add(nn.SpatialConvolution(depth, self.conv_filters[i], self.conv_filter_sizes[i], 1, self.conv_filter_strides[i], 1, pad_left, 0)) else -- randomly connected convolution num_to = torch.round(depth*self.conv_conn[i-1]) conn_matrix = nn.tables.random(depth, self.conv_filters[i], num_to) self.model:add(nn.SpatialConvolutionMap(conn_matrix, self.conv_filter_sizes[i], 1)) end -- TEMP: padding instead -- update sequence length for filter pass -- seq_len = seq_len - self.conv_filter_sizes[i] + 1 -- batch normalization (need to figure out how to ditch the bias above) if self.batch_normalize then self.model:add(nn.SpatialBatchNormalization(self.conv_filters[i])) end -- nonlinearity self.model:add(nn.ReLU()) -- pooling if self.pool_width[i] > 1 then if self.pool_op == "max" then -- trimming the seq pseq_len = math.ceil(seq_len / self.pool_width[i]) pool_mod = nn.SpatialMaxPooling(self.pool_width[i], 1) pool_mod:ceil() self.model:add(pool_mod) else pseq_len = math.floor(seq_len / self.pool_width[i]) self.model:add(inn.SpatialStochasticPooling(self.pool_width[i],1)) end seq_len = pseq_len end -- dropout if self.conv_dropouts[i] > 0 then self.model:add(nn.Dropout(self.conv_dropouts[i])) end -- update helper depth = self.conv_filters[i] end -- too much pooling if seq_len <= 0 then return false end -- prep for fully connected layers hidden_in = depth*seq_len self.model:add(nn.Reshape(hidden_in)) -- fully connected hidden layers for i =1,self.hidden_layers do -- linear transform self.model:add(nn.Linear(hidden_in, self.hidden_units[i])) -- batch normalization (need to figure out how to ditch the bias above) if self.batch_normalize then self.model:add(nn.BatchNormalization(self.hidden_units[i])) end -- nonlinearity self.model:add(nn.ReLU()) -- dropout if self.hidden_dropouts[i] > 0 then self.model:add(nn.Dropout(self.hidden_dropouts[i])) end -- update helper hidden_in = self.hidden_units[i] end if self.target_type == "binary" then -- final layer w/ target priors as initial biases final_linear = nn.Linear(hidden_in, self.num_targets) -- target_priors = targets:mean(1):squeeze() -- biases_init = -torch.log(torch.pow(target_priors, -1) - 1) -- final_linear.bias = biases_init self.model:add(final_linear) self.model:add(nn.Sigmoid()) -- binary cross-entropy loss self.criterion = nn.BCECriterion() elseif self.target_type == "positive" then -- final layer self.model:add(nn.Linear(hidden_in, self.num_targets)) self.model:add(nn.ReLU()) -- mean-squared error loss self.criterion = nn.MSECriterion() else -- final layer self.model:add(nn.Linear(hidden_in, self.num_targets)) -- mean-squared error loss self.criterion = nn.MSECriterion() end self.criterion.sizeAverage = false -- cuda if cuda then print("Running on GPU.") self.model:cuda() self.criterion:cuda() end if cuda_nn then self.model = cudnn.convert(self.model, cudnn) end -- retrieve parameters and gradients self.parameters, self.gradParameters = self.model:getParameters() -- print model summary print(self.model) -- the following code breaks the program, but -- it's interesting to see those counts! -- print(string.format("Sum: %7d parameters",(#self.parameters)[1])) -- for i = 1,(#self.model) do -- local layer_params = self.model.modules[i]:getParameters() -- local np = 0 -- if layer_params:nDimension() > 0 then -- np = (#layer_params)[1] -- end -- print(string.format("Layer %2d: %7d", i, np)) -- end return true end ---------------------------------------------------------------- -- cuda -- -- Move the model to the GPU. Untested. ---------------------------------------------------------------- function ConvNet:cuda() if self.optimization == "rmsprop" then self.optim_state.m = self.optim_state.m:cuda() self.optim_state.tmp = self.optim_state.tmp:cuda() elseif self.optimization == "adam" then self.optim_state.m = self.optim_state.m:cuda() self.optim_state.v = self.optim_state.v:cuda() self.optim_state.denom = self.optim_state.denom:cuda() end self.criterion:cuda() self.model:cuda() if cuda_nn then cudnn.convert(self.model, cudnn) end self.parameters, self.gradParameters = self.model:getParameters() -- self.parameters = self.parameters:double() -- self.gradParameters = self.gradParameters:double() cuda = true end ---------------------------------------------------------------- -- decuda -- -- Move the model back to the CPU. ---------------------------------------------------------------- function ConvNet:decuda() if self.optimization == "rmsprop" then self.optim_state.m = self.optim_state.m:double() self.optim_state.tmp = self.optim_state.tmp:double() elseif self.optimization == "adam" then self.optim_state.m = self.optim_state.m:double() self.optim_state.v = self.optim_state.v:double() self.optim_state.denom = self.optim_state.denom:double() end self.criterion:double() if cuda_nn then cudnn.convert(self.model, nn) end self.model:double() self.parameters, self.gradParameters = self.model:getParameters() -- self.parameters = self.parameters:double() -- self.gradParameters = self.gradParameters:double() cuda = false end ---------------------------------------------------------------- -- drop_rate -- -- Decrease the optimization learning_rate by a multiplier ---------------------------------------------------------------- function ConvNet:drop_rate() self.learning_rate = self.learning_rate * 2/3 self.optim_state.learningRate = self.learning_rate end ---------------------------------------------------------------- -- evaluate_mc -- -- Change only the batch normalization layers to evaluate. ---------------------------------------------------------------- function ConvNet:evaluate_mc() self.model:training() mi = 1 while mi <= #(self.model.modules) do -- print(torch.typename(self.model.modules[mi])) if torch.typename(self.model.modules[mi]) == "cudnn.SpatialBatchNormalization" then self.model.modules[mi]:evaluate() -- print("eval") end if torch.typename(self.model.modules[mi]) == "cudnn.BatchNormalization" then self.model.modules[mi]:evaluate() -- print("eval") end mi = mi + 1 end end ---------------------------------------------------------------- -- get_nonlinearity -- -- Return the module representing nonlinearity x. ---------------------------------------------------------------- function ConvNet:get_nonlinearity(x) local nl_modules = self.model:findModules('nn.ReLU') return nl_modules[x] end function ConvNet:get_nonlinears(pool) local relu_name = 'nn.ReLU' if cuda_nn then relu_name = 'cudnn.ReLU' end local nl_modules = {} local ni = 1 local mi = 1 local conv_name local conv_layers = self.conv_layers if pool then conv_name = 'nn.SpatialMaxPooling' if self.pool_width[1] == 1 then conv_layers = self.conv_layers - 1 end else conv_name = relu_name end -- add convolutions for c = 1,conv_layers do while mi <= #self.model.modules and torch.typename(self.model.modules[mi]) ~= conv_name do mi = mi + 1 end if torch.typename(self.model.modules[mi]) ~= conv_name then error("Cannot find convolution modules " .. conv_name) end nl_modules[ni] = self.model.modules[mi] ni = ni + 1 mi = mi + 1 end -- add fully connected while mi <= #(self.model.modules) do if torch.typename(self.model.modules[mi]) == relu_name then nl_modules[ni] = self.model.modules[mi] ni = ni + 1 end mi = mi + 1 end return nl_modules end ---------------------------------------------------------------- -- get_final -- -- Return the module representing the final layer. ---------------------------------------------------------------- function ConvNet:get_final() local layers = #self.model return self.model.modules[layers-1] end function ConvNet:load(cnn) for k, v in pairs(cnn) do self[k] = v end end ---------------------------------------------------------------- -- predict -- -- Predict targets for a new set of sequences. ---------------------------------------------------------------- function ConvNet:predict(Xf, batch_size, Xtens, rc_avg) local bs = batch_size or self.batch_size local batcher if Xtens then batcher = BatcherT:__init(Xf, nil, bs) else batcher = Batcher:__init(Xf, nil, bs) end -- find final model layer local final_i = #self.model.modules - 1 if self.target_type == "continuous" then final_i = final_i + 1 end -- track predictions across batches local preds = torch.FloatTensor(batcher.num_seqs, self.num_targets) local scores = torch.FloatTensor(batcher.num_seqs, self.num_targets) local pi = 1 -- collect garbage occasionaly local cgi = 0 -- get first batch local Xb = batcher:next() -- while batches remain while Xb ~= nil do -- cuda if cuda then Xb = Xb:cuda() end -- predict local preds_batch = self.model:forward(Xb) local scores_batch = self.model.modules[final_i].output if rc_avg then -- save the forward orientation local preds_batch_fwd = preds_batch:clone() local scores_batch_fwd = scores_batch:clone() -- reverse complement the sequences local Xb_rc = self:rc_seqs(Xb) -- predict. preds_batch now holds the reverse self.model:forward(Xb_rc) -- so add back the forward, and average preds_batch = (preds_batch + preds_batch_fwd) / 2 scores_batch = (scores_batch + scores_batch_fwd) / 2 end -- copy into larger Tensor for i = 1,(#preds_batch)[1] do preds[{pi,{}}] = preds_batch[{i,{}}]:float() scores[{pi,{}}] = scores_batch[{i,{}}]:float() pi = pi + 1 end -- next batch Xb = batcher:next() -- collect garbage occasionaly cgi = cgi + 1 if cgi % 100 == 0 then collectgarbage() end end return preds, scores end ---------------------------------------------------------------- -- predict_mc -- -- Predict targets for a new set of sequences. ---------------------------------------------------------------- function ConvNet:predict_mc(Xf, mc_n, batch_size, Xtens, rc_too) local bs = batch_size or self.batch_size local batcher if Xtens then batcher = BatcherT:__init(Xf, nil, bs) else batcher = Batcher:__init(Xf, nil, bs) end -- find final model layer local final_i = #self.model.modules - 1 if self.target_type == "continuous" then final_i = final_i + 1 end -- track predictions across batches local preds = torch.FloatTensor(batcher.num_seqs, self.num_targets) local scores = torch.FloatTensor(batcher.num_seqs, self.num_targets) local pi = 1 -- collect garbage occasionaly local cgi = 0 -- get first batch local Xb = batcher:next() -- while batches remain while Xb ~= nil do -- cuda if cuda then Xb = Xb:cuda() end -- predict local preds_batch = self.model:forward(Xb) local scores_batch = self.model.modules[final_i].output for mi = 2,mc_n do local preds_batch_mc = self.model:forward(Xb) local scores_batch_mc = self.model.modules[final_i].output preds_batch = preds_batch + preds_batch_mc scores_batch = scores_batch + scores_batch_mc end if rc_too then -- reverse complement the sequences local Xb_rc = self:rc_seqs(Xb) for mi = 1,mc_n do local preds_batch_mc = self.model:forward(Xb_rc) local scores_batch_mc = self.model.modules[final_i].output preds_batch = preds_batch + preds_batch_mc scores_batch = scores_batch + scores_batch_mc end end if rc_too then preds_batch = preds_batch / (2*mc_n) scores_batch = scores_batch / (2*mc_n) else preds_batch = preds_batch / mc_n scores_batch = scores_batch / mc_n end -- copy into larger Tensor for i = 1,(#preds_batch)[1] do preds[{pi,{}}] = preds_batch[{i,{}}]:float() scores[{pi,{}}] = scores_batch[{i,{}}]:float() pi = pi + 1 end -- next batch Xb = batcher:next() -- collect garbage occasionaly cgi = cgi + 1 if cgi % 100 == 0 then collectgarbage() end end return preds, scores end ---------------------------------------------------------------- -- predict_finalrep -- -- Args: -- -- Predict representations for a new set of sequences. ---------------------------------------------------------------- function ConvNet:predict_finalrepr(Xf, batch_size, Xtens) local bs = batch_size or self.batch_size local batcher if Xtens then batcher = BatcherT:__init(Xf, nil, bs) else batcher = Batcher:__init(Xf, nil, bs) end -- representation data structure local init_repr = true local repr -- final modules local nl_modules = self:get_nonlinears(pool) local final_module = nl_modules[#nl_modules] local bi = 1 -- get first batch local Xb = batcher:next() -- while batches remain while Xb ~= nil do -- cuda if cuda then Xb = Xb:cuda() end -- predict self.model:forward(Xb) -- get batch repr local repr_batch = final_module.output -- initialize reprs if init_repr then repr = torch.FloatTensor(batcher.num_seqs, (#repr_batch)[2]) init_repr = false end -- copy into larger tensor local pi = bi for i = 1,(#repr_batch)[1] do repr[{pi,{}}] = repr_batch[{i,{}}]:float() pi = pi + 1 end -- next batch Xb = batcher:next() bi = bi + (#repr_batch)[1] collectgarbage() end return repr end ---------------------------------------------------------------- -- predict_reprs -- -- Args: -- repr_layers -- Predict representations for a new set of sequences. ---------------------------------------------------------------- function ConvNet:predict_reprs(Xf, batch_size, Xtens, pool, repr_layers) local bs = batch_size or self.batch_size local batcher if Xtens then batcher = BatcherT:__init(Xf, nil, bs) else batcher = Batcher:__init(Xf, nil, bs) end -- find final model layer local final_i = #self.model.modules - 1 if self.target_type == "continuous" then final_i = final_i + 1 end -- track predictions across batches local preds = torch.FloatTensor(batcher.num_seqs, self.num_targets) local scores = torch.FloatTensor(batcher.num_seqs, self.num_targets) local reprs = {} local init_reprs = true local nl_modules = self:get_nonlinears(pool) if repr_layers == nil then repr_layers = {} for li=1,#nl_modules do repr_layers[li] = li end end local bi = 1 -- get first batch local Xb = batcher:next() -- while batches remain while Xb ~= nil do -- cuda if cuda then Xb = Xb:cuda() end -- predict local preds_batch = self.model:forward(Xb) local scores_batch = self.model.modules[final_i].output -- copy into larger tensor local pi = bi for i = 1,(#preds_batch)[1] do preds[{pi,{}}] = preds_batch[{i,{}}]:float() scores[{pi,{}}] = scores_batch[{i,{}}]:float() pi = pi + 1 end for li,l in ipairs(repr_layers) do -- get batch repr local reprs_batch = nl_modules[l].output -- initialize reprs if init_reprs then if reprs_batch:nDimension() == 2 then -- fully connected reprs[l] = torch.FloatTensor(batcher.num_seqs, (#reprs_batch)[2], 1) else -- convolution reprs[l] = torch.FloatTensor(batcher.num_seqs, (#reprs_batch)[2], (#reprs_batch)[4]) end end -- copy into larger tensor local pi = bi for i = 1,(#reprs_batch)[1] do if reprs_batch:nDimension() == 2 then -- fully connected reprs[l][{pi,{}, 1}] = reprs_batch[{i,{}}]:float() else -- convolution reprs[l][{pi,{},{}}] = reprs_batch[{i,{},{}}]:float():squeeze() end pi = pi + 1 end end -- reprs initialized init_reprs = false -- next batch Xb = batcher:next() bi = bi + (#preds_batch)[1] collectgarbage() end return preds, scores, reprs end ---------------------------------------------------------------- -- rc_seqs -- -- Reverse complement a batch of sequences. ---------------------------------------------------------------- function ConvNet:rc_seqs(seqs) local rc_seqs = seqs:clone() local seq_len = (#seqs)[4] for li=1,seq_len do rc_seqs[{{},1,1,li}] = seqs[{{},4,1,seq_len-li+1}] rc_seqs[{{},2,1,li}] = seqs[{{},3,1,seq_len-li+1}] rc_seqs[{{},3,1,li}] = seqs[{{},2,1,seq_len-li+1}] rc_seqs[{{},4,1,li}] = seqs[{{},1,1,seq_len-li+1}] end return rc_seqs end ---------------------------------------------------------------- -- sanitize -- -- Clear the intermediate states in the model before -- saving to disk. ---------------------------------------------------------------- function ConvNet:sanitize() local module_list = self.model:listModules() for _,val in ipairs(module_list) do for name,field in pairs(val) do if torch.type(field) == 'cdata' then val[name] = nil end if name == 'homeGradBuffers' then val[name] = nil end if name == 'input_gpu' then val['input_gpu'] = {} end if name == 'gradOutput_gpu' then val['gradOutput_gpu'] = {} end if name == 'gradInput_gpu' then val['gradInput_gpu'] = {} end if name == 'output' or name == 'gradInput' then val[name] = field.new() end -- batch normalization if name == 'buffer' or name == 'normalized' or name == 'centered' then val[name] = field.new() end -- max pooling if name == 'indices' then val[name] = field.new() end end end end ---------------------------------------------------------------- -- setStructureParams -- ---------------------------------------------------------------- function ConvNet:setStructureParams(job) --------------------------------------------- -- training --------------------------------------------- -- number of examples per weight update self.batch_size = job.batch_size or 128 -- optimization algorithm self.optimization = job.optimization or "rmsprop" -- base learning rate self.learning_rate = job.learning_rate or 0.002 -- gradient update momentum self.momentum = job.momentum or 0.98 -- adam momentums self.beta1 = job.beta1 or 0.9 self.beta2 = job.beta2 or 0.999 -- batch normaliztion if job.batch_normalize == nil then self.batch_normalize = true else self.batch_normalize = job.batch_normalize end -- leaky ReLU leak parameter -- self.leak = job.leak or 0.01 -- self.conv_leak = job.conv_leak or self.leak -- self.final_leak = job.final_leak or self.leak -- normalize weight vectors to this max self.weight_norm = job.weight_norm or 10 --------------------------------------------- -- network structure --------------------------------------------- -- number of filters per layer self.conv_filters = job.conv_filters or {10} if type(self.conv_filters) == "number" then self.conv_filters = {self.conv_filters} end -- or determine via scaling if job.conv_layers and job.conv_filters_scale then self.conv_layers = job.conv_layers for i=2,self.conv_layers do self.conv_filters[i] = math.ceil(job.conv_filters_scale * self.conv_filters[i-1]) end end -- determine number of convolution layers self.conv_layers = #self.conv_filters -- convolution filter sizes if job.conv_filter1_size == nil then self.conv_filter_sizes = job.conv_filter_sizes or {10} if type(self.conv_filter_sizes) == "number" then self.conv_filter_sizes = {self.conv_filter_sizes} end else self.conv_filter_sizes = {job.conv_filter1_size} local l = 2 while job[string.format("conv_filter%d_size",l)] ~= nil do self.conv_filter_sizes[l] = job[string.format("conv_filter%d_size",l)] l = l + 1 end end -- or determine via scaling if job.conv_layers and job.conv_size_scale then for i=2,job.conv_layers do self.conv_filter_sizes[i] = math.ceil(job.conv_size_scale * self.conv_filter_sizes[i-1]) end end -- convolution filter strides self.conv_filter_strides = table_ext(job.conv_filter_strides, 1, self.conv_layers) -- pooling widths self.pool_width = table_ext(job.pool_width, 1, self.conv_layers) -- or determine via scaling if job.conv_layers and job.pool_width_scale then for i=2,job.conv_layers do self.pool_width[i] = math.ceil(job.pool_width_scale * self.pool_width[i-1]) end end -- pooling operation ("max", "stochastic") self.pool_op = job.pool_op or "max" -- random connections (need to test this with one layer, where it becomes irrelevant) self.conv_conn = table_ext(job.conv_conn, 1, self.conv_layers-1) -- number of hidden units in the final fully connected layers self.hidden_units = table_ext(job.hidden_units, 500, 1) -- number of fully connected final layers self.hidden_layers = #self.hidden_units -- target value type ("binary", "continuous", "positive") self.target_type = job.target_type or "binary" --------------------------------------------- -- regularization --------------------------------------------- -- input dropout probability -- self.input_dropout = job.input_dropout or 0 -- convolution dropout probabilities self.conv_dropouts = table_ext(job.conv_dropouts, 0, self.conv_layers) -- convolution gaussian noise stdev self.conv_gauss = table_ext(job.conv_gauss, 0, self.conv_layers) -- final dropout probabilities self.hidden_dropouts = table_ext(job.hidden_dropouts, 0, self.hidden_layers) -- final gaussian noise stdev self.hidden_gauss = table_ext(job.hidden_gauss, 0, self.hidden_layers) -- L2 parameter norm self.coef_l2 = job.coef_l2 or 0 -- L1 parameter norm self.coef_l1 = job.coef_l1 or 0 end --------------------------------------------------------------- -- train_epoch -- -- Train the model for one epoch through the data specified by -- batcher. ---------------------------------------------------------------- function ConvNet:train_epoch(batcher, fwdrc) local total_loss = 0 -- collect garbage occasionaly collectgarbage() local cgi = 0 -- get first batch local inputs, targets = batcher:next() -- while batches remain while inputs ~= nil do -- cuda if cuda then inputs = inputs:cuda() targets = targets:cuda() end -- reverse complement the sequences if not fwdrc then inputs = self:rc_seqs(inputs) end -- create closure to evaluate f(X) and df/dX local feval = function(x) -- get new parameters if x ~= self.parameters then self.parameters:copy(x) end -- reset gradients self.gradParameters:zero() -- evaluate function for mini batch local outputs = self.model:forward(inputs) local f = self.criterion:forward(outputs, targets) -- estimate df/dW local df_do = self.criterion:backward(outputs, targets) self.model:backward(inputs, df_do) -- penalties if self.coef_l2 > 0 then -- add to loss f = f + self.coef_l2 * torch.norm(self.parameters,2)^2/2 -- add to gradient self.gradParameters:add(self.coef_l2, self.parameters) end if self.coef_l1 > 0 then -- add to loss f = f + self.coef_l1 * torch.norm(self.parameters,1) -- add to gradient self.gradParameters:add(torch.sign(self.parameters):mul(self.coef_l1)) end -- return f and df/dX return f, self.gradParameters end -- perform RMSprop step if self.optimization == "rmsprop" then self.optim_state = self.optim_state or { learningRate = self.learning_rate, alpha = self.momentum } optim.rmsprop(feval, self.parameters, self.optim_state) elseif self.optimization == "adam" then self.optim_state = self.optim_state or { learningRate = self.learning_rate, beta1 = self.beta1, beta2 = self.beta2 } optim.adam(feval, self.parameters, self.optim_state) else print("Unrecognized optimization algorithm") exit(1) end -- cap weight paramaters self.model:maxParamNorm(self.weight_norm) -- accumulate loss total_loss = total_loss + self.criterion.output -- next batch inputs, targets = batcher:next() -- collect garbage occasionaly cgi = cgi + 1 if cgi % 100 == 0 then collectgarbage() end end -- reset batcher batcher:reset() -- mean loss over examples avg_loss = total_loss / batcher.num_seqs return avg_loss end ---------------------------------------------------------------- -- test -- -- Predict targets for X and compare to Y. ---------------------------------------------------------------- function ConvNet:test(Xf, Yf, batch_size, rc_avg) -- track the loss across batches local loss = 0 -- collect garbage occasionaly local cgi = 0 -- create a batcher to help local batch_size = batch_size or self.batch_size local batcher = Batcher:__init(Xf, Yf, batch_size) -- track predictions across batches local preds = torch.FloatTensor(batcher.num_seqs, self.num_targets) local pi = 1 -- get first batch local inputs, targets = batcher:next() -- while batches remain while inputs ~= nil do -- cuda if cuda then inputs = inputs:cuda() targets = targets:cuda() end -- predict local preds_batch = self.model:forward(inputs) if rc_avg then -- save the forward orientation local preds_batch_fwd = preds_batch:clone() -- reverse complement the sequences local rc_inputs = self:rc_seqs(inputs) -- predict. preds_batch now holds the reverse self.model:forward(rc_inputs) -- so add back the forward, and average preds_batch = (preds_batch + preds_batch_fwd) / 2 end -- accumulate loss loss = loss + self.criterion:forward(preds_batch, targets) -- copy into larger Tensor for i = 1,(#preds_batch)[1] do preds[{pi,{}}] = preds_batch[{i,{}}]:float() pi = pi + 1 end -- next batch inputs, targets = batcher:next() -- collect garbage occasionaly cgi = cgi + 1 if cgi % 100 == 0 then collectgarbage() end end -- mean loss over examples local avg_loss = loss / batcher.num_seqs -- save pred means and stds self.pred_means = preds:mean(1):squeeze() self.pred_stds = preds:std(1):squeeze() local Ydim = batcher.num_targets if self.target_type == "binary" then -- compute AUC local AUCs = torch.Tensor(Ydim) local roc_points = {} for yi = 1,Ydim do -- read Yi from file local Yi = Yf:partial({1,batcher.num_seqs},{yi,yi}):squeeze() if(Yi:sum() == 0) then roc_points[yi] = nil AUCs[yi] = 1.0 else -- compute ROC points roc_points[yi] = ROC.points(preds[{{},yi}], Yi) -- compute AUCs AUCs[yi] = ROC.area(roc_points[yi]) end collectgarbage() end return avg_loss, AUCs, roc_points else -- compute R2 local R2s = variance_explained(Yf, preds) local cors = spearmanr(Yf, preds) return avg_loss, R2s, cors end end ---------------------------------------------------------------- -- test_mc -- -- Predict targets for X and compare to Y. ---------------------------------------------------------------- function ConvNet:test_mc(Xf, Yf, mc_n, batch_size, rc_too) -- requires stochasticity -- self.model:training() -- track the loss across batches local loss = 0 -- collect garbage occasionaly local cgi = 0 -- create a batcher to help local batch_size = batch_size or self.batch_size local batcher = Batcher:__init(Xf, Yf, batch_size) -- track predictions across batches local preds = torch.FloatTensor(batcher.num_seqs, self.num_targets) local pi = 1 -- get first batch local inputs, targets = batcher:next() -- while batches remain while inputs ~= nil do -- cuda if cuda then inputs = inputs:cuda() targets = targets:cuda() end -- predict local preds_batch = self.model:forward(inputs) for mi = 2,mc_n do local preds_batch_mc = self.model:forward(inputs) preds_batch = preds_batch + preds_batch_mc end if rc_too then -- reverse complement the sequences local rc_inputs = self:rc_seqs(inputs) for mi = 1,mc_n do local preds_batch_mc = self.model:forward(rc_inputs) preds_batch = preds_batch + preds_batch_mc end end if rc_too then preds_batch = preds_batch / (2*mc_n) else preds_batch = preds_batch / mc_n end -- accumulate loss loss = loss + self.criterion:forward(preds_batch, targets) -- copy into larger Tensor for i = 1,(#preds_batch)[1] do preds[{pi,{}}] = preds_batch[{i,{}}]:float() pi = pi + 1 end -- next batch inputs, targets = batcher:next() -- collect garbage occasionaly cgi = cgi + 1 if cgi % 100 == 0 then collectgarbage() end end -- mean loss over examples local avg_loss = loss / batcher.num_seqs -- save pred means and stds self.pred_means = preds:mean(1):squeeze() self.pred_stds = preds:std(1):squeeze() local Ydim = batcher.num_targets if self.target_type == "binary" then -- compute AUC local AUCs = torch.Tensor(Ydim) local roc_points = {} for yi = 1,Ydim do -- read Yi from file local Yi = Yf:partial({1,batcher.num_seqs},{yi,yi}):squeeze() if(Yi:sum() == 0) then roc_points[yi] = nil AUCs[yi] = 1.0 else -- compute ROC points roc_points[yi] = ROC.points(preds[{{},yi}], Yi) -- compute AUCs AUCs[yi] = ROC.area(roc_points[yi]) end collectgarbage() end return avg_loss, AUCs, roc_points else -- compute R2 local R2s = variance_explained(Yf, preds) return avg_loss, R2s end end ---------------------------------------------------------------- -- table_ext -- -- Extend the table to be the given size, adding in the default -- value to fill it. ---------------------------------------------------------------- function table_ext(try, default, size) -- set var to try if available or default otherwise var = try or default -- if it was a number if type(var) == "number" then -- change default to the number default = var -- make it a table var = {var} end -- extend the table if too small for i = 2,size do if i > #var then var[i] = default end end return var end
solution = "" ind = math.random(9) for i = 0, 9 do if i < ind then solution = solution.."solution["..tostring(i).."]=1;" else solution = solution.."solution["..tostring(i).."]=0;" end end out = "sum(result) == " .. ind if (ITEM == 1) then style = blue_style image = "circle" end if (ITEM == 2) then style = red_style image = "triangle" end if (ITEM == 3) then style = green_style image = "square" end if (ind == 1) then quest = name[1] else if (ind < 5) then quest = name[2] else quest = name[3] end end
local turkishmode = {} local core = require('turkishmode.core') local api = vim.api function turkishmode.deasciify_current_line() local cur_line = api.nvim_get_current_line() local deasciified = core.deasciify(cur_line) api.nvim_set_current_line(deasciified) end function turkishmode.asciify_current_line() local cur_line = api.nvim_get_current_line() local asciified = core.asciify(cur_line) api.nvim_set_current_line(asciified) end function turkishmode.deasciify_buffer(bufnr) bufnr = bufnr or api.nvim_get_current_buf() local lines = api.nvim_buf_get_lines(bufnr, 0, -1, true) local buf_text = table.concat(lines, '\n') local deasciified = core.deasciify(buf_text) api.nvim_buf_set_lines(bufnr, 0, -1, true, vim.split(deasciified, '\n')) end function turkishmode.asciify_buffer(bufnr) bufnr = bufnr or api.nvim_get_current_buf() local lines = api.nvim_buf_get_lines(bufnr, 0, -1, true) for i = 1, #lines do lines[i] = core.asciify(lines[i]) end api.nvim_buf_set_lines(bufnr, 0, -1, true, lines) end function turkishmode.timeit() local f = io.open('masal.txt', 'r') local str = f:read('*a') local start = os.clock() core.deasciify(str) local finish = os.clock() print('time:', finish - start) f:close() end function turkishmode.attach() end function turkishmode.flush() end function turkishmode.detach() end return turkishmode
--default_lang.lua - default language -- This file is under copyright, and is bound to the agreement stated in the EULA. -- Any 3rd party content has been used as either public domain or with permission. -- © Copyright 2016-2017 Aritz Beobide-Cardinal All rights reserved. ARCSlots.Msgs = ARCSlots.Msgs or {} ARCSlots.Msgs.Time = ARCSlots.Msgs.Time or {} ARCSlots.Msgs.AdminMenu = ARCSlots.Msgs.AdminMenu or {} ARCSlots.Msgs.Commands = ARCSlots.Msgs.Commands or {} ARCSlots.Msgs.CommandOutput = ARCSlots.Msgs.CommandOutput or {} ARCSlots.Msgs.Items = ARCSlots.Msgs.Items or {} ARCSlots.Msgs.LogMsgs = ARCSlots.Msgs.LogMsgs or {} ARCSlots.Msgs.Notifications = ARCSlots.Msgs.Notifications or {} ARCSlots.Msgs.SlotMsgs = ARCSlots.Msgs.SlotMsgs or {} ARCSlots.Msgs.VaultMsgs = ARCSlots.Msgs.VaultMsgs or {} ARCSLOTS_ERRORSTRINGS = ARCPHONE_ERRORSTRINGS or {} ARCSlots.SettingsDesc = ARCSlots.SettingsDesc or {} --[[ ____ ___ _ _ ___ _____ _____ ____ ___ _____ _____ _ _ _____ _ _ _ _ _____ ___ _ _____ _ | _ \ / _ \ | \ | |/ _ \_ _| | ____| _ \_ _|_ _| |_ _| | | | ____| | | | | | | / \ | ___|_ _| | | ____| | | | | | | | | | \| | | | || | | _| | | | | | | | | | | |_| | _| | | | | | |/ _ \ | |_ | || | | _| | | | |_| | |_| | | |\ | |_| || | | |___| |_| | | | | | | | _ | |___ | |__| |_| / ___ \ | _| | || |___| |___|_| |____/ \___/ |_| \_|\___/ |_| |_____|____/___| |_| |_| |_| |_|_____| |_____\___/_/ \_\ |_| |___|_____|_____(_) ____ ___ _ _ ___ _____ _____ ____ ___ _____ _____ _ _ _____ _ _ _ _ _____ ___ _ _____ _ | _ \ / _ \ | \ | |/ _ \_ _| | ____| _ \_ _|_ _| |_ _| | | | ____| | | | | | | / \ | ___|_ _| | | ____| | | | | | | | | | \| | | | || | | _| | | | | | | | | | | |_| | _| | | | | | |/ _ \ | |_ | || | | _| | | | |_| | |_| | | |\ | |_| || | | |___| |_| | | | | | | | _ | |___ | |__| |_| / ___ \ | _| | || |___| |___|_| |____/ \___/ |_| \_|\___/ |_| |_____|____/___| |_| |_| |_| |_|_____| |_____\___/_/ \_\ |_| |___|_____|_____(_) ____ ___ _ _ ___ _____ _____ ____ ___ _____ _____ _ _ _____ _ _ _ _ _____ ___ _ _____ _ | _ \ / _ \ | \ | |/ _ \_ _| | ____| _ \_ _|_ _| |_ _| | | | ____| | | | | | | / \ | ___|_ _| | | ____| | | | | | | | | | \| | | | || | | _| | | | | | | | | | | |_| | _| | | | | | |/ _ \ | |_ | || | | _| | | | |_| | |_| | | |\ | |_| || | | |___| |_| | | | | | | | _ | |___ | |__| |_| / ___ \ | _| | || |___| |___|_| |____/ \___/ |_| \_|\___/ |_| |_____|____/___| |_| |_| |_| |_|_____| |_____\___/_/ \_\ |_| |___|_____|_____(_) These are the default values in order to prevent you from screwing it up! For a tutorial on how to create your own custom language, READ THE README! There's even a command that lets you select from a range of pre-loaded languages! type "arcslots settings language (lang)" in console (lang) can be the following: en -- English fr -- French ger -- German pt_br -- Brazilian Portuguese sp -- Spanish ]] ARCSLOTS_ERRORSTRINGS[0] = "GIVE YOUR MONEY" ARCSlots.Msgs.CommandOutput.SysReset = "System reset required! Please enter \"arcslots reset\"" ARCSlots.Msgs.CommandOutput.SysSetting = "%SETTING% has been changed to %VALUE%" ARCSlots.Msgs.CommandOutput.AdminCommand = "You must be one of these ranks to use this command: %RANKS%" ARCSlots.Msgs.CommandOutput.SettingsSaved = "Settings have been saved!" ARCSlots.Msgs.CommandOutput.AdvSettingsSaved = "Advanced setting %SETTING% saved." ARCSlots.Msgs.CommandOutput.SettingsError = "Error saving settings." ARCSlots.Msgs.CommandOutput.ResetYes = "System reset!" ARCSlots.Msgs.CommandOutput.ResetNo = "Error. Check server console for details. Or look at the latest system log located in garrysmod/data/_arcslots on the server." ARCSlots.Msgs.CommandOutput.SaveSlots = "Slot Machines saved!" ARCSlots.Msgs.CommandOutput.SaveSlotsNo = "Error while saving slot machines." ARCSlots.Msgs.CommandOutput.UnSaveSlots = "Slot Machines detached from map!" ARCSlots.Msgs.CommandOutput.UnSaveSlotsNo = "An error occurred while detaching Slot Machines from map." ARCSlots.Msgs.CommandOutput.SpawnSlots = "Map-Based Slot Machines Spawned!" ARCSlots.Msgs.CommandOutput.SpawnSlotsNo = "No Slot Machines associated with this map. (Non-existent/Corrupt file)" ARCSlots.Msgs.CommandOutput.SaveVault = "Casino Vault and alarms saved!" ARCSlots.Msgs.CommandOutput.SaveVaultNo = "Error while saving vault and alarms." ARCSlots.Msgs.CommandOutput.UnSaveVault = "Casino Vault and alarms detached from map" ARCSlots.Msgs.CommandOutput.UnSaveVaultNo = "An error occurred while detaching the Casino Vault from map." ARCSlots.Msgs.Items.SlotMachine = "Slot Machine" ARCSlots.Msgs.Time.nd = "and" ARCSlots.Msgs.Time.second = "second" ARCSlots.Msgs.Time.seconds = "seconds" ARCSlots.Msgs.Time.minute = "minute" ARCSlots.Msgs.Time.minutes = "minutes" ARCSlots.Msgs.Time.hour = "hour" ARCSlots.Msgs.Time.hours = "hours" ARCSlots.Msgs.Time.day = "day" ARCSlots.Msgs.Time.days = "days" ARCSlots.Msgs.Time.forever = "forever" ARCSlots.Msgs.Time.now = "now" ARCSlots.Msgs.AdminMenu.Remove = "Remove" ARCSlots.Msgs.AdminMenu.Add = "Add" ARCSlots.Msgs.AdminMenu.Description = "Description:" ARCSlots.Msgs.AdminMenu.Enable = "Enable" ARCSlots.Msgs.AdminMenu.Settings = "Settings" ARCSlots.Msgs.AdminMenu.AdvSettings = "Advanced Settings" ARCSlots.Msgs.AdminMenu.ChooseSetting = "Choose setting" ARCSlots.Msgs.AdminMenu.Commands = "Commands" ARCSlots.Msgs.AdminMenu.SaveSettings = "Save Settings" ARCSlots.Msgs.AdminMenu.Logs = "System Logs" ARCSlots.Msgs.AdminMenu.Unavailable = "This feature is currently unavailable" ARCSlots.Msgs.AdminMenu.SlotConfig = "Slot machine configuration menu" ARCSlots.Msgs.AdminMenu.SlotIncome = "Income multiplier:" ARCSlots.Msgs.AdminMenu.FreeSpin = "Free spin percent chance:" ARCSlots.Msgs.AdminMenu.SlotPrize = "Prize:" ARCSlots.Msgs.AdminMenu.SlotChance = "Chances:" ARCSlots.Msgs.AdminMenu.Explination = "Some of these setting options are counter-intuitive and require explination. Would you like to see the explination?" ARCSlots.Msgs.Notifications.NoMoney = "You do not have enough cash!" ARCSlots.Msgs.Notifications.Pocket = "No matter how hard to try, you can't fit this giant thing in your pants!" ARCSlots.Msgs.Notifications.AlarmVault = "You cannot spawn an alarm without a vault" ARCSlots.Msgs.Notifications.VaultOne = "There can only be one vault" ARCSlots.Msgs.Notifications.VaultARCBank = "The vault requires ARCBank v1.4.0 or later (the paid version)" ARCSlots.Msgs.SlotMsgs.Yes = "Yes" ARCSlots.Msgs.SlotMsgs.No = "No" ARCSlots.Msgs.SlotMsgs.Lucky = "Feeling lucky today?" ARCSlots.Msgs.SlotMsgs.Win = "YOU WON %AMOUNT%" ARCSlots.Msgs.SlotMsgs.MegaWin = "WOW YOU WON %AMOUNT%" ARCSlots.Msgs.SlotMsgs.Jackpot = "CONGRATULATIONS YOU HAVE WON THE MEGA JACKPOT *** YOU WON %AMOUNT%" ARCSlots.Msgs.SlotMsgs.LooseMock = "HA HA HA NOT TODAY" ARCSlots.Msgs.SlotMsgs.Loose = "BETTER LUCK NEXT TIME" ARCSlots.Msgs.SlotMsgs.FreeSpins = "%AMOUNT% FREE SPINS!" ARCSlots.Msgs.SlotMsgs.Bet = "bet" ARCSlots.Msgs.SlotMsgs.BadLuck = "Being broke is bad Luck! If you get that bad card, you loose!" ARCSlots.Msgs.SlotMsgs.Wild = "The WILD card can substitute for any other symbol!" ARCSlots.Msgs.SlotMsgs.MaxPrize = "MAX PRIZE: %AMOUNT%" ARCSlots.Msgs.SlotMsgs.BetMsg = "Select the amount you wish to bet:" ARCSlots.Msgs.VaultMsgs.Funds = "VAULT FUNDS:" ARCSlots.Msgs.VaultMsgs.TotalFunds = "TOTAL FUNDS:" ARCSlots.Msgs.VaultMsgs.Status = "VAULT STATUS:" ARCSlots.Msgs.VaultMsgs.Secure = "**SECURE**" ARCSlots.Msgs.VaultMsgs.Warning = "** WARNING **" ARCSlots.Msgs.VaultMsgs.Insecure = "**BREACHED**" ARCSlots.Msgs.VaultMsgs.GettingCash = "You are entitled to receiving casino profits for the next %TIME%." ARCSlots.Msgs.VaultMsgs.WithdrawAmount = "You can currently withdraw %AMOUNT%" ARCSlots.Msgs.VaultMsgs.NotGettingCash = "You are currently not receiving casino profits." ARCSlots.Msgs.VaultMsgs.PleaseCheckIn = "Please authenticate to start receiving casino profits" ARCSlots.Msgs.VaultMsgs.CheckIn = "Authenticate as manager" ARCSlots.Msgs.VaultMsgs.Exit = "Exit" ARCSlots.Msgs.VaultMsgs.WithdrawCash = "Withdraw earnings as cash" ARCSlots.Msgs.VaultMsgs.WithdrawBank = "Transfer earnings to bank account" ARCSlots.Msgs.VaultMsgs.NotManager = "You are not a casino manager" ARCSlots.Msgs.VaultMsgs.NoCash = "You cannot withdraw that much money" ARCSlots.Msgs.VaultMsgs.NotAuthed = "You are not authenticated" ARCSlots.Msgs.VaultMsgs.MaxManagers = "There are already the maximum amount of managers" ARCSlots.Msgs.VaultMsgs.WhichAccount = "Which account would you like to send your funds to?" ARCSlots.Msgs.VaultMsgs.Robbed = "The vault was robbed while you were on duty. You may not authenticate until your previous authentication expires or you regained the casino's profits." ARCSlots.Msgs.Commands["slots_save"] = "Save all Slot machines" ARCSlots.Msgs.Commands["slots_unsave"] = "Unsave all Slot machines" ARCSlots.Msgs.Commands["slots_respawn"] = "Respawn Slot machines" ARCSlots.Msgs.Commands["vault_save"] = "Save the vault" ARCSlots.Msgs.Commands["vault_unsave"] = "Unsave the vault" ARCSlots.SettingsDesc["name"] = "The displayed \"short\" name of the addon." ARCSlots.SettingsDesc["name_long"] = "The displayed \"long\" name of the addon." ARCSlots.SettingsDesc["slots_max_bet"] = "The maximum people can bet on the Slot Machines" ARCSlots.SettingsDesc["slots_min_bet"] = "The minimum people can bet on the Slot Machines" ARCSlots.SettingsDesc["slots_idle_text"] = "Text to display while the slot machine is idle" ARCSlots.SettingsDesc["vault_steal_rate"] = "The amount of money a player can take from the vault per second." ARCSlots.SettingsDesc["slots_incr"] = "How much the bet should increase by when the + button is pressed" ARCSlots.SettingsDesc["slots_incr_big"] = "How much the bet should increase by when the ++ button is pressed" ARCSlots.SettingsDesc["slots_handle"] = "If enabled, the slot machines will have the pull lever on their side" ARCSlots.SettingsDesc["language"] = "Which language to use. If you want a custom language, create your own file in SERVER/garrysmod/data/_arcbank/languages" ARCSlots.SettingsDesc["slots_volume"] = "How loud the slot machines should be (Between 0 and 1)" ARCSlots.SettingsDesc["money_symbol"] = "The symbol of currency to display" ARCSlots.SettingsDesc["legacy_bet_interface"] = "If enabled, the slot machines will use a popup window to select the bet instead of the immsersive interface." ARCSlots.SettingsDesc["admins"] = "List of in game rank(s) that can use the admin GUI and the admin commands." ARCSlots.SettingsDesc["vault_hack_max"] = "The maximum amount of money that can be taken from the vault by hacking it." ARCSlots.SettingsDesc["vault_hack_min"] = "The minumum amount of money that can be taken from the vault by hacking it." ARCSlots.SettingsDesc["vault_hack_time_max"] = "The maximum amount of time it takes to hack the vault." ARCSlots.SettingsDesc["vault_hack_time_min"] = "The minimum amount of time it takes to hack the vault." ARCSlots.SettingsDesc["vault_hack_time_stealth_rate"] = "Setting the ATM Hacker to \"stealth mode\" will multiply the hacking time by this amount" ARCSlots.SettingsDesc["vault_hack_time_curve"] = "Please see aritzcracker.ca/uploads/aritz/atm_hack_time_curve.png" ARCSlots.SettingsDesc["manager_auth_time"] = "The amount of minutes a casino manager will recieve profits after authenticating" ARCSlots.SettingsDesc["manager_auth_teams"] = "People in these teams will be considered potential casino managers"
local function mult(x, y) return x * y end local function mult_fold(elems) local tot = 1 for _, v in pairs(elems) do tot = tot * v end return tot end food_effects.eye_height_monoid = player_monoids.make_monoid({ combine = mult, fold = mult_fold, identity = 1, apply = function(multiplier, player) player:set_properties({ eye_height = 1.625 * multiplier }) end, })
--Castlevania: Rondo of Blood fill = 0x64FFC8C8 line = 0xFFFFC8C8 function drawObjInfo() for i = 0,88 do objX = mainmemory.read_u8(0xBC8+i) objY = mainmemory.read_u8(0xCD0+i) objVisibleX = mainmemory.read_u8(0xB70+i)*255 objVisibleY = mainmemory.read_u8(0xC78+i)*255 objDamage = mainmemory.read_u8(0x1300+i) --how much damage it will do if it collides with you objHealth = mainmemory.read_u8(0x12A8+i-2) --something is wrong, -2 makes it right in some cases but makes others wrong objStatus = mainmemory.read_u8(0x1250+i) --collision status adjustedX = objX - objVisibleX adjustedY = objY - objVisibleY --clipping if(adjustedX > 0 and adjustedY > 0) then gui.text( adjustedX * xmult, adjustedY * ymult, objX .. " " .. objY -- .. " " .. "#" .. i -- .. " D" .. objDamage -- .. " HP" .. objHealth -- .. " S" .. objStatus ) end end end function drawHitBoxes() for i = 0,88 do objX = mainmemory.read_u8(0xBC8+i) objY = mainmemory.read_u8(0xCD0+i) objVisibleX = mainmemory.read_u8(0xB70+i)*255 objVisibleY = mainmemory.read_u8(0xC78+i)*255 adjustedX = objX - objVisibleX adjustedY = objY - objVisibleY objOffsetX = mainmemory.read_u8(0x1930+i) objDirection = mainmemory.read_u8(0xAC0+i) objUnknownY = mainmemory.read_u8(0x19E0+i) hitSizeX = mainmemory.read_u8(0x1988+i) hitSizeY = mainmemory.read_u8(0x1A38+i) if(objDirection == 1) then --9484 objOffsetX = bit.bxor(0xFF,objOffsetX) --9488 objOffsetX = objOffsetX+1 --948A end off00 = 0 --942B if (bit.band(0x80, objOffsetX) == 128) then --942F of00=bit.band(0xFF,(off00-1)) --9431 end hitBoxCornerX = bit.band(0xFF,(objX + objOffsetX)) --9434 hitBoxCornerY = bit.band(0xFF,(objY + objUnknownY)) --944F objStatus = mainmemory.read_u8(0x1250+i)-- generally: 0 inert, 1 benign, 2 damageable/possibly damaging if(objStatus == 0) then fill = 0x600000FF line = 0xC0000000 elseif(objStatus == 1) then fill = 0x3C00FF00 line = 0x8000FF00 elseif(objStatus == 2) then fill = 0x50FF0000 line = 0x80FF0000 end --clipping if(adjustedX > 0 and adjustedY > 0) then gui.drawBox( hitBoxCornerX-hitSizeX, hitBoxCornerY+hitSizeY, hitBoxCornerX+hitSizeX, hitBoxCornerY-hitSizeY, line, fill ) end end end function dispProperties(num) fill = 0x80FFC8C8 ObjDamageInfo = { 0x13b0,--5 means is being damaged 0x1a90,--invulnerability countdown 0xf90,--if 0, animate. seems to be used as a counter to temporarily freeze objs when damaged 0xb18,--flashing if equal to 0x10, white if equal to 0x86 0x1ae8, 0x1f18, 0x11f8, 0x12a8--health } for i = 1,8 do gui.text((10+(i*20)) * xmult ,100 * ymult, mainmemory.read_u8(ObjDamageInfo[i]+num)) end hitBoxInfo = { 0x1988, 0x1A38, 0x1930, 0xAC0 } for i = 1,4 do gui.text((10+(i*20)) * xmult,120 * ymult, mainmemory.read_u8(hitBoxInfo[i]+num)) end ObjPositionInfo = { 0xB70, --offscreen or not 0xBC8, --x position 0xC20, 0xC78, 0xCD0, --y position 0xD28, } for i = 1,6 do gui.text((10+(i*20)) * xmult,140 * ymult, mainmemory.read_u8(ObjPositionInfo[i]+num)) end collisionInfo = { 0x710, --compensated x 0x720, --compensated y 0x730 --compensated "visible" } for i = 1,3 do gui.text((10+(i*20)) * xmult,160 * ymult, mainmemory.read_u8(collisionInfo[i]+num)) end end while true do --Multiplier for text rendering xmult = client.screenwidth() / 256 ymult = client.screenheight() / 225 line = 0xFFFFC8C8 --display info about a given object --dispProperties(0) drawHitBoxes() drawObjInfo() emu.frameadvance() --invincibility cheat -- memory.writebyte(0x13B0, 0) end --[[ Notes --Object Damage A1ED LDY $33B0,X ;"can damage" A1F0 LDA $A26D,Y A1F3 STA $3A90,X ;invulnerability countdown A1F6 LDA $A27D,X A1F9 STA $2F90,X ;whether to animate the obj or not A1FC LDA $2B18,X ;flashing or not A1FF STA $3AE8,X A202 LDA #$86 ;make the palette white A204 STA $2B18,X A207 LDA $3F18,X A20A ORA #$03 A20C STA $31F8,X A20F LDA $32A8,X A212 SEC A213 SBC $00 ;subtract the amount of damage to do A215 STA $32A8,X ;x is the object slot to modify --Where the player's health is decremented A1F2 LDA $33B0 ;check if the player is vulnerable A1F5 BEQ $A234 A1F7 LDA $33B0 A1FA bit.band #$07 A1FC CMP #$05 A1FE BNE $A20B A200 LDA $36D3 A203 BNE $A20B A205 STZ $33B0 A20B LDA $98 ;player health A20D SEC A20E SBC $32A8 ;subtract amount of damage received A211 STA $98 --Where the damage received (32A8) is set 9546 STA $33B0,X 9549 LDA $33B0 954C BNE $955A 954E LDA $3358,X 9551 STA $33B0 9554 LDA $3300,X ;the amount of damage an object will deal to you 9557 STA $32A8 --Where the hitbox offset is calculated 9413 LDX #$00 9415 LDA $3250,X ;load the hitbox type 9418 BEQ $9460 ;we quit if type 0 941A LDA $3930,X ;x offset 941D STA $01 ;store it in 01 941F LDA $2AC0,X ;direction facing, left is 1, right is 0 9422 BEQ $942B ;we are facing... 9424 LDA $01 ;left, load offset 9426 EOR #$FF 9428 INC 9429 STA $01 ;store the altered offset 942B STZ $00 942D LDA $01 ;get the either altered or unaltered offset 942F BPL $9433 9431 DEC $00 9433 CLC 9434 ADC $2BC8,X ;add x position to either altered or unaltered offset 9437 STA $2710,X ;store that as the hitbox corner 943A LDA $2B70,X ;is the object visible 943D ADC $00 ;correct it depending on the altered x offset 943F STA $2730,X 9442 STZ $00 9444 LDA $39E0,X 9447 BPL $944B 9449 DEC $00 944B LDA $2CD0,X ;y position 944E CLC 944F ADC $39E0,X 9452 STA $2720,X ;store hitbox y corner 9455 LDA $2C78,X ;indicator that the object is y visible 9458 ADC $00 945A ORA $2730,X 945D STA $2730,X 9460 INX 9461 CPX #$10 ;we can only do 16 objects 9463 BCC $9415 ;start again if we have objects left 9465 RTS 9466 STZ $33B0,X ;zero the "can damage" byte 9469 LDA $3250,X ;objStatus / collision status 946C BNE $9471 ;if the status is 0 we continue 946E JMP $9507 ;otherwise we quit --X and Y represent our two objects 9471 LDA $3988,X ;x hitbox size 9474 ORA $3A38,X ;y hitbox size 9477 BNE $947C 9479 JMP $9507 947C LDA $3930,X ;x offset 947F STA $01 9481 LDA $2AC0,X ;objDirection 9484 BEQ $948D ;branch if we are facing right 9486 LDA $01 ;left 9488 EOR #$FF 948A INC 948B STA $01 948D STZ $00 ;right, zero our temp byte 948F LDA $01 ;load the possibly manipulated offset 9491 BPL $9495 9493 DEC $00 9495 CLC 9496 ADC $2BC8,X ;add object x position to the possibly manipulated offset 9499 STA $26FF 949C LDA $2B70,X ;objVisibleX 949F ADC $00 94A1 BNE $9507 ;quit if the result is non-zero 94A3 STZ $00 94A5 LDA $39E0,X ;y related 94A8 BPL $94AC 94AA DEC $00 94AC CLC 94AD ADC $2CD0,X ;obj y position 94B0 STA $2700 94B3 LDA $2C78,X ;objVisibleY 94B6 ADC $00 94B8 BNE $9507 94BA LDA $3250,X ;objStatus / collision status 94BD BPL $94C2 94BF CLY 94C0 BRA $94C4 94C2 LDY #$0F ;16 objects max 94C4 LDA $3250,Y ;objStatus / collision status 94C7 BEQ $9504 ;if objStatus is zero, go to the next object 94C9 LDA $2730,Y ;compensated "visible" 94CC BNE $9504 94CE LDA $3988,X ;x hitbox size of 1st object 94D1 CLC 94D2 ADC $3988,Y ;x hitbox size of 2nd object 94D5 STA $2701 94D8 LDA $3A38,X ;y hitbox size of 1st object 94DB CLC 94DC ADC $3A38,Y ;y hitbox size of 2nd object 94DF STA $2702 94E2 LDA $26FF 94E5 SEC 94E6 SBC $2710,Y ;subtract compensated x position for the current object 94E9 BCS $94EE 94EB EOR #$FF 94ED INC 94EE CMP $2701 94F1 BCS $9504 94F3 LDA $2700 94F6 SEC 94F7 SBC $2720,Y ;subtract compensated y position for the current object 94FA BCS $94FF 94FC EOR #$FF 94FE INC 94FF CMP $2702 9502 BCC $9508 9504 DEY 9505 BPL $94C4 9507 RTS ]]
---@type TestTableArraysTemplate local TestTableArraysTemplateFieldsIndex ={ Id = 1, Weapons = 2, born_position = 3, TestTypes = 4, LinkId = 5, Model = 6, Icon = 7, MachineTypes = 8, MapType = 9, } local Position3dFieldsIndex ={ x = 1, y = 2, z = 3, } local TestType_FieldsIndex ={ types = 1, id = 2, } local TestTableArraysTemplateCustom ={ born_position = {0,Position3dFieldsIndex}, TestTypes = {1,TestType_FieldsIndex}, } local T = {} function T.T1() return {1,{2,1,3},nil,nil,1,"hero_chushi","chushi",nil,"222.0"} end function T.T2() return {2,{2,1,4},nil,{{nil,2},{{1},3}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T3() return {3,{2,1,5},nil,{{{1},2},{{1},4}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T4() return {4,{2,1,6},nil,{{nil,0},{nil,0}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T5() return {5,{2,1,7},{1.0,2.0,3.0},{{{1},2},{{1},6}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T6() return {6,{2,1,8},{1.0,2.0,4.0},{{{1},2},{{1},7}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T7() return {7,{2,1,9},{1.0,2.0,5.0},{{{1},2},{{1},8}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T8() return {8,{2,1,10},{1.0,2.0,6.0},{{{1},2},{{1},9}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T9() return {9,{2,1,11},{1.0,2.0,7.0},{{{1},2},{{1},10}},1,"hero_chushi","chushi",{"防御"},"平原"} end function T.T10() return {10,{2,1,12},{1.0,2.0,8.0},{{{1},2},{{1},11}},1,"hero_chushi","chushi",{"防御"},"平原"} end local function table_read_only(t) local temp= {} local mt = { __index = t, __newindex = function(t, k, v) error('error write to a read-only table with key = ' .. tostring(k)..', value ='..tostring(v)) end } setmetatable(temp, mt) return temp end local function New(data,tableIndexes) local t = {} for k,v in pairs(tableIndexes) do local c = TestTableArraysTemplateCustom[k] local d = data[v] if c == nil then t[k]= d else if c[1] == 1 then local t_c = {} for index = 1,#d do table.insert(t_c, New(d[index],c[2])) end t[k] = t_c else t[k] = New(d,c[2]) end end end return table_read_only(t) end local TestTableArraysTemplate = { Values = {} } ---@return TestTableArrayTemplate function TestTableArraysTemplate.GetTableByIndex(index) if TestTableArraysTemplate.Values[index]==nil then TestTableArraysTemplate.Values[index]=New(T['T'..index](),TestTableArraysTemplateFieldsIndex) end return TestTableArraysTemplate.Values[index] end function TestTableArraysTemplate.GetLength() return 10 end function TestTableArraysTemplate.Dispose() TestTableArraysTemplate.Values={} end return TestTableArraysTemplate
return {'zelateur','zelatrice','zelden','zeldzaam','zeldzaamheid','zeldzaamheidswaarde','zelf','zelfaanvaarding','zelfacceptatie','zelfachting','zelfanalyse','zelfbedacht','zelfbediening','zelfbedieningsapparatuur','zelfbedieningsgroothandel','zelfbedieningsprincipe','zelfbedieningsrestaurant','zelfbedieningswinkel','zelfbedieningszaak','zelfbedrog','zelfbedwang','zelfbeeld','zelfbegoocheling','zelfbehaaglijk','zelfbehagen','zelfbeheer','zelfbeheersing','zelfbehoud','zelfbeklag','zelfbeoordeling','zelfbeperking','zelfbescherming','zelfbeschikking','zelfbeschikkingsrecht','zelfbeschouwing','zelfbeschuldiging','zelfbespiegeling','zelfbestuiving','zelfbesturend','zelfbestuur','zelfbevestiging','zelfbevlekking','zelfbevrediging','zelfbevrijding','zelfbevruchting','zelfbewoning','zelfbewust','zelfbewustheid','zelfbewustzijn','zelfbinder','zelfbouw','zelfbouwer','zelfcensuur','zelfcontrole','zelfcorrectie','zelfcorrigerend','zelfde','zelfdenkend','zelfdestructie','zelfdestructief','zelfdiscipline','zelfdoding','zelfdoener','zelfdragend','zelfevaluatie','zelfevaluatiemodel','zelfexpressie','zelfgebakken','zelfgebouwd','zelfgecreeerde','zelfgefabriceerde','zelfgegraven','zelfgekozen','zelfgemaakt','zelfgenererend','zelfgenoegzaam','zelfgenoegzaamheid','zelfgeschapen','zelfgeschreven','zelfgevoel','zelfhaat','zelfhandhaving','zelfheid','zelfhulp','zelfhulpboek','zelfhulpgroep','zelfhypnose','zelfinductie','zelfingenomen','zelfingenomenheid','zelfinzicht','zelfironie','zelfkant','zelfkanten','zelfkastijding','zelfkennis','zelfklevend','zelfklever','zelfkritiek','zelfkritisch','zelfkwelling','zelflerende','zelfmedelijden','zelfmedicatie','zelfmoord','zelfmoordaanslag','zelfmoordaanval','zelfmoordactie','zelfmoordbriefje','zelfmoordcommando','zelfmoorddrama','zelfmoorden','zelfmoordenaar','zelfmoordenares','zelfmoordgedachte','zelfmoordneiging','zelfmoordneigingen','zelfmoordpil','zelfmoordpiloot','zelfmoordplan','zelfmoordplannen','zelfmoordpoging','zelfmoordterrorist','zelfnoemfunctie','zelfonderricht','zelfonderzoek','zelfontbranding','zelfontplooiing','zelfontspanner','zelfontwikkeling','zelfontworpen','zelfopblaasbaar','zelfopofferend','zelfopoffering','zelforganisatie','zelfoverschatting','zelfoverwinning','zelfportret','zelfpromotie','zelfrealisatie','zelfredzaam','zelfredzaamheid','zelfreflectie','zelfregelend','zelfregistrerend','zelfregulatie','zelfregulerend','zelfregulering','zelfreinigend','zelfreiniging','zelfrelativering','zelfrespect','zelfrijzend','zelfs','zelfscholing','zelfselectie','zelfsmerend','zelfspot','zelfstandig','zelfstandige','zelfstandigenaftrek','zelfstandigenorganisatie','zelfstandigenstatuut','zelfstandigheid','zelfstandigheidsdrang','zelfstandigheidsstreven','zelfstrijd','zelfstrijkend','zelfstudie','zelfsturend','zelfsturing','zelfsuggestie','zelftest','zelftucht','zelftwijfel','zelfverachting','zelfverblinding','zelfverbranding','zelfverdediging','zelfverdedigingscursus','zelfvergroting','zelfverheerlijking','zelfverheffing','zelfverklaard','zelfverkozen','zelfverloochening','zelfverminking','zelfvernedering','zelfvernietiging','zelfverrijking','zelfvertrouwen','zelfverwerkelijking','zelfverwezenlijking','zelfverwijt','zelfverwonding','zelfverzekerd','zelfverzekerdheid','zelfverzonnen','zelfvoldaan','zelfvoldaanheid','zelfvoldoening','zelfvoorzienend','zelfvoorziening','zelfvoorzieningsgraad','zelfwaardering','zelfwerkend','zelfwerkzaamheden','zelfwerkzaamheid','zelfzeker','zelfzekerheid','zelfzorg','zelfzucht','zelfzuchtig','zelfzuchtige','zelfzuchtigheid','zelling','zeloot','zelve','zelftankstation','zelfbesef','zelfwaarneming','zelfontleding','zelfvervreemding','zelfvergoding','zelfbedieningspomp','zelfverdedigingssport','zelfwording','zelfmoordcijfer','zelfvernietigend','zelfmoordterrorisme','zelfhulpcursus','zelfhulpprogramma','zelfmoordpercentage','zelfmoordpreventie','zelfverdedigingswet','zelfmoordgedrag','zelfdoder','zele','zelem','zelenaar','zelhem','zelhemmer','zelhems','zellik','zelzaats','zelzate','zelzatenaar','zelda','zeldenrust','zeldenrijk','zeller','zelissen','zelis','zelfdoders','zelfkritische','zelateurs','zelatrices','zeldzaamheden','zeldzaamst','zeldzame','zeldzamer','zelen','zelfbedachte','zelfbedieningswinkels','zelfbedieningszaken','zelfbegoochelingen','zelfbenoemde','zelfbereide','zelfbeschuldigingen','zelfbewuste','zelfbewuster','zelfbinders','zelfdenkende','zelfdragende','zelfgebouwde','zelfgebreid','zelfgebreide','zelfgedraaide','zelfgegenereerde','zelfgemaakte','zelfgenererende','zelfgenoegzame','zelfgenoegzamer','zelfgeproclameerde','zelfgeproduceerde','zelfgestookte','zelfinducties','zelfkastijdingen','zelfkwellingen','zelfmoordaanslagen','zelfmoordacties','zelfmoordcijfers','zelfmoordcommandos','zelfmoordenaars','zelfmoordenaressen','zelfmoordpogingen','zelfmoordterroristen','zelfontwikkelde','zelfopgelegde','zelfopofferende','zelfoverwinningen','zelfportretten','zelfregelende','zelfregistrerende','zelfregulerende','zelfreinigende','zelfrijzende','zelfscheppende','zelfsmerende','zelfstandigen','zelfstandiger','zelfstandigere','zelfstandigheden','zelfstandigst','zelfstandigste','zelfsturende','zelftests','zelfvernietigende','zelfverzekerde','zelfverzekerder','zelfverzekerdere','zelfverzekerdst','zelfvoldane','zelfvoldaner','zelfwerkende','zelfzorggeneesmiddelen','zelfzorgmedicijnen','zelfzorgmiddelen','zelfzuchtiger','zelfzuchtigere','zelfzuchtigste','zellingen','zeloten','zeldzaams','zeldzaamste','zeldzamere','zelfbedieningsrestaurants','zelfbeelden','zelfbehaaglijke','zelfbesturende','zelfbouwers','zelfdestructieve','zelfdodingen','zelfhulpboeken','zelfhulpgroepen','zelfklevende','zelfklevers','zelfmoordaanvallen','zelfmoordgedachten','zelfmoordgedachtes','zelfmoordpiloten','zelfopblaasbare','zelforganisaties','zelfsuggesties','zelfverbrandingen','zelfverdedigingscursussen','zelfverklaarde','zelfverminkingen','zelfverwijten','zelfvoorzienende','zelfdoeners','zelfredzame','zelfgenoegzaamst','zelfzekere','zelfbespiegelingen','zelfontledingen','zelfontspanners','zelfstrijkende','zelftankstations','zelfverdedigingssporten','zeldas','zelfhulpboekjes','zelfbedieningswinkeltjes','zelfhulpprogrammas','zelfevaluaties'}
local THNN = require 'nn.THNN' local VolumetricDilatedMaxPooling, parent = torch.class('nn.VolumetricDilatedMaxPooling', 'nn.VolumetricMaxPooling') function VolumetricDilatedMaxPooling:__init(kT, kW, kH, dT, dW, dH, padT, padW, padH, dilationT, dilationW, dilationH) parent.__init(self, kT, kW, kH, dT, dW, dH, padT, padW, padH) self.dilationT = dilationT or 1 self.dilationW = dilationW or 1 self.dilationH = dilationH or 1 end function VolumetricDilatedMaxPooling:updateOutput(input) local dims = input:dim() self.itime = input:size(dims-2) self.iheight = input:size(dims-1) self.iwidth = input:size(dims) self.indices = self.indices or torch.LongTensor() if torch.typename(input):find('torch%.Cuda.*Tensor') then self.indices = torch.CudaLongTensor and self.indices:cudaLong() or self.indices else self.indices = self.indices:long() end input.THNN.VolumetricDilatedMaxPooling_updateOutput( input:cdata(), self.output:cdata(), self.indices:cdata(), self.kT, self.kW, self.kH, self.dT, self.dW, self.dH, self.padT, self.padW, self.padH, self.dilationT, self.dilationW, self.dilationH, self.ceil_mode ) return self.output end function VolumetricDilatedMaxPooling:updateGradInput(input, gradOutput) input.THNN.VolumetricDilatedMaxPooling_updateGradInput( input:cdata(), gradOutput:cdata(), self.gradInput:cdata(), self.indices:cdata(), self.kT, self.kW, self.kH, self.dT, self.dW, self.dH, self.padT, self.padW, self.padH, self.dilationT, self.dilationW, self.dilationH, self.ceil_mode ) return self.gradInput end function VolumetricDilatedMaxPooling:clearState() if self.indices then self.indices:set() end return parent.clearState(self) end function VolumetricDilatedMaxPooling:__tostring__() local s = string.format('%s(%dx%dx%d, %d,%d,%d', torch.type(self), self.kT, self.kW, self.kH, self.dT, self.dW, self.dH) if (self.padT or self.padW or self.padH) and (self.padT ~= 0 or self.padW ~= 0 or self.padH ~= 0) then s = s .. ', ' .. self.padT.. ',' .. self.padW .. ','.. self.padH end s = s .. ', ' .. self.dilationT .. ',' .. self.dilationW .. ',' .. self.dilationH s = s .. ')' return s end
local exports = {} local os = require('os') local Date = require('../') exports['strptime is sane'] = function (test) -- local ts = os.time() local s = os.date('%c %Z', ts) test.equal(os.time(Date.strptime(s, '%c %Z')), ts) -- ts = os.time() s = os.date('%c %Z', ts) local expected = os.date('*t', ts) test.equal(Date.strptime(s, '%c %Z'), expected) -- ts = os.time() s = os.date('%c', ts) test.equal(os.time(Date.strptime(s, '%c')), ts) -- ts = os.time() s = os.date('%c', ts) expected = os.date('*t', ts) test.equal(Date.strptime(s, '%c'), expected) -- strptime reports same what os.date() reports test.equal(os.date('*t', 1329820391), Date.strptime('1329820391', '%s')) test.done() end exports['ISO date'] = function (test) local date, err = Date.strptime( '2012-02-21 01:02:03 -0300', '%Y-%m-%d %H:%M:%S %z' ) test.equal(date, d20120221010203) date, err = Date.strptime( '2012-02-21 01:02:03 GMT+03', '%Y-%m-%d %H:%M:%S GMT' ) test.equal(err, '+03') test.equal(date, d20120221010203) test.equal(Date.parse('2013-12-12T00:00:01').year, 2013) test.done() end exports['unix date'] = function (test) test.equal(Date.parse('Tue Feb 21 14:33:11 2012'), Date.parse(1329820391)) test.done() end exports['RFC6265 date'] = function (test) test.equal(Date.parse('Tue, Feb 21 2012 01:02:03 GMT+04'), d20120221010203_m4) test.equal(Date.parse('Tue, Feb 21 12 1:2:3'), d20120221010203) test.equal(Date.parse('Sun, Dec 31 99 0:1:2 UTC+0400'), d19991231000102_m4) test.equal(Date.parse('Sun, Dec 31 99 0:1:2 UTC+0400', true), d19991231000102_o4) test.is_nil(Date.parse('Пн, Дек 31 99 0:1:2')) test.done() end exports['RFC6265 date fallbacks to ISO'] = function (test) test.equal(Date.parse('2012-12-31 23:59:59 GMT-0300'), d20121231235959_p3) test.equal(Date.parse('2012-12-31 23:59:59 GMT+0300', true), d20121231235959_o3) test.done() end exports['now() is sane'] = function (test) local now = Date.now() test.is_number(now) test.done() end exports['diff() is sane'] = function (test) test.equal(Date.diff('2013-12-12T00:00:01', 'Thu, Dec 12 2013 01:00:00'), 3599) test.equal(Date.diff('Thu, Dec 12 2013 01:00:00', '2013-12-12T00:00:01'), -3599) test.done() end exports['add() is sane'] = function (test) local date = Date.add('2013-12-12T23:00:01', 100000) date = os.date('*t', date) test.equal(date.year, 2013) test.equal(date.month, 12) test.equal(date.day, 14) test.equal(date.hour, 2) test.equal(date.min, 46) test.equal(date.sec, 41) test.done() end exports['format() is sane'] = function (test) test.equal(Date.format(d20121231235959_o3, '%Y%m%d%H%M%S%z'), '20121231235959+0000') test.equal(Date.format(d19991231000102), 'Fri, 31 Dec 99 00:01:02 GMT') -- FIXME: so, 31.12.1999 is Friday or Sunday?! --test.equal(Date.parse('Fri, 31 Dec 99 00:01:02 GMT'), d19991231000102) test.equal(Date.parse('Sun, 31 Dec 99 00:01:02 GMT'), d19991231000102) test.done() end return exports
local state = {} state._NAME = ... require'hcm' local vector = require'vector' local util = require'util' local movearm = require'movearm' local libArmPlan = require 'libArmPlan' local arm_planner = libArmPlan.new_planner() local T = require'Transform' --Initial hand angle local lhand_rpy0 = {0,0*DEG_TO_RAD, -30*DEG_TO_RAD} local rhand_rpy0 = {0,0*DEG_TO_RAD, 30*DEG_TO_RAD} local trLArm0, trRArm0, trLArm1, trRArm1, qLArm0, qRarm0 local stage local gripL, gripR = 1,1 function state.entry() print(state._NAME..' Entry' ) -- Update the time of entry local t_entry_prev = t_entry t_entry = Body.get_time() t_update = t_entry mcm.set_arm_handoffset(Config.arm.handoffset.chopstick) local qLArm = Body.get_larm_command_position() local qRArm = Body.get_rarm_command_position() qLArm0 = qLArm qRArm0 = qRArm trLArm0 = Body.get_forward_larm(qLArm0) trRArm0 = Body.get_forward_rarm(qRArm0) arm_planner:set_shoulder_yaw_target(nil,nil) qLArm1 = Body.get_inverse_arm_given_wrist( qLArm, {0,0,0, unpack(lhand_rpy0)}) qRArm1 = Body.get_inverse_arm_given_wrist( qRArm, {0,0,0, unpack(rhand_rpy0)}) trLArm1 = Body.get_forward_larm(qLArm1) trRArm1 = Body.get_forward_rarm(qRArm1) hcm.set_wheel_model({0.50,0.0,0.02,0,0,0.18}) local wrist_seq = {{'wrist',trLArm1, trRArm1}} if arm_planner:plan_arm_sequence(wrist_seq) then stage = "wristturn" end end function state.update() -- print(state._NAME..' Update' ) -- Get the time of update local t = Body.get_time() local dt = t - t_update -- Save this at the last update time t_update = t --if t-t_entry > timeout then return'timeout' end local qLArm = Body.get_larm_command_position() local qRArm = Body.get_rarm_command_position() local trLArm = Body.get_forward_larm(qLArm) local trRArm = Body.get_forward_rarm(qRArm) if stage=="wristturn" then --Turn yaw angles first gripL,doneL = util.approachTol(gripL,1,2,dt) --Close gripper gripR,doneL = util.approachTol(gripR,1,2,dt) --Close gripper Body.set_lgrip_percent(gripL*0.8) Body.set_rgrip_percent(gripR*0.8) if arm_planner:play_arm_sequence(t) then if hcm.get_state_proceed()==1 then local trLArmTarget={0.35,0.20,-0.15, unpack(lhand_rpy0)} local trRArmTarget={0.35,-0.20,-0.15, unpack(rhand_rpy0)} local arm_seq = {{'move',trLArmTarget, trRArmTarget}} if arm_planner:plan_arm_sequence(arm_seq) then stage="armwide" end elseif hcm.get_state_proceed()==-1 then arm_planner:set_shoulder_yaw_target(qLArm0[3],qRArm0[3]) local wrist_seq = {{'wrist',trLArm0, trRArm0}} if arm_planner:plan_arm_sequence(wrist_seq) then stage = "armbacktoinitpos" end end end elseif stage=="armwide" then Body.set_lgrip_percent(gripL*0.8) Body.set_rgrip_percent(gripR*0.8) if arm_planner:play_arm_sequence(t) then if hcm.get_state_proceed()==1 then local trLArmTarget, trRArmTarget = movearm.getLargeValvePosition(0,0,-0.08,-0.08) print("TrL:",util.print_transform(trLArmTarget)) print("TrR:",util.print_transform(trRArmTarget)) local arm_seq = {{'move',trLArmTarget, trRArmTarget}} if arm_planner:plan_arm_sequence(arm_seq) then stage="pregrip" end elseif hcm.get_state_proceed()==-1 then local arm_seq = {{'move',trLArm1, trRArm1}} if arm_planner:plan_arm_sequence(arm_seq) then stage="wristturn" end end end elseif stage=="pregrip" then if arm_planner:play_arm_sequence(t) then if hcm.get_state_proceed()==1 then --teleop signal arm_planner:save_valveparam({0,0,0,0}) local trLArmTarget, trRArmTarget = movearm.getLargeValvePosition(0,0,0,0) local arm_seq = {{'move',trLArmTarget, trRArmTarget}} if arm_planner:plan_arm_sequence(arm_seq) then stage="inposition" end elseif hcm.get_state_proceed(0)==-1 then local trLArmTarget={0.25,0.15,-0.15, unpack(lhand_rpy0)} local trRArmTarget={0.25,-0.15,-0.15, unpack(rhand_rpy0)} local arm_seq = {{'move',trLArmTarget, trRArmTarget}} if arm_planner:plan_arm_sequence(arm_seq) then stage="armwide" end end end elseif stage=="inposition" then if arm_planner:play_arm_sequence(t) then if hcm.get_state_proceed()==1 then --teleop signal --[[ local valve_seq={ {0,0,-0.08,0}, {-45*DEG_TO_RAD,45*DEG_TO_RAD,-0.08,0}, {-45*DEG_TO_RAD,45*DEG_TO_RAD,0,-0.08}, {5*DEG_TO_RAD,-5*DEG_TO_RAD, 0,-0.08}, {5*DEG_TO_RAD,-5*DEG_TO_RAD, -0.08,0}, {0,0,-0.08,0}, } if arm_planner:plan_valve_sequence(valve_seq) then stage="inposition" end --]] local valve_seq={ {'valvetwoarm',0,0,-0.08,0}, {'valvetwoarm',-45*DEG_TO_RAD,45*DEG_TO_RAD,-0.08,0}, {'valvetwoarm',-45*DEG_TO_RAD,45*DEG_TO_RAD,0,-0.08}, {'valvetwoarm',5*DEG_TO_RAD,-5*DEG_TO_RAD, 0,-0.08}, {'valvetwoarm',5*DEG_TO_RAD,-5*DEG_TO_RAD, -0.08,0}, {'valvetwoarm',0,0,-0.08,0}, } if arm_planner:plan_arm_sequence(valve_seq) then stage="inposition" end elseif hcm.get_state_proceed()==-1 then local trLArmTarget, trRArmTarget = movearm.getLargeValvePosition(0,0,-0.05,-0.05) local arm_seq = {{'move',trLArmTarget, trRArmTarget}} if arm_planner:plan_arm_sequence(arm_seq) then stage="pregrip" end end end elseif stage=="valveturn" then if arm_planner:play_arm_sequence(t) then end elseif stage=="armbacktoinitpos" then if arm_planner:play_arm_sequence(t) then return "done" end end hcm.set_state_proceed(0) end function state.exit() print(state._NAME..' Exit' ) end return state
--Includes require('libs.json') require('modules.General.DataStructures') require('modules.General.TableFunctions') require('modules.General.Colors') require('modules.General.Constants') require('modules.Entities.Player') require('modules.World.Rooms.TestRoom') --LOVE Functions function love.load() --Setup Random Number Generator local seed_val = love.timer.getTime() love.math.setRandomSeed(seed_val) --Basic Window Setup love.window.setTitle('The Quaackening') love.window.setMode(800,600,{resizable = true, minwidth = 800, minheight = 600}) love.keyboard.setKeyRepeat(true) --Table to store globals globals = { win_width = love.graphics.getWidth(), win_height = love.graphics.getHeight(), max_bound = 1, min_bound = 0, game_state = 'play', default_chars = { player = 'x', proj = 'o' }, perm_objects = {}, temp_objects = { bullets = {}, enemies = {}, menus = {}, }, next_id = 2, colors = Colors(), fire_rate = 10, default_fonts = { love_default = '/res/fonts/Vera.ttf', player = '/res/fonts/origa___.ttf', }, cursor = '/res/cursor.png', load_info = {} } love.graphics.setBackgroundColor(globals.colors.black) love.mouse.setCursor(love.mouse.newCursor(globals.cursor, 7, 7)) --Debug variables debug = true if(debug) then debug_globals = { current_dt = 0, show_debug = false, current_object_count = 1, Grid = Grid(10,10, true), } end globals.load_info.load_font = love.graphics.newFont( globals.default_fonts.love_default, 80 ) globals.load_info.load_text = love.graphics.newText(globals.load_info.load_font, "LOADING") --Generate Player once ready globals.Player = CreatePlayer( 'x', 42, love.math.random(), love.math.random(), 1, nil, globals.default_fonts.player ) globals.current_room = TestRoom() end function love.update(dt) --Only update when window is focused and game is in play mode if(love.window.hasFocus() and globals.game_state ~= 'paused') then --Do updates for all permanent objects for _,i in pairs(globals.perm_objects) do i.update(dt) end --Iterates through all categories of temporary objects, then iterates over non-function members of those categories for _,v in pairs(globals.temp_objects) do if(type(v) == "table") then for k,i in pairs(v) do if type(k) =="number" then i.update(dt) end end end end globals.current_room.update(dt) globals.Player.update(dt) --Necessary debug globals updated here if(debug) then debug_globals.current_dt = dt debug_globals.current_mem_usage = collectgarbage('count') debug_globals.mouse_x_pos, debug_globals.mouse_y_pos = love.mouse.getPosition() debug_globals.Grid.update() end end end function love.draw() if(globals.game_state ~= 'loading') then for _,i in pairs(globals.perm_objects) do i.draw(i) end --Iterates through all categories of temporary objects besides menus, then iterates over non-function members of those categories for k,v in pairs(globals.temp_objects) do if(type(v) == "table" and k ~= 'menus') then for k,i in pairs(v) do if type(k) =="number" then i.draw(i) end end end end if(debug) then debug_globals.Grid.draw() end globals.current_room.draw() globals.Player.draw() --Iterate over specifically menus since they should be on top for k,v in pairs(globals.temp_objects) do if(type(v) == "table" and k == 'menus') then for k,i in pairs(v) do if type(k) =="number" then i.draw(i) end end end end else local load_text = globals.load_info.load_text love.graphics.draw( load_text, globals.win_width/2 - load_text:getWidth()/2, globals.win_height/2 - load_text:getHeight()/2 ) end end function love.resize(w, h) globals.win_width = w globals.win_height = h if(debug) then debug_globals.Grid.update_offsets() end for _,i in pairs(globals.perm_objects) do i.update_offsets() end --Iterates through all categories of temporary objects, then iterates over non-function members of those categories (Allows for Special Data Structures) for _,v in pairs(globals.temp_objects) do if(type(v) == "table") then for k,i in pairs(v) do if type(k) =="number" then i.update_offsets() end end end end globals.current_room.update_offsets() globals.Player.update_offsets() end
static t_socket getfd(lua_State *L) { t_socket fd = SOCKET_INVALID; lua_pushstring(L, "getfd"); lua_gettable(L, -2); if (!lua_isnil(L, -1)) { lua_pushvalue(L, -2); lua_call(L, 1, 1); if (lua_isnumber(L, -1)) { double numfd = lua_tonumber(L, -1); fd = (numfd >= 0.0)? (t_socket) numfd: SOCKET_INVALID; } } lua_pop(L, 1); return fd; } static int dirty(lua_State *L) { int is = 0; lua_pushstring(L, "dirty"); lua_gettable(L, -2); if (!lua_isnil(L, -1)) { lua_pushvalue(L, -2); lua_call(L, 1, 1); is = lua_toboolean(L, -1); } lua_pop(L, 1); return is; } static void collect_fd(lua_State *L, int tab, int itab, fd_set *set, t_socket *max_fd) { int i = 1, n = 0; /* nil is the same as an empty table */ if (lua_isnil(L, tab)) return; /* otherwise we need it to be a table */ luaL_checktype(L, tab, LUA_TTABLE); for ( ;; ) { t_socket fd; lua_pushnumber(L, i); lua_gettable(L, tab); if (lua_isnil(L, -1)) { lua_pop(L, 1); break; } /* getfd figures out if this is a socket */ fd = getfd(L); if (fd != SOCKET_INVALID) { /* make sure we don't overflow the fd_set */ #ifdef _WIN32 if (n >= FD_SETSIZE) luaL_argerror(L, tab, "too many sockets"); #else if (fd >= FD_SETSIZE) luaL_argerror(L, tab, "descriptor too large for set size"); #endif FD_SET(fd, set); n++; /* keep track of the largest descriptor so far */ if (*max_fd == SOCKET_INVALID || *max_fd < fd) *max_fd = fd; /* make sure we can map back from descriptor to the object */ lua_pushnumber(L, (lua_Number) fd); lua_pushvalue(L, -2); lua_settable(L, itab); } lua_pop(L, 1); i = i + 1; } } static int check_dirty(lua_State *L, int tab, int dtab, fd_set *set) { int ndirty = 0, i = 1; if (lua_isnil(L, tab)) return 0; for ( ;; ) { t_socket fd; lua_pushnumber(L, i); lua_gettable(L, tab); if (lua_isnil(L, -1)) { lua_pop(L, 1); break; } fd = getfd(L); if (fd != SOCKET_INVALID && dirty(L)) { lua_pushnumber(L, ++ndirty); lua_pushvalue(L, -2); lua_settable(L, dtab); FD_CLR(fd, set); } lua_pop(L, 1); i = i + 1; } return ndirty; } static void return_fd(lua_State *L, fd_set *set, t_socket max_fd, int itab, int tab, int start) { t_socket fd; for (fd = 0; fd < max_fd; fd++) { if (FD_ISSET(fd, set)) { lua_pushnumber(L, ++start); lua_pushnumber(L, (lua_Number) fd); lua_gettable(L, itab); lua_settable(L, tab); } } } local function return_fd() end static void make_assoc(lua_State *L, int tab) { int i = 1, atab; lua_newtable(L); atab = lua_gettop(L); for ( ;; ) { lua_pushnumber(L, i); lua_gettable(L, tab); if (!lua_isnil(L, -1)) { lua_pushnumber(L, i); lua_pushvalue(L, -2); lua_settable(L, atab); lua_pushnumber(L, i); lua_settable(L, atab); } else { lua_pop(L, 1); break; } i = i+1; } } local function make_assoc() end return function(readt, writet, timeout) int rtab, wtab, itab, ret, ndirty; t_socket max_fd = SOCKET_INVALID; fd_set rset, wset; t_timeout tm; double t = luaL_optnumber(L, 3, -1); FD_ZERO(&rset); FD_ZERO(&wset); lua_settop(L, 3); lua_newtable(L); itab = lua_gettop(L); lua_newtable(L); rtab = lua_gettop(L); lua_newtable(L); wtab = lua_gettop(L); collect_fd(L, 1, itab, &rset, &max_fd); collect_fd(L, 2, itab, &wset, &max_fd); ndirty = check_dirty(L, 1, rtab, &rset); t = ndirty > 0? 0.0: t; timeout_init(&tm, t, -1); timeout_markstart(&tm); ret = socket_select(max_fd+1, &rset, &wset, NULL, &tm); if (ret > 0 || ndirty > 0) { return_fd(L, &rset, max_fd+1, itab, rtab, ndirty); return_fd(L, &wset, max_fd+1, itab, wtab, 0); make_assoc(L, rtab); make_assoc(L, wtab); return 2; } else if (ret == 0) { lua_pushstring(L, "timeout"); return 3; } else { luaL_error(L, "select failed"); return 3; } end
local luatwitch = require('lua-twitch') local myBot io.stdout:setvbuf("no") function love.load(arg) myBot = luatwitch.new('your_username', 'oauth:your_oauth_key', '#channel_to_join') end local msg function love.update(dt) myBot:update(dt) local msg = myBot:message() if msg ~= nil then print('<CHAT>', msg.nick, 'said: ', msg.message) end end function love.keypressed(key, scancode) if key == "k" then myBot:sendMessage("[botmsg] oh boy i love watching %(VIDEOGAME)") end end
-- Copyright 2012 by Till Tantau -- -- This file may be distributed an/or modified -- -- 1. under the LaTeX Project Public License and/or -- 2. under the GNU Public License -- -- See the file doc/generic/pgf/licenses/LICENSE for more information -- @release $Header$ local key = require 'pgf.gd.doc'.key local documentation = require 'pgf.gd.doc'.documentation local summary = require 'pgf.gd.doc'.summary local example = require 'pgf.gd.doc'.example -------------------------------------------------------------------- key "tree layout" summary "This layout uses the Reingold--Tilform method for drawing trees." documentation [[ The Reingold--Tilford method is a standard method for drawing trees. It is described in: % \begin{itemize} \item E.~M.\ Reingold and J.~S.\ Tilford, \newblock Tidier drawings of trees, \newblock \emph{IEEE Transactions on Software Engineering,} 7(2), 223--228, 1981. \end{itemize} % My implementation in |graphdrawing.trees| follows the following paper, which introduces some nice extensions of the basic algorithm: % \begin{itemize} \item A.\ Br\"uggemann-Klein, D.\ Wood, \newblock Drawing trees nicely with \TeX, \emph{Electronic Publishing,} 2(2), 101--115, 1989. \end{itemize} % As a historical remark, Br\"uggemann-Klein and Wood have implemented their version of the Reingold--Tilford algorithm directly in \TeX\ (resulting in the Tree\TeX\ style). With the power of Lua\TeX\ at our disposal, the 2012 implementation in the |graphdrawing.tree| library is somewhat more powerful and cleaner, but it really was an impressive achievement to implement this algorithm back in 1989 directly in \TeX. The basic idea of the Reingold--Tilford algorithm is to use the following rules to position the nodes of a tree (the following description assumes that the tree grows downwards, other growth directions are handled by the automatic orientation mechanisms of the graph drawing library): % \begin{enumerate} \item For a node, recursively compute a layout for each of its children. \item Place the tree rooted at the first child somewhere on the page. \item Place the tree rooted at the second child to the right of the first one as near as possible so that no two nodes touch (and such that the |sibling sep| padding is not violated). \item Repeat for all subsequent children. \item Then place the root above the child trees at the middle position, that is, at the half-way point between the left-most and the right-most child of the node. \end{enumerate} % The standard keys |level distance|, |level sep|, |sibling distance|, and |sibling sep|, as well as the |pre| and |post| versions of these keys, as taken into consideration when nodes are positioned. See also Section~\ref{subsection-gd-dist-pad} for details on these keys. \noindent\textbf{Handling of Missing Children.} As described in Section~\ref{section-gd-missing-children}, you can specify that some child nodes are ``missing'' in the tree, but some space should be reserved for them. This is exactly what happens: When the subtrees of the children of a node are arranged, each position with a missing child is treated as if a zero-width, zero-height subtree were present at that positions: % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz [tree layout, nodes={draw,circle}] \node {r} child { node {a} child [missing] child { node {b} } } child[missing]; \end{codeexample} % or in |graph| syntax: % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz \graph [tree layout, nodes={draw,circle}] { r -> { a -> { , %missing b}, % missing } }; \end{codeexample} % More than one child can go missing: % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz \graph [tree layout, nodes={draw,circle}, sibling sep=0pt] { r -> { a, , ,b -> {c,d}, ,e} }; \end{codeexample} % Although missing children are taken into consideration for the computation of the placement of the children of a root node relative to one another and also for the computation of the position of the root node, they are usually \emph{not} considered as part of the ``outline'' of a subtree (the \texttt{minimum number of children} key ensures that |b|, |c|, |e|, and |f| all have a missing right child): % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz \graph [tree layout, minimum number of children=2, nodes={draw,circle}] { a -> { b -> c -> d, e -> f -> g } }; \end{codeexample} % This behaviour of ``ignoring'' missing children in later stages of the recursion can be changed using the key |missing nodes get space|. \noindent\textbf{Significant Pairs of Siblings.} Br\"uggemann-Klein and Wood have proposed an extension of the Reingold--Tilford method that is intended to better highlight the overall structure of a tree. Consider the following two trees: % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz [baseline=(a.base), tree layout, minimum number of children=2, sibling distance=5mm, level distance=5mm] \graph [nodes={circle, inner sep=0pt, minimum size=2mm, fill, as=}]{ a -- { b -- c -- { d -- e, f -- { g, h }}, i -- j -- k[second] } };\quad \tikz [baseline=(a.base), tree layout, minimum number of children=2, sibling distance=5mm, level distance=5mm] \graph [nodes={circle, inner sep=0pt, minimum size=2mm, fill, as=}]{ a -- { b -- c -- d -- e, i -- j -- { f -- {g,h}, k } } }; \end{codeexample} % As observed by Br\"uggemann-Klein and Wood, the two trees are structurally quite different, but the Reingold--Tilford method places the nodes at exactly the same positions and only one edge ``switches'' positions. In order to better highlight the differences between the trees, they propose to add a little extra separation between siblings that form a \emph{significant pair}. They define such a pair as follows: Consider the subtrees of two adjacent siblings. There will be one or more levels where these subtrees have a minimum distance. For instance, the following two trees the subtrees of the nodes |a| and |b| have a minimum distance only at the top level in the left example, and in all levels in the second example. A \emph{significant pair} is a pair of siblings where the minimum distance is encountered on any level other than the first level. Thus, in the first example there is no significant pair, while in the second example |a| and |b| form such a pair. % \begin{codeexample}[preamble={\usetikzlibrary{graphs,graphdrawing} \usegdlibrary{trees}}] \tikz \graph [tree layout, minimum number of children=2, level distance=5mm, nodes={circle,draw}] { / -> { a -> / -> /, b -> /[second] -> /[second] }}; \quad \tikz \graph [tree layout, minimum number of children=2, level distance=5mm, nodes={circle,draw}] { / -> { a -> / -> /, b -> / -> / }}; \end{codeexample} % Whenever the algorithm encounters a significant pair, it adds extra space between the siblings as specified by the |significant sep| key. ]] example [[ \tikz [tree layout, sibling distance=8mm] \graph [nodes={circle, draw, inner sep=1.5pt}]{ 1 -- { 2 -- 3 -- { 4 -- 5, 6 -- { 7, 8, 9 }}, 10 -- 11 -- { 12, 13 } } }; ]] example [[ \tikz [tree layout, grow=-30, sibling distance=0mm, level distance=0mm,] \graph [nodes={circle, draw, inner sep=1.5pt}]{ 1 -- { 2 -- 3 -- { 4 -- 5, 6 -- { 7, 8, 9 }}, 10 -- 11 -- { 12, 13 } } }; ]] -------------------------------------------------------------------- -------------------------------------------------------------------- key "missing nodes get space" summary [[ When set to true, missing children are treated as if they where zero-width, zero-height nodes during the whole tree layout process. ]] example [[ \tikz \graph [tree layout, missing nodes get space, minimum number of children=2, nodes={draw,circle}] { a -> { b -> c -> d, e -> f -> g } }; ]] -------------------------------------------------------------------- -------------------------------------------------------------------- key "significant sep" summary [[ This space is added to significant pairs by the modified Reingold--Tilford algorithm. ]] example [[ \tikz [baseline=(a.base), tree layout, significant sep=1em, minimum number of children=2, sibling distance=5mm, level distance=5mm] \graph [nodes={circle, inner sep=0pt, minimum size=2mm, fill, as=}]{ a -- { b -- c -- { d -- e, f -- { g, h }}, i -- j -- k[second] } };\quad \tikz [baseline=(a.base), tree layout, significant sep=1em, minimum number of children=2, sibling distance=5mm, level distance=5mm] \graph [nodes={circle, inner sep=0pt, minimum size=2mm, fill, as=}]{ a -- { b -- c -- d -- e, i -- j -- { f -- {g,h}, k } } }; ]] -------------------------------------------------------------------- -------------------------------------------------------------------- key "binary tree layout" summary [[ A layout based on the Reingold--Tilford method for drawing binary trees. ]] documentation [[ This key executes: % \begin{enumerate} \item |tree layout|, thereby selecting the Reingold--Tilford method, \item |minimum number of children=2|, thereby ensuring the all nodes have (at least) two children or none at all, and \item |significant sep=10pt| to highlight significant pairs. \end{enumerate} % In the examples, the last one is taken from the paper of Br\"uggemann-Klein and Wood. It demonstrates nicely the advantages of having the full power of \tikzname's anchoring and the graph drawing engine's orientation mechanisms at one's disposal. ]] example [[ \tikz [grow'=up, binary tree layout, sibling distance=7mm, level distance=7mm] \graph { a -- { b -- c -- { d -- e, f -- { g, h }}, i -- j -- k[second] } }; ]] --[[ % TODOsp: codeexamples: the next example needs the library `arrows.meta` --]] example [[ \tikz \graph [binary tree layout] { Knuth -> { Beeton -> Kellermann [second] -> Carnes, Tobin -> Plass -> { Lamport, Spivak } } };\qquad \tikz [>={Stealth[round,sep]}] \graph [binary tree layout, grow'=right, level sep=1.5em, nodes={right, fill=blue!50, text=white, chamfered rectangle}, edges={decorate,decoration={snake, post length=5pt}}] { Knuth -> { Beeton -> Kellermann [second] -> Carnes, Tobin -> Plass -> { Lamport, Spivak } } }; ]] -------------------------------------------------------------------- -------------------------------------------------------------------- key "extended binary tree layout" summary [[ This algorithm is similar to |binary tree layout|, only the option \texttt{missing nodes get space} is executed and the \texttt{significant sep} is zero. ]] example [[ \tikz [grow'=up, extended binary tree layout, sibling distance=7mm, level distance=7mm] \graph { a -- { b -- c -- { d -- e, f -- { g, h }}, i -- j -- k[second] } }; ]] --------------------------------------------------------------------
setenv("LMOD_B_DIR", "/d/e/f")
local config = require("notify.config") ---@class Notification ---@field level string ---@field message string[] ---@field timeout number | nil ---@field title string[] ---@field icon string ---@field time number ---@field width number ---@field keep fun(): boolean ---@field on_open fun(win: number) | nil ---@field on_close fun(win: number) | nil ---@field render fun(buf: integer, notification: Notification, highlights: table<string, string>) local Notification = {} function Notification:new(message, level, opts) opts = opts or {} if type(level) == "number" then level = vim.lsp.log_levels[level] end if type(message) == "string" then message = vim.split(message, "\n") end level = vim.fn.toupper(level or "info") local time = vim.fn.localtime() local title = opts.title or "" if type(title) == "string" then title = { title, vim.fn.strftime("%H:%M", time) } end local notif = { message = message, title = title, icon = opts.icon or config.icons()[level] or config.icons().INFO, time = time, timeout = opts.timeout, level = level, keep = opts.keep, on_open = opts.on_open, on_close = opts.on_close, render = opts.render, } self.__index = self setmetatable(notif, self) return notif end function Notification:record() return { message = self.message, level = self.level, time = self.time, title = self.title, icon = self.icon, render = self.render, } end ---@param message string | string[] ---@param level string | number ---@param opts NotifyOptions return function(message, level, opts) return Notification:new(message, level, opts) end
---------------------------------- -- Area: Grauberg [S] -- NPC: Indescript Markings -- Type: Quest ----------------------------------- local ID = require("scripts/zones/Grauberg_[S]/IDs") require("scripts/globals/keyitems") require("scripts/globals/npc_util") require("scripts/globals/status") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) local gownQuestProgress = player:getCharVar("AF_SCH_BODY") player:delStatusEffect(tpz.effect.SNEAK) -- SCH AF Quest - Boots if (gownQuestProgress > 0 and gownQuestProgress < 3 and not player:hasKeyItem(tpz.ki.SAMPLE_OF_GRAUBERG_CHERT)) then npcUtil.giveKeyItem(player, tpz.ki.SAMPLE_OF_GRAUBERG_CHERT) player:setCharVar("AF_SCH_BODY", gownQuestProgress + 1) -- Move the markings around local positions = { [1] = {-517, -167, 209}, [2] = {-492, -168, 190}, [3] = {-464, -166, 241}, [4] = {-442, -156, 182}, [5] = {-433, -151, 162}, [6] = {-416, -143, 146}, [7] = {-535, -167, 227}, [8] = {-513, -170, 255} } local newPosition = npcUtil.pickNewPosition(npc:getID(), positions) npc:setPos(newPosition.x, newPosition.y, newPosition.z) else player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY) end end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
--- --- Generated by EmmyLua(https://github.com/EmmyLua) --- Created by hunzs. --- DateTime: 2020/5/8 22:18 --- -- 全局秒钟 cj.TimerStart(cj.CreateTimer(), 1.00, true, htime.clock) -- 预读 preread local preread_u = cj.CreateUnit(hplayer.player_passive, hslk_global.unit_token, 0, 0, 0) hattr.regAllAbility(preread_u) hunit.del(preread_u) -- register APM hevent.pool('global', hevent_default_actions.player.apm, function(tgr) for i = 1, bj_MAX_PLAYERS, 1 do cj.TriggerRegisterPlayerUnitEvent(tgr, cj.Player(i - 1), EVENT_PLAYER_UNIT_ISSUED_TARGET_ORDER, nil) cj.TriggerRegisterPlayerUnitEvent(tgr, cj.Player(i - 1), EVENT_PLAYER_UNIT_ISSUED_POINT_ORDER, nil) cj.TriggerRegisterPlayerUnitEvent(tgr, cj.Player(i - 1), EVENT_PLAYER_UNIT_ISSUED_ORDER, nil) end end) for i = 1, bj_MAX_PLAYERS, 1 do hplayer.players[i] = cj.Player(i - 1) -- 英雄模块初始化 hhero.player_allow_qty[i] = 1 hhero.player_heroes[i] = {} cj.SetPlayerHandicapXP(hplayer.players[i], 0) -- 经验置0 hplayer.set(hplayer.players[i], "index", i) hplayer.set(hplayer.players[i], "prevGold", 0) hplayer.set(hplayer.players[i], "prevLumber", 0) hplayer.set(hplayer.players[i], "totalGold", 0) hplayer.set(hplayer.players[i], "totalGoldCost", 0) hplayer.set(hplayer.players[i], "totalLumber", 0) hplayer.set(hplayer.players[i], "totalLumberCost", 0) hplayer.set(hplayer.players[i], "goldRatio", 100) hplayer.set(hplayer.players[i], "lumberRatio", 100) hplayer.set(hplayer.players[i], "expRatio", 100) hplayer.set(hplayer.players[i], "sellRatio", 50) hplayer.set(hplayer.players[i], "apm", 0) hplayer.set(hplayer.players[i], "damage", 0) hplayer.set(hplayer.players[i], "beDamage", 0) hplayer.set(hplayer.players[i], "kill", 0) if ((cj.GetPlayerController(hplayer.players[i]) == MAP_CONTROL_USER) and (cj.GetPlayerSlotState(hplayer.players[i]) == PLAYER_SLOT_STATE_PLAYING)) then -- hplayer.qty_current = hplayer.qty_current + 1 -- 默认开启自动换木 hplayer.setIsAutoConvert(hplayer.players[i], true) hplayer.set(hplayer.players[i], "status", hplayer.player_status.gaming) hevent.onChat( hplayer.players[i], '+', false, hevent_default_actions.player.command ) hevent.onChat( hplayer.players[i], '-', false, hevent_default_actions.player.command ) -- 玩家离开游戏 hevent.pool(hplayer.players[i], hevent_default_actions.player.leave, function(tgr) cj.TriggerRegisterPlayerEvent(tgr, hplayer.players[i], EVENT_PLAYER_LEAVE) end) -- 玩家取消选择单位 hevent.onDeSelection(hplayer.players[i], function(evtData) hplayer.set(evtData.triggerPlayer, "selection", nil) end) -- 玩家选中单位 hevent.pool(hplayer.players[i], hevent_default_actions.player.selection, function(tgr) cj.TriggerRegisterPlayerUnitEvent(tgr, hplayer.players[i], EVENT_PLAYER_UNIT_SELECTED, nil) end) hevent.onSelection(hplayer.players[i], 1, function(evtData) hplayer.set(evtData.triggerPlayer, "selection", evtData.triggerUnit) end) else hplayer.set(hplayer.players[i], "status", hplayer.player_status.none) end end -- 生命魔法恢复 htime.setInterval( 0.5, function() for agk, agu in ipairs(hRuntime.attributeGroup.life_back) do if (his.deleted(agu) == true) then table.remove(hRuntime.attributeGroup.life_back, agk) else if (his.alive(agu) and 100 > hunit.getCurLifePercent(agu)) then local val = hattr.get(agu, "life_back") or 0 if (val ~= 0) then hunit.addCurLife(agu, val * 0.5) end end end end for agk, agu in ipairs(hRuntime.attributeGroup.mana_back) do if (his.deleted(agu) == true) then table.remove(hRuntime.attributeGroup.mana_back, agk) else if (his.alive(agu) and 100 > hunit.getCurManaPercent(agu)) then local val = hattr.get(agu, "mana_back") or 0 if (val ~= 0) then hunit.addCurMana(agu, val * 0.5) end end end end end ) -- 没收到伤害时,每1.5秒恢复1.5%硬直 htime.setInterval( 1.5, function() for agk, agu in ipairs(hRuntime.attributeGroup.punish) do if (his.deleted(agu) == true) then table.remove(hRuntime.attributeGroup.punish, agk) elseif (his.alive(agu) == true and his.beDamaging(agu) == false) then local punish_current = hattr.get(agu, "punish_current") local punish = hattr.get(agu, "punish") if (punish_current < punish) then local val = math.floor(0.015 * punish) if (punish_current + val > punish) then hattr.set(agu, 0, { punish_current = "=" .. punish }) else hattr.set(agu, 0, { punish_current = "+" .. val }) end end end end end )
function string:split(delimiter) local result = { } local from = 1 local delim_from, delim_to = string.find( self, delimiter, from ) while delim_from do table.insert( result, string.sub( self, from , delim_from-1 ) ) from = delim_to + 1 delim_from, delim_to = string.find( self, delimiter, from ) end table.insert( result, string.sub( self, from ) ) return result end computer_id = os.getComputerID() computer_label = os.getComputerLabel() computer_request_location = "http://127.0.0.1:5000/GPS_Setup?computer_id="..computer_id http_request = http.get(computer_request_location) computer_location = http_request.readAll() location_table = computer_location:split(",") -- Arrays start at 1 x = location_table[1] y = location_table[2] z = location_table[3] shell.run("gps","host",x,y,z) print(computer_location)
--MoveCurve --H_Yuzuru/curve_RushBack curve_RushBack return { filePath = "H_Yuzuru/curve_RushBack", startTime = Fixed64(0) --[[0]], startRealTime = Fixed64(0) --[[0]], endTime = Fixed64(74763472) --[[71.3]], endRealTime = Fixed64(822399) --[[0.7843]], isZoom = false, isCompensate = false, curve = { [1] = { time = 0 --[[0]], value = 0 --[[0]], inTangent = 2097152 --[[2]], outTangent = 2097152 --[[2]], }, [2] = { time = 747634 --[[0.713]], value = 4718592 --[[4.5]], inTangent = 0 --[[0]], outTangent = 0 --[[0]], }, }, }
--------------------------------------------- -- Tempest Wing -- Family: Bahamut -- Description: Turbulence deals Wind damage to enemies within a very wide area of effect. Additional effect: Knockback -- Type: Magical -- Utsusemi/Blink absorb: Wipes shadows -- Range: Cone -- Notes: --------------------------------------------- require("scripts/globals/settings") require("scripts/globals/status") require("scripts/globals/monstertpmoves") --------------------------------------------- function onMobSkillCheck(target,mob,skill) if (target:isBehind(mob, 55) == true) then return 1 else return 0 end end function onMobWeaponSkill(target, mob, skill) local dmgmod = 1 local info = MobMagicalMove(mob,target,skill,mob:getWeaponDmg()*4,tpz.magic.ele.WIND,dmgmod,TP_NO_EFFECT) local dmg = MobFinalAdjustments(info.dmg,mob,skill,target,tpz.attackType.MAGICAL,tpz.damageType.WIND,MOBPARAM_WIPE_SHADOWS) target:takeDamage(dmg, mob, tpz.attackType.MAGICAL, tpz.damageType.WIND) return dmg end
--- GCC compiler implementation (C++ specialization) -- @classmod configure.lang.cxx.compiler.gcc local Compiler = table.update( table.update({}, require('configure.lang.cxx.compiler.base')), require('configure.lang.c.compiler.gcc') ) Compiler.binary_names = {'g++', } Compiler.lang = 'c++' return Compiler
local HttpService = game:GetService("HttpService") local Constants = require(script.Parent.Constants) -- todo: SCOPES local function makeInvalidTypeError(valueType) return string.format( "104: Cannot store %s in data store. Data stores can only accept valid UTF-8 characters.", valueType ) end local function makeExceedsLimitError() return "105: Serialized value exceeds 4MB limit." end local function assertValidStringValue(value) if #value > Constants.MAX_DATA_LENGTH then error(makeExceedsLimitError()) elseif utf8.len(value) == nil then error(makeInvalidTypeError("string")) end end local function getTableType(value) local key = next(value) if typeof(key) == "number" then return "Array" else return "Dictionary" end end local function isNumberValid(tableType, value) if tableType == "Dictionary" then return false, "cannot store mixed tables" end if value % 1 == 0 then return false, "cannot store tables with non-integer indices" end if value == math.huge or value == -math.huge then return false, "cannot store tables with (-)infinity indices" end return true end local function isValueValid(value, valueType) if valueType == "userdata" or valueType == "function" or valueType == "thread" then return false, string.format("cannot store '%s' of type %s", tostring(value), valueType) end if valueType == "string" and utf8.len(value) == nil then return false, "cannot store strings that are invalid UTF-8" end return true end local function isValidTable(tbl, visited, path) visited[tbl] = true local tableType = getTableType(tbl) local lastIndex = 0 for key, value in pairs(tbl) do table.insert(path, tostring(key)) local keyType = typeof(key) if keyType == "number" then local isValidNumber, invalidNumberReason = isNumberValid(key) if not isValidNumber then return false, path, invalidNumberReason end end if tableType == "Dictionary" and keyType ~= "string" then return false, path, string.format("dictionaries cannot have keys of type %s", keyType) end if tableType == "Array" and keyType ~= "number" then return false, path, "cannot store mixed tables" end if utf8.len(key) == nil then return false, path, "dictionary has key that is invalid UTF-8" end if tableType == "Array" then if lastIndex ~= key - 1 then return false, path, "array has non-sequential indices" end lastIndex = key end local valueType = typeof(value) local isValidValue, invalidValueReason = isValueValid(value) if not isValidValue then return isValidValue, path, invalidValueReason end if valueType == "table" then if visited[value] then return false, path end local isValid, invalidPath, reason = isValidTable(value, visited, path) if not isValid then return isValidTable, invalidPath, reason end end table.remove(tbl) end return true, nil, nil end local function assertValidTableValue(value) local isValid, invalidPath, reason = isValidTable(value, {}, { "root" }) if not isValid then error(string.format("Table value has invalid entry at <%s>: %s", table.concat(invalidPath, "."), reason)) end local ok, content = pcall(function() return HttpService:JSONEncode(value) end) if not ok then error("Could not encode table to JSON.") elseif #content > Constants.MAX_DATA_LENGTH then error(makeExceedsLimitError()) end end -- TODO: This really needs to be tested! local function assertValidValue(value) local valueType = typeof(value) if valueType == "function" or valueType == "userdata" or valueType == "thread" then error(makeInvalidTypeError(valueType)) end if valueType == "string" then assertValidStringValue(value) elseif valueType == "table" then assertValidTableValue(value) end end return assertValidValue