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require("hall/password/type/passwordTypeObject"); require("hall/gameData/txtMgr"); require("hall/userInfo/data/userInfoData"); require("hall/community/data/communityDataInterface"); require("hall/password/jump/jumpInterfaceMatchHall"); local PasswordTypeObjectAddFriends = class(PasswordTypeObject); ------------------------口令数据------------------------------ -- virtual PasswordTypeObjectAddFriends.generateData = function(self) local data = { nick = kUserInfoData:getNickname(), mid = kUserInfoData:getUserId(), cid = kUserInfoData:getUserCid(), }; return data; end -- virtual PasswordTypeObjectAddFriends.analyseData = function(self, data) data.mid = tonumber(data.mid) or 0; data.nick = tostring(data.nick or "") or ""; data.cid = tonumber(data.cid) or 0; return data; end ------------------------口令弹框------------------------------ -- virtual PasswordTypeObject.getTitle = function(self) return "好友口令"; end -- virtual PasswordTypeObjectAddFriends.getBtnText = function(self) return "立即参加比赛"; end -- virtual PasswordTypeObjectAddFriends.getMessage = function(self) local str = string.format("你接受了玩家%s(id:%s)的邀请加入游戏。玩牌也能赢大奖,快去看看吧~", self.m_data.nick, self.m_data.cid); return str; end -- virtual PasswordTypeObjectAddFriends.getTips = function(self) return "TA已经在你的好友列表中,常联系啊~"; end -- virtual PasswordTypeObjectAddFriends.executeOnShow = function(self, obj, func, sourceType) JumpInterfaceMatchHall.getInstance(); -- 自动加好友 local msg = json.encode({add_friend_type = ImSdkConstants.eAddFriendType.AUTO}); CommunityDataInterface.getInstance():requestAddFriend(self.m_data.cid, msg); end -- virtual PasswordTypeObjectAddFriends.executeOnConfirm = function(self, obj, func, sourceType) -- enter match hall JumpInterfaceMatchHall.getInstance():enterMacthHallScene(); -- callback if obj and func then func(obj); end end -- virtual PasswordTypeObjectAddFriends.executeOnClose = function(self) JumpInterfaceMatchHall.releaseInstance(); end ------------------------邀请弹框------------------------------ -- virtual PasswordTypeObjectAddFriends.shareByWechat = function(self, password, isShareSwitchOpen) local text = self:_getShareContent(password); if not string.isEmpty(text) then PasswordDataInterface.getInstance():setTextToClipboard(text); WeixinShareUtil.getInstance():openWeiXin(); end end -- virtual PasswordTypeObjectAddFriends.shareByMessage = function(self, password, hasContact) local text = self:_getShareContent(password); return text; end ------------------------------------private----------------------------------------- PasswordTypeObjectAddFriends._getShareContent = function(self, password) local content = table.verify(TxtMgr.getInstance():getDescByKey("token_content_format")); local urlMap = table.verify(content.url); local region = kClientInfo:getRegionId(); local url = urlMap[tostring(region) or ""] or ""; local appName = RegionConfigDataInterface.getInstance():getRegionProductName(); local addFriend = content.add_friends or ""; local addFriendStr = string.gsub(addFriend, "{app}", appName); addFriendStr = string.gsub(addFriendStr, "{token}", string.format("约会口令%s", password or "")); addFriendStr = string.gsub(addFriendStr, "{url}", url); return addFriendStr; end PasswordTypeObjectAddFriends._getShowContent = function(self, password) local content = table.verify(TxtMgr.getInstance():getDescByKey("token_content_format")); local appName = RegionConfigDataInterface.getInstance():getRegionProductName(); local gamePrefix = content.game_prefix or ""; local gameSuffix = content.game_suffix or ""; local gamePrefixStr = string.gsub(gamePrefix, "{app}", appName); local gameSuffixStr = string.gsub(gameSuffix, "{token}", password or ""); return gamePrefixStr, gameSuffixStr; end return PasswordTypeObjectAddFriends;
-- -- network.lua -- network status notification -- local naughty = require("naughty") local beautiful = require("beautiful") -- ======================================== -- Config -- ======================================== local icons_path = beautiful.icons_path .. "network/" -- ======================================== -- Logic -- ======================================== -- Notify wireless connected notification local notify_connected_wireless = function(essid) naughty.notify { icon = icons_path .. "connected_notification.svg", title = "Connection Established", text = string.format("You are now connected to <b>%s</b>", essid), } end -- Notify wired connected notification local notify_connected_wired = function(interface) naughty.notify { icon = icons_path .. "wired.svg", title = "Connection Established", text = string.format("Connected to internet with <b>%s</b>", interface), } end -- Notify wireless disconnected notification local notify_disconnected_wireless = function() naughty.notify { icon = icons_path .. "wifi-strength-off.svg", title = "Disconnected", text = "Wi-Fi network has been disconnected", } end -- Notify wired disconnected notification local notify_disconnected_wired = function() naughty.notify { icon = icons_path .. "wired-off.svg", title = "Disconnected", text = "Ethernet network has been disconnected", } end -- ======================================== -- Initialization -- ======================================== awesome.connect_signal("daemon::network::connected::wireless", function (_, essid) notify_connected_wireless(essid) end) awesome.connect_signal("daemon::network::connected::wired", function (interface) notify_connected_wired(interface) end) awesome.connect_signal("daemon::network::disconnected::wireless", function () notify_disconnected_wireless() end) awesome.connect_signal("daemon::network::disconnected::wired", function () notify_disconnected_wired() end)
----------------------------------------------------------------------------------------------------------------------------------------- -- INICIAR TREM ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() SwitchTrainTrack(0,true) SwitchTrainTrack(3,true) N_0x21973bbf8d17edfa(0,120000) SetRandomTrains(true) end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DENSITY NPCS 2 ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do Citizen.Wait(1) SetPedDensityMultiplierThisFrame(1.0) SetVehicleDensityMultiplierThisFrame(0.05) SetSomeVehicleDensityMultiplierThisFrame(1.0) SetRandomVehicleDensityMultiplierThisFrame(1.0) SetParkedVehicleDensityMultiplierThisFrame(0.35) SetScenarioPedDensityMultiplierThisFrame(1.0,1.0) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- LIGHTS ----------------------------------------------------------------------------------------------------------------------------------------- local lights = { --ROXOS { 103.01,-1938.72,30.80,76,6,79,50.0,1.0 }, --AMARELOS { 336.98,-2042.08,31.30,245,242,5,50.0,1.0 }, --VERMELHOS { -183.46,-1615.13,33.76,155,0,0,100.0,1.0 }, --MARABUNTAS --{ 1226.33,-1626.2,49.81,0,0,255,100.0,1.0 }, --CAMPINHO { 771.18,-233.62,66.12,255,255,255,50.0,1.0 }, } Citizen.CreateThread(function() while true do Citizen.Wait(1) for k,v in ipairs(lights) do local x,y,z,r,g,b,range,intensity = table.unpack(v) if GetClockHours() > 20 or GetClockHours() < 6 then DrawLightWithRangeAndShadow(x,y,z,r,g,b,range,intensity,0.1) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DISPATCH ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() for i = 1,120 do EnableDispatchService(i,false) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DIMINUIR DANO X NA MOTO ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do local idle = 500 local ped = PlayerPedId() if IsPedInAnyVehicle(ped) then SetPedConfigFlag(PlayerPedId(),35,false) idle = 1 local vehicle = GetVehiclePedIsIn(ped) if (GetPedInVehicleSeat(vehicle,-1) == ped or GetPedInVehicleSeat(vehicle,0) == ped) and GetVehicleClass(vehicle) == 8 then N_0x4757f00bc6323cfe(GetHashKey("WEAPON_UNARMED"),0.02) end else N_0x4757f00bc6323cfe(GetHashKey("WEAPON_UNARMED"),0.8) end Citizen.Wait(idle) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DESABILITAR A CORONHADA ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do local idle = 500 local ped = PlayerPedId() if IsPedArmed(ped,6) then idle = 1 DisableControlAction(0,140,true) DisableControlAction(0,141,true) DisableControlAction(0,142,true) else DisableControlAction(0,140,true) end Citizen.Wait(idle) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- REMOVER ARMA ABAIXO DE 40MPH DENTRO DO CARRO ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do Citizen.Wait(1000) local ped = PlayerPedId() if IsPedInAnyVehicle(ped) then local vehicle = GetVehiclePedIsIn(PlayerPedId()) if GetPedInVehicleSeat(vehicle,-1) == ped then local speed = GetEntitySpeed(vehicle)*2.236936 if speed >= 40 then SetPlayerCanDoDriveBy(PlayerId(),false) else SetPlayerCanDoDriveBy(PlayerId(),true) end end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- ESTOURAR OS PNEUS SE O CARRO CAPOTAR ----------------------------------------------------------------------------------------------------------------------------------------- Citizen.CreateThread(function() while true do local veh = GetVehiclePedIsUsing(PlayerPedId()) local roll = GetEntityRoll(veh) if roll > 75.0 or roll < -75.0 then if GetVehicleClass(veh) ~= 8 and GetVehicleClass(veh) ~= 13 then local tyre = math.random(4) if math.random(100) <= 90 then if tyre == 1 then if not IsVehicleTyreBurst(veh,0,false) then SetVehicleTyreBurst(veh,0,true,1000.0) end elseif tyre == 2 then if not IsVehicleTyreBurst(veh,1,false) then SetVehicleTyreBurst(veh,1,true,1000.0) end elseif tyre == 3 then if not IsVehicleTyreBurst(veh,4,false) then SetVehicleTyreBurst(veh,4,true,1000.0) end elseif tyre == 4 then if not IsVehicleTyreBurst(veh,5,false) then SetVehicleTyreBurst(veh,5,true,1000.0) end end end end end Citizen.Wait(1000) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DRIFT ----------------------------------------------------------------------------------------------------------------------------------------- local activated = false Citizen.CreateThread( function() while true do Citizen.Wait(1) local ped = PlayerPedId() veh = GetVehiclePedIsIn(ped,false) if IsControlJustPressed(0,21) and IsPedInAnyVehicle(ped,false) and not activated and IsInputDisabled(0) then if GetPedInVehicleSeat(veh,-1) == ped and IsVehicleOnAllWheels(veh) then if (GetVehicleClass(veh) >= 0 and GetVehicleClass(veh) <= 7) or GetVehicleClass(veh) == 9 then if GetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff") < 50.0 then activated = true DriftEnable() end end end end if IsControlJustReleased(0,21) and IsPedInAnyVehicle(ped,false) and activated and IsInputDisabled(0) then if GetPedInVehicleSeat(veh,-1) == ped and IsVehicleOnAllWheels(veh) then if (GetVehicleClass(veh) >= 0 and GetVehicleClass(veh) <= 7) or GetVehicleClass(veh) == 9 then if GetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff") >= 50.0 then activated = false DriftDisable() end end end end if veh ~= GetVehiclePedIsIn(ped,true) and activated then activated = false veh = GetVehiclePedIsIn(ped,true) DriftDisable() end end end) function DriftEnable() SetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff",GetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff")+90.22) if GetVehicleHandlingFloat(veh,"CHandlingData","fDriveBiasFront") == 0.0 then SetVehicleEnginePowerMultiplier(veh,190.0) else SetVehicleEnginePowerMultiplier(veh,100.0) end SetVehicleHandlingFloat(veh,"CHandlingData","fDriveInertia",GetVehicleHandlingFloat(veh,"CHandlingData","fDriveInertia")+0.31) SetVehicleHandlingFloat(veh,"CHandlingData","fSteeringLock",GetVehicleHandlingFloat(veh,"CHandlingData","fSteeringLock")+25.0) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMax",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMax")-1.1) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMin",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMin")-0.4) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveLateral",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveLateral")+2.5) SetVehicleHandlingFloat(veh,"CHandlingData","fLowSpeedTractionLossMult",GetVehicleHandlingFloat(veh,"CHandlingData","fLowSpeedTractionLossMult")-0.57) end function DriftDisable() SetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff",GetVehicleHandlingFloat(veh,"CHandlingData","fInitialDragCoeff")-90.22) SetVehicleHandlingFloat(veh,"CHandlingData","fDriveInertia",GetVehicleHandlingFloat(veh,"CHandlingData","fDriveInertia")-0.31) SetVehicleHandlingFloat(veh,"CHandlingData","fSteeringLock",GetVehicleHandlingFloat(veh,"CHandlingData","fSteeringLock")-25.0) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMax",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMax")+1.1) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMin",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveMin")+0.4) SetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveLateral",GetVehicleHandlingFloat(veh,"CHandlingData","fTractionCurveLateral")-2.5) SetVehicleHandlingFloat(veh,"CHandlingData","fLowSpeedTractionLossMult",GetVehicleHandlingFloat(veh,"CHandlingData","fLowSpeedTractionLossMult")+0.57) SetVehicleEnginePowerMultiplier(veh,0.0) SetVehicleModKit(veh,0) SetVehicleMod(veh,11,GetVehicleMod(veh,11),true) end ----------------------------------------------------------------------------------------------------------------------------------------- -- BLIPS ----------------------------------------------------------------------------------------------------------------------------------------- local blips = { { 265.64,-1261.30,29.29,361,41,"Posto de Gasolina",0.4 }, { 819.65,-1028.84,26.40,361,41,"Posto de Gasolina",0.4 }, { 1208.95,-1402.56,35.22,361,41,"Posto de Gasolina",0.4 }, { 1181.38,-330.84,69.31,361,41,"Posto de Gasolina",0.4 }, { 620.84,269.10,103.08,361,41,"Posto de Gasolina",0.4 }, { 2581.32,362.03,108.46,361,41,"Posto de Gasolina",0.4 }, { 176.63,-1562.02,29.26,361,41,"Posto de Gasolina",0.4 }, { 176.63,-1562.02,29.26,361,41,"Posto de Gasolina",0.4 }, { -319.29,-1471.71,30.54,361,41,"Posto de Gasolina",0.4 }, { 1784.32,3330.55,41.25,361,41,"Posto de Gasolina",0.4 }, { 49.418,2778.79,58.04,361,41,"Posto de Gasolina",0.4 }, { 263.89,2606.46,44.98,361,41,"Posto de Gasolina",0.4 }, { 1039.95,2671.13,39.55,361,41,"Posto de Gasolina",0.4 }, { 1207.26,2660.17,37.89,361,41,"Posto de Gasolina",0.4 }, { 2539.68,2594.19,37.94,361,41,"Posto de Gasolina",0.4 }, { 2679.85,3263.94,55.24,361,41,"Posto de Gasolina",0.4 }, { 2005.05,3773.88,32.40,361,41,"Posto de Gasolina",0.4 }, { 1687.15,4929.39,42.07,361,41,"Posto de Gasolina",0.4 }, { 1701.31,6416.02,32.76,361,41,"Posto de Gasolina",0.4 }, { 179.85,6602.83,31.86,361,41,"Posto de Gasolina",0.4 }, { -94.46,6419.59,31.48,361,41,"Posto de Gasolina",0.4 }, { -2554.99,2334.40,33.07,361,41,"Posto de Gasolina",0.4 }, { -1800.37,803.66,138.65,361,41,"Posto de Gasolina",0.4 }, { -1437.62,-276.74,46.20,361,41,"Posto de Gasolina",0.4 }, { -2096.24,-320.28,13.16,361,41,"Posto de Gasolina",0.4 }, { -724.61,-935.16,19.21,361,41,"Posto de Gasolina",0.4 }, { -526.01,-1211.00,18.18,361,41,"Posto de Gasolina",0.4 }, { -70.21,-1761.79,29.53,361,41,"Posto de Gasolina",0.4 }, { 55.43,-876.19,30.66,357,0,"Garagem",0.4 }, { 317.25,2623.14,44.46,357,0,"Garagem",0.4 }, { -773.34,5598.15,33.60,357,0,"Garagem",0.4 }, { 596.40,90.65,93.12,357,0,"Garagem",0.4 }, { -340.76,265.97,85.67,357,0,"Garagem",0.4 }, { -2030.01,-465.97,11.60,357,0,"Garagem",0.4 }, { -1184.92,-1510.00,4.64,357,0,"Garagem",0.4 }, { -73.44,-2004.99,18.27,357,0,"Garagem",0.4 }, { 214.02,-808.44,31.01,357,0,"Garagem",0.4 }, { -348.88,-874.02,31.31,357,0,"Garagem",0.4 }, { 67.74,12.27,69.21,357,0,"Garagem",0.4 }, { 361.90,297.81,103.88,357,0,"Garagem",0.4 }, { 1156.90,-453.73,66.98,357,0,"Garagem",0.4 }, { 275.17,-345.5,45.18,357,0,"Garagem",0.4 }, { -102.21,6345.18,31.57,357,0,"Garagem",0.4 }, { -1065.23,-850.06,5.05,60,0,"Departamento Policial",0.5 }, { 1851.45,3686.71,34.26,60,0,"Departamento Policial",0.5 }, { -448.18,6011.68,31.71,60,0,"Departamento Policial",0.5 }, { -1034.68,-855.1,5.06,60,29,"Pátio da Policia",0.5 }, { 25.65,-1346.58,29.49,52,4,"Loja de Departamentos",0.5 }, { 2556.75,382.01,108.62,52,4,"Loja de Departamentos",0.5 }, { 1163.54,-323.04,69.20,52,4,"Loja de Departamentos",0.5 }, { -707.37,-913.68,19.21,52,4,"Loja de Departamentos",0.5 }, { -47.73,-1757.25,29.42,52,4,"Loja de Departamentos",0.5 }, { 373.90,326.91,103.56,52,4,"Loja de Departamentos",0.5 }, { -3243.10,1001.23,12.83,52,4,"Loja de Departamentos",0.5 }, { 1729.38,6415.54,35.03,52,4,"Loja de Departamentos",0.5 }, { 547.90,2670.36,42.15,52,4,"Loja de Departamentos",0.5 }, { 1960.75,3741.33,32.34,52,4,"Loja de Departamentos",0.5 }, { 2677.90,3280.88,55.24,52,4,"Loja de Departamentos",0.5 }, { 1698.45,4924.15,42.06,52,4,"Loja de Departamentos",0.5 }, { -1820.93,793.18,138.11,52,4,"Loja de Departamentos",0.5 }, { 1392.46,3604.95,34.98,52,4,"Loja de Departamentos",0.5 }, { -2967.82,390.93,15.04,52,4,"Loja de Departamentos",0.5 }, { -3040.10,585.44,7.90,52,4,"Loja de Departamentos",0.5 }, { 1135.56,-982.20,46.41,52,4,"Loja de Departamentos",0.5 }, { 1165.91,2709.41,38.15,52,4,"Loja de Departamentos",0.5 }, { -1487.18,-379.02,40.16,52,4,"Loja de Departamentos",0.5 }, { -1222.78,-907.22,12.32,52,4,"Loja de Departamentos",0.5 }, { -560.17,286.79,82.17,93,4,"Bar",0.5 }, { 128.11,-1284.99,29.27,93,4,"Bar",0.5 }, { 1985.80,3053.68,47.21,93,4,"Bar",0.5 }, { -430.04,261.80,83.00,93,4,"Bar",0.5 }, { -80.89,214.78,96.55,93,4,"Bar",0.5 }, { 224.60,-1511.02,29.29,93,4,"Bar",0.5 }, { -1387.82,-587.80,30.31,93,4,"Bar",0.5 }, { 285.37,-587.86,43.37,80,49,"Hospital",0.5 }, { -248.14,6332.97,32.42,80,49,"Hospital",0.5 }, { 75.40,-1392.92,29.37,73,4,"Loja de Roupas",0.5 }, { -709.40,-153.66,37.41,73,4,"Loja de Roupas",0.5 }, { -163.20,-302.03,39.73,73,4,"Loja de Roupas",0.5 }, { 425.58,-806.23,29.49,73,4,"Loja de Roupas",0.5 }, { -822.34,-1073.49,11.32,73,4,"Loja de Roupas",0.5 }, { -1193.81,-768.49,17.31,73,4,"Loja de Roupas",0.5 }, { -1450.85,-238.15,49.81,73,4,"Loja de Roupas",0.5 }, { 4.90,6512.47,31.87,73,4,"Loja de Roupas",0.5 }, { 1693.95,4822.67,42.06,73,4,"Loja de Roupas",0.5 }, { 126.05,-223.10,54.55,73,4,"Loja de Roupas",0.5 }, { 614.26,2761.91,42.08,73,4,"Loja de Roupas",0.5 }, { 1196.74,2710.21,38.22,73,4,"Loja de Roupas",0.5 }, { -3170.18,1044.54,20.86,73,4,"Loja de Roupas",0.5 }, { -1101.46,2710.57,19.10,73,4,"Loja de Roupas",0.5 }, { 1692.62,3759.50,34.70,76,4,"Loja de Armamentos",0.4 }, { 252.89,-49.25,69.94,76,4,"Loja de Armamentos",0.4 }, { 843.28,-1034.02,28.19,76,4,"Loja de Armamentos",0.4 }, { -331.35,6083.45,31.45,76,4,"Loja de Armamentos",0.4 }, { -663.15,-934.92,21.82,76,4,"Loja de Armamentos",0.4 }, { -1305.18,-393.48,36.69,76,4,"Loja de Armamentos",0.4 }, { -1118.80,2698.22,18.55,76,4,"Loja de Armamentos",0.4 }, { 2568.83,293.89,108.73,76,4,"Loja de Armamentos",0.4 }, { -3172.68,1087.10,20.83,76,4,"Loja de Armamentos",0.4 }, { 21.32,-1106.44,29.79,76,4,"Loja de Armamentos",0.4 }, { 811.19,-2157.67,29.61,76,4,"Loja de Armamentos",0.4 }, { -815.59,-182.16,37.56,71,4,"Salão de Beleza",0.5 }, { 139.21,-1708.96,29.30,71,4,"Salão de Beleza",0.5 }, { -1282.00,-1118.86,7.00,71,4,"Salão de Beleza",0.5 }, { 1934.11,3730.73,32.85,71,4,"Salão de Beleza",0.5 }, { 1211.07,-475.00,66.21,71,4,"Salão de Beleza",0.5 }, { -34.97,-150.90,57.08,71,4,"Salão de Beleza",0.5 }, { -280.37,6227.01,31.70,71,4,"Salão de Beleza",0.5 }, { -1213.44,-331.02,37.78,207,0,"Banco",0.5 }, { -351.59,-49.68,49.04,207,0,"Banco",0.5 }, { 235.12,216.84,106.28,207,0,"Banco",0.5 }, { 313.47,-278.81,54.17,207,0,"Banco",0.5 }, { 149.35,-1040.53,29.37,207,0,"Banco",0.5 }, { -2962.60,482.17,15.70,207,0,"Banco",0.5 }, { -112.81,6469.91,31.62,207,0,"Banco",0.5 }, { 1175.74,2706.80,38.09,207,0,"Banco",0.5 }, { 1322.64,-1651.97,52.27,75,4,"Tatuagens",0.4 }, { -1153.67,-1425.68,4.95,75,4,"Tatuagens",0.4 }, { 322.13,180.46,103.58,75,4,"Tatuagens",0.4 }, { -3170.07,1075.05,20.82,75,4,"Tatuagens",0.4 }, { 1864.63,3747.73,33.03,75,4,"Tatuagens",0.4 }, { -293.71,6200.04,31.48,75,4,"Tatuagens",0.4 }, { 336.96,176.14,103.16,135,4,"Cinema",0.4 }, { -1612.35,-1180.02,0.31,266,4,"Embarcações",0.5 }, { -1522.91,1501.84,110.65,266,4,"Embarcações",0.5 }, { 1336.21,4278.94,31.05,266,4,"Embarcações",0.5 }, { -183.69,795.89,197.35,266,4,"Embarcações",0.5 }, { -803.62,-224.19,37.23,225,4,"Concessionária",0.4 }, { -305.31,6118.07,31.5,225,4,"Concessionária",0.4 }, { -69.41,62.85,71.9,225,3,"Concessionária VIP",0.4 }, { 938.35,-969.75,39.8,402,17,"Mecânica",0.7 }, { 110.6,6625.94,31.79,402,17,"Mecânica",0.7 }, { 1769.07,3330.31,41.44,402,17,"Mecânica",0.7 }, { -70.93,-801.04,44.22,408,4,"Imobiliária",0.5 }, { -1194.45,-1189.33,7.69,408,4,"Escritório",0.5 }, { -1007.12,-486.67,39.97,408,4,"Escritório",0.5 }, { -1913.48,-574.11,11.43,408,4,"Escritório",0.5 }, { 242.99,-392.82,46.31,79,0,"Tribunal",0.4 }, { 1054.88,-501.88,62.96,120,0,"Bairro Lucas Samir",0.5 }, -- { 1874.57,276.49,165.53,84,59,"Vermelhos",0.5 }, -- { 1475.85,-112.63,142.86,84,46,"Amarelos",0.5 }, -- { 2070.16,-4.74,213.07,84,27,"Roxos",0.5 }, { -1816.72,-1193.83,14.30,68,13,"Central | Pescadores",0.5 }, { -1097.51,-2506.22,15.46,67,13,"Central | Carteiros",0.5 }, { -421.66,6137.39,31.88,67,13,"Central | Carteiros",0.5 }, { -349.84,-1569.79,25.22,318,13,"Central | Lixeiros",0.5 }, { 909.34,-177.30,74.21,198,13,"Central | Taxistas",0.5 }, { -33.23,6455.41,31.48,198,13,"Central | Taxistas",0.5 }, { 455.15,-601.45,28.53,513,13,"Central | Motoristas",0.5 }, { -199.97,6234.33,31.51,513,13,"Central | Motoristas",0.5 }, { 1218.74,-1266.87,36.42,285,13,"Central | Lenhadores",0.5 }, { 173.10,-26.04,68.34,499,13,"Central | Leiteiros",0.5 }, { -421.75,-2171.22,11.33,310,13,"Central | Contrabandistas",0.5 }, -- { -287.81,-1062.71,27.20,458,13,"Central | Assassinos",0.5 }, { -399.25,4711.35,264.88,442,13,"Central | Caçadores",0.5 }, { 1054.13,-1952.76,32.09,477,13,"Central | Mineradores",0.5 }, { 1240.15,-3173.54,7.10,477,13,"Central | Caminhoneiro",0.5 }, { 751.89,6458.85,31.53,479,13,"Central | Fazendeiros",0.5 }, { -741.05,5593.12,41.65,36,4,"Teleférico",0.5 }, { 562.38,2741.57,42.87,273,4,"PetShop",0.4 }, { -5853.25,1151.59,7.61,197,48,"Ilha dos Solteiros",0.5 }, { -658.1,-857.51,24.5,459,4,"Eletrônicos",0.6 }, { 93.28,-230.01,54.67,403,4,"Farmácia",0.6 }, } Citizen.CreateThread(function() for _,v in pairs(blips) do local blip = AddBlipForCoord(v[1],v[2],v[3]) SetBlipSprite(blip,v[4]) SetBlipAsShortRange(blip,true) SetBlipColour(blip,v[5]) SetBlipScale(blip,v[7]) BeginTextCommandSetBlipName("STRING") AddTextComponentString(v[6]) EndTextCommandSetBlipName(blip) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- TASERTIME ----------------------------------------------------------------------------------------------------------------------------------------- local tasertime = false Citizen.CreateThread(function() while true do Citizen.Wait(100) local ped = PlayerPedId() if IsPedBeingStunned(ped) then SetPedToRagdoll(ped,10000,10000,0,0,0,0) end if IsPedBeingStunned(ped) and not tasertime then tasertime = true SetTimecycleModifier("REDMIST_blend") ShakeGameplayCam("FAMILY5_DRUG_TRIP_SHAKE",1.0) elseif not IsPedBeingStunned(ped) and tasertime then tasertime = false SetTimeout(5000,function() SetTimecycleModifier("hud_def_desat_Trevor") SetTimeout(10000,function() SetTimecycleModifier("") SetTransitionTimecycleModifier("") StopGameplayCamShaking() end) end) end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- BLACKLIST WEAPONS ----------------------------------------------------------------------------------------------------------------------------------------- blackWeapons = { "WEAPON_PISTOL50", "WEAPON_SNSPISTOL_MK2", "WEAPON_HEAVYPISTOL", "WEAPON_FLAREGUN", "WEAPON_MARKSMANPISTOL", --"WEAPON_REVOLVER_MK2", "WEAPON_DOUBLEACTION", --"WEAPON_RAYPISTOL", "WEAPON_SMG_MK2", --"WEAPON_MACHINEPISTOL", "WEAPON_MINISMG", "WEAPON_RAYCARBINE", "WEAPON_PUMPSHOTGUN", "WEAPON_SAWNOFFSHOTGUN", "WEAPON_ASSAULTSHOTGUN", "WEAPON_BULLPUPSHOTGUN", "WEAPON_HEAVYSHOTGUN", "WEAPON_DBSHOTGUN", "WEAPON_AUTOSHOTGUN", "WEAPON_ASSAULTRIFLE_MK2", --"WEAPON_CARBINERIFLE_MK2", "WEAPON_ADVANCEDRIFLE", "WEAPON_SPECIALCARBINE", "WEAPON_SPECIALCARBINE_MK2", "WEAPON_BULLPUPRIFLE", "WEAPON_BULLPUPRIFLE_MK2", --"WEAPON_COMPACTRIFLE", "WEAPON_MG", "WEAPON_COMBATMG", "WEAPON_COMBATMG_MK2", "WEAPON_SNIPERRIFLE", "WEAPON_HEAVYSNIPER", --"WEAPON_HEAVYSNIPER_MK2", "WEAPON_MARKSMANRIFLE", "WEAPON_MARKSMANRIFLE_MK2", --"WEAPON_RPG", "WEAPON_GRENADELAUNCHER", "WEAPON_GRENADELAUNCHER_SMOKE", "WEAPON_MINIGUN", --"WEAPON_FIREWORK", "WEAPON_RAILGUN", "WEAPON_HOMINGLAUNCHER", "WEAPON_COMPACTLAUNCHER", "WEAPON_RAYMINIGUN", "WEAPON_GRENADE", --"WEAPON_BZGAS", "WEAPON_MOLOTOV", --"WEAPON_STICKYBOMB", "WEAPON_PROXMINE", "WEAPON_PIPEBOMB", --"WEAPON_BALL", --"WEAPON_SNOWBALL", "WEAPON_SMOKEGRENADE" } Citizen.CreateThread(function() while true do Citizen.Wait(1000) for k,v in ipairs(blackWeapons) do if GetSelectedPedWeapon(PlayerPedId()) == GetHashKey(v) then RemoveWeaponFromPed(PlayerPedId(),GetHashKey(v)) end end end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- DAMAGE WALK MODE ----------------------------------------------------------------------------------------------------------------------------------------- local hurt = false Citizen.CreateThread(function() while true do Citizen.Wait(500) local ped = PlayerPedId() if not IsEntityInWater(ped) then if GetEntityHealth(ped) <= 149 then setHurt() elseif hurt and GetEntityHealth(ped) >= 150 then setNotHurt() end end end end) function setHurt() hurt = true RequestAnimSet("move_m@injured") SetPedMovementClipset(PlayerPedId(),"move_m@injured",true) SetTimecycleModifier("damage") SetPlayerHealthRechargeMultiplier(PlayerId(),0.0) DisableControlAction(0,21) DisableControlAction(0,22) end function setNotHurt() hurt = false SetTimecycleModifier("") SetPlayerHealthRechargeMultiplier(PlayerId(),0.0) ResetPedMovementClipset(PlayerPedId(),0.0) ResetPedWeaponMovementClipset(PlayerPedId()) ResetPedStrafeClipset(PlayerPedId()) end ----------------------------------------------------------------------------------------------------------------------------------------- -- COOLDOWN BUNNYHOP ----------------------------------------------------------------------------------------------------------------------------------------- local bunnyhop = 0 Citizen.CreateThread(function() while true do Citizen.Wait(5000) if bunnyhop > 0 then bunnyhop = bunnyhop - 5 end end end) Citizen.CreateThread(function() while true do local ped = PlayerPedId() if IsPedJumping(ped) and bunnyhop <= 0 then bunnyhop = 5 end if bunnyhop > 0 then DisableControlAction(0,22,true) end Citizen.Wait(5) end end) ----------------------------------------------------------------------------------------------------------------------------------------- -- COOLDOWN MELEE COMBAT ----------------------------------------------------------------------------------------------------------------------------------------- local melee = 0 Citizen.CreateThread(function() while true do Citizen.Wait(3000) if melee > 0 then melee = melee - 3 end end end) Citizen.CreateThread(function() while true do Citizen.Wait(1) local ped = PlayerPedId() local x,y,z = table.unpack(GetEntityCoords(ped)) if GetSelectedPedWeapon(ped) == GetHashKey("WEAPON_UNARMED") then if IsShockingEventInSphere(112,x,y,z,1.0) then melee = 3 if melee > 0 then DisableControlAction(0,24,true) end end end end end)
object_tangible_item_beast_converted_gubbur_decoration = object_tangible_item_beast_shared_converted_gubbur_decoration:new { } ObjectTemplates:addTemplate(object_tangible_item_beast_converted_gubbur_decoration, "object/tangible/item/beast/converted_gubbur_decoration.iff")
local knife = game.Players:GetChildren() local people = game.Players:GetChildren() for i,v in pairs(knife) do if v.Backpack:FindFirstChild("Knife") then v.Backpack.Knife:Clone().Parent = game.Players.LocalPlayer.Backpack v.Backpack.Knife:Clone().Parent = game.Players.LocalPlayer.StarterGear end end local gun = game.Players:GetChildren() for i,v in pairs(gun) do if v.Backpack:FindFirstChild("Gun") then v.Backpack.Gun:Clone().Parent = game.Players.LocalPlayer.Backpack v.Backpack.Gun:Clone().Parent = game.Players.LocalPlayer.StarterGear end end for i,v in pairs(people) do if game.Players.LocalPlayer.StarterGear:FindFirstChild("Knife") then game.Players.LocalPlayer.StarterGear.Knife:Clone().Parent = v.Backpack end end
--[[CRQ: APPLINK-28163: [GENIVI] SDL must retrieve the value of 'menuIcon' and 'menuTitle' parameters from .ini file]] --[[Clarifications -- APPLINK-29383: Should SDL consider parameters menuIcon/MenuTitle as empty if they are missing in INI file -- APPLINK-29383 => APPLINK-13145 ]] --[[General Precondition: Update sdl_preloaded_pt.json to allow: SetGlobalProperties and ResetGlobalProperties]] --[[Testing coverage]] --APPLINK-20657: [ResetGlobalProperties] "MENUICON" reset --APPLINK-22707: [INI file] [ApplicationManager] MenuIcon --[[Tests: 001_ATF_P_menuIcon_absolute_path_INI -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = absolute path -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 002_ATF_P_menuIcon_relative_path_INI -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = relative path -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 003_ATF_P_menuIcon_absolute_path_INI_PrecSGP -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = absolute path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 004_ATF_P_menuIcon_relative_path_INI_PrecSGP -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = relative path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 005_ATF_P_menuIcon_relative_path_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = relative path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 006_ATF_P_menuIcon_absolute_path_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = absolute path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 007_ATF_P_menuIcon_relative_path_INI_PrecSGP_Resumption_MobileDisconnect -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = relative path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of mobile disconnect -> connect. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 008_ATF_P_menuIcon_absolute_path_INI_PrecSGP_Resumption_MobileDisconnect -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = absolute path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of mobile disconnect -> connect. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}) 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 019_ATF_P_menuIcon_empty_path_INI -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties() is received without parameter menuIcon 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 020_ATF_P_menuIcon_empty_path_INI_PrecSGP -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties() is received without parameter menuIcon 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 021_ATF_P_menuIcon_empty_path_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties() is received without parameter menuIcon 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 022_ATF_P_menuIcon_empty_path_INI_PrecSGP_Resumption_MobileDisconnect -- Precondition 1. Check that menuIcon exists in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) and check 3.1 UI.SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of mobile disconnect -> connect. => menuIcon is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON") and check: 1.1 UI.SetGlobalProperties() is received without parameter menuIcon 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. ]] --APPLINK-20656: [ResetGlobalProperties] "MENUNAME" reset --APPLINK-22706: [INI file] [ApplicationManager] MenuTitle --[[Tests: 009_ATF_P_menuTitle_INI -- Precondition 1. Check in INI file menuTitle = "MENU" -- Test 1. Send ResetGlobalProperties(properties = "MENUNAME") and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 010_ATF_P_menuTitle_INI_PrecSGP -- Precondition 1. Check in INI file menuTitle = "MENU" 2. Send SetGlobalProperties(menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title") 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUNAME") and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 011_ATF_P_menuTitle_INI_PrecSGP_Resumption -- Precondition 1. Check in INI file menuTitle = "MENU" 2. Send SetGlobalProperties(menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title") 3.2 TTS.SetGlobalProperties is not sent. 3. Perform resumption because of IGN_OFF -> IGN_ON. => menuTitle is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUNAME") and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 012_ATF_P_menuTitle_INI_PrecSGP_Resumption_MobileDisconnect -- Precondition 1. Check in INI file menuTitle = "MENU" 2. Send SetGlobalProperties(menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title") 3.2 TTS.SetGlobalProperties is not sent. 3. Perform resumption because of mobile disconnect->connect. => menuTitle is resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUNAME") and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. ]] --APPLINK-20657: [ResetGlobalProperties] "MENUICON" reset --APPLINK-22707: [INI file] [ApplicationManager] MenuIcon --APPLINK-20656: [ResetGlobalProperties] "MENUNAME" reset --APPLINK-22706: [INI file] [ApplicationManager] MenuTitle --[[Tests: 013_ATF_P_menuIcon_absolute_path_menuTitle_INI -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = absolute path -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 014_ATF_P_menuIcon_relative_path_menuTitle_INI -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = relative path -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 015_ATF_P_menuIcon_absolute_path_menuTitle_INI_PrecSGP -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = absolute path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 016_ATF_P_menuIcon_relative_path_menuTitle_INI_PrecSGP -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = relative path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 017_ATF_P_menuIcon_relative_path_menuTitle_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = relative path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuTitle and menuIcon are resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = relative path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 018_ATF_P_menuIcon_absolute_path_menuTitle_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = absolute path 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuTitle and menuIcon are resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuIcon = {imageType = "DYNAMIC", value = absolute path}, menuTitle = "MENU") 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 023_ATF_P_menuIcon_empty_path_menuTitle_INI -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU"), menuIcon is not sent. 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 024_ATF_P_menuIcon_empty_path_menuTitle_INI_PrecSGP -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU"), menuIcon is not sent. 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 025_ATF_P_menuIcon_empty_path_menuTitle_INI_PrecSGP_Resumption -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Perform resumption because of IGN_OFF -> IGN_ON. => menuTitle and menuIcon are resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU"), menuIcon is not sent. 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. 026_ATF_P_menuIcon_empty_path_menuTitle_INI_PrecSGP_Resumption_MobileDisconnect -- Precondition 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. 2. Update menuIcon = 3. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 3.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 3.2 TTS.SetGlobalProperties is not sent. 4. Disconnect mobile. Connect mobile => menuTitle and menuIcon are resumed -- Test 1. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 1.1 UI.SetGlobalProperties(menuTitle = "MENU"), menuIcon is not sent. 1.2 TTS.SetGlobalProperties is not sent. 1.3 OnHashChange is received. ]] --[[MANUAL test: [01][HP][MAN]_TC_MenuIcon_INI_file_Empty 1. Check that menuIcon exists and menuTitle = "MENU" in INI file. By default in INI file menuIcon = relative path; param_menuIcon = menuIcon 2. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 2.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 2.2 TTS.SetGlobalProperties is not sent. 3. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 3.1 UI.SetGlobalProperties ( menuTitle = "MENU", menuIcon = { imageType = "DYNAMIC", value = param_menuIcon}) 3.2 TTS.SetGlobalProperties is not sent. 3.3 MENU button is displayed with icon defined in param_menuIcon 4. IGN_OFF and update param_menuIcon = menuIcon = relative path. IGN_ON 5. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 5.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 5.2 TTS.SetGlobalProperties is not sent. 6. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 6.1 UI.SetGlobalProperties ( menuTitle = "MENU", menuIcon = { imageType = "DYNAMIC", value = param_menuIcon}) 6.2 TTS.SetGlobalProperties is not sent. 6.3 MENU button is displayed with icon defined in param_menuIcon 7. IGN_OFF and update menuIcon = empty. IGN_ON 8. Send SetGlobalProperties(menuIcon = { value = "action.png", imageType = "DYNAMIC" }, menuTitle = "Menu Title") and check 8.1 UI.SetGlobalProperties(menuTitle = "Menu Title", menuIcon = { value = "action.png", imageType = "DYNAMIC" }) 8.2 TTS.SetGlobalProperties is not sent. 9. Send ResetGlobalProperties(properties = "MENUICON", "MENUNAME" ) and check: 9.1 UI.SetGlobalProperties ( menuTitle = "MENU"), menuIcon is not sent. 9.2 TTS.SetGlobalProperties is not sent. 9.3 MENU button is displayed without any icon. ]]
local _, nCore = ... -- Forked from rVignette by zork - 2014 function nCore:VignetteAlert() local addon = CreateFrame("Frame") local function OnEvent(self, event, id) if not nCoreDB.VignetteAlert then return end if event == "VIGNETTE_MINIMAP_UPDATED" then if not id then return end self.vignettes = self.vignettes or {} if self.vignettes[id] then return end local vignetteInfo = C_VignetteInfo.GetVignetteInfo(id) if not vignetteInfo then return end local atlasInfo = C_Texture.GetAtlasInfo(vignetteInfo.atlasName) local left = atlasInfo.leftTexCoord * 256 local right = atlasInfo.rightTexCoord * 256 local top = atlasInfo.topTexCoord * 256 local bottom = atlasInfo.bottomTexCoord * 256 local str = "|TInterface\\MINIMAP\\ObjectIconsAtlas:0:0:0:0:256:256:"..(left)..":"..(right)..":"..(top)..":"..(bottom).."|t" if vignetteInfo.name ~= "Garrison Cache" and vignetteInfo.name ~= "Full Garrison Cache" and vignetteInfo.name ~= nil then RaidNotice_AddMessage(RaidWarningFrame, str.." "..vignetteInfo.name.." spotted!", ChatTypeInfo["RAID_WARNING"]) print(str.." "..vignetteInfo.name,"spotted!") self.vignettes[id] = true end end end -- Listen for vignette event. addon:RegisterEvent("VIGNETTE_MINIMAP_UPDATED") addon:SetScript("OnEvent", OnEvent) end
-- Copyright (C) 2018 jerrykuku <[email protected]> -- Licensed to the public under the GNU General Public License v3. module("luci.controller.vssr", package.seeall) function index() if not nixio.fs.access("/etc/config/vssr") then return end if nixio.fs.access("/usr/bin/ssr-redir") then entry({"admin", "vpn"}, firstchild(), "VPN", 45).dependent = false entry({"admin", "vpn", "vssr"}, alias("admin", "vpn", "vssr", "client"), _("Hello World"), 10).dependent = true -- 首页 entry({"admin", "vpn", "vssr", "client"}, cbi("vssr/client"), _("SSR Client"), 10).leaf = true -- 基本设置 entry({"admin", "vpn", "vssr", "servers"}, cbi("vssr/servers"), _("Node List"), 11).leaf = true -- 服务器节点 entry({"admin", "vpn", "vssr", "servers"}, arcombine(cbi("vssr/servers"), cbi("vssr/client-config")), _("Node List"), 11).leaf = true -- 编辑节点 entry({"admin", "vpn", "vssr", "subscription"},cbi("vssr/subscription"), _("Subscription"),12).leaf = true entry({"admin", "vpn", "vssr", "control"}, cbi("vssr/control"), _("Access Control"), 13).leaf = true -- 访问控制 entry({"admin", "vpn", "vssr", "servers-list"}, cbi("vssr/servers-list"), _("Severs Nodes"), 14).leaf = true entry({"admin", "vpn", "vssr", "appointlist"},form("vssr/appointlist"), _("Appointlist List"), 15).leaf = true entry({"admin", "vpn", "vssr", "udp2raw"},cbi("vssr/udp2raw"), _("udp2raw tunnel"),16).leaf = true entry({"admin", "vpn", "vssr", "advanced"}, cbi("vssr/advanced"), _("Advanced Settings"), 17).leaf = true -- 高级设置 elseif nixio.fs.access("/usr/bin/ssr-server") then entry({"admin", "vpn", "vssr"}, alias("admin", "vpn", "vssr", "server"), _("vssr"), 10).dependent = true else return end if nixio.fs.access("/usr/bin/ssr-server") then entry({"admin", "vpn", "vssr", "server"}, arcombine(cbi("vssr/server"), cbi("vssr/server-config")), _("SSR Server"), 20).leaf = true end entry({"admin", "vpn", "vssr", "status"},form("vssr/status"),_("Status"), 23).leaf = true entry({"admin", "vpn", "vssr", "log"}, cbi("vssr/log"), _("Log"), 30).leaf = true entry({"admin", "vpn", "vssr", "refresh"}, call("refresh_data")) -- 更新白名单和GFWLIST entry({"admin", "vpn", "vssr", "checkport"}, call("check_port")) -- 检测单个端口并返回Ping entry({"admin", "vpn", "vssr", "checkports"}, call("check_ports")) entry({"admin", "vpn", "vssr", "ping"}, call("act_ping")).leaf=true entry({"admin", "vpn", "vssr", "run"}, call("act_status")) -- 检测全局服务器状态 entry({"admin", "vpn", "vssr", "change"}, call("change_node")) -- 切换节点 entry({"admin", "vpn", "vssr", "allserver"}, call("get_servers")) -- 获取所有节点Json entry({"admin", "vpn", "vssr", "subscribe"}, call("get_subscribe")) -- 执行订阅 entry({"admin", "vpn", "vssr", "flag"}, call("get_flag")) -- 获取节点国旗 iso code entry({"admin", "vpn", "vssr", "ip"}, call("check_ip")) -- 获取ip情况 end -- 执行订阅 function get_subscribe() local cjson = require "cjson" local e = {} local uci = luci.model.uci.cursor() local auto_update = luci.http.formvalue("auto_update") local auto_update_time = luci.http.formvalue("auto_update_time") local proxy = luci.http.formvalue("proxy") local subscribe_url = luci.http.formvalue("subscribe_url") if subscribe_url ~= "[]" then local cmd1 = 'uci set vssr.@server_subscribe[0].auto_update="' .. auto_update .. '"' local cmd2 = 'uci set vssr.@server_subscribe[0].auto_update_time="' .. auto_update_time .. '"' local cmd3 = 'uci set vssr.@server_subscribe[0].proxy="' .. proxy .. '"' luci.sys.call('uci delete vssr.@server_subscribe[0].subscribe_url ') luci.sys.call(cmd1) luci.sys.call(cmd2) luci.sys.call(cmd3) for k, v in ipairs(cjson.decode(subscribe_url)) do luci.sys.call( 'uci add_list vssr.@server_subscribe[0].subscribe_url="' .. v .. '"') end luci.sys.call('uci commit vssr') luci.sys.call( "nohup /usr/bin/lua /usr/share/vssr/subscribe.lua >/www/check_update.htm 2>/dev/null &") e.error = 0 else e.error = 1 end luci.http.prepare_content("application/json") luci.http.write_json(e) end -- 获取所有节点 function get_servers() local uci = luci.model.uci.cursor() local server_table = {} uci:foreach("vssr", "servers", function(s) local e = {} e["name"] = s[".name"] local t1 = luci.sys.exec( "ping -c 1 -W 1 %q 2>&1 | grep -o 'time=[0-9]*.[0-9]' | awk -F '=' '{print$2}'" % s["server"]) e["t1"] = t1 table.insert(server_table, e) end) luci.http.prepare_content("application/json") luci.http.write_json(server_table) end -- 切换节点 function change_node() local e = {} local uci = luci.model.uci.cursor() local sid = luci.http.formvalue("set") local name = "" uci:foreach("vssr", "global", function(s) name = s[".name"] end) e.status = false e.sid = sid if sid ~= "" then uci:set("vssr", name, "global_server", sid) uci:commit("vssr") luci.sys.call("/etc/init.d/vssr restart") e.status = true end luci.http.prepare_content("application/json") luci.http.write_json(e) end -- 检测全局服务器状态 function act_status() math.randomseed(os.time()) local e = {} -- 全局服务器 e.global=luci.sys.call("ps -w | grep ssr-retcp | grep -v grep >/dev/null") == 0 --检测负载均衡状态 if tonumber(luci.sys.exec("ps -w | grep haproxy |grep -v grep| wc -l"))>0 then e.haproxy= true end --检测kcptun状态 if tonumber(luci.sys.exec("ps -w | grep kcptun-client |grep -v grep| wc -l"))>0 then e.kcptun= true end --检测HTTP代理状态 if luci.sys.call("pidof privoxy >/dev/null") == 0 then e.privoxy= true end --检测chinadns状态 if tonumber(luci.sys.exec("ps -w | grep chinadns |grep -v grep| wc -l"))>0 then e.chinadns= true elseif tonumber(luci.sys.exec("ps -w | grep dnsparsing |grep -v grep| wc -l"))>0 then e.chinadns= true elseif tonumber(luci.sys.exec("ps -w | grep dnscrypt-proxy |grep -v grep| wc -l"))>0 then e.chinadns= true elseif tonumber(luci.sys.exec("ps -w | grep pdnsd |grep -v grep| wc -l"))>0 then e.chinadns= true elseif tonumber(luci.sys.exec("ps -w | grep dnsforwarder |grep -v grep| wc -l"))>0 then e.chinadns= true end --检测SOCKS5状态 if tonumber(luci.sys.exec("ps -w | grep ssr-local |grep -v grep| wc -l"))>0 then e.SOCKS5= true elseif tonumber(luci.sys.exec("ps -w | grep ss-local |grep -v grep| wc -l"))>0 then e.SOCKS5= true elseif tonumber(luci.sys.exec("ps -w | grep v2-ssr-local |grep -v grep| wc -l"))>0 then e.SOCKS5= true elseif tonumber(luci.sys.exec("ps -w | grep trojan-ssr-local |grep -v grep| wc -l"))>0 then e.SOCKS5= true end --检测UDP2RAW状态 if tonumber(luci.sys.exec("ps -w | grep udp2raw |grep -v grep| wc -l"))>0 then e.udp2raw= true end --检测UDPspeeder状态 if tonumber(luci.sys.exec("ps -w | grep udpspeeder |grep -v grep| wc -l"))>0 then e.udpspeeder= true end --检测服务端状态 if tonumber(luci.sys.exec("ps -w | grep ssr-server |grep -v grep| wc -l"))>0 then e.server= true end if luci.sys.call("pidof ssr-server >/dev/null") == 0 then e.ssr_server= true end if luci.sys.call("pidof ss-server >/dev/null") == 0 then e.ss_server= true end if luci.sys.call("ps -w | grep trojan-server | grep -v grep >/dev/null") == 0 then e.trojan_server= true end if luci.sys.call("ps -w | grep v2ray-server | grep -v grep >/dev/null") == 0 then e.v2_server= true end -- 检测游戏模式状态 e.game = false if tonumber(luci.sys.exec("ps -w | grep ssr-reudp |grep -v grep| wc -l"))>0 then e.game= true else if tonumber(luci.sys.exec("ps -w | grep ssr-retcp |grep \"\\-u\"|grep -v grep| wc -l"))>0 then e.game= true end end -- 检测国外通道 --[[ http=require("socket.http") http.TIMEOUT = 1 result=http.request("http://ip111cn.appspot.com/?z="..math.random(1,100000)) if result then e.google = result else e.google = false end result1=http.request("http://45.32.164.128/ip.php?z="..math.random(1,100000)) if result1 then e.outboard = result1 else e.outboard = false end --]] -- 检测国内通道 e.baidu = false sret = luci.sys.call("/usr/bin/ssr-check www.baidu.com 80 3 1") if sret == 0 then e.baidu = true end -- 检测国外通道 e.google = false sret = luci.sys.call("/usr/bin/ssr-check www.google.com 80 3 1") if sret == 0 then e.google = true end -- 检测Socks5 if tonumber(luci.sys.exec("ps -w | grep ssr-local |grep -v grep| wc -l"))>0 then e.socks5 = true elseif tonumber(luci.sys.exec("ps -w | grep ss-local |grep -v grep| wc -l"))>0 then e.socks5 = true elseif tonumber(luci.sys.exec("ps -w | grep v2-ssr-local |grep -v grep| wc -l"))>0 then e.socks5 = true elseif tonumber(luci.sys.exec("ps -w | grep trojan-ssr-local |grep -v grep| wc -l"))>0 then e.socks5 = true end luci.http.prepare_content("application/json") luci.http.write_json(e) end function act_ping() local e = {} local domain = luci.http.formvalue("domain") local port = luci.http.formvalue("port") e.index = luci.http.formvalue("index") local iret = luci.sys.call(" ipset add ss_spec_wan_ac " .. domain .. " 2>/dev/null") local socket = nixio.socket("inet", "stream") socket:setopt("socket", "rcvtimeo", 3) socket:setopt("socket", "sndtimeo", 3) e.socket = socket:connect(domain, port) socket:close() e.ping = luci.sys.exec("ping -c 1 -W 1 %q 2>&1 | grep -o 'time=[0-9]*.[0-9]' | awk -F '=' '{print$2}'" % domain) if (iret == 0) then luci.sys.call(" ipset del ss_spec_wan_ac " .. domain) end luci.http.prepare_content("application/json") luci.http.write_json(e) end function check_status() local set ="/usr/bin/ssr-check www." .. luci.http.formvalue("set") .. ".com 80 3 1" sret=luci.sys.call(set) if sret== 0 then retstring ="0" else retstring ="1" end luci.http.prepare_content("application/json") luci.http.write_json({ ret=retstring }) end -- 刷新检测文件 function refresh_data() local set =luci.http.formvalue("set") local icount =0 if set == "gfw_data" then if nixio.fs.access("/usr/bin/wget-ssl") then refresh_cmd="wget-ssl --no-check-certificate https://cdn.jsdelivr.net/gh/gfwlist/gfwlist/gfwlist.txt -O /tmp/gfw.b64" else refresh_cmd="wget -O /tmp/gfw.b64 http://iytc.net/tools/list.b64" end sret=luci.sys.call(refresh_cmd .. " 2>/dev/null") if sret== 0 then luci.sys.call("/usr/bin/vssr-gfw") icount = luci.sys.exec("cat /tmp/gfwnew.txt | wc -l") if tonumber(icount)>1000 then oldcount=luci.sys.exec("cat /etc/dnsmasq.ssr/gfw_list.conf | wc -l") if tonumber(icount) ~= tonumber(oldcount) then luci.sys.exec("cp -f /tmp/gfwnew.txt /etc/dnsmasq.ssr/gfw_list.conf") retstring=tostring(math.ceil(tonumber(icount)/2)) else retstring ="0" end else retstring ="-1" end luci.sys.exec("rm -f /tmp/gfwnew.txt ") else retstring ="-1" end elseif set == "ip_data" then if (luci.model.uci.cursor():get_first('vssr', 'global', 'chnroute', '0') == '1') then refresh_cmd="wget-ssl --no-check-certificate -O - " .. luci.model.uci.cursor():get_first('vssr', 'global', 'chnroute_url', 'https://pexcn.me/daily/chnroute/chnroute.txt') .. ' > /tmp/china_ssr.txt 2>/dev/null' else refresh_cmd="wget -O- 'http://ftp.apnic.net/apnic/stats/apnic/delegated-apnic-latest' 2>/dev/null| awk -F\\| '/CN\\|ipv4/ { printf(\"%s/%d\\n\", $4, 32-log($5)/log(2)) }' > /tmp/china_ssr.txt" end sret=luci.sys.call(refresh_cmd) icount = luci.sys.exec("cat /tmp/china_ssr.txt | wc -l") if sret== 0 and tonumber(icount)>1000 then oldcount=luci.sys.exec("cat /etc/china_ssr.txt | wc -l") if tonumber(icount) ~= tonumber(oldcount) then luci.sys.exec("cp -f /tmp/china_ssr.txt /etc/china_ssr.txt") retstring=tostring(tonumber(icount)) else retstring ="0" end else retstring ="-1" end luci.sys.exec("rm -f /tmp/china_ssr.txt ") else if nixio.fs.access("/usr/bin/wget-ssl") then refresh_cmd="wget-ssl --no-check-certificate -O - ".. luci.model.uci.cursor():get_first('vssr', 'global', 'adblock_url','https://easylist-downloads.adblockplus.org/easylistchina+easylist.txt') .." > /tmp/adnew.conf" end sret=luci.sys.call(refresh_cmd .. " 2>/dev/null") if sret== 0 then luci.sys.call("/usr/bin/vssr-ad") icount = luci.sys.exec("cat /tmp/ad.conf | wc -l") if tonumber(icount)>1000 then if nixio.fs.access("/etc/dnsmasq.ssr/ad.conf") then oldcount=luci.sys.exec("cat /etc/dnsmasq.ssr/ad.conf | wc -l") else oldcount=0 end if tonumber(icount) ~= tonumber(oldcount) then luci.sys.exec("cp -f /tmp/ad.conf /etc/dnsmasq.ssr/ad.conf") retstring=tostring(math.ceil(tonumber(icount))) if oldcount==0 then luci.sys.call("/etc/init.d/dnsmasq restart") end else retstring ="0" end else retstring ="-1" end luci.sys.exec("rm -f /tmp/ad.conf") else retstring ="-1" end end luci.http.prepare_content("application/json") luci.http.write_json({ ret=retstring ,retcount=icount}) end -- 检测所有服务器 function check_ports() local set = "" local retstring = "<br /><br />" local s local server_name = "" local vssr = "vssr" local uci = luci.model.uci.cursor() local iret = 1 uci:foreach( vssr, "servers", function(s) if s.alias then server_name = s.alias elseif s.server and s.server_port then server_name = "%s:%s" % {s.server, s.server_port} end iret = luci.sys.call(" ipset add ss_spec_wan_ac " .. s.server .. " 2>/dev/null") socket = nixio.socket("inet", "stream") socket:setopt("socket", "rcvtimeo", 3) socket:setopt("socket", "sndtimeo", 3) ret = socket:connect(s.server, s.server_port) if tostring(ret) == "true" then socket:close() retstring = retstring .. "<font color='green'>[" .. server_name .. "] OK.</font><br />" else retstring = retstring .. "<font color='red'>[" .. server_name .. "] Error.</font><br />" end if iret == 0 then luci.sys.call(" ipset del ss_spec_wan_ac " .. s.server) end end ) luci.http.prepare_content("application/json") luci.http.write_json({ret = retstring}) end -- 检测单个节点状态并返回连接速度 function check_port() local e = {} -- e.index=luci.http.formvalue("host") local t1 = luci.sys.exec( "ping -c 1 -W 1 %q 2>&1 | grep -o 'time=[0-9]*.[0-9]' | awk -F '=' '{print$2}'" % luci.http.formvalue("host")) luci.http.prepare_content("application/json") luci.http.write_json({ret = 1, used = t1}) end function JudgeIPString(ipStr) if type(ipStr) ~= "string" then return false end -- 判断长度 local len = string.len(ipStr) if len < 7 or len > 15 then -- 长度不对 return false end -- 判断出现的非数字字符 local point = string.find(ipStr, "%p", 1) -- 字符"."出现的位置 local pointNum = 0 -- 字符"."出现的次数 正常ip有3个"." while point ~= nil do if string.sub(ipStr, point, point) ~= "." then -- 得到非数字符号不是字符"." return false end pointNum = pointNum + 1 point = string.find(ipStr, "%p", point + 1) if pointNum > 3 then return false end end if pointNum ~= 3 then -- 不是正确的ip格式 return false end -- 判断数字对不对 local num = {} for w in string.gmatch(ipStr, "%d+") do num[#num + 1] = w local kk = tonumber(w) if kk == nil or kk > 255 then -- 不是数字或超过ip正常取值范围了 return false end end if #num ~= 4 then -- 不是4段数字 return false end return ipStr end -- 检测 当前节点ip 和 网站访问情况 function check_ip() local e = {} http = require("socket.http") http.TIMEOUT = 1 result = luci.sys.exec("curl -s https://api.ip.sb/ip") if JudgeIPString(result) then local cmd = '/usr/share/vssr/getip.sh '..result e.outboard = result e.outboardip = luci.sys.exec(cmd) else e.outboard = false end -- 检测国内通道 e.baidu = false sret1 = luci.sys.call("/usr/bin/ssr-check www.baidu.com 80 3 1") if sret1 == 0 then e.baidu = true end e.taobao = false sret2 = luci.sys.call("/usr/bin/ssr-check www.taobao.com 80 3 1") if sret2 == 0 then e.taobao = true end -- 检测国外通道 e.google = false sret3 = luci.sys.call("/usr/bin/ssr-check www.google.com 80 3 1") if sret3 == 0 then e.google = true end e.youtube = false sret4 = luci.sys.call("/usr/bin/ssr-check www.youtube.com 80 3 1") if sret4 == 0 then e.youtube = true end luci.http.prepare_content("application/json") luci.http.write_json(e) end -- 获取节点国旗 iso code function get_flag() local e = {} local host = luci.http.formvalue("host") local remark = luci.http.formvalue("remark") local cmd1 = '/usr/share/vssr/getflag.sh "' .. remark .. '" ' .. host e.host = host e.flag = luci.sys.exec(cmd1) luci.http.prepare_content("application/json") luci.http.write_json(e) end
local i; local rtWidth; local rtHeight; -- Positive FileWriteLineFast("test/output.txt", "Positive test", FM_WRITE); ScreenInit(640, 480, false, "Font test"); TextureInit(IKDM_SMALL, 32); TtfInit(IKDM_SMALL, 32); PrimitiveInit(); TimerInit(); SpriteInit(IKDM_SMALL, 32); FontInit(IKDM_SMALL, 32); local ttf = TtfLoad("test/media/Vera.ttf"); TtfSetSizes(ttf, 24, 24); local font = FontCacheTtf("Font", ttf, 1); rtWidth = FontGetStringWidth(font, "Hello World"); rtHeight = FontGetHeight(font); FileWriteLineFast("test/output.txt", "rtWidth: " .. rtWidth, FM_APPEND); FileWriteLineFast("test/output.txt", "rtHeight: " .. rtHeight, FM_APPEND); for i = 0, 60, 1 do TimerStart(); PrimitiveFill_c(0x000000); FontDrawString_f(font, 32, 32, "Hello World"); ScreenFlip(); TimerDelayForFPS(30); end; for i = 0, FontGetAtlasesCount(font) - 1, 1 do local sprite = FontGetAtlasSprite(font, i); if sprite ~= 0 then local texture = SpriteGetTexture(sprite); TextureSave(texture, "test/output_" .. i .. ".png"); end; end; TtfFree(ttf); FontFree(font); local sprMbf_00 = SpriteLoad("test/media/mbf_big_00.png", 10, 12, 16, 16, 256, 0, 0); local sprMbf_04 = SpriteLoad("test/media/mbf_big_04.png", 10, 12, 16, 16, 256, 0, 0); local fontMbf = FontCreate("MBF", 5); FontAddAtlas(fontMbf, sprMbf_00, 0); FontAddAtlas(fontMbf, sprMbf_00, 4); rtWidth = FontGetStringWidth(font, "Hello World"); rtHeight = FontGetHeight(font); FileWriteLineFast("test/output.txt", "rtWidth: " .. rtWidth, FM_APPEND); FileWriteLineFast("test/output.txt", "rtHeight: " .. rtHeight, FM_APPEND); for i = 0, 60, 1 do TimerStart(); PrimitiveFill_c(0x000000); FontDrawString_f(fontMbf, 32, 32, "Hello World"); ScreenFlip(); TimerDelayForFPS(30); end; FontFree(fontMbf); --TextureFree(renderedText); --FontSetTtfOutline(ttf, 4); --rtWidth = FontGetStringWidth(ttf, "Hello World"); --rtHeight = FontGetHeight(ttf); --renderedText = TextureCreate("rendered text texture", rtWidth, rtHeight); --FontRenderTtfString(ttf, renderedText, 0xFF, 0x00, 0x00, "Hello World"); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- TextureBlit_f(renderedText, 32, 32); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; --TextureFree(renderedText); --FontSetTtfOutline(ttf, 0); --FontSetTtfStyle(ttf, FS_BOLD); --rtWidth = FontGetStringWidth(ttf, "Hello World"); --rtHeight = FontGetHeight(ttf); --renderedText = TextureCreate("rendered text texture", rtWidth, rtHeight); --FontRenderTtfString(ttf, renderedText, 0xFF, 0x00, 0x00, "Hello World"); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- TextureBlit_f(renderedText, 32, 32); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; --TextureFree(renderedText); --FontSetTtfStyle(ttf, FS_ITALIC); --rtWidth = FontGetStringWidth(ttf, "Hello World"); --rtHeight = FontGetHeight(ttf); --renderedText = TextureCreate("rendered text texture", rtWidth, rtHeight); --FontRenderTtfString(ttf, renderedText, 0xFF, 0x00, 0x00, "Hello World"); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- TextureBlit_f(renderedText, 32, 32); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; --TextureFree(renderedText); --FontSetTtfStyle(ttf, FS_UNDERLINE); --rtWidth = FontGetStringWidth(ttf, "Hello World"); --rtHeight = FontGetHeight(ttf); --renderedText = TextureCreate("rendered text texture", rtWidth, rtHeight); --FontRenderTtfString(ttf, renderedText, 0xFF, 0x00, 0x00, "Hello World"); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- TextureBlit_f(renderedText, 32, 32); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; --TextureFree(renderedText); --FontSetTtfStyle(ttf, FS_STRIKETHROUGH); --rtWidth = FontGetStringWidth(ttf, "Hello World"); --rtHeight = FontGetHeight(ttf); --renderedText = TextureCreate("rendered text texture", rtWidth, rtHeight); --FontRenderTtfString(ttf, renderedText, 0xFF, 0x00, 0x00, "Hello World"); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- TextureBlit_f(renderedText, 32, 32); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; FontFree(ttf); --local mbf_big_00 = TextureLoad("test/media/mbf_big_00.png"); --local mbf_big_04 = TextureLoad("test/media/mbf_big_04.png"); --local mbf = FontCreateMbf("MBF font", 5, 10, 12); --FontAddMbfTextureTable(mbf, mbf_big_00, 0); --FontAddMbfTextureTable(mbf, mbf_big_04, 4); --for i = 0, 60, 1 do -- TimerStart(); -- PrimitiveFill_c(0x000000); -- FontDrawMbfString_f(mbf, 32, 32, "Hello World"); -- FontDrawMbfString_f(mbf, 32, 64, "Привет мир"); -- ScreenFlip(); -- TimerDelayForFPS(30); --end; --FontFree(mbf); --TextureFree(mbf_big_00); --TextureFree(mbf_big_04);
return { Janitor = { URL = "https://raw.githubusercontent.com/RoStrap/Events/master/Janitor.lua"; Documentation = "https://rostrap.github.io/Libraries/Events/Janitor/"; ParentFolderPath = "Events"; }; Signal = { URL = "https://raw.githubusercontent.com/RoStrap/Events/master/Signal.lua"; Documentation = "https://rostrap.github.io/Libraries/Events/Signal/"; ParentFolderPath = "Events"; }; ReplicatedValue = { URL = "https://raw.githubusercontent.com/RoStrap/Events/master/ReplicatedValue.lua"; Documentation = "https://rostrap.github.io/Libraries/Events/ReplicatedValue/"; ParentFolderPath = "Events"; }; Keys = { URL = "https://raw.githubusercontent.com/RoStrap/Input/master/Keys.lua"; Documentation = "https://rostrap.github.io/Libraries/Input/Keys/"; ParentFolderPath = "Input"; }; Enumeration = { URL = "https://raw.githubusercontent.com/RoStrap/Classes/master/Enumeration.lua"; Documentation = "https://rostrap.github.io/Libraries/Classes/Enumeration"; ParentFolderPath = "Classes"; }; PseudoInstance = { URL = "https://raw.githubusercontent.com/RoStrap/Classes/master/PseudoInstance.lua"; Documentation = "https://rostrap.github.io/Libraries/Classes/PseudoInstance/"; ParentFolderPath = "Classes"; }; ReplicatedPseudoInstance = { URL = "https://raw.githubusercontent.com/RoStrap/Classes/master/ReplicatedPseudoInstance.lua"; Documentation = "https://rostrap.github.io/Libraries/Classes/ReplicatedPseudoInstance/"; ParentFolderPath = "Classes"; }; Sentry = { URL = "https://github.com/RoStrap/Sentry"; Documentation = "https://rostrap.github.io/Libraries/Sentry/"; }; Bezier = { URL = "https://raw.githubusercontent.com/RoStrap/Interpolation/master/Bezier.lua"; Documentation = "https://rostrap.github.io/Libraries/Interpolation/Bezier/"; ParentFolderPath = "Interpolation"; }; EasingFunctions = { URL = "https://raw.githubusercontent.com/RoStrap/Interpolation/master/EasingFunctions.lua"; Documentation = "https://rostrap.github.io/Libraries/Interpolation/EasingFunctions/"; ParentFolderPath = "Interpolation"; }; Lerps = { URL = "https://raw.githubusercontent.com/RoStrap/Interpolation/master/Lerps.lua"; Documentation = "https://rostrap.github.io/Libraries/Interpolation/Lerps/"; ParentFolderPath = "Interpolation"; }; Tween = { URL = "https://raw.githubusercontent.com/RoStrap/Interpolation/master/Tween.lua"; Documentation = "https://rostrap.github.io/Libraries/Interpolation/Tween/"; ParentFolderPath = "Interpolation"; }; Array = { URL = "https://raw.githubusercontent.com/RoStrap/DataTypes/master/Array.lua"; Documentation = "https://rostrap.github.io/Libraries/DataTypes/Array/"; ParentFolderPath = "DataTypes"; }; --[[ HTMLParser = { URL = "https://raw.githubusercontent.com/RoStrap/DataTypes/master/HTMLParser.lua"; Documentation = "https://rostrap.github.io/Libraries/DataTypes/HTMLParser/"; ParentFolderPath = "DataTypes"; }; --]] SortedArray = { URL = "https://raw.githubusercontent.com/RoStrap/DataTypes/master/SortedArray.lua"; Documentation = "https://rostrap.github.io/Libraries/DataTypes/SortedArray/"; ParentFolderPath = "DataTypes"; }; Table = { URL = "https://raw.githubusercontent.com/RoStrap/DataTypes/master/Table.lua"; Documentation = "https://rostrap.github.io/Libraries/DataTypes/Table/"; ParentFolderPath = "DataTypes"; }; BigNum = { URL = "https://raw.githubusercontent.com/RoStrap/Math/master/BigNum.lua"; Documentation = "https://rostrap.github.io/Libraries/Math/BigNum/"; ParentFolderPath = "Math"; }; Leveler = { URL = "https://raw.githubusercontent.com/RoStrap/Math/master/Leveler.lua"; Documentation = "https://rostrap.github.io/Libraries/Math/Leveler/"; ParentFolderPath = "Math"; }; Normal = { URL = "https://raw.githubusercontent.com/RoStrap/Math/master/Normal.lua"; Documentation = "https://rostrap.github.io/Libraries/Math/Normal/"; ParentFolderPath = "Math"; }; Spring = { URL = "https://raw.githubusercontent.com/RoStrap/Math/master/Spring.lua"; Documentation = "https://rostrap.github.io/Libraries/Math/Spring/"; ParentFolderPath = "Math"; }; WeightedProbabilityFunction = { URL = "https://raw.githubusercontent.com/RoStrap/Math/master/WeightedProbabilityFunction.lua"; Documentation = "https://rostrap.github.io/Libraries/Math/WeightedProbabilityFunction/"; ParentFolderPath = "Math"; }; FastSpawn = { URL = "https://raw.githubusercontent.com/RoStrap/Helper/master/FastSpawn.lua"; Documentation = "https://rostrap.github.io/Libraries/Helper/FastSpawn/"; ParentFolderPath = "Helper"; }; Make = { URL = "https://raw.githubusercontent.com/RoStrap/Helper/master/Make.lua"; Documentation = "https://rostrap.github.io/Libraries/Helper/Make/"; ParentFolderPath = "Helper"; }; Date = { URL = "https://raw.githubusercontent.com/RoStrap/Time/master/Date.lua"; Documentation = "https://rostrap.github.io/Libraries/Time/Date/"; ParentFolderPath = "Time"; }; SyncedPoller = { URL = "https://raw.githubusercontent.com/RoStrap/Time/master/SyncedPoller.lua"; Documentation = "https://rostrap.github.io/Libraries/Time/SyncedPoller/"; ParentFolderPath = "Time"; }; ConditionalPoller = { URL = "https://raw.githubusercontent.com/RoStrap/Time/master/ConditionalPoller.lua"; Documentation = "https://rostrap.github.io/Libraries/Time/ConditionalPoller/"; ParentFolderPath = "Time"; }; Debug = { URL = "https://raw.githubusercontent.com/RoStrap/Debugging/master/Debug.lua"; Documentation = "https://rostrap.github.io/Libraries/Debugging/Debug/"; ParentFolderPath = "Debugging"; }; Typer = { URL = "https://raw.githubusercontent.com/RoStrap/Debugging/master/Typer.lua"; Documentation = "https://rostrap.github.io/Libraries/Debugging/Typer/"; ParentFolderPath = "Debugging"; }; AsymmetricTransformation = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/AsymmetricTransformation.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/AsymmetricTransformation/"; ParentFolderPath = "RoStrapUI"; }; Checkbox = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Checkbox.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Checkbox/"; ParentFolderPath = "RoStrapUI"; }; ChoiceDialog = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/ChoiceDialog.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/ChoiceDialog/"; ParentFolderPath = "RoStrapUI"; }; ConfirmationDialog = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/ConfirmationDialog.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/ConfirmationDialog/"; ParentFolderPath = "RoStrapUI"; }; Color = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Color.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Color/"; ParentFolderPath = "RoStrapUI"; }; Radio = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Radio.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Radio/"; ParentFolderPath = "RoStrapUI"; }; RadioGroup = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/RadioGroup.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/RadioGroup/"; ParentFolderPath = "RoStrapUI"; }; RippleButton = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/RippleButton.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/RippleButton/"; ParentFolderPath = "RoStrapUI"; }; Rippler = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Rippler.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Rippler/"; ParentFolderPath = "RoStrapUI"; }; RoStrapPriorityUI = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/RoStrapPriorityUI.lua"; Documentation = "WIP"; ParentFolderPath = "RoStrapUI"; }; SelectionController = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/SelectionController.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/SelectionController/"; ParentFolderPath = "RoStrapUI"; }; Shadow = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Shadow.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Shadow/"; ParentFolderPath = "RoStrapUI"; }; Snackbar = { URL = "https://raw.githubusercontent.com/RoStrap/RoStrapUI/master/Snackbar.lua"; Documentation = "https://rostrap.github.io/Libraries/RoStrapUI/Snackbar/"; ParentFolderPath = "RoStrapUI"; }; Try = { URL = "Validark/RBX-Try-Library/tree/patch-4"; Description = "An asynchronous pcall-wrapper for interdependent error-prone functions"; }; EvLightning = { URL = "evaera/EvLightning"; Description = "Realistic-looking lightning bolt generator"; Documentation = "https://github.com/evaera/EvLightning/blob/master/README.md"; }; RadialImage = { URL = "evaera/RadialSpriteSheetGenerator/blob/master/roblox/RadialImage.lua"; Description = "A library which displays radial progress indicators using a sprite sheet generated by a nifty tool"; Documentation = "https://github.com/evaera/RadialSpriteSheetGenerator/blob/master/README.md"; }; DataStoreService = { URL = "buildthomas/MockDataStoreService/tree/master/lib"; Description = "An implementation of DataStoreService in Lua for use in Studio"; Documentation = "https://github.com/buildthomas/MockDataStoreService/blob/master/README.md"; }; Promise = { URL = "evaera/roblox-lua-promise/tree/master/lib"; Description = "An implementation of Promise similar to Promise/A+"; Documentation = "https://eryn.io/roblox-lua-promise/"; }; Cmdr = { URL = "evaera/Cmdr"; Description = "A fully extensible and type-safe admin-commands console"; Documentation = "https://github.com/evaera/Cmdr/blob/master/README.md"; ParentFolderPath = "Cmdr.Server"; -- Dot separated directory within Repository.Packages into which Cmdr will be installed }; -- Succeeded by Rocs. --[[ Aurora = { URL = "evaera/Aurora/tree/master/lib"; Description = "A library that can manage status effects (known as \"Auras\") in your Roblox game"; Documentation = "https://github.com/evaera/Aurora/blob/master/README.md"; }; ]] Roact = { URL = "Roblox/roact/tree/master/src"; Description = "A declarative UI library similar to Facebook's React"; Documentation = "https://roblox.github.io/roact/"; }; Rodux = { URL = "Roblox/rodux/tree/master/src"; Description = "A state management library inspired by Redux"; Documentation = "https://roblox.github.io/rodux/"; }; ["Roact-Rodux"] = { URL = "Roblox/roact-rodux/tree/master/src"; Description = "An ergonomic binding between Roact and Rodux"; Documentation = "https://roblox.github.io/roact-rodux/"; }; Replica = { URL = "headjoe3/Replica/tree/master/Replica"; Description = "An easily controllable Server/Client data replication library"; Documentation = "https://github.com/headjoe3/Replica/blob/master/README.md"; }; Rocrastinate = { URL = "headjoe3/Rocrastinate/tree/master/Rocrastinate"; Description = "A React/Redux-like state management and view library optimized for Roblox"; Documentation = "https://github.com/headjoe3/Rocrastinate/blob/master/docs/1-1-introduction.md"; }; DataStore2 = { URL = "Kampfkarren/Roblox/tree/master/DataStore2"; Description = "DataStore2 is a simple to use data store system that caches, leading to significantly faster performance over traditional data stores"; Documentation = "https://kampfkarren.github.io/Roblox/"; }; /* ContextControls = { URL = "vocksel/ContextControls/tree/master/lib"; Description = "Wrapper for ContextActionService with easy mobile button support"; Documentation = "https://github.com/vocksel/ContextControls/blob/master/README.md"; }; */ t = { URL = "osyrisrblx/t/tree/master/lib"; Description = "A module which allows you to create type definitions to check values against"; Documentation = "https://github.com/osyrisrblx/t/blob/master/README.md"; }; Tag = { URL = "vocksel/Tag/tree/master/lib"; Description = "Class to make tagging instances easy and typesafe"; Documentation = "https://github.com/vocksel/Tag/blob/master/README.md"; }; TestEZ = { URL = "Roblox/testez/tree/master/src"; Description = "BDD-style test and assertion library for Roblox Lua"; Documentation = "https://roblox.github.io/testez/"; }; CameraShaker = { URL = "Sleitnick/RbxCameraShaker/tree/master/src/CameraShaker"; Description = "Camera shake effects for Roblox games"; Documentation = "https://github.com/Sleitnick/RbxCameraShaker/blob/master/README.md"; }; Rocs = { URL = "rocs-rbx/Rocs/tree/master/lib"; Description = "Roblox Component System"; Documentation = "https://rocs-rbx.github.io/Rocs/#rocs"; }; Scheduler = { URL = "howmanysmall/Scheduler/tree/master/src"; Description = "A RunService.Heartbeat alternative to Roblox functions that use the legacy scheduler"; Documentation = "https://github.com/howmanysmall/Scheduler/blob/master/README.md"; }; }
--[[ JpegTran.lua Represents jpegtran command-line utility. --]] local JpegTran, dbg, dbgf = ExternalApp:newClass{ className = 'JpegTran', register = true } --- Constructor for extending class. -- function JpegTran:newClass( t ) return ExternalApp.newClass( self, t ) end --- Constructor for new instance. -- -- @usage pass pref-name, win-exe-name, or mac-pathed-name, if desired, else rely on defaults (but know what they are - see code). -- function JpegTran:new( t ) t = t or {} t.name = t.name or "JpegTran" t.prefName = t.prefName or 'jpegTranApp' -- same pref-name for win & mac. t.winExeName = t.winExeName or "jpegtran.exe" -- if included with plugin - may not be. t.macAppName = t.macAppName or "jpegtran" -- ###1 if included with plugin, also: pre-requisite condition for mac-default-app-path to be used instead of mac-pathed-name, if present on system. t.winDefaultExePath = nil -- is there a default path? (doesn't matter - it's always built in). t.macDefaultAppPath = "/usr/local/bin/jpegtran" t.winPathedName = nil -- pathed access to converter not supported on Windows. t.macPathedName = nil -- ditto local o = ExternalApp.new( self, t ) return o end return JpegTran
function fibonacci_search(arr, x, n) local fib2 = 0 local fib1 = 1 local fibM = fib2 + fib1 while fibM < n do fib2 = fib1 fib1 = fibM fibM = fib2 + fib1 end local offset = -1 while fibM > 1 do local i = math.min(offset + fib2, n - 1) if arr[i] < x then fibM = fib1 fib1 = fib2 fib2 = fibM - fib1 offset = i elseif (arr[i] > x) then fibM = fib2 fib1 = fib1 - fib2 fib2 = fibM - fib1 else return i end end if fib1 == 1 and arr[offset + 1] == x then return offset + 1 end return - 1 end --test arr = {10, 22, 35, 40, 45, 50, 80, 82, 85, 90, 100} x = 85 n = 11 --array lenght print("values: 10, 22, 35, 40, 45, 50, 80, 82, 85, 90, 100") print("wanted value: " .. x ) print("value found at index: " .. fibonacci_search(arr, x, n))
local mod = DBM:NewMod(1783, "DBM-BrokenIsles", nil, 822) local L = mod:GetLocalizedStrings() mod:SetRevision(("$Revision: 17077 $"):sub(12, -3)) mod:SetCreatureID(110321) mod:SetEncounterID(1950) mod:SetReCombatTime(20) mod:SetZone() --mod:SetMinSyncRevision(11969) mod:RegisterCombat("combat") mod:RegisterEventsInCombat( "SPELL_CAST_START 219349", "SPELL_CAST_SUCCESS 219861", "SPELL_AURA_APPLIED 219591 219865" ) local warnCorrodingSpray = mod:NewCastAnnounce(219349, 2, nil, nil, "Tank") local warnWebWrap = mod:NewTargetAnnounce(219865, 2) local specWarnFoundation = mod:NewSpecialWarningSpell(219591) local specWarnWebWrap = mod:NewSpecialWarningSwitch(219865, "Dps")--Overkill? maybe just melee or just ranged or off by default local timerCorrodingSprayCD = mod:NewCDTimer(23.2, 219349, nil, nil, nil, 5, nil, DBM_CORE_TANK_ICON) local timerFoundatoinCD = mod:NewAITimer(90, 219591, nil, nil, nil, 6) local timerWebWrapCD = mod:NewCDTimer(36.9, 219865, nil, nil, nil, 3) --mod:AddReadyCheckOption(37460, false) function mod:OnCombatStart(delay, yellTriggered) if yellTriggered then end end function mod:OnCombatEnd() end function mod:SPELL_CAST_START(args) local spellId = args.spellId if spellId == 219349 then warnCorrodingSpray:Show() timerCorrodingSprayCD:Start() end end function mod:SPELL_CAST_SUCCESS(args) local spellId = args.spellId if spellId == 219861 then specWarnWebWrap:Show() timerWebWrapCD:Start() end end function mod:SPELL_AURA_APPLIED(args) local spellId = args.spellId if spellId == 219591 then specWarnFoundation:Show() -- specWarnFoundation:Play("") timerFoundatoinCD:start() elseif spellId == 219865 then warnWebWrap:CombinedShow(0.3, args.destName) end end
local allowCountdown = false function onStartCountdown() if not allowCountdown and isStoryMode and not seenCutscene then --Block the first countdown allowCountdown = true; return Function_Stop; end return Function_Continue; end function onCreate() setPropertyFromClass('GameOverSubstate', 'characterName', 'Majinbf'); --Character json file for the death animation setPropertyFromClass('GameOverSubstate', 'deathSoundName', 'fnf_loss_sfx'); --put in mods/sounds/ setPropertyFromClass('GameOverSubstate', 'loopSoundName', ''); --put in mods/music/ setPropertyFromClass('GameOverSubstate', 'endSoundName', 'gameOverEnd'); --put in mods/music/ end
remote = require 'net.box' fiber = require 'fiber' test_run = require('test_run').new() LISTEN = require('uri').parse(box.cfg.listen) space = box.schema.space.create('net_box_test_space') index = space:create_index('primary', { type = 'tree' }) box.schema.user.grant('guest', 'read,write', 'space', 'net_box_test_space') box.schema.user.grant('guest', 'execute', 'universe') cn = remote.connect(box.cfg.listen) cn.space[space.id] ~= nil cn.space.net_box_test_space ~= nil cn.space.net_box_test_space ~= nil cn.space.net_box_test_space.index ~= nil cn.space.net_box_test_space.index.primary ~= nil cn.space.net_box_test_space.index[space.index.primary.id] ~= nil cn.space.net_box_test_space:insert{234, 1,2,3} cn.space.net_box_test_space:replace{354, 1,2,4} cn.space.net_box_test_space.index.primary:min(354) cn.space.net_box_test_space.index.primary:max(234) cn.space.net_box_test_space.index.primary:count(354) box.schema.user.create('netbox', { password = 'test' }) box.schema.user.grant('netbox', 'read,write', 'space', 'net_box_test_space') box.schema.user.grant('netbox', 'execute', 'universe') cn = remote.connect(LISTEN.host, LISTEN.service, { user = 'netbox', password = 'test' }) cn.state cn.error cn:ping() function ret_after(to) fiber.sleep(to) return {{to}} end cn:ping({timeout = 1.00}) cn:ping({timeout = 1e-9}) cn:ping() remote_space = cn.space.net_box_test_space remote_pk = remote_space.index.primary remote_space:insert({0}, { timeout = 1.00 }) remote_space:insert({1}, { timeout = 1e-9 }) remote_space:insert({2}) remote_space:replace({0}, { timeout = 1e-9 }) remote_space:replace({1}) remote_space:replace({2}, { timeout = 1.00 }) remote_space:upsert({3}, {}, { timeout = 1e-9 }) remote_space:upsert({4}, {}) remote_space:upsert({5}, {}, { timeout = 1.00 }) remote_space:upsert({3}, {}) remote_space:update({3}, {}, { timeout = 1e-9 }) remote_space:update({4}, {}) remote_space:update({5}, {}, { timeout = 1.00 }) remote_space:update({3}, {}) remote_pk:update({5}, {}, { timeout = 1e-9 }) remote_pk:update({4}, {}) remote_pk:update({3}, {}, { timeout = 1.00 }) remote_pk:update({5}, {}) remote_space:get({0}) remote_space:get({1}, { timeout = 1.00 }) remote_space:get({2}, { timeout = 1e-9 }) remote_pk:get({3}, { timeout = 1e-9 }) remote_pk:get({4}) remote_pk:get({5}, { timeout = 1.00 }) remote_space:select({2}, { timeout = 1e-9 }) remote_space:select({2}, { timeout = 1.00 }) remote_space:select({2}) remote_pk:select({2}, { timeout = 1.00 }) remote_pk:select({2}, { timeout = 1e-9 }) remote_pk:select({2}) remote_space:select({5}, { timeout = 1.00, iterator = 'LE', limit = 5 }) remote_space:select({5}, { iterator = 'LE', limit = 5}) remote_space:select({5}, { timeout = 1e-9, iterator = 'LE', limit = 5 }) remote_pk:select({2}, { timeout = 1.00, iterator = 'LE', limit = 5 }) remote_pk:select({2}, { iterator = 'LE', limit = 5}) remote_pk:select({2}, { timeout = 1e-9, iterator = 'LE', limit = 5 }) remote_pk:count({2}, { timeout = 1.00}) remote_pk:count({2}, { timeout = 1e-9}) remote_pk:count({2}) remote_pk:count({2}, { timeout = 1.00, iterator = 'LE' }) remote_pk:count({2}, { iterator = 'LE'}) remote_pk:count({2}, { timeout = 1e-9, iterator = 'LE' }) remote_pk:min(nil, { timeout = 1.00 }) remote_pk:min(nil, { timeout = 1e-9 }) remote_pk:min(nil) remote_pk:min({0}, { timeout = 1e-9 }) remote_pk:min({1}) remote_pk:min({2}, { timeout = 1.00 }) remote_pk:max(nil) remote_pk:max(nil, { timeout = 1e-9 }) remote_pk:max(nil, { timeout = 1.00 }) remote_pk:max({0}, { timeout = 1.00 }) remote_pk:max({1}, { timeout = 1e-9 }) remote_pk:max({2}) -- -- gh-3262: index:count() inconsistent results -- test_run:cmd("setopt delimiter ';'") function do_count_test(min, it) local r1 = remote_pk:count(min, {iterator = it} ) local r2 = box.space.net_box_test_space.index.primary:count(min, {iterator = it} ) local r3 = remote.self.space.net_box_test_space.index.primary:count(min, {iterator = it} ) return r1 == r2 and r2 == r3 end; data = remote_pk:select(); for _, v in pairs(data) do local itrs = {'GE', 'GT', 'LE', 'LT' } for _, it in pairs(itrs) do assert(do_count_test(v[0], it) == true) end end; test_run:cmd("setopt delimiter ''"); _ = remote_space:delete({0}, { timeout = 1e-9 }) _ = remote_pk:delete({0}, { timeout = 1.00 }) _ = remote_space:delete({1}, { timeout = 1.00 }) _ = remote_pk:delete({1}, { timeout = 1e-9 }) _ = remote_space:delete({2}, { timeout = 1e-9 }) _ = remote_pk:delete({2}) _ = remote_pk:delete({3}) _ = remote_pk:delete({4}) _ = remote_pk:delete({5}) remote_space:get(0) remote_space:get(1) remote_space:get(2) remote_space = nil cn:call('ret_after', {0.01}, { timeout = 1.00 }) cn:call('ret_after', {1.00}, { timeout = 1e-9 }) cn:eval('return ret_after(...)', {0.01}, { timeout = 1.00 }) cn:eval('return ret_after(...)', {1.00}, { timeout = 1e-9 }) -- -- :timeout() -- @deprecated since 1.7.4 -- cn:timeout(1).space.net_box_test_space.index.primary:select{234} cn:call('ret_after', {.01}) cn:timeout(1):call('ret_after', {.01}) cn:timeout(.01):call('ret_after', {1}) cn = remote:timeout(0.0000000001):connect(LISTEN.host, LISTEN.service, { user = 'netbox', password = '123' }) cn:close() cn = remote:timeout(1):connect(LISTEN.host, LISTEN.service, { user = 'netbox', password = '123' }) remote.self:ping() remote.self.space.net_box_test_space:select{234} remote.self:timeout(123).space.net_box_test_space:select{234} remote.self:is_connected() remote.self:wait_connected() cn:close() -- cleanup database after tests space:drop() box.schema.user.revoke('guest', 'execute', 'universe')
-- Completion for snippets. local capabilities = vim.lsp.protocol.make_client_capabilities() capabilities.textDocument.completion.completionItem.snippetSupport = true -- LSP Lua (build from source without telemetry (use grep to find config) -- https://github.com/sumneko/lua-language-server -- cd lua-language-server -- Then change the path to your 'lua-language-server' build require('lsp.lua-ls') -- Parse English. --require('lint-nv') -- C++ and C Language Server require('lsp.ccls') -- Bash Language Server require('lspconfig').bashls.setup{} -- Typescript + Javascript Language Server require('lspconfig').tsserver.setup{} -- SASS Language Server require('lspconfig').tailwindcss.setup{} -- HTML Language Server require('lspconfig').html.setup { -- Enable (broadcasting) snippet capability for completion capabilities = capabilities, } -- CSS + Less + SASS Language Server require('lsp.cssls')
-- -- IMPORTANT: This script resource may be attached to all Button widgets created by the Widget Creator panel. -- If modifications are required, then first copy this file to a unique path and fix all necessary -- script components' resource paths. -- local thisActor = ...; scaleform.Actor.set_mouse_enabled_for_children(thisActor, false); scaleform.Actor.set_visible(thisActor,false) -- Helper function to set the label text of the button. -- setLabelText("new button label"); local setLabelText = function(labelText) local container = scaleform.Actor.container(thisActor); local labelActor = scaleform.ContainerComponent.actor_by_name(container, "label"); if labelActor ~= nil then scaleform.TextComponent.set_text(scaleform.Actor.component_by_index(labelActor, 1) , labelText); end end -- Helper function to get the label text of the button. -- local btnLabel = getLabelText(); local getLabelText = function() local container = scaleform.Actor.container(thisActor); local labelActor = scaleform.ContainerComponent.actor_by_name(container, "label"); if labelActor ~= nil then return scaleform.TextComponent.text(scaleform.Actor.component_by_index(labelActor, 1)); end end local emitEvent = function(func, param) local comp = scaleform.Actor.component_by_name(thisActor, "WidgetHandler"); if comp ~= nil then local handlerObject = scaleform.ScriptComponent.script_results(comp); if handlerObject ~= nil then if handlerObject[func] ~= nil then if (param) then handlerObject[func](param); else handlerObject[func](); end end end end end mouseDownEventListener = scaleform.EventListener.create(mouseDownEventListener, function(e) local container = scaleform.Actor.container(thisActor); scaleform.AnimationComponent.play_label(container, "press"); emitEvent("pressed"); emitEvent("stateChanged", "press"); end ) mouseUpEventListener = scaleform.EventListener.create(mouseUpEventListener, function(e) local container = scaleform.Actor.container(thisActor); scaleform.AnimationComponent.play_label(container, "over"); emitEvent("clicked"); emitEvent("stateChanged", "over"); end ) mouseOverEventListener = scaleform.EventListener.create(mouseOverEventListener, function(e) local container = scaleform.Actor.container(thisActor); scaleform.AnimationComponent.play_label(container, "over"); emitEvent("stateChanged", "over"); end ) mouseOutEventListener = scaleform.EventListener.create(mouseOutEventListener, function(e) local container = scaleform.Actor.container(thisActor); scaleform.AnimationComponent.play_label(container, "normal"); emitEvent("stateChanged", "normal"); end ) mouseReleaseOutsideEventListener = scaleform.EventListener.create(mouseReleaseOutsideEventListener, function(e) local container = scaleform.Actor.container(thisActor); scaleform.AnimationComponent.play_label(container, "normal"); emitEvent("releasedOutside"); emitEvent("stateChanged", "normal"); end ) customEventListener = scaleform.EventListener.create(customEventListener, function(e) if e.name == "CallToAction" then scaleform.Actor.set_visible(thisActor,true) end end ) scaleform.EventListener.connect(mouseDownEventListener, thisActor, scaleform.EventTypes.MouseDown) scaleform.EventListener.connect(mouseUpEventListener, thisActor, scaleform.EventTypes.MouseUp) scaleform.EventListener.connect(mouseOverEventListener, thisActor, scaleform.EventTypes.MouseOver) scaleform.EventListener.connect(mouseOutEventListener, thisActor, scaleform.EventTypes.MouseOut) scaleform.EventListener.connect(mouseReleaseOutsideEventListener, thisActor, scaleform.EventTypes.MouseUpOutside) scaleform.EventListener.connect(customEventListener, thisActor, scaleform.EventTypes.Custom) -- Save the methods below in this script component to use them from elsewhere local exports = { setLabelText = setLabelText; getLabelText = getLabelText; } return exports;
require "lunit" module(..., lunit.testcase, package.seeall) common = dofile("common.lua") --assert = common.assert local EventEmitter = require "luanode.event_emitter" function test() local callbacks_called = {} local e = EventEmitter() function callback1() table.insert(callbacks_called, "callback1") e:addListener("foo", callback2) e:addListener("foo", callback3) e:removeListener("foo", callback1) end function callback2() table.insert(callbacks_called, "callback2") e:removeListener("foo", callback2) end function callback3() table.insert(callbacks_called, "callback3") e:removeListener("foo", callback3) end e:addListener("foo", callback1) assert_equal(1, #e:listeners("foo")) e:emit("foo") assert_equal(2, #e:listeners("foo")) assert_equal("callback1", callbacks_called[1]) e:emit("foo") assert_equal(0, #e:listeners("foo")) assert_equal("callback1", callbacks_called[1]) assert_equal("callback2", callbacks_called[2]) assert_equal("callback3", callbacks_called[3]) e:emit("foo") assert_equal(0, #e:listeners("foo")) assert_equal("callback1", callbacks_called[1]) assert_equal("callback2", callbacks_called[2]) assert_equal("callback3", callbacks_called[3]) e:addListener("foo", callback1) e:addListener("foo", callback2) assert_equal(2, #e:listeners("foo")) e:removeAllListeners("foo") assert_equal(0, #e:listeners("foo")) -- Verify that removing callbacks while in emit allows emits to propagate to -- all listeners callbacks_called = {} e:addListener("foo", callback2) e:addListener("foo", callback3) assert_equal(2, #e:listeners("foo")) e:emit("foo") assert_equal("callback2", callbacks_called[1]) assert_equal("callback3", callbacks_called[2]) assert_equal(0, #e:listeners("foo")) process:loop() end
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- -- file: gui_ReclaimInfo.lua -- brief: Shows the amount of metal/energy when using area reclaim. -- original author: Janis Lukss -- -- Copyright (C) 2007. -- Licensed under the terms of the GNU GPL, v2 or later. -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- function widget:GetInfo() return { name = "ReclaimInfo", desc = "Shows the amount of metal/energy when using area reclaim.", author = "Pendrokar", date = "Nov 17, 2007", license = "GNU GPL, v2 or later", layer = 0, enabled = true -- loaded by default? } end -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- local start = false --reclaim area cylinder drawing has been started local metal = 0 --metal count from features in cylinder local energy = 0 --energy count from features in cylinder local nonground = "" --if reclaim order done with right click on a feature or unit local rangestart = {} --counting start center local rangestartinminimap = false --both start and end need to be equaly checked local rangeend = {} --counting radius end point local b1was = false -- cursor was outside the map? local vsx, vsy = widgetHandler:GetViewSizes() local form = 12 --text format depends on screen size local xstart,ystart = 0 local cmd,xend,yend,x,y,b1,b2 local inMinimap = false --mouse cursor in minimap function widget:ViewResize(viewSizeX, viewSizeY) vsx = viewSizeX vsy = viewSizeY form = math.floor(vsx/87) end local function InMinimap(x,y) local posx,posy,sizex,sizey,minimized,maximized = Spring.GetMiniMapGeometry() rx,ry = (x-posx)/sizex,(y-posy)/sizey return (not (minimized or maximized)) and (rx>=0)and(rx<=1)and (ry>=0)and(ry<=1),rx,ry end local function MinimapToWorld(rx,ry) if (rx>=0)and(rx<=1)and (ry>=0)and(ry<=1) then local mapx,mapz = Game.mapSizeX*rx,Game.mapSizeZ-Game.mapSizeZ*ry local mapy = Spring.GetGroundHeight(mapx,mapz) return {mapx,mapy,mapz} else return {-1,-1,-1} end end function widget:Initialize() end function widget:DrawScreen() _,cmd,_ = Spring.GetActiveCommand() x, y, b1,_,b2 = Spring.GetMouseState() --b1 = left button pressed? nonground,_ = Spring.GetMouseCursor() x, y = math.floor(x), math.floor(y) --TraceScreenRay needs this if ((cmd==CMD.RECLAIM) and (rangestart ~= nil) and (b1) and (b1was == false)) or ((nonground == "Reclaim") and (b1was == false) and (b2) and (rangestart ~= nil)) then if(rangestart[1] == 0) and (rangestart[3] == 0) then local rx,ry inMinimap,rx,ry = InMinimap(x,y) if inMinimap then rangestart = MinimapToWorld(rx,ry) xstart,ystart = x,y start = false rangestartinminimap = true else xstart,ystart = x,y start = false rangestartinminimap = false _, rangestart = Spring.TraceScreenRay(x, y, true) --cursor on world pos end end elseif (rangestart == nil) and (b1) then b1was = true else b1was = false rangestart = {0, _,0} end --bit more precise showing when mouse is moved by 4 pixels (start) if (b1 and (rangestart ~= nil) and (cmd==CMD.RECLAIM) and (start==false)) or ((nonground == "Reclaim") and (rangestart ~= nil) and (start==false) and (b2)) then xend, yend = x,y if (((xend>xstart+4)or(xend<xstart-4))or((yend>ystart+4)or(yend<ystart-4))) then start=true end end -- if (b1 and (rangestart ~= nil) and (cmd==CMD.RECLAIM) and start) or ((nonground == "Reclaim") and start and b2 and (rangestart ~= nil)) then local rx,ry inMinimap,rx,ry = InMinimap(x,y) if inMinimap and rangestartinminimap then rangeend = MinimapToWorld(rx,ry) else _, rangeend = Spring.TraceScreenRay(x,y,true) end if(rangeend == nil) then return end metal=0 energy=0 local rdx, rdy = (rangestart[1] - rangeend[1]), (rangestart[3]- rangeend[3]) local dist = math.sqrt((rdx * rdx) + (rdy * rdy)) --because there is only GetFeaturesInRectangle. Features outside of the circle are needed to be ignored local units = Spring.GetFeaturesInRectangle(rangestart[1]-dist,rangestart[3]-dist,rangestart[1]+dist,rangestart[3]+dist) for _,unit in ipairs(units) do local ux, _, uy = Spring.GetFeaturePosition(unit) local udx, udy = (ux - rangestart[1]), (uy - rangestart[3]) udist = math.sqrt((udx * udx) + (udy * udy)) if(udist < dist) then local fm,_,fe = Spring.GetFeatureResources(unit) metal = metal + fm energy = energy + fe end end metal=math.floor(metal) energy=math.floor(energy) local textwidth = 12*gl.GetTextWidth(" M:"..metal.."\255\255\255\128".." E:"..energy) if(textwidth+x>vsx) then x = x - textwidth - 10 end if(12+y>vsy) then y = y - form end gl.Text(" M:"..metal.."\255\255\255\128".." E:"..energy,x,y,form) end --Unit resource info when mouse on one if (nonground=="Reclaim") and (rangestart ~= nil) and ((energy==0) or (metal==0)) and (b1==false) then local isunit, unitID = Spring.TraceScreenRay(x, y) --if on unit pos! if (isunit == "unit") and (Spring.GetUnitHealth(unitID)) then --Getunithealth just to make sure that it is in los local unitDefID = Spring.GetUnitDefID(unitID) local _,_,_,_,buildprogress = Spring.GetUnitHealth(unitID) metal=math.floor(UnitDefs[unitDefID].metalCost*buildprogress) local textwidth = 12*gl.GetTextWidth(" M:"..metal.."\255\255\255\128") if(textwidth+x>vsx) then x = x - textwidth - 10 end if(12+y>vsy) then y = y - form end local color = "\255\255\255\255" if not UnitDefs[Spring.GetUnitDefID(unitID)].reclaimable then color = "\255\220\10\10" end gl.Text(color.." M:"..metal,x,y,form) end end -- metal = 0 energy = 0 end
-------------------------------- -- @module OrbitCamera -- @extend ActionCamera -- @parent_module cc -------------------------------- -- @function [parent=#OrbitCamera] create -- @param self -- @param #float float -- @param #float float -- @param #float float -- @param #float float -- @param #float float -- @param #float float -- @param #float float -- @return OrbitCamera#OrbitCamera ret (return value: cc.OrbitCamera) -------------------------------- -- @function [parent=#OrbitCamera] startWithTarget -- @param self -- @param #cc.Node node -------------------------------- -- @function [parent=#OrbitCamera] clone -- @param self -- @return OrbitCamera#OrbitCamera ret (return value: cc.OrbitCamera) -------------------------------- -- @function [parent=#OrbitCamera] update -- @param self -- @param #float float return nil
function love.load() love.window.setMode(1000, 768) anim8 = require 'libraries/anim8/anim8' sti = require 'libraries/Simple-Tiled-Implementation/sti' sprites = {} sprites.playerSheet = love.graphics.newImage('sprites/playerSheet.png') local grid = anim8.newGrid(614, 564, sprites.playerSheet:getWidth(), sprites.playerSheet:getHeight()) animations = {} animations.idle = anim8.newAnimation(grid('1-15',1), 0.05) animations.jump = anim8.newAnimation(grid('1-7',2), 0.05) animations.run = anim8.newAnimation(grid('1-15',3), 0.05) wf = require 'libraries/windfield/windfield' world = wf.newWorld(0, 800, false) world:setQueryDebugDrawing(true) world:addCollisionClass('Platform') world:addCollisionClass('Player'--[[, {ignores = {'Platform'}}]]) world:addCollisionClass('Danger') require('player') --dangerZone = world:newRectangleCollider(0, 550, 800, 50, {collision_class = "Danger"}) --dangerZone:setType('static') platforms = {} loadMap() end function love.update(dt) world:update(dt) gameMap:update(dt) playerUpdate(dt) end function love.draw() gameMap:drawLayer(gameMap.layers["Tile Layer 1"]) world:draw() drawPlayer() end function love.keypressed(key) if key == 'up' then if player.grounded then player:applyLinearImpulse(0, -4000) end end end function love.mousepressed(x, y, button) if button == 1 then local colliders = world:queryCircleArea(x, y, 200, {'Platform', 'Danger'}) for i,c in ipairs(colliders) do c:destroy() end end end function spawnPlatform(x, y, width, height) local platform = world:newRectangleCollider(x, y, width, height, {collision_class = "Platform"}) platform:setType('static') table.insert(platforms, platform) end function loadMap() gameMap = sti("maps/level1.lua") for i, obj in pairs(gameMap.layers["Platforms"].objects) do spawnPlatform(obj.x, obj.y, obj.width, obj.height) end end
--------------------------------------------------------------------------------------------------- -- --filename: game.entities.data.SkillData --date:2019/10/11 14:24:48 --author:heguang --desc:装备的技能 -- --------------------------------------------------------------------------------------------------- local strClassName = 'game.entities.data.SkillData' local SkillData = lua_declare(strClassName, lua_class(strClassName)) function SkillData:ctor(skillID, entityData) self.skill_id = skillID self.entityData = entityData self.skill_data = cfg_skill[skillID] self.attr2Data = {} end function SkillData:dtor() end function SkillData:Install() if self.skill_data ~= nil then if self.skill_data.attributes ~= nil then local att = self.skill_data.attributes if type(att[1]) == "table" then for _,v in ipairs(att) do self:HandlePlusAttribute(v) end else self:HandlePlusAttribute(att) end end if self.skill_data.buffs ~= nil then local buffs = self.skill_data.buffs if type(buffs) == "table" then for _,v in ipairs(buffs) do self:HandleAddBuff(v) end else self:HandleAddBuff(buffs) end end end end function SkillData:Uninstall() if self.skill_data ~= nil then if self.skill_data.attributes ~= nil then local att = self.skill_data.attributes if type(att[1]) == "table" then for _,v in ipairs(att) do self:HandleMinusAttribute(v) end else self:HandleMinusAttribute(att) end end if self.skill_data.buffs ~= nil then local buffs = self.skill_data.buffs if type(buffs) == "table" then for _,v in ipairs(buffs) do self:HandleRemoveBuff(v) end else self:HandleRemoveBuff(buffs) end end end self.attr2Data = {} end function SkillData:HandlePlusAttribute(v) local attrName = v[1] if self.entityData[attrName] == nil then return end local attrValue = 0 if #v == 3 and v[3] then --按百分比计算 attrValue = self.entityData[attrName] * v[2] else --按固定数值计算 attrValue = v[2] end self.attr2Data[v] = attrValue self.entityData[attrName] = self.entityData[attrName] + attrValue end function SkillData:HandleMinusAttribute(v) local attrName = v[1] if self.entityData[attrName] == nil then return end local attrValue = self.attr2Data[v] if attrValue == nil then return end self.entityData[attrName] = self.entityData[attrName] - attrValue end function SkillData:HandleAddBuff(buffID) self.entityData.owner:AddBuff(buffID) end function SkillData:HandleRemoveBuff(buffID) self.entityData.owner:RemoveBuff(buffID) end return SkillData
local function GraphDisplay( pn ) local t = Def.ActorFrame { Def.GraphDisplay { InitCommand=cmd(Load,"GraphDisplay";); OnCommand=cmd(x,-7.5;y,-25;zoomx,1.55); BeginCommand=function(self) local ss = SCREENMAN:GetTopScreen():GetStageStats(); self:Set( ss, ss:GetPlayerStageStats(pn) ); self:player( pn ); end }; }; return t; end local function PercentScore( pn ) local t = LoadFont("Common normal")..{ InitCommand=cmd(zoom,0.625;shadowlength,1;player,pn); BeginCommand=cmd(playcommand,"Set"); SetCommand=function(self) -- todo: color by difficulty local SongOrCourse, StepsOrTrail; if GAMESTATE:IsCourseMode() then SongOrCourse = GAMESTATE:GetCurrentCourse() StepsOrTrail = GAMESTATE:GetCurrentTrail(pn) else SongOrCourse = GAMESTATE:GetCurrentSong() StepsOrTrail = GAMESTATE:GetCurrentSteps(pn) end; if SongOrCourse and StepsOrTrail then local st = StepsOrTrail:GetStepsType(); local diff = StepsOrTrail:GetDifficulty(); local courseType = GAMESTATE:IsCourseMode() and SongOrCourse:GetCourseType() or nil; local cd = GetCustomDifficulty(st, diff, courseType); self:diffuse(CustomDifficultyToColor(cd)); self:shadowcolor(CustomDifficultyToDarkColor(cd)); end local pss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(pn); if pss then local pct = pss:GetPercentDancePoints(); if pct == 1 then self:settext("100%"); else self:settext(FormatPercentScore(pct)); end; end; end; }; return t; end ----{W1,W2,W3,W4,W5,miss,W1+W2+W3+W4+W5,held,mine,maxcombo,letgo} local P1Stat = {0,0,0,0,0,0,0,0,0,0,0} local animetedP1 = {0,0,0,0,0,0,0,0,0,0,0} if GAMESTATE:IsPlayerEnabled(PLAYER_1) then local Stat1=STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) P1Stat = {Stat1:GetTapNoteScores('TapNoteScore_W1'),Stat1:GetTapNoteScores('TapNoteScore_W2'),Stat1:GetTapNoteScores('TapNoteScore_W3'),Stat1:GetTapNoteScores('TapNoteScore_W4'),Stat1:GetTapNoteScores('TapNoteScore_W5'),Stat1:GetTapNoteScores('TapNoteScore_Miss'),Stat1:GetTapNoteScores('TapNoteScore_W5')+Stat1:GetTapNoteScores('TapNoteScore_W4')+Stat1:GetTapNoteScores('TapNoteScore_W3')+Stat1:GetTapNoteScores('TapNoteScore_W2')+Stat1:GetTapNoteScores('TapNoteScore_W1'),Stat1:GetHoldNoteScores('HoldNoteScore_Held'),Stat1:GetTapNoteScores('TapNoteScore_HitMine'),Stat1:MaxCombo(),Stat1:GetHoldNoteScores('HoldNoteScore_LetGo')} animetedP1 = P1Stat end local P2Stat = {0,0,0,0,0,0,0,0,0,0,0} local animetedP2 = {0,0,0,0,0,0,0,0,0,0,0} if GAMESTATE:IsPlayerEnabled(PLAYER_2) then local Stat2=STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) P2Stat = {Stat2:GetTapNoteScores('TapNoteScore_W1'),Stat2:GetTapNoteScores('TapNoteScore_W2'),Stat2:GetTapNoteScores('TapNoteScore_W3'),Stat2:GetTapNoteScores('TapNoteScore_W4'),Stat2:GetTapNoteScores('TapNoteScore_W5'),Stat2:GetTapNoteScores('TapNoteScore_Miss'),Stat2:GetTapNoteScores('TapNoteScore_W5')+Stat2:GetTapNoteScores('TapNoteScore_W4')+Stat2:GetTapNoteScores('TapNoteScore_W3')+Stat2:GetTapNoteScores('TapNoteScore_W2')+Stat2:GetTapNoteScores('TapNoteScore_W1'),Stat2:GetHoldNoteScores('HoldNoteScore_Held'),Stat2:GetTapNoteScores('TapNoteScore_HitMine'),Stat2:MaxCombo(),Stat2:GetHoldNoteScores('HoldNoteScore_LetGo')} animetedP2 = P2Stat end local jud1 = TP[ToEnumShortString(PLAYER_1)].ActiveModifiers.JudgmentGraphic or "tor12315za"; local jud2 = TP[ToEnumShortString(PLAYER_2)].ActiveModifiers.JudgmentGraphic or "tor12315za"; local frame1; local percent = 0; local vib = 20; local nep = 0; local whatx = 0; local whaty = 0; local GradeforP1 = "Normal 4x2.png"--in 589 local profileP1 = PROFILEMAN:GetProfile(PLAYER_1); local nameP1 = profileP1:GetDisplayName(); local LVP1 = TP[ToEnumShortString(PLAYER_1)].Level.Level or 1 if nameP1 == "tor12315za" or nameP1 == "Neptune" or (MonthOfYear() == 10-1 and DayOfMonth() == 8) then GradeforP1 = "Tor 4x2.png" elseif MonthOfYear() == 10-1 and DayOfMonth() == 31 then GradeforP1 = "Horror 4x2.png" end TP[ToEnumShortString(PLAYER_1)].Level.Level = LVP1 + 5 local GradeforP2 = "Normal 4x2.png"--in 589 local profileP2 = PROFILEMAN:GetProfile(PLAYER_2); local nameP2 = profileP2:GetDisplayName(); if nameP2 == "tor12315za" or nameP2 == "Neptune" or (MonthOfYear() == 10-1 and DayOfMonth() == 8) then GradeforP2 = "Tor 4x2.png" elseif MonthOfYear() == 10-1 and DayOfMonth() == 31 then GradeforP2 = "Horror 4x2.png" end local percentP1; local percentP2; percentP1 = STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_1):GetPercentDancePoints() percentP2 = STATSMAN:GetCurStageStats():GetPlayerStageStats(PLAYER_2):GetPercentDancePoints() LoadActor("../_save/Battle.lua") local t = LoadFallbackB(); --t[#t+1] = StandardDecorationFromFileOptional("StageDisplay","StageDisplay"); t[#t+1] = Def.ActorFrame{ OnCommand=cmd(playcommand,'loop'); loopCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then if psssss:FullCombo() then nep = nep + 0.02 whatx = math.random(-vib,vib) whaty = math.random(-vib,vib) self:x(whatx) self:y(whaty) if nep >= 16.188 then vib = vib - 1; end end elseif GAMESTATE:IsWinner(PLAYER_2) then nep = nep + 0.02 if nep >= 2.249 then vib = vib - 1; whatx = math.random(-vib,vib) whaty = math.random(-vib,vib) self:x(whatx) self:y(whaty) end end self:sleep(0.02) self:queuecommand('loop') end; LoadActor("hrror.png") .. { InitCommand=cmd(Center;zoom,0.5;cropright,0.5); OnCommand=function(self) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then self:player(0) end self:diffusetopedge(PlayerColor(PLAYER_1)) local steps = GAMESTATE:GetCurrentSteps(PLAYER_1) local meter = steps:GetDifficulty() if meter then if meter == "Difficulty_Beginner" then self:diffusebottomedge(color("#FFAAAA")) elseif meter == "Difficulty_Easy" then self:diffusebottomedge(color("#55ff55")) elseif meter == "Difficulty_Medium" then self:diffusebottomedge(color("#fFff22")) elseif meter == "Difficulty_Hard" then self:diffusebottomedge(color("#ff4444")) elseif meter == "Difficulty_Challenge" then self:diffusebottomedge(color("#CCCCff")) elseif meter == "Difficulty_Edit" then self:diffusebottomedge(color("#AAAAAA")) end end end; }; LoadFont("_determination mono 24px") .. { InitCommand=cmd(x,SCREEN_CENTER_X-105;y,SCREEN_CENTER_Y+152;zoom,0.4); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) profile = PROFILEMAN:GetProfile(PLAYER_1); name = profile:GetTotalDancePoints(); psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) flowey = psssss:GetScore() frisk = FormatPercentScore(psssss:GetPercentDancePoints()) self:settext(flowey.."\n"..frisk) end; }; LoadFont("_8-bit madness 72px")..{ InitCommand=cmd(x,SCREEN_CENTER_X-169;y,SCREEN_CENTER_Y+150;zoom,0.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) local steps = GAMESTATE:GetCurrentSteps(PLAYER_1) local meter = steps:GetMeter() if meter then if meter == 1943951546 then self:settext("??") self:zoom(0.4) elseif meter >= 10 then self:zoom(0.4) self:settext(meter) elseif meter >= 100 then self:zoom(0.25) self:settext(meter) elseif meter >= 1000 then self:zoom(0.15) self:settext(meter) else self:settext(meter) self:zoom(0.5) end end end; }; LoadFont("_determination mono 24px") .. { InitCommand=cmd(x,SCREEN_CENTER_X-230;y,SCREEN_CENTER_Y+153;zoom,0.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) local steps = GAMESTATE:GetCurrentSteps(PLAYER_1) local meter = steps:GetDifficulty() if meter then if meter == "Difficulty_Beginner" then self:settext("Beginer"); self:zoom(0.8); elseif meter == "Difficulty_Easy" then self:settext("Easy"); self:zoom(0.8); elseif meter == "Difficulty_Medium" then self:settext("Normal"); self:zoom(0.8); elseif meter == "Difficulty_Hard" then self:settext("Hard"); self:zoom(0.8); elseif meter == "Difficulty_Challenge" then self:settext("Expert"); self:zoom(0.7); elseif meter == "Difficulty_Edit" then if steps:GetDescription() then self:settext(steps:GetDescription()); else self:settext("edit"); end self:zoom(0.5); end end end; }; LoadFont("_determination mono 24px") .. { InitCommand=cmd(Center;zoom,2;settext,"Hello"); }; LoadFont("common normal") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y+102;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) awesome = psssss:GetPeakComboAward() self:settext(awesome) end; }; LoadFont("common normal") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y-52;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) awesome = psssss:GetStageAward() if awesome then self:rainbow() else self:stopeffect() end self:settext(THEME:GetString( "StageAward", ToEnumShortString( awesome ) )) end; }; LoadFont("common edit") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y-66;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) awesome = psssss:GetStageAward() if awesome then self:y(SCREEN_CENTER_Y-66) self:rainbow() else self:stopeffect() self:y(SCREEN_CENTER_Y-59) end local profile = PROFILEMAN:GetProfile(PLAYER_1); local name = profile:GetDisplayName(); if GAMESTATE:IsHumanPlayer(PLAYER_1) then if name then self:settext(name) elseif GAMESTATE:IsHumanPlayer(PLAYER_1) then self:settext("P1 guy") end else self:settext("Bad guy") end end; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25); BeginCommand=function(self) self:visible(GAMESTATE:ShowW1()) end; Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if frame1 then self:setstate(0*1) else self:setstate(0) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W1"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[1] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; ----{W1,W2,W3,W4,W5,miss,W1+W2+W3+W4+W5,held,mine,maxcombo,letgo} Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*1); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(2*1) else self:setstate(1) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W2"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) if percent < 100 then percent = percent + 1 animetedP1 = {P1Stat[1]*percent/100,P1Stat[2]*percent/100,P1Stat[3]*percent/100,P1Stat[4]*percent/100,P1Stat[5]*percent/100,P1Stat[6]*percent/100,P1Stat[7]*percent/100,P1Stat[8]*percent/100,P1Stat[9]*percent/100,P1Stat[10]*percent/100,P1Stat[11]*percent/100} animetedP2 = {P2Stat[1]*percent/100,P2Stat[2]*percent/100,P2Stat[3]*percent/100,P2Stat[4]*percent/100,P2Stat[5]*percent/100,P2Stat[6]*percent/100,P2Stat[7]*percent/100,P2Stat[8]*percent/100,P2Stat[9]*percent/100,P2Stat[10]*percent/100,P2Stat[11]*percent/100} else animetedP2 = P2Stat animetedP1 = P1Stat end numberr = animetedP1[2] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*2); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(2*2) else self:setstate(2) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W3"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[3] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*3); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(3*2) else self:setstate(3) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W4"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[4] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*2); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(2*2) else self:setstate(2) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W3"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[3] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*4); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(4*2) else self:setstate(4) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W5"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[5] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*2); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(2*2) else self:setstate(2) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W3"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[3] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*5); Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud1) ); if self:GetNumStates() == 12 then frame1 = true else frame1 = false end if frame1 then self:setstate(5*2) else self:setstate(5) end end; }; }; Def.ActorFrame{ BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_Miss"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[6] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:settext("Tap") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[7] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*1); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:settext("Held") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[8] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*2); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:settext("Mine") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[9] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*3); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:settext("MaxCombo") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[10] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*4); BeginCommand=function(self) self:diffuse(color("#ff5555")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) self:settext("LetitGO") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP1[11] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-220;wag;effectmagnitude,0,-45,0;effectperiod,math.random(15,25);effectoffset,math.random(0,5)); OnCommand=function(self) if Isbattle then self:sleep(3) self:decelerate(1) self:x(SCREEN_CENTER_X-25) self:zoom(0.35) self:y(150) end end; LoadActor(GradeforP1)..{ InitCommand=cmd(y,SCREEN_CENTER_Y-150;diffusealpha,0.45;zoom,1.25*1.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) if GradeforP1 == "Tor 4x2.png" then self:zoom(0.5*1.5) end psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) Gade = psssss:GetGrade() self:pause(); ----------------------Fantastic if Gade == "Grade_Tier01" then self:setstate(0) elseif Gade == "Grade_Tier02" then self:setstate(1) elseif Gade == "Grade_Tier03" then self:setstate(2) elseif Gade == "Grade_Tier04" then self:setstate(3) elseif Gade == "Grade_Tier05" then self:setstate(4) elseif Gade == "Grade_Tier06" then self:setstate(5) elseif Gade == "Grade_Tier07" then self:setstate(6) else self:setstate(7) end end; }; LoadActor(GradeforP1)..{ InitCommand=cmd(y,SCREEN_CENTER_Y-150;z,20;zoom,1.25); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) if GradeforP1 == "Tor 4x2.png" then self:zoom(0.5) end psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_1) Gade = psssss:GetGrade() self:pause(); ----------------------Fantastic if Gade == "Grade_Tier01" then self:setstate(0) elseif Gade == "Grade_Tier02" then self:setstate(1) elseif Gade == "Grade_Tier03" then self:setstate(2) elseif Gade == "Grade_Tier04" then self:setstate(3) elseif Gade == "Grade_Tier05" then self:setstate(4) elseif Gade == "Grade_Tier06" then self:setstate(5) elseif Gade == "Grade_Tier07" then self:setstate(6) else self:setstate(7) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-220;wag;effectmagnitude,0,-45,0;effectperiod,math.random(15,25);effectoffset,math.random(0,5)); OnCommand=function(self) self:visible(Isbattle) if Isbattle then self:zoom(0) self:sleep(3) self:decelerate(1) self:zoom(1) end end; Def.ActorFrame{ OnCommand=cmd(diffuse,color("#FFFFFF68")); LoadFont("_special elite 108px") .. { InitCommand=cmd(y,SCREEN_CENTER_Y-150;diffusealpha,0.45;zoom,1*1.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) if percentP1 > percentP2 then self:settext(P1Sc+1) self:diffuse(color("#FFFFFF68")) self:rainbowscroll(true) else self:settext(P1Sc) self:diffuse(color("#FF8800")) self:rainbowscroll(false) end end; }; }; LoadFont("_special elite 108px") .. { InitCommand=cmd(y,SCREEN_CENTER_Y-150;z,20;zoom,1); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_1)) end; BeginCommand=function(self) if percentP1 > percentP2 then self:settext(P1Sc+1) self:diffuse(color("#FFFFFF")) self:rainbowscroll(true) else self:settext(P1Sc) self:diffuse(color("#FF8800")) self:rainbowscroll(false) end end; }; }; }; ---------------------------------------------- -------------P2------------------------------- ---------------------------------------------- t[#t+1] = Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-100); OnCommand=cmd(playcommand,'loop'); loopCommand=function(self) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then psssss2 = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) if psssss2:FullCombo() then nep = nep + 0.02 whatx2 = math.random(-vib,vib) whaty2 = math.random(-vib,vib) self:x(SCREEN_CENTER_X-100+whatx2) self:y(whaty2) if nep >= 16.188 then vib = vib - 1; end end elseif GAMESTATE:IsWinner(PLAYER_1) then nep = nep + 0.02 if nep >= 2.249 then vib = vib - 1; whatx2 = math.random(-vib,vib) whaty2 = math.random(-vib,vib) self:x(SCREEN_CENTER_X-100+whatx2) self:y(whaty2) end self:sleep(0.02) self:queuecommand('loop') end end; LoadActor("hrror.png") .. { InitCommand=cmd(Center;zoom,0.5;cropright,0.5); OnCommand=function(self) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then self:player(1) end self:diffusetopedge(PlayerColor(PLAYER_2)) local steps = GAMESTATE:GetCurrentSteps(PLAYER_2) local meter = steps:GetDifficulty() if meter then if meter == "Difficulty_Beginner" then self:diffusebottomedge(color("#FFAAAA")) elseif meter == "Difficulty_Easy" then self:diffusebottomedge(color("#55ff55")) elseif meter == "Difficulty_Medium" then self:diffusebottomedge(color("#fFff22")) elseif meter == "Difficulty_Hard" then self:diffusebottomedge(color("#ff4444")) elseif meter == "Difficulty_Challenge" then self:diffusebottomedge(color("#CCCCff")) elseif meter == "Difficulty_Edit" then self:diffusebottomedge(color("#AAAAAA")) end end end; }; LoadFont("_8-bit madness 72px")..{ InitCommand=cmd(x,SCREEN_CENTER_X-169;y,SCREEN_CENTER_Y+150;zoom,0.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) local steps = GAMESTATE:GetCurrentSteps(PLAYER_2) local meter = steps:GetMeter() if meter then if meter == 1943951546 then self:settext("??") self:zoom(0.4) elseif meter >= 10 then self:zoom(0.4) self:settext(meter) elseif meter >= 100 then self:zoom(0.25) self:settext(meter) elseif meter >= 1000 then self:zoom(0.15) self:settext(meter) else self:settext(meter) self:zoom(0.5) end end end; }; LoadFont("_determination mono 24px") .. { InitCommand=cmd(x,SCREEN_CENTER_X-230;y,SCREEN_CENTER_Y+153;zoom,0.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) local steps = GAMESTATE:GetCurrentSteps(PLAYER_2) local meter = steps:GetDifficulty() if meter then if meter == "Difficulty_Beginner" then self:settext("Beginer"); self:zoom(0.8); elseif meter == "Difficulty_Easy" then self:settext("Easy"); self:zoom(0.8); elseif meter == "Difficulty_Medium" then self:settext("Normal"); self:zoom(0.8); elseif meter == "Difficulty_Hard" then self:settext("Hard"); self:zoom(0.8); elseif meter == "Difficulty_Challenge" then self:settext("Expert"); self:zoom(0.7); elseif meter == "Difficulty_Edit" then if steps:GetDescription() then self:settext(steps:GetDescription()); else self:settext("edit"); end self:zoom(0.5); end end end; }; LoadFont("_determination mono 24px") .. { InitCommand=cmd(x,SCREEN_CENTER_X-105;y,SCREEN_CENTER_Y+152;zoom,0.4); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) flowey = psssss:GetScore() frisk = FormatPercentScore(psssss:GetPercentDancePoints()) self:settext(flowey.."\n"..frisk) end; }; LoadFont("common normal") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y+102;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) awesome = psssss:GetPeakComboAward() self:settext(awesome) end; }; LoadFont("common normal") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y-52;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) awesome = psssss:GetStageAward() if awesome then self:rainbow() else self:stopeffect() end self:settext(THEME:GetString( "StageAward", ToEnumShortString( awesome ) )) end; }; LoadFont("common edit") .. { InitCommand=cmd(x,SCREEN_CENTER_X-167;y,SCREEN_CENTER_Y-66;zoom,0.75); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) awesome = psssss:GetStageAward() if awesome then self:y(SCREEN_CENTER_Y-66) self:rainbow() else self:stopeffect() self:y(SCREEN_CENTER_Y-59) end local profile = PROFILEMAN:GetProfile(PLAYER_2); local name = profile:GetDisplayName(); if GAMESTATE:IsHumanPlayer(PLAYER_2) then if name then self:settext(name) elseif GAMESTATE:IsHumanPlayer(PLAYER_2) then self:settext("P2 guy") end else self:settext("Bad guy") end end; }; Def.ActorFrame{ OnCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25;horizalign,right); BeginCommand=function(self) self:visible(GAMESTATE:ShowW1()) end; Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if frame2 then self:setstate(0*2) else self:setstate(0) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W1"]) self:visible(GAMESTATE:ShowW1()) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[1] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*1); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W2"]) end; Def.ActorFrame{ OnCommand=cmd(horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if self:GetNumStates() == 12 then frame2 = true else frame2 = false end if frame2 then self:setstate(1*2) else self:setstate(1) end end; }; }; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[2] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ OnCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*2;horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if frame2 then self:setstate(2*2) else self:setstate(2) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*2); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W3"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[3] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ OnCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*3;horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if frame2 then self:setstate(3*2) else self:setstate(3) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*3); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W4"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[4] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ OnCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*4;horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if frame2 then self:setstate(4*2) else self:setstate(4) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*4); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_W5"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[5] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ OnCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*5;horizalign,right); Def.Sprite{ InitCommand=cmd(zoom,0.30); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:pause(); self:Load( THEME:GetPathG("", "_judgmentsSomechai/" .. jud2) ); if frame2 then self:setstate(5*2) else self:setstate(5) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-190;y,SCREEN_CENTER_Y-25+20*5); BeginCommand=function(self) self:diffuse(GameColor.Judgment["JudgmentLine_Miss"]) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[6] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:settext("Tap") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[7] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*1); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:settext("Held") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[8] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*2); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:settext("Mine") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[9] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*3); BeginCommand=function(self) self:diffuse(color("#cccccc")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:settext("MaxCombo") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[10] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-95;y,SCREEN_CENTER_Y-25+20*4); BeginCommand=function(self) self:diffuse(color("#ff5555")) end; LoadFont("common normal") .. { InitCommand=cmd(x,-55;zoom,0.65;horizalign,left); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) self:settext("LetitGO") end; }; LoadFont("common normal") .. { InitCommand=cmd(x,20;zoom,0.65); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) self:playcommand("neptune"); end; neptuneCommand=function(self) numberr = animetedP2[11] realnumis = string.format("%.0f",numberr) if numberr == 0 then helo = "000"; elseif numberr < 10 then helo = "000"; elseif numberr < 100 then helo = "00"; elseif numberr < 1000 then helo = "0"; else helo = ""; end self:settext(helo..realnumis) if numberr == 0 then self:AddAttribute(0, {Length=4, Diffuse=color("#777777")}); elseif numberr < 10 then self:AddAttribute(0, {Length=3, Diffuse=color("#777777")}); elseif numberr < 100 then self:AddAttribute(0, {Length=2, Diffuse=color("#777777")}); elseif numberr < 1000 then self:AddAttribute(0, {Length=1, Diffuse=color("#777777")}); else self:AddAttribute(0, {Length=0, Diffuse=color("#777777")}); end --You mad bro self:sleep(0.02) self:queuecommand('neptune') end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-220+110;wag;effectmagnitude,0,45,0;effectperiod,math.random(15,25);effectoffset,math.random(0,5)); OnCommand=function(self) if Isbattle then self:sleep(3) self:decelerate(1) self:x(125) self:zoom(0.35) self:y(150) end end; LoadActor(GradeforP2)..{ InitCommand=cmd(y,SCREEN_CENTER_Y-150;diffusealpha,0.45;zoom,1.25*1.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) if GradeforP2 == "Tor 4x2.png" then self:zoom(0.5*1.5) end psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) Gade = psssss:GetGrade() self:pause(); ----------------------Fantastic if Gade == "Grade_Tier01" then self:setstate(0) elseif Gade == "Grade_Tier02" then self:setstate(1) elseif Gade == "Grade_Tier03" then self:setstate(2) elseif Gade == "Grade_Tier04" then self:setstate(3) elseif Gade == "Grade_Tier05" then self:setstate(4) elseif Gade == "Grade_Tier06" then self:setstate(5) elseif Gade == "Grade_Tier07" then self:setstate(6) else self:setstate(7) end end; }; LoadActor(GradeforP2)..{ InitCommand=cmd(y,SCREEN_CENTER_Y-150;z,20;zoom,1.25); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) if GradeforP2 == "Tor 4x2.png" then self:zoom(0.5) end psssss = STATSMAN:GetPlayedStageStats(1):GetPlayerStageStats(PLAYER_2) Gade = psssss:GetGrade() self:pause(); ----------------------Fantastic if Gade == "Grade_Tier01" then self:setstate(0) elseif Gade == "Grade_Tier02" then self:setstate(1) elseif Gade == "Grade_Tier03" then self:setstate(2) elseif Gade == "Grade_Tier04" then self:setstate(3) elseif Gade == "Grade_Tier05" then self:setstate(4) elseif Gade == "Grade_Tier06" then self:setstate(5) elseif Gade == "Grade_Tier07" then self:setstate(6) else self:setstate(7) end end; }; }; Def.ActorFrame{ InitCommand=cmd(x,SCREEN_CENTER_X-220+110;wag;effectmagnitude,0,-45,0;effectperiod,math.random(15,25);effectoffset,math.random(0,5)); OnCommand=function(self) self:visible(Isbattle) if Isbattle then self:zoom(0) self:sleep(3) self:decelerate(1) self:zoom(1) end end; Def.ActorFrame{ OnCommand=cmd(diffuse,color("#FFFFFF68")); LoadFont("_special elite 108px") .. { InitCommand=cmd(y,SCREEN_CENTER_Y-150;diffusealpha,0.45;zoom,1*1.5); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) if percentP1 < percentP2 then self:settext(P2Sc+1) self:diffuse(color("#FFFFFF68")) self:rainbowscroll(true) else self:settext(P2Sc) self:diffuse(color("#FF880068")) end end; }; }; LoadFont("_special elite 108px") .. { InitCommand=cmd(y,SCREEN_CENTER_Y-150;z,20;zoom,1); OnCommand=function(self) self:visible(GAMESTATE:IsPlayerEnabled(PLAYER_2)) end; BeginCommand=function(self) if percentP1 < percentP2 then self:settext(P2Sc+1) self:diffuse(color("#FFFFFF")) self:rainbowscroll(true) else self:settext(P2Sc) self:diffuse(color("#FF8800")) end end; }; }; }; --Alll rave STUFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF-- t[#t+1] = Def.ActorFrame{ InitCommand=cmd(); OnCommand=cmd(playcommand,'loop'); loopCommand=function(self) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then else if nep >= 2.249 then self:x(whatx) self:y(whaty) end self:sleep(0.02) self:queuecommand('loop') end end; LoadActor("Lose")..{ InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y+50;zoom,2); OnCommand=function(self) if GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then self:diffusealpha(0) else self:diffusealpha(0) self:zoom(5) self:sleep(2.249-0.25) self:linear(0.25) self:zoom(2) if GAMESTATE:IsWinner(PLAYER_1) then self:diffuse(PlayerColor(PLAYER_2)) self:addx(162.5555) elseif GAMESTATE:IsWinner(PLAYER_2) then self:diffuse(PlayerColor(PLAYER_1)) self:addx(-162.5555) else self:diffusealpha(0) end end --+162.5555 end; }; }; if ShowStandardDecoration("GraphDisplay") and GAMESTATE:GetPlayMode() ~= "PlayMode_Rave" then for pn in ivalues(GAMESTATE:GetHumanPlayers()) do t[#t+1] = StandardDecorationFromTable( "GraphDisplay" .. ToEnumShortString(pn), GraphDisplay(pn) ); end end t[#t+1] = StandardDecorationFromFileOptional("SongInformation","SongInformation") .. { BeginCommand=function(self) local SongOrCourse; if GAMESTATE:GetCurrentSong() then SongOrCourse = GAMESTATE:GetCurrentSong(); elseif GAMESTATE:GetCurrentCourse() then SongOrCourse = GAMESTATE:GetCurrentCourse(); else return end if SongOrCourse:HasBanner() then self:visible(false); else self:visible(true); end end; SetCommand=function(self) local c = self:GetChildren(); local SongOrCourse; if GAMESTATE:GetCurrentSong() then SongOrCourse = GAMESTATE:GetCurrentSong(); c.TextTitle:settext( SongOrCourse:GetDisplayMainTitle() or nil ); c.TextSubtitle:settext( SongOrCourse:GetDisplaySubTitle() or nil ); c.TextArtist:settext( SongOrCourse:GetDisplayArtist() or nil ); if SongOrCourse:GetDisplaySubTitle() == "" then c.TextTitle:visible(true); c.TextTitle:y(-16.5/2); c.TextSubtitle:visible(false); c.TextSubtitle:y(0); c.TextArtist:visible(true); c.TextArtist:y(18/2); else c.TextTitle:visible(true); c.TextTitle:y(-16.5); c.TextSubtitle:visible(true); c.TextSubtitle:y(0); c.TextArtist:visible(true); c.TextArtist:y(18); end -- self:playcommand("Tick"); elseif GAMESTATE:GetCurrentCourse() then SongOrCourse = GAMESTATE:GetCurrentCourse(); c.TextTitle:settext( SongOrCourse:GetDisplayMainTitle() or nil ); c.TextSubtitle:settext( SongOrCourse:GetDisplaySubTitle() or nil ); c.TextArtist:settext( SongOrCourse:GetDisplayArtist() or nil ); -- self:playcommand("Tick"); else SongOrCourse = nil; c.TextTitle:settext(""); c.TextSubtitle:settext(""); c.TextArtist:settext(""); self:playcommand("Hide") end end; -- OnCommand=cmd(playcommand,"Set"); CurrentSongChangedMessageCommand=cmd(playcommand,"Set"); CurrentCourseChangedMessageCommand=cmd(playcommand,"Set"); DisplayLanguageChangedMessageCommand=cmd(playcommand,"Set"); }; --t[#t+1] = StandardDecorationFromFileOptional("LifeDifficulty","LifeDifficulty"); --t[#t+1] = StandardDecorationFromFileOptional("TimingDifficulty","TimingDifficulty"); t[#t+1] = StandardDecorationFromFileOptional("GameType","GameType"); t[#t+1] = Def.ActorFrame { Condition=GAMESTATE:HasEarnedExtraStage() and GAMESTATE:IsExtraStage() and not GAMESTATE:IsExtraStage2(); InitCommand=cmd(draworder,105); LoadActor( THEME:GetPathS("ScreenEvaluation","try Extra1" ) ) .. { Condition=THEME:GetMetric( Var "LoadingScreen","Summary" ) == false; OnCommand=cmd(play); }; LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra1" ) ) .. { Condition=THEME:GetMetric( Var "LoadingScreen","Summary" ) == false; InitCommand=cmd(Center); OnCommand=cmd(diffusealpha,0;zoom,0.85;bounceend,1;zoom,1;diffusealpha,1;sleep,0;glow,Color("White");decelerate,1;glow,Color("Invisible");smooth,0.35;zoom,0.25;y,SCREEN_BOTTOM-72); }; }; t[#t+1] = Def.ActorFrame { Condition=GAMESTATE:HasEarnedExtraStage() and not GAMESTATE:IsExtraStage() and GAMESTATE:IsExtraStage2(); InitCommand=cmd(draworder,105); LoadActor( THEME:GetPathS("ScreenEvaluation","try Extra2" ) ) .. { Condition=THEME:GetMetric( Var "LoadingScreen","Summary" ) == false; OnCommand=cmd(play); }; LoadActor( THEME:GetPathG("ScreenStageInformation","Stage extra2" ) ) .. { Condition=THEME:GetMetric( Var "LoadingScreen","Summary" ) == false; InitCommand=cmd(Center); OnCommand=cmd(diffusealpha,0;zoom,0.85;bounceend,1;zoom,1;diffusealpha,1;sleep,0;glow,Color("White");decelerate,1;glow,Color("Invisible");smooth,0.35;zoom,0.25;y,SCREEN_BOTTOM-72); }; }; return t
GateActions("Highspeed") GateActions["highspeed_write"] = { name = "Highspeed Write", inputs = { "Clk", "Memory", "Address", "Data" }, inputtypes = { "NORMAL", "WIRELINK", "NORMAL", "NORMAL" }, output = function(gate, Clk, Memory, Address, Data) if not Memory then return 0 end if not Memory.WriteCell then return 0 end if Clk <= 0 then return 0 end Address = math.floor(Address) if Address < 0 then return 0 end return Memory:WriteCell(Address, Data) and 1 or 0 end, label = function(Out, Clk, Memory, Address, Data) return string.format("Clock:%s Memory:%s Address:%s Data:%s = %s", Clk, Memory, Address, Data, Out) end } GateActions["highspeed_read"] = { name = "Highspeed Read", inputs = { "Clk", "Memory", "Address" }, inputtypes = { "NORMAL", "WIRELINK", "NORMAL" }, output = function(gate, Clk, Memory, Address) if not Memory then return 0 end if not Memory.ReadCell then return 0 end if Clk <= 0 then return 0 end Address = math.floor(Address) if Address < 0 then return 0 end return Memory:ReadCell(Address) or 0 end, label = function(Out, Clk, Memory, Address) return string.format("Clock:%s Memory:%s Address:%s = %s", Clk, Memory, Address, Out) end } GateActions()
local E, L, V, P, G = unpack(select(2, ...)); --Import: Engine, Locales, PrivateDB, ProfileDB, GlobalDB local DT = E:GetModule('DataTexts') --Lua functions local join = string.join --WoW API / Variables local BASE_MOVEMENT_SPEED = BASE_MOVEMENT_SPEED local GetUnitSpeed = GetUnitSpeed local IsFalling = IsFalling local IsFlying = IsFlying local IsSwimming = IsSwimming local displayNumberString = '' local movementSpeedText = L["Mov. Speed:"] local beforeFalling local lastPanel local function OnEvent(self) local _, runSpeed, flightSpeed, swimSpeed = GetUnitSpeed("player") local speed = runSpeed if (IsSwimming("player")) then speed = swimSpeed elseif (IsFlying("player")) then speed = flightSpeed end if (IsFalling("player")) then speed = beforeFalling or speed else beforeFalling = speed end self.text:SetFormattedText(displayNumberString, movementSpeedText, speed/BASE_MOVEMENT_SPEED*100) lastPanel = self end local function ValueColorUpdate(hex) displayNumberString = join("", "%s ", hex, "%.0f%%|r") if lastPanel ~= nil then OnEvent(lastPanel) end end E.valueColorUpdateFuncs[ValueColorUpdate] = true DT:RegisterDatatext('MovementSpeed', {"UNIT_STATS", "UNIT_AURA", "ACTIVE_TALENT_GROUP_CHANGED", "PLAYER_TALENT_UPDATE", "UNIT_SPELL_HASTE"}, OnEvent, nil, nil, nil, nil, STAT_MOVEMENT_SPEED)
local rpc = {} local list = { ID_CLIENT_JOIN = 1, ID_UPDATE_DATA = 2, ID_SERVER_JOIN = 3, ID_SERVER_QUIT = 4, ID_STREAMED_OUT = 5, ID_CLIENT_MESSAGE = 6, ID_CLIENT_COMMAND = 7, ID_UPDATE_TIME = 8, ID_UPDAET_WEATHER = 9, ID_UPDATE_POSITION = 10, ID_UPDATE_INTERIOR = 11, ID_UPDATE_SKIN = 12, ID_STREAMED_IN = 13, ID_TOGGLE_SPECTATE = 14, ID_SPECTATE_PLAYER = 15, ID_UPDATE_CAMERA_POS = 16, ID_UPDATE_CAMERA_ROT = 17, ID_UPDATE_SPAWN = 18, ID_SHOW_DIALOG = 19, ID_DIALOG_RESPONSE = 20, ID_RESTORE_CAMERA = 21, ID_UPDATE_CONTROL = 22, ID_UPDATE_ROTATION = 23, ID_OBJECT_CREATE = 24, ID_OBJECT_DELETE = 25, } rpc.list = list local function call_client_join(bs, address, port) local nickname = bs:read(BS_STRING, bs:read(BS_UINT8)) local authkey = bs:read(BS_STRING, bs:read(BS_UINT8)) local clientver = bs:read(BS_STRING, bs:read(BS_UINT8)) local free = clients.find_free() if free == 0 then packets.send(packets["list"]["ID_NO_FREE_INCOMING_CONNECTIONS"], nil, address, port) return -- all slots are in use and no free slots are available end local client = clients.by_address(address, port) if client ~= 0 then return end -- already connected (/==/) if clientver ~= "1.0.0" then local data = bstream.new(); data:write(BS_UINT8, 1) packets.send(packets["list"]["ID_CONNECTION_ATTEMPT_FAILED"], data, address, port) return -- client version is incorrect end local client = clients.by_nickname(nickname) if client ~= 0 or not nickname:match('^[A-Za-z0-9_%-%.]+$') or #nickname < 3 or #nickname > 25 then local data = bstream.new(); data:write(BS_UINT8, 2) packets.send(packets["list"]["ID_CONNECTION_ATTEMPT_FAILED"], data, address, port) return -- nickname with this nickname is already connected or nickname is bad end local data = bstream.new() data:write(BS_UINT8, #config.hostname) data:write(BS_STRING, config.hostname) packets.send(packets["list"]["ID_CONNECTION_REQUEST_ACCEPTED"], data, address, port, SNET_SYSTEM_PRIORITY) clients.list[free] = { -- add new client to clients list and send response to client nickname = nickname, ping = 0, score = 0, address = address, port = port, skin = 0, gamestate = 1, -- onfoot stream = { players = {}, objects = {}, }, pos = {0, 0, 0}, quat = {0, 0, 0, 0}, vec = {0, 0, 0}, rot = 0, world = 0, interior = 0, last_ping = 0, last_sync = 0, health = 100, armour = 0, last_dialog = 0, keys = 0, vars = {}, } local udata = bstream.new() udata:write(BS_UINT16, free) udata:write(BS_UINT8, #nickname) udata:write(BS_STRING, nickname) functions.getPlayerPointer(free):setTime(config.time) functions.getPlayerPointer(free):setWeather(config.weather) clients.foreach(function(index, value) local data = bstream.new() data:write(BS_UINT16, index) data:write(BS_UINT8, #value.nickname) data:write(BS_STRING, value.nickname) rpc.send(list["ID_SERVER_JOIN"], data, address, port) if index ~= free then rpc.send(list["ID_SERVER_JOIN"], udata, value.address, value.port) end end) console_log("[SERVER] New client connected: "..nickname.." [" .. free .. "] ("..address..":"..port..")") inner_function("onPlayerConnect", true, true, free) -- callback onPlayerConnect [PlayerID] end function rpc.process(id, bs, address, port) if id == list["ID_CLIENT_JOIN"] then call_client_join(bs, address, port) elseif id == list["ID_CLIENT_MESSAGE"] then local client = clients.by_address(address, port) if client ~= 0 then local text = bs:read(BS_STRING, bs:read(BS_UINT8)) local result = inner_function("onPlayerText", true, true, client, text) -- callback onPlayerText [PlayerID] [Text] if not result then functions.sendMessage(0xFFFFFFFF, string.format("* %s[%s]: {F5F5F5}%s", functions.getPlayerPointer(client):getNickname(), client, text)) end end elseif id == list["ID_CLIENT_COMMAND"] then local client = clients.by_address(address, port) if client ~= 0 then local text = bs:read(BS_STRING, bs:read(BS_UINT8)) local result = inner_function("onPlayerCommand", true, true, client, text) -- callback onPlayerCommand [PlayerID] [Text] if not result then functions.getPlayerPointer(client):sendMessage(0xC9C9C9FF, "* Unknown command, type /help to show commands list.") end end elseif id == list["ID_DIALOG_RESPONSE"] then local client = clients.by_address(address, port) if client == 0 then return end local id = bs:read(BS_UINT16) if clients.list[client].last_dialog ~= id then return end local btn = bs:read(BS_UINT8) local selected = bs:read(BS_UINT8) local inputtext = bs:read(BS_STRING, bs:read(BS_UINT8)) inner_function("onDialogResponse", true, true, client, id, btn, selected, inputtext) -- callback onDialogRespose [PlayerID] [DialogID] [Button] [Selected] [Input] end end function rpc.send(id, bs, address, port) if not bs then bs = bstream.new() end bs = bstream.new(bs.bytes) -- clone bstream bs.write_ptr = 1; bs:write(BS_BOOLEAN, true) server:send(id, bs, SNET_SYSTEM_PRIORITY, address, port) end return rpc
--journalmod.lua local loaded = false function JOURNALMOD_ON_INIT(addon, frame) if not loaded then loaded = true local function setupHook(newFunction, hookedFunctionStr) local storeOldFunc = hookedFunctionStr .. "_OLD" if _G[storeOldFunc] == nil then _G[storeOldFunc] = _G[hookedFunctionStr] end _G[hookedFunctionStr] = newFunction end setupHook(ADVENTURE_BOOK_CHECK_STATE_FILTER_HOOKED, "ADVENTURE_BOOK_CHECK_STATE_FILTER") setupHook(SCR_QUEST_SHOW_ZONE_LIST_HOOKED, "SCR_QUEST_SHOW_ZONE_LIST") setupHook(ADVENTURE_BOOK_QUEST_CREATE_MAP_QUEST_TREE_HOOKED, "ADVENTURE_BOOK_QUEST_CREATE_MAP_QUEST_TREE") setupHook(IS_QUEST_NEED_TO_SHOW_HOOKED, "IS_QUEST_NEED_TO_SHOW") setupHook(ADVENTURE_BOOK_QUEST_DROPLIST_INIT_HOOKED, "ADVENTURE_BOOK_QUEST_DROPLIST_INIT") if ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE_OLD == nil then ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE_OLD = ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE end ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE = ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE_HOOKED end end function ADVENTURE_BOOK_CHECK_STATE_FILTER_HOOKED(frame, collectionInfo, searchText, collectionClass, collection) local collectionStateDropList = GET_CHILD_RECURSIVELY(frame, 'collectionStateDropList'); local stateIndex = collectionStateDropList:GetSelItemIndex(); if stateIndex == 1 and collectionInfo.view ~= 2 then -- 완성 return false; elseif stateIndex == 2 and collectionInfo.view ~= 0 then -- 미확인 return false; elseif stateIndex == 3 and collectionInfo.view ~= 1 then -- 미완성 return false; end if searchText ~= nil and searchText ~= '' then local collectionName = ADVENTURE_BOOK_COLLECTION_REPLACE_NAME(collectionInfo.name); searchText = string.lower(searchText); collectionName = dic.getTranslatedStr(collectionName) collectionName = string.lower(collectionName); local desc = GET_COLLECTION_MAGIC_DESC(collectionClass.ClassID) desc = string.lower(dic.getTranslatedStr(desc)) if string.find(collectionName, searchText) == nil and string.find(desc, searchText) == nil then local collectionList = session.GetMySession():GetCollection() local curCount, maxCount = GET_COLLECTION_COUNT(collectionClass.ClassID, collectionList:Get(collectionClass.ClassID)) for num = 1, maxCount do local itemName = TryGetProp(collectionClass, "ItemName_" .. num) if itemName == nil or itemName == "None" then return false end itemName = dic.getTranslatedStr(GetClass("Item", itemName).Name) itemName = string.lower(itemName) if string.find(itemName, searchText) ~= nil then return true end end return false; end end return true; end function ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_COMPLETE_HOOKED(mapClsID) local t = ADVENTURE_BOOK_MAP_CONTENT.IS_COMPLETE(mapClsID) if t == true or t == 1 then return false; end t = ADVENTURE_BOOK_MAP_CONTENT.IS_NOT_DETECTED(mapClsID) if t == true or t == 1 then return false; else return true; end end function SCR_QUEST_SHOW_ZONE_LIST_HOOKED(nowframe) local questList, cnt = GetClassList('QuestProgressCheck'); local topFrame = nowframe:GetTopParentFrame(); local questSearchEdit = GET_CHILD_RECURSIVELY(topFrame, 'questSearchEdit'); local searchText = questSearchEdit:GetText(); local zoneList = {} searchText = string.lower(searchText) local pc = GetMyPCObject() local questCateDrop = GET_CHILD_RECURSIVELY(topFrame, 'questCateDrop') local questLevelDrop = GET_CHILD_RECURSIVELY(topFrame, 'questLevelDrop') local questStateDrop = GET_CHILD_RECURSIVELY(topFrame, 'questStateDrop') local cateIndex = questCateDrop:GetSelItemIndex() local lvIndex = questLevelDrop:GetSelItemIndex() local stateIndex = (questStateDrop ~= nil) and questStateDrop:GetSelItemIndex() or 0 for index = 0, cnt - 1 do local questCls = GetClassByIndexFromList(questList, index); if table.find(zoneList, questCls.StartMap) == 0 then if questCls.Level ~= 9999 then if questCls.Lvup ~= -9999 then if questCls.PeriodInitialization == 'None' then local questMode = questCls.QuestMode; if questMode ~= 'KEYITEM' and questMode ~= 'PARTY' then --local questCateDrop = GET_CHILD_RECURSIVELY(topFrame, 'questCateDrop'); --local cateIndex = questCateDrop:GetSelItemIndex(); if cateIndex == 0 or (cateIndex == 1 and questCls.QuestMode == 'MAIN') or (cateIndex == 2 and questCls.QuestMode == 'SUB') or (cateIndex == 3 and questCls.QuestMode ~= 'MAIN' and questCls.QuestMode ~= 'SUB') then --local questLevelDrop = GET_CHILD_RECURSIVELY(topFrame, 'questLevelDrop'); --local lvIndex = questLevelDrop:GetSelItemIndex(); if lvIndex == 0 or math.ceil(questCls.Level / 100) == lvIndex then if searchText == '' or string.find(string.lower(dic.getTranslatedStr(questCls.Name)), searchText) ~= nil then local result = SCR_QUEST_CHECK_C(pc, questCls.ClassName) if stateIndex == 0 or (stateIndex == 1 and result == 'COMPLETE') or (stateIndex == 2 and result ~= 'COMPLETE') then zoneList[#zoneList + 1] = questCls.StartMap end end end end end end end end end end return zoneList end function ADVENTURE_BOOK_QUEST_CREATE_MAP_QUEST_TREE_HOOKED(questMapBox, mapCls, isSearchMode) local quest_tree = questMapBox:CreateOrGetControlSet('quest_tree', 'QUEST_MAP_'..mapCls.ClassID, 0, 0); local text = quest_tree:GetChild('text'); text:SetText(mapCls.Name); if isSearchMode == true then quest_tree = AUTO_CAST(quest_tree); local EXPAND_ON_IMG = quest_tree:GetUserConfig('EXPAND_ON_IMG'); local expandBtn = GET_CHILD(quest_tree, 'expandBtn'); expandBtn:SetImage(EXPAND_ON_IMG); quest_tree:SetUserValue('QUEST_MAP_CLASS_NAME', mapCls.ClassName) quest_tree:SetUserValue('IS_EXPAND', 1) else quest_tree:SetUserValue('QUEST_MAP_CLASS_NAME', mapCls.ClassName); end return quest_tree; end function IS_QUEST_NEED_TO_SHOW_HOOKED(frame, questCls, mapName, searchText) if mapName ~= nil and questCls.StartMap ~= mapName then return false; end if questCls.Level == 9999 then return false; end if questCls.Lvup == -9999 then return false; end if questCls.PeriodInitialization ~= 'None' then return false; end local questMode = questCls.QuestMode; if questMode == 'KEYITEM' or questMode == 'PARTY' then return false; end if IS_ADVENTURE_BOOK_EXCEPT_QUEST(questCls.ClassName) == 'YES' then return false; end local questCateDrop = GET_CHILD_RECURSIVELY(frame, 'questCateDrop'); local cateIndex = questCateDrop:GetSelItemIndex(); if cateIndex == 1 and questCls.QuestMode ~= 'MAIN' then -- main return false; elseif cateIndex == 2 and questCls.QuestMode ~= 'SUB' then -- sub return false; elseif cateIndex == 3 and (questCls.QuestMode == 'MAIN' or questCls.QuestMode == 'SUB') then -- etc return false; end local questLevelDrop = GET_CHILD_RECURSIVELY(frame, 'questLevelDrop'); local lvIndex = questLevelDrop:GetSelItemIndex(); if lvIndex ~= 0 and math.ceil(questCls.Level / 100) ~= lvIndex then return false; end local questStateDrop = GET_CHILD_RECURSIVELY(frame, 'questStateDrop') local stateIndex = questStateDrop:GetSelItemIndex() local result = SCR_QUEST_CHECK_C(GetMyPCObject(), questCls.ClassName) if stateIndex == 1 and result ~= 'COMPLETE' then return false elseif stateIndex == 2 and result == 'COMPLETE' then return false end local questname = string.lower(dic.getTranslatedStr(questCls.Name)) searchText = string.lower(searchText) if searchText == '' or string.find(questname, searchText) ~= nil then return true end local mapname = questCls.StartMap if mapname and mapname ~= "None" then local mapnameText = GetClass("Map", mapname).Name mapnameText = string.lower(dic.getTranslatedStr(mapnameText)) if string.find(mapnameText, searchText) ~= nil then return true end end return false end function ADVENTURE_BOOK_QUEST_DROPLIST_INIT_HOOKED(page_quest) local questCateDrop = GET_CHILD_RECURSIVELY(page_quest, 'questCateDrop'); if questCateDrop:GetItemCount() > 6 then return; end questCateDrop:ClearItems(); questCateDrop:AddItem(0, ClMsg('PartyShowAll')); questCateDrop:AddItem(1, ClMsg('MAIN')); questCateDrop:AddItem(2, ClMsg('SUB')); questCateDrop:AddItem(3, ClMsg('WCL_Etc')); local levelText = GET_CHILD_RECURSIVELY(page_quest, 'levelText'); levelText:SetMargin(194, 25, 20, 24); local questLevelDrop = GET_CHILD_RECURSIVELY(page_quest, 'questLevelDrop'); questLevelDrop:ClearItems(); questLevelDrop:SetMargin(194, 48, 178, 20) questLevelDrop:SetVisibleLine(7) questLevelDrop:AddItem(0, ClMsg('Auto_MoDu_BoKi')) questLevelDrop:AddItem(1, 'Lv.1 ~ Lv.100') questLevelDrop:AddItem(2, 'Lv.101 ~ Lv.200') questLevelDrop:AddItem(3, 'Lv.201 ~ Lv.300') questLevelDrop:AddItem(4, 'Lv.301 ~ Lv.400') questLevelDrop:AddItem(5, 'Lv.401 ~ Lv.500') questLevelDrop:AddItem(6, 'Lv.501 ~ Lv.600') local stateText = page_quest:CreateOrGetControl("richtext", "stateText", 378, 25, 20, 24) stateText:SetText("@dicID_^*$UI_20170912_002757$*^") stateText:SetFontName("black_16_b") local questStateDrop = page_quest:CreateOrGetControl("droplist", "questStateDrop", 378, 48, 178, 20) tolua.cast(questStateDrop, "ui::CDropList") questStateDrop:SetSkinName("droplist_normal") questStateDrop:SetSelectedScp("ADVENTURE_BOOK_QUEST_DROPLIST") questStateDrop:SetTextAlign("left","center") questStateDrop:ClearItems() questStateDrop:SetVisibleLine(3) questStateDrop:AddItem(0, ClMsg('Auto_MoDu_BoKi'), 0, 0, " ") questStateDrop:AddItem(1, ClMsg('Complete'), 0, 0, " ") questStateDrop:AddItem(2, ClMsg('NotComplete'), 0, 0, " ") end
assert.Equal(255, 0xff) assert.Equal(-255, -0xff)
local depth = {} while true do local n = io.read '*n' if n == nil then break end table.insert(depth, n) end local prev = 0 local count = -1 -- first one doesn't count for _, d in ipairs(depth) do if d - prev > 0 then count = count + 1 end prev = d end print(count)
-- ... init.lua require("nvim-web-devicons").setup()
return { name = 'truemedian/extensions', version = '1.0.0', description = 'A combination of extensions to the Lua standard libraries and other useful utilities for libraries I use.', tags = {'lua', 'luvit', 'extension', 'stdlib'}, license = 'MIT', author = {name = 'Nameless'}, homepage = 'https://github.com/truemedian/lua-extensions', dependencies = {}, files = {'**.lua'}, }
-- Copyright © 2016 Silv3r <[email protected]> -- This work is free. You can redistribute it and/or modify it under the -- terms of the Do What The Fuck You Want To Public License, Version 2, -- as published by Sam Hocevar. See the LICENSE file for more details. name = "Leveling: Victory Road (near Indigo Plateau)" author = "ananas" description = [[hehe]] function onStart() setMount("Yellow Bicycle") if getUsablePokemonCount() > 0 then if getMapName() == "Indigo Plateau Center" then moveToCell(10,28) elseif getMapName() == "Indigo Plateau" then moveToCell(21,31) elseif getMapName() == "Victory Road Kanto 3F" then moveToRectangle(46, 19, 47, 22) end else if getMapName() == "Victory Road Kanto 3F" then moveToCell(46,13) elseif getMapName() == "Indigo Plateau" then moveToCell(32,12) elseif getMapName() == "Indigo Plateau Center" then talkToNpcOnCell(4, 22) end end end function onPathAction() if getUsablePokemonCount() > 0 then if getMapName() == "Indigo Plateau Center" then moveToCell(10,28) elseif getMapName() == "Indigo Plateau" then moveToCell(21,31) elseif getMapName() == "Victory Road Kanto 3F" then moveToRectangle(46, 19, 47, 22) end else if getMapName() == "Victory Road Kanto 3F" then moveToCell(46,13) elseif getMapName() == "Indigo Plateau" then moveToCell(32,12) elseif getMapName() == "Indigo Plateau Center" then talkToNpcOnCell(4, 22) end end end -- poliwrath is effective towards ground and rock. function onBattleAction() if isWildBattle() and isOpponentShiny() then if useItem("Ultra Ball") or useItem("Great Ball") or useItem("Pokeball") then return end end if getUsablePokemonCount() > 0 then return attack() or sendUsablePokemon() or run() or sendAnyPokemon() else return run() or attack() or sendUsablePokemon() or sendAnyPokemon() end end
local MakePlayerCharacter = require "prefabs/player_common" local assets = { Asset( "ANIM", "anim/player_basic.zip" ), Asset( "ANIM", "anim/player_idles_shiver.zip" ), Asset( "ANIM", "anim/player_actions.zip" ), Asset( "ANIM", "anim/player_actions_axe.zip" ), Asset( "ANIM", "anim/player_actions_pickaxe.zip" ), Asset( "ANIM", "anim/player_actions_shovel.zip" ), Asset( "ANIM", "anim/player_actions_blowdart.zip" ), Asset( "ANIM", "anim/player_actions_eat.zip" ), Asset( "ANIM", "anim/player_actions_item.zip" ), Asset( "ANIM", "anim/player_actions_uniqueitem.zip" ), Asset( "ANIM", "anim/player_actions_bugnet.zip" ), Asset( "ANIM", "anim/player_actions_fishing.zip" ), Asset( "ANIM", "anim/player_actions_boomerang.zip" ), Asset( "ANIM", "anim/player_bush_hat.zip" ), Asset( "ANIM", "anim/player_attacks.zip" ), Asset( "ANIM", "anim/player_idles.zip" ), Asset( "ANIM", "anim/player_rebirth.zip" ), Asset( "ANIM", "anim/player_jump.zip" ), Asset( "ANIM", "anim/player_amulet_resurrect.zip" ), Asset( "ANIM", "anim/player_teleport.zip" ), Asset( "ANIM", "anim/wilson_fx.zip" ), Asset( "ANIM", "anim/player_one_man_band.zip" ), Asset( "ANIM", "anim/shadow_hands.zip" ), Asset( "SOUND", "sound/sfx.fsb" ), Asset( "SOUND", "sound/wilson.fsb" ), Asset( "ANIM", "anim/beard.zip" ), Asset( "ANIM", "anim/brook.zip" ), Asset( "ANIM", "anim/ghost_brook_build.zip" ), } local prefabs = { } -- Custom starting items local start_inv = { "swordcane", "violin", } -- When the character is revived from human local function onbecamehuman(inst) -- Set speed when loading or reviving from ghost (optional) inst.components.locomotor.walkspeed = 4 inst.components.locomotor.runspeed = 6 end -- When loading or spawning the character local function onload(inst) inst:ListenForEvent("ms_respawnedfromghost", onbecamehuman) if not inst:HasTag("playerghost") then onbecamehuman(inst) end end local function sanityfn(inst) local x, y, z = inst.Transform:GetWorldPosition() local delta = 0 local max_rad = 10 local ents = TheSim:FindEntities(x, y, z, max_rad, { "player" }, { "playerghost", "deadbones" }) for i, v in ipairs(ents) do delta = delta + TUNING.DAPPERNESS_SMALL end -- brook is alone if (delta == 0) then delta = delta - TUNING.DAPPERNESS_TINY end return delta end -- This initializes for both the server and client. Tags can be added here. local common_postinit = function(inst) -- Minimap icon inst.MiniMapEntity:SetIcon( "brook.tex" ) -- character tags inst:AddTag("deadbones") end -- This initializes for the server only. Components are added here. local master_postinit = function(inst) -- choose which sounds this character will play inst.soundsname = "woodie" -- Uncomment if "wathgrithr"(Wigfrid) or "webber" voice is used --inst.talker_path_override = "dontstarve_DLC001/characters/" inst.components.health:SetMaxHealth(TUNING.BROOK.health) inst.components.hunger:SetMax(TUNING.BROOK.hunger) inst.components.sanity:SetMax(TUNING.BROOK.sanity) inst.components.combat.damagemultiplier = TUNING.BROOK.damage inst.components.sanity.custom_rate_fn = sanityfn -- Food heals halved local _Eat = inst.components.eater.Eat function inst.components.eater:Eat( food ) if food.components.edible.healthvalue > 2 then food.components.edible.healthvalue = food.components.edible.healthvalue/2 end return _Eat( self, food ) end -- Insulated from temp changes inst.components.temperature.inherentinsulation = TUNING.BROOK.coldresist inst.components.temperature.inherentsummerinsulation = TUNING.BROOK.heatresist -- Can play violin inst:AddComponent("sanityaura") inst.components.sanityaura.aura = 0 inst.OnLoad = onload inst.OnNewSpawn = onload end return MakePlayerCharacter("brook", prefabs, assets, common_postinit, master_postinit, start_inv)
--[[============================================================ --= --= Global Functions --= --=------------------------------------------------------------- --= --= MyHappyList - manage your AniDB MyList --= - Written by Marcus 'ReFreezed' Thunström --= - MIT License (See main.lua) --= --============================================================== assertf, assertarg, check clamp cleanupPath cmdAsync, cmdSync, cmdDetached, cmdCapture, scriptCaptureAsync, scriptRunDetached, isScriptRunning, cmdEscapeArgs, run compareTables copyTable cwdPush, cwdPop eatSpaces encodeHtmlEntities errorf, fileerror F, formatBytes findPreviousChar getColumn getKeys getLineNumber getStored, store, storeItem, getStorage getStoredEventCallback, getStoredEventCallbackAll, storeEventCallbacks getTime getTimezone, getTimezoneOffsetString, getTimezoneOffset gsub2 handleError, wrapCall iff indexOf, itemWith, itemWithAll, indexWith insertMultiple, removeItem ipairsr, iprev isAny isHost isInt isStringMatchingAnyPattern iterate, arrayIterator logStart, logEnd, logHeader, log, logprint, logprinterror, logprintOnce makePrintable matchLines newSet newStringBuilder openFileExternally, openFileInNotepad, showFileInExplorer pack pairsSorted print, printOnce, printf, printfOnce, printobj quit, maybeQuit range round serializeLua setAndInsert, setAndInsertIfNew, unsetAndRemove sort sortNatural, compareNatural splitString T, getText, getTranslations tablePathGet, tablePathSet trim, trimNewlines unzip utf8IsValid updater_getUnzipDir updater_moveFilesAfterUnzipMain, updater_moveFilesAfterUnzipUpdater --============================================================]] require(... .."_filesystem") require(... .."_wx") function isStringMatchingAnyPattern(s, patterns) for _, pat in ipairs(patterns) do if s:find(pat) then return true end end return false end -- errorf( [ level=1, ] formatString, ...) function errorf(level, s, ...) if type(level) == "number" then error(F(s, ...), level+1) else error(F(level, s, ...), 2) end end -- fileerror( path, contents, position, formatString, ... ) -- fileerror( path, nil, lineNumber, formatString, ... ) function fileerror(path, contents, pos, s, ...) local ln = contents and getLineNumber(contents, pos) or pos if type(s) ~= "string" then s = F("%s:%d: %s", path, ln, tostring(s)) else s = F("%s:%d: "..s, path, ln, ...) end error(s, 2) end function handleError(err) local errWithStack = debug.traceback(tostring(err), 2) print(errWithStack) logEnd() if isApp and not DEBUG then -- if isApp then -- DEBUG local dialog = wxTextEntryDialog( wxNULL, F( "%s\n%s\n\n%s: %s\n\n%s:", T"error_appCrash1", T"error_appCrash2", T"label_logFile", logFilePath, T"label_message" ), "Error", errWithStack, wxOK + wxCENTRE + wxTE_MULTILINE + wxTE_DONTWRAP ) showModalAndDestroy(dialog) end os.exit(1) end function wrapCall(f) return function(...) local args = pack(...) local returnValues = nil xpcall( function() returnValues = pack(f(unpack(args, 1, args.n))) end, handleError ) if returnValues then return unpack(returnValues, 1, returnValues.n) end end end function getLineNumber(s, pos) local lineCount = 1 for posCurrent in s:gmatch"()\n" do if posCurrent < pos then lineCount = lineCount+1 else break end end return lineCount end do local values = {} local oncePrints = {} local function printArgsToString(...) local argCount = select("#", ...) for i = 1, argCount do values[i] = tostring(select(i, ...)) end return table.concat(values, "\t", 1, argCount) end local function safePrintUtf8(s) local ok, errPos = utf8IsValid(s) if not ok then local errPositions = {} repeat errPositions[errPos] = true ok, errPos = utf8IsValid(s, errPos+1) until ok s = s:gsub("()(.)", function(pos, c) return errPositions[pos] and "?" or c end) end _print(s) end function print(...) local s = printArgsToString(...) safePrintUtf8(s) log(s) end function printOnce(...) local s = printArgsToString(...) if oncePrints[s] then return end oncePrints[s] = true safePrintUtf8(s) log(s) end end function printf(s, ...) print(s:format(...)) end function printfOnce(s, ...) printOnce(s:format(...)) end -- printobj( ... ) -- Note: Does not write to log. do local out = io.stdout local _tostring = tostring local function tostring(v) return (_tostring(v):gsub('^table: ', '')) end local function compareKeys(a, b) return compareNatural(tostring(a), tostring(b)) end local function _printobj(v, tables) local vType = type(v) if vType == "table" then if tables[v] then out:write(tostring(v), " ") return end out:write(tostring(v), "{ ") tables[v] = true local indices = {} for i = 1, #v do indices[i] = true end for _, k in ipairs(sort(getKeys(v), compareKeys)) do if not indices[k] then out:write(tostring(k), "=") _printobj(v[k], tables) end end for i = 1, #v do out:write(i, "=") _printobj(v[i], tables) end out:write("} ") elseif vType == "number" then out:write(F("%g ", v)) elseif vType == "string" then out:write('"', v:gsub("%z", "\\0"):gsub("\n", "\\n"), '" ') else out:write(tostring(v), " ") end end function printobj(...) for i = 1, select("#", ...) do if i > 1 then out:write("\t") end _printobj(select(i, ...), {}) end out:write("\n") end end do local logBuffer = {} local function logEmptyBuffer() for i, s in ipairs(logBuffer) do writeLine(logFile, s) logBuffer[i] = nil end end function logStart(basename) if logFile then errorf(2, "Log file already started. (new: '%s', old: '%s')", basename, logFilePath) end logFilePath = F("%s/%s.log", DIR_LOGS, basename) logFile = assert(openFile(logFilePath, "a")) logEmptyBuffer() end function logEnd() if not logFile then return end logFile:close() logFile = nil end function logHeader() log("~~~ MyHappyList ~~~") log(os.date"%Y-%m-%d %H:%M:%S") if DEBUG_LOCAL then print("!! DEBUG (local) !!") elseif DEBUG then print("!!!!!! DEBUG !!!!!!") end end -- log( string ) -- log( formatString, ... ) function log(s, ...) if select("#", ...) > 0 then s = s:format(...) end if not logFile then table.insert(logBuffer, s) return end logEmptyBuffer() writeLine(logFile, s) end -- logprint( agent, string ) -- logprint( agent, formatString, ... ) -- agent can be nil. function logprint(agent, s, ...) if select("#", ...) > 0 then s = s:format(...) end local time = getTime() if agent then printf("%s.%03d|%s| %s", os.date("%H:%M:%S", time), 1000*(time%1), agent, s) else printf("%s.%03d| %s", os.date("%H:%M:%S", time), 1000*(time%1), s) end end -- logprinterror( agent, string ) -- logprinterror( agent, formatString, ... ) -- agent can be nil. function logprinterror(agent, s, ...) if select("#", ...) > 0 then s = s:format(...) end local time = getTime() -- io.stdout:write("\27[91m") -- Bright red. (No support in Sublime. :/ ) if agent then printf("%s.%03d|%s| Error: %s", os.date("%H:%M:%S", time), 1000*(time%1), agent, s) else printf("%s.%03d| Error: %s", os.date("%H:%M:%S", time), 1000*(time%1), s) end -- io.stdout:write("\27[0m") -- Clean. end -- logprintOnce( agent, string ) -- logprintOnce( agent, formatString, ... ) -- agent can be nil. function logprintOnce(agent, s, ...) if select("#", ...) > 0 then s = s:format(...) end local time = getTime() if agent then printfOnce("%s.%03d|%s| %s", os.date("%H:%M:%S", time), 1000*(time%1), agent, s) else printfOnce("%s.%03d| %s", os.date("%H:%M:%S", time), 1000*(time%1), s) end end end F = string.format function formatBytes(n) if n >= 1024*1024*1024 then return F("%.2f GB", n/(1024*1024*1024)) elseif n >= 1024*1024 then return F("%.2f MB", n/(1024*1024)) elseif n >= 1024 then return F("%.2f KB", n/(1024)) else return T("label_numBytes", {n=n}) end end function trim(s) s = s :gsub("^%s+", "") :gsub("%s+$", "") return s end function trimNewlines(s) s = s :gsub("^\n+", "") :gsub("\n+$", "") return s end -- array = sortNatural( array [, attribute ] ) do local function pad(numStr) return F("%03d%s", #numStr, numStr) end function compareNatural(a, b) return tostring(a):gsub("%d+", pad) < tostring(b):gsub("%d+", pad) end function sortNatural(t, k) if k then table.sort(t, function(a, b) return compareNatural(a[k], b[k]) end) else table.sort(t, compareNatural) end return t end end function assertf(v, err, ...) if not v then if select("#", ...) > 0 then err = err:format(...) end assert(false, err) end return v end -- value = assertarg( [ functionName=auto, ] argumentNumber, value, expectedValueType... [, depth=2 ] ) do local function _assertarg(fName, n, v, ...) local vType = type(v) local varargCount = select("#", ...) local lastArg = select(varargCount, ...) local hasDepthArg = (type(lastArg) == "number") local typeCount = varargCount+(hasDepthArg and -1 or 0) for i = 1, typeCount do if vType == select(i, ...) then return v end end local depth = 2+(hasDepthArg and lastArg or 2) if not fName then fName = debug.traceback("", depth-1):match": in function '(.-)'" or "?" end local expects = table.concat({...}, " or ", 1, typeCount) error(F("bad argument #%d to '%s' (%s expected, got %s)", n, fName, expects, vType), depth) end function assertarg(fNameOrArgNum, ...) if type(fNameOrArgNum) == "string" then return _assertarg(fNameOrArgNum, ...) else return _assertarg(nil, fNameOrArgNum, ...) end end end function check(v, ...) if not v then local err = "Error: "..tostring((...)) print(debug.traceback(err, 2)) end return v, ... end function indexOf(t, v) for i, item in ipairs(t) do if item == v then return i end end return nil end -- item, index = itemWith( array, key1, value1, ...) function itemWith(t, ...) for i, item in ipairs(t) do local isMatch = true for argIndex = 1, select("#", ...), 2 do local k, v = select(argIndex, ...) if item[k] ~= v then isMatch = false break end end if isMatch then return item, i end end return nil end -- items = itemWithAll( array, key1, value1, ...) function itemWithAll(t, ...) local items = {} for i, item in ipairs(t) do local isMatch = true for argIndex = 1, select("#", ...), 2 do local k, v = select(argIndex, ...) if item[k] ~= v then isMatch = false break end end if isMatch then table.insert(items, item) end end return items end -- index = indexWith( array, key1, value1, ...) function indexWith(t, ...) local _, i = itemWith(t, ...) return i end -- html = encodeHtmlEntities( string [, excludeApostrophe=false ] ) do local ENTITIES = { ["&"] = "&amp;", ["<"] = "&lt;", [">"] = "&gt;", ['"'] = "&quot;", ["'"] = "&#39;", } function encodeHtmlEntities(s, excludeApostrophe) return (s:gsub((excludeApostrophe and "[&<>\"]" or "[&<>\"']"), ENTITIES)) end end function pack(...) return {n=select("#", ...), ...} end -- parts = splitString( string, separatorPattern [, startIndex=1, plain=false ] ) function splitString(s, sep, i, plain) i = i or 1 local parts = {} while true do local i1, i2 = s:find(sep, i, plain) if not i1 then break end table.insert(parts, s:sub(i, i1-1)) i = i2+1 end table.insert(parts, s:sub(i)) return parts end function round(n) return math.floor(n+0.5) end -- builder = newStringBuilder( ) do local mt = { __call = function(b, ...) local len = select("#", ...) if len == 0 then return table.concat(b) end local s = len == 1 and tostring(...) or F(...) table.insert(b, s) end, } function newStringBuilder() return setmetatable({}, mt) end end function getKeys(t) local keys = {} for k in pairs(t) do table.insert(keys, k) end return keys end -- bool = isAny( valueToCompare, value1, ... ) -- bool = isAny( valueToCompare, arrayOfValues ) function isAny(v, ...) local len = select("#", ...) if len == 1 and type(...) == "table" then for _, item in ipairs(...) do if v == item then return true end end else for i = 1, len do if v == select(i, ...) then return true end end end return false end -- insertMultiple( array, value1, ...) function insertMultiple(t, ...) local insert = table.insert local select = select for i = 1, select("#", ...) do insert(t, (select(i, ...))) end end -- anyItemGotRemoved = removeItem( array, value1, ... ) function removeItem(t, ...) local anyItemGotRemoved = false for argIndex = 1, select("#", ...) do local i = indexOf(t, select(argIndex, ...)) if i then table.remove(t, i) anyItemGotRemoved = true end end return anyItemGotRemoved end -- Same as string.gsub(), but "%" has no meaning in the replacement. function gsub2(s, pat, repl, ...) return s:gsub(pat, repl:gsub("%%", "%%%%"), ...) end function getTime() return socket and socket.gettime() or os.time() end -- Compute the difference in seconds between local time and UTC. (Normal time.) -- http://lua-users.org/wiki/TimeZone function getTimezone() local now = os.time() return os.difftime(now, os.time(os.date("!*t", now))) end -- Return a timezone string in ISO 8601:2000 standard form (+hhmm or -hhmm). function getTimezoneOffsetString(tz) local h, m = math.modf(tz/3600) return F("%+.4d", 100*h+60*m) end -- Return the timezone offset in seconds, as it was on the given time. (DST obeyed.) -- timezoneOffset = getTimezoneOffset( [ time=now ] ) function getTimezoneOffset(time) time = time or os.time() local dateUtc = os.date("!*t", time) local dateLocal = os.date("*t", time) dateLocal.isdst = false -- This is the trick. return os.difftime(os.time(dateLocal), os.time(dateUtc)) end function cleanupPath(someKindOfPath) local path = toNormalPath(someKindOfPath) local count repeat path, count = path:gsub("/[^/]+/%.%./", "/", 1) -- Not completely fool proof! until count == 0 return path end function ipairsr(t) return iprev, t, #t+1 end function iprev(t, i) i = i-1 local v = t[i] if v ~= nil then return i, v end end -- for key, value, index in pairsSorted( table ) do function pairsSorted(t) local keys = sortNatural(getKeys(t)) local i = 0 return function() i = i+1 local k = keys[i] if k ~= nil then return k, t[k], i end end end function sort(t, ...) table.sort(t, ...) return t end function isInt(v) return type(v) == "number" and v == v -- Not NaN. and v == math.floor(v) and math.abs(v) ~= math.huge end function makePrintable(v) return (tostring(v) :gsub("\r", "\\r") :gsub("\n", "\\n") :gsub("\t", "\\t") :gsub("[%z\1-\31]", function(c) return "\\"..c:byte() end) :gsub("(pass=).-(&[^a])", "%1***%2") -- Simple password hiding. Note: "&" should be encoded as "&amp;". ) end function iff(v, a, b) if v then return a else return b end end function clamp(n, min, max) return math.min(math.max(n, min), max) end -- Return any data as a Lua code string. -- luaString = serializeLua( value ) do local SIMPLE_TYPES = {["boolean"]=true,["nil"]=true,["number"]=true} local KEYWORDS = { ["and"]=true,["break"]=true,["do"]=true,["else"]=true,["elseif"]=true, ["end"]=true,["false"]=true,["for"]=true,["function"]=true,["if"]=true, ["in"]=true,["local"]=true,["nil"]=true,["not"]=true,["or"]=true,["repeat"]=true, ["return"]=true,["then"]=true,["true"]=true,["until"]=true,["while"]=true, } local function _serializeLua(out, data) local dataType = type(data) if dataType == "table" then local first = true local i = 0 local indices = {} local insert = table.insert insert(out, "{") while true do i = i+1 if data[i] == nil then i = i+1 if data[i] == nil then break end if not first then insert(out, ",") end insert(out, "nil") first = false end if not first then insert(out, ",") end first = false _serializeLua(out, data[i]) indices[i] = true end for k, v in pairs(data) do if not indices[k] then if not first then insert(out, ",") end first = false if not KEYWORDS[k] and type(k) == "string" and k:find"^[a-zA-Z_][a-zA-Z0-9_]*$" then insert(out, k) else insert(out, "[") _serializeLua(out, k) insert(out, "]") end insert(out, "=") _serializeLua(out, v) end end insert(out, "}") elseif dataType == "string" then table.insert(out, F("%q", data)) elseif SIMPLE_TYPES[dataType] then table.insert(out, tostring(data)) else errorf("Cannot serialize value type '%s'. (%s)", dataType, tostring(data)) end return out end function serializeLua(data) return (table.concat(_serializeLua({}, data))) end end -- processStarted = cmdAsync( ... ) function cmdAsync(pathToApp, ...) local cmd = cmdEscapeArgs(toWindowsPath(pathToApp), ...) return processStart(cmd, PROCESS_METHOD_ASYNC) end -- success, exitCode = cmdSync( ... ) function cmdSync(pathToApp, ...) local cmd = cmdEscapeArgs(toWindowsPath(pathToApp), ...) local exitCode = -1 local ok = processStart(cmd, PROCESS_METHOD_SYNC, function(process, _exitCode) exitCode = _exitCode end) return (ok and exitCode == 0), exitCode end -- processStarted = cmdDetached( ... ) function cmdDetached(pathToApp, ...) local cmd = cmdEscapeArgs(toWindowsPath(pathToApp), ...) return processStart(cmd, PROCESS_METHOD_DETACHED) end -- output, errorMessage = cmdCapture( ... ) -- Note: output may be the contents of stderr. function cmdCapture(pathToApp, ...) local cmd = cmdEscapeArgs(toWindowsPath(pathToApp), ...) local output local ok = processStart(cmd, PROCESS_METHOD_SYNC, function(process, exitCode) output = processReadEnded(process, exitCode, true) end) if not ok then return nil, "Could not start process." end return output end do local scriptsRunning = {} -- processStarted = scriptCaptureAsync( scriptName, callback, arg1, ... ) -- callback = function( output ) function scriptCaptureAsync(scriptName, cb, ...) local cmd = cmdEscapeArgs("wlua5.1.exe", "src/script.lua", scriptName, ...) local ok = processStart(cmd, PROCESS_METHOD_ASYNC, function(process, exitCode) scriptsRunning[scriptName] = false cb(processReadEnded(process, exitCode, true)) end) if not ok then return false end scriptsRunning[scriptName] = true return true end -- processStarted = scriptRunDetached( scriptName, arg1, ... ) function scriptRunDetached(scriptName, ...) return cmdDetached("wlua5.1.exe", "src/script.lua", scriptName, ...) end function isScriptRunning(scriptName) return scriptsRunning[scriptName] or false end end function cmdEscapeArgs(...) local buffer = {} for i = 1, select('#', ...) do local arg = select(i, ...) if type(arg) == "number" then arg = tostring(arg) elseif arg:find'[%z\n\r]' then print("Arg "..i..": "..arg) error("Argument contains invalid characters.") end if i > 1 then table.insert(buffer, ' ') end if arg == '' then table.insert(buffer, '""') elseif not arg:find'[%s"]' then table.insert(buffer, arg) else arg = arg :gsub('(\\*)"', '%1%1\\"') :gsub('(\\+)$', '%1%1') table.insert(buffer, '"') table.insert(buffer, arg) table.insert(buffer, '"') end end return table.concat(buffer) end function run(pathToApp, ...) local ok, exitCode = cmdSync(pathToApp, ...) if not ok then local cmd = cmdEscapeArgs(toWindowsPath(pathToApp), ...) errorf("Command returned %d: %s", exitCode, cmd) end end -- for value... in iterate( callback, argument... ) do -- 'value...' is whatever the callback yields. do local coroutine_create = coroutine.create local coroutine_resume = coroutine.resume local coroutine_wrap = coroutine.wrap local coroutine_yield = coroutine.yield local function initiator(cb, ...) coroutine_yield() return cb(...) end local function iterator(co) return select(2, assert(coroutine_resume(co))) end function iterate(cb, ...) if select('#', ...) <= 2 then return coroutine_wrap(cb), ... end local co = coroutine_create(initiator) assert(coroutine_resume(co, cb, ...)) return iterator, co end end -- for item in arrayIterator( array ) do function arrayIterator(t) local i = 0 return function() i = i+1 local v = t[i] if v ~= nil then return v end end end function newSet(t) local set = {} for _, v in ipairs(t) do set[v] = true end return set end -- success = setAndInsert( table, key [, item=key ] ) function setAndInsert(t, k, item) if isAny(type(k), "number","nil") then errorf(2, "The key cannot be a number or nil. (Got %s)", type(k)) end if t[k] then return false end if item == nil then item = k end t[k] = item table.insert(t, item) return true end -- resultingItemInTable = setAndInsertIfNew( table, key, item ) function setAndInsertIfNew(t, k, item) setAndInsert(t, k, item) return t[k] end -- success = unsetAndRemove( table, key ) function unsetAndRemove(t, k) assert(type(k) ~= "number", "The key cannot be a number.") local item = t[k] if not item then return false end t[k] = nil removeItem(t, item) return true end -- position = findPreviousChar( string, char, startPosition ) function findPreviousChar(s, c, i) local byte = c:byte() for ptr = i, 1, -1 do if s:byte(ptr) == byte then return ptr end end return nil end -- success = openFileExternally( path ) function openFileExternally(path) return cmdDetached("explorer", toShortPath(path, true)) end -- success = openFileInNotepad( path ) function openFileInNotepad(path) return cmdDetached("notepad", toShortPath(path, true)) end -- success = showFileInExplorer( path ) function showFileInExplorer(path) -- This *sometimes* seem to leave a lingering explorer process for some reason, even -- after MyHappyList closes. Need confirmation on this. Most of the time the process -- stops after some time though. The command looks something like this: -- C:\Windows\explorer.exe /factory,{75(...)4b} -Embedding return cmdDetached("explorer", "/select,"..toShortPath(path, true)) end -- array = range( [ from=1, ] to ) function range(from, to) if not to then from, to = 1, from end local t = {} local i = 0 for n = from, to do i = i+1 t[i] = n end return t end -- values = getColumn( array, key ) function getColumn(t, k) local values = {} for i, item in ipairs(t) do values[i] = item[k] end return values end do local allStorage = setmetatable({}, {__mode="k"}) -- storage = getStorage( object [, doNotCreate=false ] ) function getStorage(obj, doNotCreate) local storage = allStorage[obj] if not (storage or doNotCreate) then storage = {} allStorage[obj] = storage end return storage end function getStored(obj, k) local storage = allStorage[obj] return storage and storage[k] end function store(obj, k, v) getStorage(obj)[k] = v end -- storeItem( object, item ) -- Store directly in storage. -- storeItem( object, key, item ) -- Store in an array field. function storeItem(obj, kOrItem, item) local storage = getStorage(obj) if item ~= nil then local k = kOrItem local t = storage[k] if not t then storage[k] = {item} else table.insert(t, item) end else item = kOrItem assert(item ~= nil) table.insert(storage, item) end end end function getStoredEventCallback(eHolder, eType, id) local storage = getStorage(eHolder, true) return storage and tablePathGet(storage, "events", eType, id) end -- callbacks = getStoredEventCallbackAll( eventHolder, eventType ) -- callbacks = { [id1]=callback1, ... } function getStoredEventCallbackAll(eHolder, eType) local storage = getStorage(eHolder, true) return storage and tablePathGet(storage, "events", eType) end function storeEventCallbacks(eHolder, eType, id, cb) tablePathSet(getStorage(eHolder), "events", eType, id, cb) end -- value = tablePathGet( table, key1, ... ) function tablePathGet(t, k, ...) for i = 1, select("#", ...) do if not t[k] then return nil end t = t[k] k = select(i, ...) end return t[k] end -- tablePathSet( table, key1, ..., value ) function tablePathSet(t, k, ...) local argCount = select("#", ...) for i = 1, argCount-1 do if not t[k] then t[k] = {} end t = t[k] k = select(i, ...) end t[k] = select(argCount, ...) end function eatSpaces(s, ptr) local _, to = s:find(" *", ptr) return to+1 end do local cwds = {} function cwdPush(path) table.insert(cwds, wxGetCwd()) wxSetWorkingDirectory(path) end function cwdPop() wxSetWorkingDirectory(table.remove(cwds)) end end -- line1, ... [, rest ] = matchLines( string, lineCount [, returnRest=false ] ) function matchLines(s, count, rest) if count < 1 then if rest then return s end return end local pat = "^([^\n]+)" .. ("\n([^\n]+)"):rep(count-1) if rest then pat = pat.."\n?(.*)" end return s:match(pat) end function isHost(host, wantedHost) return host == wantedHost or #host > #wantedHost and ("."..host):sub(#host+1-#wantedHost) == "."..wantedHost end function quit() topFrame:Close(true) wxGetApp():ExitMainLoop() end function maybeQuit() if topFrame:Close() then wxGetApp():ExitMainLoop() end end -- success, errorMessage = unzip( zipFilePath, targetDirectory [, unwrapRootDirectoryInZipFile=false ] [, filter ] ) -- doUnzip = filter( relativePath ) -- Note: relativePath can be a directory or file. function unzip(zipPath, targetDir, unwrapRoot, filter) if type(unwrapRoot) == "function" then unwrapRoot, filter = false, unwrapRoot end if not isDirectoryWritable(targetDir) then return false, targetDir..": Directory is not writable." end local zip = assert(require"zip".open(zipPath)) assert(createDirectory(targetDir)) for archivedFile in zip:files() do local pathRel = archivedFile.filename if unwrapRoot and pathRel:find"^[^/]+/$" then -- void -- Directory. elseif pathRel:find"/$" then pathRel = pathRel:sub(1, #pathRel-1) local pathRelFinal = unwrapRoot and pathRel:gsub("^[^/]+/", "") or pathRel if not filter or filter(pathRelFinal) then local path = targetDir.."/"..pathRelFinal assert(createDirectory(path)) end -- File. else local pathRelFinal = unwrapRoot and pathRel:gsub("^[^/]+/", "") or pathRel if not filter or filter(pathRelFinal) then local file = assert(zip:open(pathRel)) local contents = file:read"*a" file:close() local path = targetDir.."/"..pathRelFinal assert(writeFile(path, contents)) end end end zip:close() return true end function updater_getUnzipDir() return DIR_TEMP.."/LatestVersion" end do local function moveFiles(isMain, dangerModeActive) traverseDirectory(updater_getUnzipDir(), function(pathOld, pathRel, name, mode) local pathNew = DIR_APP.."/"..pathRel if (pathRel == "misc/Update" or pathRel:find"^misc/Update/" ~= nil) == isMain then -- Skip for now. elseif mode == "directory" then if dangerModeActive then logprint(nil, "Creating %s", pathNew) assert(createDirectory(pathNew)) else logprint("Sim", "Create directory: %s", pathNew) end else if dangerModeActive then logprint(nil, "Moving %s", pathNew) assert(renameFile(pathOld, pathNew, true)) else logprint("Sim", "Move file to: %s", pathNew) end end end) end function updater_moveFilesAfterUnzipMain(dangerModeActive) moveFiles(true, dangerModeActive) end function updater_moveFilesAfterUnzipUpdater(dangerModeActive) moveFiles(false, dangerModeActive) end end local DEFAULT_LANGUAGE = "en-US" local textTables = nil local function loadTexts() textTables = {} traverseFiles("languages", function(path, pathRel, filename, ext) if ext ~= "txt" then return end local file = assert(openFile(path, "r")) local ln = 0 local langCode = filename:sub(1, -5) -- Remove ".txt" assert(langCode ~= "") local textTable = {language_code=langCode} table.insert(textTables, textTable) textTables[langCode] = textTable for line in file:lines() do ln = ln+1 line = trim(line) if line == "" or line:find"^#" then -- void else local textKey, text = line:match"^([%w_]+)%s*=%s*(.*)$" if not textKey then logprinterror("i18n", "%s:%d: Bad line format: %s", path, ln, line) elseif text ~= "" then textTable[textKey] = text end end end file:close() textTable.language_title = textTable.language_title or langCode end) end function T(textKey, values) return getText(appSettings.language, textKey, values, DEFAULT_LANGUAGE) end -- text = getText( languageCode, textKey [, values, fallbackLanguageCode ] ) function getText(langCode, textKey, values, fallback) if not textTables then loadTexts() end local text = textTables[langCode][textKey] or fallback and textTables[fallback][textKey] or F("<%s>", textKey) if values then text = text:gsub("{([%w_.]+)}", function(k) return values[k] or "{UNKNOWN_VALUE}" end) end return text end -- translations = getTranslations( ) -- translation = { code=languageCode, title=languageTitle } function getTranslations() if not textTables then loadTexts() end local translations = {} for _, textTable in ipairs(textTables) do table.insert(translations, {code=textTable.language_code, title=textTable.language_title}) end return translations end -- copy = copyTable( table [, deep=false ] ) do local function deepCopy(t, copy, tableCopies) for k, v in pairs(t) do if type(v) == "table" then local vCopy = tableCopies[v] if vCopy then copy[k] = vCopy else vCopy = {} tableCopies[v] = vCopy copy[k] = deepCopy(v, vCopy, tableCopies) end else copy[k] = v end end return copy end function copyTable(t, deep) if deep then return deepCopy(t, {}, {}) end local copy = {} for k, v in pairs(t) do copy[k] = v end return copy end end -- tablesAreEqual = compareTables( table1, table2 [, deep=false ] ) function compareTables(t1, t2, deep) for k, v1 in pairs(t1) do local v2 = t2[k] if v1 ~= v2 and not (deep and type(v1) == "table" and type(v2) == "table" and compareTables(v1, v2, true)) then return false end end for k, v2 in pairs(t2) do if t1[k] == nil then return false end end return true end -- isValid, errorPosition = utf8IsValid( string [, startBytePosition=1 ] ) -- https://github.com/kikito/utf8_validator.lua/blob/master/utf8_validator.lua function utf8IsValid(s, ptr) ptr = ptr or 1 local len = #s local find = string.find while ptr <= len do if ptr == find(s, "[%z\1-\127]", ptr) then ptr = ptr + 1 elseif ptr == find(s, "[\194-\223][\128-\191]", ptr) then ptr = ptr + 2 elseif ptr == find(s, "\224[\160-\191][\128-\191]", ptr) or ptr == find(s, "[\225-\236][\128-\191][\128-\191]", ptr) or ptr == find(s, "\237[\128-\159][\128-\191]", ptr) or ptr == find(s, "[\238-\239][\128-\191][\128-\191]", ptr) then ptr = ptr + 3 elseif ptr == find(s, "\240[\144-\191][\128-\191][\128-\191]", ptr) or ptr == find(s, "[\241-\243][\128-\191][\128-\191][\128-\191]", ptr) or ptr == find(s, "\244[\128-\143][\128-\191][\128-\191]", ptr) then ptr = ptr + 4 else return false, ptr end end return true end
--[[ ########################################################## S V U I By: Failcoder ########################################################## LOCALIZED LUA FUNCTIONS ########################################################## ]]-- --[[ GLOBALS ]]-- local _G = _G; local unpack = _G.unpack; local select = _G.select; local pairs = _G.pairs; local ipairs = _G.ipairs; local type = _G.type; local error = _G.error; local pcall = _G.pcall; local tostring = _G.tostring; local tonumber = _G.tonumber; local assert = _G.assert; local math = _G.math; --[[ MATH METHODS ]]-- local random = math.random; --[[ ########################################################## GET ADDON DATA ########################################################## ]]-- local SV = _G['InkedSV'] local L = SV.L; local LSM = _G.LibStub("LibSharedMedia-3.0") local MOD = SV.UnitFrames if(not MOD) then return end local oUF_InkedSV = MOD.oUF assert(oUF_InkedSV, "InkedSV UnitFrames: unable to locate oUF.") if(SV.class ~= "ROGUE") then return end --[[ ########################################################## LOCALS ########################################################## ]]-- local TRACKER_FONT = [[Interface\AddOns\InkedSV\assets\fonts\Combo.ttf]]; local EMPTY_TEXTURE = [[Interface\AddOns\InkedSV\assets\textures\EMPTY]]; local BLOOD_TEXTURE = [[Interface\Addons\InkedSV_UnitFrames\assets\Class\COMBO-ANIMATION]]; local ICON_BG = [[Interface\Addons\InkedSV_UnitFrames\assets\Class\ROGUE-SMOKE]]; local ICON_ANTI = [[Interface\Addons\InkedSV_UnitFrames\assets\Class\ROGUE-ANTICIPATION]]; local ICON_FILE = [[Interface\Addons\InkedSV_UnitFrames\assets\Class\ROGUE]]; local ICON_COORDS = { {0,0.5,0.5,1}, {0,0.5,0.5,1}, {0,0.5,0.5,1}, {0,0.5,0.5,1}, }; local cpointColor = { {0.69,0.31,0.31}, {0.69,0.31,0.31}, {0.65,0.63,0.35}, {0.65,0.63,0.35}, {0.33,0.59,0.33} }; --[[ ########################################################## POSITIONING ########################################################## ]]-- local OnMove = function() SV.db.UnitFrames.player.classbar.detachFromFrame = true end local ShowPoint = function(self) --self.FX:SetEffect("default") end local HidePoint = function(self) local coords = ICON_COORDS[random(2,4)]; self.Icon:SetTexCoord(coords[1],coords[2],coords[3],coords[4]) self.Blood:SetTexture(BLOOD_TEXTURE) end local Reposition = function(self) local db = SV.db.UnitFrames.player local bar = self.HyperCombo; if not db then return end local height = db.classbar.height local width = height * 3; local textwidth = height * 1.25; bar.Holder:SetSize(width, height) if(not db.classbar.detachFromFrame) then SV:ResetAnchors(L["Classbar"]) end local holderUpdate = bar.Holder:GetScript('OnSizeChanged') if holderUpdate then holderUpdate(bar.Holder) end bar:ClearAllPoints() bar:SetAllPoints(bar.Holder) local points = bar.Combo; local max = UnitPowerMax("player", Enum.PowerType.ComboPoints); points:ClearAllPoints() points:SetAllPoints(bar) if(db.classbar.altComboPoints) then for i = 1, max do --points[i].FX:SetAlpha(0) points[i]:ClearAllPoints() points[i]:SetSize(height, height) points[i].Icon:SetTexture(ICON_FILE) if i==1 then points[i]:SetPoint("LEFT", points) else points[i]:SetPoint("LEFT", points[i - 1], "RIGHT", -8, 0) end end bar.PointShow = nil; bar.PointHide = HidePoint; else for i = 1, max do if points[i] then --points[i].FX:SetAlpha(1) points[i]:ClearAllPoints() points[i]:SetSize(height, height) points[i].Icon:SetTexture(EMPTY_TEXTURE) if(points[i].Blood) then points[i].Blood:SetTexture(EMPTY_TEXTURE) end if i==1 then points[i]:SetPoint("LEFT", points) else points[i]:SetPoint("LEFT", points[i - 1], "RIGHT", -8, 0) end end end bar.PointShow = ShowPoint; bar.PointHide = nil; end end --[[ ########################################################## ROGUE COMBO TRACKER ########################################################## ]]-- function MOD:CreateClassBar(playerFrame) local max = UnitPowerMax("player", Enum.PowerType.ComboPoints) local size = 20 local coords local bar = CreateFrame("Frame", nil, playerFrame) bar:SetFrameLevel(playerFrame.TextGrip:GetFrameLevel() + 30) bar.Combo = CreateFrame("Frame",nil,bar) for i = 1, max do local coords = ICON_COORDS[random(2,4)] local cpoint = CreateFrame('Frame', nil, bar.Combo) cpoint:SetSize(size,size) SV.SpecialFX:SetFXFrame(cpoint, "default") local icon = cpoint:CreateTexture(nil,"OVERLAY",nil,1) icon:SetAllPoints(cpoint) icon:SetTexture(ICON_FILE) icon:SetBlendMode("BLEND") icon:SetTexCoord(coords[1],coords[2],coords[3],coords[4]) cpoint.Icon = icon local blood = cpoint:CreateTexture(nil,"OVERLAY",nil,2) blood:SetAllPoints(cpoint) blood:SetTexture(EMPTY_TEXTURE) blood:SetBlendMode("ADD") SV.Animate:Sprite4(blood,0.08,2,true) cpoint.Blood = blood bar.Combo[i] = cpoint end bar.PointShow = ShowPoint; bar.PointHide = HidePoint; local classBarHolder = CreateFrame("Frame", "Player_ClassBar", bar) classBarHolder:SetPoint("TOPLEFT", playerFrame, "BOTTOMLEFT", 0, -2) bar:SetPoint("TOPLEFT", classBarHolder, "TOPLEFT", 0, 0) bar.Holder = classBarHolder SV:NewAnchor(bar.Holder, L["Classbar"], OnMove) playerFrame.MaxClassPower = max; playerFrame.RefreshClassBar = Reposition; playerFrame.HyperCombo = bar return 'HyperCombo' end
--Start of Global Scope--------------------------------------------------------- -- Serving an event which is used to trigger the ControlFlow. Must be served to the Engine CROWN. -- Engine events are always global, no serve in App properties necessary Script.serveEvent('Engine.OnMyEventIn', 'OnMyEventIn') --End of Global Scope----------------------------------------------------------- --Start of Function and Event Scope--------------------------------------------- local function main() -- Notify the event to trigger the ControlFlow directly after startup Script.notifyEvent('OnMyEventIn') end --The following registration is part of the global scope which runs once after startup --Registration of the 'main' function to the 'Engine.OnStarted' event Script.register('Engine.OnStarted', main) -- Function is registered to the event which is raised from the flow local function callFromFlow() print('ControlFlow says hello') end -- Registration to the 'Engine.OnMyEventOut' as specified in the ControlFlow Script.register('Engine.OnMyEventOut', callFromFlow) --End of Function and Event Scope-----------------------------------------------
local Server = {} Server._doc = [[ Lowerlevel of game server, handles all things before game started. And ServerGameModule handles others.]] local FSM = require 'Utils.FSM' setmetatable(Server, { __index = FSM }) local Config = require 'Config' local _LogT, _LogD, _LogI, _LogW, _LogE = require('unity.Debug').GetLogFuncs('[SRV]') local Utils = require 'Utils.Utils' local Time = require 'Utils.Time' local Unity = require 'unity.Unity' local MsgPack = require 'Game.MsgPack' local Chan = csharp.checked_import('networking.Chan') local ChanBreakReason = Chan[{csharp.p_nested_type(), 'BreakReason'}] local Reason_ChanModule = ChanBreakReason.ChanModule local Delegate = require 'Utils.Delegate' local _OnConnected local _OnRecv local _OnProxyConnected local _OnProxyRecv local _SendProxy local _TickServer local _LoginToProxy local _StartGame local _BroadcastPlayerReady local _HandleProxyInstantMessage -- uses _HandleIncomingMessage and _HandleInstantMessage local _HandleIncomingMessage -- uses HandleInstantMessage local _HandleInstantMessage local _Debug_OnServiceStarted local _ChanFromSess local _ChanFromPlayer local _MakeSession local _NextUniqueId local _uniqueId = 101 local _InitDelegates = function(s) s.delegates = { onGameStarted = Delegate(), onGameEnded = Delegate(), loadPlayGround = Delegate(), onMsgReceived = Delegate(), onFrameUpdated = Delegate(), onServerTick = Delegate(), } end function Server:Awake() FSM.Awake(self) local Native = csharp.checked_import('Server') self.native = assert(self:GetComponent(Native)) -- init self.time = Time.New('server', 'fixed') self.sessions = {} self.proxy = { addr = false, chan = false, chanEstablished = false, chanEncryptedModule = false, stackedPacks = {} } self.messages = {} self.nextServerTickTime = 0 self.sessId2Player = {} self.playerId2Sess = {} self.players = {} self.sessId2PlayerInst = {} self.playerId2PlayerInst = {} self.gameStarted = false _InitDelegates(self) end function Server:Serve(port, proxy, serverId, config) self.config = config or Config.testServerConfig self.port = port self.serverId = serverId self.networkIdStart = Config.maxNetworkInstancePerClient self.serverNetworkId = Config.serverNetworkIdStart self.proxy.addr = proxy if proxy.addr ~= 'none' and proxy.addr ~= 'localhost' then self.hasProxy = true local onProxyConnected = function(chan) _OnProxyConnected(self, chan) _LoginToProxy(self, tostring(serverId)) end local onProxyRecv = function(data) local ok, err = pcall(_OnProxyRecv, self, data) if not ok then _LogE('ERROR: ' .. err) end end self.native:ConnectProxy(proxy.addr, proxy.port, onProxyConnected, onProxyRecv) end local onConnected = function(chan) return _OnConnected(self, chan) end local onRecv = function(id, data) local ok, err = pcall(_OnRecv, self, id, data) if not ok then _LogE('ERROR: ' .. err) end end self.native:Serve(port, onConnected, onRecv) self.delegates.loadPlayGround() _Debug_OnServiceStarted(self) end function Server:SendGameMsgByPid(playerId, msg) end function Server:SendGameMsgBySid(sessId, msg) end function Server:BroadcastGameMsg(name, msg) for _, player in ipairs(self.players) do local bytes = MsgPack.Pack('game', name, msg, player.id, self.serverId) _SendProxy(self, bytes, player.sessId) end end function Server:GetPlayer(pid) local idx = assert(self.playerId2PlayerInst[pid]) return assert(self.players[idx]) end local _Broadcast = function(s, proto, name, msg) for _, player in ipairs(s.players) do local bytes = MsgPack.Pack(proto, name, msg, player.id, s.serverId) _SendProxy(s, bytes, player.sessId) end end _LoginToProxy = function(s, token) _LogT('LoginToProxy ' .. token) local bytes = MsgPack.Pack('relay', 'LoginRequest', {token = token}) _SendProxy(s, bytes) end _StartGame = function(s) _LogD('StartGame') s.gameStarted = true _Broadcast(s, 'game', 'StartGame') s.delegates.onGameStarted() end _EndGame = function(s) _LogD('EndGame') s.gameStarted = false _Broadcast(s, 'game', 'EndGame') s.delegates.onGameEnded() end _BroadcastPlayerReady = function(s) _LogD('_BroadcastPlayerReady') local msg = { playerIds = {} } for _, p in ipairs(s.players) do table.insert(msg.playerIds, p.id) end s:BroadcastGameMsg('PlayerReady', msg) end local Profiler = Unity.Profiling.Profiler function Server:Update() --Profiler.BeginSample('Server.Update') if self.gameStarted then self.delegates.onFrameUpdated() local time = Time.RS() if time > self.nextServerTickTime then self.nextServerTickTime = time + Config.serverTickDur _TickServer(self) end end --Profiler.EndSample() end _TickServer = function(s) --Profiler.BeginSample('_TickServer') local msgs = s.messages s.messages = {} for _, bundle in ipairs(msgs) do local gameOp, msg, from = unpack(bundle) s.delegates.onMsgReceived(gameOp, msg, from) end s.delegates.onServerTick() --Profiler.EndSample() end -- FSM function Server:FSM_OnOnePlayerReadyToGo() if #self.players == self.config.allowedPlayer then _StartGame(self) self:SendFsmEvent('CE_StartGame') end end -- connect & recv ---------------------------- -- Proxy local _FlushProxyStackedPacks = function(s) if s.proxy.stackedPacks and #s.proxy.stackedPacks > 0 then for _, b in ipairs(s.proxy.stackedPacks) do s.proxy.chan:Send(b) end end s.proxy.stackedPacks = false end _OnProxyConnected = function(s, chan) _LogT('_OnProxyConnected') chan.name = 'proxy' if Config.useEncryptedChan then _LogT('proxy client using encrypted chan') local EncryptedChanModule = require 'Game.EncryptedChanModule' local cm = EncryptedChanModule.New() cm.onEstablished = function() _LogT('encrypted chan established') s.proxy.chanEstablished = true _FlushProxyStackedPacks(s) end s.proxy.chanEncryptedModule = cm chan:SetChanModule(cm.native) else s.proxy.chanEstablished = true end s.proxy.chan = chan end _OnProxyRecv = function(s, data) --_LogT('_OnProxyRecv ' .. #data .. ' bytes:\n' .. csharp.hex_dump(data)) local op = MsgPack.Peek(data) if op == 'PikeSeedRequest' then if not s.proxy.chanEncryptedModule then s.proxy.chan:Break(Reason_ChanModule) return end s.proxy.chanEncryptedModule:CheckInitReply(data) elseif op == 'SendRequest' then -- redirect to server local gameOp, msg, from, to = MsgPack.Unpack(data) _LogD(tostring(from) .. ' -> ' .. gameOp .. ':' .. tostring(msg)) assert(to == s.serverId) local bundle = {gameOp, msg, from, to} _HandleProxyInstantMessage(s, bundle) end end _SendProxy = function(s, bytes, sessId) local chan if not sessId then chan = s.proxy.chan else chan = _ChanFromSess(s, sessId) end if chan == s.proxy.chan then if s.proxy.chanEstablished then _FlushProxyStackedPacks(s) s.proxy.chan:Send(bytes) else table.insert(s.proxy.stackedPacks, bytes) end else -- local client s.sessions[sessId].chan:Send(bytes) end end ---------------------------- _NextUniqueId = function() local id = _uniqueId _uniqueId = _uniqueId + 1 return id end _OnConnected = function(s, chan) _LogT('_OnConnected') local chanEncryptedModule local sessId = _NextUniqueId() chan.name = 'serverplayer'..sessId if Config.useEncryptedChan then _LogI('using encrypted chan') local EncryptedChanModule = require 'Game.EncryptedChanModule' local cm = EncryptedChanModule.New('passive') chanEncryptedModule = cm chan:SetChanModule(cm.native) end local sess = { id = sessId, chan = chan, chanEncryptedModule = chanEncryptedModule, } s.sessions[sessId] = sess return sessId end _MakeSession = function(s, chan) local sessId = _NextUniqueId() local sess = { id = sessId, chan = chan, chanEncryptedModule = false, } s.sessions[sessId] = sess return sessId end _OnRecv = function(s, sessId, data) --_LogT('_OnRecv from ' .. tostring(id) .. ' ' .. #data .. ' bytes:\n'..csharp.hex_dump(data)) local sess = s.sessions[sessId] if not sess then _LogE('session ' .. sessId .. ' not found, ignore packet') return end local op = MsgPack.Peek(data) if op == 'PikeSeedRequest' then if not sess.chanEncryptedModule then sess.chan:Break(Reason_ChanModule) return end sess.chanEncryptedModule:CheckInitRequest(sess.chan, data) elseif op == 'LoginRequest' then -- must be local client connected local _, msg = MsgPack.Unpack(data) _LogD('LoginRequest' .. _ToString(msg)) -- simply discard elseif op == 'SendRequest' then local gameOp, msg, from, to = MsgPack.Unpack(data) assert(gameOp) -- no proxy so there should be no SendReply _LogD(tostring(from) .. ' -> ' .. gameOp .. ':' .. _ToString(msg)) assert(to == s.serverId) local bundle = {gameOp, msg, from, to} _HandleIncomingMessage(s, sessId, bundle) end end _HandleProxyInstantMessage = function(s, bundle) local gameOp, msg, from, to = unpack(bundle) if gameOp == 'Ready' then if not s.playerId2Sess[from] then local sessId = _MakeSession(s, s.proxy.chan) return _HandleInstantMessage(s, sessId, bundle) else _LogE('player ' .. from .. ' ready twice?') -- ignore this message return true end else local sessId = assert(s.playerId2Sess[from], 'player ' .. from .. ' not ready?') _HandleIncomingMessage(s, sessId, bundle) end end local _GetPlayerTeam = function(s, pid) for name, team in pairs(s.config.team) do if Utils.Contains(team, pid) then return name end end end _HandleInstantMessage = function(s, sessId, bundle) local gameOp, msg, from, to = unpack(bundle) if gameOp == 'SyncTime' then local bytes = MsgPack.Pack('game', 'SyncTimeAck', {ts = msg.ts, srv_ts = s.time:TS()}, from, s.serverId) _SendProxy(s, bytes, sessId) return true elseif gameOp == 'Ready' then s.sessId2Player[sessId] = from s.playerId2Sess[from] = sessId local networkIdStart = s.networkIdStart + (#s.players + 1) * Config.maxNetworkInstancePerClient local player = { id = from, sessId = sessId, networkIdStart = networkIdStart, team = assert(_GetPlayerTeam(s, from)), -- cached here } table.insert(s.players, player) local index = #s.players s.sessId2PlayerInst[sessId] = index s.playerId2PlayerInst[from] = index local bytes = MsgPack.Pack( 'game', 'ReadyAck', { scene = s.config.scene, networkId = player.networkIdStart, }, from, s.serverId) _SendProxy(s, bytes, sessId) _BroadcastPlayerReady(s) return true elseif gameOp == 'ReadyToGo' then s:SendFsmEvent('CE_OnePlayerReadyToGo') end end _HandleIncomingMessage = function(s, sessId, bundle) local ate = _HandleInstantMessage(s, sessId, bundle) if not ate then if s.gameStarted then table.insert(s.messages, bundle) else local gameOp = bundle[1] _LogW('game not started, drop ' .. gameOp) end end end _ChanFromPlayer = function(s, playerId) local sessId = assert(s.playerId2Sess[playerId]) return _ChanFromSess(s, sessId) end _ChanFromSess = function(s, sessId) local sess = assert(s.sessions[sessId]) return sess.chan end ------------------ local _ExecuteCommand = function(s, cmd) _LogD('execute cmd: ' .. cmd) local chunk, errmsg = load('return function(s)\n' .. cmd .. '\nend\n') if not chunk then return errmsg end local f = chunk() local _, ret = pcall(f, s) return ret end _Debug_OnServiceStarted = function(s) if _UNITY['EDITOR'] then FSDBG = csharp.checked_import('FullScreenDebugable') FSDBG.instance:Editor_AddToolbarButton( 'server', function() s.native:Editor_ToggleGUI() end ) local title = ':'..s.port .. ' <-> ' if s.hasProxy then title = title .. s.proxy.addr.addr .. ':' .. s.proxy.addr.port else title = title .. ' no proxy' end s.native:Editor_SetTitle(title) local Screen = Unity.Screen local x = Screen.width / 4 local y = Screen.height / 4 local width = Screen.width / 2 local height = Screen.height / 2 s.native:Editor_SetArea(x, y, width, height) s.native:Editor_SetCmdHandler( function(cmd) local r = _ExecuteCommand(s, cmd) FSDBG.instance:Editor_PopUp('server> '..tostring(r)..'\n') end ) end end return Server
function s030_baselab.main() s030_baselab.PatrolRoutesGeneration() s030_baselab.PatrolRoutesFinalNodesAssignation() end function s030_baselab.SetupDebugGameBlackboard() Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_CURRENT_SPECIAL_ENERGY", "f", 1000) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_MAX_SPECIAL_ENERGY", "f", 1000) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_SPECIAL_ENERGY", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_CURRENT_LIFE", "f", 299) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_MAX_LIFE", "f", 299) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_MISSILE_MAX", "f", 22) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_MISSILE_CURRENT", "f", 22) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_SUPER_MISSILE", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_ICE_MISSILE", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_POWER_BOMB", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_POWER_BOMB_MAX", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_POWER_BOMB_CURRENT", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_VARIA_SUIT", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_GRAVITY_SUIT", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_DOUBLE_JUMP", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_SPACE_JUMP", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_SCREW_ATTACK", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_FLOOR_SLIDE", "f", 1) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_MORPH_BALL", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_BOMB", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_LINE_BOMB", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_CHARGE_BEAM", "f", 1) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_WIDE_BEAM", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_DIFFUSION_BEAM", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_GRAPPLE_BEAM", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_PLASMA_BEAM", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_WEAPON_WAVE_BEAM", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_MAGNET_GLOVE", "f", 1) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_SPEED_BOOSTER", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_OPTIC_CAMOUFLAGE", "f", 1) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_GHOST_AURA", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_SONAR", "f", 0) Blackboard.SetProp("PLAYER_INVENTORY", "ITEM_METROIDNIZATION", "f", 0) end local QUARENTINE_OPENED = Blackboard.GetProp("GAME_PROGRESS", "QUARENTINE_OPENED") local LAB_EMMY_SPAWNED = false local LAB_POSTXRELEASE_APPLIED = false local L3_1 = false function s030_baselab.InitFromBlackboard() Game.ReinitPlayerFromBlackboard() LAB_EMMY_SPAWNED = Scenario.ReadFromBlackboard(Scenario.LUAPropIDs.LAB_EMMY_SPAWNED, false) LAB_POSTXRELEASE_APPLIED = Scenario.ReadFromBlackboard(Scenario.LUAPropIDs.LAB_POSTXRELEASE_APPLIED, false) QUARENTINE_OPENED = Blackboard.GetProp("GAME_PROGRESS", "QUARENTINE_OPENED") if QUARENTINE_OPENED == true then s030_baselab.Activate_Setup_PostXRelease() end end function s030_baselab.Activate_Setup_PostXRelease() if LAB_POSTXRELEASE_APPLIED == false then Game.PushSetup("PostXRelease", true, true) Scenario.WriteToBlackboard(Scenario.LUAPropIDs.LAB_POSTXRELEASE_APPLIED, "b", true) LAB_POSTXRELEASE_APPLIED = true end end s030_baselab.tGetOnDeathOverrides = {ShowDeath = true, GoToMainMenu = false} function s030_baselab.GetOnDeathOverrides() return s030_baselab.tGetOnDeathOverrides end function s030_baselab.OnBeforeGenerate() end function s030_baselab.OnEmmyBaseLabGenerated(_ARG_0_, _ARG_1_) CurrentScenario.oEmmyEntity = _ARG_1_ AI.SetWorldGraphToEmmy("LE_WorldGraph", _ARG_1_.sName) s030_baselab.ChangePatrolEmmy("PATROLROUTE_01") print("EMMY: Generation OK. Starting patrol: " .. _ARG_1_.AI.sCurrentPatrol) end function s030_baselab.OnEnter_EmmyLAB_Deactivation() if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) and CurrentScenario.oEmmyEntity ~= nil then CurrentScenario.oEmmyEntity.bEnabled = false print("EMMY DESACTIVADO") end end function s030_baselab.OnEnter_EmmyLAB_Presentation() print("ACTIVANDO EMMY") GUI.AddEmmyMissionLogEntry("#MLOG_ENCOUNTER_EMMY_LAB") local oActor = Game.GetActor("TG_EmmyLAB_Deactivation") if oActor ~= nil then oActor.bEnabled = false end Scenario.WriteToBlackboard(Scenario.LUAPropIDs.LAB_EMMY_SPAWNED, "b", true) LAB_EMMY_SPAWNED = true if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) and CurrentScenario.oEmmyEntity ~= nil then local oActor = Game.GetActor("LM_EmmyPresentation") CurrentScenario.oEmmyEntity.bEnabled = false CurrentScenario.oEmmyEntity.vPos = oActor.vPos CurrentScenario.oEmmyEntity.vAng = oActor.vAng CurrentScenario.oEmmyEntity.bEnabled = true print("EMMY REACTIVADO") end local oShutter = Game.GetActor("doorshutter_001") if oShutter ~= nil then oShutter.ANIMATION:SetAction("opened", true) end end function s030_baselab.EmmyLabSpawnSequenceEnd() if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) then CurrentScenario.oEmmyEntity.AI:ForceStartChase() end end function s030_baselab.DelayedEmmyLABSpawnSequence() GUI.ShowMessage("#BASELAB_EMMY_PRESENTATION", true, "") local oPlayer = Game.GetPlayer() if oPlayer ~= nil then oPlayer.INPUT:IgnoreInput(false, false, "OnEnter_EmmyLAB_Presentation") end if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) and CurrentScenario.oEmmyEntity ~= nil then local oActor = Game.GetActor("LM_EmmyPresentation") CurrentScenario.oEmmyEntity.bEnabled = false CurrentScenario.oEmmyEntity.vPos = oActor.vPos CurrentScenario.oEmmyEntity.vAng = oActor.vAng CurrentScenario.oEmmyEntity.bEnabled = true print("EMMY REACTIVADO") end end function s030_baselab.OnEmmyBaseLabDead() Game.PushSetup("PostEmmy", true, true) end function s030_baselab.OnEmmyAbilityObtainedFadeOutCompleted() Game.GetActor("TG_EnablePostEmmyEnemies").bEnabled = true local oActor = Game.GetActor("centralunitmagmacontroller") if oActor ~= nil then oActor.CENTRALUNIT:OnEmmyAbilityObtainedFadeOutCompleted() end end function s030_baselab.DelayedOnEmmyBaseLabDead() GUI.ShowMessage("#PLACEHOLDER_EMMYBASELAB_KILLED", true, "") local oPlayer = Game.GetPlayer() if oPlayer ~= nil then oPlayer.INPUT:IgnoreInput(false, false, "OnEmmyBaseLabDead") end end function s030_baselab.OnEmmyDeathMessageSkipped() end function s030_baselab.OnUnlockEmmyDoors() local oActor = Game.GetActor("centralunitmagmacontroller") if oActor ~= nil then oActor.CENTRALUNIT:UnlockDoors() else print("CENTRAL_UNIT: centralunitmagmacontroller not found") end end function s030_baselab.OnUnlockEmmyDoors() local oActor = Game.GetActor("centralunitmagmacontroller") if oActor ~= nil then oActor.CENTRALUNIT:UnlockDoors() else print("CENTRAL_UNIT: centralunitbaselabcontroller not found") end end function s030_baselab.OnLockEmmyDoors() local oActor = Game.GetActor("centralunitmagmacontroller") if oActor ~= nil then oActor.CENTRALUNIT:LockDoors() else print("CENTRAL_UNIT: centralunitbaselabcontroller not found") end end function s030_baselab.OnCheckpoint_SpeedBooster() s030_baselab.OnLockEmmyDoors() end function s030_baselab.PatrolRoutesGeneration() local oActor = Game.GetActor("SP_Emmy") if oActor ~= nil then oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_01") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_02") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_03") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_04") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_05") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_06") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_07") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_08") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_09") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_10") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_11") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_12") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_13") oActor.SPAWNPOINT:AddPatrolShape("LS_PATROLEMMY_14") end AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_01", "LS_PATROLEMMY_01") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_02", "LS_PATROLEMMY_02") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_03", "LS_PATROLEMMY_03") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_04", "LS_PATROLEMMY_04") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_05", "LS_PATROLEMMY_05") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_06", "LS_PATROLEMMY_06") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_07", "LS_PATROLEMMY_07") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_08", "LS_PATROLEMMY_08") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_09", "LS_PATROLEMMY_09") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_10", "LS_PATROLEMMY_10") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_11", "LS_PATROLEMMY_11") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_12", "LS_PATROLEMMY_12") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_13", "LS_PATROLEMMY_13") AI.AddPatrol("LE_WorldGraph", "PATROLROUTE_14", "LS_PATROLEMMY_14") print("s030_baselab.PatrolRoutesGeneration(): Patrol designation OK") end function s030_baselab.PatrolRoutesFinalNodesAssignation() AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_01", { "WorldGraph_21" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_01", { "WorldGraph_16", "WorldGraph_15" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_02", { "WorldGraph_5", "WorldGraph_11" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_02", { "WorldGraph_21" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_03", { "WorldGraph_22", "WorldGraph_24" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_03", { "WorldGraph_26" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_04", { "WorldGraph_57", "WorldGraph_56" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_04", { "WorldGraph_30", "WorldGraph_31" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_05", { "WorldGraph_56", "WorldGraph_38" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_05", { "WorldGraph_46" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_06", { "WorldGraph_46", "WorldGraph_47" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_06", { "WorldGraph_56" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_06", { "WorldGraph_31", "WorldGraph_35" }, 2) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_06", { "WorldGraph_55" }, 3) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_07", { "WorldGraph_65" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_07", { "WorldGraph_56" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_08", { "WorldGraph_60" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_08", { "WorldGraph_72" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_09", { "WorldGraph_60" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_09", { "WorldGraph_81" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_10", { "WorldGraph_75" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_10", { "WorldGraph_81" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_11", { "WorldGraph_1" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_11", { "WorldGraph_11" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_11", { "WorldGraph_17" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_12", { "WorldGraph_100", "WorldGraph_98" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_12", { "WorldGraph_94", "WorldGraph_93" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_12", { "WorldGraph_87", "WorldGraph_84" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_12", { "WorldGraph_85", "WorldGraph_86" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_13", { "WorldGraph_109" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_109" }, 0) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_117" }, 1) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_115" }, 2) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_111", "WorldGraph_112" }, 3) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_101" }, 4) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_107", "WorldGraph_105" }, 5) AI.SetPatrolFinalNode("LE_WorldGraph", "PATROLROUTE_14", { "WorldGraph_104" }, 6) print("s030_baselab.PatrolRoutesFinalNodesAssignation(): Final Nodes Assignation OK") end function s030_baselab.ChangePatrolEmmy(_ARG_0_) if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) then CurrentScenario.oEmmyEntity.AI.sCurrentPatrol = _ARG_0_ print("EMMY: Assigned route " .. _ARG_0_) else print("EMMY: Not found, route " .. _ARG_0_ .. " not assigned") end end function s030_baselab.OnEnter_PatrolEmmyActivator(_ARG_0_, _ARG_1_) local sName = string.gsub(_ARG_0_.sName, "TG_PATROLEMMYACTIVATOR_", "PATROLROUTE_") s030_baselab.ChangePatrolEmmy(sName) end function s030_baselab.OnExit_PatrolEmmyActivator(_ARG_0_, _ARG_1_) end function s030_baselab.OnEnter_EmmySpawnAfterAqua() if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) and CurrentScenario.oEmmyEntity ~= nil then L3_1 = true local oActor = Game.GetActor("LM_EmmySpawnAfterAqua") CurrentScenario.oEmmyEntity.bEnabled = false CurrentScenario.oEmmyEntity.vPos = oActor.vPos CurrentScenario.oEmmyEntity.vAng = oActor.vAng CurrentScenario.oEmmyEntity.bEnabled = true s030_baselab.ChangePatrolEmmy("PATROLROUTE_13") end end s030_baselab.tEmmyDoor = nil function s030_baselab.OnWalkThroughEmmyDoor(_ARG_0_, _ARG_1_, _ARG_2_) if Scenario.CheckEmmyAlive(CurrentScenario.oEmmyEntity) and LAB_EMMY_SPAWNED then if _ARG_1_ then if CurrentScenario.oEmmyEntity ~= nil then local L3_2 = nil if _ARG_2_ then L3_2 = s030_baselab.HardEmmyRelocationDoor(_ARG_0_) else L3_2 = s030_baselab.EmmyRelocationDoor(_ARG_0_) end if L3_2 ~= nil then local L4_2 = Game.GetActor(L3_2) print(L4_2.sName) CurrentScenario.oEmmyEntity.bEnabled = false CurrentScenario.oEmmyEntity.vPos = L4_2.vPos CurrentScenario.oEmmyEntity.vAng = L4_2.vAng CurrentScenario.oEmmyEntity.bEnabled = true end end else CurrentScenario.oEmmyEntity.bEnabled = false end end end function s030_baselab.HardEmmyRelocationDoor(_ARG_0_) print("Door: Hard " .. _ARG_0_.sName) if _ARG_0_.sName == "dooremmy_000" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_000" } elseif _ARG_0_.sName == "dooremmy_001" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_004" } elseif _ARG_0_.sName == "dooremmy_003" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_010" } elseif _ARG_0_.sName == "dooremmy_004" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_010" } elseif _ARG_0_.sName == "dooremmy_005" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_015" } elseif _ARG_0_.sName == "dooremmy_006" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_016" } elseif _ARG_0_.sName == "dooremmy_008" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_022" } elseif _ARG_0_.sName == "dooremmy_009" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_021" } elseif _ARG_0_.sName == "dooremmy_010" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_026" } elseif _ARG_0_.sName == "dooremmy_012" then if L3_1 then L3_1 = false return "nil" else s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_027" } end else s030_baselab.tEmmyDoor = nil end if s030_baselab.tEmmyDoor ~= nil then return s030_baselab.tEmmyDoor[math.random(table.maxn(s030_baselab.tEmmyDoor))] else return nil end end function s030_baselab.EmmyRelocationDoor(_ARG_0_) if _ARG_0_.sName == "dooremmy_000" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_000", "LM_EmmyEntrancePoint_001", "LM_EmmyEntrancePoint_002", "LM_EmmyEntrancePoint_006" } elseif _ARG_0_.sName == "dooremmy_001" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_003", "LM_EmmyEntrancePoint_005", "LM_EmmyEntrancePoint_007" } elseif _ARG_0_.sName == "dooremmy_003" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_012", "LM_EmmyEntrancePoint_010" } elseif _ARG_0_.sName == "dooremmy_004" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_010", "LM_EmmyEntrancePoint_011", "LM_EmmyEntrancePoint_013" } elseif _ARG_0_.sName == "dooremmy_005" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_023", "LM_EmmyEntrancePoint_015", "LM_EmmyEntrancePoint_017" } elseif _ARG_0_.sName == "dooremmy_006" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_015", "LM_EmmyEntrancePoint_016", "LM_EmmyEntrancePoint_020" } elseif _ARG_0_.sName == "dooremmy_008" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_022", "LM_EmmyEntrancePoint_021", "LM_EmmyEntrancePoint_024" } elseif _ARG_0_.sName == "dooremmy_009" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_021", "LM_EmmyEntrancePoint_022" } elseif _ARG_0_.sName == "dooremmy_010" then s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_025", "LM_EmmyEntrancePoint_026" } elseif _ARG_0_.sName == "dooremmy_012" then if L3_1 then L3_1 = false return "nil" else s030_baselab.tEmmyDoor = { "LM_EmmyEntrancePoint_027", "LM_EmmyEntrancePoint_028", "LM_EmmyEntrancePoint_029" } end else s030_baselab.tEmmyDoor = nil end if s030_baselab.tEmmyDoor ~= nil then return s030_baselab.tEmmyDoor[math.random(table.maxn(s030_baselab.tEmmyDoor))] else return nil end end function s030_baselab.OnTeleport_Checkpoint_CU() Game.AddSF(1, "s030_baselab.Checkpoint_RelocatingEmmy_CU", "") end function s030_baselab.Checkpoint_RelocatingEmmy_CU() if CurrentScenario.oEmmyEntity ~= nil then local oActor = Game.GetActor("LM_EmmyEntrancePoint_027") if oActor ~= nil then CurrentScenario.oEmmyEntity.bEnabled = false CurrentScenario.oEmmyEntity.vPos = oActor.vPos CurrentScenario.oEmmyEntity.vAng = oActor.vAng CurrentScenario.oEmmyEntity.bEnabled = true s030_baselab.ChangePatrolEmmy("PATROLROUTE_12") end end end function s030_baselab.OnEnter_AP_04() local L0_2 = Game.GetActor("accesspoint_000") local L1_2 = Blackboard.GetProp("GAME_PROGRESS", "ADAMDIALOGUE") if L0_2 ~= nil then if L1_2 == "DIAG_ADAM_MAGMA_2" then L0_2.USABLE:ActiveDialogue("DIAG_ADAM_LAB_1") Blackboard.SetProp("GAME_PROGRESS", "ADAMDIALOGUE", "s", "DIAG_ADAM_LAB_1") elseif L1_2 == "DIAG_ADAM_CAVE_4" then local L2_2 = Blackboard.GetProp("PLAYER_INVENTORY", "ITEM_SCREW_ATTACK") if L2_2 ~= nil and L2_2 > 0 then L0_2.USABLE:ActiveDialogue("DIAG_ADAM_AQUA_3") Blackboard.SetProp("GAME_PROGRESS", "ADAMDIALOGUE", "s", "DIAG_ADAM_AQUA_3") end end end end function s030_baselab.OnEnter_AP_06() local L0_2 = Game.GetActor("accesspoint_001") local L1_2 = Blackboard.GetProp("GAME_PROGRESS", "ADAMDIALOGUE") if L0_2 ~= nil then if L1_2 == "DIAG_ADAM_AQUA_1" then L0_2.USABLE:ActiveDialogue("DIAG_ADAM_LAB_2") Blackboard.SetProp("GAME_PROGRESS", "ADAMDIALOGUE", "s", "DIAG_ADAM_LAB_2") elseif L1_2 == "DIAG_ADAM_CAVE_4" then local L2_2 = Blackboard.GetProp("PLAYER_INVENTORY", "ITEM_SCREW_ATTACK") if L2_2 ~= nil and L2_2 > 0 then L0_2.USABLE:ActiveDialogue("DIAG_ADAM_AQUA_3") Blackboard.SetProp("GAME_PROGRESS", "ADAMDIALOGUE", "s", "DIAG_ADAM_AQUA_3") end end end end function s030_baselab.SubAreaChangeRequest(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_) Scenario.SubAreaChangeRequest(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_) end function s030_baselab.OnSubAreaChange(_ARG_0_, _ARG_1_, _ARG_2_, _ARG_3_, _ARG_4_) end function s030_baselab.OnEnter_ActivatePostBlackout() Game.PushSetup("PostBlackout", true, true) Game.StopMusic(true) end function s030_baselab.Event_ShakerNaut_Activation() local oActor1 = Game.GetActor("SP_Shakernaut_001B_shakernaut") if oActor1 ~= nil then oActor1.ANIMATION:SetAction("spawn_baselab_part015_relaxtopath", true) end local oActor2 = Game.GetActor("SP_Shakernaut_001B") if oActor2 ~= nil then oActor2.SPAWNPOINT:Deactivate() end local oActor3 = Game.GetActor("SP_Shakernaut_001") if oActor3 ~= nil then oActor3.SPAWNPOINT:Activate() end end function s030_baselab.DetectingDirection() local L0_2 = Game.GetActor("SP_Shakernaut_001B_shakernaut") if L0_2 ~= nil then if L0_2.ANIMATION:IsPlayingAnim("spawn_baselab_part015_relaxtopath", false) then Game.AddSF(0, "s030_baselab.DetectingDirection", "") else local L1_2 = Game.GetPlayer() local L2_2 = V3D(-1, 0, 0) if L1_2 ~= nil then L2_2 = L1_2.vPos - L0_2.vPos end if L2_2.x > 0 then L0_2.ANIMATION:SetAction("spawn_baselab_part015_turn_right", true) L2_2 = V3D(1, 0, 0) else L0_2.ANIMATION:SetAction("spawn_baselab_part015_turn_left", true) L2_2 = V3D(-1, 0, 0) end L0_2.AI:SetNavigationDir(L2_2) end end end function s030_baselab.OnEnter_ActivatePostBlackout2() Game.PushSetup("PostBlackout2", true, true) Game.StopMusic(true) end function s030_baselab.OnEnter_ActivatePostEmmyEnemies(_ARG_0_, _ARG_1_) local oActor1 = Game.GetActor("SG_PostEmmy_000") local oActor2 = Game.GetActor("SG_PostEmmy_001") if oActor1 ~= nil then oActor1.SPAWNGROUP:EnableSpawnGroup() end if oActor2 ~= nil then oActor2.SPAWNGROUP:EnableSpawnGroup() end _ARG_0_.bEnabled = false end function s030_baselab.OnCutscene39End() s030_baselab.EmmyLabSpawnSequenceEnd() local oActor = Game.GetActor("emmyvalve_reg_gen_002") if oActor ~= nil then oActor.EMMYVALVE:CleanForceStateFlag() end end
local helper = require("piemenu.lib.testlib.helper") describe("piemenu.lib.list", function() before_each(helper.before_each) after_each(helper.after_each) for _, c in ipairs({ { items = {}, expected = {} }, { items = { 1 }, expected = { { 1, 1, 1 } } }, { items = { 1, 2 }, expected = { { 2, 1, 2 }, { 1, 2, 1 } } }, { items = { 1, 2, 3 }, expected = { { 3, 1, 2 }, { 1, 2, 3 }, { 2, 3, 1 } } }, }) do it(("tri_circular(%s) == %s"):format(vim.inspect(c.items), vim.inspect(c.expected)), function() local actual = require("piemenu.lib.list").tri_circular(c.items) assert.is_same(c.expected, actual) end) end for _, c in ipairs({ { items = {}, expected = {} }, { items = { 4 }, expected = { 4 } }, { items = { 1, 2, 3, 4 }, expected = { 4, 1, 2, 3 } }, { items = { 1, 2, 3 }, expected = { 1, 2, 3 } }, }) do it(("circular_shift(%s, greater_than_3) == %s"):format(vim.inspect(c.items), vim.inspect(c.expected)), function() local actual = require("piemenu.lib.list").circular_shift(c.items, function(item) return item > 3 end) assert.is_same(c.expected, actual) end) end end)
require "CustomSharpeners" print(nn.MulSoftMax) gigi = nn.MulSoftMax() print(gigi:forward(torch.Tensor{0.1, 0.3}))
require 'nn' require 'nngraph' require 'optim' require 'cutorch' require 'cunn' require 'image' require 'cudnn' matio=require 'matio' cmd = torch.CmdLine() cmd:text() cmd:text('Options:') cmd:option('--modelPath','/home/jchen16/NEW/code/checkpoint/fungus_XX_20_seq_whole/unet_420000.000000.bin','path to the trained model') cmd:option('--imageDir', '/home/jchen16/NEW/data/fungus/training_data', 'the directory to load') cmd:option('--outputDir', '/home/jchen16/NEW/data/fungus/encoder', 'the directory to save the input for RNN') cmd:option('--ext','.mat','only load a specific type of images') cmd:option('--training',false,'training mode or not') cmd:option('--RAM',false,'load to RAM or not') cmd:option('--XX',20,'the key parameter to determine the size of image') cmd:option('--rho',3,'the length of sequence in RNN') cmd:option('--gpu',1,'the gpu to use') cmd:option('--outputLayer',2,'1 means the last one, 2 means the second last one') cmd:option('--imageType',1,'1: grayscale, 3: RGB') cmd:text() opt = cmd:parse(arg or {}) XX=opt.XX cutorch.setDevice(opt.gpu) -- 1. Get the list of files in the given directory files = {} for file in paths.files(opt.imageDir) do if file:find(opt.ext .. '$') then table.insert(files, paths.concat(opt.imageDir,file)) end end if #files == 0 then error('given directory doesnt contain any files of type: ' .. opt.ext) end table.sort(files, function (a,b) return a < b end) if opt.RAM then -- 2. Load all the files into RAM data = {} for i,file in ipairs(files) do -- load each image table.insert(data, matio.load(file)) end end -- 3. Load Model unet=torch.load(opt.modelPath) unet:evaluate() -- 4. Process images one by one for i=1, #files do local image_seq, target_seq if opt.RAM then image_seq = data[i].image if opt.training then target_seq = data[i].target end else local data = matio.load(files[i]) image_seq = data.image if opt.training then target_seq = data.target end end local fm_seq={} for j=1,#image_seq do print('i='..i..', j='..j) local input_image = torch.FloatTensor(1,opt.imageType,16*XX+92,16*XX+92) input_image[1][1]=image_seq[j] local b=unet:forward(input_image:cuda()):double() local fm if opt.outputLayer==1 then fm = b[1] elseif opt.outputLayer==2 then fm=unet.modules[66].output[1] end table.insert(fm_seq, fm:float()) print(fm:size()) if i==1 and j<10 then local softmax = nn.SoftMax() out = softmax:forward(b[1]) local str0= string.format('test%d.png',j); image.save(str0,out:select(1,4)) --[[ for kk=1,fm:size(1) do local a=fm:select(1,kk) print(a[1][100]) print(type(a)) local str1= string.format('test_fm_%d.png',kk); image.save(str1,a:float()) end --]] end end if opt.training then obj={input=fm_seq, target=target_seq} else obj={input=fm_seq} end local str= string.format('%s/train_%d.t7',opt.outputDir,i); torch.save(str,obj) collectgarbage() -- write the segmentation result to file --local filename=string.format('%s/prob_%d.png',opt.segDir,i); --image.save(filename,output_image) end
cooldown = 0 cooldownTimer = nil localPlayer = getLocalPlayer() function isLSPD() return getTeamName(getPlayerTeam(getLocalPlayer())) == "Los Santos Police Department" end function switchMode() if (getPedWeapon(localPlayer)==24) and (getPedTotalAmmo(localPlayer)>0) then -- has an un-empty deagle local mode = getElementData(localPlayer, "deaglemode") if mode == 0 then -- tazer mode setElementData(localPlayer, "deaglemode", 1, true) outputChatBox( "You switched your multipurpose handgun to Lethal Mode", 0, 255, 0 ) elseif mode == 1 and isLSPD() then -- lethal mode outputChatBox( "You switched your multipurpose handgun to Radar Mode", 0, 255, 0 ) setElementData(localPlayer, "deaglemode", 2, true) elseif mode == 2 or mode == 1 then -- radar gun mode outputChatBox( "You switched your multipurpose handgun to Tazer Mode", 0, 255, 0 ) setElementData(localPlayer, "deaglemode", 0, true) end triggerServerEvent("sendLocalMeAction", localPlayer, localPlayer, "switched their multipurpose handgun mode.") end end function bindKeys(res) bindKey("n", "down", switchMode) local mode = getElementData(localPlayer, "deaglemode") if not (mode) then setElementData(localPlayer, "deaglemode", 0, true) end end addEventHandler("onClientResourceStart", getResourceRootElement(), bindKeys) function enableCooldown() cooldown = 1 cooldownTimer = setTimer(disableCooldown, 3000, 1) toggleControl("fire", false) setElementData(getLocalPlayer(), "deagle:reload", true) end function disableCooldown() cooldown = 0 toggleControl("fire", true) setElementData(getLocalPlayer(), "deagle:reload", false) if (cooldownTimer~=nil) then killTimer(cooldownTimer) cooldownTimer = nil end end addEventHandler("onClientPlayerWeaponSwitch", getRootElement(), disableCooldown) function weaponFire(weapon, ammo, ammoInClip, hitX, hitY, hitZ, hitElement) if (weapon==24) then -- deagle local mode = getElementData(localPlayer, "deaglemode") if (mode==0) then -- tazer mode enableCooldown() local px, py, pz = getElementPosition(localPlayer) local distance = getDistanceBetweenPoints3D(hitX, hitY, hitZ, px, py, pz) if (distance<35) then fxAddSparks(hitX, hitY, hitZ, 1, 1, 1, 1, 10, 0, 0, 0, true, 3, 1) end playSoundFrontEnd(38) triggerServerEvent("tazerFired", localPlayer, hitX, hitY, hitZ, hitElement) end end end addEventHandler("onClientPlayerWeaponFire", localPlayer, weaponFire) function weaponAim(target) if (target) then if (getElementType(target)=="vehicle") then if (getPedWeapon(localPlayer)==24) then local mode = getElementData(localPlayer, "deaglemode") if (mode==2) then local speedx, speedy, speedz = getElementVelocity(target) actualspeed = math.ceil(((speedx^2 + speedy^2 + speedz^2)^(0.5)*100)) outputChatBox(getVehicleName(target) .. " clocked in at " .. actualspeed .. " km/h.", 255, 194, 14) end end end end end addEventHandler("onClientPlayerTarget", getRootElement(), weaponAim) -- code for the target/tazed person function cancelTazerDamage(attacker, weapon, bodypart, loss) if (weapon==24) then -- deagle local mode = getElementData(attacker, "deaglemode") if (mode==0 or mode==2) then -- tazer mode / radar gun mode cancelEvent() end end end addEventHandler("onClientPlayerDamage", localPlayer, cancelTazerDamage) function showTazerEffect(x, y, z) fxAddSparks(x, y, z, 1, 1, 1, 1, 100, 0, 0, 0, true, 3, 2) playSoundFrontEnd(38) end addEvent("showTazerEffect", true ) addEventHandler("showTazerEffect", getRootElement(), showTazerEffect) local underfire = false local fireelement = nil local localPlayer = getLocalPlayer() local originalRot = 0 local shotsfired = 0 function onTargetPDPed(element) if (isElement(element)) then if (getElementType(element)=="ped") and (getElementModel(element)==282) and not (underfire) and (getControlState("aim_weapon")) then underfire = true fireelement = element originalRot = getPedRotation(element) addEventHandler("onClientRender", getRootElement(), makeCopFireOnPlayer) addEventHandler("onClientPlayerWasted", getLocalPlayer(), onDeath) end end end addEventHandler("onClientPlayerTarget", getLocalPlayer(), onTargetPDPed) function makeCopFireOnPlayer() if (underfire) and (fireelement) then local rot = getPedRotation(localPlayer) local x, y, z = getPedBonePosition(localPlayer, 7) setPedRotation(fireelement, rot - 180) setPedControlState(fireelement, "aim_weapon", true) setPedAimTarget(fireelement, x, y, z) setPedControlState(fireelement, "fire", true) shotsfired = shotsfired + 1 if (shotsfired>40) then triggerServerEvent("killmebyped", getLocalPlayer(), fireelement) end end end function onDeath() if (fireelement) and (underfire) then setPedControlState(fireelement, "aim_weapon", false) setPedControlState(fireelement, "fire", false) setPedRotation(fireelement, originalRot) fireelement = nil underfire = false removeEventHandler("onClientRender", getRootElement(), makeCopFireOnPlayer) removeEventHandler("onClientPlayerWasted", getLocalPlayer(), onDeath) end end
--[[ Scripted By: Xander1998 (X. Cross) --]] resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937' server_script "server.lua" client_script "client.lua"
--- Array class. -- Useful array object specialized for numerical values, although most -- operations work with arbitrary values as well. Functions taking functions -- may accept _string lambdas_, which have either a placeholder '_' or two -- placeholders '_1' or '_2'. As a special case, if the expression has no -- identifier chars, it's assumed to be a binary operator. So '+' is equivalent -- to '_1+_2' -- The '+','-','*','/' operators are overloaded, so expressions like `2*x+1` or 'x+y' -- work as expected. With two array arguments, '*' and '/' mean element-wise operations. -- @module android.array local array = {} array.__index = array local function _array (a) return setmetatable(a,array) end --- array constructor. -- Useful for generating a set of values between `x1` and `x2`. -- @param x1 initial value in range, or a table of values. (If that table -- is itself an `array` then this acts like a copy constructor) -- @param x2 final value in range -- @param dx interval. -- @treturn array function array.new (x1,x2,dx) local xvalues = {} if x1 ~= nil then if type(x1) == 'table' then if getmetatable(x1) == array then return x1:sub() else return _array(x1) end end local i = 1 for x = x1, x2 , dx do xvalues[i] = x i = i + 1 end end return _array(xvalues) end local _function_cache = {} local function _function_arg (f) if type(f) == 'string' then if _function_cache[f] then return _function_cache[f] end if not f:match '[_%a]' then f = '_1'..f..'_2' end local args = f:match '_2' and '_1,_2' or '_' local chunk,err = loadstring('return function('..args..') return '..f..' end',f) if err then error("bad function argument "..err,3) end local fn = chunk() _function_cache[f] = fn return fn end return f end local function _map (src,i1,i2,dest,j,f,...) f = _function_arg(f) for i = i1,i2 do dest[j] = f(src[i],...) j = j + 1 end return dest end --- map a function over this array. -- @param f a function, callable or 'string lambda' -- @param ... any other arguments to the function -- @treturn array function array:map (f,...) return _array(_map(self,1,#self,{},1,f,...)) end --- apply the function to each element of this array. -- @param f function as in `array.map` function array:apply (f,...) _map(self,1,#self,self,1,f,...) end --- map a function over two arrays. -- @param f as with `array.may` but must have at least two arguments. -- @tparam array other -- @treturn array function array:map2 (f,other) if #self ~= #other then error("arrays not the same size",2) end f = _function_arg(f) local res = {} for i = 1,#self do res[i] = f(self[i],other[i]) end return _array(res) end --- find the index corresponding to `value`. -- If it isn't an exact match, will give an index with a -- _fractional part_. -- @param value -- @treturn number function array:find_linear (value) for i = 1,#self do local v = self[i] if v >= value then if v > value then local x1,x2 = self[i-1],self[i] return i-1 + (value-x1)/(x2-x1) else return i -- on the nose! end end end end local floor = math.floor local function fsplit (x) local i = floor(x) return i, x - i end --- get the numerical value at `idx`. -- As with `array.find_linear` this index may have -- a fractional part, allowing for linear interpolation. -- @return number function array:at (idx) local i,delta = fsplit(idx) local res = self[i] if delta ~= 0 then res = delta*(self[i+1]-self[i]) end return res end array.append, array.remove = table.insert, table.remove --- extend this array with values from `other` -- @tparam array other function array:extend (other) _map(other,1,#other,self,#self+1,'_') end --- get a 'slice' of the array. -- This works like `string.sub`; `i2` may be a negative integer. -- Like with `array.at` the indices may have fractional parts. function array:sub (i1,i2) i1 = i1 or 1 i2 = i2 or -1 if i2 < 0 then i2 = #self + i2 + 1 end -- -1 is #self, and so forth local res,j = {},1 local int1,int2 = floor(i1),floor(i2) if i1 ~= int1 then res[j] = self:at(i1) j = j + 1 end for i = int1,int2 do res[j] = self[i] j = j + 1 end if i2 ~= int2 then res[j] = self:at(i2) end return _array(res) end --- concatenation -- @tparam list other -- @treturn array function array:__concat (other) local res = self:sub(1) res:extend(other) return res end local function mapm(a1,op,a2) local M = type(a2)=='table' and array.map2 or array.map return M(a1,op,a2) end --- elementwise arithmetric operations function array.__add(a1,a2) return mapm(a1,'_1 + _2',a2) end function array.__sub(a1,a2) return mapm(a1,'_1 - _2',a2) end function array.__div(a1,a2) return mapm(a1,'_1 / _2',a2) end function array.__mul(a1,a2) return mapm(a2,'_1 * _2',a1) end function array:__tostring () local n,cb = #self,']' if n > 15 then n = 15 cb = '...]' end local strs = _map(self,1,n,{},1,tostring) return '['..table.concat(strs,',')..cb end --- adds a given method to this array for calling that method over all objects. function array:forall_method (name) self[name] = function (self,...) for i = 1,#self do local obj = self[i] obj[name](obj,...) end end end --- create an iterator over this array's values. -- @param f optional function for filtering the -- iterator -- @return an iterator function array:iter (f) local i = 0 if not f then return function() i = i + 1 return self[i] end else f = _function_arg(f) return function() local val repeat i = i + 1 val = self[i] until val == nil or f(val) return val end end end --- get the minimum and maximum values of this array. -- The values must be comparable! -- @return minimum -- @return maximum function array:minmax () local min,max = math.huge,-math.huge for i = 1,#self do local val = self[i] if val > max then max = val end if val < min then min = val end end return min,max end --- 'reduce' an array using a function. -- @param f a function function array:reduce (f) f = _function_arg(f) local res = self[1] for i = 2,#self do res = f(self[i],res) end return res end --- sum all values in an array function array:sum () return self:reduce '+' end --- scale an array so that the sum of its values is one. -- @return this array function array:normalize () self:apply('/',self:sum()) return self end --- create a function which scales values between two ranges. -- @number xmin input min -- @number xmax input max -- @number min output min -- @number max output max -- @treturn func of one argument function array.scaler (xmin,xmax,min,max) local xd = xmax-xmin local scl = (max-min)/xd return function(x) return scl*(x - xmin) + min end end --- scale this array to the specified range -- @number min output min -- @number max output max -- @return this array function array:scale_to (min,max) local xmin,xmax = self:minmax() self:apply(array.scaler(xmin,xmax,min,max)) return self end setmetatable(array,{ __call = function(_,...) return array.new(...) end }) return array
-- **color(s: str, arg1, arg2. ...):str** local function color(s,...) local all = {red=31, green=32, yellow=33, purple=34} print('\27[1m\27['.. all[s] ..'m'..string.format(...)..'\27[0m') end -- **sfmt(fmt :string, ?arg1 :any, ?arg2 :any, ...)** -- format a string local function sfmt(...) return string.format(...) end -- **fmt(fmt :string, ?arg1 :any, ?arg2 :any, ...)** -- format and print t a string. local function fmt( ...) io.write(sfmt(...)) end return {color=color, fmt=fm, sfmt=sfmt}
function Netharel_OnEnterCombat(Unit,Event) Unit:RegisterEvent("Netharel_DebilitatingStrike", 15000, 0) Unit:RegisterEvent("Netharel_Evasion", 30000, 0) Unit:RegisterEvent("Netharel_ManaBurn", 7000, 0) Unit:RegisterEvent("Netharel_Metamorphosis", 1000, 1) end function Netharel_DebilitatingStrike(Unit,Event) Unit:FullCastSpellOnTarget(39135,Unit:GetClosestPlayer()) end function Netharel_Evasion(Unit,Event) Unit:FullCastSpellOnTarget(37683,Unit:GetClosestPlayer()) end function Netharel_ManaBurn(Unit,Event) Unit:FullCastSpellOnTarget(39262,Unit:GetClosestPlayer()) end function Netharel_Metamorphosis(Unit,Event) if Unit:GetHealthPct() == 10 then Unit:CastSpell(36298) end end function Netharel_OnLeaveCombat(Unit,Event) Unit:RemoveEvents() end function Netharel_OnDied(Unit,Event) Unit:RemoveEvents() end RegisterUnitEvent(21164, 1, "Netharel_OnEnterCombat") RegisterUnitEvent(21164, 2, "Netharel_OnLeaveCombat") RegisterUnitEvent(21164, 4, "Netharel_OnDied")
-- Junction size -- Selection type, per player_data -- TODO: possibly allow junction size as a setting even though it could potentially require recalculation of data if it exceeds previous maximum -- TODO: locale for setting and shortcut data:extend({ --[[{type = "int-setting", name = "tte-max-junction-size", setting_type = "runtime-per-user", default_value = 128, minimum_value = },--]] { type = "string-setting", name = "tte-selection-mode", setting_type = "runtime-per-user", default_value = "Entities", allowed_values = {"Entities", "Trains"} } })
------------------------------------------------------------------------------------------------------------------------ -- Game Type Manager Server -- Author Morticai (META) - (https://www.coregames.com/user/d1073dbcc404405cbef8ce728e53d380) -- Date: 2021/3/4 -- Version 0.1.2 ------------------------------------------------------------------------------------------------------------------------ ------------------------------------------------------------------------------------------------------------------------ -- REQUIRES ------------------------------------------------------------------------------------------------------------------------ local ABGS = require(script:GetCustomProperty("APIBasicGameState")) while not _G.META_GAME_MODES do Task.Wait() end local GT_API = _G.META_GAME_MODES ------------------------------------------------------------------------------------------------------------------------ -- OBJECTS ------------------------------------------------------------------------------------------------------------------------ local ROOT = script:GetCustomProperty("ROOT"):WaitForObject() local GAME_TYPE_LIST = script:GetCustomProperty("GameTypesData"):WaitForObject() local NETWORKED = script:GetCustomProperty("GameTypeNetworked"):WaitForObject() local DEFAULT_GAME_STATE = ROOT:GetCustomProperty("DEFAULT_GAME_ID") ------------------------------------------------------------------------------------------------------------------------ -- LOCAL VARIABLES ------------------------------------------------------------------------------------------------------------------------ local currentGameTypeId local scoreLimit local roundStartTime = nil local listeners = {} local joinedTimes = {} ------------------------------------------------------------------------------------------------------------------------ -- LOCAL FUNCTIONS ------------------------------------------------------------------------------------------------------------------------ local function SetRespawnFlag(player) if currentGameTypeId and currentGameTypeId > 0 and GT_API.GetShouldRespawn(currentGameTypeId) then player:SetResource("GM.RESPAWN_ENABLED", 1) else player:SetResource("GM.RESPAWN_ENABLED", 0) end end local function SetPlayersRespawn() for _, player in ipairs(Game.GetPlayers()) do SetRespawnFlag(player) end end local function SetCurrentGameId(gameTypeId) NETWORKED:SetNetworkedCustomProperty("GAME_TYPE_ID", gameTypeId) currentGameTypeId = gameTypeId Task.Wait() SetPlayersRespawn() end local function SetRoundDuration(duration) NETWORKED:SetNetworkedCustomProperty("ROUND_DURATION", duration) end local function GetCurrentGameId() currentGameTypeId = NETWORKED:GetCustomProperty("GAME_TYPE_ID") return currentGameTypeId end local function OnGameTypeChanged(object, string) if object == NETWORKED then GetCurrentGameId() end end local function CleanUp(player) if not Object.IsValid(player) then return end if not listeners[player.id] then return end for _, listener in pairs(listeners[player.id]) do if listener.isConnected then listener:Disconnect() end end listeners[player.id] = nil end local function MarkPlayersWhoPlayedMoreThanHalf() local duration = time() - roundStartTime local roundMidTime = roundStartTime + duration / 2 for _, player in ipairs(Game.GetPlayers()) do if joinedTimes[player.id] <= roundMidTime then player.serverUserData.playedHalfRound = true end end end ------------------------------------------------------------------------------------------------------------------------ -- GLOBAL FUNCTIONS ------------------------------------------------------------------------------------------------------------------------ function Int() GT_API.RegisterGameTypes(GAME_TYPE_LIST) Task.Wait(1) SetCurrentGameId(DEFAULT_GAME_STATE) end -- nil OnPlayerDied(Player, Damage) function OnPlayerDied(player, damage) GT_API.OnPlayerDied(player, damage, currentGameTypeId) end -- nil OnPlayerDied(Player, Damage) function OnPlayerDamaged(player, damage) GT_API.OnPlayerDamaged(player, damage, currentGameTypeId) end function OnPlayerLeft(player) CleanUp(player) Task.Wait() -- Wait one frame to make sure player that left is no longer in game if ABGS.GetGameState() == ABGS.GAME_STATE_ROUND then local players = Game.GetPlayers() local shouldEnd = true local lastTeam for _, remainingPlayer in ipairs(players) do lastTeam = lastTeam or remainingPlayer.team if remainingPlayer.team ~= lastTeam then shouldEnd = false end end if lastTeam and #players <= 1 or lastTeam and shouldEnd then _G["GameWinner"] = lastTeam Game.SetTeamScore(lastTeam, 5) Task.Wait() Events.Broadcast("TeamVictory", lastTeam) ABGS.SetGameState(ABGS.GAME_STATE_ROUND_END) end elseif ABGS.GetGameState() == ABGS.GAME_STATE_LOBBY then local players = Game.GetPlayers() if #players <= 1 then ABGS.SetGameState(ABGS.GAME_STATE_LOBBY) end end end -- nil OnPlayerJoined(Player) -- Register the diedEvent when a player joins function OnPlayerJoined(player) listeners[player.id] = {} listeners[player.id]["diedEvent"] = player.diedEvent:Connect(OnPlayerDied) listeners[player.id]["damagedEvent"] = player.damagedEvent:Connect(OnPlayerDamaged) joinedTimes[player.id] = time() SetRespawnFlag(player) Task.Wait() if ABGS.GetGameState() == ABGS.GAME_STATE_ROUND_END then if not Object.IsValid(player) then return end for _, equipment in pairs(player:GetEquipment()) do -- remove all equipment if Object.IsValid(equipment) then equipment:Destroy() end end Events.Broadcast("EmptyBackpack", player) player.movementControlMode = MovementControlMode.NONE player.lookControlMode = LookControlMode.NONE Task.Spawn( function() while ABGS.GetGameState() == ABGS.GAME_STATE_ROUND_END do Task.Wait() end player.movementControlMode = MovementControlMode.LOOK_RELATIVE player.lookControlMode = LookControlMode.RELATIVE end ) end end -- nil Tick(float) -- Watches for a team hitting the maximum score and ends the round function Tick(deltaTime) if not ABGS.IsGameStateManagerRegistered() then return end if ABGS.GetGameState() == ABGS.GAME_STATE_ROUND then local winningTeam = nil for i = 0, 4 do if Game.GetTeamScore(i) >= GT_API.GetCurrentScoreLimit(currentGameTypeId) then if winningTeam then Events.Broadcast("TieVictory") ABGS.SetGameState(ABGS.GAME_STATE_ROUND_END) _G["GameWinner"] = i return else winningTeam = i end end end if winningTeam then _G["GameWinner"] = winningTeam SetCurrentGameId(0) -- Used to reset Game Modes Events.Broadcast("TeamVictory", winningTeam) ABGS.SetGameState(ABGS.GAME_STATE_ROUND_END) --NETWORKED:SetNetworkedCustomProperty("GAME_TYPE_ID", 1) end end end function OnGameStateChanged(oldState, newState, hasDuration, stateTime) if newState == ABGS.GAME_STATE_ROUND_END and oldState ~= ABGS.GAME_STATE_ROUND_END then SetCurrentGameId(0) -- Used to reset Game Modes if not roundStartTime then roundStartTime = 0 end SetRoundDuration(time() - roundStartTime) MarkPlayersWhoPlayedMoreThanHalf() end if newState == ABGS.GAME_STATE_ROUND and oldState ~= ABGS.GAME_STATE_ROUND then local currentState = GetCurrentGameId() roundStartTime = time() if currentState > 0 then Events.BroadcastToAllPlayers("BannerMessage", nil, 5, currentState) Events.Broadcast("GM.START", currentState) end end end ------------------------------------------------------------------------------------------------------------------------ -- INTALIZATION ------------------------------------------------------------------------------------------------------------------------ Game.playerJoinedEvent:Connect(OnPlayerJoined) Game.playerLeftEvent:Connect(OnPlayerLeft) NETWORKED.networkedPropertyChangedEvent:Connect(OnGameTypeChanged) Events.Connect("GameStateChanged", OnGameStateChanged) Int()
-- FIFO, we push element from left, pop from right, -- new element is at left, old element is at right -- because redis has no reversely retrieve method on list module(..., package.seeall) local List = require 'lglib.list' local rdlist = require 'bamboo.db.redis.list' local db = BAMBOO_DB function save (key, tbl, length) for i,v in ipairs(tbl) do push(key,v,length); end end function update (key, tbl, length) for i,v in ipairs(tbl) do push(key,v,length); end end function push (key, val, length) local len = db:llen(key) if len < length then db:lpush(key, val) else -- if FIFO is full, push this element from left, pop one old from right db:rpop(key) db:lpush(key, val) end end function pop( key ) return rdlist.pop(key) end function remove( key, val ) return rdlist.remove(key, val) end function retrieve( key ) return rdlist.retrieve(key) end function len( key ) return rdlist.len(key) end function del( key ) return rdlist.del(key) end function fakedel(key) return db:rename(key, 'DELETED:' + key) end function has(key, obj) return rdlist.have(key, obj) end
-- Various entities modelling the juju state and the model require "scriptlets-driver.base" Model = JujuEntity:new() -- function Model.load_config Config = JujuEntity:new() Application = JujuEntity:new() Unit = JujuEntity:new()
return { -- Returns the monotonic time the system has been up, in secconds. monotime = function() return os.clock() end, -- Sleep for n seconds. sleep = function(n) os.sleep(n) end, -- Returns the current system time, 1970 (UTC), in secconds. gettime = function() return os.epoch('utc') / 1000 end, }
--Made by Joseph Pace (Thorinori) --Maybe not needed. Not needed especially until Windows support is the focus. local sep = package.config:sub(1,1) --package.cpath = package.cpath .. ";./Modules/lib/lua/5.3/?.so;" --package.cpath = package.cpath .. ";.\\Modules\\lib\\lua\\5.3\\?.so;" package.cpath = package.cpath .. ";./libs/UNIX/iup_installed/lib?53.so;" package.cpath = package.cpath .. ";./libs/UNIX/iup_installed/lib?.so;" --UNIX Version of IUP --package.cpath = package.cpath .. ";.\\libs\\Windows\\iup\\Lua53\\?53.dll;" --package.cpath = package.cpath .. ";.\\libs\\Windows\\iup\\?53.dll;" --package.cpath = package.cpath .. ";.\\libs\\Windows\\iup\\?.dll;" --package.cpath = package.cpath .. ";.\\libs\\Windows\\iup\\?.lib;" package.cpath = package.cpath .. ";.\\libs\\Windows\\iup\\Lua53\\?53.lib;"--Windows Version of IUP require("iuplua") --lfs = require("lfs") require("Modules/FileIO") require("Modules/TableFunctions") require("Modules/DataLoader") require("Modules/Util") --Misc Functions --Globals debug_mode = true -- For debug print statements into the multitext console (Primary use of the console) unpack = unpack or table.unpack types_enum = {['Weapons and Shields'] = 3, ['Helmets'] = 2, ['Leg Armor'] = 2, ['Boots'] = 2, ['Gloves'] = 2, ['Shoulder Armor'] = 2, ['Body Armor'] = 2, ['Belts'] = 2, ['Rings'] = 2, ['Amulets'] = 2} bodypart_to_string = {['Weapons and Shields'] = 'weapon_r', ['Helmets'] = 'helmet', ['Leg Armor'] = 'legs', ['Boots'] = 'feet', ['Gloves'] = 'arm', ['Shoulder Armor'] = 'Shoulder', ['Body Armor'] = 'chest_armor', ['Belts'] = 'belt', ['Rings'] = 'ring', ['Amulets'] = 'amulet'} affixes = generate_affixes() organized_affixes = organize_affixes(affixes) implicits = generate_implicits() items = generate_items() organized_items = organize_items(items) output_table = {["Quality"] = 5, ["Value"] = "1"} --Instantiate seed math.randomseed(os.time()) --[[Configs config = iup.config{} config.app_name = "Wolcen Item Generator" config:Load()]] --Primary Components parameter_panel = iup.vbox{iup.label{title='Item Builder',alignment='ACENTER'},padding="10x5", alignment="ALEFT"} --scroll = iup.scrollbox{parameter_panel} --add_child(scroll,parameter_panel) reset_all_button = iup.button{title = "Reset All", padding="10x10", margin="10x10"} add_child(parameter_panel,iup.hbox{reset_all_button, alignment="ACENTER",padding="10x10",margin="10x10"}) item_ilvl_field = iup.text{visiblecolumns = '3'} add_child(parameter_panel,iup.hbox{iup.label{title='Item Level: '},item_ilvl_field, alignment="ALEFT"}) inventory_x_field = iup.text{visiblecolumns = '3'} add_child(parameter_panel,iup.hbox{iup.label{title='Inventory X Position: '},inventory_x_field, alignment="ALEFT"}) inventory_y_field = iup.text{visiblecolumns = '3'} add_child(parameter_panel,iup.hbox{iup.label{title='Inventory Y Position: '},inventory_y_field, alignment="ALEFT"}) item_rarity_selector = iup.list{"Normal", "Magic", "Rare", "Legendary" ,dropdown="YES", padding="10x10", margin="10x10",visiblecolumns='20'} add_child(parameter_panel,iup.hbox{iup.label{title='Item Rarity: '},item_rarity_selector, alignment="ARIGHT"}) item_type_selector = iup.list{"Weapons and Shields", "Helmets", "Shoulder Armor", "Gloves", "Boots", "Rings", "Belts", "Amulets", "Body Armor", "Leg Armor" ,dropdown="YES", padding="10x10", margin="10x10", sort="YES",visiblecolumns='20'} add_child(parameter_panel,iup.hbox{iup.label{title='Item Type: '},item_type_selector, alignment="ARIGHT"}) item_base_selector = iup.list{dropdown="YES", padding="10x10", margin="10x10", sort="YES", autoredraw="YES", visiblecolumns='20'} add_child(parameter_panel,iup.hbox{iup.label{title='Item Base: '},item_base_selector, alignment="ARIGHT"}) affix_panel = iup.vbox{} add_child(parameter_panel,affix_panel) json_text = iup.text{multiline = "YES", scrollbar = "YES", visiblecolumns = 30,alignment = "ALEFT", visible="YES", readonly = "YES", wordwrap="YES",expand = "VERTICAL"} --modifier_text = iup.vbox{alignment = 'ALEFT', padding='10x5'} display_panel = iup.vbox{iup.label{title='Item Preview',alignment='ACENTER'}, json_text, alignment='ALEFT',padding="10x5"} editor_panel = iup.hbox{parameter_panel,iup.fill{},display_panel} main_panel = iup.vbox{editor_panel} --Setup multitext "console" local visible = "NO" local console = "NO"--config:GetVariable("MainWindow", "Console") if console == "YES" then visible = "YES" end multitext = iup.text{multiline = "YES", expand = "HORIZONTAL", scrollbar = "YES", visiblelines = 12, alignment = "ALEFT", visible=visible, readonly = "YES", wordwrap="YES"} --Menu Seperator local horiz_sep = iup.separator{} --File Menu local exit_button = iup.item{title = "Exit"} --File Menu Button Functions function exit_button:action() return iup.CLOSE end local file_menu = iup.menu{horiz_sep,exit_button} local file_submenu = iup.submenu{file_menu, title="File"} --Help Menu local about_button = iup.item{title="About"} function about_button:action() iup.Message("About", "Wolcen Item Generator\nAuthor: Joseph Pace (Thorinori)") end local help_menu = iup.menu{about_button} local help_submenu = iup.submenu{help_menu, title="Help"} --View Menu local console_button = iup.item{title="Console"} function console_button:action() local curr = multitext.visible if curr == "YES" then multitext.visible = "NO" iup.Unmap(multitext) iup.Refresh(main_win) --multitext:detach() else multitext.visible = "YES" iup.Append(main_panel,multitext) iup.Map(multitext) iup.Refresh(main_win) end iup.Refresh(main_win) iup.RefreshChildren(main_win) end local view_menu = iup.menu{console_button} local view_submenu = iup.submenu{view_menu, title="View"} --Main Menu local menu = iup.menu{file_submenu,view_submenu,help_submenu} main_win = iup.dialog{ menu=menu, main_panel, title = "Wolcen Item Generator", size="HALFxFULL", close_cb = exit_button.action } main_win:showxy(iup.CENTER,iup.CENTER) function reset_all_button:action() item_ilvl_field.value = '' inventory_x_field.value = '' inventory_y_field.value = '' item_rarity_selector.value = 0 item_type_selector.value = 0 item_base_selector['1'] = nil reset_children(affix_panel) reset_output() end function item_ilvl_field:valuechanged_cb() if(self.value ~= '') then if(tonumber(self.value) or not self.value == '') then reset_children(affix_panel) if(tonumber(self.value) > 200) then self.value = "200" end if(tonumber(self.value) < 1) then self.value = "1" end output_table["Level"] = tonumber(self.value) else iup.Message("Invalid Input", "Item Level must be a number between 1 and 200") end if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end else reset_children(affix_panel) self.value = "1" output_table["Level"] = tonumber(self.value) if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end end end function inventory_x_field:valuechanged_cb() if(self.value ~= '') then if(tonumber(self.value) or not self.value == '') then if(tonumber(self.value) > 9) then self.value = "9" end if(tonumber(self.value) < 0) then self.value = "0" end output_table["InventoryX"] = tonumber(self.value) else iup.Message("Invalid Input", "X Value must be between 0 and 9") end else output_table["InventoryX"] = 0 self.value = '0' end end function inventory_y_field:valuechanged_cb() if(self.value ~= '') then if(tonumber(self.value) or not self.value == '') then if(tonumber(self.value) > 4) then self.value = "4" end if(tonumber(self.value) < 0) then self.value = "0" end output_table["InventoryY"] = tonumber(self.value) else iup.Message("Invalid Input", "Y Value must be between 0 and 4") end else output_table["InventoryX"] = 0 self.value = '0' end end local num_affixes = 0 function item_rarity_selector:action(str, index, state) if(index == 1 and state == 1) then num_affixes = 0 output_table["Rarity"] = index reset_children(affix_panel) if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end elseif (index == 2 and state == 1) then num_affixes = 2 output_table["Rarity"] = index reset_children(affix_panel) if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end elseif (index == 3 and state == 1) then num_affixes = 4 output_table["Rarity"] = index reset_children(affix_panel) if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end elseif (index == 4 and state == 1) then num_affixes = 6 output_table["Rarity"] = index reset_children(affix_panel) if(item_base_selector.value ~= '0') then item_base_selector:action(nil, item_base_selector.value, 1) end end end local item_type = '' function item_type_selector:action(str, index, state) if(state == 1) then item_type = item_type_selector[tostring(index)] output_table["Type"] = types_enum[item_type] reset_item_bases(item_type) reset_children(affix_panel) end end local item_base = '' local prefixes = {} local suffixes = {} function item_base_selector:action(str, index, state) if(state == 1) then reset_children(affix_panel) item_base = item_base_selector[tostring(index)] output_table["ItemType"] = items[item_base]._attr.ItemType if(items[item_base]._attr.BodyPart == 'weapon_r') then output_table["Armor"] = nil output_table["Weapon"] = {["Name"] = item_base, ["DamageMin"] = ((output_table["Quality"] * 10/100) + 1) * tonumber(items[item_base]._attr.LowDamage_Max) ,["DamageMax"] = ((output_table["Quality"] * 10/100) + 1) * tonumber(items[item_base]._attr.HighDamage_Max) ,["ResourceGeneration"] = tonumber(items[item_base]._attr.ResourceGain_Max)} else output_table["Weapon"] = nil output_table["Armor"] = {["Name"] = item_base} local item_class = items[item_base]._attr.ArmorType if(item_class == "Mage") then output_table["Armor"].Armor = tonumber(items[item_base]._attr.ForceShieldMax) elseif(item_class == "Rogue") then output_table["Armor"].Armor = tonumber(items[item_base]._attr.ForceShieldMax) output_table["Armor"].Health = tonumber(items[item_base]._attr.HealthBonusMax) elseif(item_class == "Heavy") then output_table["Armor"].Resistance = tonumber(items[item_base]._attr.AllResistanceMax) else output_table["Armor"].Health = tonumber(items[item_base]._attr.HealthBonusMax) output_table["Armor"].Resistance = tonumber(items[item_base]._attr.AllResistanceMax) end end prefixes = generate_valid_affixes(items[item_base],tonumber(item_ilvl_field.value) or 1, 'prefix') suffixes = generate_valid_affixes(items[item_base],tonumber(item_ilvl_field.value) or 1, 'suffix') generate_implicit_affixes(items[item_base]) for i=1, (num_affixes/2) do gen_affix_selector(prefixes,'Prefixes') end for i=1, (num_affixes/2) do gen_affix_selector(suffixes,'Suffixes') end end end -- to be able to run this script inside another context (From IUP Documentation) if (iup.MainLoopLevel()==0) then iup.MainLoop() iup.Close() end
local Snake = class("Snake", function() return cc.Layer:create() end) local SnakeNode = require "SnakeNode" require "math" function Snake:ctor() self._nodes = {} end function Snake:init(len, direction, x, y) local len = len or 3 local direction = direction or "left" local x = x or math.floor(G.maxX / 2) local y = y or math.floor(G.maxY / 2) print(x) self.nextZ = self:zIndexGenerator() local head = SnakeNode:new() head:init("res/head.png", x, y, direction) self._nodes[#self._nodes + 1] = head function nextPosition() if direction == 'left' then x = x + 1; return end if direction == 'right' then x = x - 1; return end if direction == 'up' then y = y - 1; return end if direction == 'down' then y = y + 1; return end end for i = 1, len do nextPosition() local body = SnakeNode:new() local res = i % 2 ~= 0 and "res/body0.png" or "res/body1.png" body:init(res, x, y, direction) self._nodes[#self._nodes + 1] = body end nextPosition() local endNode = SnakeNode:new() endNode:init("res/end.png", x, y, direction) self._nodes[#self._nodes + 1] = endNode for i = 1, #self._nodes do self:addChild(self._nodes[i], self.nextZ()) end end function Snake:step(opt) local opt = opt or {} for i = 1, #self._nodes do local node = self._nodes[i] local x, y = node.x, node.y if node.direction == 'left' then x = (node.x - 1 + G.maxX) % G.maxX end if node.direction == 'right' then x = (node.x + 1) % G.maxX end if node.direction == 'up' then y = (node.y + 1) % G.maxY end if node.direction == 'down' then y = (node.y - 1 + G.maxY) % G.maxY end -- 检测与障碍物碰撞 if opt.barriers ~= nil then if self:isCollideWithBarriers(opt.barriers, x, y) then if opt.onCollision then opt.onCollision() end return end end -- 当蛇到达边缘的时候,将node向外围再移动一格 if (node.x == 0 and x == G.maxX-1) or (node.x == G.maxX-1 and x == 0) or (node.y == 0 and y == G.maxY-1) or (node.y == G.maxY-1 and y == 0) then local newX, newY = x, y if x == 0 then newX = -1 end if x == G.maxX-1 then newX = G.maxX end if y == 0 then newY = -1 end if y == G.maxY-1 then newY = G.maxY end G.setPosition(node, newX, newY) end --print(x, y) node:moveTo(x, y) if self._newNode ~= nil then table.insert(self._nodes, 2, self._newNode) break end end if self._newNode == nil then for i = #self._nodes, 2, -1 do self._nodes[i].preDirection = self._nodes[i].direction self._nodes[i].direction = self._nodes[i-1].direction end end self._newNode = nil -- 旋转 for i = 1, #self._nodes do local node = self._nodes[i] if node.preDirection ~= nil and node.preDirection ~= node.direction then local angle = G.angleMap[node.preDirection][node.direction] node:rotateTo(angle) end end -- 头部的preDirection if self._nodes[1] ~= nil then self._nodes[1].preDirection = self._nodes[1].direction end -- 检测有没有吃到食物 if opt.foods ~= nil then local ret, i = self:eatFood(opt.foods) if ret then if opt.onEatFood then opt.onEatFood(i) end end end -- 检测有没有吃到自己 if self:isEatMyself() then if opt.onEatItself then opt.onEatItself() end end end function Snake:onTouch(location) if #self._nodes == 0 then return end if self._nodes[1]:getPositionX() <= G.winSize.width / 2 then self:onTouchLeft(location) else self:onTouchRight(location) end if self._newNode ~= nil then self._newNode.direction = self._nodes[1].direction end end function Snake:onTouchLeft(location) print("onTouchLeft") local head = self._nodes[1] head.preDirection = head.direction if head.direction == 'left' or head.direction == 'right' then if location.y > head:getPositionY() then head.direction = 'up' elseif location.y < head:getPositionY() then head.direction = 'down' end elseif head.direction == 'up' or head.direction == 'down' then if location.x > head:getPositionX() then head.direction = 'right' elseif location.x < head:getPositionX() then head.direction = 'left' end end end function Snake:onTouchRight(location) print("onTouchRight") local head = self._nodes[1] head.preDirection = head.direction if head.direction == 'left' or head.direction == 'right' then if location.y < head:getPositionY() then head.direction = 'up' elseif location.y > head:getPositionY() then head.direction = 'down' end elseif head.direction == 'up' or head.direction == 'down' then if location.x < head:getPositionX() then head.direction = 'right' elseif location.x > head:getPositionX() then head.direction = 'left' end end end function Snake:eatFood(foods) if #self._nodes == 0 then return end for i = 1, #foods do if foods[i].x == self._nodes[1].x and foods[i].y == self._nodes[1].y then -- 吃到食物,添加一节 self._newNode = SnakeNode:new() local texture = #self._nodes % 2 ~= 0 and "res/body0.png" or "res/body1.png" self._newNode:init(texture,foods[i].x, foods[i].y, self._nodes[i].direction) self:addChild(self._newNode, self.nextZ()) return true, i end end return false end function Snake:isCollideWithBarriers(barriers, x, y) for i, barrier in ipairs(barriers) do if barrier:containsXY(x, y) then return true end end return false end function Snake:isEatMyself() local head = self._nodes[1] for i = 2, #self._nodes do local node = self._nodes[i] if head.x == node.x and head.y == node.y then -- 截断 local endnode = self._nodes[#self._nodes] -- 复制前一节点所有属性到结尾节点 self._nodes[i-1]:cloneValue(endnode) --endnode, self._nodes[i-1] = self._nodes[i-1], endnode --self._nodes[i-1]:cloneValue(self._nodes[#self._nodes]) self._nodes[#self._nodes], self._nodes[i-1] = self._nodes[i-1], self._nodes[#self._nodes] for k = #self._nodes, i, -1 do self:removeChild(self._nodes[k],true) table.remove(self._nodes,k) end endnode:rotateTo(G.initAngleMap[endnode.direction]) G.setPosition(endnode, endnode.x, endnode.y) print(#self._nodes) return true end end return false end function Snake:containsXY(x, y) for i = 1, #self._nodes do if self._nodes[i].x == x and self._nodes[i].y == y then return true end end return false end function Snake:zIndexGenerator() local z = 1000 return function() z = z - 1 return z + 1 end end function Snake:getSize() return #self._nodes end return Snake
module('levels', package.seeall) levels = { } currentLevel = nil function pushEnemies( timer, enemies ) for _, enemy in ipairs(enemies) do enemy:getWarning() end timer.running = false end function registerEnemies( timer, enemies) for _, enemy in ipairs(enemies) do enemy:register() end timer.running = false end local levelEnv = {} local enemycreator, enemycreatorwarning = {}, {} function levelEnv.enemy( name, n, format, ... ) name = name or 'simpleball' n = n or 1 local initInfo = select('#', ...) > 0 and {...} or nil local enemylist = {} local cp if format and format.applyOn then cp = format.copy or {} else cp = format or {} end cp.side = cp.side or format and format.side cp.onInitInfo = initInfo if type(name) == 'string' then local enemy = enemies[name] for i = 1, n do enemylist[i] = enemy:new(clone(cp)) end else local k, s = 1, #name for i = 1, n do enemylist[i] = enemies[name[k]]:new(clone(cp)) k = k + 1 if k > s then k = 1 end end end if format then if format.applyOn then format:applyOn(enemylist) end end local extraelements = {enemylist} if levelEnv.warnEnemies then -- warns about the enemy local warn = timer:new{timelimit = levelEnv.time - (levelEnv.warnEnemiesTime or 1), funcToCall = pushEnemies, extraelements = extraelements, onceonly = true, registerSelf = false} table.insert(currentLevel.timers_, warn) if format and format.shootattarget then -- follows the target with the warnings table.insert(currentLevel.timers_, timer:new { timelimit = levelEnv.time - (levelEnv.warnEnemiesTime or 1) + .01, prevtarget = format.target:clone(), registerSelf = false, funcToCall = function(self) self.timelimit = nil if not enemylist[1].warning then self:remove() return end if self.prevtarget == format.target then return end local speed = format.speed or v for i = 1, n do enemylist[i].speed:set(format.target):sub(enemylist[i].position):normalize():mult(speed, speed) enemylist[i].warning:recalc_angle() end self.prevtarget:set(target) end }) end end -- release the enemy onscreen local t = timer:new{timelimit = levelEnv.time, funcToCall = registerEnemies, extraelements = extraelements, onceonly = true, registerSelf = false} table.insert(currentLevel.timers_, t) end function levelEnv.wait( s ) levelEnv.time = levelEnv.time + s end function levelEnv.formation( data ) local t = data.type or 'empty' data.type = nil return formations[t]:new(data) end function levelEnv.registerTimer( data ) data.time = -levelEnv.time data.registerSelf = false table.insert(currentLevel.timers_, timer:new(data)) end function levelEnv.doNow( func ) levelEnv.registerTimer { funcToCall = func, timelimit = 0, onceonly = true } end setmetatable(levelEnv, {__index = _G}) function runLevel( name ) local prevtitle = currentLevel and currentLevel.title closeLevel() currentLevel = name and levels[name] currentLevelname = name currentLevel.reload() local changetitle = currentLevel.title and currentLevel.title ~= "" and currentLevel.title ~= prevtitle local delay = changetitle and -5 or 0 for _, t in ipairs(currentLevel.timers_) do t:register() t:start(t.time + delay) end if changetitle then local t = text:new { text = currentLevel.title, alphafollows = vartimer:new{ var = 255 }, font = getCoolFont(100), position = vector:new{50, 200}, limit = width - 100, align = 'center', printmethod = graphics.printf, variance = 0 } t:register() timer:new{ timelimit = 3, running = true, funcToCall = function ( timer ) if timer.first then t.delete = true timer:remove() return end timer.first = true t.alphafollows:setAndGo(255, 0, 100) end } end end function closeLevel() if not currentLevel then return end for _, t in ipairs(currentLevel.timers_) do t:remove() end currentLevel.timers_ = nil currentLevel = nil end function loadLevel( lev ) return function () currentLevel = { reload = currentLevel.reload } setfenv(lev, currentLevel) lev() currentLevel.timers_ = {} levelEnv.time = 0 setfenv(currentLevel.run, levelEnv) currentLevel.run() end end local loaded = false function loadAll() if loaded then return end loaded = true cleartable(levels) local files = filesystem.getDirectoryItems('levels') for _, file in ipairs(files) do local lev = assert(filesystem.load('levels/' .. file)) currentLevel = {} currentLevel.reload = loadLevel(lev) levels[file:sub(0, file:len() - 4)] = currentLevel currentLevel.run = nil end currentLevel = nil end function reloadPractice( ) local ls = {} local levelselectalpha = vartimer:new{ speed = 300, pausable = false } local translate = vartimer:new{ var = 0, speed = width*2, pausable = false } local b = {} b[1] = button:new {size = 100, position = vector:new{156, height/2 - 100}, fontsize = 20, menu = levelselect, pressed = function(self) self.alphafollows:setAndGo(255, 0) self.visible = falsen neweffects(self, 40) reloadStory(self.levelname) end, draw = function(self) if not self.visible or self.alphafollows.var == 0 then return end graphics.translate(-translate.var, 0) button.draw(self) if self.hoverring and self.hoverring.size > 2 then circleEffect.draw(self.hoverring) end graphics.translate(translate.var, 0) end, isClicked = function ( self, x, y ) return button.isClicked(self, x + translate.var, y ) end, update = function(self, dt) if self.hoverring.size > self.size then self.hoverring.size = self.size self.hoverring.sizeGrowth = 0 end if self.menu ~= state then if self.onHover then self.onHover = false self:hover(false) end return end if self.onHover ~= ((mouseX + translate.var - self.x)^2 + (mouseY - self.y)^2 < self.size^2) then self.onHover = not self.onHover self:hover(self.onHover) end end} b[2] = b[1]:clone() b[2].position:set(412, nil) b[3] = b[1]:clone() b[3].position:set(668, nil) b[4] = b[1]:clone() b[4].position:set(924, nil) local back = button:new{ size = 50, position = vector:new{width - 160, 580}, text = "back", fontsize = 20, menu = levelselect, alphafollows = levelselectalpha, draw = function(self) button.draw(self) graphics.setColor(color(colortimer.time + self.variance, self.alpha or self.alphafollows and self.alphafollows.var, self.coloreffect)) graphics.setFont(getCoolFont(70)) graphics.printf("Practice", 0, 30, width, 'center') end, pressed = function(self) for _, but in pairs(UI.paintables.levelselect) do but:close() end self.visible = false neweffects(self, 26) self.alphafollows:setAndGo(255, 0, 300) UI.restartMenu() end } table.insert(ls, back) local nextB = button:new{ size = 50, position = vector:new{width/2 + 100, 400}, text = ">", fontsize = 55, draw = b[1].draw, isClicked = b[1].isClicked, update = b[1].update, menu = levelselect, pressed = function(self) translate:setAndGo(nil, translate.var + width) end } local prevB = button:new{ size = 50, position = vector:new{width/2 - 100, 400}, text = "<", fontsize = 55, draw = b[1].draw, isClicked = b[1].isClicked, update = b[1].update, menu = levelselect, pressed = function(self) translate:setAndGo(nil, translate.var - width) end } local fixeff = function(self) self.effectsBurst.funcToCall = function() self.x = self.x - translate.var neweffects(self, 2) self.x = self.x + translate.var end end local transl = vector:new{0, 0} local levelN = 5 for i = 1, levelN do if 'Level ' .. i > lastLevel then break end for j = 1, 4 do if j ~= 4 or i ~= 1 then local levelname = 'Level ' .. i .. '-' .. j if lastLevel < levelname then break end local but = b[j]:clone() but.levelname = levelname but.position:add(transl) but:setText(but.levelname) but.alphafollows = levelselectalpha fixeff(but) table.insert(ls, but) end end if i > 1 then but = prevB:clone() but.position:add(transl) but:setText() but.alphafollows = levelselectalpha fixeff(but) table.insert(ls, but) end if i < levelN and 'Level ' .. (i+1) <= lastLevel then but = nextB:clone() but.position:add(transl) but:setText() but.alphafollows = levelselectalpha fixeff(but) table.insert(ls, but) end transl:add(width, 0) end UI.paintables.levelselect = ls end
local fs = require('be.fs') local projects = { all = { } } local function project (project_type, name_or_suffix) local function parse (t) if type(t) ~= 'table' then fatal('Expected table!', nil, { t = be.util.sprint_r(t) }) end return function (configured_group) local name, suffix if type(name_or_suffix) ~= 'string' then name = configured_group.group.name elseif name_or_suffix:sub(1, 1) == '-' then name = configured_group.group.name .. name_or_suffix suffix = name_or_suffix:sub(2) else name = name_or_suffix end local project = projects.all[name] if not project then project = { name = name, suffix = suffix, type = project_type, group = configured_group.group, fns = { }, configurations = { } } projects.all[name] = project projects[#projects + 1] = project configured_group.group.projects[#configured_group.group.projects + 1] = project for k, v in pairs(t) do if type(k) == 'number' then project.fns[#project.fns + 1] = v elseif type(k) == 'string' and not protected_config_properties[k] then project[k] = v else fatal('The ' .. k .. ' property cannot be set directly!', project) end end end if project.type ~= project_type then fatal('"' .. name .. '" is a ' .. project.type .. ', not a ' .. project_type .. '!', project) end if project.group ~= configured_group.group then fatal('A project named "' .. name .. '" already exists in the "' .. project.group.name .. '" ' .. project.group.type, project) end end end if type(name_or_suffix) == 'table' then return parse(name_or_suffix) else return parse end end function build_scripts.env.app (name_or_suffix) return project('app', name_or_suffix) end function build_scripts.env.lib (name_or_suffix) return project('lib', name_or_suffix) end function build_scripts.env.dyn_lib (name_or_suffix) return project('dyn_lib', name_or_suffix) end function build_scripts.env.ext_lib (name_or_suffix) return project('ext_lib', name_or_suffix) end function configure_project (project, toolchain, configuration, configured_group) local configured = deep_copy(configured_group) configured.projects = nil deep_copy(project, configured) project.configurations[configuration] = configured configured.project = project configured.toolchain = toolchain configured.configuration = configuration configured.configurations = project.configurations configured.group = configured_group.group configured.configured_group = configured_group for f = 1, #project.fns do project.fns[f](configured) end configured.path = fs.canonical(configured.path) if not configured.output_base then configured.output_base = configured.name .. configured.configuration_suffix end configured.is_lib = configured.type == 'lib' configured.is_app = configured.type == 'app' configured.is_dyn_lib = configured.type == 'dyn_lib' configured.is_ext = configured.type == 'ext_lib' configured.is_ext_lib = configured.type == 'ext_lib' if configured.is_ext_lib then configured.output_dir, configured.output_dir_abs = ext_lib_dir() else configured.output_dir, configured.output_dir_abs = out_dir() end if configured.is_lib or configured.is_dyn_lib then configured_group.has_include_headers = true end if not configured.is_ext then configured.define.BE_TARGET = configured.name configured.define.BE_TARGET_BASE = configured_group.name end if configured.test_type == nil then if configured.suffix == 'test' or configured.suffix == 'perf' then configured.test_type = configured.suffix end end if configured.console == nil and not configured.gui then configured.console = true end local search_paths = { configured.path, root_dir } configured.include = expand_pathspec(configured.include or default_include_paths(configured), search_paths, configured, 'd?') be.log.verbose('Expanding src patterns for ' .. configured.output_base, { ['Search Paths'] = be.util.sprint_r(search_paths) }) if not configured.src then local original = default_source_patterns(configured) local expanded = expand_pathspec(original, search_paths, configured) be.log.verbose('Expanded src pattern', { Pattern = be.util.sprint_r(original), Results = be.util.sprint_r(expanded) }) configured.src = { expanded } else for i = 1, #configured.src do local original = configured.src[i] local expanded = expand_pathspec(original, search_paths, configured) be.log.verbose('Expanded src pattern', { Pattern = be.util.sprint_r(original), Results = be.util.sprint_r(expanded) }) if expanded.pch_src and not expanded.pch then expanded.pch = 'pch.hpp' end configured.src[i] = expanded end end if not configured.limp_src then configured.limp_src = { } else for i = 1, #configured.limp_src do local original = configured.limp_src[i] local expanded = expand_pathspec(original, search_paths, configured) be.log.verbose('Expanded limp_src pattern', { Pattern = be.util.sprint_r(original), Results = be.util.sprint_r(expanded) }) configured.limp_src[i] = expanded end end configured.link = interpolate_sequence(configured.link or { }, configured) configured.link_internal = interpolate_sequence(configured.link_internal or { }, configured) configured.link_project = interpolate_sequence(configured.link_project or { }, configured) configured.linked_configurations = { } if configured.icon then configured.icon = expand_path(configured.icon, search_paths) if not configured.icon then fatal('Could not locate icon for project "' .. configured.name .. '"', configured) end end for k, v in pairs(configured) do if not protected_config_properties[k] and type(v) == 'string' then configured[k] = interpolate_string(v, configured) end end return configured end local function link_project (configured_project, project_name_to_link) local configured = configured_project local project_to_link = projects.all[project_name_to_link] if not project_to_link then fatal(configured.name .. ' can\'t link to project "' .. project_name_to_link .. '"; project does not exist!', configured) end if project_to_link.is_app then fatal(configured.name .. ' can\'t link to project "' .. project_name_to_link .. '"; project is not a library!', configured) end local config_to_link = project_to_link.configurations[configured.configuration] local link_spec = fs.compose_path(config_to_link.output_dir, config_to_link.name .. config_to_link.configuration_suffix) append_sequence({ config_to_link }, configured.linked_configurations, true) append_sequence(config_to_link.link, configured.link, true) append_sequence({ link_spec }, configured.link_internal, true) for k, v in pairs(config_to_link.export_define) do if configured.define[k] == nil then configured.define[k] = v end end for i = 1, #config_to_link.link_project do local name = config_to_link.link_project[i] link_project(configured_project, name) end end function finalize_project_configuration (configured_project, groups) local configured = configured_project local direct_dependencies = append_sequence(configured.link_project) for i = 1, #configured.link_project do local name = configured.link_project[i] link_project(configured_project, name) end local dependencies = { } local defines = { } for i = 1, #configured.link_internal do local link_spec = configured.link_internal[i] dependencies[#dependencies + 1] = fs.path_filename(link_spec) end for k, v in pairs(configured.define) do if k ~= 'BE_TARGET' and k ~= 'BE_TARGET_BASE' then if v then defines[#defines + 1] = k .. '=' .. v else defines[#defines + 1] = k end end end if #dependencies > 0 then dependencies = table.concat(dependencies, ' ') else dependencies = nil end if #direct_dependencies > 0 then direct_dependencies = table.concat(direct_dependencies, ' ') else direct_dependencies = nil end if #defines > 0 then defines = table.concat(defines, ' ') else defines = nil end if dependencies or defines then be.log.verbose('Dependencies for ' .. configured.output_base, { Direct = direct_dependencies, All = dependencies, Defines = defines, }) end end return projects
object_ship_nova_orion_boss_ship_tier1 = object_ship_shared_nova_orion_boss_ship_tier1:new { } ObjectTemplates:addTemplate(object_ship_nova_orion_boss_ship_tier1, "object/ship/nova_orion_boss_ship_tier1.iff")
ITEM.name = "Cleaver" ITEM.description = "An old, pre-war looking cleaver. " ITEM.model = "models/weapons/tfa_nmrih/w_me_cleaver.mdl" ITEM.class = "tfa_nmrih_cleaver" ITEM.weaponCategory = "melee" ITEM.flag = "v" ITEM.width = 2 ITEM.height = 1 ITEM.bDropOnDeath = true ITEM.iconCam = { ang = Angle(-0.23955784738064, 270.44906616211, 0), fov = 10.780103254469, pos = Vector(0, 200, 0) }
-- 大室花子 -- ①:自分フィールド上に「大室櫻子」が表側表示で存在する場合、このカードは手札から特殊召喚することができる。 -- ②:このカードが召喚に成功した時、デッキから「古谷楓」を1枚手札に加えることができる。 -- ③:このカードが相手によって破壊され墓地へ送られた時、自分のデッキから「大室櫻子」を特殊召喚することができる。 function c1070.initial_effect(c) -- special summon local e1 = Effect.CreateEffect(c) e1:SetDescription(aux.Stringid(1070, 0)) e1:SetType(EFFECT_TYPE_FIELD) e1:SetCode(EFFECT_SPSUMMON_PROC) e1:SetProperty(EFFECT_FLAG_UNCOPYABLE) e1:SetRange(LOCATION_HAND) e1:SetCondition(c1070.e1condition) c:RegisterEffect(e1) -- search local e2 = Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(1070, 1)) e2:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH) e2:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e2:SetRange(LOCATION_MZONE) e2:SetCode(EVENT_SUMMON_SUCCESS) e2:SetTarget(c1070.e2target) e2:SetOperation(c1070.e2operation) c:RegisterEffect(e2) -- special summon when to grave local e3 = Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(1070, 2)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetProperty(EFFECT_FLAG_CARD_TARGET+EFFECT_FLAG_DAMAGE_STEP) e3:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_TO_GRAVE) e3:SetCondition(c1070.e3condition) e3:SetTarget(c1070.e3target) e3:SetOperation(c1070.e3operation) c:RegisterEffect(e3) end -- 櫻子フィルター function c1070.e1spfilter(c) -- 表側表示(=IsFaceup)かつ櫻子(=1050)か return c:IsFaceup() and c:IsCode(1050) end function c1070.e1condition(e, c) if c == nil then return true end return Duel.GetLocationCount(c:GetControler(), LOCATION_MZONE) > 0 and Duel.IsExistingMatchingCard(c1070.e1spfilter, c:GetControler(), LOCATION_ONFIELD, 0, 1, nil) end -- 楓フィルター function c1070.e2filter(c) return c:IsCode(1090) and c:IsAbleToHand() end function c1070.e2target(e, tp, eg, ep, ev, re, r, rp, chk) if chk == 0 then return Duel.IsExistingMatchingCard(c1070.e2filter, tp, LOCATION_DECK, 0, 1, nil) end Duel.SetOperationInfo(0, CATEGORY_TOHAND, nil, 1, tp, LOCATION_DECK) end function c1070.e2operation(e, tp, eg, ep, ev, re, r, rp) Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_ATOHAND) local g = Duel.SelectMatchingCard(tp, c1070.e2filter, tp, LOCATION_DECK, 0, 1, 1, nil) if g:GetCount() > 0 then Duel.SendtoHand(g, nil, REASON_EFFECT) Duel.ConfirmCards(1 - tp, g) end end function c1070.e3condition(e, tp, eg, ep, ev, re, r, rp) return rp ~= tp and e:GetHandler():IsPreviousLocation(LOCATION_ONFIELD) and e:GetHandler():IsReason(REASON_DESTROY) end -- (特殊召喚する)櫻子フィルター function c1070.e3filter(c, e, tp) return c:IsCode(1050) and c:IsCanBeSpecialSummoned(e, 0, tp, false, false) end function c1070.e3target(e, tp, eg, ep, ev, re, r, rp, chk, chkc) if chkc then return chkc:IsLocation(LOCATION_DECK) and chkc:IsControler(tp) and c1070.e3filter(chkc, e, tp) end if chk == 0 then return Duel.IsExistingTarget(c1070.e3filter, tp, LOCATION_DECK, 0, 1, nil, e, tp) end Duel.Hint(HINT_SELECTMSG, tp, HINTMSG_SPSUMMON) local g = Duel.SelectTarget(tp, c1070.e3filter, tp, LOCATION_DECK, 0, 1, 1, nil, e, tp) Duel.SetOperationInfo(0, CATEGORY_SPECIAL_SUMMON, g, 1, 0, 0) end function c1070.e3operation(e, tp, eg, ep, ev, re, r, rp) local tc = Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SpecialSummon(tc, 0, tp, tp, false, false, POS_FACEUP) end end
local id = ID("remoteedit.openremotefile") local lastfile = "" local editors = {} local function reportErr(err) return(err:gsub('.-:%d+:%s*','')) end local mobdebug = require("mobdebug") local copas = require("copas") return { name = "Remote edit", description = "Allows to edit files remotely while debugging is in progress.", author = "Paul Kulchenko", version = 0.13, dependencies = "1.40", onRegister = function(self) local menu = ide:GetMenuBar():GetMenu(ide:GetMenuBar():FindMenu(TR("&File"))) menu:Insert(2, id, "Open Remotely...") ide:GetMainFrame():Connect(id, wx.wxEVT_COMMAND_MENU_SELECTED, function() local file = wx.wxGetTextFromUser("Enter name (with path) of the remote file", "Open remote file", lastfile) if file and #file > 0 then self:loadFile(file) lastfile = file end end) ide:GetMainFrame():Connect(id, wx.wxEVT_UPDATE_UI, function (event) local debugger = ide:GetDebugger() event:Enable(debugger:IsConnected() and not debugger:IsRunning()) end) end, onUnRegister = function(self) ide:RemoveMenuItem(id) end, onEditorClose = function(self, editor) editors[editor] = nil end, onEditorPreSave = function(self, editor) local remote = editors[editor] if remote and ide:GetDocument(editor):IsModified() then self:saveFile(remote, editor) return false end end, loadFile = function(self, remote) local debugger = ide:GetDebugger() if not debugger:IsConnected() or debugger:IsRunning() then return end local code = ([[(function() local f, err = io.open(%s); if not f then error(err) end; local c = f:read('*a'); f:close(); return c end)()]]) :format(mobdebug.line(remote)) copas.addthread(function() local debugger = ide:GetDebugger() local res, _, err = debugger:evaluate(code) if err then ide:Print(("Failed to load file '%s': %s."):format(remote, reportErr(err))) return end local ok, content = LoadSafe("return "..res) if ok then ide:Print(("Loaded file '%s'."):format(remote)) self.onIdleOnce = function() local editor = NewFile("remote: "..remote) editor:SetText(content) editor:SetSavePoint() editors[editor] = remote end else ide:Print(("Failed to load file '%s': %s."):format(remote, content)) end end) end, saveFile = function(self, remote, editor) local debugger = ide:GetDebugger() if not debugger:IsConnected() or debugger:IsRunning() then return end local content = editor:GetText() local code = ([[local f, err = io.open(%s, 'w'); if not f then error(err) end; f:write(%s); f:close()]]) :format(mobdebug.line(remote), mobdebug.line(content)) copas.addthread(function() local err = select(3, debugger:execute(code)) if not err then editor:SetSavePoint() ide:Print(("Saved file '%s'."):format(remote)) else ide:Print(("Failed to save file '%s': %s."):format(remote, reportErr(err))) end end) end, }
return { source = { location = '[email protected]:bazurbat/ast-rootfs.git', name = 'rootfs' }, build = { type = true, dir = '$jagen_target_dir' }, uses = 'hi-sdk' }
----------------------------------- -- Area: Southern San d'Oria -- NPC: Atelloune -- Starts and Finishes Quest: Atelloune's Lament -- !pos 122 0 82 230 ------------------------------------- require("scripts/globals/settings"); require("scripts/globals/quests"); local ID = require("scripts/zones/Southern_San_dOria/IDs"); ----------------------------------- function onTrade(player,npc,trade) -- "Flyers for Regine" conditional script local FlyerForRegine = player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.FLYERS_FOR_REGINE); if (FlyerForRegine == 1) then local count = trade:getItemCount(); local MagicFlyer = trade:hasItemQty(532,1); if (MagicFlyer == true and count == 1) then player:messageSpecial(ID.text.FLYER_REFUSED); end end -----lady bug if (player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.ATELLOUNE_S_LAMENT) == QUEST_ACCEPTED) then if (trade:hasItemQty(2506,1) and trade:getItemCount() == 1) then player:startEvent(891); end end end; function onTrigger(player,npc) atellounesLament = player:getQuestStatus(SANDORIA,tpz.quest.id.sandoria.ATELLOUNE_S_LAMENT) sanFame = player:getFameLevel(SANDORIA); if (atellounesLament == QUEST_AVAILABLE and sanFame >= 2) then player:startEvent(890); elseif (atellounesLament == QUEST_ACCEPTED) then player:startEvent(892); elseif (atellounesLament == QUEST_COMPLETED) then player:startEvent(884); -- im profesors research elseif (sanFame < 2) then player:startEvent(884); end end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) if (csid == 890) then player:addQuest(SANDORIA,tpz.quest.id.sandoria.ATELLOUNE_S_LAMENT); elseif (csid == 891) then if (player:getFreeSlotsCount() == 0) then player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED,15008); -- Trainee Gloves else player:addItem(15008); player:messageSpecial(ID.text.ITEM_OBTAINED,15008); -- Trainee Gloves player:addFame(SANDORIA,30); player:completeQuest(SANDORIA,tpz.quest.id.sandoria.ATELLOUNE_S_LAMENT); end end end;
-- exports a playlist manager "object" -- handles: -- iterating over the playlist of files -- formatting either a regular list or circular buffer depending on how long -- the list is -- filtering the list by search -- does not handle the OSD local utils = require("mp.utils") local settings = { -- number of lines displayed num_lines = 10, -- display line prefixes playing_str = "->", cursor_str = ">" } -- this object is exported local playlist = { -- index in playlist of currently playing video -- assume this is updated before display, including scrolling pos = 0, -- playlist length len = 0, -- cursor iterates through playlist - bidirectional cursor = 0, -- active manager - ie don't reset cursor active = false, -- the actual playlist files = {} } function playlist:init() self:update() self.files = self:get_playlist() end -- sync member variables to the values of their mirrored properties function playlist:update() self.pos = mp.get_property_number('playlist-pos', 0) self.len = mp.get_property_number('playlist-count', 0) end -- cursor movements function playlist:increment() self.cursor = (self.cursor + 1) % self.len end function playlist:decrement() self.cursor = self.cursor - 1 if self.cursor == -1 then self.cursor = self.len - 1 end end function playlist:print() print(string.format("playlist: pos=%s, len=%s, cursor=%s", self.pos, self.len, self.cursor)) end -- get the actual playlist from mpv as an array - 0-based function playlist:get_playlist() local pl = {} for i=0, self.len-1, 1 do local l_path, l_file = utils.split_path(mp.get_property('playlist/'..i..'/filename')) pl[i] = l_file end return pl end -- functions to prepare output -- note - the playlist array is 0-based, but lua arrays are usually 1-based -- so my display arrays are 1-based -- returns array of strings function playlist:short_list_display_lines(_playlist) local display_files = {} for i = 0, #_playlist do display_files[i+1] = _playlist[i] if i == self.pos then display_files[i+1] = settings.playing_str..display_files[i+1] end if i == self.cursor then display_files[i+1] = settings.cursor_str..display_files[i+1] end end return display_files end -- handles circular buffer display -- returns array of strings function playlist:long_list_display_lines(_playlist) local display_files = {} local first = self.cursor - settings.num_lines / 2 if settings.num_lines % 2 == 0 then first = first + 1 end local index = 0 for i = first, first + settings.num_lines - 1 do if i < 0 then index = #_playlist + 1 + i elseif i > #_playlist then index = i - (#_playlist + 1) else index = i end display_files[#display_files+1] = _playlist[index] if index == self.pos then display_files[#display_files] = settings.playing_str..display_files[#display_files] end if index == self.cursor then display_files[#display_files] = settings.cursor_str..display_files[#display_files] end end return display_files end -- returns multiline string function playlist:format_lines(_playlist) local display_files = {} if self.len <= settings.num_lines then display_files = self:short_list_display_lines(_playlist) else display_files = self:long_list_display_lines(_playlist) end local output = display_files[1] for i = 2, #display_files do output = output.."\n"..display_files[i] end return output end -- Convert to case insensitive pattern for searching -- "xyz = %d+ or %% end" --> "[xX][yY][zZ] = %d+ [oO][rR] %% [eE][nN][dD]" -- not sure if it can handle all corner cases of patterns -- https://stackoverflow.com/questions/11401890/case-insensitive-lua-pattern-matching function case_insensitive_pattern(pattern) -- find an optional '%' (group 1) followed by any character (group 2) local p = pattern:gsub("(%%?)(.)", function(percent, letter) if percent ~= "" or not letter:match("%a") then -- if the '%' matched, or `letter` is not a letter, return "as is" return percent .. letter else -- else, return a case-insensitive character class of the matched letter return string.format("[%s%s]", letter:lower(), letter:upper()) end end) return p end -- returns 0-based array of {index, filepath} for each file in the playlist -- where index is the index of the filepath in the playlist -- search_term - a lua pattern - not quite regexp, but ., *, +, and ? work the same -- escape with % rather than \ -- matches are case-insensitive function playlist:filtered_playlist(search_term) case_insensitive_term = case_insensitive_pattern(search_term) filtered = {} f_index = 0 for i=0, #self.files do local filename = self.files[i] m = string.match(filename, case_insensitive_term) if m and #m > 0 then local row = {i, filename} filtered[f_index] = row f_index = f_index + 1 end end return filtered end return playlist
include("Mastergear/MasterGearLua.lua") target_maneuver_count = { ["light maneuver"] = 1, ["dark maneuver"] = 0, ["earth maneuver"] = 0, ["wind maneuver"] = 1, ["water maneuver"] = 0, ["ice maneuver"] = 0, ["fire maneuver"] = 1, ["thunder maneuver"] = 0, } maneuver_cast = {"light maneuver", "wind maneuver", "fire maneuver"} maneuver_recast_ids = { ["light maneuver"] = 147, ["dark maneuver"] = 148, ["earth maneuver"] = 144, ["wind maneuver"] = 143, ["water maneuver"] = 146, ["ice maneuver"] = 142, ["fire maneuver"] = 141, ["thunder maneuver"] = 145, } maneuver_cast_index = 1 deploy_on_engage = false auto_maneuvers = false function custom_get_sets() ws = {} ws["Combo"] = { set = sets["Raging Fist"], tp_bonus = true } ws["Shoulder Tackle"] = { set = sets["Dragon Kick"], tp_bonus = true } ws["One Inch Punch"] = { set = sets["Dragon Kick"], tp_bonus = true } ws["Backhand Blow"] = { set = sets["Dragon Kick"], tp_bonus = false } ws["Raging Fist"] = { set = sets["Raging Fist"], tp_bonus = true } ws["Spinning Attack"] = { set = sets["Dragon Kick"], tp_bonus = false } ws["Howling Fist"] = { set = sets["Dragon Kick"], tp_bonus = true } ws["Dragon Kick"] = { set = sets["Dragon Kick"], tp_bonus = true } ws["Asuran Fist"] = { set = sets["Victory Smite"], tp_bonus = false } ws["Tornado Kick"] = { set = sets["Victory Smite"], tp_bonus = true } ws["Shijin Spiral"] = { set = sets["Raging Fist"], tp_bonus = false } ws["Victory Smite"] = { set = sets["Victory Smite"], tp_bonus = false } ws["Stringing Pummel"] = { set = sets["Victory Smite"], tp_bonus = false } print_current_maneuvers() send_command('@input /macro book 13;wait 1;input /macro set 1') end function custom_command(args) if args[1] == "maneuver" then if args[2] and args[3] and args[4] then local ele1 = string.lower(args[2]) .. " maneuver" local ele2 = string.lower(args[3]) .. " maneuver" local ele3 = string.lower(args[4]) .. " maneuver" if target_maneuver_count[ele1] and target_maneuver_count[ele2] and target_maneuver_count[ele3] then target_maneuver_count["light maneuver"] = 0 target_maneuver_count["dark maneuver"] = 0 target_maneuver_count["earth maneuver"] = 0 target_maneuver_count["wind maneuver"] = 0 target_maneuver_count["water maneuver"] = 0 target_maneuver_count["ice maneuver"] = 0 target_maneuver_count["fire maneuver"] = 0 target_maneuver_count["thunder maneuver"] = 0 target_maneuver_count[ele1] = target_maneuver_count[ele1] + 1 target_maneuver_count[ele2] = target_maneuver_count[ele2] + 1 target_maneuver_count[ele3] = target_maneuver_count[ele3] + 1 maneuver_cast = {ele1, ele2, ele3} maneuver_cast_index = 1 print_current_maneuvers() end else do_maneuver() end elseif args[1] == "engagedeploy" then if deploy_on_engage then deploy_on_engage = false else deploy_on_engage = true end windower.add_to_chat(122, "Deploy On Engage: " .. tostring(deploy_on_engage)) elseif args[1] == "automaneuver" then if auto_maneuvers then auto_maneuvers = false else auto_maneuvers = true end windower.add_to_chat(122, "Auto Maneuvers: " .. tostring(auto_maneuvers)) end end function do_maneuver() local recasts = windower.ffxi.get_ability_recasts() for i = 1, 3 do local temp_index = maneuver_cast_index + i - 1 if temp_index > 3 then temp_index = temp_index - 3 end local maneuver = maneuver_cast[temp_index] if buffactive[maneuver] == nil or buffactive[maneuver] < target_maneuver_count[maneuver] then if not recasts[210] or recasts[210] == 0 then send_command('input /ja "' .. maneuver .. '" <me>') maneuver_cast_index = temp_index + 1 if maneuver_cast_index > 3 then maneuver_cast_index = 1 end return end end end local maneuver = maneuver_cast[maneuver_cast_index] if not recasts[210] or recasts[210] == 0 then send_command('input /ja "' .. maneuver_cast[maneuver_cast_index] .. '" <me>') maneuver_cast_index = maneuver_cast_index + 1 if maneuver_cast_index > 3 then maneuver_cast_index = 1 end end end function custom_precast(spell) if string.lower(spell.english):contains("maneuver") then equip(sets["Maneuver"]) return true end end function custom_status_change(new,old) if new == 'Engaged' and deploy_on_engage and pet.isvalid then send_command('wait 1;input /ja Deploy <t>') end end function pet_change(pet,gain) maneuver_cast_index = 1 end function print_current_maneuvers() local text = "" for k,v in pairs(maneuver_cast) do text = text .. v .. ", " end add_to_chat(122, "Current Maneuvers: " .. text) end function auto_maneuver(new, old) if auto_maneuvers and player.in_combat then local recasts = windower.ffxi.get_ability_recasts() if pet.isvalid then if pet.status ~= "Engaged" then send_command('input /ja Deploy <t>') elseif not recasts[210] or recasts[210] == 0 then for i = 1, 3 do local maneuver = maneuver_cast[i] if buffactive[maneuver] == nil or buffactive[maneuver] < target_maneuver_count[maneuver] then send_command('input /ja "' .. maneuver .. '" <me>') return end end end else if not recasts[205] or recasts[205] == 0 then send_command('input /ja Activate <me>') elseif not recasts[115] or recasts[115] == 0 then send_command('input /ja "Deus Ex Automata" <me>') end end end end windower.register_event('time change', auto_maneuver)
local m,s,o m=Map("overwall",translate("IP Access Control")) s=m:section(TypedSection,"access_control") s.anonymous=true s:tab("wan_ac",translate("WAN IP AC")) o=s:taboption("wan_ac",DynamicList,"wan_bp_ips",translate("WAN White List IP")) o.datatype="ip4addr" o=s:taboption("wan_ac",DynamicList,"wan_fw_ips",translate("Proxy IP by Main Server")) o.datatype="ip4addr" s:tab("lan_ac",translate("LAN IP AC")) o=s:taboption("lan_ac",ListValue,"lan_ac_mode",translate("LAN Access Control")) o:value("w",translate("Allow listed only")) o:value("b",translate("Allow all except listed")) o.rmempty=false o=s:taboption("lan_ac",DynamicList,"lan_ac_ips",translate("LAN Host List")) o.datatype="ipaddr" luci.ip.neighbors({family=4},function(entry) if entry.reachable then o:value(entry.dest:string()) end end) o:depends("lan_ac_mode","w") o:depends("lan_ac_mode","b") o=s:taboption("lan_ac",DynamicList,"lan_fp_ips",translate("LAN Force Proxy Host List")) o.datatype="ipaddr" luci.ip.neighbors({family=4},function(entry) if entry.reachable then o:value(entry.dest:string()) end end) o=s:taboption("lan_ac",DynamicList,"lan_gm_ips",translate("Game Mode Host List")) o.datatype="ipaddr" luci.ip.neighbors({family=4},function(entry) if entry.reachable then o:value(entry.dest:string()) end end) s:tab("yb_ac",translate("Youtube IP AC")) o=s:taboption("yb_ac",DynamicList,"yb_fw_ips",translate("Proxy IP by Youtube Server")) o.datatype="ip4addr" s:tab("nf_ac",translate("Netflix IP AC")) o=s:taboption("nf_ac",DynamicList,"nf_fw_ips",translate("Proxy IP by Netflix Server")) o.datatype="ip4addr" s:tab("cu_ac",translate("Custom IP AC")) o=s:taboption("cu_ac",DynamicList,"cu_fw_ips",translate("Proxy IP by Custom Server")) o.datatype="ip4addr" s:tab("tg_ac",translate("Telegram IP AC")) o=s:taboption("tg_ac",DynamicList,"tg_fw_ips",translate("Proxy IP by Telegram Server") ,translate("Telegram IP ranges has been proxied by default,No need to add")) o.datatype="ip4addr" return m
module:depends("http"); module:depends("pubsub"); local streams = {}; local service = hosts[module.host].modules.pubsub.service; function client_closed(response) local node = response._eventsource_node; module:log("debug", "Destroying client for %q", node); streams[node][response] = nil; if next(streams[node]) == nil then streams[node] = nil; end end function serve_stream(event, node) module:log("debug", "Client subscribed to: %s", node); local response = event.response; response.on_destroy = client_closed; response._eventsource_node = node; response.conn:write(table.concat({ "HTTP/1.1 200 OK"; "Content-Type: text/event-stream"; "Access-Control-Allow-Origin: *"; "Access-Control-Allow-Methods: GET"; "Access-Control-Max-Age: 7200"; ""; ""; }, "\r\n")); local clientlist = streams[node]; if not clientlist then clientlist = {}; streams[node] = clientlist; end clientlist[response] = response.conn; return true; end function handle_update(event) module:log("debug", "Item published: %q", event.node); local node = event.node; local clientlist = streams[node]; local item = event.item; if (item.name == "json" and item.attr.xmlns == "urn:xmpp:json:0") or (item.name == "data" and item.attr.xmlns == "https://prosody.im/protocol/data") then item = item[1]; end local data = "data: "..tostring(item):gsub("\n", "\ndata: \n").."\n\n"; if not clientlist then module:log("debug", "No clients for %q", node); return; end for response, conn in pairs(clientlist) do conn:write(data); end end module:provides("http", { name = "eventsource"; route = { ["GET /*"] = serve_stream; }; }); module:hook_object_event(service.events, "item-published", handle_update);
-- Gemeinschaft 5 module: dialplan class -- (c) AMOOMA GmbH 2012-2013 -- module(...,package.seeall) Dialplan = {} -- local constants local DIAL_TIMEOUT = 120; local MAX_LOOPS = 20; local DIALPLAN_FUNCTION_PATTERN = '^f[_%-].*'; local CALL_FORWARDING_SERVICES = { USER_BUSY = 'busy', CALL_REJECTED = 'busy', NO_ANSWER = 'noanswer', USER_NOT_REGISTERED = 'offline', HUNT_GROUP_EMPTY = 'offline', ACD_NO_AGENTS = 'offline', ACD_TIMEOUT = 'noanswer', } -- create dialplan object function Dialplan.new(self, arg) require 'common.str'; require 'common.array'; arg = arg or {} object = arg.object or {} setmetatable(object, self); self.__index = self; self.log = arg.log; self.database = arg.database; self.caller = arg.caller; return object; end function Dialplan.domain_get(self, domain) local global_domain = freeswitch.API():execute('global_getvar', 'domain'); if common.str.blank(global_domain) then if common.str.blank(domain) then require 'common.database' local database = common.database.Database:new{ log = self.log }:connect(); if not database:connected() then self.log:error('[', uuid,'] DIALPLAN_DOMAIN - cannot connect to Gemeinschaft database'); else require 'configuration.sip' local domains = configuration.sip.Sip:new{ log = self.log, database = database }:domains(); if domains[1] then domain = domains[1]['host']; end end end if database then database:release(); end if not common.str.blank(domain) then self.log:notice('DIALPLAN_DOMAIN - setting default domain: ', domain); freeswitch.API():execute('global_setvar', 'domain=' .. tostring(domain)); end else domain = global_domain; end if common.str.blank(domain) then self.log:error('DIALPLAN_DOMAIN - no domain found'); end return domain; end function Dialplan.configuration_read(self) require 'common.configuration_table'; -- dialplan configuration self.config = common.configuration_table.get(self.database, 'dialplan'); self.node_id = common.str.to_i(self.config.parameters.node_id); self.domain = self:domain_get(self.config.parameters.domain); self.dial_timeout = tonumber(self.config.parameters.dial_timeout) or DIAL_TIMEOUT; self.max_loops = tonumber(self.config.parameters.max_loops) or MAX_LOOPS; self.user_image_url = common.str.to_s(self.config.parameters.user_image_url); self.phone_book_entry_image_url = common.str.to_s(self.config.parameters.phone_book_entry_image_url); self.phonebook_number_lookup = self.config.parameters.phonebook_number_lookup; self.geo_number_lookup = self.config.parameters.geo_number_lookup; self.default_language = self.config.parameters.default_language or 'en'; self.send_ringing_to_gateways = self.config.parameters.send_ringing_to_gateways; if tonumber(self.config.parameters.default_ringtone) then self.default_ringtone = 'http://amooma.de;info=Ringer' .. self.config.parameters.default_ringtone .. ';x-line-id=0'; else self.default_ringtone = 'http://amooma.de;info=Ringer1;x-line-id=0'; end return (self.config ~= nil); end function Dialplan.hangup(self, code, phrase, cause) if self.caller:ready() then if tonumber(code) then self.caller:respond(code, phrase or 'Thank you for flying Gemeinschaft5'); end self.caller:hangup(cause or 16); else self.log:info('HANGUP - caller sesson down - cause: ', self.caller.session:hangupCause()); end end function Dialplan.auth_node(self) require 'common.node' local node = common.node.Node:new{ log = self.log, database = self.database }:find_by_address(self.caller.sip_contact_host); if node then self.log:info('AUTH_NODE - node_id: ', self.caller.node_id, ', contact address:', self.caller.sip_contact_host); return true; end end function Dialplan.auth_account(self) if not common.str.blank(self.caller.auth_account_type) then self.log:info('AUTH auth_account - ', self.caller.auth_account_type, '=', self.caller.account_id, '/', self.caller.account_uuid); return true; elseif not common.str.blank(self.caller.previous_destination_type) and not common.str.blank(self.caller.previous_destination_uuid) then self.log:info('AUTH previous_destination - ', self.caller.previous_destination_type, '=', self.caller.previous_destination_id, '/', self.caller.previous_destination_uuid); return true; end end function Dialplan.auth_gateway(self) require 'common.gateway'; local gateway_class = common.gateway.Gateway:new{ log = self.log, database = self.database}; local gateway = false; if self.caller:to_b('gs_from_gateway') then gateway = { name = self.caller:to_s('gs_gateway_name'), id = self.caller:to_i('gs_gateway_id'), } log:info('AUTH gateway - authenticaded by password and username: ', self.caller:to_s('username'), ', gateway=', gateway.id, '|', gateway.name, ', ip: ', self.caller.sip_contact_host); return gateway_class:find_by_id(gateway.id); else gateway = gateway_class:authenticate(self.caller); end if gateway then log:info('AUTH gateway - ', gateway.auth_source, ' ~ ', gateway.auth_pattern, ', gateway=', gateway.id, '|', gateway.name, ', ip: ', self.caller.sip_contact_host); return gateway_class:find_by_id(gateway.id); end end function Dialplan.object_find(self, arguments) require 'common.object'; return common.object.Object:new{ log = self.log, database = self.database}:find(arguments); end function Dialplan.retrieve_caller_data(self) self.caller.caller_phone_numbers_hash = {}; if not common.str.blank(self.caller.previous_destination_type) and not common.str.blank(self.caller.previous_destination_uuid) then self.log:debug('CALLER_DATA - authenticate by previous destination: ', self.caller.previous_destination_type, '=', self.caller.previous_destination_id, '/', self.caller.previous_destination_uuid); self.caller.auth_account = self:object_find{class = self.caller.previous_destination_type, uuid = self.caller.previous_destination_uuid}; elseif not common.str.blank(self.caller.auth_account_type) and not common.str.blank(self.caller.auth_account_uuid) then self.caller.auth_account = self:object_find{class = self.caller.auth_account_type, uuid = self.caller.auth_account_uuid}; elseif not common.str.blank(self.caller.dialed_sip_user) then self.caller.auth_account = self:object_find{class = 'sipaccount', domain = self.caller.dialed_domain, auth_account = self.caller.dialed_sip_user}; end if self.caller.auth_account then self.log:info('CALLER_DATA - auth account: ', self.caller.auth_account.class, '=', self.caller.auth_account.id, '/', self.caller.auth_account.uuid, ', groups: ', table.concat(self.caller.auth_account.groups, ',')); if self.caller.auth_account.owner then self.log:info('CALLER_DATA - auth owner: ', self.caller.auth_account.owner.class, '=', self.caller.auth_account.owner.id, '/', self.caller.auth_account.owner.uuid, ', groups: ', table.concat(self.caller.auth_account.owner.groups, ',')); else self.log:error('CALLER_DATA - auth owner not found'); end if self.caller.set_auth_account then self.caller:set_auth_account(self.caller.auth_account); end else self.log:info('CALLER_DATA - no data - unauthenticated call: ', self.caller.auth_account_type, '=', self.caller.auth_account_id, '/', self.caller.auth_account_uuid); end if not common.str.blank(self.caller.account_type) and not common.str.blank(self.caller.account_uuid) then self.caller.account = self:object_find{class = self.caller.account_type, uuid = self.caller.account_uuid}; if self.caller.account then self.caller.clir = common.str.to_b(common.array.try(self.caller, 'account.record.clir')); self.caller.clip = common.str.to_b(common.array.try(self.caller, 'account.record.clip')); require 'common.phone_number' self.caller.caller_phone_numbers = common.phone_number.PhoneNumber:new{ log = self.log, database = self.database }:list_by_owner(self.caller.account.id, self.caller.account.class); for index, caller_number in ipairs(self.caller.caller_phone_numbers) do self.caller.caller_phone_numbers_hash[caller_number] = true; end if not common.str.blank(self.caller.account.record.language_code) then self.caller.language = self.caller.account.record.language_code; end self.log:info('CALLER_DATA - caller account: ', self.caller.account.class, '=', self.caller.account.id, '/', self.caller.account.uuid, ', phone_numbers: ', #self.caller.caller_phone_numbers, ', language: ', self.caller.language, ', groups: ', table.concat(self.caller.account.groups, ',')); if self.caller.account.owner then self.log:info('CALLER_DATA - caller owner: ', self.caller.account.owner.class, '=', self.caller.account.owner.id, '/', self.caller.account.owner.uuid, ', groups: ', table.concat(self.caller.account.owner.groups, ',')); else self.log:error('CALLER_DATA - caller owner not found'); end if not self.caller.clir and self.caller.set_caller_id then self.caller:set_caller_id(self.caller.caller_phone_numbers[1], self.caller.account.record.caller_name or self.caller.account.record.name); end else self.log:error('CALLER_DATA - caller account not found: ', self.caller.account_type, '/', self.caller.account_uuid); end end end function Dialplan.destination_new(self, arg) local destination = { number = arg.number or '', type = arg.type or 'unknown', id = common.str.to_i(arg.id), uuid = arg.uuid or '', phone_number = arg.phone_number, node_id = common.str.to_i(arg.node_id), call_forwarding = {}, data = arg.data, } destination.type = common.str.downcase(destination.type); if not common.str.blank(destination.number) then if destination.type == 'unknown' and destination.number:find(DIALPLAN_FUNCTION_PATTERN) then destination.type = 'dialplanfunction'; elseif destination.type == 'phonenumber' or destination.type == 'unknown' then require 'common.phone_number' destination.phone_number = common.phone_number.PhoneNumber:new{ log = self.log, database = self.database }:find_by_number(destination.number); if destination.phone_number then destination.type = common.str.downcase(destination.phone_number.record.phone_numberable_type); destination.id = common.str.to_i(destination.phone_number.record.phone_numberable_id); destination.uuid = common.str.to_s(destination.phone_number.record.phone_numberable_uuid); destination.node_id = common.str.to_i(destination.phone_number.record.gs_node_id); destination.account = self:object_find{ class = destination.type, id = destination.id}; if self.caller then require 'common.call_forwarding'; local call_forwarding_class = common.call_forwarding.CallForwarding:new{ log = self.log, database = self.database, caller = self.caller } destination.call_forwarding = call_forwarding_class:list_by_owner(destination.id, destination.type, self.caller.caller_phone_numbers); for service, call_forwarding_entry in pairs(call_forwarding_class:list_by_owner(destination.phone_number.id, destination.phone_number.class, self.caller.caller_phone_numbers)) do destination.call_forwarding[service] = call_forwarding_entry; end -- destination.call_forwarding = destination.phone_number:call_forwarding(self.caller.caller_phone_numbers); end elseif destination.type == 'unknown' then require 'common.sip_account' destination.account = common.sip_account.SipAccount:new{ log = self.log, database = self.database }:find_by_auth_name(destination.number); if destination.account then destination.type = 'sipaccount'; destination.id = common.str.to_i(destination.account.record.id); destination.uuid = common.str.to_s(destination.account.record.uuid); destination.node_id = common.str.to_i(destination.account.record.gs_node_id); end end end end if destination.node_id == 0 then destination.node_id = self.node_id; destination.node_local = true; else destination.node_local = (destination.node_id == self.node_id); end self.log:info('DESTINATION_NEW - ', destination.type, '=', destination.id, '/', destination.uuid,'@', destination.node_id, ', number: ', destination.number); return destination; end function Dialplan.set_caller_picture(self, entry_id, entry_type, image) entry_type = entry_type:lower(); if entry_type == 'user' then require 'dialplan.user' local user = dialplan.user.User:new{ log = self.log, database = self.database }:find_by_id(entry_id); if user then self.caller:export_variable('sip_h_Call-Info', '<' .. self.user_image_url .. '/' .. tonumber(entry_id) .. '/snom_caller_picture_' .. tostring(user.record.image) .. '>;purpose=icon'); end elseif entry_type == 'phonebookentry' and image then self.caller:export_variable('sip_h_Call-Info', '<' .. self.phone_book_entry_image_url .. '/' .. tonumber(entry_id) .. '/snom_caller_picture_' .. tostring(image) .. '>;purpose=icon'); end end function Dialplan.dial(self, destination) local user_id = nil; local tenant_id = nil; destination.caller_id_number = destination.caller_id_number or self.caller.caller_phone_numbers[1]; if destination.node_local and destination.type == 'sipaccount' then destination.pickup_groups = {}; destination.account = self:object_find{class = destination.type, id = destination.id}; if destination.account then destination.uuid = destination.account.uuid; if destination.account.class == 'sipaccount' then destination.callee_id_name = destination.account.record.caller_name; self.caller:set_callee_id(destination.number, destination.account.record.caller_name); table.insert(destination.pickup_groups, 's' .. destination.account.id ); end require 'common.group'; local group_names, group_ids = common.group.Group:new{ log = self.log, database = self.database }:name_id_by_permission(destination.id, destination.type, 'pickup'); self.log:debug('DESTINATION_GROUPS - pickup_groups: ', table.concat(group_names, ',')); for index=1, #group_ids do table.insert(destination.pickup_groups, 'g' .. group_ids[index]); end end if destination.account and destination.account.owner then if destination.account.owner.class == 'user' then user_id = destination.account.owner.id; tenant_id = tonumber(destination.account.owner.record.current_tenant_id); local user = self:object_find{class = destination.account.owner.class, id = tonumber(user_id)}; elseif destination.account.owner.class == 'tenant' then tenant_id = destination.account.owner.id; end self.caller:set_variable('gs_destination_owner_type', destination.account.owner.class); self.caller:set_variable('gs_destination_owner_id', destination.account.owner.id); self.caller:set_variable('gs_destination_owner_uuid', destination.account.owner.uuid); end end if not self.caller.clir then if user_id or tenant_id then if self.phonebook_number_lookup then require 'dialplan.phone_book' self.caller.phone_book_entry = dialplan.phone_book.PhoneBook:new{ log = self.log, database = self.database }:find_entry_by_number_user_tenant(self.caller.caller_phone_numbers, user_id, tenant_id); end if self.caller.phone_book_entry then self.log:info('PHONE_BOOK_ENTRY - phone_book=', self.caller.phone_book_entry.phone_book_id, ' (', self.caller.phone_book_entry.phone_book_name, '), caller_id_name: ', self.caller.phone_book_entry.caller_id_name, ', ringtone: ', self.caller.phone_book_entry.bellcore_id); destination.caller_id_name = common.str.to_ascii(self.caller.phone_book_entry.caller_id_name); if tonumber(self.caller.phone_book_entry.bellcore_id) then self.log:debug('RINGTONE - phonebookentry=', self.caller.phone_book_entry.id, ', ringtone: ', self.caller.phone_book_entry.bellcore_id); self.caller:export_variable('alert_info', 'http://amooma.de;info=Ringer' .. self.caller.phone_book_entry.bellcore_id .. ';x-line-id=0'); end if not common.str.blank(self.caller.phone_book_entry.image) then self:set_caller_picture(self.caller.phone_book_entry.id, 'phonebookentry', self.caller.phone_book_entry.image); elseif self.caller.account and self.caller.account.owner then self:set_caller_picture(self.caller.account.owner.id, self.caller.account.owner.class); end elseif self.caller.account and self.caller.account.owner then self:set_caller_picture(self.caller.account.owner.id, self.caller.account.owner.class); elseif self.geo_number_lookup then require 'dialplan.geo_number' local geo_number = dialplan.geo_number.GeoNumber:new{ log = self.log, database = self.database }:find(destination.caller_id_number); if geo_number then self.log:info('GEO_NUMBER - found: ', geo_number.name, ', ', geo_number.country); if geo_number.name then destination.caller_id_name = common.str.to_ascii(geo_number.name) .. ', ' .. common.str.to_ascii(geo_number.country); else destination.caller_id_name = common.str.to_ascii(geo_number.country); end end end end self.caller:set_caller_id(destination.caller_id_number, destination.caller_id_name or self.caller.caller_id_name); end local destinations = { destination }; if self.caller.forwarding_service == 'assistant' and self.caller.auth_account and self.caller.auth_account.class == 'sipaccount' then self.caller.auth_account.type = self.caller.auth_account.class; local forwarding_destination = self:destination_new( self.caller.auth_account ); if forwarding_destination then forwarding_destination.alert_info = 'http://amooma.com;info=Ringer0;x-line-id=0' table.insert(destinations, forwarding_destination); end end require 'dialplan.sip_call' return dialplan.sip_call.SipCall:new{ log = self.log, database = self.database, caller = self.caller }:fork( destinations, { timeout = self.dial_timeout_active, send_ringing = ( self.send_ringing_to_gateways and self.caller.from_gateway ), bypass_media_network = self.config.parameters.bypass_media_network, update_callee_display = self.config.parameters.update_callee_display, detect_dtmf_after_bridge_caller = self.detect_dtmf_after_bridge_caller, detect_dtmf_after_bridge_callee = self.detect_dtmf_after_bridge_callee, } ); end function Dialplan.huntgroup(self, destination) local hunt_group = self:object_find{class = 'huntgroup', id = tonumber(destination.id)}; if not hunt_group then self.log:error('DIALPLAN_HUNTGROUP - huntgroup not found'); return { continue = true, code = 404, phrase = 'Huntgroup not found' } end self.caller:set_callee_id(destination.number, hunt_group.record.name); destination.caller_id_number = destination.caller_id_number or self.caller.caller_phone_numbers[1]; if not self.caller.clir then self.caller:set_caller_id(destination.caller_id_number, tostring(hunt_group.record.name) .. ' '.. tostring(self.caller.caller_id_name)); if self.caller.account and self.caller.account.owner then self:set_caller_picture(self.caller.account.owner.id, self.caller.account.owner.class); end else self.caller.anonymous_name = tostring(hunt_group.record.name); end self.caller.auth_account = hunt_group; self.caller:set_auth_account(self.caller.auth_account); self.caller.forwarding_number = destination.number; self.caller.forwarding_service = 'huntgroup'; self.caller:set_variable('gs_forwarding_service', self.caller.forwarding_service); self.caller:set_variable('gs_forwarding_number', self.caller.forwarding_number); return hunt_group:run(self, self.caller, destination); end function Dialplan.acd(self, destination) local acd = self:object_find{class = 'automaticcalldistributor', id = tonumber(destination.id)}; if not acd then self.log:error('DIALPLAN_ACD - acd not found'); return { continue = true, code = 404, phrase = 'ACD not found' } end self.caller:set_callee_id(destination.number, acd.record.name); destination.caller_id_number = destination.caller_id_number or self.caller.caller_phone_numbers[1]; if not self.caller.clir then self.caller:set_caller_id(destination.caller_id_number, tostring(acd.record.name) .. ' '.. tostring(self.caller.caller_id_name)); if self.caller.account and self.caller.account.owner then self:set_caller_picture(self.caller.account.owner.id, self.caller.account.owner.class); end else self.caller.anonymous_name = tostring(acd.record.name); end self.caller.auth_account = acd; self.caller:set_auth_account(self.caller.auth_account); self.caller.forwarding_number = destination.number; self.caller.forwarding_service = 'automaticcalldistributor'; self.caller:set_variable('gs_forwarding_service', self.caller.forwarding_service); self.caller:set_variable('gs_forwarding_number', self.caller.forwarding_number); acd:caller_new(self.caller.uuid); local result = acd:run(self, self.caller, destination); acd:caller_delete(); return result; end function Dialplan.conference(self, destination) require 'common.conference'; local conference = common.conference.Conference:new{ log = self.log, database = self.database }:find_by_id(destination.id); if not conference then return { continue = false, code = 404, phrase = 'Conference not found' } end return conference:enter(self.caller, self.domain); end function Dialplan.faxaccount(self, destination) require 'dialplan.fax' local fax_account = dialplan.fax.Fax:new{ log = self.log, database = self.database }:find_by_id(destination.id); if not fax_account then return { continue = false, code = 404, phrase = 'Fax not found' } end self.log:info('FAX_RECEIVE start - fax_account=', fax_account.id, '/', fax_account.uuid, ', name: ', fax_account.record.name, ', station_id: ', fax_account.record.station_id); self.caller:set_caller_id(self.caller.caller_phone_number); self.caller:set_callee_id(destination.number, fax_account.record.name); local fax_document = fax_account:receive(self.caller); if not fax_document then self.log:error('FAX_RECEIVE - error receiving fax document - fax_account=', fax_account.id, '/', fax_account.uuid); return { continue = false, code = 500, phrase = 'Error receiving fax' }; end fax_document.caller_id_number = self.caller.caller_phone_number; fax_document.caller_id_name = self.caller.caller_id_name; fax_document.uuid = self.caller.uuid; self.log:info('FAX_RECEIVE end - success: ', fax_document.success, ', remote: ', fax_document.remote_station_id, ', pages: ', fax_document.transferred_pages, '/', fax_document.total_pages, ', result: ', fax_document.result_code, ' ', fax_document.result_text); if fax_document.success then self.log:notice('FAX_RECEIVE - saving fax document: ', fax_document.filename ); if not fax_account:insert_document(fax_document) then self.log:error('FAX_RECEIVE - error inserting fax document to database - fax_account=', fax_account.id, '/', fax_account.uuid, ', file: ', fax_document.filename); end fax_account:trigger_notification(fax_account.id, self.caller.uuid); end return { continue = false, code = 200, phrase = 'OK' } end function Dialplan.callthrough(self, destination) -- Callthrough require 'dialplan.callthrough' callthrough = dialplan.callthrough.Callthrough:new{ log = self.log, database = self.database }:find_by_id(destination.id) if not callthrough then self.log:error('CALLTHROUGH - no callthrough for destination number: ', destination.number); return { continue = false, code = 404, phrase = 'Fax not found' } end self.log:info('CALLTHROUGH - number: ' .. destination.number .. ', name: ' .. callthrough.record.name); local authorization = callthrough:authenticate(self.caller); if not authorization then self.log:notice('CALLTHROUGH - authentication failed'); return { continue = false, code = 403, phrase = 'Authentication failed' } end if type(authorization) == 'table' and tonumber(authorization.sip_account_id) and tonumber(authorization.sip_account_id) > 0 then local auth_account = self:object_find{class = 'sipaccount', id = tonumber(authorization.sip_account_id)}; self.caller.forwarding_number = destination.number; self.caller.forwarding_service = 'callthrough'; self.caller:set_variable('gs_forwarding_service', self.caller.forwarding_service); self.caller:set_variable('gs_forwarding_number', self.caller.forwarding_number); if auth_account then self.caller.auth_account = auth_account; self.caller:set_auth_account(self.caller.auth_account); self.log:info('AUTH_ACCOUNT_UPDATE - account: ', self.caller.auth_account.class, '=', self.caller.auth_account.id, '/', self.caller.auth_account.uuid); if self.caller.auth_account.owner then self.log:info('AUTH_ACCOUNT_UPDATE - auth owner: ', self.caller.auth_account.owner.class, '=', self.caller.auth_account.owner.id, '/', self.caller.auth_account.owner.uuid); else self.log:error('AUTH_ACCOUNT_UPDATE - auth owner not found'); end self.log:info('CALLTHROUGH - use sip account: ', auth_account.id, ' (', auth_account.record.caller_name, ')'); end else self.log:info('CALLTHROUGH - no sip account'); end local destination_number = ''; for i = 1, 3, 1 do if destination_number ~= '' then break; end destination_number = session:read(2, 16, "ivr/ivr-enter_destination_telephone_number.wav", 3000, "#"); end if destination_number == '' then self.log:debug("no callthrough destination - hangup call"); return { continue = false, code = 404, phrase = 'No destination' } end require 'dialplan.router' local route = dialplan.router.Router:new{ log = self.log, database = self.database, caller = self.caller, variables = self.caller }:route_run('prerouting', true); if route and route.destination_number then destination_number = route.destination_number; end if not callthrough:whitelist(destination_number) then self.log:debug('caller not authorized to call destination number: ' .. destination_number .. ' - hangup call'); return { continue = false, code = 403, phrase = 'Unauthorized' } end return { continue = true, code = 302, number = destination_number } end function Dialplan.voicemail(self, destination) require 'dialplan.voicemail'; local voicemail_account = nil; if common.str.to_i(destination.id) > 0 then voicemail_account = dialplan.voicemail.Voicemail:new{ log = self.log, database = self.database, domain = self.domain }:find_by_id(destination.id); elseif self.caller.auth_account and self.caller.auth_account.class == 'sipaccount' then voicemail_account = dialplan.voicemail.Voicemail:new{ log = self.log, database = self.database, domain = self.domain }:find_by_sip_account_id(self.caller.auth_account.id); elseif self.caller.forwarding_number then voicemail_account = dialplan.voicemail.Voicemail:new{ log = self.log, database = self.database, domain = self.domain }:find_by_number(self.caller.forwarding_number); end if not voicemail_account then self.log:error('VOICEMAIL - mailbox not found, '); return { continue = false, code = 404, phrase = 'Mailbox not found' } end voicemail_account:leave(self.caller, destination.number, self.caller.forwarding_number); if self.caller:to_s("voicemail_message_len") == '' then self.log:info('VOICEMAIL - no message saved'); end return { continue = false, code = 200 } end function Dialplan.dialplanfunction(self, destination) require 'dialplan.functions' return dialplan.functions.Functions:new{ log = self.log, database = self.database, domain = self.domain, parent = self }:dialplan_function(self.caller, destination.number); end function Dialplan.switch(self, destination) local result = nil; self.dial_timeout_active = self.dial_timeout; if not destination.node_local then return self:dial(destination); end for service, call_forwarding in pairs(destination.call_forwarding) do if self.caller.caller_phone_numbers_hash[call_forwarding.number] then self.log:info('CALL_FORWARDING - caller number equals destination: ', call_forwarding.number,' - ignore service: ', service); destination.call_forwarding[service] = nil; end end if destination.call_forwarding.noanswer then self.dial_timeout_active = tonumber(destination.call_forwarding.noanswer.timeout) or self.dial_timeout; end if destination.call_forwarding.always then return { continue = true, call_forwarding = destination.call_forwarding.always } elseif destination.call_forwarding.assistant then if common.str.downcase(destination.call_forwarding.assistant.type) == 'huntgroup' then require 'dialplan.hunt_group' local hunt_group = dialplan.hunt_group.HuntGroup:new{ log = self.log, database = self.database }:find_by_id(destination.call_forwarding.assistant.id); self.log:info('CALL_FORWARDING - huntgroup - auth_account: ', self.caller.auth_account_type, '=', self.caller.auth_account_uuid); if hunt_group and (hunt_group:is_member_by_numbers(self.caller.caller_phone_numbers)) then self.log:info('CALL_FORWARDING - caller is huntgroup member - ignore service: ', destination.call_forwarding.assistant.service); else return { continue = true, call_forwarding = destination.call_forwarding.assistant } end else return { continue = true, call_forwarding = destination.call_forwarding.assistant } end end -- reset ringtone self.caller:export_variable('alert_info', self.default_ringtone); if destination.phone_number then destination.ringtone = destination.phone_number:ringtone(); end if not destination.ringtone and destination.account and destination.account.ringtone then destination.ringtone = destination.account:ringtone(); end if destination.ringtone then if destination.ringtone.bellcore_id then self.log:debug('DESTINATION_RINGTONE - ', destination.ringtone.ringtoneable_type .. '=', destination.ringtone.ringtoneable_id, ', ringtone: ' .. destination.ringtone.bellcore_id); self.caller:export_variable('alert_info', 'http://amooma.de;info=Ringer' .. tonumber(destination.ringtone.bellcore_id) .. ';x-line-id=0'); end end if destination.type == 'sipaccount' then result = self:dial(destination); if CALL_FORWARDING_SERVICES[result.disposition] then result.call_forwarding = destination.call_forwarding[CALL_FORWARDING_SERVICES[result.disposition]]; if result.call_forwarding then result.continue = true; end end return result; elseif destination.type == 'conference' then return self:conference(destination); elseif destination.type == 'faxaccount' then return self:faxaccount(destination); elseif destination.type == 'callthrough' then return self:callthrough(destination); elseif destination.type == 'huntgroup' then result = self:huntgroup(destination); if CALL_FORWARDING_SERVICES[result.disposition] then result.call_forwarding = destination.call_forwarding[CALL_FORWARDING_SERVICES[result.disposition]]; if result.call_forwarding then result.continue = true; end end return result; elseif destination.type == 'automaticcalldistributor' then result = self:acd(destination); if CALL_FORWARDING_SERVICES[result.disposition] then result.call_forwarding = destination.call_forwarding[CALL_FORWARDING_SERVICES[result.disposition]]; if result.call_forwarding then result.continue = true; end end return result; elseif destination.type == 'voicemail' or destination.type == 'voicemailaccount' then return self:voicemail(destination); elseif destination.type == 'dialplanfunction' then return self:dialplanfunction(destination); elseif not common.str.blank(destination.number) then local result = { continue = false, code = 404, phrase = 'No route' } local clip_no_screening = common.array.try(self.caller, 'account.record.clip_no_screening'); self.caller.caller_id_numbers = {} if not common.str.blank(clip_no_screening) then for index, number in ipairs(common.str.strip_to_a(clip_no_screening, ',')) do table.insert(self.caller.caller_id_numbers, number); end end for index, number in ipairs(self.caller.caller_phone_numbers) do table.insert(self.caller.caller_id_numbers, number); end self.log:info('SWITCH - clir: ', self.caller.clir, ', caller_id_numbers: ', table.concat(self.caller.caller_id_numbers, ',')); destination.callee_id_number = destination.number; destination.callee_id_name = nil; if self.phonebook_number_lookup then local user_id = common.array.try(self.caller, 'account.owner.id'); local tenant_id = common.array.try(self.caller, 'account.owner.record.current_tenant_id'); if user_id or tenant_id then require 'dialplan.phone_book' self.caller.callee_phone_book_entry = dialplan.phone_book.PhoneBook:new{ log = self.log, database = self.database }:find_entry_by_number_user_tenant({ destination.number }, user_id, tenant_id); if self.caller.callee_phone_book_entry then self.log:info('PHONE_BOOK_ENTRY - phone_book=', self.caller.callee_phone_book_entry.phone_book_id, ' (', self.caller.callee_phone_book_entry.phone_book_name, '), callee_id_name: ', common.str.to_ascii(self.caller.callee_phone_book_entry.caller_id_name)); destination.callee_id_name = common.str.to_ascii(self.caller.callee_phone_book_entry.caller_id_name); end end end if self.geo_number_lookup and not destination.callee_id_name then require 'dialplan.geo_number' local geo_number = dialplan.geo_number.GeoNumber:new{ log = self.log, database = self.database }:find(destination.number); if geo_number then self.log:info('GEO_NUMBER - found: ', geo_number.name, ', ', geo_number.country); if geo_number.name then destination.callee_id_name = common.str.to_ascii(geo_number.name) .. ', ' .. common.str.to_ascii(geo_number.country); else destination.callee_id_name = common.str.to_ascii(geo_number.country); end end end self.caller:set_callee_id(destination.callee_id_number, destination.callee_id_name); require 'dialplan.router' local routes = dialplan.router.Router:new{ log = self.log, database = self.database, caller = self.caller, variables = self.caller }:route_run('outbound'); if not routes or #routes == 0 then self.log:notice('SWITCH - no route - number: ', destination.number); return { continue = false, code = 404, phrase = 'No route' } end for index, route in ipairs(routes) do self.caller:set_callee_id(route.callee_id_number or destination.callee_id_number, route.callee_id_name or destination.callee_id_name); if route.type == 'hangup' then self.log:notice('SWITCH_HANGUP - code: ', route.code, ', phrase: ', route.phrase, ', cause: ', route.cause); return { continue = false, code = route.code or '404', phrase = route.phrase, cause = route.cause } end if route.type == 'forward' then self.log:notice('SWITCH_CALL_FORWARDING - number: ', route.number); return { continue = true, call_forwarding = { number = route.number, service = 'route', type = 'phonenumber' }} end for key, value in pairs(route) do destination[key] = value; end result = self:dial(destination); if result.continue == false then break; end if common.str.to_b(self.route_failover[tostring(result.code)]) == true then self.log:info('SWITCH - failover - code: ', result.code); elseif common.str.to_b(self.route_failover[tostring(result.cause)]) == true then self.log:info('SWITCH - failover - cause: ', result.cause); else self.log:info('SWITCH - no failover - cause: ', result.cause, ', code: ', result.code); break; end end return result; end self.log:error('SWITCH - destination not found - type: ', destination.type); return { continue = true, code = 404, phrase = destination.type .. ' not found' } end function Dialplan.run(self, destination) require 'dialplan.router'; self.caller:set_variable('hangup_after_bridge', false); self.caller:set_variable('bridge_early_media', 'true'); self.caller:set_variable('gs_save_cdr', true); self.caller:set_variable('gs_call_service', 'dial'); self.caller.session:setAutoHangup(false); self.caller.date = os.date('%y%m%d%w'); self.caller.time = os.date('%H%M%S'); if self.config then self.caller:export_variable('sip_cid_type=' .. (self.config.sip_cid_type or 'none')); end if type(self.config.variables) == 'table' then for key, value in pairs(self.config.variables) do self.caller:set_variable(key, value); end end self.caller.domain_local = self.domain; self:retrieve_caller_data(); self.route_failover = common.configuration_table.get(self.database, 'call_route', 'failover'); self.caller.language = self.caller.language or self.default_language; if not destination or destination.type == 'unknown' then local route = nil; if self.caller.gateway then if not common.str.blank(self.caller.gateway.settings.number_source) then self.log:debug('INBOUND_NUMBER: number_source: ', self.caller.gateway.settings.number_source, ', number: ', self.caller:to_s(self.caller.gateway.settings.number_source)); self.caller.destination_number = self.caller:to_s(self.caller.gateway.settings.number_source); end route = dialplan.router.Router:new{ log = self.log, database = self.database, caller = self.caller, variables = self.caller }:route_run('inbound', true); if route then local ignore_keys = { id = true, gateway = true, ['type'] = true, channel_variables = true, }; for key, value in pairs(route) do if not ignore_keys[key] then self.caller[key] = value; end end self.caller.caller_phone_numbers[1] = self.caller.caller_id_number; else self.log:notice('INBOUND - no route'); end else route = dialplan.router.Router:new{ log = self.log, database = self.database, caller = self.caller, variables = self.caller }:route_run('prerouting', true); if route then local ignore_keys = { id = true, gateway = true, ['type'] = true, channel_variables = true, }; for key, value in pairs(route) do if not ignore_keys[key] then self.caller[key] = value; end end end end if route then if type(route.channel_variables) == 'table' then for key, value in pairs(route.channel_variables) do self.caller:set_variable(key, value); end end destination = self:destination_new{ ['type'] = route.type, id = route.id, number = route.destination_number } self.caller.destination_number = destination.number; self.caller.destination = destination; elseif not destination or destination.type == 'unknown' then destination = self:destination_new{ number = self.caller.destination_number } self.caller.destination = destination; end end self.caller:set_variable('default_language', self.caller.language); self.caller:set_variable('sound_prefix', common.array.try(self.config, 'sounds.' .. tostring(self.caller.language))); self.log:info('DIALPLAN start - caller_id: ',self.caller.caller_id_number, ' "', self.caller.caller_id_name, '" , number: ', destination.number, ', language: ', self.caller.language); self.caller.static_caller_id_number = self.caller.caller_id_number; self.caller.static_caller_id_name = self.caller.caller_id_name; self.caller:set_variable('gs_caller_id_number', self.caller.caller_id_number); self.caller:set_variable('gs_caller_id_name', self.caller.caller_id_name); local result = { continue = false }; local loop = self.caller.loop_count; while self.caller:ready() and loop < self.max_loops do loop = loop + 1; self.caller.loop_count = loop; self.caller.caller_id_number = self.caller.static_caller_id_number; self.caller.caller_id_name = self.caller.static_caller_id_name; self.log:info('LOOP ', loop, ' - destination: ', destination.type, '=', destination.id, '/', destination.uuid,'@', destination.node_id, ', number: ', destination.number); self.caller:set_variable('gs_clir', self.caller.clir); self.caller:set_variable('gs_destination_type', destination.type); self.caller:set_variable('gs_destination_id', destination.id); self.caller:set_variable('gs_destination_uuid', destination.uuid); self.caller:set_variable('gs_destination_number', destination.number); self.caller:set_variable('gs_destination_node_local', destination.node_local); self.caller:set_variable('gs_destination_node_id, ', destination.node_id); result = self:switch(destination); result = result or { continue = false, code = 502, cause = 'DESTINATION_OUT_OF_ORDER', phrase = 'Destination out of order' } if result.call_service then self.caller:set_variable('gs_call_service', result.call_service); end if not result.continue then break; end if result.call_forwarding then self.log:info('LOOP ', loop, ' CALL_FORWARDING - service: ', result.call_forwarding.service, ', destination: ', result.call_forwarding.type, '=', result.call_forwarding.id, ', number: ', result.call_forwarding.number); local auth_account = self:object_find{class = destination.type, id = destination.id}; self.caller.forwarding_number = destination.number; self.caller.forwarding_service = result.call_forwarding.service; self.caller:set_variable('gs_forwarding_service', self.caller.forwarding_service); self.caller:set_variable('gs_forwarding_number', self.caller.forwarding_number); if auth_account then self.caller.auth_account = auth_account; self.caller:set_auth_account(self.caller.auth_account); self.log:info('AUTH_ACCOUNT_UPDATE - account: ', self.caller.auth_account.class, '=', self.caller.auth_account.id, '/', self.caller.auth_account.uuid); if self.caller.auth_account.owner then self.log:info('AUTH_ACCOUNT_UPDATE - auth owner: ', self.caller.auth_account.owner.class, '=', self.caller.auth_account.owner.id, '/', self.caller.auth_account.owner.uuid); else self.log:error('AUTH_ACCOUNT_UPDATE - auth owner not found'); end end destination = self:destination_new(result.call_forwarding); self.caller.destination = destination; self.caller.destination_number = destination.number; if not result.no_cdr and auth_account then require 'common.call_history' common.call_history.CallHistory:new{ log = self.log, database = self.database }:insert_forwarded( self.caller.uuid, auth_account.class, auth_account.id, self.caller, destination, result ); local forwarding_path = self.caller:to_s('gs_forwarding_path'); if forwarding_path ~= '' then forwarding_path = forwarding_path .. ','; end forwarding_path = forwarding_path .. auth_account.class:sub(1,1) .. ':' .. auth_account.id; self.caller:set_variable('gs_forwarding_path', forwarding_path); self.log:debug('FORWARDING_PATH: ', forwarding_path); end end if result.number then self.log:info('LOOP ', loop, ' NEW_DESTINATION_NUMBER - number: ', result.number ); destination = self:destination_new{ number = result.number } self.caller.destination = destination; self.caller.destination_number = destination.number; end end if loop >= self.max_loops then result = { continue = false, code = 483, cause = 'EXCHANGE_ROUTING_ERROR', phrase = 'Too many hops' } end self.log:info('DIALPLAN end - caller_id: ',self.caller.caller_id_number, ' "', self.caller.caller_id_name,'"', ', destination: ', destination.type, '=', destination.id, '/', destination.uuid,'@', destination.node_id, ', number: ', destination.number, ', result: ', result.code, ' ', result.phrase); if self.caller:ready() then self:hangup(result.code, result.phrase, result.cause); end self.caller:set_variable('gs_save_cdr', not result.no_cdr); end
data:extend{ { type = 'item', name = 'hand-crank', icon = '__HandCrank__/graphics/icon/hand-crank.png', icon_size = 64, flags = {'goes-to-quickbar'}, subgroup = 'energy', place_result='hand-crank', order = 'b[energy]-d[hand-crank]', stack_size = 10, } }
-- -- c_switch.lua -- ---------------------------------------------------------------- ---------------------------------------------------------------- -- Effect switching on and off -- -- To switch on: -- triggerEvent( "switchBloom", root, true ) -- -- To switch off: -- triggerEvent( "switchBloom", root, false ) -- ---------------------------------------------------------------- ---------------------------------------------------------------- -------------------------------- -- Switch effect on or off -------------------------------- function switchBloom( blOn ) -- outputDebugString( "switchBloom: " .. tostring(blOn) ) if blOn then enableBloom() else disableBloom() end end addEvent( "switchBloom", true ) addEventHandler( "switchBloom", resourceRoot, switchBloom )
local Rollbar = require('love-rollbar') local config = require('config') function love.load() --configure rollbar Rollbar.access_token = config.rollbar_api_key Rollbar.environment = 'development' Rollbar.app_version = '0.0.0' local foo = {} x=foo.bar.baz end local old_error = love.errhand function love.errhand(message) Rollbar.error(message, { level = "critical", data = { my_custom_data = 12345 } }) old_error(message) end
--Load configuration settings which affect the replications local reps_multiplier = settings.startup['replresearch-item-multiplier'].value local research_time = settings.startup['replresearch-item-time'].value local repl_penalty = settings.startup['replication-penalty'].value local fluid_quantity = settings.startup['replication-fluid-quantity'].value --Go through every replication and make the technologies and recipes for them for _, current_replication in pairs(repl_table) do --Don't even spend time looking at replications from disabled recipes if current_replication.category.enabled then --Remove all items which do not exist local item_table = current_replication.items for currentItem = #item_table, 1, -1 do if item_table[currentItem].pointer == nil then log('The item "' .. item_table[currentItem].name .. '" was removed from the repltech "' .. current_replication.name .. '" because the item in question does not exist.') table.remove(item_table, currentItem) end end --only make the technology if at least one item will be created if (#current_replication.items > 0) then --If for whatever reason we have a bug with technology not unlocking whilst having every prerequisite tech unlocked, Look here. Activate line 192 --Set up temporary storage space for new data local repl_data = {} --Generate recipe data for each item local effects = {} for _, current_item in ipairs(current_replication.items) do --Calculate the item's cost and round it to the nearest single decimal place (minimum 0.1) local cost = current_item.cost if type(cost) ~= 'number' then if type(cost) == 'table' then log('Something went really wrong when it comes to the replication of "' .. current_item.name .. "\". Somehow its cost table could not be processed into a number even though there are enough default cases that this should never be possible. Maybe a replication is there twice or something. Factorio is going to go and crash now. Here's what the table itself looked like after somehow slipping through cost calculations: " .. table.tostring(cost)) else cost = tonumber(cost) end end if current_item.fluid then cost = cost * fluid_quantity end cost = math.floor((cost + repl_penalty) * 10 + 0.5) / 10 if cost <= 0 then cost = 0.1 end --Put whether the item is a fluid or not into string form local type local amount if current_item.fluid then type = 'fluid' amount = fluid_quantity else type = 'item' amount = 1 end --Make the icon for the item local icon if current_item.pointer.icon then --Create a layered icon consisting of the item's icon underneath the replication border for this replication's category icon = { {icon = current_item.pointer.icon, icon_size = current_item.pointer.icon_size}, { icon = '__dark-tech__/graphics/icons/borders/repl-' .. current_replication.category.name .. '.png' } } elseif current_item.pointer.icons then --Create a copy of the item's already layered icon icon = {} for _, current_layer in ipairs(current_item.pointer.icons) do local icon_size = current_layer.icon_size or current_item.pointer.icon_size icon[#icon + 1] = { icon = current_layer.icon, icon_size = icon_size } end --Add the replication border as an extra layer icon[#icon + 1] = { icon_size = 32, icon = '__dark-tech__/graphics/icons/borders/repl-' .. current_replication.category.name .. '.png' } else log('The item ' .. current_item.pointer.name .. ' does not have an icon. Factorio will now crash due to being unable to create a replication icon for it. That and because the item itself does not have an icon.') end --Generate the recipe itself WITH LIQUID MATTER repl_data[#repl_data + 1] = { type = 'recipe', name = 'repl-' .. (current_item.internal_name_override or current_item.name), category = 'replication-' .. current_replication.tier, enabled = false, energy_required = cost, ingredients = {{type = 'fluid', name = 'eridium', amount = 1 + cost * 2}}, results = { { type = type, name = current_item.name, amount = amount } }, icons = icon, icon_size = 32, subgroup = 'replication-recipes-' .. current_replication.category.name } --Create an unlock effect for this recipe effects[#effects + 1] = {type = 'unlock-recipe', recipe = 'repl-' .. current_item.name} end --Get the technology's icon local tech_icon local tech_icon_size if current_replication.overrides.icon then tech_icon = { {icon = current_replication.overrides.icon}, {icon = '__dark-tech__/graphics/icons/borders/tech-' .. current_replication.category.name .. '.png'} } tech_icon_size = 128 else if tonumber(repl_data[1].icons[1].icon_size) > 32 then tech_icon = { repl_data[1].icons[1], { icon = '__dark-tech__/graphics/icons/borders/tech-' .. current_replication.category.name .. '.png', icon_size = 128, scale = repl_data[1].icons[1].icon_size / 128 } } tech_icon_size = repl_data[1].icons[1].icon_size else tech_icon = repl_data[1].icons tech_icon_size = repl_data[1].icons[1].icon_size end end --log(serpent.block(tech_icon)) --Find and put together the pieces of the technology's display name local display_name = {'repltype-tech.display', {'repltype-tech.' .. current_replication.category.name}} local first_item = current_replication.items[1] if current_replication.overrides.localized_name then display_name[3] = current_replication.overrides.localized_name elseif first_item.pointer.localised_name then display_name[3] = first_item.pointer.localised_name elseif first_item.pointer.place_result then --If an item can be placed as an entity then its item display name defaults to that entity's display name during localization. Many placable items do not have actual names of their own and instead use the names of their placed forms. display_name[3] = {'entity-name.' .. first_item.pointer.place_result} elseif first_item.fluid then display_name[3] = {'fluid-name.' .. first_item.pointer.name} else display_name[3] = {'item-name.' .. first_item.pointer.name} end --Generate technology data local upgrade = current_replication.overrides.upgrade if upgrade == nil then upgrade = current_replication.category.upgrade end local research_multiplier = current_replication.overrides.research_multiplier or current_replication.category.research_multiplier or 1 repl_data[#repl_data + 1] = { type = 'technology', name = 'repl-' .. current_replication.name, localised_name = display_name, icons = tech_icon, icon_size = tech_icon_size, effects = effects, prerequisites = current_replication.prerequisites, unit = repl_research(current_replication.tier, reps_multiplier * research_multiplier, research_time), upgrade = upgrade, order = 'z-z-z' --"z-"..current_replication.category.order } --Add the new data to Factorio's main data structure data:extend(repl_data) else log('The repltech "' .. current_replication.name .. '" was not created as a technology because it does not contain any replicatable items.') end end end
function GetPlayerLookPos(Player) local World = Player:GetWorld() local Start = Player:GetEyePosition() local End = Start + Player:GetLookVector() * 150 local HitCoords = nil local Callbacks = { OnNextBlock = function(BlockPos, BlockType) if BlockType ~= E_BLOCK_AIR then HitCoords = BlockPos return true end end } cLineBlockTracer:Trace(World, Callbacks, Start, End) return HitCoords end function IsEnchantable() if HeldItemType >= 256 and HeldItemType <= 259 then return true elseif HeldItemType >= 267 and HeldItemType <= 279 then return true elseif HeldItemType >= 283 and HeldItemType <= 286 then return true elseif HeldItemType >= 290 and HeldItemType <= 294 then return true elseif HeldItemType >= 298 and HeldItemType <= 317 then return true elseif HeldItemType >= 290 and HeldItemType <= 294 then return true elseif HeldItemType == 346 or HeldItemType == 359 or HeldItemType == 261 then return true end end function GetAverageNum(Table) local Sum = 0 for i,Num in ipairs(Table) do Sum = Sum + Num end return (Sum / #Table) end function CheckPlayer(Player) if UsersINI:GetValue(Player:GetUUID(), "Jailed") == "true" then Jailed[Player:GetUUID()] = true else Jailed[Player:GetUUID()] = false end if UsersINI:GetValue(Player:GetUUID(), "Muted") == "true" then Muted[Player:GetUUID()] = true else Muted[Player:GetUUID()] = false end end
--[[ Copyright (C) 2019 Onset Roleplay Developers: * Logic Contributors: * Blue Mountains GmbH ]]-- local colour = ImportPackage('colours') AddCommand("refuel", function (playerid) if GetPlayerState(playerid) ~= PS_DRIVER then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: You must be in the driver seat.</>") end local vehicle = GetPlayerVehicle(playerid) if GetVehicleEngineState(vehicle) ~= false then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: You must turn the engine off first.</>") end local id = Pump_Nearest(playerid) if id == 0 then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: You are not in range of any gas pump.</>") end if PumpData[id].is_occupied ~= 0 then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: This fuel pump is already occupied.") end if VehicleData[vehicle].fuel > 95 then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: This vehicle doesn't need any fuel.</>") end if PumpData[id].litres == 0 then return AddPlayerChat(playerid, "<span color=\""..colour.COLOUR_LIGHTRED().."\">Error: This pump doesn't have enough fuel.") end local x, y, z = GetPlayerLocation(playerid) AddPlayerChatRange(x, y, 800.0, "* "..GetPlayerName(playerid).." has started refilling their vehicle.") PumpData[id].is_occupied = playerid PumpData[id].timer = CreateTimer(OnPumpTick, 1000, id, vehicle) end) AddCommand("fill", function (playerid) local vehicleid = GetNearestVehicle(playerid) if (IsPlayerInVehicle(playerid) or vehicleid == 0) then return AddPlayerChatError(playerid, "You are not standing near any vehicle.") end if (not Inventory_HasItem(playerid, INV_ITEM_FUELCAN)) then return AddPlayerChatError(playerid, "You don't have any fuel cans on you.") end if (GetVehicleEngineState(vehicleid)) then return AddPlayerChatError(playerid, "You must shut off the engine first.") end if (GetVehicleFuel(vehicleid) > 95) then return AddPlayerChatError(playerid, "This vehicle doesn't need any fuel.") end if (PlayerData[playerid].fuel_can) then return AddPlayerChatError(playerid, "You are already using a can of fuel.") end PlayerData[playerid].fuel_can = 1 Inventory_TakeItem(playerid, INV_ITEM_FUELCAN, 1) local x, y, z = GetPlayerLocation(playerid) AddPlayerChatRange(x, y, 800.0, "* " .. GetPlayerName(playerid) .. " opens a can of fuel and fills the vehicle.") SetVehicleFuel(vehicleid, 100) return end) AddCommand("gotopump", function (playerid, pumpid) if (PlayerData[playerid].admin < 3) then return AddPlayerChatError(playerid, "You don't have permission to use this command.") end if pumpid == nil then return AddPlayerChatUsage(playerid, "/gotopump <pump>") end pumpid = tonumber(pumpid) if PumpData[pumpid] == nil then return AddPlayerChatError(playerid, "Pump " .. pumpid .. " doesn't exist.") end SetPlayerLocation(playerid, PumpData[pumpid].x, PumpData[pumpid].y, PumpData[pumpid].z) AddPlayerChat(playerid, "You have been teleported to pump ID: " .. pumpid ..".") end)
return {'tuf','tuffen','tufkrijt','tufsteen','tuftuf','tuft','tufte','tuften','tuftufs'}
local call_count local normalizer = function(key) call_count = call_count + 1 local num = tonumber(key) return num, (not num) and "not a valid number" end -- create a simple cache, returns the cache, but also it's cache -- table for test inspection local function create_cache(weak) local cache local r = { get = function(self, key) return cache[key] end, set = function(self, key, value) cache[key] = value return true end, delete = function(self, key) cache[key] = nil return true end, flush_all = function(self) cache = {} -- self.cache = cache -- for debugging only if weak then setmetatable(cache, { __mode = "v" }) end end } r:flush_all() -- initialize the internal cache return r, cache end describe("ncache:", function() local ncache, cache before_each(function() ncache = require("ncache") cache = ncache.new(normalizer) call_count = 0 end) after_each(function() cache = nil end) it("requires anormalizer function", function() assert.has.error(function() ncache.new(nil) end) end) it("stores an entry", function() cache:set(5, "value 5") assert.equal(1, call_count) -- normalized once assert.equal("value 5", cache:get(5)) assert.equal(1, call_count) -- don't normalize again end) it("getting a non existing key returns a 'key not found' error", function() local value, err = cache:get(5) assert.is_nil(value) assert.equal(ncache.ERR_NOT_FOUND, err) end) it("setting a value to nil is supported", function() cache:set(5, nil) -- set value to nil assert.equal(1, call_count) local value, err = cache:get(5) assert.is_nil(value) assert.is_nil(err) -- no error in this case assert.equal(1, call_count) end) it("caches raw and normalized keys", function() cache:set("5", "value 5") assert.equal(1, call_count) -- normalized once assert.equal("value 5", cache:get(5)) -- get using normalized key assert.equal(1, call_count) -- don't normalize again assert.equal("value 5", cache:get("5")) -- get using raw key assert.equal(1, call_count) -- don't normalize again end) it("set updates all related entries", function() local value = {} -- by reference value cache:set(5, "value 5") cache:get("5") assert.equal(2, call_count) -- once for each key cache:set("5", value) assert.equal(2, call_count) -- no new ones assert.equal(value, cache:get("5")) -- get using raw key assert.equal(value, cache:get(5)) -- get using normalized key assert.equal(2, call_count) -- still no new ones end) it("delete removes entry", function() cache:set(5, "value 5") assert.equal(1, call_count) -- normalized once cache:delete(5) cache:set(5, "value 5") assert.equal(2, call_count) -- normalized again after deleting end) it("raw_set bypasses the normalizer", function() cache:raw_set("5", "value 5") cache:raw_set(5, "why 5?") assert.equal(0, call_count) -- normalized never assert.equal("value 5", cache:get("5")) assert.equal("why 5?", cache:get(5)) assert.equal(0, call_count) -- normalized still never end) it("delete removes key-variants as well", function() cache:set(5, "value 5") cache:set("5", "value 5") assert.equal(2, call_count) -- normalized both variants cache:delete(5) -- delete by normalized-key -> orphane the raw one collectgarbage() collectgarbage() -- make sure to clean weak tables cache:set(5, "value 5") cache:set("5", "value 5") assert.equal(4, call_count) -- normalized both variants again end) it("delete removes key-variants without GC", function() finally(function() collectgarbage("restart") end) cache:set(5, "value 5") cache:set("5", "value 5") assert.equal(2, call_count) -- normalized both variants collectgarbage("stop") cache:delete(5) -- delete by normalized-key -> orphane the raw one cache:set(5, "value 5") cache:set("5", "value 5") assert.equal(4, call_count) -- normalized both variants again end) it("flush_all removes entries", function() cache:set(5, "value 5") cache:flush_all() assert.is_nil(cache:get(5)) end) it("flush_all removes key-variants as well", function() cache:set(5, "value 5") cache:set("5", "value 5") assert.equal(2, call_count) -- normalized both variants cache:flush_all() assert.is_nil(cache:get(5)) assert.is_nil(cache:get("5")) assert.equal(4, call_count) -- normalized both variants again end) it("set/get/delete return error on key-normalization failure", function() local result, err = cache:set(nil,"some value") assert.is_nil(result) assert.matches(err, "failed to normalize key: not a valid number") local result, err = cache:get(nil,"some value") assert.is_nil(result) assert.matches(err, "failed to normalize key: not a valid number") local result, err = cache:delete(nil,"some value") assert.is_nil(result) assert.matches(err, "failed to normalize key: not a valid number") end) it("external eviction of cache-keys regenerates them", function() local key_cache, inspect = create_cache() local value_cache = create_cache() local nc = ncache.new(normalizer, key_cache, value_cache) nc:set(5, "value 5") nc:get("5") assert.equal(2, call_count) -- normalized both variants assert(inspect["5"]) -- value should be there inspect["5"] = nil -- remove it, emulate external eviction assert.equal("value 5", nc:get("5")) -- retrieve proper value assert.equal(3, call_count) -- one more normalization end) it("external eviction of cache-values also drops key-variants", function() local key_cache = create_cache() local value_cache, inspect = create_cache() local nc = ncache.new(normalizer, key_cache, value_cache) nc:set(5, "value 5") nc:get("5") assert(inspect[5]) -- value should be there inspect[5] = nil -- remove it, emulate external eviction local value, err = nc:get("5") -- retrieve proper value assert.is_nil(value) -- should no longer be available assert.equal(err, ncache.ERR_NOT_FOUND) end) end)
--Script Name : scriptTemplate --Author : Jean Loup Pecquais --Description : Simple template --v1.0.0 local libPath = reaper.GetExtState("Reaper Evolution", "libPath") if not libPath or libPath == "" then reaper.MB("Reaper Evolution library is not found. Please refer to user guide", "Library not found", 0) return end loadfile(libPath .. "reaVolutionLib.lua")() ------------------------------------------------------------------------------------------------------------- function main() reaper.BR_GetMouseCursorContext() local track = reaper.BR_GetMouseCursorContext_Track() local itemUnderMouse = reaper.BR_GetMouseCursorContext_Item() local position = reaper.BR_PositionAtMouseCursor( false ) local itemStart = {} local itemEnd = {} local closestEdge1, closestEdge2 if reaper.CountTrackMediaItems(track) == 0 then return end if itemUnderMouse == nil then local j = 1 for i=1, reaper.CountMediaItems(0) do local item = reaper.GetMediaItem( 0, i-1 ) local isHold = reaper.MediaItemDescendsFromTrack(item, track) if isHold == 1 then itemStart[j] = reaper.GetMediaItemInfo_Value(item, "D_POSITION") itemEnd[j] = itemStart[j] + reaper.GetMediaItemInfo_Value(item, "D_LENGTH") -- table.insert(itemStart, reaper.GetMediaItemInfo_Value(item, "D_POSITION")) -- table.insert(itemEnd, itemStart[i] + reaper.GetMediaItemInfo_Value(item, "D_LENGTH")) -- print(itemStart[i]) -- print(itemEnd[i]) local val = position - itemEnd[j] if val < 0 then closestEdge1 = itemEnd[j-1] or 0 closestEdge2 = itemStart[j] if closestEdge2 ~= nil then reaper.GetSet_LoopTimeRange2(0, true, false, closestEdge1, closestEdge2, true) end return end j = j+1 end end end end main()
--GamePadMenu DefineClass.GamepadIGMenu = { __parents = {"ItemMenu"}, hide_single_category = true, } function IsHUDResupplyEnabled() return (not g_Tutorial or g_Tutorial.EnableResupply) and g_Consts.SupplyMissionsEnabled == 1 and true or false end function IsHUDResearchEnabled() return (not g_Tutorial or g_Tutorial.EnableResearch) and true or false end GamepadIGMenu_game_items = { { --build menu name = "idBuild", display_name = T(4237, "Build Menu"), icon = "UI/Icons/console_build.tga", action = function() HUD.idBuildOnPress() end, description = "", close_parent = false, }, { --overview name = "idOverview", display_name = T(3996, "Map Overview"), icon = "UI/Icons/console_overview.tga", action = function() HUD.idOverviewOnPress() end, description = "", close_parent = false, }, { --resupply name = "idResupply", display_name = T(3997, "Resupply"), icon = "UI/Icons/console_resupply.tga", enabled_fn = IsHUDResupplyEnabled, action = function() HUD.idResupplyOnPress() end, description = "", }, { --researh name = "idResearch", display_name = T(311, "Research"), icon = "UI/Icons/console_research.tga", enabled_fn = IsHUDResearchEnabled, action = function() HUD.idResearchOnPress() end, description = "", }, { --mars screen name = "idMarsScreen", display_name = T(11030, "Planetary View"), icon = "UI/Icons/console_mars_screen.tga", enabled_fn = function () return not g_Tutorial end, action = function() HUD.idPlanetaryViewOnPress() end, description = "", }, { --goals name = "idGoals", display_name = T(10092, "Mission Profile"), icon = "UI/Icons/console_goals.tga", enabled_fn = function () return not g_Tutorial end, action = function() HUD.idGoalsOnPress() end, description = "", }, { --command center name = "idColonyControlCenter", display_name = T(137542936955, "Command Center"), icon = "UI/Icons/console_command_center.tga", action = function() HUD.idColonyControlCenterOnPress() end, description = "", close_parent = false, }, { --markers name = "idMilestones", display_name = T(973748367669, "Milestones"), icon = "UI/Icons/console_milestones.tga", action = function() HUD.idMilestonesOnPress() end, description = "", }, { --radio name = "idRadio", display_name = T(796804896133, "Radio"), icon = "UI/Icons/console_radio.tga", action = function() HUD.idRadioOnPress() end, description = "", }, { --encyclopedia name = "encyclopedia", display_name = T(7384, "Encyclopedia"), icon = "UI/Icons/console_encyclopedia.tga", action = function(this) PlayFX("EncyclopediaButtonClick", "start") OpenEncyclopedia() end, description = "", }, } function GamepadIGMenu:Init() SelectObj(false) CloseInfopanelItems() self.idContainer:SetScaleModifier(point(750,750)) end function GamepadIGMenu:Open(...) self:RecalculateMargins() ItemMenu.Open(self, ...) end function GamepadIGMenu:GetCategories() return empty_table end function GamepadIGMenu:GetItems(category_id) local buttons = {} for i=1, #GamepadIGMenu_game_items do local item = GamepadIGMenu_game_items[i] item.ButtonAlign = i%2==1 and "top" or "bottom" local enabled_fn = rawget(item, "enabled_fn") if enabled_fn then item.enabled = enabled_fn() end local btn = HexButtonItem:new(item, self.idButtonsList) if enabled_fn then btn:SetEnabled(item.enabled) end buttons[#buttons + 1] = btn end return buttons end function GamepadIGMenu:OnXButtonUp(button, controller_id) if button == "LeftTrigger" or button == "Start" then CloseXGamepadMainMenu() return "break" end return ItemMenu.OnXButtonUp(self, button, controller_id) end function GamepadIGMenu:RecalculateMargins() local hud, hud_margins = GetHUD() if hud then local gamepad = GetUIStyleGamepad() and not UseHybridControls() local ui_scale = GetUIScale() local hud_height = Max(hud.idBottom.measure_height, hud.idBottom.MinHeight) hud_height = MulDivRound(hud_height, 100, ui_scale) local bottom_margin = gamepad and 0 or hud_height hud_margins = box(0, 0, 0, bottom_margin) end self:SetMargins(GamepadIGMenu.Margins + hud_margins + GetSafeMargins()) end function OnMsg.SafeAreaMarginsChanged() local dlg = GetDialog("GamepadIGMenu") if dlg then dlg:RecalculateMargins() end end function GamepadIGMenu:Close(...) ItemMenu.Close(self,...) end function OpenXGamepadMainMenu() --don't open this over the pregame menu if not GameState.gameplay then return end --Don't open this one while the build menu is opened if GetDialog("XBuildMenu") then return end --The hud needs to be visible local hud = GetDialog("HUD") if not hud or not hud:GetVisible() then return end return GetDialog("GamepadIGMenu") or OpenDialog("GamepadIGMenu", GetInGameInterface(), empty_table) end function CloseXGamepadMainMenu() CloseDialog("GamepadIGMenu") end function OnMsg.SelectionChange() if SelectedObj then CloseXGamepadMainMenu() end end
-- https://github.com/moody/DethsDBLib local _, Addon = ... local metadata = { name = "DethsDBLib", version = "2.0.2", description = "Addon library for managing Saved Variables.", author = "Dethanyel" } local name = ("%s_%s"):format(metadata.name, metadata.version) local lib = _G[name] if lib then lib.__loaded = true else lib = { metadata = metadata, consts = {}, mixins = {}, utils = {} } _G[name] = lib end Addon[metadata.name] = lib
Citizen.CreateThread(function() while true do SetDiscordAppId(628965646415298561) SetDiscordRichPresenceAsset('redside') --SetDiscordRichPresenceAssetText("") SetDiscordRichPresenceAssetSmall('discord') SetDiscordRichPresenceAssetSmallText('discord.gg/redside') SetRichPresence(GetPlayerName(PlayerId()) .. " [" .. GetPlayerServerId(PlayerId()) .. "] - " .. #(GetActivePlayers()) .. "/128") Citizen.Wait(60000) end end)
function Auctionator.AH.Initialize() if Auctionator.AH.Internals ~= nil then return end Auctionator.AH.Internals = {} Auctionator.AH.Internals.throttling = CreateFrame( "FRAME", "AuctionatorAHThrottlingFrame", AuctionHouseFrame, "AuctionatorAHThrottlingFrameTemplate" ) Auctionator.AH.Internals.itemKeyLoader = CreateFrame( "FRAME", "AuctionatorAHItemKeyLoaderFrame", AuctionHouseFrame, "AuctionatorAHItemKeyLoaderFrameTemplate" ) Auctionator.AH.Queue:Init() end
local box = CompactUnitFrameProfilesGeneralOptionsFrameKeepGroupsTogether local mode = CompactRaidFrameContainer_SetGroupMode local function checkBox() -- in separate party groups, doesn't allow raid frames to glom together or sort box:SetChecked(true) mode(CompactRaidFrameContainer, "discrete") end local function uncheckBox() -- not in separate party groups, allows raid frames to glom together and sort box:SetChecked(false) mode(CompactRaidFrameContainer, "flush") end local function toggleBox() -- same as clicking the checkbox in the foreground UI, toggles to opposing state box:Click() end local function slashHandler(msg) local cmd, opt = strsplit(" ", msg) if cmd == "fix" then -- toggle twice to fix tainted raid frames toggleBox() toggleBox() if opt == "verbose" then print("ftrf: toggled raid frames twice to fix tainted frames") end elseif cmd == "toggle" then -- toggle once to opposing state of groupmode toggleBox() local checked = box:GetChecked() if opt == "verbose" then if checked then print("ftrf: toggled, now showing party groups") else print("ftrf: toggled, now without party groups") end end elseif cmd == "check" then -- force to checked state regardless of starting state checkBox() if opt == "verbose" then print("ftrf: showing raid frames in party groups") end elseif cmd == "uncheck" then -- force to unchecked state regardless of starting state uncheckBox() if opt == "verbose" then print("ftrf: showing raid frames without party groups") end else -- just show usage text print("FixTaintedRaidFrames usage") print("Works on Interface>Raid Profiles>Keep Groups Together") print("------------------------------------------------------") print("/ftrf fix - toggles K.G.T. twice to fix tainted frames") print("/ftrf toggle - toggles K.G.T. once to opposing state") print("/ftrf check - K.G.T. checked") print("/ftrf uncheck - K.G.T. unchecked") print("------------------------------------------------------") print("Include second argument \"verbose\" to get confirmation") print("/ftrf fix verbose - example with confirmation message") end end SLASH_FTRF1 = "/FixTaintedRaidFrames" SLASH_FTRF2 = "/ftrf" SlashCmdList["FTRF"] = slashHandler
-- co co = coroutine.create(function (a) local r = coroutine.yield(a+1) -- yield()返回a+1给调用它的resume()函数,即2 print("r=" ..r) -- r的值是第2次resume()传进来的,100 end) status, r = coroutine.resume(co, 1) -- resume()返回两个值,一个是自身的状态true,一个是yield的返回值2 print(status, r) coroutine.resume(co, 100) -- co2 co2 = coroutine.create(function (a, b) local s = coroutine.yield(a+b) print("now value = " .. s) end) status, r = coroutine.resume(co2, 3, 2) print(status, r) coroutine.resume(co2, 200) -- co3 co3 = coroutine.create(function (a, b) local s = coroutine.yield(a+b) print("now value = " .. s) end) status, r = coroutine.resume(co3, 3, 2) print(status, r) coroutine.resume(co3, 500, 300)
-- The following code tests the mathematical metamethods that are supplied -- in Lua. header = 'Metamethods test: ' -- Test vector metamethods v1 = math.v4(1.0, 1.0, 1.0, 1.0) v2 = math.v4(0.0, 1.0, 2.0, 4.0) a = 10 b = 100 print('Contents of v1.') print('Using ipairs.') for i,v in ipairs(v1) do print(i .. ': ' .. v) end print('Using # length unary operator. Valid because we use integer indices.') for i=1,#v1 do print(i .. ': ' .. v1[i]) end print('Pretty printed vector:') helpStr(v1) print('Metatable:') for i,v in ipairs(getmetatable(v1)) do print(i .. ': ' .. v) end print('Contents of v2: ' .. helpStr(v2)) ----------------------------------------- -- Test scalar * vector multiplication -- ----------------------------------------- v = a * v1 if v[1] ~= 10.0 or v[2] ~= 10.0 or v[3] ~= 10.0 or v[4] ~= 10.0 then error(header .. 'Failed scalar/vector multiplication.') end print('Passed scalar multiplication: ' .. helpStr(v)) v = v1 * a if v[1] ~= 10.0 or v[2] ~= 10.0 or v[3] ~= 10.0 or v[4] ~= 10.0 then error(header .. 'Failed scalar/vector multiplication.') end print('Passed scalar multiplication: ' .. helpStr(v)) v = b * v2 if v[1] ~= 0.0 or v[2] ~= 100.0 or v[3] ~= 200.0 or v[4] ~= 400.0 then error(header .. 'Failed scalar/vector multiplication.') end print('Passed scalar multiplication: ' .. helpStr(v)) v = v2 * b if v[1] ~= 0.0 or v[2] ~= 100.0 or v[3] ~= 200.0 or v[4] ~= 400.0 then error(header .. 'Failed scalar/vector multiplication.') end print('Passed scalar multiplication: ' .. helpStr(v)) ----------------------------- -- Test vector dot product -- ----------------------------- r = v1 * v2 if r < 6.999 or r > 7.001 then error(header .. 'Failed vector dot product.') end print('Passed dot product: ' .. r) r = v2 * v1 if r < 6.999 or r > 7.001 then error(header .. 'Failed vector dot product.') end print('Passed dot product: ' .. r) -------------------------- -- Test vector addition -- -------------------------- v = v1 + v2 if v[1] ~= 1.0 or v[2] ~= 2.0 or v[3] ~= 3.0 or v[4] ~= 5.0 then error(header .. 'Failed vector addition.') end print('Passed vector addition: ' .. helpStr(v)) v = v2 + v1 if v[1] ~= 1.0 or v[2] ~= 2.0 or v[3] ~= 3.0 or v[4] ~= 5.0 then error(header .. 'Failed vector addition.') end print('Passed vector addition: ' .. helpStr(v)) ----------------------------- -- Test vector subtraction -- ----------------------------- vr = v1 - v2 if vr[1] ~= 1.0 or vr[2] ~= 0.0 or vr[3] ~= -1.0 or vr[4] ~= -3.0 then error(header .. 'Failed vector subtraction.') end print('Passed vector subtraction: ' .. helpStr(vr)) vr = v2 - v1 if vr[1] ~= -1.0 or vr[2] ~= 0.0 or vr[3] ~= 1.0 or vr[4] ~= 3.0 then error(header .. 'Failed vector subtraction.') end print('Passed vector subtraction: ' .. helpStr(vr)) --v1 = math.v4(1.0, 1.0, 1.0, 1.0) --v2 = math.v4(0.0, 1.0, 2.0, 4.0) ------------------------- -- Test unary negation -- ------------------------- vr = -v1 if vr[1] ~= -1.0 or vr[2] ~= -1.0 or vr[3] ~= -1.0 or vr[4] ~= -1.0 then error(header .. 'Failed unary negation.') end print('Passed unary negation: ' .. helpStr(vr)) vr = -v2 if vr[1] ~= 0.0 or vr[2] ~= -1.0 or vr[3] ~= -2.0 or vr[4] ~= -4.0 then error(header .. 'Failed unary negation.') end print('Passed unary negation: ' .. helpStr(vr)) -- Test matrix metamethods print ('Beginning matrix tests') m1 = math.m4x4() -- Constructs an identity matrix by default. vt = math.v4(1.0, 2.0, 3.0, 4.0) print('Contents of m1: ' .. helpStr(m1)) ----------------------------------------- -- Test Matrix * scalar multiplication -- ----------------------------------------- r = m1 * a if r[1][1] ~= 10.0 or r[2][2] ~= 10.0 or r[3][3] ~= 10.0 or r[4][4] ~= 10.0 then error(header .. 'Failed matrix scalar multiplication.') end -- Perform dot products against rows to verify... if r[1] * vt ~= 10.0 then error(header .. 'Failed matrix scalar multiplication; dot product 1.') end if r[2] * vt ~= 20.0 then error(header .. 'Failed matrix scalar multiplication; dot product 2.') end if r[3] * vt ~= 30.0 then error(header .. 'Failed matrix scalar multiplication; dot product 3.') end if r[4] * vt ~= 40.0 then error(header .. 'Failed matrix scalar multiplication; dot product 4.') end print('Passed scalar right multiplication') print('Contents of r: ' .. helpStr(r)) r = a * m1 -- Perform dot products against rows to verify... if r[1] * vt ~= 10.0 then error(header .. 'Failed matrix scalar multiplication; dot product 1.') end if r[2] * vt ~= 20.0 then error(header .. 'Failed matrix scalar multiplication; dot product 2.') end if r[3] * vt ~= 30.0 then error(header .. 'Failed matrix scalar multiplication; dot product 3.') end if r[4] * vt ~= 40.0 then error(header .. 'Failed matrix scalar multiplication; dot product 4.') end print('Passed scalar left multiplication') print('Contents of r: ' .. helpStr(r)) ----------------------------------------- -- Test Matrix * vector multiplication -- ----------------------------------------- r = 2 * m1 r = r * math.v4(1.0, 2.0, 3.0, 4.0) if r[1] ~= 2.0 or r[2] ~= 4.0 or r[3] ~= 6.0 or r[4] ~= 8.0 then error(header .. 'Failed matrix * vector multiplication') end print('Passed matrix * vector multiplication.') ----------------------------------------- -- Test matrix * matrix multiplication -- ----------------------------------------- m1 = math.m4x4(); m1[1] = math.v4(1.0, 2.0, 3.0, 4.0) m1[2] = math.v4(4.0, 3.0, 2.0, 1.0) m1[3] = math.v4(0.0, 1.0, -1.0, 0.0) m1[4] = math.v4(-20.0, 0.0, 3.0, 4.0) print('m1: ' .. helpStr(m1)) m2 = math.m4x4(); m2[1] = math.v4(1.0, 1.0, 1.0, 1.0) m2[2] = math.v4(-1.0, -1.0, 1.0, 1.0) m2[3] = math.v4(1.0, -1.0, 1.0, -1.0) m2[4] = math.v4(1.0, 1.0, -1.0, -1.0) print('m2: ' .. helpStr(m2)) r = m1 * m2 if r[1][1] ~= m1[1][1]*m2[1][1]+m1[1][2]*m2[2][1]+m1[1][3]*m2[3][1]+m1[1][4]*m2[4][1] or r[1][2] ~= m1[1][1]*m2[1][2]+m1[1][2]*m2[2][2]+m1[1][3]*m2[3][2]+m1[1][4]*m2[4][2] or r[1][3] ~= m1[1][1]*m2[1][3]+m1[1][2]*m2[2][3]+m1[1][3]*m2[3][3]+m1[1][4]*m2[4][3] or r[1][4] ~= m1[1][1]*m2[1][4]+m1[1][2]*m2[2][4]+m1[1][3]*m2[3][4]+m1[1][4]*m2[4][4] or r[2][1] ~= m1[2][1]*m2[1][1]+m1[2][2]*m2[2][1]+m1[2][3]*m2[3][1]+m1[2][4]*m2[4][1] or r[2][2] ~= m1[2][1]*m2[1][2]+m1[2][2]*m2[2][2]+m1[2][3]*m2[3][2]+m1[2][4]*m2[4][2] or r[2][3] ~= m1[2][1]*m2[1][3]+m1[2][2]*m2[2][3]+m1[2][3]*m2[3][3]+m1[2][4]*m2[4][3] or r[2][4] ~= m1[2][1]*m2[1][4]+m1[2][2]*m2[2][4]+m1[2][3]*m2[3][4]+m1[2][4]*m2[4][4] or r[3][1] ~= m1[3][1]*m2[1][1]+m1[3][2]*m2[2][1]+m1[3][3]*m2[3][1]+m1[3][4]*m2[4][1] or r[3][2] ~= m1[3][1]*m2[1][2]+m1[3][2]*m2[2][2]+m1[3][3]*m2[3][2]+m1[3][4]*m2[4][2] or r[3][3] ~= m1[3][1]*m2[1][3]+m1[3][2]*m2[2][3]+m1[3][3]*m2[3][3]+m1[3][4]*m2[4][3] or r[3][4] ~= m1[3][1]*m2[1][4]+m1[3][2]*m2[2][4]+m1[3][3]*m2[3][4]+m1[3][4]*m2[4][4] or r[4][1] ~= m1[4][1]*m2[1][1]+m1[4][2]*m2[2][1]+m1[4][3]*m2[3][1]+m1[4][4]*m2[4][1] or r[4][2] ~= m1[4][1]*m2[1][2]+m1[4][2]*m2[2][2]+m1[4][3]*m2[3][2]+m1[4][4]*m2[4][2] or r[4][3] ~= m1[4][1]*m2[1][3]+m1[4][2]*m2[2][3]+m1[4][3]*m2[3][3]+m1[4][4]*m2[4][3] or r[4][4] ~= m1[4][1]*m2[1][4]+m1[4][2]*m2[2][4]+m1[4][3]*m2[3][4]+m1[4][4]*m2[4][4] then error(header .. 'Failed matrix * matrix multiplication') end print('Passed matrix * matrix multiplication.') print('Result of multiplication: ' .. helpStr(r))
if not metrolib then metrolib = {} end if not metrolib.constants then metrolib.constants = {} end metrolib.constans.tick_time = 120
-- to work around slow init times due to packagesrv.com being down premake.downloadModule = function() return false end _G._ROOTPATH = path.getabsolute('.') xpcall(function() newoption { trigger = "with-asan", value = "libpath", description = "Use asan for Windows." } newoption { trigger = "builddir", value = "path", description = "Output directory for build/ files." } newoption { trigger = "bindir", value = "path", description = "Root directory for bin/ files." } dofile('tools/build/init.lua') -- perform component processing if _OPTIONS['game'] == 'dummy' then return end root_cwd = os.getcwd() -- initialize components dofile('components/config.lua') load_privates('privates_config.lua') dofile('vendor/config.lua') component { name = 'platform:' .. os.target(), rawName = os.target(), vendor = { dummy = true } } workspace "CitizenMP" configurations { "Debug", "Release" } symbols "Full" characterset "Unicode" flags { "No64BitChecks" } flags { "NoIncrementalLink", "NoMinimalRebuild" } -- this breaks our custom section ordering in citilaunch, and is kind of annoying otherwise editandcontinue 'Off' includedirs { "shared/", "client/shared/", "../vendor/jitasm/", "../vendor/rapidjson/include/", "../vendor/fmtlib/include/", "deplibs/include/", os.getenv("BOOST_ROOT") } defines { "GTEST_HAS_PTHREAD=0", "BOOST_ALL_NO_LIB" } defines { "_HAS_AUTO_PTR_ETC" } -- until boost gets fixed libdirs { "deplibs/lib/" } location ((_OPTIONS['builddir'] or "build/") .. _OPTIONS['game']) cppdialect "C++17" if os.istarget('windows') then if _OPTIONS['game'] ~= 'server' then buildoptions { '/await', '/d2FH4-' } end systemversion '10.0.18362.0' else vectorextensions 'SSSE3' end -- special build dirs for FXServer if _OPTIONS['game'] == 'server' then location ((_OPTIONS['builddir'] or "build/") .. "server/" .. os.target()) architecture 'x64' defines 'IS_FXSERVER' startproject 'DuplicityMain' else startproject 'CitiLaunch' end local binroot = ((_OPTIONS['bindir'] or "bin/") .. _OPTIONS['game']) .. '/' if _OPTIONS['game'] == 'server' then binroot = (_OPTIONS['bindir'] or "bin/") .. 'server/' .. os.target() .. '/' end if _OPTIONS['with-asan'] then toolset 'msc-llvm' libdirs { _OPTIONS['with-asan'] } links { 'clang_rt.asan_dynamic-x86_64', 'clang_rt.asan_dynamic_runtime_thunk-x86_64' } filter 'language:C or language:C++' buildoptions '-mpclmul -maes -mssse3 -mavx2 -mrtm' buildoptions '-fsanitize=address -fsanitize-recover=address' end filter { 'action:vs*' } implibdir "$(IntDir)/lib/" symbolspath "$(TargetDir)dbg/$(TargetName).pdb" filter {} -- debug output configuration "Debug*" targetdir (binroot .. "/debug") defines "NDEBUG" -- this slows down the application a lot defines { '_ITERATOR_DEBUG_LEVEL=0' } -- allow one level of inlining if os.istarget('windows') then buildoptions { '/Ob1', '/JMC-' } end -- release output configuration "Release*" targetdir (binroot .. "/release") defines "NDEBUG" optimize "Speed" if _OPTIONS["game"] == "ny" then filter { "configurations:Release*", "kind:SharedLib or kind:ConsoleApp or kind:WindowedApp" } linkoptions "/SAFESEH:NO" configuration "game=ny" defines "GTA_NY" architecture 'x86' elseif _OPTIONS["game"] == "five" then configuration "game=five" defines "GTA_FIVE" filter 'language:C or language:C++' architecture 'x64' elseif _OPTIONS["game"] == "rdr3" then configuration "game=rdr3" defines "IS_RDR3" filter 'language:C or language:C++' architecture 'x64' elseif _OPTIONS["game"] == "launcher" then configuration "game=launcher" defines "IS_LAUNCHER" filter 'language:C or language:C++' architecture 'x64' end configuration "windows" links { "winmm" } filter { 'system:not windows', 'language:C or language:C++' } architecture 'x64' links { 'stdc++' } buildoptions { "-fPIC", -- required to link on AMD64 } -- TARGET: launcher if _OPTIONS['game'] ~= 'server' then -- game launcher include 'client/launcher' include 'client/console' include 'client/diag' else include 'server/launcher' end if os.istarget('windows') then include 'premake5_layout.lua' end -- TARGET: corert include 'client/citicore' if _OPTIONS['game'] ~= 'server' then include 'client/ipfsdl' project "CitiGame" targetname "CitizenGame" language "C++" kind "SharedLib" includedirs { 'client/citicore/' } files { "client/common/Error.cpp", "client/citigame/Launcher.cpp", "client/common/StdInc.cpp" } links { "Shared", "citicore" } defines "COMPILING_GAME" pchsource "client/common/StdInc.cpp" pchheader "StdInc.h" end require 'vstudio' premake.override(premake.vstudio.dotnetbase, 'debugProps', function(base, cfg) if cfg.symbols == premake.ON then _p(2,'<DebugSymbols>true</DebugSymbols>') end _p(2,'<DebugType>portable</DebugType>') _p(2,'<Optimize>%s</Optimize>', iif(premake.config.isOptimizedBuild(cfg), "true", "false")) end) premake.override(premake.vstudio.vc2010, 'ignoreImportLibrary', function(base, cfg) if cfg.flags.NoImportLib then premake.vstudio.vc2010.element("IgnoreImportLibrary", nil, "true") end end) premake.override(premake.vstudio.vc2010, 'buildCommands', function(base, cfg, cond) base(cfg, cond) premake.vstudio.vc2010.element("BuildInParallel", cond, "true") end) premake.override(premake.vstudio.vc2010, 'importLanguageTargets', function(base, prj) base(prj) local hasPostBuild = false for cfg in premake.project.eachconfig(prj) do if cfg.postbuildcommands and #cfg.postbuildcommands > 0 then hasPostBuild = true break end end if hasPostBuild then _p(1, '<Target Name="DisablePostBuildEvent" AfterTargets="Link" BeforeTargets="PostBuildEvent">') _p(2, '<PropertyGroup>') _p(3, '<PostBuildEventUseInBuild Condition="\'$(LinkSkippedExecution)\' == \'True\'">false</PostBuildEventUseInBuild>') _p(2, '</PropertyGroup>') _p(1, '</Target>') end local hasPreLink = false for cfg in premake.project.eachconfig(prj) do if cfg.prelinkcommands and #cfg.prelinkcommands > 0 then hasPreLink = true break end end if hasPreLink then _p(1, '<PropertyGroup>') _p(2, '<PreLinkEventUseInBuild>false</PreLinkEventUseInBuild>') _p(1, '</PropertyGroup>') -- DoLinkOutputFilesMatch is right before PreLinkEvent; so it won't evaluate the condition yet _p(1, '<Target Name="EnablePreLinkEvent" Inputs="@(Link)" Outputs="$(ProjectDir)/$(ProjectName).res" BeforeTargets="DoLinkOutputFilesMatch">') -- use CreateProperty task to set property based on skipped state _p(2, '<CreateProperty Value="true">') _p(3, '<Output TaskParameter="ValueSetByTask" PropertyName="PreLinkEventUseInBuild" />') _p(2, '</CreateProperty>') _p(1, '</Target>') end end) local function WriteDocumentationFileXml(_premake, _cfg) if _cfg.project.name == 'CitiMonoSystemDrawingStub' then _premake.w(('<AssemblyOriginatorKeyFile>%s</AssemblyOriginatorKeyFile>'):format( path.getabsolute("client/clrref/msft.snk") )) _premake.w('<SignAssembly>true</SignAssembly>') _premake.w('<DelaySign>true</DelaySign>') return end if _cfg.project.name ~= 'CitiMono' then return end _premake.w('<DocumentationFile>' .. string.gsub(_cfg.buildtarget.relpath, ".dll", ".xml") .. '</DocumentationFile>') end premake.override(premake.vstudio.dotnetbase, "compilerProps", function(base, cfg) base(cfg) WriteDocumentationFileXml(premake, cfg) premake.w('<GenerateTargetFrameworkAttribute>false</GenerateTargetFrameworkAttribute>') end) premake.override(premake.vstudio.cs2005, "targets", function(base, prj) base(prj) if prj.name == 'CitiMono' then _p(1, '<PropertyGroup>') _p(2, '<GenAPITargetDir>%s</GenAPITargetDir>', path.getabsolute("client/clrref/" .. _OPTIONS['game'])) _p(2, '<GenAPITargetPath>$(GenAPITargetDir)\\$(TargetName).cs</GenAPITargetPath>') _p(2, '<GenAPIAdditionalParameters>%s</GenAPIAdditionalParameters>', ('--exclude-api-list "%s" --exclude-attributes-list "%s"'):format( path.getabsolute("client/clrref/exclude_list.txt"), path.getabsolute("client/clrref/exclude_attributes_list.txt") )) _p(2, '<GenerateReferenceAssemblySource>true</GenerateReferenceAssemblySource>') _p(1, '</PropertyGroup>') _p(1, '<Import Project="$(ProjectDir)\\packages\\Microsoft.DotNet.GenAPI.6.0.0-beta.21063.5\\build\\Microsoft.DotNet.GenAPI.targets" />') _p(1, '<Target Name="CreateReferenceAssemblyDirectory" BeforeTargets="GenerateReferenceAssemblySource">') _p(2, '<MakeDir Directories="$(GenAPITargetDir)" />') _p(1, '</Target>') end if prj.name == 'CitiMonoRef' then _p(1, '<Import Project="%s" />', path.getabsolute("client/clrref/GenFacades.targets")) end end) premake.override(premake.vstudio.nuget2010, "supportsPackageReferences", function(base, prj) -- <PackageReference /> doesn't work for GenAPI (even if fixing `nuget.config` issue for source) return false end) premake.override(premake.vstudio.dotnetbase, "nuGetReferences", function(base, prj) -- and this'll fail as GenAPI doesn't have any lib/.../*.dll file if prj.name == 'CitiMono' then return end return base(prj) end) if _OPTIONS['game'] ~= 'launcher' then project "CitiMono" targetname "CitizenFX.Core" language "C#" kind "SharedLib" -- Missing XML comment for publicly visible type or member disablewarnings 'CS1591' dotnetframework '4.6' clr 'Unsafe' csversion '7.3' files { "client/clrcore/*.cs", "client/clrcore/Math/*.cs" } files { "../vendor/ben-demystifier/src/Ben.Demystifier/**.cs" } if _OPTIONS['game'] == 'five' then files { "client/clrcore/NativesFive.cs" } elseif _OPTIONS['game'] == 'rdr3' then files { "client/clrcore/NativesRDR3.cs" } elseif _OPTIONS['game'] == 'server' then files { "client/clrcore/NativesServer.cs" } elseif _OPTIONS['game'] == 'ny' then files { "client/clrcore/NativesNY.cs" } end if _OPTIONS['game'] ~= 'server' then defines { 'USE_HYPERDRIVE' } if _OPTIONS['game'] == 'five' then files { "client/clrcore/External/*.cs" } end else files { "client/clrcore/Server/*.cs" } end if os.istarget('windows') then nuget { "Microsoft.DotNet.GenAPI:6.0.0-beta.21063.5", "Microsoft.DotNet.GenFacades:6.0.0-beta.21063.5", } nugetsource "https://pkgs.dev.azure.com/dnceng/public/_packaging/dotnet-eng/nuget/v3/index.json" end links { "System.dll", "Microsoft.CSharp.dll", "System.Core.dll", "../data/client/citizen/clr2/lib/mono/4.5/System.Reflection.Metadata.dll", "../data/client/citizen/clr2/lib/mono/4.5/System.Collections.Immutable.dll", "../data/client/citizen/clr2/lib/mono/4.5/MsgPack.dll" } if os.istarget('linux') then links { "/usr/lib/mono/4.5/Facades/System.Runtime.dll", "/usr/lib/mono/4.5/Facades/System.IO.dll" } end buildoptions '/debug:portable /langversion:7.3' configuration "Debug*" targetdir (binroot .. '/debug/citizen/clr2/lib/mono/4.5/') configuration "Release*" targetdir (binroot .. '/release/citizen/clr2/lib/mono/4.5/') if _OPTIONS['game'] ~= 'server' then project "CitiMonoSystemDrawingStub" targetname "System.Drawing" language "C#" kind "SharedLib" links { "CitiMono" } files { "client/clrref/System.Drawing.cs" } configuration "Debug*" targetdir (binroot .. '/debug/citizen/clr2/lib/mono/4.5/') configuration "Release*" targetdir (binroot .. '/release/citizen/clr2/lib/mono/4.5/') end if os.istarget('windows') then project "CitiMonoRef" if _OPTIONS['game'] == 'server' then targetname "CitizenFX.Core.Server" else targetname "CitizenFX.Core.Client" end language "C#" kind "SharedLib" dependson "CitiMono" dotnetframework '4.6' clr 'Unsafe' csversion '7.3' links { "System.dll", "System.Drawing.dll" } files { "client/clrref/" .. _OPTIONS['game'] .. "/CitizenFX.Core.cs" } buildoptions '/debug:portable /langversion:7.3' configuration "Debug*" targetdir (binroot .. '/debug/citizen/clr2/lib/mono/4.5/ref/') configuration "Release*" targetdir (binroot .. '/release/citizen/clr2/lib/mono/4.5/ref/') end end group "" -- TARGET: shared component include "client/shared" group "vendor" if _OPTIONS['game'] ~= 'server' then include "tools/dbg" project "libcef_dll" targetname "libcef_dll_wrapper" language "C++" kind "StaticLib" defines { "USING_CEF_SHARED", "NOMINMAX", "WIN32", "WRAPPING_CEF_SHARED" } flags { "NoIncrementalLink", "NoMinimalRebuild" } local cefRoot = "../vendor/cef/" if _OPTIONS['game'] == 'ny' then cefRoot = "../vendor/cef32/" end includedirs { ".", cefRoot } buildoptions "/MP" files_project(cefRoot) { "libcef_dll/**.cc", "libcef_dll/**.cpp", "libcef_dll/**.h" } end -- run components group "components" do_components() -- vendor is last so it can trigger even if it were merely tagged group "vendor" do_vendor() end, function(e) print(e) print(debug.traceback()) os.exit(1) end)
if not modules then modules = { } end modules ['util-sql-imp-ffi'] = { version = 1.001, comment = "companion to util-sql.lua", author = "Hans Hagen, PRAGMA-ADE, Hasselt NL", copyright = "PRAGMA ADE / ConTeXt Development Team", license = "see context related readme files" } -- I looked at luajit-mysql to see how the ffi mapping was done but it didn't work -- out that well (at least not on windows) but I got the picture. As I have somewhat -- different demands I simplified / redid the ffi bti and just took the swiglib -- variant and adapted that. local tonumber = tonumber local concat = table.concat local format, byte = string.format, string.byte local lpegmatch = lpeg.match local setmetatable, type = setmetatable, type local sleep = os.sleep local trace_sql = false trackers.register("sql.trace", function(v) trace_sql = v end) local trace_queries = false trackers.register("sql.queries",function(v) trace_queries = v end) local report_state = logs.reporter("sql","ffi") if not utilities.sql then require("util-sql") end ffi.cdef [[ /* This is as lean and mean as possible. After all we just need a connection and a query. The rest is handled already in the Lua code elsewhere. */ typedef void MYSQL_instance; typedef void MYSQL_result; typedef char **MYSQL_row; typedef unsigned int MYSQL_offset; typedef struct st_mysql_field { char *name; char *org_name; char *table; char *org_table; char *db; char *catalog; char *def; unsigned long length; unsigned long max_length; unsigned int name_length; unsigned int org_name_length; unsigned int table_length; unsigned int org_table_length; unsigned int db_length; unsigned int catalog_length; unsigned int def_length; unsigned int flags; unsigned int decimals; unsigned int charsetnr; int type; void *extension; } MYSQL_field; void free(void*ptr); void * malloc(size_t size); MYSQL_instance * mysql_init ( MYSQL_instance *mysql ); MYSQL_instance * mysql_real_connect ( MYSQL_instance *mysql, const char *host, const char *user, const char *passwd, const char *db, unsigned int port, const char *unix_socket, unsigned long clientflag ); unsigned int mysql_errno ( MYSQL_instance *mysql ); const char *mysql_error ( MYSQL_instance *mysql ); /* int mysql_query ( MYSQL_instance *mysql, const char *q ); */ int mysql_real_query ( MYSQL_instance *mysql, const char *q, unsigned long length ); MYSQL_result * mysql_store_result ( MYSQL_instance *mysql ); void mysql_free_result ( MYSQL_result *result ); unsigned long long mysql_num_rows ( MYSQL_result *res ); MYSQL_row mysql_fetch_row ( MYSQL_result *result ); unsigned int mysql_num_fields ( MYSQL_result *res ); /* MYSQL_field *mysql_fetch_field ( MYSQL_result *result ); */ MYSQL_field * mysql_fetch_fields ( MYSQL_result *res ); MYSQL_offset mysql_field_seek( MYSQL_result *result, MYSQL_offset offset ); void mysql_close( MYSQL_instance *sock ); /* unsigned long * mysql_fetch_lengths( MYSQL_result *result ); */ ]] local sql = utilities.sql ----- mysql = ffi.load(os.name == "windows" and "libmysql" or "libmysqlclient") ----- mysql = ffilib(os.name == "windows" and "libmysql" or "libmysqlclient") local mysql = ffilib(os.name == "windows" and "libmysql" or "libmysql") if not mysql then report_state("unable to load library") end local nofretries = 5 local retrydelay = 1 local cache = { } local helpers = sql.helpers local methods = sql.methods local validspecification = helpers.validspecification local querysplitter = helpers.querysplitter local dataprepared = helpers.preparetemplate local serialize = sql.serialize local deserialize = sql.deserialize local mysql_initialize = mysql.mysql_init local mysql_open_connection = mysql.mysql_real_connect local mysql_execute_query = mysql.mysql_real_query local mysql_close_connection = mysql.mysql_close local mysql_field_seek = mysql.mysql_field_seek local mysql_num_fields = mysql.mysql_num_fields local mysql_fetch_fields = mysql.mysql_fetch_fields ----- mysql_fetch_field = mysql.mysql_fetch_field local mysql_num_rows = mysql.mysql_num_rows local mysql_fetch_row = mysql.mysql_fetch_row ----- mysql_fetch_lengths = mysql.mysql_fetch_lengths local mysql_init = mysql.mysql_init local mysql_store_result = mysql.mysql_store_result local mysql_free_result = mysql.mysql_free_result local mysql_error_message = mysql.mysql_error local NULL = ffi.cast("MYSQL_result *",0) local ffi_tostring = ffi.string local ffi_gc = ffi.gc ----- mysqldata = ffi.cast("MYSQL_instance*",mysql.malloc(1024*1024)) local instance = mysql.mysql_init(nil) -- (mysqldata) local mysql_constant_false = false local mysql_constant_true = true local function finish(t) local r = t._result_ if r then ffi_gc(r,mysql_free_result) end end local function getcolnames(t) return t.names end local function getcoltypes(t) return t.types end local function numrows(t) return tonumber(t.nofrows) end local function list(t) local result = t._result_ if result then local row = mysql_fetch_row(result) -- local len = mysql_fetch_lengths(result) local result = { } for i=1,t.noffields do result[i] = ffi_tostring(row[i-1]) end return result end end local function hash(t) local result = t._result_ local fields = t.names if result then local row = mysql_fetch_row(result) -- local len = mysql_fetch_lengths(result) local result = { } for i=1,t.noffields do result[fields[i]] = ffi_tostring(row[i-1]) end return result end end local function wholelist(t) return fetch_all_rows(t._result_) end local mt = { __index = { -- regular finish = finish, list = list, hash = hash, wholelist = wholelist, -- compatibility numrows = numrows, getcolnames = getcolnames, getcoltypes = getcoltypes, -- fallback _result_ = nil, names = { }, types = { }, noffields = 0, nofrows = 0, } } local nt = setmetatable({},mt) -- session local function close(t) mysql_close_connection(t._connection_) end local function execute(t,query) if query and query ~= "" then local connection = t._connection_ local result = mysql_execute_query(connection,query,#query) if result == 0 then local result = mysql_store_result(connection) if result ~= NULL then mysql_field_seek(result,0) local nofrows = tonumber(mysql_num_rows(result) or 0) local noffields = tonumber(mysql_num_fields(result)) local names = { } local types = { } local fields = mysql_fetch_fields(result) for i=1,noffields do local field = fields[i-1] names[i] = ffi_tostring(field.name) types[i] = tonumber(field.type) -- todo end local t = { _result_ = result, names = names, types = types, noffields = noffields, nofrows = nofrows, } return setmetatable(t,mt) else return nt end end end return false end local mt = { __index = { close = close, execute = execute, } } local function open(t,database,username,password,host,port) local connection = mysql_open_connection( t._session_, host or "localhost", username or "", password or "", database or "", port or 0, NULL, 0 ) if connection ~= NULL then local t = { _connection_ = connection, } return setmetatable(t,mt) end end local function message(t) return mysql_error_message(t._session_) end local function close(t) -- dummy, as we have a global session end local mt = { __index = { connect = open, close = close, message = message, } } local function initialize() local session = { _session_ = mysql_initialize(instance) -- maybe share, single thread anyway } return setmetatable(session,mt) end -- -- -- -- local function connect(session,specification) return session:connect( specification.database or "", specification.username or "", specification.password or "", specification.host or "", specification.port ) end local function error_in_connection(specification,action) report_state("error in connection: [%s] user %s into %s at %s:%s", action or "unknown", specification.username or "no username", specification.database or "no database", specification.host or "no host", specification.port or "no port" ) end local function datafetched(specification,query,converter) if not query or query == "" then report_state("no valid query") return { }, { } end local id = specification.id local session, connection if id then local c = cache[id] if c then session = c.session connection = c.connection end if not connection then session = initialize() connection = connect(session,specification) if not connection then for i=1,nofretries do sleep(retrydelay) report_state("retrying to connect: [%s.%s] %s@%s to %s:%s", id,i, specification.database or "no database", specification.username or "no username", specification.host or "no host", specification.port or "no port" ) connection = connect(session,specification) if connection then break end end end if connection then cache[id] = { session = session, connection = connection } end end else session = initialize() connection = connect(session,specification) if not connection then for i=1,nofretries do sleep(retrydelay) report_state("retrying to connect: [%s] %s@%s to %s:%s", i, specification.database or "no database", specification.username or "no username", specification.host or "no host", specification.port or "no port" ) connection = connect(session,specification) if connection then break end end end end if not connection then report_state("error in connection: %s@%s to %s:%s", specification.database or "no database", specification.username or "no username", specification.host or "no host", specification.port or "no port" ) return { }, { } end query = lpegmatch(querysplitter,query) local result, message, okay for i=1,#query do local q = query[i] local r, m = connection:execute(q) if m then report_state("error in query, stage: %s",string.collapsespaces(q or "?")) message = message and format("%s\n%s",message,m) or m end if type(r) == "table" then result = r okay = true elseif not m then okay = true end end local data, keys if result then if converter then data = converter.ffi(result) else keys = result.names data = { } for i=1,result.nofrows do data[i] = result:hash() end end result:finish() -- result:close() elseif message then report_state("message %s",message) end if not keys then keys = { } end if not data then data = { } end if not id then connection:close() session:close() end return data, keys end local function execute(specification) if trace_sql then report_state("executing library") end if not validspecification(specification) then report_state("error in specification") return end local query = dataprepared(specification) if not query then report_state("error in preparation") return end local data, keys = datafetched(specification,query,specification.converter) if not data then report_state("error in fetching") return end local one = data[1] if one then setmetatable(data,{ __index = one } ) end return data, keys end local wraptemplate = [[ ----- mysql = ffi.load(os.name == "windows" and "libmysql" or "libmysqlclient") local mysql = ffi.load(os.name == "windows" and "libmysql" or "libmysql") local mysql_fetch_row = mysql.mysql_fetch_row local ffi_tostring = ffi.string local converters = utilities.sql.converters local deserialize = utilities.sql.deserialize local tostring = tostring local tonumber = tonumber local booleanstring = string.booleanstring local NULL = ffi.cast("MYSQL_result *",0) %s return function(result) if not result then return { } end local nofrows = result.nofrows or 0 if nofrows == 0 then return { } end local noffields = result.noffields or 0 local _result_ = result._result_ local target = { } -- no %s needed here for i=1,nofrows do local cells = { } local row = mysql_fetch_row(_result_) for j=1,noffields do local s = row[j-1] if s == NULL then cells[j] = "" else cells[j] = ffi_tostring(s) end end target[%s] = { %s } end result:finish() -- result:close() return target end ]] local celltemplate = "cells[%s]" methods.ffi = { runner = function() end, -- never called execute = execute, initialize = initialize, -- returns session usesfiles = false, wraptemplate = wraptemplate, celltemplate = celltemplate, }
----------------------------------- -- Area: Carpenters' Landing -- NPC: Lourdaude -- Type: Standard NPC -- !pos 215.597 -2.689 -526.021 2 ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) player:startEvent(26) end function onEventUpdate(player, csid, option) end function onEventFinish(player, csid, option) end
require('.') hashed_items = {} items = "#" .. "foo-bar" .. "#" for i = 1, #items - 2 do table.insert(hashed_items, items:sub(i, i + 2)) end print (hashed_items) local dir = 'data/Translation/train/' local input_vocab = dmn.HashVocab(dir .. 'input_vocab.txt', true) local items = input_vocab:index("cats") print(items) print("Done")
local talents = require 'talents' describe ("talent definition,", function ( ) it ("should not observe any direct effects from passed structure", function ( ) local structure = { x = 0, } local talent = talents.talent (structure) assert.truthy (talents.provides (talent, "x")) assert.falsy (talents.requires (talent, "y")) assert.falsy (talents.provides (talent, "move")) structure.y = talents.required ( ) assert.truthy (talents.provides (talent, "x")) assert.falsy (talents.requires (talent, "y")) function structure: move (x, y) self.x = self.x + x self.y = self.y + y end assert.truthy (talents.provides (talent, "x")) assert.falsy (talents.requires (talent, "y")) assert.falsy (talents.provides (talent, "move")) structure.x = nil assert.truthy (talents.provides (talent, "x")) assert.falsy (talents.requires (talent, "y")) assert.falsy (talents.provides (talent, "move")) end) end)
AddCSLuaFile() ENT.Base = "gballoon_tower_base" ENT.Type = "anim" ENT.PrintName = "Mortar Tower" ENT.Category = "#rotgb.category.tower" ENT.Author = "Piengineer12" ENT.Contact = "http://steamcommunity.com/id/Piengineer12/" ENT.Purpose = "#rotgb.tower.gballoon_tower_11.purpose" ENT.Instructions = "" ENT.Spawnable = false ENT.AdminOnly = false ENT.RenderGroup = RENDERGROUP_BOTH ENT.Model = Model("models/hunter/tubes/tube1x1x1.mdl") ENT.FireRate = 1 ENT.ShellAmt = 1 ENT.Cost = 500 ENT.DetectionRadius = 512 ENT.AttackDamage = 10 ENT.UserTargeting = true ENT.AbilityCooldown = 30 ENT.rotgb_ExploRadius = 64 ENT.rotgb_TravelTime = 0.5 ENT.rotgb_Stun = 0 ENT.rotgb_StunMaxRgBE = 0 ENT.rotgb_FireDamage = 0 ENT.rotgb_FireDuration = 0 ENT.rotgb_AbilityType = 0 ENT.rotgb_HeavyMultiplier = 1 ENT.rotgb_Fragments = 0 ENT.UpgradeReference = { { Names = {"Faster Reload","High Impact Shells","Slippery Shells","Double Up","Artillery Cannons","Super Spread Cannon"}, Descs = { "Slightly increases the tower's fire rate.", "Enables the tower to pop Black gBalloons, Zebra gBalloons and Monochrome gBlimps.", "Considerably increases the tower's fire rate and shells' speed.", "Tremendously increases fire rate and two shells are fired at once!", "The tower now fires three shells at once! Once every 30 seconds, shooting at this tower colossally increases its fire rate, shells' speed and causes its shots to stun gBalloons for 1 second! Lasts for 10 seconds when activated.", "This tower fires a shell at each gBalloon per shot!", }, Prices = {200,750,2000,15000,100000,350000}, Funcs = { function(self) self.FireRate = self.FireRate*1.5 end, function(self) self.rotgb_RespectPlayers = true end, function(self) self.FireRate = self.FireRate*2 self.rotgb_TravelTime = self.rotgb_TravelTime/2 end, function(self) self.ShellAmt = self.ShellAmt*2 self.FireRate = self.FireRate*3 end, function(self) self.ShellAmt = self.ShellAmt*1.5 self.HasAbility = true self.rotgb_AbilityType = bit.bor(self.rotgb_AbilityType, 1) end, function(self) self.ShellAmt = math.huge end } }, { Names = {"Bigger Shells","Seeking Shells","Longer Cannon","Q.U.A.K.E. Shells","Sol Shells","Ω-Shells"}, Descs = { "Slightly increases the shells' explosion radii.", "Slightly increases the shells' speed and enables the tower to pop Hidden gBalloons.", "Increases damage by 1 layer and increases range to infinite.", "Considerably increases the shells' explosion radii and increases damage by 4 layers.", "Increases damage by 24 layers! Shots will also set gBalloons on fire, popping 150 layers over 5 seconds.", "Increases damage by 270 layers! Shots will also deal triple damage versus gBlimps." }, Prices = {200,1000,5000,30000,300000,4.5e6}, Funcs = { function(self) self.rotgb_ExploRadius = self.rotgb_ExploRadius*1.5 end, function(self) self.rotgb_TravelTime = self.rotgb_TravelTime/1.5 self.SeeCamo = true end, function(self) self.InfiniteRange = true self.AttackDamage = self.AttackDamage + 10 self:SetModel("models/hunter/tubes/tube1x1x2.mdl") self:PhysicsInit(SOLID_VPHYSICS) if IsValid(self:GetPhysicsObject()) then self:GetPhysicsObject():EnableMotion(false) end end, function(self) self.rotgb_ExploRadius = self.rotgb_ExploRadius*2 self.AttackDamage = self.AttackDamage + 40 end, function(self) self.AttackDamage = self.AttackDamage + 240 self.rotgb_FireDamage = self.rotgb_FireDamage + 300 self.rotgb_FireDuration = self.rotgb_FireDuration + 5 end, function(self) self.AttackDamage = self.AttackDamage + 2700 self.rotgb_HeavyMultiplier = self.rotgb_HeavyMultiplier * 3 end } }, { Names = {"Harder Shells", "Fragmentation Shells", "Shocking Shells", "Flaming Shells", "Blitz Cannon", "Greek Fire Cannon"}, Descs = { "Increases the shells' damage by 1 layer.", "Each shell yields 5 fragments on impact. Each fragment has a 20% chance to hit a random gBalloon, deals damage equal to the shell's explosion damage, travels up to twice of the shell's explosion radius and four times of the shell's speed, can pop Black gBalloons and can pass through walls.", "Explosions stun gBalloons for 2 seconds, if they aren't immune to explosions. This upgrade can't stun gBlimps, but gBalloons stunned this way take 1 extra layer of damage from all sources.", "Shells deal tremendously more damage versus gBlimps and Gray gBalloons, and can stun Red gBlimps and lower. Explosions and fragments will also set gBalloons on fire, popping 20 layers over 10 seconds.", "Tremendously increases the number of shell fragments, considerably increases burning damage and shells can stun Green gBlimps and lower. Once every 30 seconds, shooting at this tower causes shells to be lobbed to every gBalloon on the map.", "Shells can stun Purple gBlimps and lower, and gBalloons permanently lose all damage type immunities (if they aren't immune to explosions)! Also tremendously increases fire damage and slightly increases ability recharge rate. Blitz Cannon ability now also incrases fire damage to 12,000 layers per second, gives a 20% chance to deal 1,000x explosion damage versus gBlimps and causes ALL Mortar Towers' shells to stun and burn gBalloons at a rate similar to the Flaming Shells upgrade. The ability lasts for 10 seconds when activated." }, -- 2, 6, 12, 102, 235.73, >=100,000 Prices = {450,1750,2500,37500,50000,35e6}, Funcs = { function(self) self.AttackDamage = self.AttackDamage + 10 end, function(self) self.rotgb_Fragments = self.rotgb_Fragments + 5 end, function(self) self.rotgb_Stun = self.rotgb_Stun + 2 self.rotgb_StunVulnerability = true end, function(self) self.rotgb_HeavyMultiplier = self.rotgb_HeavyMultiplier * 3 self.rotgb_GrayHeavy = true self.rotgb_StunMaxRgBE = self.rotgb_StunMaxRgBE + 4668 self.rotgb_FireDamage = self.rotgb_FireDamage + 20 self.rotgb_FireDuration = self.rotgb_FireDuration + 10 end, function(self) self.rotgb_Fragments = self.rotgb_Fragments * 3 self.rotgb_FireDamage = self.rotgb_FireDamage + 20 self.rotgb_StunMaxRgBE = self.rotgb_StunMaxRgBE + 22672 - 4668 self.HasAbility = true self.rotgb_AbilityType = bit.bor(self.rotgb_AbilityType, 2) end, function(self) self.rotgb_StunMaxRgBE = self.rotgb_StunMaxRgBE + 74000 - 22672 self.rotgb_WeakenStun = true self.rotgb_FireDamage = self.rotgb_FireDamage + 80 self.AbilityCooldown = self.AbilityCooldown / 1.5 self.rotgb_AbilityType = bit.bor(self.rotgb_AbilityType, 4) end } } } ENT.UpgradeLimits = {6,2,0} function ENT:ROTGB_Initialize() self:SetMaterial("phoenix_storms/metalset_1-2") self:EmitSound("phx/kaboom.wav",60,100,0,CHAN_WEAPON) end function ENT:ROTGB_ApplyPerks() self.rotgb_ExploRadius = self.rotgb_ExploRadius * (1+hook.Run("GetSkillAmount", "mortarTowerBombRadius")/100) end function ENT:FireFunction(tableOfBalloons) self:SetModelScale(1.05) self:SetModelScale(1,0.2) self:EmitSound("weapons/crossbow/fire1.wav",75,150,1,CHAN_WEAPON) local poses = {} for i=1,self.ShellAmt do if IsValid(tableOfBalloons[i]) then table.insert(poses,tableOfBalloons[i]:GetPos()) else break end end self:Bombshell(poses) end function ENT:Bombshell(poses) timer.Simple(self.rotgb_TravelTime,function() if IsValid(self) then local shouldBlimpCrit = self.rotgb_HeavyCrits and math.random()<0.2 if self.rotgb_Fragments > 0 then self:FireFragments(poses, shouldBlimpCrit) end local dmginfo = DamageInfo() dmginfo:SetAmmoType(game.GetAmmoID("Grenade")) dmginfo:SetAttacker(self:GetTowerOwner()) dmginfo:SetInflictor(self) dmginfo:SetDamageType(self.rotgb_RespectPlayers and DMG_GENERIC or DMG_BLAST) dmginfo:SetDamage(self.AttackDamage) dmginfo:SetMaxDamage(self.AttackDamage) local effdata = EffectData() effdata:SetMagnitude(self.rotgb_ExploRadius/32) effdata:SetScale(self.rotgb_ExploRadius/32) for _,pos in pairs(poses) do dmginfo:SetReportedPosition(pos) effdata:SetOrigin(pos) effdata:SetStart(pos) --util.Effect("Explosion",effdata,true,true) util.Effect("HelicopterMegaBomb",effdata,true,true) if shouldBlimpCrit then util.Effect("rotgb_crit",effdata,true,true) end EmitSound("phx/kaboom.wav", pos, 0, CHAN_WEAPON, 0.5, 75, SND_SHOULDPAUSE, math.random(80,120)) for k,v in pairs(ents.FindInSphere(pos,self.rotgb_ExploRadius)) do if self:ValidTargetIgnoreRange(v) then dmginfo:SetDamagePosition(v:GetPos()) if self.rotgb_Stun > 0 and v:DamageTypeCanDamage(dmginfo:GetDamageType()) and (not v:GetBalloonProperty("BalloonBlimp") or v:GetRgBE() <= self.rotgb_StunMaxRgBE) then v:Stun(self.rotgb_Stun) if self.rotgb_StunVulnerability then v:InflictRotgBStatusEffect("shell_shocked", self.rotgb_Stun) end if self.rotgb_WeakenStun then v:InflictRotgBStatusEffect("unimmune", math.huge) end end if self.rotgb_FireDamage > 0 then v:RotgB_Ignite(self.rotgb_FireDamage, self:GetTowerOwner(), self, self.rotgb_FireDuration) end if v:GetBalloonProperty("BalloonBlimp") then dmginfo:ScaleDamage(self.rotgb_HeavyMultiplier) if shouldBlimpCrit then dmginfo:ScaleDamage(1000) end elseif self.rotgb_GrayHeavy and v:GetBalloonProperty("BalloonGray") then dmginfo:ScaleDamage(3) end v:TakeDamageInfo(dmginfo) if v:GetBalloonProperty("BalloonBlimp") then dmginfo:ScaleDamage(1/self.rotgb_HeavyMultiplier) elseif self.rotgb_GrayHeavy and v:GetBalloonProperty("BalloonGray") then dmginfo:ScaleDamage(1/3) if shouldBlimpCrit then dmginfo:ScaleDamage(0.001) end end end end end end end) end function ENT:FireFragments(poses, shouldBlimpCrit) timer.Simple(self.rotgb_TravelTime/4,function() if IsValid(self) then local dmginfo = DamageInfo() dmginfo:SetAmmoType(game.GetAmmoID("Pistol")) dmginfo:SetAttacker(self:GetTowerOwner()) dmginfo:SetInflictor(self) dmginfo:SetDamageType(DMG_BULLET) dmginfo:SetDamage(self.AttackDamage) dmginfo:SetMaxDamage(self.AttackDamage) for _,pos in pairs(poses) do local gBalloonsToHit = {} dmginfo:SetReportedPosition(pos) for i=1,self.rotgb_Fragments do if math.random()<0.2 then local possiblegBalloons = {} for k,v in pairs(ents.FindInSphere(pos,self.rotgb_ExploRadius*2)) do if self:ValidTargetIgnoreRange(v) then possiblegBalloons[v] = true end end for k,v in RandomPairs(possiblegBalloons) do if not gBalloonsToHit[k] then gBalloonsToHit[k] = true break end end end end for balloon,_ in pairs(gBalloonsToHit) do dmginfo:SetDamagePosition(balloon:GetPos()) if self.rotgb_FireDamage > 0 then balloon:RotgB_Ignite(self.rotgb_FireDamage, self:GetTowerOwner(), self, self.rotgb_FireDuration) end if balloon:GetBalloonProperty("BalloonBlimp") then dmginfo:ScaleDamage(self.rotgb_HeavyMultiplier) if shouldBlimpCrit then dmginfo:ScaleDamage(1000) end elseif self.rotgb_GrayHeavy and balloon:GetBalloonProperty("BalloonGray") then dmginfo:ScaleDamage(3) end balloon:TakeDamageInfo(dmginfo) if balloon:GetBalloonProperty("BalloonBlimp") then dmginfo:ScaleDamage(1/self.rotgb_HeavyMultiplier) if shouldBlimpCrit then dmginfo:ScaleDamage(0.001) end elseif self.rotgb_GrayHeavy and balloon:GetBalloonProperty("BalloonGray") then dmginfo:ScaleDamage(1/3) end end end end end) end function ENT:TriggerAbility() local abilityType = self.rotgb_AbilityType if bit.band(abilityType, 1)==1 then self:ApplyBuff(self, "ROTGB_TOWER_11_AC", 10, function(tower) tower.rotgb_Stun = tower.rotgb_Stun + 1 tower.rotgb_StunMaxRgBE = tower.rotgb_StunMaxRgBE + 2e9 tower.FireRate = tower.FireRate*5 tower.rotgb_TravelTime = tower.rotgb_TravelTime/5 end, function(tower) tower.rotgb_Stun = tower.rotgb_Stun - 1 tower.rotgb_StunMaxRgBE = tower.rotgb_StunMaxRgBE - 2e9 tower.FireRate = tower.FireRate/5 tower.rotgb_TravelTime = tower.rotgb_TravelTime*5 end) end if bit.band(abilityType, 4)==4 then self:ApplyBuff(self, "ROTGB_TOWER_11_GFC", 10, function(tower) tower.rotgb_FireDamage = tower.rotgb_FireDamage + 199880 tower.rotgb_HeavyCrits = true end, function(tower) tower.rotgb_FireDamage = tower.rotgb_FireDamage - 199880 tower.rotgb_HeavyCrits = nil end) for k,v in pairs(ents.FindByClass("gballoon_tower_11")) do v:ApplyBuff(self, "ROTGB_TOWER_11_GFC_OTHER", 10, function(tower) tower.rotgb_Stun = tower.rotgb_Stun + 2 tower.rotgb_StunMaxRgBE = tower.rotgb_StunMaxRgBE + 4668 tower.rotgb_FireDamage = tower.rotgb_FireDamage + 20 tower.rotgb_FireDuration = tower.rotgb_FireDuration + 10 end, function(tower) tower.rotgb_Stun = tower.rotgb_Stun - 2 tower.rotgb_StunMaxRgBE = tower.rotgb_StunMaxRgBE - 4668 tower.rotgb_FireDamage = tower.rotgb_FireDamage - 20 tower.rotgb_FireDuration = tower.rotgb_FireDuration - 10 end) end end if bit.band(abilityType, 2)==2 then self:SetModelScale(1.05) self:SetModelScale(1,0.2) self:EmitSound("weapons/crossbow/fire1.wav",125,125,1,CHAN_WEAPON) local poses = {} for k,v in pairs(ROTGB_GetBalloons()) do table.insert(poses,v:GetPos()) end self:Bombshell(poses) end end
pass = 0 function cpuplayers_updating() local playerIndex = 0 for playerIndex = 0, Player_Count do if (Player_IsAlive(playerIndex) == 1) then if (Player_HasShipWithBuildQueue(playerIndex) == 1) then if (Player_GetLevelOfDifficulty(playerIndex) > 0) then --behaviour if (pass == 0) then if (cpuplayers == 1) then Flag_Research(playerIndex, "cpuplayers_defensive") Restrict_Research(playerIndex, "cpuplayers_aggressive") Restrict_Research(playerIndex, "cpuplayers_dynamic") elseif (cpuplayers == 2) then Restrict_Research(playerIndex, "cpuplayers_defensive") Restrict_Research(playerIndex, "cpuplayers_aggressive") Restrict_Research(playerIndex, "cpuplayers_dynamic") elseif (cpuplayers == 3) then Restrict_Research(playerIndex, "cpuplayers_defensive") Flag_Research(playerIndex, "cpuplayers_aggressive") Restrict_Research(playerIndex, "cpuplayers_dynamic") elseif (cpuplayers == 4) then Restrict_Research(playerIndex, "cpuplayers_defensive") Restrict_Research(playerIndex, "cpuplayers_aggressive") Flag_Research(playerIndex, "cpuplayers_dynamic") end end --no-rush time if (norushtime > 0) then if (pass == 0) then --prevents the AI to attack if (norushtime == 5) then Flag_Research(playerIndex, "cpuplayers_norushtime5") Restrict_Research(playerIndex, "cpuplayers_norushtime10") Restrict_Research(playerIndex, "cpuplayers_norushtime15") elseif (norushtime == 10) then Restrict_Research(playerIndex, "cpuplayers_norushtime5") Flag_Research(playerIndex, "cpuplayers_norushtime10") Restrict_Research(playerIndex, "cpuplayers_norushtime15") elseif (norushtime == 15) then Restrict_Research(playerIndex, "cpuplayers_norushtime5") Restrict_Research(playerIndex, "cpuplayers_norushtime10") Flag_Research(playerIndex, "cpuplayers_norushtime15") end end --prevents the AI to move local mothership = PlayerRace_GetString(playerIndex, "def_type_mothership", "hgn_mothership") local carrier = PlayerRace_GetString(playerIndex, "def_type_carrier", "hgn_carrier") SobGroup_CreateIfNotExist("temp") SobGroup_Clear("temp") SobGroup_CreateIfNotExist("norushtime_nomove" .. playerIndex) SobGroup_Clear("norushtime_nomove" .. playerIndex) SobGroup_FillShipsByType("temp", "Player_Ships" .. playerIndex, mothership) SobGroup_SobGroupAdd("norushtime_nomove" .. playerIndex, "temp") SobGroup_FillShipsByType("temp", "Player_Ships" .. playerIndex, carrier) SobGroup_SobGroupAdd("norushtime_nomove" .. playerIndex, "temp") if norushtime > 1 then SobGroup_AbilityActivate("norushtime_nomove" .. playerIndex, AB_Move, 0) else SobGroup_AbilityActivate("norushtime_nomove" .. playerIndex, AB_Move, 1) end end --build speed balancing, based on level of difficulty if (pass == 0) then if ((Player_GetLevelOfDifficulty(playerIndex) == 1 or Player_GetLevelOfDifficulty(playerIndex) == 2)) then Flag_Research(playerIndex, "AllShipBuildSpeed") Restrict_Research(playerIndex, "AllShipBuildSpeedHard") Restrict_Research(playerIndex, "AllShipBuildSpeedExpert") elseif (Player_GetLevelOfDifficulty(playerIndex) == 3) then Restrict_Research(playerIndex, "AllShipBuildSpeed") Flag_Research(playerIndex, "AllShipBuildSpeedHard") Restrict_Research(playerIndex, "AllShipBuildSpeedExpert") elseif (Player_GetLevelOfDifficulty(playerIndex) == 4) then Restrict_Research(playerIndex, "AllShipBuildSpeed") Restrict_Research(playerIndex, "AllShipBuildSpeedHard") Flag_Research(playerIndex, "AllShipBuildSpeedExpert") end end --ru speed balancing, based on level of difficulty if (pass == 0) then if (Player_GetLevelOfDifficulty(playerIndex) == 3) then Flag_Research(playerIndex, "ResourceCollectionRateHard") Restrict_Research(playerIndex, "ResourceCollectionRateExpert") elseif (Player_GetLevelOfDifficulty(playerIndex) == 4) then Restrict_Research(playerIndex, "ResourceCollectionRateHard") Flag_Research(playerIndex, "ResourceCollectionRateExpert") end end --enables AI special weapons if (pass == 0) then AI_Special_Research = nil dofilepath(PlayerRace_GetString(playerIndex, "path_ai_special", "")) if (AI_Special_Research ~= nil) then AI_Special_Research(playerIndex) AI_Special_Research = nil end end --relics -- if (relics > 0) then -- if (Universe_GameTime() > relic_start + 10) then -- for i = 1, relic_max, 1 do -- local sobname = "Relic" .. i -- if (SobGroup_Empty(sobname) == 0) then -- if (SobGroup_AreAnyOfTheseTypes(sobname, "Meg_Relic_RUGenerator") == 1) then -- local relic_weight = 150 -- -- Don't need to clear this since FillProximitySobGroup will clear it -- SobGroup_CreateIfNotExist("temp") -- if (SobGroup_FillProximitySobGroup ("temp", "Player_Ships"..playerIndex, sobname, 50000) == 1) then -- if (SobGroup_FillProximitySobGroup ("temp", "Player_Ships" .. playerIndex, sobname, 15000) == 1) then -- relic_weight = relic_weight + 150 -- end -- if ((playerIndex ~= SobGroup_OwnedBy(sobname)) and (SobGroup_OwnedBy(sobname) >= 0) and (AreAllied(playerIndex, SobGroup_OwnedBy(sobname)) == 0)) then -- relic_weight = relic_weight + 150 -- if (Player_GetLevelOfDifficulty(SobGroup_OwnedBy(sobname)) > 0) then -- relic_weight = relic_weight + 300 -- end -- end -- CPU_AddDefendSobGroup(playerIndex, sobname, relic_weight) -- end -- end -- end -- end -- end -- end --crates -- need to re-enable this if I want AI to use crates -- if (crates > 0) then -- if (Universe_GameTime() > timer_interval * 46) then -- need to replace this with correct crate timer value -- for otherPlayerIndex = 0, Player_Count do -- if (SobGroup_Empty("CrateSpawnGroup" .. otherPlayerIndex) == 0) then -- make sure this is the correct sobgroup name -- if (SobGroup_AreAnyOfTheseTypes("CrateSpawnGroup" .. otherPlayerIndex, "Meg_Crate_HW1Container") == 1) then -- am I still using this ship type? -- -- FillShipsByType does not clear out the destination sob group, so if we didn't create it then clear it -- if (SobGroup_CreateIfNotExist("temp") == 0) then -- SobGroup_Clear("temp") -- end -- -- FillProximitySobGroup clears the destination sob group, so we don't need to clear it if it already existed -- SobGroup_CreateIfNotExist("temp1") -- -- local scout = PlayerRace_GetString(playerIndex, "def_type_scout", "hgn_scout") -- I use tables instead of these strings -- -- SobGroup_FillShipsByType("temp", "Player_Ships" .. playerIndex, scout) -- -- if (SobGroup_FillProximitySobGroup("temp1", "temp", "CrateSpawnGroup" .. otherPlayerIndex, 25000) == 1) then -- SobGroup_MoveToSobGroup("temp1", "CrateSpawnGroup" .. otherPlayerIndex) -- end -- end -- end -- end -- end -- end end end end end if (pass == 0) then Rule_Remove("cpuplayers_updating") Rule_AddInterval("cpuplayers_updating",12) end pass = pass + 1 end
cfg = module("cfg/client") local Tunnel = module("vrp", "lib/Tunnel") local Proxy = module("vrp", "lib/Proxy") local Tools = module("vrp", "lib/Tools") tvRP = {} Tunnel.bindInterface("vRP", tvRP) vRPserver = Tunnel.getInterface("vRP") Proxy.addInterface("vRP",tvRP) function onClientMapStart(...) if not Ran then ShutdownLoadingScreenNui() Ran = true end DoScreenFadeOut(1000) exports.spawnmanager:setAutoSpawn(true) exports.spawnmanager:forceRespawn() end AddEventHandler('onClientMapStart', onClientMapStart) function tvRP.teleport(x,y,z) SetEntityCoords(PlayerPedId(),x+0.0001,y+0.0001,z+0.0001,1,0,0,1) vRPserver._updatePos(x,y,z) end function tvRP.getUserHeading() return GetEntityHeading(PlayerPedId()) end function tvRP.clearWeapons() RemoveAllPedWeapons(PlayerPedId(),true) end function tvRP.getPosition() local x,y,z = table.unpack(GetEntityCoords(PlayerPedId(),true)) local heading = GetEntityHeading(PlayerPedId()) return x,y,z,heading end function tvRP.isInside() local x,y,z = tvRP.getPosition() return not (GetInteriorAtCoords(x,y,z) == 0) end function tvRP.getSpeed() local vx,vy,vz = table.unpack(GetEntityVelocity(PlayerPedId())) return math.sqrt(vx*vx+vy*vy+vz*vz) end function tvRP.getCamDirection() local heading = GetGameplayCamRelativeHeading()+GetEntityHeading(PlayerPedId()) local pitch = GetGameplayCamRelativePitch() local x = -math.sin(heading*math.pi/180.0) local y = math.cos(heading*math.pi/180.0) local z = math.sin(pitch*math.pi/180.0) local len = math.sqrt(x*x+y*y+z*z) if len ~= 0 then x = x/len y = y/len z = z/len end return x,y,z end function tvRP.notify(msg) SetNotificationTextEntry("STRING") AddTextComponentString(msg) DrawNotification(true, false) end function tvRP.playScreenEffect(name, duration) if duration >= 0 then StartScreenEffect(name, 0, true) Citizen.CreateThread(function() Citizen.Wait(math.floor((duration+1)*1000)) StopScreenEffect(name) end) return end StartScreenEffect(name, 0, true) end function tvRP.stopScreenEffect(name) StopScreenEffect(name) end local anims = {} local anim_ids = Tools.newIDGenerator() function tvRP.playAnim(upper, seq, looping) if seq.task then tvRP.stopAnim(true) local ped = PlayerPedId() if seq.task == "PROP_HUMAN_SEAT_CHAIR_MP_PLAYER" then local x,y,z = tvRP.getPosition() TaskStartScenarioAtPosition(ped, seq.task, x, y, z-1, GetEntityHeading(ped), 0, 0, false) return end TaskStartScenarioInPlace(ped, seq.task, 0, not seq.play_exit) return end tvRP.stopAnim(upper) local flags = 0 if upper then flags = flags+48 end if looping then flags = flags+1 end Citizen.CreateThread(function() local id = anim_ids:gen() anims[id] = true for k,v in pairs(seq) do local dict = v[1] local name = v[2] local loops = v[3] or 1 for i=1,loops do if anims[id] then local first = (k == 1 and i == 1) local last = (k == #seq and i == loops) RequestAnimDict(dict) local i = 0 while not HasAnimDictLoaded(dict) and i < 1000 do -- max time, 10 seconds Citizen.Wait(10) RequestAnimDict(dict) i = i+1 end if HasAnimDictLoaded(dict) and anims[id] then local inspeed = 8.0001 local outspeed = -8.0001 if not first then inspeed = 2.0001 end if not last then outspeed = 2.0001 end TaskPlayAnim(PlayerPedId(),dict,name,inspeed,outspeed,-1,flags,0,0,0,0) end Citizen.Wait(0) while GetEntityAnimCurrentTime(PlayerPedId(),dict,name) <= 0.95 and IsEntityPlayingAnim(PlayerPedId(),dict,name,3) and anims[id] do Citizen.Wait(0) end end end end anim_ids:free(id) anims[id] = nil end) end function tvRP.stopAnim(upper) anims = {} if upper then ClearPedSecondaryTask(PlayerPedId()) return end ClearPedTasks(PlayerPedId()) end local ragdoll = false local function RagdollThread() Citizen.CreateThread(function() while true do Citizen.Wait(10) if not ragdoll then return end SetPedToRagdoll(PlayerPedId(), 1000, 1000, 0, 0, 0, 0) end end) end function tvRP.setRagdoll(flag) ragdoll = flag RagdollThread() end AddEventHandler("playerSpawned",function() TriggerServerEvent("vRPcli:playerSpawned") end) AddEventHandler("onPlayerDied",function(player,reason) TriggerServerEvent("vRPcli:playerDied") end) AddEventHandler("onPlayerKilled",function(player,killer,reason) TriggerServerEvent("vRPcli:playerDied") end) Citizen.CreateThread(function() while true do Citizen.Wait(1) if NetworkIsSessionStarted() then TriggerServerEvent("Queue:playerActivated") return end end end)
local actions = {} local g = require "global" function actions.test() return { tile = -1, deco = 80, onJump = function(self) gooi.alert({text = "activated!"}) end, onVisible = function(self) g.world.entities["mole"] = require("entities.enemies.mole")((self.x-0.5)*60, (self.y-1)*60) end, onTouched = function(self) gooi.alert({text = "touched!"}) end } end function actions.lobby() return { tile = -1, deco = -1, onVisible = function(self) g.game.unlocked.lobby = true end } end function actions.unlockUG() return { tile = -1, deco = -1, onVisible = function(self) g.game.unlocked.underground = true end } end function actions.UGDoor(x, y, map) if g.game.unlocked.underground then map.deco[y-1][x] = 88 table.insert(map.objects, { id = "entry", x = x, y = y, cur = 2, goal = 0, mapx = 3, mapy = 3 }) return { tile = -1, deco = 96, onJump = function(self) g.world.changeMap(0, 2, 3) end } else return { tile = -1, deco = -1 } end end function actions.abBall() if g.game.abilities.ball then return { tile = -1, deco = -1 } else return { tile = -1, deco = 80, onTouched = function(self) g.states.learn:learn("ball") end } end end function actions.abAirjump() if g.game.abilities.airjump then return { tile = -1, deco = -1 } else return { tile = -1, deco = 81, onTouched = function(self) g.states.learn:learn("airjump") end } end end function actions.finish() return { tile = -1, deco = -1, onTouched = function(self) Gamestate.push(g.states.finished) end } end return actions
function initLogging() tmr.alarm(3, 1000 * timings.log, tmr.ALARM_AUTO, function() require('logSensors') logSensors() package.loaded['logSensors'] = nil logSensors = nil end) end
addition_table = function() columns = 6 min = 2; max = 8; devide = min + math.random(max-min) multiple = min + math.random(10 - devide) q = {} for i=0,columns-1 do q[i] = {} term1 = math.random(6) term2 = min + math.random(7 - term1) q[i][1] = devide * term1 * 5 q[i][2] = devide * term2 * 5 q[i][3] = q[i][1] + q[i][2] if (q[i][1] < q[i][2]) then xx = q[i][1] q[i][1] = q[i][2] q[i][2] = xx end q[i][4] = q[i][1] - q[i][2] q[i][5] = term1 * 5 + term2 * 5 q[i][6] = q[i][4] * multiple q[i][7] = math.random(3) q[i][8] = q[i][7] + math.random(6-q[i][7] ) if (q[i][7] == 3 and q[i][8] == 5) then q[i][8] = 6 end end style = {} style["text-align"] = "center" style["width"] = "50px" text = lib.start_table() text = text .. lib.start_row() text = text .. lib.add_cell("a", style) text = text .. lib.add_cell("b", style) text = text .. lib.add_cell("a+b", style) text = text .. lib.add_cell("a-b", style) text = text .. lib.add_cell("(a+b) :" .. tostring(devide) , style) text = text .. lib.add_cell("(a-b) ·" .. tostring(multiple) , style) text = text .. lib.end_row() for c=0,columns-1 do text = text .. lib.start_row() for r=1,6 do if (q[c][7] == r or q[c][8] == r) then text = text .. lib.add_cell(tostring(q[c][r]), style) else text = text .. lib.add_cell(lib.check_number(q[c][r]), style) end end text = text .. lib.end_row() end text = text .. lib.end_table() return text end
AddCSLuaFile("shared.lua") include('shared.lua') /*----------------------------------------------- *** Copyright (c) 2012-2019 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/ ENT.Model = {"models/vj_hlr/opfor/strooper.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want ENT.StartHealth = 150 ENT.HullType = HULL_HUMAN --------------------------------------------------------------------------------------------------------------------------------------------- ENT.VJ_NPC_Class = {"CLASS_RACE_X"} -- NPCs with the same class with be allied to each other ENT.BloodColor = "Yellow" -- The blood type, this will determine what it should use (decal, particle, etc.) ENT.CustomBlood_Decal = {"VJ_Blood_HL1_Yellow"} -- Decals to spawn when it's damaged ENT.HasBloodPool = false -- Does it have a blood pool? ENT.MeleeAttackDamage = 10 ENT.TimeUntilMeleeAttackDamage = false -- This counted in seconds | This calculates the time until it hits something ENT.HasGrenadeAttack = true -- Should the SNPC have a grenade attack? ENT.GrenadeAttackEntity = "obj_vj_hlrof_grenade_spore" -- The entity that the SNPC throws | Half Life 2 Grenade: "npc_grenade_frag" ENT.AnimTbl_GrenadeAttack = {ACT_SPECIAL_ATTACK2} -- Grenade Attack Animations ENT.GrenadeAttackAttachment = "eyes" -- The attachment that the grenade will spawn at ENT.TimeUntilGrenadeIsReleased = 1.5 -- Time until the grenade is released ENT.ThrowGrenadeChance = 1 ENT.Weapon_NoSpawnMenu = true -- If set to true, the NPC weapon setting in the spawnmenu will not be applied for this SNPC ENT.DisableWeaponFiringGesture = true -- If set to true, it will disable the weapon firing gestures ENT.MoveRandomlyWhenShooting = false -- Should it move randomly when shooting? ENT.HasLostWeaponSightAnimation = true -- Set to true if you would like the SNPC to play a different animation when it has lost sight of the enemy and can't fire at it ENT.AnimTbl_WeaponAttack = {ACT_RANGE_ATTACK1} -- Animation played when the SNPC does weapon attack | For VJ Weapons ENT.AnimTbl_WeaponAttackCrouch = {ACT_RANGE_ATTACK2} -- Animation played when the SNPC does weapon attack while crouching | For VJ Weapons ENT.AnimTbl_CallForHelp = {ACT_SIGNAL1} -- Call For Help Animations ENT.CallForBackUpOnDamageAnimation = {ACT_SIGNAL3} -- Animation used if the SNPC does the CallForBackUpOnDamage function ENT.AnimTbl_TakingCover = {ACT_CROUCHIDLE} -- The animation it plays when hiding in a covered position, leave empty to let the base decide ENT.AnimTbl_AlertFriendsOnDeath = {ACT_IDLE_ANGRY} -- Animations it plays when an ally dies that also has AlertFriendsOnDeath set to true ENT.HasDeathAnimation = true -- Does it play an animation when it dies? ENT.AnimTbl_Death = {ACT_DIEBACKWARD,ACT_DIEFORWARD,ACT_DIE_GUTSHOT,ACT_DIE_HEADSHOT,ACT_DIESIMPLE} -- Death Animations ENT.DeathAnimationTime = false -- Time until the SNPC spawns its corpse and gets removed ENT.DisableFootStepSoundTimer = true -- If set to true, it will disable the time system for the footstep sound code, allowing you to use other ways like model events -- ====== Flinching Code ====== -- ENT.CanFlinch = 1 -- 0 = Don't flinch | 1 = Flinch at any damage | 2 = Flinch only from certain damages ENT.AnimTbl_Flinch = {ACT_SMALL_FLINCH} -- If it uses normal based animation, use this -- ====== Sound File Paths ====== -- -- Leave blank if you don't want any sounds to play ENT.SoundTbl_FootStep = {"vj_hlr/hl1_npc/player/boots1.wav","vj_hlr/hl1_npc/player/boots2.wav","vj_hlr/hl1_npc/player/boots3.wav","vj_hlr/hl1_npc/player/boots4.wav"} ENT.SoundTbl_Idle = {"vj_hlr/hl1_npc/shocktrooper/st_idle.wav"} ENT.SoundTbl_IdleDialogue = {"vj_hlr/hl1_npc/shocktrooper/st_question1.wav","vj_hlr/hl1_npc/shocktrooper/st_question2.wav"} ENT.SoundTbl_IdleDialogueAnswer = {"vj_hlr/hl1_npc/shocktrooper/st_answer1.wav","vj_hlr/hl1_npc/shocktrooper/st_answer2.wav"} ENT.SoundTbl_CombatIdle = {"vj_hlr/hl1_npc/shocktrooper/st_combat1.wav","vj_hlr/hl1_npc/shocktrooper/st_combat2.wav"} ENT.SoundTbl_Alert = {"vj_hlr/hl1_npc/shocktrooper/st_alert1.wav","vj_hlr/hl1_npc/shocktrooper/st_alert2.wav","vj_hlr/hl1_npc/shocktrooper/st_alert3.wav","vj_hlr/hl1_npc/shocktrooper/st_alert4.wav"} ENT.SoundTbl_GrenadeAttack = {"vj_hlr/hl1_npc/shocktrooper/st_grenadethrow.wav"} ENT.SoundTbl_OnGrenadeSight = {"vj_hlr/hl1_npc/shocktrooper/st_runfromgrenade.wav"} ENT.SoundTbl_OnKilledEnemy = {"vj_hlr/hl1_npc/shocktrooper/st_combat1.wav"} ENT.OnGrenadeSightSoundPitch1 = 105 ENT.OnGrenadeSightSoundPitch2 = 110 -- Custom ENT.Shocktrooper_Roach = NULL ENT.Shocktrooper_BlinkingT = 0 ENT.Shocktrooper_SpawnEnt = true --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnInitialize() self:SetCollisionBounds(Vector(20, 20, 90), Vector(-20, -20, 0)) self:SetBodygroup(1,0) self:Give("weapon_vj_hl_strooperwep") end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnAcceptInput(key,activator,caller,data) //print(key) if key == "step" then self:FootStepSoundCode() end if key == "attack" then self:MeleeAttackCode() end if key == "rangeattack" then local wep = self:GetActiveWeapon() if IsValid(wep) then wep:NPCShoot_Primary(ShootPos,ShootDir) end end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnThink() if self:Health() <= (self:GetMaxHealth() / 2.2) then self.AnimTbl_Walk = {ACT_WALK_HURT} self.AnimTbl_Run = {ACT_RUN_HURT} self.AnimTbl_ShootWhileMovingWalk = {ACT_WALK_HURT} self.AnimTbl_ShootWhileMovingRun = {ACT_RUN_HURT} else self.AnimTbl_Walk = {ACT_WALK} self.AnimTbl_Run = {ACT_RUN} self.AnimTbl_ShootWhileMovingWalk = {ACT_WALK} self.AnimTbl_ShootWhileMovingRun = {ACT_RUN} end if self.Dead == false && CurTime() > self.Shocktrooper_BlinkingT then timer.Simple(0.2,function() if IsValid(self) then self:SetSkin(1) end end) timer.Simple(0.3,function() if IsValid(self) then self:SetSkin(2) end end) timer.Simple(0.4,function() if IsValid(self) then self:SetSkin(3) end end) timer.Simple(0.5,function() if IsValid(self) then self:SetSkin(0) end end) self.Shocktrooper_BlinkingT = CurTime() + math.Rand(3,4.5) end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomOnDeath_BeforeCorpseSpawned(dmginfo,hitgroup) self:SetBodygroup(1,1) self:SetSkin(2) if self.Shocktrooper_SpawnEnt == true then self.Shocktrooper_Roach = ents.Create("npc_vj_hlrof_shockroach") self.Shocktrooper_Roach:SetPos(self:GetAttachment(self:LookupAttachment("shock_roach")).Pos)//+ self:GetUp()*50) self.Shocktrooper_Roach:SetAngles(self:GetAngles()) self.Shocktrooper_Roach:Spawn() self.Shocktrooper_Roach:Activate() self.Shocktrooper_Roach.VJ_NPC_Class = table.Merge(self.Shocktrooper_Roach.VJ_NPC_Class,self.VJ_NPC_Class) self.Shocktrooper_Roach.Lifespan = true end end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:SetUpGibesOnDeath(dmginfo,hitgroup) self.HasDeathSounds = false self.Shocktrooper_SpawnEnt = false if self.HasGibDeathParticles == true then local bloodeffect = EffectData() bloodeffect:SetOrigin(self:GetPos() +self:OBBCenter()) bloodeffect:SetColor(VJ_Color2Byte(Color(255,221,35))) bloodeffect:SetScale(120) util.Effect("VJ_Blood1",bloodeffect) local bloodspray = EffectData() bloodspray:SetOrigin(self:GetPos() +self:OBBCenter()) bloodspray:SetScale(8) bloodspray:SetFlags(3) bloodspray:SetColor(1) util.Effect("bloodspray",bloodspray) util.Effect("bloodspray",bloodspray) local effectdata = EffectData() effectdata:SetOrigin(self:GetPos() +self:OBBCenter()) effectdata:SetScale(1) util.Effect("StriderBlood",effectdata) util.Effect("StriderBlood",effectdata) end self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib1.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib2.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib3.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib4.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib5.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib6.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib7.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/strooper_gib8.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib1.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib2.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,20))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib3.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,30))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib4.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,35))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib5.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,50))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib6.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,55))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib7.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,40))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib8.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,45))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib9.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,25))}) self:CreateGibEntity("obj_vj_gib","models/vj_hlr/gibs/agib10.mdl",{BloodType="Yellow",BloodDecal="VJ_Blood_HL1_Yellow",Pos=self:LocalToWorld(Vector(0,0,15))}) return true -- Return to true if it gibbed! end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:CustomGibOnDeathSounds(dmginfo,hitgroup) VJ_EmitSound(self,"vj_gib/default_gib_splat.wav",90,math.random(100,100)) return false end --------------------------------------------------------------------------------------------------------------------------------------------- function ENT:ThrowGrenadeCode(CustomEnt,NoOwner) if self.Dead == true or self.Flinching == true or self.MeleeAttacking == true or (IsValid(self:GetEnemy()) && !self:Visible(self:GetEnemy())) then return end //if self:VJ_ForwardIsHidingZone(self:NearestPoint(self:GetPos() +self:OBBCenter()),self:GetEnemy():EyePos()) == true then return end local NoOwner = NoOwner or false local getIsCustom = false local gerModel = self.GrenadeAttackModel local gerClass = self.GrenadeAttackEntity local gerFussTime = self.GrenadeAttackFussTime if IsValid(CustomEnt) then -- Custom nernagner gamal nernagner vor yete bidi nede getIsCustom = true gerModel = CustomEnt:GetModel() gerClass = CustomEnt:GetClass() CustomEnt:SetMoveType(MOVETYPE_NONE) CustomEnt:SetParent(self) CustomEnt:Fire("SetParentAttachment",self.GrenadeAttackAttachment) //CustomEnt:SetPos(self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Pos) CustomEnt:SetAngles(self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Ang) if gerClass == "obj_vj_grenade" then gerFussTime = math.abs(CustomEnt.FussTime - CustomEnt.TimeSinceSpawn) elseif gerClass == "obj_handgrenade" or gerClass == "obj_spore" then gerFussTime = 1 elseif gerClass == "npc_grenade_frag" or gerClass == "doom3_grenade" or gerClass == "fas2_thrown_m67" or gerClass == "cw_grenade_thrown" or gerClass == "cw_flash_thrown" or gerClass == "cw_smoke_thrown" then gerFussTime = 1.5 elseif gerClass == "obj_cpt_grenade" then gerFussTime = 2 end end self.ThrowingGrenade = true self:CustomOnGrenadeAttack_BeforeThrowTime() self:GrenadeAttackSoundCode() if self.VJ_PlayingSequence == false && self.DisableGrenadeAttackAnimation == false then self.CurrentAttackAnimation = VJ_PICKRANDOMTABLE(self.AnimTbl_GrenadeAttack) self.PlayingAttackAnimation = true timer.Simple(VJ_GetSequenceDuration(self,self.CurrentAttackAnimation) - 0.2,function() if IsValid(self) then self.PlayingAttackAnimation = false end end) self:VJ_ACT_PLAYACTIVITY(self.CurrentAttackAnimation,self.GrenadeAttackAnimationStopAttacks,self:DecideAnimationLength(self.CurrentAttackAnimation,self.GrenadeAttackAnimationStopAttacksTime),false,self.GrenadeAttackAnimationDelay) end timer.Simple(self.TimeUntilGrenadeIsReleased,function() if getIsCustom == true && !IsValid(CustomEnt) then return end if IsValid(CustomEnt) then CustomEnt.VJHumanTossingAway = false CustomEnt:Remove() end if IsValid(self) && self.Dead == false /*&& IsValid(self:GetEnemy())*/ then -- Yete SNPC ter artoon e... local gerShootPos = self:GetPos() + self:GetForward()*200 if IsValid(self:GetEnemy()) then gerShootPos = self:GetEnemy():GetPos() else -- Yete teshnami chooni, nede amenan lav goghme local iamarmo = self:VJ_CheckAllFourSides() if iamarmo.Forward then gerShootPos = self:GetPos() + self:GetForward()*200; self:FaceCertainPosition(gerShootPos) elseif iamarmo.Right then gerShootPos = self:GetPos() + self:GetRight()*200; self:FaceCertainPosition(gerShootPos) elseif iamarmo.Left then gerShootPos = self:GetPos() + self:GetRight()*-200; self:FaceCertainPosition(gerShootPos) elseif iamarmo.Backward then gerShootPos = self:GetPos() + self:GetForward()*-200; self:FaceCertainPosition(gerShootPos) end end local gent = ents.Create(gerClass) local getShootVel = (gerShootPos - self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Pos) + (self:GetUp()*math.random(450,500) + self:GetForward()*math.Rand(-100,-250) + self:GetRight()*math.Rand(self.GrenadeAttackVelRight1,self.GrenadeAttackVelRight2)) if IsValid(CustomEnt) then getShootVel = (gerShootPos - self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Pos) + (self:GetUp()*math.random(self.GrenadeAttackVelUp1,self.GrenadeAttackVelUp2) + self:GetForward()*math.Rand(self.GrenadeAttackVelForward1,self.GrenadeAttackVelForward2) + self:GetRight()*math.Rand(self.GrenadeAttackVelRight1,self.GrenadeAttackVelRight2)) end if NoOwner == false then gent:SetOwner(self) end gent:SetPos(self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Pos) gent:SetAngles(self:GetAttachment(self:LookupAttachment(self.GrenadeAttackAttachment)).Ang) gent:SetModel(Model(gerModel)) if gerClass == "obj_vj_grenade" then gent.FussTime = gerFussTime elseif gerClass == "obj_cpt_grenade" then gent:SetTimer(gerFussTime) elseif gerClass == "obj_spore" then gent:SetGrenade(true) elseif gerClass == "ent_hl1_grenade" then gent:ShootTimed(CustomEnt, getShootVel, gerFussTime) elseif gerClass == "doom3_grenade" or gerClass == "obj_handgrenade" then gent:SetExplodeDelay(gerFussTime) elseif gerClass == "cw_grenade_thrown" or gerClass == "cw_flash_thrown" or gerClass == "cw_smoke_thrown" then gent:SetOwner(self) gent:Fuse(gerFussTime) end gent:Spawn() gent:Activate() if gerClass == "npc_grenade_frag" then gent:Input("SetTimer",self:GetOwner(),self:GetOwner(),gerFussTime) end local phys = gent:GetPhysicsObject() if (phys:IsValid()) then phys:Wake() phys:AddAngleVelocity(Vector(math.Rand(500,500),math.Rand(500,500),math.Rand(500,500))) phys:SetVelocity(getShootVel) end self:CustomOnGrenadeAttack_OnThrow(gent) end self.ThrowingGrenade = false end) end /*----------------------------------------------- *** Copyright (c) 2012-2019 by DrVrej, All rights reserved. *** No parts of this code or any of its contents may be reproduced, copied, modified or adapted, without the prior written consent of the author, unless otherwise indicated for stand-alone materials. -----------------------------------------------*/
-- File content is auto-generated. Do not modify. local SymbolBase = require('mx._ctypes.symbol').SymbolBase local _symbol_creator = require('mx._ctypes.symbol')._symbol_creator local NameManager = require('mx.name').NameManager local AttrScope = require('mx.attribute').AttrScope local _Null = require('mx.base')._Null ---@class mx.symbol.gen__internal local M = {} --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol[] | input data list ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._CachedOp(...) end --- Special op to copy data cross device --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._CrossDeviceCopy(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._CustomFunction(name, attr, out, kwargs) end --- Divides arguments element-wise. --- --- The storage type of ``elemwise_div`` output is always dense --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Div(lhs, rhs, name, attr, out, kwargs) end --- Divide an array with a scalar. --- --- ``_div_scalar`` only operates on data array of input if input is sparse. --- --- For example, if input of shape (100, 100) has only 2 non zero elements, --- i.e. input.data = [5, 6], scalar = nan, --- it will result output.data = [nan, nan] instead of 10000 nans. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_scalar_op_basic.cc:L171 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._DivScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._EqualScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Greater(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._GreaterEqualScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._GreaterScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Greater_Equal(lhs, rhs, name, attr, out, kwargs) end --- Given the "legs" of a right triangle, return its hypotenuse. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_op_extended.cc:L79 --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Hypot(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._HypotScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Lesser(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._LesserEqualScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._LesserScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Lesser_Equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._LogicalAndScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._LogicalOrScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._LogicalXorScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Logical_And(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Logical_Or(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Logical_Xor(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Maximum(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._MaximumScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Minimum(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._MinimumScalar(data, scalar, name, attr, out, kwargs) end --- Subtracts arguments element-wise. --- --- The storage type of ``elemwise_sub`` output depends on storage types of inputs --- --- - elemwise_sub(row_sparse, row_sparse) = row_sparse --- - elemwise_sub(csr, csr) = csr --- - elemwise_sub(default, csr) = default --- - elemwise_sub(csr, default) = default --- - elemwise_sub(default, rsp) = default --- - elemwise_sub(rsp, default) = default --- - otherwise, ``elemwise_sub`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Minus(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._MinusScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Mod(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._ModScalar(data, scalar, name, attr, out, kwargs) end --- Multiplies arguments element-wise. --- --- The storage type of ``elemwise_mul`` output depends on storage types of inputs --- --- - elemwise_mul(default, default) = default --- - elemwise_mul(row_sparse, row_sparse) = row_sparse --- - elemwise_mul(default, row_sparse) = row_sparse --- - elemwise_mul(row_sparse, default) = row_sparse --- - elemwise_mul(csr, csr) = csr --- - otherwise, ``elemwise_mul`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Mul(lhs, rhs, name, attr, out, kwargs) end --- Multiply an array with a scalar. --- --- ``_mul_scalar`` only operates on data array of input if input is sparse. --- --- For example, if input of shape (100, 100) has only 2 non zero elements, --- i.e. input.data = [5, 6], scalar = nan, --- it will result output.data = [nan, nan] instead of 10000 nans. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_scalar_op_basic.cc:L149 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._MulScalar(data, scalar, name, attr, out, kwargs) end --- Stub for implementing an operator implemented in native frontend language with ndarray. --- This function support variable length of positional input. --- --- ---@param data any @Symbol[] | Input data for the custom operator. ---@param info any @ptr, required ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._NDArray(...) end --- Stub for implementing an operator implemented in native frontend language. --- This function support variable length of positional input. --- --- ---@param data any @Symbol[] | Input data for the custom operator. ---@param info any @ptr, required ---@param need_top_grad any @boolean, optional, default=1 | Whether this layer needs out grad for backward. Should be false for loss layers. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Native(...) end --- Place holder for variable who cannot perform gradient --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._NoGradient(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._NotEqualScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Not_Equal(lhs, rhs, name, attr, out, kwargs) end --- Adds arguments element-wise. --- --- The storage type of ``elemwise_add`` output depends on storage types of inputs --- --- - elemwise_add(row_sparse, row_sparse) = row_sparse --- - elemwise_add(csr, csr) = csr --- - elemwise_add(default, csr) = default --- - elemwise_add(csr, default) = default --- - elemwise_add(default, rsp) = default --- - elemwise_add(rsp, default) = default --- - otherwise, ``elemwise_add`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Plus(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._PlusScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._Power(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._PowerScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._RDivScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._RMinusScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._RModScalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._RPowerScalar(data, scalar, name, attr, out, kwargs) end --- Update function for AdamW optimizer. AdamW is seen as a modification of --- Adam by decoupling the weight decay from the optimization steps taken w.r.t. the loss function. --- --- Adam update consists of the following steps, where g represents gradient and m, v --- are 1st and 2nd order moment estimates (mean and variance). --- --- .. math:: --- --- g_t = \nabla J(W_{t-1})\\ --- m_t = \beta_1 m_{t-1} + (1 - \beta_1) g_t\\ --- v_t = \beta_2 v_{t-1} + (1 - \beta_2) g_t^2\\ --- W_t = W_{t-1} - \eta_t (\alpha \frac{ m_t }{ \sqrt{ v_t } + \epsilon } + wd W_{t-1}) --- --- It updates the weights using:: --- --- m = beta1*m + (1-beta1)*grad --- v = beta2*v + (1-beta2)*(grad**2) --- w -= eta * (learning_rate * m / (sqrt(v) + epsilon) + w * wd) --- --- Note that gradient is rescaled to grad = rescale_grad * grad. If rescale_grad is NaN, Inf, or 0, --- the update is skipped. --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\contrib\adamw.cc:L120 --- This function support variable length of positional input. --- --- ---@param weight any @Symbol | Weight ---@param grad any @Symbol | Gradient ---@param mean any @Symbol | Moving mean ---@param var any @Symbol | Moving variance ---@param rescale_grad any @Symbol | Rescale gradient to rescale_grad * grad. If NaN, Inf, or 0, the update is skipped. ---@param lr any @float, required | Learning rate ---@param beta1 any @float, optional, default=0.899999976 | The decay rate for the 1st moment estimates. ---@param beta2 any @float, optional, default=0.999000013 | The decay rate for the 2nd moment estimates. ---@param epsilon any @float, optional, default=9.99999994e-09 | A small constant for numerical stability. ---@param wd any @float, optional, default=0 | Weight decay augments the objective function with a regularization term that penalizes large weights. The penalty scales with the square of the magnitude of each weight. ---@param eta any @float, required | Learning rate schedule multiplier ---@param clip_gradient any @float, optional, default=-1 | Clip gradient to the range of [-clip_gradient, clip_gradient] If clip_gradient <= 0, gradient clipping is turned off. grad = max(min(grad, clip_gradient), -clip_gradient). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._adamw_update(weight, grad, mean, var, rescale_grad, lr, beta1, beta2, epsilon, wd, eta, clip_gradient, name, attr, out, kwargs) end --- Adds arguments element-wise. --- --- The storage type of ``elemwise_add`` output depends on storage types of inputs --- --- - elemwise_add(row_sparse, row_sparse) = row_sparse --- - elemwise_add(csr, csr) = csr --- - elemwise_add(default, csr) = default --- - elemwise_add(csr, default) = default --- - elemwise_add(default, rsp) = default --- - elemwise_add(rsp, default) = default --- - otherwise, ``elemwise_add`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._add(lhs, rhs, name, attr, out, kwargs) end --- Return evenly spaced values within a given interval. Similar to Numpy --- This function support variable length of positional input. --- --- ---@param start any @double, required | Start of interval. The interval includes this value. The default start value is 0. ---@param stop any @double or None, optional, default=None | End of interval. The interval does not include this value, except in some cases where step is not an integer and floating point round-off affects the length of out. ---@param step any @double, optional, default=1 | Spacing between values. ---@param repeat_ any @int, optional, default='1' | The repeating time of all elements. E.g repeat=3, the element a will be repeated three times --> a, a, a. ---@param infer_range any @boolean, optional, default=0 | When set to True, infer the stop position from the start, step, repeat, and output tensor size. ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._arange(start, stop, step, repeat_, infer_range, ctx, dtype, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Activation(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_BatchNorm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_BatchNorm_v1(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_BilinearSampler(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_CachedOp(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Concat(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Convolution(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Convolution_v1(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Correlation(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Crop(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_CuDNNBatchNorm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Custom(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_CustomFunction(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Deconvolution(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Dropout(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Embedding(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_FullyConnected(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_GridGenerator(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_IdentityAttachKLSparseReg(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_InstanceNorm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_L2Normalization(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_LRN(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_LayerNorm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_LeakyReLU(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_MakeLoss(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Pad(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Pooling(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_Pooling_v1(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_RNN(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_ROIAlign(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_ROIPooling(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SVMOutput(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SequenceLast(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SequenceMask(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SequenceReverse(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SliceChannel(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SoftmaxActivation(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SoftmaxOutput(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SparseEmbedding(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SpatialTransformer(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_SwapAxis(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_UpSampling(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__CrossDeviceCopy(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__NDArray(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__Native(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_DeformableConvolution(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_DeformablePSROIPooling(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_MultiBoxDetection(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_MultiBoxPrior(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_MultiBoxTarget(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_MultiProposal(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_PSROIPooling(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_Proposal(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_SyncBatchNorm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_count_sketch(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_fft(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward__contrib_ifft(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_abs(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_add(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_amp_cast(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param grad any @Symbol[] | Gradients ---@param num_outputs any @int, required | Number of input/output pairs to be casted to the widest type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_amp_multicast(...) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arccos(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arccosh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arcsin(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arcsinh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arctan(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_arctanh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_batch_dot(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_add(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_div(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_hypot(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_maximum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_minimum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_mod(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_mul(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_power(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_broadcast_sub(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_cast(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_cbrt(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_clip(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_cond(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_AdaptiveAvgPooling2D(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_BilinearResize2D(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param is_ascend any @boolean, optional, default=0 | Use ascend order for scores instead of descending. Please set threshold accordingly. ---@param threshold any @float, required | Ignore matching when score < thresh, if is_ascend=false, or ignore score > thresh, if is_ascend=true. ---@param topk any @int, optional, default='-1' | Limit the number of matches to topk, set -1 for no limit ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_bipartite_matching(is_ascend, threshold, topk, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param axis any @int, optional, default='0' | An integer that represents the axis in NDArray to mask from. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_boolean_mask(axis, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param format any @{'center', 'corner'},optional, default='corner' | The box encoding type. "corner" means boxes are encoded as [xmin, ymin, xmax, ymax], "center" means boxes are encodes as [x, y, width, height]. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_box_iou(format, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param overlap_thresh any @float, optional, default=0.5 | Overlapping(IoU) threshold to suppress object with smaller score. ---@param valid_thresh any @float, optional, default=0 | Filter input boxes to those whose scores greater than valid_thresh. ---@param topk any @int, optional, default='-1' | Apply nms to topk boxes with descending scores, -1 to no restriction. ---@param coord_start any @int, optional, default='2' | Start index of the consecutive 4 coordinates. ---@param score_index any @int, optional, default='1' | Index of the scores/confidence of boxes. ---@param id_index any @int, optional, default='-1' | Optional, index of the class categories, -1 to disable. ---@param background_id any @int, optional, default='-1' | Optional, id of the background class which will be ignored in nms. ---@param force_suppress any @boolean, optional, default=0 | Optional, if set false and id_index is provided, nms will only apply to boxes belongs to the same category ---@param in_format any @{'center', 'corner'},optional, default='corner' | The input box encoding type. "corner" means boxes are encoded as [xmin, ymin, xmax, ymax], "center" means boxes are encodes as [x, y, width, height]. ---@param out_format any @{'center', 'corner'},optional, default='corner' | The output box encoding type. "corner" means boxes are encoded as [xmin, ymin, xmax, ymax], "center" means boxes are encodes as [x, y, width, height]. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_contrib_box_nms(overlap_thresh, valid_thresh, topk, coord_start, score_index, id_index, background_id, force_suppress, in_format, out_format, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_copy(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_cos(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_cosh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_ctc_loss(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_degrees(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_diag(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_div(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_div_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param transpose_a any @boolean, optional, default=0 | If true then transpose the first input before dot. ---@param transpose_b any @boolean, optional, default=0 | If true then transpose the second input before dot. ---@param forward_stype any @{None, 'csr', 'default', 'row_sparse'},optional, default='None' | The desired storage type of the forward output given by user, if thecombination of input storage types and this hint does not matchany implemented ones, the dot operator will perform fallback operationand still produce an output of the desired storage type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_dot(transpose_a, transpose_b, forward_stype, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_erf(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_erfinv(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_expm1(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_foreach(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_gamma(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_gammaln(lhs, rhs, name, attr, out, kwargs) end --- Accumulates data according to indices and get the result. It's the backward of --- `gather_nd`. --- --- Given `data` with shape `(Y_0, ..., Y_{K-1}, X_M, ..., X_{N-1})` and indices with shape --- `(M, Y_0, ..., Y_{K-1})`, the output will have shape `(X_0, X_1, ..., X_{N-1})`, --- where `M <= N`. If `M == N`, data shape should simply be `(Y_0, ..., Y_{K-1})`. --- --- The elements in output is defined as follows:: --- --- output[indices[0, y_0, ..., y_{K-1}], --- ..., --- indices[M-1, y_0, ..., y_{K-1}], --- x_M, ..., x_{N-1}] += data[y_0, ..., y_{K-1}, x_M, ..., x_{N-1}] --- --- all other entries in output are 0 or the original value if AddTo is triggered. --- --- ### Examples --- --- data = [2, 3, 0] --- indices = [[1, 1, 0], [0, 1, 0]] --- shape = (2, 2) --- _backward_gather_nd(data, indices, shape) = [[0, 0], [2, 3]] # Same as scatter_nd --- --- -- The difference between scatter_nd and scatter_nd_acc is the latter will accumulate --- -- the values that point to the same index. --- --- data = [2, 3, 0] --- indices = [[1, 1, 0], [1, 1, 0]] --- shape = (2, 2) --- _backward_gather_nd(data, indices, shape) = [[0, 0], [0, 5]] --- --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | data ---@param indices any @Symbol | indices ---@param shape any @Shape(tuple), required | Shape of output. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_gather_nd(data, indices, shape, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_hard_sigmoid(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_hypot(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_hypot_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_image_crop(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_image_normalize(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_extractdiag(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_extracttrian(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_gelqf(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_gemm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_gemm2(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_inverse(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_makediag(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_maketrian(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_potrf(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_potri(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_sumlogdiag(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_syevd(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_syrk(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_trmm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linalg_trsm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_linear_reg_out(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_log(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_log10(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_log1p(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_log2(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param args any @Symbol[] | Positional input arguments ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_log_softmax(...) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_logistic_reg_out(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mae_reg_out(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_max(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_maximum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_maximum_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mean(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_min(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_minimum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_minimum_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mod(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mod_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_moments(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mul(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_mul_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_nanprod(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_nansum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_norm(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_pick(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_power(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_power_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_prod(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_radians(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_rcbrt(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_rdiv_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_reciprocal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_relu(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_repeat(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_reshape(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_reverse(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_rmod_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param scalar any @float | scalar value ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_rpower_scalar(lhs, rhs, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_rsqrt(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sample_multinomial(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sigmoid(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sign(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sin(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sinh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_slice(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_slice_axis(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_slice_like(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_smooth_l1(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param args any @Symbol[] | Positional input arguments ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_softmax(...) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_softmax_cross_entropy(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param args any @Symbol[] | Positional input arguments ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_softmin(...) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_softsign(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sparse_retain(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sqrt(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_square(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_square_sum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_squeeze(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_stack(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sub(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_sum(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_take(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_tan(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_tanh(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_tile(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_topk(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_where(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._backward_while_loop(name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._broadcast_backward(name, attr, out, kwargs) end --- Run a if-then-else using user-defined condition and computation --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\control_flow.cc:1212 --- This function support variable length of positional input. --- --- ---@param cond any @Symbol | Input graph for the condition. ---@param then_branch any @Symbol | Input graph for the then branch. ---@param else_branch any @Symbol | Input graph for the else branch. ---@param data any @Symbol[] | The input arrays that include data arrays and states. ---@param num_outputs any @int, required | The number of outputs of the subgraph. ---@param cond_input_locs any @, required | The locations of cond's inputs in the given inputs. ---@param then_input_locs any @, required | The locations of then's inputs in the given inputs. ---@param else_input_locs any @, required | The locations of else's inputs in the given inputs. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._cond(...) end --- Returns a copy of the input. --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_unary_op_basic.cc:218 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | The input array. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._copy(data, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @NDArray | input data ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._copyto(data, name, attr, out, kwargs) end --- Assign the rhs to a cropped subset of lhs. --- --- Requirements --- ------------ --- - output should be explicitly given and be the same as lhs. --- - lhs and rhs are of the same data type, and on the same device. --- --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\matrix_op.cc:537 --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | Source input ---@param rhs any @Symbol | value to assign ---@param begin any @Shape(tuple), required | starting indices for the slice operation, supports negative indices. ---@param end_ any @Shape(tuple), required | ending indices for the slice operation, supports negative indices. ---@param step any @Shape(tuple), optional, default=[] | step for the slice operation, supports negative values. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._crop_assign(lhs, rhs, begin, end_, step, name, attr, out, kwargs) end --- (Assign the scalar to a cropped subset of the input. --- --- Requirements --- ------------ --- - output should be explicitly given and be the same as input --- ) --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\matrix_op.cc:562 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Source input ---@param scalar any @double, optional, default=0 | The scalar value for assignment. ---@param begin any @Shape(tuple), required | starting indices for the slice operation, supports negative indices. ---@param end_ any @Shape(tuple), required | ending indices for the slice operation, supports negative indices. ---@param step any @Shape(tuple), optional, default=[] | step for the slice operation, supports negative values. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._crop_assign_scalar(data, scalar, begin, end_, step, name, attr, out, kwargs) end --- Pad image border with OpenCV. --- --- This function support variable length of positional input. --- --- ---@param src any @NDArray | source image ---@param top any @int, required | Top margin. ---@param bot any @int, required | Bottom margin. ---@param left any @int, required | Left margin. ---@param right any @int, required | Right margin. ---@param type any @int, optional, default='0' | Filling type (default=cv2.BORDER_CONSTANT). ---@param value any @double, optional, default=0 | (Deprecated! Use ``values`` instead.) Fill with single value. ---@param values any @, optional, default=[] | Fill with value(RGB[A] or gray), up to 4 channels. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._cvcopyMakeBorder(src, top, bot, left, right, type, value, values, name, attr, out, kwargs) end --- Decode image with OpenCV. --- Note: return image in RGB by default, instead of OpenCV's default BGR. --- This function support variable length of positional input. --- --- ---@param buf any @NDArray | Buffer containing binary encoded image ---@param flag any @int, optional, default='1' | Convert decoded image to grayscale (0) or color (1). ---@param to_rgb any @boolean, optional, default=1 | Whether to convert decoded image to mxnet's default RGB format (instead of opencv's default BGR). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._cvimdecode(buf, flag, to_rgb, name, attr, out, kwargs) end --- Read and decode image with OpenCV. --- Note: return image in RGB by default, instead of OpenCV's default BGR. --- This function support variable length of positional input. --- --- ---@param filename any @string, required | Name of the image file to be loaded. ---@param flag any @int, optional, default='1' | Convert decoded image to grayscale (0) or color (1). ---@param to_rgb any @boolean, optional, default=1 | Whether to convert decoded image to mxnet's default RGB format (instead of opencv's default BGR). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._cvimread(filename, flag, to_rgb, name, attr, out, kwargs) end --- Resize image with OpenCV. --- --- This function support variable length of positional input. --- --- ---@param src any @NDArray | source image ---@param w any @int, required | Width of resized image. ---@param h any @int, required | Height of resized image. ---@param interp any @int, optional, default='1' | Interpolation method (default=cv2.INTER_LINEAR). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._cvimresize(src, w, h, interp, name, attr, out, kwargs) end --- Divides arguments element-wise. --- --- The storage type of ``elemwise_div`` output is always dense --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._div(lhs, rhs, name, attr, out, kwargs) end --- Divide an array with a scalar. --- --- ``_div_scalar`` only operates on data array of input if input is sparse. --- --- For example, if input of shape (100, 100) has only 2 non zero elements, --- i.e. input.data = [5, 6], scalar = nan, --- it will result output.data = [nan, nan] instead of 10000 nans. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_scalar_op_basic.cc:L171 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._div_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._equal_scalar(data, scalar, name, attr, out, kwargs) end --- Return a 2-D array with ones on the diagonal and zeros elsewhere. --- This function support variable length of positional input. --- --- ---@param N any @, required | Number of rows in the output. ---@param M any @, optional, default=0 | Number of columns in the output. If 0, defaults to N ---@param k any @, optional, default=0 | Index of the diagonal. 0 (the default) refers to the main diagonal.A positive value refers to an upper diagonal.A negative value to a lower diagonal. ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._eye(N, M, k, ctx, dtype, name, attr, out, kwargs) end --- Run a for loop over an NDArray with user-defined computation --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\control_flow.cc:1090 --- This function support variable length of positional input. --- --- ---@param fn any @Symbol | Input graph. ---@param data any @Symbol[] | The input arrays that include data arrays and states. ---@param num_outputs any @int, required | The number of outputs of the subgraph. ---@param num_out_data any @int, required | The number of output data of the subgraph. ---@param in_state_locs any @, required | The locations of loop states among the inputs. ---@param in_data_locs any @, required | The locations of input data among the inputs. ---@param remain_locs any @, required | The locations of remaining data among the inputs. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._foreach(...) end --- fill target with a scalar value --- This function support variable length of positional input. --- --- ---@param shape any @Shape(tuple), optional, default=None | The shape of the output ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param value any @double, required | Value with which to fill newly created tensor ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._full(shape, ctx, dtype, value, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._grad_add(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._greater(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._greater_equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._greater_equal_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._greater_scalar(data, scalar, name, attr, out, kwargs) end --- This operators implements the histogram function. --- --- ### Example --- x = [[0, 1], [2, 2], [3, 4]] --- histo, bin_edges = histogram(data=x, bin_bounds=[], bin_cnt=5, range=(0,5)) --- histo = [1, 1, 2, 1, 1] --- bin_edges = [0., 1., 2., 3., 4.] --- histo, bin_edges = histogram(data=x, bin_bounds=[0., 2.1, 3.]) --- histo = [4, 1] --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\histogram.cc:L136 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Input ndarray ---@param bins any @Symbol | Input ndarray ---@param bin_cnt any @int or None, optional, default='None' | Number of bins for uniform case ---@param range any @, optional, default=None | The lower and upper range of the bins. if not provided, range is simply (a.min(), a.max()). values outside the range are ignored. the first element of the range must be less than or equal to the second. range affects the automatic bin computation as well. while bin width is computed to be optimal based on the actual data within range, the bin count will fill the entire range including portions containing no data. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._histogram(data, bins, bin_cnt, range, name, attr, out, kwargs) end --- Given the "legs" of a right triangle, return its hypotenuse. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_op_extended.cc:L79 --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._hypot(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._hypot_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | First input. ---@param rhs any @Symbol | Second input. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._identity_with_attr_like_rhs(lhs, rhs, name, attr, out, kwargs) end --- Decode an image, clip to (x0, y0, x1, y1), subtract mean, and write to buffer --- This function support variable length of positional input. --- --- ---@param mean any @Symbol | image mean ---@param index any @int | buffer position for output ---@param x0 any @int | x0 ---@param y0 any @int | y0 ---@param x1 any @int | x1 ---@param y1 any @int | y1 ---@param c any @int | channel ---@param size any @int | length of str_img ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._imdecode(mean, index, x0, y0, x1, y1, c, size, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._lesser(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._lesser_equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._lesser_equal_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._lesser_scalar(data, scalar, name, attr, out, kwargs) end --- Return evenly spaced numbers over a specified interval. Similar to Numpy --- This function support variable length of positional input. --- --- ---@param start any @double, required | Start of interval. The interval includes this value. The default start value is 0. ---@param stop any @double or None, optional, default=None | End of interval. The interval does not include this value, except in some cases where step is not an integer and floating point round-off affects the length of out. ---@param step any @double, optional, default=1 | Spacing between values. ---@param repeat_ any @int, optional, default='1' | The repeating time of all elements. E.g repeat=3, the element a will be repeated three times --> a, a, a. ---@param infer_range any @boolean, optional, default=0 | When set to True, infer the stop position from the start, step, repeat, and output tensor size. ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._linspace(start, stop, step, repeat_, infer_range, ctx, dtype, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_and(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_and_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_or(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_or_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_xor(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._logical_xor_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._maximum(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._maximum_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._minimum(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._minimum_scalar(data, scalar, name, attr, out, kwargs) end --- Subtracts arguments element-wise. --- --- The storage type of ``elemwise_sub`` output depends on storage types of inputs --- --- - elemwise_sub(row_sparse, row_sparse) = row_sparse --- - elemwise_sub(csr, csr) = csr --- - elemwise_sub(default, csr) = default --- - elemwise_sub(csr, default) = default --- - elemwise_sub(default, rsp) = default --- - elemwise_sub(rsp, default) = default --- - otherwise, ``elemwise_sub`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._minus(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._minus_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._mod(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._mod_scalar(data, scalar, name, attr, out, kwargs) end --- Update function for multi-precision AdamW optimizer. --- --- AdamW is seen as a modification of Adam by decoupling the weight decay from the --- optimization steps taken w.r.t. the loss function. --- --- Adam update consists of the following steps, where g represents gradient and m, v --- are 1st and 2nd order moment estimates (mean and variance). --- --- .. math:: --- --- g_t = \nabla J(W_{t-1})\\ --- m_t = \beta_1 m_{t-1} + (1 - \beta_1) g_t\\ --- v_t = \beta_2 v_{t-1} + (1 - \beta_2) g_t^2\\ --- W_t = W_{t-1} - \eta_t (\alpha \frac{ m_t }{ \sqrt{ v_t } + \epsilon } + wd W_{t-1}) --- --- It updates the weights using:: --- --- m = beta1*m + (1-beta1)*grad --- v = beta2*v + (1-beta2)*(grad**2) --- w -= eta * (learning_rate * m / (sqrt(v) + epsilon) + w * wd) --- --- Note that gradient is rescaled to grad = rescale_grad * grad. If rescale_grad is NaN, Inf, or 0, --- the update is skipped. --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\contrib\adamw.cc:L77 --- This function support variable length of positional input. --- --- ---@param weight any @Symbol | Weight ---@param grad any @Symbol | Gradient ---@param mean any @Symbol | Moving mean ---@param var any @Symbol | Moving variance ---@param weight32 any @Symbol | Weight32 ---@param rescale_grad any @Symbol | Rescale gradient to rescale_grad * grad. If NaN, Inf, or 0, the update is skipped. ---@param lr any @float, required | Learning rate ---@param beta1 any @float, optional, default=0.899999976 | The decay rate for the 1st moment estimates. ---@param beta2 any @float, optional, default=0.999000013 | The decay rate for the 2nd moment estimates. ---@param epsilon any @float, optional, default=9.99999994e-09 | A small constant for numerical stability. ---@param wd any @float, optional, default=0 | Weight decay augments the objective function with a regularization term that penalizes large weights. The penalty scales with the square of the magnitude of each weight. ---@param eta any @float, required | Learning rate schedule multiplier ---@param clip_gradient any @float, optional, default=-1 | Clip gradient to the range of [-clip_gradient, clip_gradient] If clip_gradient <= 0, gradient clipping is turned off. grad = max(min(grad, clip_gradient), -clip_gradient). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._mp_adamw_update(weight, grad, mean, var, weight32, rescale_grad, lr, beta1, beta2, epsilon, wd, eta, clip_gradient, name, attr, out, kwargs) end --- Multiplies arguments element-wise. --- --- The storage type of ``elemwise_mul`` output depends on storage types of inputs --- --- - elemwise_mul(default, default) = default --- - elemwise_mul(row_sparse, row_sparse) = row_sparse --- - elemwise_mul(default, row_sparse) = row_sparse --- - elemwise_mul(row_sparse, default) = row_sparse --- - elemwise_mul(csr, csr) = csr --- - otherwise, ``elemwise_mul`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._mul(lhs, rhs, name, attr, out, kwargs) end --- Multiply an array with a scalar. --- --- ``_mul_scalar`` only operates on data array of input if input is sparse. --- --- For example, if input of shape (100, 100) has only 2 non zero elements, --- i.e. input.data = [5, 6], scalar = nan, --- it will result output.data = [nan, nan] instead of 10000 nans. --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\elemwise_binary_scalar_op_basic.cc:L149 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._mul_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._not_equal(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._not_equal_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @NDArray | Left operand to the function. ---@param rhs any @NDArray | Right operand to the function. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._onehot_encode(lhs, rhs, name, attr, out, kwargs) end --- fill target with ones --- This function support variable length of positional input. --- --- ---@param shape any @Shape(tuple), optional, default=[] | The shape of the output ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._ones(shape, ctx, dtype, name, attr, out, kwargs) end --- Adds arguments element-wise. --- --- The storage type of ``elemwise_add`` output depends on storage types of inputs --- --- - elemwise_add(row_sparse, row_sparse) = row_sparse --- - elemwise_add(csr, csr) = csr --- - elemwise_add(default, csr) = default --- - elemwise_add(csr, default) = default --- - elemwise_add(default, rsp) = default --- - elemwise_add(rsp, default) = default --- - otherwise, ``elemwise_add`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._plus(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._plus_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._power(lhs, rhs, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._power_scalar(data, scalar, name, attr, out, kwargs) end --- Converts a batch of index arrays into an array of flat indices. The operator follows numpy conventions so a single multi index is given by a column of the input matrix. The leading dimension may be left unspecified by using -1 as placeholder. --- --- ### Examples --- --- A = [[3,6,6],[4,5,1]] --- ravel(A, shape=(7,6)) = [22,41,37] --- ravel(A, shape=(-1,6)) = [22,41,37] --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\ravel.cc:L42 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Batch of multi-indices ---@param shape any @Shape(tuple), optional, default=None | Shape of the array into which the multi-indices apply. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._ravel_multi_index(data, shape, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._rdiv_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._rminus_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._rmod_scalar(data, scalar, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol[] | List of arrays to concatenate ---@param dim any @int, optional, default='1' | the dimension to be concated. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._rnn_param_concat(...) end --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._rpower_scalar(data, scalar, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- exponential distributions with parameters lambda (rate). --- --- The parameters of the distributions are provided as an input array. --- Let *[s]* be the shape of the input array, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input array, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input value at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input array. --- --- ### Examples --- --- lam = [ 1.0, 8.5 ] --- --- // Draw a single sample for each distribution --- sample_exponential(lam) = [ 0.51837951, 0.09994757] --- --- // Draw a vector containing two samples for each distribution --- sample_exponential(lam, shape=(2)) = [[ 0.51837951, 0.19866663], --- [ 0.09994757, 0.50447971]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L284 --- This function support variable length of positional input. --- --- ---@param lam any @Symbol | Lambda (rate) parameters of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_exponential(lam, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- gamma distributions with parameters *alpha* (shape) and *beta* (scale). --- --- The parameters of the distributions are provided as input arrays. --- Let *[s]* be the shape of the input arrays, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input arrays, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input values at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input arrays. --- --- ### Examples --- --- alpha = [ 0.0, 2.5 ] --- beta = [ 1.0, 0.7 ] --- --- // Draw a single sample for each distribution --- sample_gamma(alpha, beta) = [ 0. , 2.25797319] --- --- // Draw a vector containing two samples for each distribution --- sample_gamma(alpha, beta, shape=(2)) = [[ 0. , 0. ], --- [ 2.25797319, 1.70734084]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L282 --- This function support variable length of positional input. --- --- ---@param alpha any @Symbol | Alpha (shape) parameters of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param beta any @Symbol | Beta (scale) parameters of the distributions. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_gamma(alpha, beta, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- generalized negative binomial distributions with parameters *mu* (mean) and *alpha* (dispersion). --- --- The parameters of the distributions are provided as input arrays. --- Let *[s]* be the shape of the input arrays, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input arrays, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input values at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input arrays. --- --- Samples will always be returned as a floating point data type. --- --- ### Examples --- --- mu = [ 2.0, 2.5 ] --- alpha = [ 1.0, 0.1 ] --- --- // Draw a single sample for each distribution --- sample_generalized_negative_binomial(mu, alpha) = [ 0., 3.] --- --- // Draw a vector containing two samples for each distribution --- sample_generalized_negative_binomial(mu, alpha, shape=(2)) = [[ 0., 3.], --- [ 3., 1.]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L293 --- This function support variable length of positional input. --- --- ---@param mu any @Symbol | Means of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param alpha any @Symbol | Alpha (dispersion) parameters of the distributions. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_generalized_negative_binomial(mu, alpha, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple multinomial distributions. --- --- *data* is an *n* dimensional array whose last dimension has length *k*, where --- *k* is the number of possible outcomes of each multinomial distribution. This --- operator will draw *shape* samples from each distribution. If shape is empty --- one sample will be drawn from each distribution. --- --- If *get_prob* is true, a second array containing log likelihood of the drawn --- samples will also be returned. This is usually used for reinforcement learning --- where you can provide reward as head gradient for this array to estimate --- gradient. --- --- Note that the input distribution must be normalized, i.e. *data* must sum to --- 1 along its last axis. --- --- ### Examples --- --- probs = [[0, 0.1, 0.2, 0.3, 0.4], [0.4, 0.3, 0.2, 0.1, 0]] --- --- // Draw a single sample for each distribution --- sample_multinomial(probs) = [3, 0] --- --- // Draw a vector containing two samples for each distribution --- sample_multinomial(probs, shape=(2)) = [[4, 2], --- [0, 0]] --- --- // requests log likelihood --- sample_multinomial(probs, get_prob=True) = [2, 1], [0.2, 0.3] --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Distribution probabilities. Must sum to one on the last axis. ---@param shape any @Shape(tuple), optional, default=[] | Shape to be sampled from each random distribution. ---@param get_prob any @boolean, optional, default=0 | Whether to also return the log probability of sampled result. This is usually used for differentiating through stochastic variables, e.g. in reinforcement learning. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'uint8'},optional, default='int32' | DType of the output in case this can't be inferred. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_multinomial(data, shape, get_prob, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- negative binomial distributions with parameters *k* (failure limit) and *p* (failure probability). --- --- The parameters of the distributions are provided as input arrays. --- Let *[s]* be the shape of the input arrays, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input arrays, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input values at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input arrays. --- --- Samples will always be returned as a floating point data type. --- --- ### Examples --- --- k = [ 20, 49 ] --- p = [ 0.4 , 0.77 ] --- --- // Draw a single sample for each distribution --- sample_negative_binomial(k, p) = [ 15., 16.] --- --- // Draw a vector containing two samples for each distribution --- sample_negative_binomial(k, p, shape=(2)) = [[ 15., 50.], --- [ 16., 12.]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L289 --- This function support variable length of positional input. --- --- ---@param k any @Symbol | Limits of unsuccessful experiments. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param p any @Symbol | Failure probabilities in each experiment. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_negative_binomial(k, p, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- normal distributions with parameters *mu* (mean) and *sigma* (standard deviation). --- --- The parameters of the distributions are provided as input arrays. --- Let *[s]* be the shape of the input arrays, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input arrays, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input values at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input arrays. --- --- ### Examples --- --- mu = [ 0.0, 2.5 ] --- sigma = [ 1.0, 3.7 ] --- --- // Draw a single sample for each distribution --- sample_normal(mu, sigma) = [-0.56410581, 0.95934606] --- --- // Draw a vector containing two samples for each distribution --- sample_normal(mu, sigma, shape=(2)) = [[-0.56410581, 0.2928229 ], --- [ 0.95934606, 4.48287058]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L279 --- This function support variable length of positional input. --- --- ---@param mu any @Symbol | Means of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param sigma any @Symbol | Standard deviations of the distributions. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_normal(mu, sigma, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- Poisson distributions with parameters lambda (rate). --- --- The parameters of the distributions are provided as an input array. --- Let *[s]* be the shape of the input array, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input array, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input value at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input array. --- --- Samples will always be returned as a floating point data type. --- --- ### Examples --- --- lam = [ 1.0, 8.5 ] --- --- // Draw a single sample for each distribution --- sample_poisson(lam) = [ 0., 13.] --- --- // Draw a vector containing two samples for each distribution --- sample_poisson(lam, shape=(2)) = [[ 0., 4.], --- [ 13., 8.]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L286 --- This function support variable length of positional input. --- --- ---@param lam any @Symbol | Lambda (rate) parameters of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_poisson(lam, shape, dtype, name, attr, out, kwargs) end --- Concurrent sampling from multiple --- uniform distributions on the intervals given by *[low,high)*. --- --- The parameters of the distributions are provided as input arrays. --- Let *[s]* be the shape of the input arrays, *n* be the dimension of *[s]*, *[t]* --- be the shape specified as the parameter of the operator, and *m* be the dimension --- of *[t]*. Then the output will be a *(n+m)*-dimensional array with shape *[s]x[t]*. --- --- For any valid *n*-dimensional index *i* with respect to the input arrays, *output[i]* --- will be an *m*-dimensional array that holds randomly drawn samples from the distribution --- which is parameterized by the input values at index *i*. If the shape parameter of the --- operator is not set, then one sample will be drawn per distribution and the output array --- has the same shape as the input arrays. --- --- ### Examples --- --- low = [ 0.0, 2.5 ] --- high = [ 1.0, 3.7 ] --- --- // Draw a single sample for each distribution --- sample_uniform(low, high) = [ 0.40451524, 3.18687344] --- --- // Draw a vector containing two samples for each distribution --- sample_uniform(low, high, shape=(2)) = [[ 0.40451524, 0.18017688], --- [ 3.18687344, 3.68352246]] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\multisample_op.cc:L277 --- This function support variable length of positional input. --- --- ---@param low any @Symbol | Lower bounds of the distributions. ---@param shape any @Shape(tuple), optional, default=None | Shape to be sampled from each random distribution. ---@param dtype any @{'None', 'float16', 'float32', 'float64'},optional, default='None' | DType of the output in case this can't be inferred. Defaults to float32 if not defined (dtype=None). ---@param high any @Symbol | Upper bounds of the distributions. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_uniform(low, high, shape, dtype, name, attr, out, kwargs) end --- Draw random samples from an an approximately log-uniform --- or Zipfian distribution without replacement. --- --- This operation takes a 2-D shape `(batch_size, num_sampled)`, --- and randomly generates *num_sampled* samples from the range of integers [0, range_max) --- for each instance in the batch. --- --- The elements in each instance are drawn without replacement from the base distribution. --- The base distribution for this operator is an approximately log-uniform or Zipfian distribution: --- --- P(class) = (log(class + 2) - log(class + 1)) / log(range_max + 1) --- --- Additionaly, it also returns the number of trials used to obtain `num_sampled` samples for --- each instance in the batch. --- --- ### Example --- --- samples, trials = _sample_unique_zipfian(750000, shape=(4, 8192)) --- unique(samples[0]) = 8192 --- unique(samples[3]) = 8192 --- trials[0] = 16435 --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\random\unique_sample_op.cc:L66 --- This function support variable length of positional input. --- --- ---@param range_max any @int, required | The number of possible classes. ---@param shape any @Shape(tuple), optional, default=None | 2-D shape of the output, where shape[0] is the batch size, and shape[1] is the number of candidates to sample for each batch. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sample_unique_zipfian(range_max, shape, name, attr, out, kwargs) end --- Divides arguments element-wise. If the left-hand-side input is 'row_sparse', then --- only the values which exist in the left-hand sparse array are computed. The 'missing' values --- are ignored. --- --- The storage type of ``_scatter_elemwise_div`` output depends on storage types of inputs --- --- - _scatter_elemwise_div(row_sparse, row_sparse) = row_sparse --- - _scatter_elemwise_div(row_sparse, dense) = row_sparse --- - _scatter_elemwise_div(row_sparse, csr) = row_sparse --- - otherwise, ``_scatter_elemwise_div`` behaves exactly like elemwise_div and generates output --- with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._scatter_elemwise_div(lhs, rhs, name, attr, out, kwargs) end --- Subtracts a scalar to a tensor element-wise. If the left-hand-side input is --- 'row_sparse' or 'csr', then only the values which exist in the left-hand sparse array are computed. --- The 'missing' values are ignored. --- --- The storage type of ``_scatter_minus_scalar`` output depends on storage types of inputs --- --- - _scatter_minus_scalar(row_sparse, scalar) = row_sparse --- - _scatter_minus_scalar(csr, scalar) = csr --- - otherwise, ``_scatter_minus_scalar`` behaves exactly like _minus_scalar and generates output --- with default storage --- --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._scatter_minus_scalar(data, scalar, name, attr, out, kwargs) end --- Adds a scalar to a tensor element-wise. If the left-hand-side input is --- 'row_sparse' or 'csr', then only the values which exist in the left-hand sparse array are computed. --- The 'missing' values are ignored. --- --- The storage type of ``_scatter_plus_scalar`` output depends on storage types of inputs --- --- - _scatter_plus_scalar(row_sparse, scalar) = row_sparse --- - _scatter_plus_scalar(csr, scalar) = csr --- - otherwise, ``_scatter_plus_scalar`` behaves exactly like _plus_scalar and generates output --- with default storage --- --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | source input ---@param scalar any @float | scalar input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._scatter_plus_scalar(data, scalar, name, attr, out, kwargs) end --- This operator has the same functionality as scatter_nd --- except that it does not reset the elements not indexed by the input --- index `NDArray` in the input data `NDArray`. output should be explicitly --- given and be the same as lhs. --- --- ### Note: This operator is for internal use only. --- --- ### Examples --- --- data = [2, 3, 0] --- indices = [[1, 1, 0], [0, 1, 0]] --- out = [[1, 1], [1, 1]] --- _scatter_set_nd(lhs=out, rhs=data, indices=indices, out=out) --- out = [[0, 1], [2, 3]] --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | source input ---@param rhs any @Symbol | value to assign ---@param indices any @Symbol | indices ---@param shape any @Shape(tuple), required | Shape of output. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._scatter_set_nd(lhs, rhs, indices, shape, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param src any @real_t | Source input to the function. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._set_value(src, name, attr, out, kwargs) end --- _sg_mkldnn_conv --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\subgraph\mkldnn\mkldnn_conv.cc:L770 --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sg_mkldnn_conv(name, attr, out, kwargs) end --- _sg_mkldnn_fully_connected --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\subgraph\mkldnn\mkldnn_fc.cc:L410 --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sg_mkldnn_fully_connected(name, attr, out, kwargs) end --- Randomly shuffle the elements. --- --- This shuffles the array along the first axis. --- The order of the elements in each subarray does not change. --- For example, if a 2D array is given, the order of the rows randomly changes, --- but the order of the elements in each row does not change. --- --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Data to be shuffled. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._shuffle(data, name, attr, out, kwargs) end --- Assign the rhs to a cropped subset of lhs. --- --- Requirements --- ------------ --- - output should be explicitly given and be the same as lhs. --- - lhs and rhs are of the same data type, and on the same device. --- --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\matrix_op.cc:537 --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | Source input ---@param rhs any @Symbol | value to assign ---@param begin any @Shape(tuple), required | starting indices for the slice operation, supports negative indices. ---@param end_ any @Shape(tuple), required | ending indices for the slice operation, supports negative indices. ---@param step any @Shape(tuple), optional, default=[] | step for the slice operation, supports negative values. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._slice_assign(lhs, rhs, begin, end_, step, name, attr, out, kwargs) end --- (Assign the scalar to a cropped subset of the input. --- --- Requirements --- ------------ --- - output should be explicitly given and be the same as input --- ) --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\matrix_op.cc:562 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Source input ---@param scalar any @double, optional, default=0 | The scalar value for assignment. ---@param begin any @Shape(tuple), required | starting indices for the slice operation, supports negative indices. ---@param end_ any @Shape(tuple), required | ending indices for the slice operation, supports negative indices. ---@param step any @Shape(tuple), optional, default=[] | step for the slice operation, supports negative values. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._slice_assign_scalar(data, scalar, begin, end_, step, name, attr, out, kwargs) end --- Splits an array along a particular axis into multiple sub-arrays. --- --- ### Example --- --- x = [[[ 1.] --- [ 2.]] --- [[ 3.] --- [ 4.]] --- [[ 5.] --- [ 6.]]] --- x.shape = (3, 2, 1) --- --- y = split_v2(x, axis=1, indices_or_sections=2) // a list of 2 arrays with shape (3, 1, 1) --- y = [[[ 1.]] --- [[ 3.]] --- [[ 5.]]] --- --- [[[ 2.]] --- [[ 4.]] --- [[ 6.]]] --- --- y[0].shape = (3, 1, 1) --- --- z = split_v2(x, axis=0, indices_or_sections=3) // a list of 3 arrays with shape (1, 2, 1) --- z = [[[ 1.] --- [ 2.]]] --- --- [[[ 3.] --- [ 4.]]] --- --- [[[ 5.] --- [ 6.]]] --- --- z[0].shape = (1, 2, 1) --- --- w = split_v2(x, axis=0, indices_or_sections=(1,)) // a list of 2 arrays with shape [(1, 2, 1), (2, 2, 1)] --- w = [[[ 1.] --- [ 2.]]] --- --- [[[3.] --- [4.]] --- --- [[5.] --- [6.]]] --- --- w[0].shape = (1, 2, 1) --- w[1].shape = (2, 2, 1) --- --- `squeeze_axis=True` removes the axis with length 1 from the shapes of the output arrays. --- **Note** that setting `squeeze_axis` to ``1`` removes axis with length 1 only --- along the `axis` which it is split. --- Also `squeeze_axis` can be set to true only if ``input.shape[axis] == indices_or_sections``. --- --- ### Example --- --- z = split_v2(x, axis=0, indices_or_sections=3, squeeze_axis=1) // a list of 3 arrays with shape (2, 1) --- z = [[ 1.] --- [ 2.]] --- --- [[ 3.] --- [ 4.]] --- --- [[ 5.] --- [ 6.]] --- z[0].shape = (2, 1) --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\matrix_op.cc:L1192 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | The input ---@param indices any @Shape(tuple), required | Indices of splits. The elements should denote the boundaries of at which split is performed along the `axis`. ---@param axis any @int, optional, default='1' | Axis along which to split. ---@param squeeze_axis any @boolean, optional, default=0 | If true, Removes the axis with length 1 from the shapes of the output arrays. **Note** that setting `squeeze_axis` to ``true`` removes axis with length 1 only along the `axis` which it is split. Also `squeeze_axis` can be set to ``true`` only if ``input.shape[axis] == num_outputs``. ---@param sections any @int, optional, default='0' | Number of sections if equally splitted. Default to 0 which means split by indices. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._split_v2(data, indices, axis, squeeze_axis, sections, name, attr, out, kwargs) end --- --- This function support variable length of positional input. --- --- ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._split_v2_backward(name, attr, out, kwargs) end --- Computes the square sum of array elements over a given axis --- for row-sparse matrix. This is a temporary solution for fusing ops square and --- sum together for row-sparse matrix to save memory for storing gradients. --- It will become deprecated once the functionality of fusing operators is finished --- in the future. --- --- ### Example --- --- dns = mx.nd.array([[0, 0], [1, 2], [0, 0], [3, 4], [0, 0]]) --- rsp = dns.tostype('row_sparse') --- sum = mx.nd._internal._square_sum(rsp, axis=1) --- sum = [0, 5, 0, 25, 0] --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\square_sum.cc:L63 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | The input ---@param axis any @Shape or None, optional, default=None | The axis or axes along which to perform the reduction. The default, `axis=()`, will compute over all elements into a scalar array with shape `(1,)`. If `axis` is int, a reduction is performed on a particular axis. If `axis` is a tuple of ints, a reduction is performed on all the axes specified in the tuple. If `exclude` is true, reduction will be performed on the axes that are NOT in axis instead. Negative values means indexing from right to left. ---@param keepdims any @boolean, optional, default=0 | If this is set to `True`, the reduced axes are left in the result as dimension with size one. ---@param exclude any @boolean, optional, default=0 | Whether to perform reduction on axis that are NOT in axis instead. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._square_sum(data, axis, keepdims, exclude, name, attr, out, kwargs) end --- Subtracts arguments element-wise. --- --- The storage type of ``elemwise_sub`` output depends on storage types of inputs --- --- - elemwise_sub(row_sparse, row_sparse) = row_sparse --- - elemwise_sub(csr, csr) = csr --- - elemwise_sub(default, csr) = default --- - elemwise_sub(csr, default) = default --- - elemwise_sub(default, rsp) = default --- - elemwise_sub(rsp, default) = default --- - otherwise, ``elemwise_sub`` generates output with default storage --- --- --- This function support variable length of positional input. --- --- ---@param lhs any @Symbol | first input ---@param rhs any @Symbol | second input ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._sub(lhs, rhs, name, attr, out, kwargs) end --- Converts an array of flat indices into a batch of index arrays. The operator follows numpy conventions so a single multi index is given by a column of the output matrix. The leading dimension may be left unspecified by using -1 as placeholder. --- --- ### Examples --- --- A = [22,41,37] --- unravel(A, shape=(7,6)) = [[3,6,6],[4,5,1]] --- unravel(A, shape=(-1,6)) = [[3,6,6],[4,5,1]] --- --- --- --- ### Defined in C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\tensor\ravel.cc:L67 --- This function support variable length of positional input. --- --- ---@param data any @Symbol | Array of flat indices ---@param shape any @Shape(tuple), optional, default=None | Shape of the array into which the multi-indices apply. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._unravel_index(data, shape, name, attr, out, kwargs) end --- Run a while loop over with user-defined condition and computation --- --- From:C:\Jenkins\workspace\mxnet-tag\mxnet\src\operator\control_flow.cc:1151 --- This function support variable length of positional input. --- --- ---@param cond any @Symbol | Input graph for the loop condition. ---@param func any @Symbol | Input graph for the loop body. ---@param data any @Symbol[] | The input arrays that include data arrays and states. ---@param num_outputs any @int, required | The number of outputs of the subgraph. ---@param num_out_data any @int, required | The number of outputs from the function body. ---@param max_iterations any @int, required | Maximum number of iterations. ---@param cond_input_locs any @, required | The locations of cond's inputs in the given inputs. ---@param func_input_locs any @, required | The locations of func's inputs in the given inputs. ---@param func_var_locs any @, required | The locations of loop_vars among func's inputs. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._while_loop(...) end --- fill target with zeros --- This function support variable length of positional input. --- --- ---@param shape any @Shape(tuple), optional, default=[] | The shape of the output ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @{'float16', 'float32', 'float64', 'int32', 'int64', 'int8', 'uint8'},optional, default='float32' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._zeros(shape, ctx, dtype, name, attr, out, kwargs) end --- fill target with zeros without default dtype --- This function support variable length of positional input. --- --- ---@param shape any @Shape(tuple), optional, default=None | The shape of the output ---@param ctx any @string, optional, default='' | Context of output, in format [cpu|gpu|cpu_pinned](n).Only used for imperative calls. ---@param dtype any @int, optional, default='-1' | Target data type. ---@param name string @optional | Name of the resulting symbol. ---@return mx.symbol.Symbol @The result symbol. function M._zeros_without_dtype(shape, ctx, dtype, name, attr, out, kwargs) end return M
-- -------------------------------------------------------------------------- -- -- Bulk insert tests -- -- -------------------------------------------------------------------------- -- cursize=0 function prepare() local i db_connect() for i = 0,num_threads-1 do db_query([[ CREATE TABLE IF NOT EXISTS sbtest]] .. i .. [[ ( id INTEGER UNSIGNED NOT NULL, k INTEGER UNSIGNED DEFAULT '0' NOT NULL, PRIMARY KEY (id) ) ENGINE = InnoDB ]]) end end function event(thread_id) local i if (cursize == 0) then db_bulk_insert_init("INSERT INTO sbtest" .. thread_id .. " VALUES") end cursize = cursize + 1 db_bulk_insert_next("(" .. cursize .. "," .. cursize .. ")") end function thread_done(thread_9d) db_bulk_insert_done() end function cleanup() local i for i = 0,num_threads-1 do print("Dropping table 'sbtest" .. i .. "'...") db_query("DROP TABLE IF EXISTS sbtest".. i ) end end
-- Copyright (c) 2019 Bart van Strien -- See LICENSE file for more information local co2 = {} local co1 = require "coroutine" co2.create = co1.create co2.running = co1.running co2.status = co1.status co2.yield = co1.yield -- Note: rename resume to presume co2.presume = co1.resume local function strip_traceback_header(traceback) return traceback:gsub("^.-\n", "") end function co2.traceback(coro, level) level = level or 0 local parts = {} if coro then table.insert(parts, debug.traceback(coro)) end -- Note: for some reason debug.traceback needs a string to pass a level -- But if you pass a string it adds a newline table.insert(parts, debug.traceback("", 2 + level):sub(2)) for i = 2, #parts do parts[i] = strip_traceback_header(parts[i]) end return table.concat(parts, "\n\t-- coroutine boundary --\n") end -- xpresume is to presume what xpcall is to pcall -- Except xpresume can also pass arguments function co2.xpresume(coro, handler, ...) local function dispatch(status, maybe_err, ...) if status then return true, maybe_err, ... else return false, handler(maybe_err, coro) end end return dispatch(co2.presume(coro, ...)) end local function generic_error_handler(msg, coro) error(string.format("Coroutine failure: %s\n\nCoroutine %s", msg, debug.traceback(coro))) end -- resume then propagates the error, using a default generic error handler -- which adds a coroutine stack trace function co2.resume(coro, ...) return select(2, co2.xpresume(coro, generic_error_handler, ...)) end -- And co2.wrap is like coroutine.wrap, except it uses co2.resume, and thus -- the same generic error handler function co2.wrap(f) local co = co2.create(f) return function(...) return co2.resume(co, ...) end end return co2
local function bind(obj, method) return function(...) return method(obj, ...) end end return bind
object_tangible_furniture_all_frn_all_chair_kitchen_s2 = object_tangible_furniture_all_shared_frn_all_chair_kitchen_s2:new { } ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_all_chair_kitchen_s2, "object/tangible/furniture/all/frn_all_chair_kitchen_s2.iff")