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--[[ Copyright (c) 2009 Peter "Corsix" Cawley
Permission is hereby granted, free of charge, to any person obtaining a copy of
this software and associated documentation files (the "Software"), to deal in
the Software without restriction, including without limitation the rights to
use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies
of the Software, and to permit persons to whom the Software is furnished to do
so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE. --]]
--! Lua extensions to the C++ THMap class
class "Map"
local pathsep = package.config:sub(1, 1)
local math_floor, tostring, table_concat
= math.floor, tostring, table.concat
local thMap = require"TH".map
function Map:Map(app)
self.width = false
self.height = false
self.th = thMap()
self.app = app
self.debug_text = false
self.debug_flags = false
self.debug_font = false
self.debug_tick_timer = 1
self:setTemperatureDisplayMethod(app.config.warmth_colors_display_default)
end
local flag_cache = {}
function Map:getCellFlag(x, y, flag)
return self.th:getCellFlags(x, y, flag_cache)[flag]
end
function Map:getRoomId(x, y)
return self.th:getCellFlags(x, y).roomId
end
function Map:setTemperatureDisplayMethod(method)
if method ~= 1 and method ~= 2 and method ~= 3 then
method = 1
end
self.temperature_display_method = method
self.app.config.warmth_colors_display_default = method
self.th:setTemperatureDisplay(method)
end
function Map:registerTemperatureDisplayMethod()
if not self.temperature_display_method then
self:setTemperatureDisplayMethod(self.app.config.warmth_colors_display_default)
end
self.th:setTemperatureDisplay(self.temperature_display_method)
end
-- Convert between world co-ordinates and screen co-ordinates
-- World co-ordinates are (at least for standard maps) in the range [1, 128)
-- for both x and y, with the floor of the values giving the cell index.
-- Screen co-ordinates are pixels relative to the map origin - NOT relative to
-- the top-left corner of the screen (use UI:WorldToScreen and UI:ScreenToWorld
-- for this).
function Map:WorldToScreen(x, y)
if x == nil then x = 0 end
if y == nil then y = 0 end
-- Adjust origin from (1, 1) to (0, 0) and then linear transform by matrix:
-- 32 -32
-- 16 16
return 32 * (x - y), 16 * (x + y - 2)
end
function Map:ScreenToWorld(x, y)
-- Transform by matrix: (inverse of the WorldToScreen matrix)
-- 1/64 1/32
-- -1/64 1/32
-- And then adjust origin from (0, 0) to (1, 1)
y = (y / 32) + 1
x = x / 64
return y + x, y - x
end
local function bits(n)
local vals = {}
local m = 256
while m >= 1 do
if n >= m then
vals[#vals + 1] = m
n = n - m
end
m = m / 2
end
if vals[1] then
return unpack(vals)
else
return 0
end
end
--[[! Loads the specified level. If a string is passed it looks for the file with the same name
in the "Levels" folder of CorsixTH, if it is a number it tries to load that level from
the original game.
!param level The name (or number) of the level to load. If this is a number the game assumes
the original game levels are considered.
!param level_name The name of the actual map/area/hospital as written in the config file.
!param level_file The path to the map file as supplied by the config file.
]]
function Map:load(level, difficulty, level_name, level_file, level_intro)
local objects, i
if not difficulty then
difficulty = "full"
end
-- Load CorsixTH base configuration for all levels.
-- We want to load the file a new each time.
local function file (filename)
local f = assert(loadfile(filename))
return f()
end
local path = debug.getinfo(1, "S").source:sub(2, -8)
local result = file(path .. "base_config.lua")
local base_config = result
local errors
if type(level) == "number" then
-- Playing the original campaign.
-- Add TH's base config if possible, otherwise our own config
-- roughly corresponds to "full".
errors, base_config = self:loadMapConfig(difficulty .. "00.SAM", base_config)
-- If it couldn't be loaded the new difficulty level is full no matter what.
if errors then
difficulty = "full"
end
self.difficulty = difficulty
self.level_number = level
local data
data, errors = self:getRawData(level_file)
if data then
i, objects = self.th:load(data)
else
return nil, errors
end
self.level_name = _S.level_names[level]:upper()
-- Check if we're using the demo files. If we are, that special config should be loaded.
if self.app.using_demo_files then
-- Try to load our own configuration file for the demo.
local p = debug.getinfo(1, "S").source:sub(2, -12) .. "Levels" .. pathsep .. "demo.level"
errors, result = self:loadMapConfig(p, base_config, true)
if errors then
print("Warning: Could not find the demo configuration, try reinstalling the game")
end
self.level_config = result
else
local level_no = level
if level_no < 10 then
level_no = "0" .. level
end
-- Override with the specific configuration for this level
errors, result = self:loadMapConfig(difficulty .. level_no .. ".SAM", base_config)
-- Finally load additional CorsixTH config per level (currently only for level 5)
local p = debug.getinfo(1, "S").source:sub(2, -12) .. "Levels" .. pathsep .. "original" .. level_no .. ".level"
errors, result = self:loadMapConfig(p, result, true)
self.level_config = result
end
elseif _MAP_EDITOR then
-- We're being fed data by the map editor.
self.level_name = "MAP EDITOR"
self.level_number = "MAP EDITOR"
if level == "" then
i, objects = self.th:loadBlank()
else
i, objects = self.th:load(level)
end
assert(base_config, "No base config has been loaded!")
self.level_config = base_config
else
-- We're loading a custom level.
self.level_name = level_name
self.level_intro = level_intro
self.level_number = level
self.level_file = level_file
local data, errors = self:getRawData(level_file)
if data then
i, objects = self.th:load(data)
else
return nil, errors
end
assert(base_config, "No base config has been loaded!")
errors, result = self:loadMapConfig(level, base_config, true)
self.level_config = result
end
self.width, self.height = self.th:size()
self.parcelTileCounts = {}
for plot = 1, self.th:getPlotCount() do
self.parcelTileCounts[plot] = self.th:getParcelTileCount(plot)
if plot > 1 and not _MAP_EDITOR then
-- TODO: On multiplayer maps, assign plots 2-N to players 2-N
self.th:setPlotOwner(plot, 0)
end
end
return objects
end
--[[! Loads map configurations from files. Returns nil as first result
if no configuration could be loaded and config as second result no matter what.
!param filename
!param config If a base config already exists and only some values should be overridden
this is the base config
!param custom If true The configuration file is searched for where filename points, otherwise
it is assumed that we're looking in the theme_hospital_install path.
]]
function Map:loadMapConfig(filename, config, custom)
local function iterator()
if custom then
return io.lines(filename)
else
return self.app.fs:readContents("Levels", filename):gmatch"[^\r\n]+"
end
end
if self.app.fs:readContents("Levels", filename) or io.open(filename) then
for line in iterator() do
if line:sub(1, 1) == "#" then
local parts = {}
local nkeys = 0
for part in line:gmatch"%.?[-?a-zA-Z0-9%[_%]]+" do
if part:sub(1, 1) == "." and #parts == nkeys + 1 then
nkeys = nkeys + 1
end
parts[#parts + 1] = part
end
if nkeys == 0 then
parts[3] = parts[2]
parts[2] = ".Value"
nkeys = 1
end
for i = 2, nkeys + 1 do
local key = parts[1] .. parts[i]
local t, n
for name in key:gmatch"[^.%[%]]+" do
name = tonumber(name) or name
if t then
if not t[n] then
t[n] = {}
end
t = t[n]
else
t = config
end
n = name
end
t[n] = tonumber(parts[nkeys + i]) or parts[nkeys + i]
end
end
end
return nil, config
else
return "Error: Could not find the configuration file", config
end
end
local temp_debug_text
local temp_debug_flags
local temp_updateDebugOverlay
local temp_thData
-- Keep debug information in temporary local vars, do not save them
function Map:prepareForSave()
temp_debug_text = self.debug_text
self.debug_text = false
temp_debug_flags = self.debug_flags
self.debug_flags = false
temp_updateDebugOverlay = self.updateDebugOverlay
self.updateDebugOverlay = nil
temp_thData = self.thData
self.thData = nil
end
-- Restore the temporarily stored debug information after saving
function Map:afterSave()
self.debug_text = temp_debug_text
temp_debug_text = nil
self.debug_flags = temp_debug_flags
temp_debug_flags = nil
self.updateDebugOverlay = temp_updateDebugOverlay
temp_updateDebugOverlay = nil
self.thData = temp_thData
temp_thData = nil
end
function Map:clearDebugText()
self.debug_text = false
self.debug_flags = false
self.updateDebugOverlay = nil
end
function Map:getRawData(level_file)
if not self.thData then
local data, errors
if not level_file then
data, errors = self.app:readDataFile("Levels", "Level.L".. self.level_number)
else
data, errors = self.app:readDataFile("Levels", level_file)
end
if data then
self.thData = data
else
return nil, errors
end
end
return self.thData
end
function Map:updateDebugOverlayFlags()
for x = 1, self.width do
for y = 1, self.height do
local xy = (y - 1) * self.width + x - 1
self.th:getCellFlags(x, y, self.debug_flags[xy])
end
end
end
function Map:updateDebugOverlayHeat()
for x = 1, self.width do
for y = 1, self.height do
local xy = (y - 1) * self.width + x - 1
self.debug_text[xy] = ("%02.1f"):format(self.th:getCellTemperature(x, y) * 50)
end
end
end
function Map:loadDebugText(base_offset, xy_offset, first, last, bits_)
self.debug_text = false
self.debug_flags = false
self.updateDebugOverlay = nil
if base_offset == "flags" then
self.debug_flags = {}
for x = 1, self.width do
for y = 1, self.height do
local xy = (y - 1) * self.width + x - 1
self.debug_flags[xy] = {}
end
end
self.updateDebugOverlay = self.updateDebugOverlayFlags
self:updateDebugOverlay()
elseif base_offset == "positions" then
self.debug_text = {}
for x = 1, self.width do
for y = 1, self.height do
local xy = (y - 1) * self.width + x - 1
self.debug_text[xy] = x .. "," .. y
end
end
elseif base_offset == "heat" then
self.debug_text = {}
self.updateDebugOverlay = self.updateDebugOverlayHeat
self:updateDebugOverlay()
else
local thData = self:getRawData()
for x = 1, self.width do
for y = 1, self.height do
local xy = (y - 1) * self.width + x - 1
local offset = base_offset + xy * xy_offset
if bits_ then
self:setDebugText(x, y, bits(thData:byte(offset + first, offset + last)))
else
self:setDebugText(x, y, thData:byte(offset + first, offset + last))
end
end
end
end
end
function Map:onTick()
if self.debug_tick_timer == 1 then
if self.updateDebugOverlay then
self:updateDebugOverlay()
end
self.debug_tick_timer = 10
else
self.debug_tick_timer = self.debug_tick_timer - 1
end
end
function Map:setBlocks(blocks)
self.blocks = blocks
self.th:setSheet(blocks)
end
function Map:setCellFlags(...)
self.th:setCellFlags(...)
end
function Map:setDebugFont(font)
self.debug_font = font
self.cell_outline = TheApp.gfx:loadSpriteTable("Bitmap", "aux_ui", true)
end
function Map:setDebugText(x, y, msg, ...)
if not self.debug_text then
self.debug_text = {}
end
local text
if ... then
text = {msg, ...}
for i, v in ipairs(text) do
text[i] = tostring(v)
end
text = table_concat(text, ",")
else
text = msg ~= 0 and msg or nil
end
self.debug_text[(y - 1) * self.width + x - 1] = text
end
--[[!
@arguments canvas, screen_x, screen_y, screen_width, screen_height, destination_x, destination_y
Draws the rectangle of the map given by (sx, sy, sw, sh) at position (dx, dy) on the canvas
--]]
function Map:draw(canvas, sx, sy, sw, sh, dx, dy)
-- All the heavy work is done by C code:
self.th:draw(canvas, sx, sy, sw, sh, dx, dy)
-- Draw any debug overlays
if self.debug_font and (self.debug_text or self.debug_flags) then
local startX = 0
local startY = math_floor((sy - 32) / 16)
if startY < 0 then
startY = 0
elseif startY >= self.height then
startX = startY - self.height + 1
startY = self.height - 1
if startX >= self.width then
startX = self.width - 1
end
end
local baseX = startX
local baseY = startY
while true do
local x = baseX
local y = baseY
local screenX = 32 * (x - y) - sx
local screenY = 16 * (x + y) - sy
if screenY >= sh + 70 then
break
elseif screenY > -32 then
repeat
if screenX < -32 then
elseif screenX < sw + 32 then
local xy = y * self.width + x
local x = dx + screenX - 32
local y = dy + screenY
if self.debug_flags then
local flags = self.debug_flags[xy]
if flags.passable then
self.cell_outline:draw(canvas, 3, x, y)
end
if flags.hospital then
self.cell_outline:draw(canvas, 8, x, y)
end
if flags.buildable then
self.cell_outline:draw(canvas, 9, x, y)
end
if flags.travelNorth and self.debug_flags[xy - self.width].passable then
self.cell_outline:draw(canvas, 4, x, y)
end
if flags.travelEast and self.debug_flags[xy + 1].passable then
self.cell_outline:draw(canvas, 5, x, y)
end
if flags.travelSouth and self.debug_flags[xy + self.width].passable then
self.cell_outline:draw(canvas, 6, x, y)
end
if flags.travelWest and self.debug_flags[xy - 1].passable then
self.cell_outline:draw(canvas, 7, x, y)
end
if flags.thob ~= 0 then
self.debug_font:draw(canvas, "T"..flags.thob, x, y, 64, 16)
end
if flags.roomId ~= 0 then
self.debug_font:draw(canvas, "R"..flags.roomId, x, y + 16, 64, 16)
end
else
local msg = self.debug_text[xy]
if msg and msg ~= "" then
self.cell_outline:draw(canvas, 2, x, y)
self.debug_font:draw(canvas, msg, x, y, 64, 32)
end
end
else
break
end
x = x + 1
y = y - 1
screenX = screenX + 64
until y < 0 or x >= self.width
end
if baseY == self.height - 1 then
baseX = baseX + 1
if baseX == self.width then
break
end
else
baseY = baseY + 1
end
end
end
end
function Map:getParcelPrice(parcel)
local conf = self.level_config
conf = conf and conf.gbv
conf = conf and conf.LandCostPerTile
return self:getParcelTileCount(parcel) * (conf or 25)
end
function Map:getParcelTileCount(parcel)
return self.parcelTileCounts[parcel] or 0
end
function Map:afterLoad(old, new)
if old < 6 then
self.parcelTileCounts = {}
for plot = 1,self.th:getPlotCount() do
self.parcelTileCounts[plot] = self.th:getParcelTileCount(plot)
end
end
if old < 18 then
self.difficulty = "full"
end
if old < 44 then
self.level_config.expertise[2].MaxDiagDiff = 700
self.level_config.expertise[3].MaxDiagDiff = 250
self.level_config.expertise[4].MaxDiagDiff = 250
self.level_config.expertise[5].MaxDiagDiff = 250
self.level_config.expertise[6].MaxDiagDiff = 250
self.level_config.expertise[7].MaxDiagDiff = 250
self.level_config.expertise[8].MaxDiagDiff = 350
self.level_config.expertise[9].MaxDiagDiff = 250
self.level_config.expertise[10].MaxDiagDiff = 250
self.level_config.expertise[11].MaxDiagDiff = 700
self.level_config.expertise[12].MaxDiagDiff = 1000
self.level_config.expertise[13].MaxDiagDiff = 700
self.level_config.expertise[14].MaxDiagDiff = 400
self.level_config.expertise[15].MaxDiagDiff = 350
self.level_config.expertise[16].MaxDiagDiff = 350
self.level_config.expertise[17].MaxDiagDiff = 1000
self.level_config.expertise[18].MaxDiagDiff = 350
self.level_config.expertise[19].MaxDiagDiff = 700
self.level_config.expertise[20].MaxDiagDiff = 700
self.level_config.expertise[21].MaxDiagDiff = 700
self.level_config.expertise[22].MaxDiagDiff = 350
self.level_config.expertise[23].MaxDiagDiff = 350
self.level_config.expertise[24].MaxDiagDiff = 700
self.level_config.expertise[25].MaxDiagDiff = 700
self.level_config.expertise[26].MaxDiagDiff = 700
self.level_config.expertise[27].MaxDiagDiff = 350
self.level_config.expertise[28].MaxDiagDiff = 700
self.level_config.expertise[29].MaxDiagDiff = 1000
self.level_config.expertise[30].MaxDiagDiff = 700
self.level_config.expertise[31].MaxDiagDiff = 1000
self.level_config.expertise[32].MaxDiagDiff = 700
self.level_config.expertise[33].MaxDiagDiff = 1000
self.level_config.expertise[34].MaxDiagDiff = 700
self.level_config.expertise[35].MaxDiagDiff = 700
end
if old < 57 then
local flags_to_set = {buildableNorth = true, buildableSouth = true, buildableWest = true, buildableEast = true}
for x = 1, self.width do
for y = 1, self.height do
self:setCellFlags(x, y, flags_to_set)
end
end
end
end
|
local Class = require 'lib.hump.class'
local Event = getClass 'wyx.event.Event'
-- LightingStatusRequest
--
local LightingStatusRequest = Class{name='LightingStatusRequest',
inherits=Event,
function(self, entityID, x, y)
if type(entityID) ~= 'string' then entityID = entityID:getID() end
verify('string', entityID)
verify('number', x, y)
assert(EntityRegistry:exists(entityID),
'LightingStatusRequest: entityID %q does not exist', entityID)
Event.construct(self, 'Lighting Status Request')
self._entityID = entityID
self._x = x
self._y = y
end
}
-- destructor
function LightingStatusRequest:destroy()
self._entityID = nil
Event.destroy(self)
end
function LightingStatusRequest:getEntity() return self._entityID end
function LightingStatusRequest:getPosition() return self._x, self._y end
function LightingStatusRequest:__tostring()
return self:_msg('{%08s} (%d,%d)', self._entityID, self._x, self._y)
end
-- the class
return LightingStatusRequest
|
local class = require'luna'
local queue = class {
Size = {get = function (this) return #this.stack end};
__construct = function (this, ...)
this.stack = {...}
end;
Push = function (this, value)
table.insert(this.stack, value)
end;
Pop = function (this)
local value = this.stack[1]
table.remove(this.stack, 1)
return value
end;
Peak = function (this)
local value = this.stack[1]
return value
end;
ToArray = function (this)
return this.stack
end
}
|
local opts = {
command_on_first_image_loaded="",
command_on_image_loaded="",
command_on_non_image_loaded="",
}
local options = require 'mp.options'
local msg = require 'mp.msg'
options.read_options(opts, nil, function() end)
function run_maybe(str)
if str ~= "" then
mp.command(str)
end
end
local was_image = false
function set_image(is_image)
if is_image and not was_image then
msg.info("First image detected")
run_maybe(opts.command_on_first_image_loaded)
end
if is_image then
msg.info("Image detected")
run_maybe(opts.command_on_image_loaded)
end
if not is_image and was_image then
msg.info("Non-image detected")
run_maybe(opts.command_on_non_image_loaded)
end
was_image = is_image
end
local properties = {}
function properties_changed()
local dwidth = properties["dwidth"]
local tracks = properties["track-list"]
local path = properties["path"]
local framecount = properties["estimated-frame-count"]
if not path or path == "" then return end
if not tracks or #tracks == 0 then return end
local audio_tracks = 0
for _, track in ipairs(tracks) do
if track.type == "audio" then
audio_tracks = audio_tracks + 1
end
end
-- only do things when state is consistent
if not framecount and audio_tracks > 0 then
set_image(false)
elseif framecount and dwidth and dwidth > 0 then
-- png have 0 frames, jpg 1 ¯\_(ツ)_/¯
set_image((framecount == 0 or framecount == 1) and audio_tracks == 0)
end
end
function observe(propname)
mp.observe_property(propname, "native", function(_, val)
if val ~= properties[propname] then
properties[propname] = val
msg.verbose("Property " .. propname .. " changed")
properties_changed()
end
end)
end
observe("estimated-frame-count")
observe("track-list")
observe("dwidth")
observe("path")
|
local date = require 'date'
local cjson = require 'cjson.safe'
local basexx = require 'basexx'
return function(app)
assert(app, "App missing")
local sys = app:sys_api()
local host_name = sys:id()
return {
log = function(app, procid, lvl, timestamp, content)
local content = content:gsub('\n', '\\\\n')
return cjson.encode({
host = host_name,
app = 'FREEIOE.'..app,
procid = procid,
level = lvl,
timestamp = timestamp,
content = content
})
end,
comm = function(app, sn, dir, timestamp, base64, ...)
local lvl = Log.LVL.TRACE
local args = {
}
local data = {}
for _, v in ipairs({...}) do
if base64 then
data[#data + 1] = basexx.to_base64(v)
else
data[#data + 1] = v:gsub('\n', '\\\\n')
end
end
local content = table.concat(data, '\t')
return cjson.encode({
host = host_name,
app = 'FREEIOE.'..app,
format = base64 and 'BASE64' or 'PLAIN',
sn = sn,
dir = dir
timestamp = timestamp,
content = content
})
end,
}
end
|
--
-- Copyright (c) 2005 Pandemic Studios, LLC. All rights reserved.
--
-- Tuning values for the game, broken off into a lua script so that
-- people can muck with them easily w/o editing the game exe directly.
-- Note: items in here are just shoved in lua globals. Items added
-- will require the exe to be modified to do something with them.
-- TwoPI = 6.28318 5307179586476925286766559
--Current anim times: (goes by the lockinput time
--Land = .5
--ProneToStand = 1.33
--Dive (needs adjusting, its too fast right now) = .5f
--crouchToProne = 1.33
local __SCRIPT_NAME = "ME5_globals";
local debug = true
local function PrintLog(...)
if debug == true then
print("["..__SCRIPT_NAME.."]", unpack(arg));
end
end
PrintLog("Entered")
RollLeft = {
Size = 3, --number of points interpolated between current math.max is 6, each point MUST have a vec,slop,ore,rslope and time associated with it
Vec = {
{-0.1,-0.2,0.0}, -- x y z, offset from the camera's position (keep in mind the camera's position moves on its own as well)
{0.0,-0.3,0.0},
{0.1,0.0,0.0},
},
Slope = {
{0.4, 0.3, 0.0}, --x y z the slope of the points, adjusts the curve
{0.2, -0.3, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0}, --euler angles, x y z
{0.0, 0.0, 0.0}, --two pi
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.15, .25, .15 -- .3, .5, .3 -- times, in magical floating point frontline time.
},
}
RollRight = {
Size = 3,
Vec = {
{0.1,-0.2,0.0},
{0.0,-0.3,0.0},
{-0.1,0.0,0.0},
},
Slope = {
{0.4, 0.3, 0.0},
{0.2, -0.3, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, -0.0},
{0.0, 0.0, -0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.15, .25, .15
},
}
Crouch = {
Size = 3,
Vec = {
{0.0, -1.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.2, 0.0},
{0.0, -0.2, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.5},
{0.0, 0.0, 0.3},
{0.0, 0.0, 0.4},
},
Time = {
.2, .1, .2
},
}
CrouchToProne = {
Size = 3,
Vec = {
{0.0,-0.0,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.4, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .5
},
}
Land = {
Size = 3, -- number of points interpolated between current math.max is 6, each point MUST have a vec,slop,ore,rslope and time associated with it
Vec = {
{0.0,-1.0,0.0}, -- x y z, offset from the camera's position (keep in mind the camera's position moves on its own as well)
{0.0, 0.2, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.2, 0.0}, -- 0.0, 0.2, 0.0 --x y z the slope of the points, adjusts the curve
{0.0, -0.4, 0.0}, -- 0.0, -0.2, 0.0
{0.0, 0.0, 0.0}, -- 0.0, 0.0, 0.0
},
Ore = {
{0.0, 0.0, 0.0}, --euler angles, x y z
{0.0, 0.0, 0.0}, --two pi
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.0}, -- slope of the rotation, adjusts the rotation interpolation
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Time = {
.10, .10, .10 -- .17, .17, .17 -- times, in magical floating point frontline time.
},
}
StandToProne = { -- Note this never actually gets called, game logic currently has the person jump to the crouch state b4 going prone
Size = 3,
Vec = {
{0.0,-0.0,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.0, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.4, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .5
},
}
ProneToStand = {
Size = 3,
Vec = {
{0.0,-0.2,0.4},
{0.0, 0.0, 0.2},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, 0.0, 0.0},
{0.0, -0.2, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{-0.6, 0.0, 0.0},
{-0.2, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, 0.3},
{0.0, 0.0, -0.3},
{0.0, 0.0, 0.0},
},
Time = {
.6, .5, .4
},
}
CrouchToStand = {
Size = 3,
Vec = {
{0.0,0.2,0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
Slope = {
{0.0, -0.1, 0.0},
{0.0, 0.1, 0.0},
{0.0, 0.0, 0.0},
},
Ore = {
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
{0.0, 0.0, 0.0},
},
RSlope = {
{0.0, 0.0, -0.5},
{0.0, 0.0, -0.3},
{0.0, 0.0, -0.4},
},
Time = {
.12, .12, .12
},
}
--Rumble Region Junk
RumbleSmall = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {0.0,.2},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {0.5, 1.0},
ShakeAmt = { 0.5 , 1.0 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
RumbleMedium = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {.2,.4},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {1.0, 1.0},
ShakeAmt = { 1.5 , 2.5 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
RumbleLarge = {
--In A math.min/math.max string.format
Interval = { 4.0 , 15.0 }, --how often the rumble gets set off
Light = {1.0, 1.0},
Heavy = {.6,.8},
HeavyDecay = { .5,.5 },
LightDecay = {.5, .5 },
DelayLight = {0.0, 0.0 },
DelayHeavy = { 0.0, 0.0 },
TimeLeftHeavy = {1.0, 1.0}, --how long each rumble lasts
TimeLeftLight = {1.0, 1.0},
ShakeAmt = { 3.0 , 4.0 },
ShakeLen = { 0.5, 1.5 }, --Camera shake length
FXName = "Doesn'tWorkYet", --the particle effect that gets triggered, is read in, but not used yet.
}
PrintLog("Exited") |
--[[ An implementation of a simple numerical gradient checker.
ARGS:
- `opfunc` : a function that takes a single input (X), the point of
evaluation, and returns f(X) and df/dX
- `x` : the initial point
- `eps` : the epsilon to use for the numerical check (default is 1e-7)
RETURN:
- `diff` : error in the gradient, should be near tol
- `dC` : exact gradient at point
- `dC_est` : numerically estimates gradient at point
]]--
-- function that numerically checks gradient of NCA loss:
function optim.checkgrad_list(opfunc, y, eps)
print (y)
for i = 1, #y do
print ('----------')
print (i)
if y[i] ~= nil and i == 7 then
print ('*******----------')
local x = y[i]
-- compute true gradient:
local Corg,dD = opfunc(y)
dC = dD[i]
dC:resize(x:size())
local Ctmp -- temporary value
local isTensor = torch.isTensor(Corg)
if isTensor then
Ctmp = Corg.new(Corg:size())
end
-- compute numeric approximations to gradient:
local eps = eps or 1e-7
local dC_est = torch.Tensor():typeAs(dC):resizeAs(dC)
for i = 1,dC:size(1) do
local tmp = x[i]
x[i] = x[i] + eps
local C1 = opfunc(y)
if isTensor then
Ctmp:copy(C1)
C1 = Ctmp
end
x[i] = x[i] - 2 * eps
local C2 = opfunc(y)
x[i] = tmp
dC_est[i] = (C1 - C2) / (2 * eps)
print (dC[i])
print (dC_est[i])
end
-- estimate error of gradient:
local diff = torch.norm(dC - dC_est) / torch.norm(dC + dC_est)
print (string.format('i: %d, diff: %f', i, diff))
end
end
end
|
local systemTime = hs and hs.timer.secondsSinceEpoch or os.time
local t = systemTime()
local MAX = 28123
local d = function(n)
local max = math.sqrt(n)
local sum = 0
for i = 1, max, 1 do
if n % i == 0 then
sum = sum + i
if i ~= max and i ~= 1 then sum = sum + (n // i) end
end
end
return sum
end
abundantNumbers = {}
sums = {}
local idx = 12
while true do
local ans = d(idx)
if ans > idx then
if idx + 12 > MAX then break end
table.insert(abundantNumbers, idx)
end
idx = idx + 1
end
print(systemTime() - t)
-- not sure this can be optimized more or not... it's the slowest part taking almost
-- 20 seconds, but not below about assignment... small, but noticable
for i = 1, #abundantNumbers, 1 do
local n = abundantNumbers[i]
for j = i, #abundantNumbers, 1 do
local possible = n + abundantNumbers[j]
if possible <= MAX then
-- apparently assignment, if it is already assigned is
-- expensive, this shaves 1.5 seconds off
if not sums[possible] then sums[possible] = true end
else
break
end
end
end
print(systemTime() - t)
wantedSum = 0
for i = 1, MAX, 1 do
if not sums[i] then
wantedSum = wantedSum + i
end
end
print(wantedSum)
print(systemTime() - t)
|
local pb = require"pb"
local utils = require"utils"
-- load .proto file.
local media = require"protos.media"
--print(utils.dump(media))
local MediaContent = media.MediaContent
local data = {
media = {
uri = "http://javaone.com/keynote.mpg",
title = "Javaone Keynote",
width = 640,
height = 480,
format = "video/mpg4",
duration = 18000000, -- half hour in milliseconds
size = 58982400, -- bitrate * duration in seconds / 8 bits per byte
bitrate = 262144, -- 256k
person = {"Bill Gates", "Steve Jobs"},
player = 'JAVA',
copyright = nil,
},
image = {
{
uri = "http://javaone.com/keynote_large.jpg",
title = "Javaone Keynote",
width = 1024,
height = 768,
size = 'LARGE',
},
{
uri = "http://javaone.com/keynote_small.jpg",
title = "Javaone Keynote",
width = 320,
height = 240,
size = 'SMALL',
},
},
}
--
-- Check MediaContent record
--
local function check_MediaContent_media(media)
assert(media ~= nil)
assert(media.uri == "http://javaone.com/keynote.mpg")
assert(media.title == "Javaone Keynote")
assert(media.width == 640)
assert(media.height == 480)
assert(media.format == "video/mpg4")
assert(media.duration == 18000000) -- half hour in milliseconds
assert(media.size == 58982400) -- bitrate * duration in seconds / 8 bits per byte
assert(media.bitrate == 262144) -- 256k
local person = media.person
assert(person[1] == "Bill Gates")
assert(person[2] == "Steve Jobs")
assert(media.player == 'JAVA')
assert(media.copyright == nil)
end
local function check_MediaContent(content)
assert(content ~= nil)
-- check media record
check_MediaContent_media(content.media)
-- check image records.
local image = content.image
local img
img = image[1]
assert(img ~= nil)
assert(img.uri == "http://javaone.com/keynote_large.jpg")
assert(img.title == "Javaone Keynote")
assert(img.width == 1024)
assert(img.height == 768)
assert(img.size == 'LARGE')
img = image[2]
assert(img ~= nil)
assert(img.uri == "http://javaone.com/keynote_small.jpg")
assert(img.title == "Javaone Keynote")
assert(img.width == 320)
assert(img.height == 240)
assert(img.size == 'SMALL')
end
local msg = MediaContent(data)
check_MediaContent(msg)
pb.print(msg)
local bin = msg:Serialize()
print("--- encoded message: bytes", #bin)
local file = assert(io.open(arg[1] or 'media.bin', 'w'))
assert(file:write(bin))
assert(file:close())
print("--- decode message")
local msg1, off = MediaContent():Parse(bin)
check_MediaContent(msg1)
print(utils.dump(msg1))
pb.print(msg1)
print("Valid .proto file")
|
require("which-key").setup({
popup_mappings = {
scroll_down = "<Down>", -- binding to scroll down inside the popup
scroll_up = "<Up>", -- binding to scroll up inside the popup
},
window = {
border = "single", -- none, single, double, shadow
position = "bottom", -- bottom, top
margin = { 1, 0, 1, 0 }, -- extra window margin [top, right, bottom, left]
padding = { 2, 2, 2, 2 }, -- extra window padding [top, right, bottom, left]
winblend = 0,
},
ignore_missing = false,
})
|
--***********************************************************
--** ROBERT JOHNSON **
--***********************************************************
require "ISUI/ISUIElement"
---@class ISWeather : ISPanel
ISWeather = ISPanel:derive("ISWeather");
--************************************************************************--
--** ISPanel:initialise
--**
--************************************************************************--
function ISWeather:initialise()
ISPanel.initialise(self);
end
function ISWeather:addImage(image)
table.insert(self.images,getTexture(image));
end
function ISWeather:addMoon(moonImage)
self.moon = getTexture(moonImage);
end
function ISWeather:removeMoon()
self.moon = nil;
end
function ISWeather:removeImages()
self.images = {};
end
--************************************************************************--
--** ISPanel:render
--**
--************************************************************************--
function ISWeather:prerender()
local width = 43;
local x = 43;
if self.moon then
width = 88;
x = 0;
end
self:drawRect((Core:getInstance():getOffscreenWidth() - 208) + x, 0, width, self.height, self.backgroundColor.a, self.backgroundColor.r, self.backgroundColor.g, self.backgroundColor.b);
self:drawRectBorder((Core:getInstance():getOffscreenWidth() - 208) + x, 0, width, self.height, self.borderColor.a, self.borderColor.r, self.borderColor.g, self.borderColor.b);
for i,v in pairs(self.images) do
self:drawTexture(v, (Core:getInstance():getOffscreenWidth() - 208) + x + 1, (self.height / 2) - (v:getHeight() / 2), 1, 1, 1, 1);
end
if self.moon then
self:drawTexture(self.moon, (Core:getInstance():getOffscreenWidth() - 173) + x + 1, (self.height / 2) - (self.moon:getHeight() / 2), 1, 1, 1, 1);
end
-- turned it off until can reposition it.
self:setVisible(false);
end
--************************************************************************--
--** ISPanel:new
--**
--************************************************************************--
function ISWeather:new (x, y, width, height)
local o = {}
--o.data = {}
o = ISPanel:new(x, y, width, height);
setmetatable(o, self)
self.__index = self
o.x = x;
o.y = y;
o.borderColor = {r=0.4, g=0.4, b=0.4, a=1};
o.backgroundColor = {r=0, g=0, b=0, a=0.5};
o.width = width;
o.images = {};
o.moon = nil;
o.height = height;
o.anchorLeft = true;
o.anchorRight = false;
o.anchorTop = true;
o.anchorBottom = false;
return o
end
|
--[[
Project: SA Memory (Available from https://blast.hk/)
Developers: LUCHARE, FYP
Special thanks:
plugin-sdk (https://github.com/DK22Pac/plugin-sdk) for the structures and addresses.
Copyright (c) 2018 BlastHack.
]]
local shared = require 'SAMemory.shared'
shared.require 'CAEAudioEntity'
shared.require 'CAESound'
shared.ffi.cdef[[
typedef struct CAETwinLoopSoundEntity : CAEAudioEntity
{
short nBankSlotId;
short nSoundType[2];
char _pad1[2];
CAEAudioEntity *pBaseAudio;
short field_88;
short field_8A;
short field_8C;
short nPlayTimeMin;
short nPlayTimeMax;
char _pad2[2];
unsigned int nTimeToSwapSounds;
bool bPlayingFirstSound;
char _pad3;
short anStartingPlayPercentage[2];
short field_9E;
CAESound *apSounds[2];
} CAETwinLoopSoundEntity;
]]
shared.validate_size('CAETwinLoopSoundEntity', 0xA8)
|
local tap = require('tap')
local utils = require('utils')
local test = tap.test('gh-6084-missed-carg1-in-bctsetr-fallback')
test:plan(2)
-- XXX: Bytecode TSETR appears only in built-ins libraries, when
-- doing fixups for fast function written in Lua (i.e.
-- `table.move()`), by replacing all TSETV bytecodes with
-- the TSETR. See <src/host/genlibbc.lua> for more details.
-- This test checks that fallback path, when the index of the new
-- set element is greater than the table's asize, doesn't lead
-- to a crash.
-- XXX: We need to make sure the bytecode is present in the chosen
-- built-in to make sure our test is still valid.
assert(utils.hasbc(table.move, 'TSETR'))
-- `t` table asize equals 1. Just copy its first element (1)
-- to the field by index 2 > 1, to fallback inside TSETR.
local t = {1}
local res = table.move(t, 1, 1, 2)
test:ok(t == res, 'table.move returns the same table')
test:ok(t[1] == t[2], 'table.move is correct')
os.exit(test:check() and 0 or 1)
|
local isFunc = require(script.Parent:WaitForChild("isFunc"))
return function (tbl,funcName,...)
assert(type(tbl) == "table", "expected table in arg 1")
assert(type(funcName) == "string", "expected function in arg 2")
for _,module in pairs(tbl) do
if isFunc(module[funcName]) then
module[funcName](module,...)
end
end
end |
--Thanks to SinisterRectus for this script.
local pp = require('pretty-print')
local function prettyLine(...)
local ret = {}
for i = 1, select('#', ...) do
local arg = pp.strip(pp.dump(select(i, ...)))
table.insert(ret, arg)
end
return table.concat(ret, '\t')
end
local function printLine(...)
local ret = {}
for i = 1, select('#', ...) do
local arg = tostring(select(i, ...))
table.insert(ret, arg)
end
return table.concat(ret, '\t')
end
local function code(str)
return string.format('```lua\n%s```', str)
end
local sandbox = {
math = math,
string = string,
coroutine = coroutine,
os = os,
pairs = pairs,
table = table,
type = type,
collectgarbage = collectgarbage
}
local codedLines = {}
local function executeLua(arg, msg)
if not arg then return end
if msg.author.id ~= "260157417445130241" then return end
arg = arg:gsub('```\n?', '') -- strip markdown codeblocks
local lines = {}
sandbox.message = msg
sandbox.channel = msg.channel
sandbox.guild = msg.guild
sandbox.print = function(...)
table.insert(lines, printLine(...))
end
sandbox.p = function(...)
table.insert(lines, prettyLine(...))
end
table.insert(codedLines,arg)
local fn, syntaxError = load(table.concat(codedLines," "), 'Tiger 2.0', 't', sandbox)
if not fn then return msg:reply(code(syntaxError)) end
local success, runtimeError = pcall(fn)
if not success then return msg:reply(code(runtimeError)) end
lines = table.concat(lines, '\n')
if #lines > 1990 then -- truncate long messages
lines = lines:sub(1, 1990)
end
if #lines ~= 0 then
return msg:reply(code(lines))
end
end
return {
description = locale("code.description"),
permissions = {
ids = {"260157417445130241"}
},
category = "dev"
},
function(message,args,flags)
if #args.stringArgs == 0 then
--REPL MODE
message:reply("**REPL MODE ENABLED.** Say **quit()** or **q()** to disable REPL.")
while true do
local arg = respond:args {
{
prompt = "",
type = "string",
name = "code",
}
}
if arg.code == "quit()" or arg.code == "q()" then
respond:quit()
message:reply("**REPL MODE DISABLED.**")
return
end
executeLua(arg.code,message)
end
else
local code = table.concat(args.stringArgs," ")
executeLua(code,message)
end
end
|
local image = require('../image')
return {
name = "Merlin",
description = "He keeps going on about 'programming' and 'algorithms'. Just what are those?",
image = image.merlin
} |
-- Vehicle Data
local VD = ts_vehicles.get
ts_vehicles.handle_rightclick = function(self, player, def)
local player_name = player:get_player_name()
local wielded_item = player:get_wielded_item()
local item_name = wielded_item:get_name()
local control = player:get_player_control()
local vd = VD(self._id)
local refill_tanks = {
"techage:ta3_barrel_gasoline", "techage:ta3_canister_gasoline",
"techage:cylinder_small_hydrogen", "techage:cylinder_large_hydrogen",
"techage:ta3_akku"
}
if control.sneak then
ts_vehicles.show_formspec(self, player, def)
elseif ts_vehicles.registered_parts[item_name] and ts_vehicles.registered_compatibilities[self.name][item_name] then
if ts_vehicles.helpers.contains(vd.owners, player_name) then
local got_added, reason = ts_vehicles.add_part(self, wielded_item, player)
if not got_added then
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] Can't add part: "..reason))
end
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] You don't have access to this vehicle."))
end
elseif item_name == "ts_vehicles_common:universal_key" and minetest.check_player_privs(player_name, ts_vehicles.priv) and not ts_vehicles.helpers.contains(vd.owners, player_name) then
table.insert(vd.owners, player_name)
elseif ts_vehicles.helpers.contains(refill_tanks, item_name) then
if ts_vehicles.helpers.contains(vd.owners, player_name) then
if item_name == "techage:ta3_barrel_gasoline" or item_name == "techage:ta3_canister_gasoline" then
local amount = item_name == "techage:ta3_barrel_gasoline" and 10 or 1
local free = ts_vehicles.helpers.get_total_value(self, "gasoline_capacity") - (vd.data.gasoline or 0)
if amount <= free then
vd.data.gasoline = (vd.data.gasoline or 0) + amount
player:set_wielded_item(item_name == "techage:ta3_barrel_gasoline" and "techage:ta3_barrel_empty" or "techage:ta3_canister_empty")
end
elseif item_name == "techage:cylinder_large_hydrogen" or item_name == "techage:cylinder_small_hydrogen" then
local amount = item_name == "techage:cylinder_large_hydrogen" and 6 or 1
local free = ts_vehicles.helpers.get_total_value(self, "hydrogen_capacity") - (vd.data.hydrogen or 0)
if amount <= free then
vd.data.hydrogen = (vd.data.hydrogen or 0) + amount
player:set_wielded_item(item_name == "techage:cylinder_large_hydrogen" and "techage:ta3_cylinder_large" or "techage:ta3_cylinder_small")
end
elseif item_name == "techage:ta3_akku" then
local meta = wielded_item:get_meta()
local count = wielded_item:get_count()
local free = ts_vehicles.helpers.get_total_value(self, "electricity_capacity") - (vd.data.electricity or 0)
local capa = meta:get_int("capa") * count
local amount = math.min(free, capa)
vd.data.electricity = (vd.data.electricity or 0) + amount
local new_capa = math.floor(((capa - amount) / count) / 5) * 5
meta:set_int("capa", new_capa)
meta:set_string("description", techage.S("TA3 Accu Box").." ("..new_capa.." %)")
player:set_wielded_item(wielded_item)
end
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] You don't have access to this vehicle."))
end
elseif ts_vehicles.passengers.is_passenger(self, player) then
ts_vehicles.passengers.up(self, player)
elseif vd.driver == nil and ts_vehicles.helpers.contains(vd.owners, player_name) then
local is_driveable, reason = def.is_driveable(self)
if is_driveable then
local pos = self.object:get_pos()
vd.driver = player_name
ts_vehicles.sit(pos, player, def.driver_pos)
player:set_attach(self.object, nil, def.driver_pos, {x=0,y=0,z=0})
player:set_look_horizontal(self.object:get_yaw() % (math.pi * 2))
ts_vehicles.hud.create(player)
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] "..reason))
end
elseif vd.driver == player_name then
ts_vehicles.up(player)
vd.driver = nil
player:set_detach()
ts_vehicles.hud.remove(player)
elseif ts_vehicles.passengers.get_num_free_seats(self, def) > 0 then
if not vd.passengers_closed or ts_vehicles.helpers.contains(vd.owners, player_name) then
local is_driveable, reason = def.is_driveable(self)
if is_driveable then
ts_vehicles.passengers.sit(self, player, def)
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] "..reason))
end
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] You don't have access to this vehicle."))
end
end
end
ts_vehicles.handle_leftclick = function(self, player, def)
local player_name = player:get_player_name()
local vd = VD(self._id)
if ts_vehicles.helpers.contains(vd.owners, player_name) then
if #vd.parts == 0 then
local inv = player:get_inventory()
local leftover = inv:add_item("main", self.name)
if leftover:get_count() > 0 then
minetest.add_item(player:get_pos(), self.name)
end
self.object:remove()
else
ts_vehicles.storage.add_by_player(self, player)
end
else
minetest.chat_send_player(player_name, minetest.colorize("#f00", "[Vehicle] You don't have access to this vehicle."))
end
end
ts_vehicles.handle_timing = function(vd, dtime)
local is_full_second = false
vd.dtime = vd.dtime + dtime
if vd.last_light_time ~= nil then
vd.last_light_time = vd.last_light_time + dtime
if vd.last_light_time > 0.5 then
vd.last_light_time = nil
end
end
if vd.dtime > 1 then
is_full_second = true
vd.even_step = not vd.even_step
vd.dtime = 0
end
return is_full_second
end
ts_vehicles.handle_turn = function(self, driver, control, dtime)
local vehicle = self.object
local yaw = vehicle:get_yaw() % (math.pi * 2)
if control and (control.left or control.right) then
local vd = VD(self._id)
if (vd.data.turn_snap or 0) > 0 then
vd.data.turn_snap = (vd.data.turn_snap or 0) - dtime
else
local delta = dtime * math.log(math.abs(vd.v) + 1) * ts_vehicles.helpers.sign(vd.v) / 2
if control.right then delta = -delta end
local snap_delta = (yaw + (math.pi / 8)) % (math.pi / 4) - math.pi / 8
if math.abs(snap_delta) < math.abs(delta * .9) and math.abs(snap_delta) > 0.001 then
delta = -snap_delta
vd.data.turn_snap = .4
end
yaw = yaw + delta
ts_vehicles.helpers.turn_player(driver, delta)
ts_vehicles.passengers.turn(self, delta)
vehicle:set_yaw(yaw)
end
end
return yaw
end
ts_vehicles.handle_car_light_controls = function(self, control)
local vd = VD(self._id)
if control then
if not control.sneak then
vd.last_light_time = nil
elseif vd.last_light_time == nil then
if control.aux1 then
vd.lights.special = not vd.lights.special
vd.tmp.light_textures_set = false
vd.last_light_time = 0
elseif control.down then
vd.lights.warn = not vd.lights.warn
vd.tmp.light_textures_set = false
vd.last_light_time = 0
elseif control.up then
vd.lights.front = not vd.lights.front
vd.tmp.light_textures_set = false
vd.last_light_time = 0
elseif control.left then
vd.lights.left = not vd.lights.left
vd.tmp.light_textures_set = false
vd.lights.right = false
vd.last_light_time = 0
elseif control.right then
vd.lights.right = not vd.lights.right
vd.tmp.light_textures_set = false
vd.lights.left = false
vd.last_light_time = 0
end
end
local stop_lights = false
if control.jump then
stop_lights = true
elseif control.up then
stop_lights = vd.v < 0 and true or stop_lights
elseif control.down then
stop_lights = vd.v > 0 and true or stop_lights
end
if vd.lights.stop ~= stop_lights then
vd.lights.stop = stop_lights
vd.tmp.light_textures_set = false
end
elseif vd.lights.stop then
vd.lights.stop = false
vd.tmp.light_textures_set = false
end
local back = vd.v < 0
if vd.lights.back ~= back then
vd.lights.back = back
vd.tmp.light_textures_set = false
end
end
ts_vehicles.car_on_step = function(self, dtime, moveresult, def, is_full_second)
local vehicle = self.object
local vd = VD(self._id)
local player = vd.driver and minetest.get_player_by_name(vd.driver) or nil
local control = player and player:get_player_control() or nil
if player and is_full_second then
ts_vehicles.hud.car_update(player, self)
end
local velocity = vehicle:get_velocity()
if velocity.y < -20 then
ts_vehicles.disperse(self)
return
end
local new_velocity = player and ts_vehicles.get_car_velocity(self, dtime, control, moveresult, def, is_full_second) or 0
vd.data.total_distance = (vd.data.total_distance or 0) + dtime * vd.v
vd.v = new_velocity
local yaw = ts_vehicles.handle_turn(self, player, control, dtime)
local dir = minetest.yaw_to_dir(yaw)
vehicle:set_velocity({x = dir.x * new_velocity, y = velocity.y, z = dir.z * new_velocity})
ts_vehicles.handle_car_light_controls(self, control)
if not vd.tmp.base_textures_set then
ts_vehicles.apply_textures(self, ts_vehicles.build_textures(def.name, def.textures, vd.parts, self))
vd.tmp.base_textures_set = true
end
if not vd.tmp.light_textures_set then
ts_vehicles.apply_light_textures(self, ts_vehicles.build_light_textures(def.name, def.lighting_textures, vd.parts, self))
vd.tmp.light_textures_set = true
end
if is_full_second then
ts_vehicles.car_light_beam(self)
local tire_pos, car_length = ts_vehicles.helpers.get_rotated_collisionbox_corners(self)
local max_depth = def.stepheight * car_length * 1.5
local front_downwards_space = math.max(ts_vehicles.helpers.downwards_space(tire_pos[1], max_depth), ts_vehicles.helpers.downwards_space(tire_pos[2], max_depth))
local back_downwards_space = math.max(ts_vehicles.helpers.downwards_space(tire_pos[3], max_depth), ts_vehicles.helpers.downwards_space(tire_pos[4], max_depth))
local delta_y = front_downwards_space - back_downwards_space
ts_vehicles.helpers.pitch_vehicle(self, delta_y, car_length, def)
vd.last_seen_pos = vehicle:get_pos()
end
end
ts_vehicles.remove_part = function(self, part_name, player)
local vehicle_def = ts_vehicles.registered_vehicle_bases[self.name]
local can_remove, reason, drop = true, "", part_name
if vehicle_def.can_remove_part then
can_remove, reason = vehicle_def.can_remove_part(self, part_name)
end
if not can_remove then
return false, reason
end
drop = vehicle_def.get_part_drop(self, part_name)
if drop == nil then
return false, "Cannot remove part!"
end
ts_vehicles.helpers.part_get_property("after_part_remove", part_name, self.name, function(...) end)(self, drop)
local inv = player:get_inventory()
local leftover = inv:add_item("main", drop)
if leftover:get_count() > 0 then
minetest.add_item(player:get_pos(), leftover)
end
local vd = VD(self._id)
table.remove(vd.parts, ts_vehicles.helpers.index_of(vd.parts, part_name))
vd.tmp.base_textures_set = false
vd.tmp.light_textures_set = false
return true
end
ts_vehicles.add_part = function(self, item, player)
local vehicle_def = ts_vehicles.registered_vehicle_bases[self.name]
local can_add, reason, leftover = true, "", ItemStack(item)
local part_name = item:get_name()
if vehicle_def.can_add_part then
can_add, reason, leftover = vehicle_def.can_add_part(self, ItemStack(item))
else
leftover:take_item()
end
if not can_add then
return false, reason
end
player:set_wielded_item(leftover)
local vd = VD(self._id)
table.insert(vd.parts, part_name)
ts_vehicles.helpers.part_get_property("after_part_add", part_name, self.name, function(...) end)(self, ItemStack(item))
vd.tmp.base_textures_set = false
vd.tmp.light_textures_set = false
return true
end
ts_vehicles.ensure_is_driveable = function(self)
local vd = VD(self._id)
local def = ts_vehicles.registered_vehicle_bases[self.name]
local is_driveable, reason = def.is_driveable(self)
if not is_driveable then
if vd.driver then
local player = minetest.get_player_by_name(vd.driver)
if player then
minetest.chat_send_player(vd.driver, minetest.colorize("#f00", "[Vehicle] "..reason))
ts_vehicles.up(player)
vd.driver = nil
player:set_detach()
ts_vehicles.hud.remove(player)
end
end
ts_vehicles.passengers.throw_all_out(self, reason)
end
end
ts_vehicles.ensure_attachments = function(self)
local children = self.object:get_children()
local attached_players = {}
for _,child in ipairs(children) do
if child.get_player_name and child:get_player_name() and child:get_player_name() ~= "" then
attached_players[child:get_player_name()] = true
end
end
local vd = VD(self._id)
if vd.driver and not attached_players[vd.driver] then
local player = minetest.get_player_by_name(vd.driver)
if player then
ts_vehicles.up(player)
player:set_detach()
ts_vehicles.hud.remove(player)
end
vd.driver = nil
end
for _,passenger in ipairs(ts_vehicles.passengers.get_passenger_list(self)) do
if passenger and not attached_players[passenger] then
ts_vehicles.passengers.up_by_name(self, passenger)
end
end
end
ts_vehicles.disperse = function(entity)
local pos = entity.object:get_pos()
for _,part_name in ipairs(entity._parts) do
local vehicle_def = ts_vehicles.registered_vehicle_bases[entity.name]
local drop = vehicle_def.get_part_drop(entity, part_name)
if drop ~= nil then
ts_vehicles.helpers.part_get_property("after_part_remove", part_name, entity.name, function(...) end)(entity, drop)
minetest.add_item(pos, drop)
end
end
while #entity._storage > 0 do
local stack = ts_vehicles.storage.take(entity, 1)
minetest.add_item(pos, stack)
end
if entity._driver then
local player = minetest.get_player_by_name(entity._driver)
if player then
minetest.chat_send_player(entity._driver, minetest.colorize("#f00", "[Vehicle] The vehicle got destroyed"))
ts_vehicles.up(player)
entity._driver = nil
player:set_detach()
ts_vehicles.hud.remove(player)
end
end
ts_vehicles.passengers.throw_all_out(entity, "[Vehicle] The vehicle got destroyed")
entity.object:remove()
end |
local webviewLib = require('webview')
-- This module allows to launch a web page that could executes custom Lua code.
-- The webview library may change locale to native and thus mislead the JSON libraries.
if os.setlocale() == 'C' then
-- Default locale is 'C' at startup, set native locale
os.setlocale('')
end
-- Load JSON module
local status, jsonLib = pcall(require, 'cjson')
if not status then
status, jsonLib = pcall(require, 'dkjson')
if not status then
-- provide a basic JSON implementation suitable for basic types
local escapeMap = { ['\b'] = '\\b', ['\f'] = '\\f', ['\n'] = '\\n', ['\r'] = '\\r', ['\t'] = '\\t', ['"'] = '\\"', ['\\'] = '\\\\', ['/'] = '\\/', }
local revertMap = {}; for c, s in pairs(escapeMap) do revertMap[s] = c; end
jsonLib = {
null = {},
decode = function(value)
if string.sub(value, 1, 1) == '"' and string.sub(value, -1, -1) == '"' then
return string.gsub(string.gsub(string.sub(value, 2, -2), '\\u(%x%x%x%x)', function(s)
return string.char(tonumber(s, 16))
end), '\\.', function(s)
return revertMap[s] or ''
end)
elseif string.match(value, '^%s*[%-%+]?%d[%d%.%s]*$') then
return tonumber(value)
elseif (value == 'true') or (value == 'false') then
return value == 'true'
elseif value == 'null' then
return jsonLib.null
end
return nil
end,
encode = function(value)
local valueType = type(value)
if valueType == 'boolean' then
return value and 'true' or 'false'
elseif valueType == 'number' then
return (string.gsub(tostring(value), ',', '.', 1))
elseif valueType == 'string' then
return '"'..string.gsub(value, '[%c"/\\]', function(c)
return escapeMap[c] or string.format('\\u%04X', string.byte(c))
end)..'"'
elseif value == jsonLib.null then
return 'null'
end
return 'undefined'
end
}
end
end
-- OS file separator
local fileSeparator = string.sub(package.config, 1, 1) or '/'
-- Load file system module
local fsLib
status, fsLib = pcall(require, 'luv')
if status then
local uvLib = fsLib
fsLib = {
currentdir = uvLib.cwd,
attributes = uvLib.fs_stat,
}
else
status, fsLib = pcall(require, 'lfs')
if not status then
-- provide a basic file system implementation
fsLib = {
currentdir = function()
local f = io.popen(fileSeparator == '\\' and 'cd' or 'pwd')
if f then
local d = f:read()
f:close()
return d
end
return '.'
end,
attributes = function(p)
local f = io.open(p)
if f then
f:close()
return {}
end
return nil
end,
}
end
end
-- Lua code injected to provide default local variables
local localContextLua = 'local evalJs, callJs, expose = context.evalJs, context.callJs, context.expose; '
local function exposeFunctionJs(name, remove)
local nameJs = "'"..name.."'"
if remove then
return 'delete webview['..nameJs..'];\n';
end
return 'webview['..nameJs..'] = function(value, callback) {'..
'webview.invokeLua('..nameJs..', value, callback);'..
'};\n'
end
-- Initializes the web view and provides a global JavaScript webview object
local function initializeJs(webview, functionMap, options)
local jsContent = [[
if (typeof window.webview === 'object') {
console.log('webview object already exists');
} else {
console.log('initialize webview object');
var webview = {};
window.webview = webview;
var refs = {};
var callbackToRef = function(callback, delay) {
if (typeof callback === 'function') {
var ref;
var id = setTimeout(function() {
var cb = refs[ref];
if (cb) {
delete refs[ref];
cb('timeout');
}
}, delay);
ref = id.toString(36);
refs[ref] = callback;
return ref;
}
return null;
};
webview.callbackRef = function(ref, reason, result) {
var id = parseInt(ref, 36);
clearTimeout(id);
var callback = refs[ref];
if (callback) {
delete refs[ref];
callback(reason, result);
}
};
webview.invokeLua = function(name, value, callback, delay) {
var kind = ':', data = '';
if (typeof value === 'string') {
data = value;
} else if (typeof value === 'function') {
delay = callback;
callback = value;
} else if (value !== undefined) {
kind = ';';
data = JSON.stringify(value);
}
var message;
var ref = callbackToRef(callback, delay || 30000);
if (ref) {
message = '#' + name + kind + ref + ';' + data;
} else {
message = name + kind + data;
}
window.external.invoke(message);
};
]]
if options and options.captureError then
jsContent = jsContent..[[
window.onerror = function(message, source, lineno, colno, error) {
var message = '' + message; // Just "Script error." when occurs in different origin
if (source) {
message += '\n source: ' + source + ', line: ' + lineno + ', col: ' + colno;
}
if (error) {
message += '\n error: ' + error;
}
window.external.invoke(':error:' + message);
return true;
};
]]
end
if options and options.useJsTitle then
jsContent = jsContent..[[
if (document.title) {
window.external.invoke('title:' + document.title);
}
]]
end
if functionMap then
for name in pairs(functionMap) do
jsContent = jsContent..exposeFunctionJs(name)
end
end
if options and options.luaScript then
jsContent = jsContent..[[
var evalLuaScripts = function() {
var scripts = document.getElementsByTagName('script');
for (var i = 0; i < scripts.length; i++) {
var script = scripts[i];
if (script.getAttribute('type') === 'text/lua') {
var src = script.getAttribute('src');
if (src) {
window.external.invoke('evalLuaSrc:' + src);
} else {
window.external.invoke('evalLua:' + script.text);
}
}
}
};
if (document.readyState !== 'loading') {
evalLuaScripts();
} else {
document.addEventListener('DOMContentLoaded', evalLuaScripts);
}
]]
end
jsContent = jsContent..[[
var completeInitialization = function() {
if (typeof window.onWebviewInitalized === 'function') {
webview.evalJs("window.onWebviewInitalized(window.webview);");
}
};
if (document.readyState === 'complete') {
completeInitialization();
} else {
window.addEventListener('load', completeInitialization);
}
}
]]
webviewLib.eval(webview, jsContent, true)
end
-- Prints error message to the error stream
local function printError(value)
io.stderr:write('WebView Launcher - '..tostring(value)..'\n')
end
local function callbackJs(webview, ref, reason, result)
webviewLib.eval(webview, 'if (webview) {'..
'webview.callbackRef("'..ref..'", '..jsonLib.encode(reason)..', '..jsonLib.encode(result)..');'..
'}', true)
end
local function handleCallback(callback, reason, result)
if callback then
callback(reason, result)
elseif reason then
printError(reason)
end
end
-- Executes the specified Lua code
local function evalLua(value, callback, context, webview)
local f, err = load('local callback, context, webview = ...; '..localContextLua..value)
if f then
f(callback, context, webview)
else
handleCallback(callback, 'Error '..tostring(err)..' while loading '..tostring(value))
end
end
-- Toggles the web view full screen on/off
local function fullscreen(value, callback, _, webview)
webviewLib.fullscreen(webview, value == 'true')
handleCallback(callback)
end
-- Sets the web view title
local function setTitle(value, callback, _, webview)
webviewLib.title(webview, value)
handleCallback(callback)
end
-- Terminates the web view
local function terminate(_, callback, _, webview)
webviewLib.terminate(webview, true)
handleCallback(callback)
end
-- Executes the specified Lua file relative to the URL
local function evalLuaSrc(value, callback, context, webview)
local content
if context.luaSrcPath then
local path = context.luaSrcPath..fileSeparator..string.gsub(value, '[/\\]+', fileSeparator)
local file = io.open(path)
if file then
content = file:read('a')
file:close()
end
end
if content then
evalLua(content, callback, context, webview)
else
handleCallback(callback, 'Cannot load Lua file from src "'..tostring(value)..'"')
end
end
-- Evaluates the specified JS code
local function evalJs(value, callback, _, webview)
webviewLib.eval(webview, value, true)
handleCallback(callback)
end
-- Calls the specified JS function name,
-- the arguments are JSON encoded then passed to the JS function
local function callJs(webview, functionName, ...)
local argCount = select('#', ...)
local args = {...}
for i = 1, argCount do
args[i] = jsonLib.encode(args[i])
end
local jsString = functionName..'('..table.concat(args, ',')..')'
webviewLib.eval(webview, jsString, true)
end
-- Creates the webview context and sets the callback and default functions
local function createContext(webview, options)
local initialized = false
-- Named requests callable from JS using window.external.invoke('name:value')
-- Custom request can be registered using window.external.invoke('+name:Lua code')
-- The Lua code has access to the string value, the evalJs() and callJs() functions
local functionMap = {
fullscreen = fullscreen,
title = setTitle,
terminate = terminate,
evalLua = evalLua,
evalLuaSrc = evalLuaSrc,
evalJs = evalJs,
}
-- Defines the context that will be shared across Lua calls
local context = {
expose = function(name, fn)
functionMap[name] = fn
if initialized then
webviewLib.eval(webview, exposeFunctionJs(name, not fn), true)
end
end,
exposeAll = function(fnMap)
local jsContent = ''
for name, fn in pairs(fnMap) do
functionMap[name] = fn
jsContent = jsContent..exposeFunctionJs(name, not fn)
end
if initialized then
webviewLib.eval(webview, jsContent, true)
end
end,
-- Setup a Lua function to evaluates JS code
evalJs = function(value)
webviewLib.eval(webview, value, true)
end,
callJs = function(functionName, ...)
callJs(webview, functionName, ...)
end,
callbackJs = function(ref, reason, result)
callbackJs(webview, ref, reason, result)
end,
terminate = function()
webviewLib.terminate(webview, true)
end,
}
if options and type(options.expose) == 'table' then
context.exposeAll(options.expose)
end
if options and type(options.context) == 'table' then
for name, value in pairs(options.context) do
context[name] = value
end
end
-- Creates the web view callback that handles the JS requests coming from window.external.invoke()
local handler = function(request)
local flag, name, kind, value = string.match(request, '^(%A?)(%a%w*)([:;])(.*)$')
if name then
if flag == '' or flag == '#' then
-- Look for the specified function
local fn = functionMap[name]
local callback, cbRef
if fn then
if flag == '#' then
local ref, val = string.match(value, '^(%w+);(.*)$')
if ref and val then
value = val
cbRef = ref
callback = function(reason, result)
callbackJs(webview, ref, reason, result)
end
else
printError('Invalid reference request '..request)
return
end
end
local s, r
if kind == ';' then
s, r = pcall(jsonLib.decode, value)
if s then
value = r
else
handleCallback(callback, 'Fail to parse '..name..' JSON value "'..tostring(value)..'" due to '..tostring(r))
return
end
end
s, r = pcall(fn, value, callback, context, webview, cbRef)
if not s then
handleCallback(callback, 'Fail to execute '..name..' due to '..tostring(r))
end
else
printError('Unknown function '..name)
end
elseif flag == '-' then
context.expose(name)
elseif flag == '+' then
-- Registering the new function using the specified Lua code
local injected = 'local value, callback, context, webview = ...; '
local fn, err = load(injected..localContextLua..value)
if fn then
context.expose(name, fn)
else
printError('Error '..tostring(err)..' while loading '..tostring(value))
end
elseif name == 'error' and flag == ':' then
printError(value)
elseif name == 'init' and flag == ':' then
initialized = true
initializeJs(webview, functionMap, options)
else
printError('Invalid flag '..flag..' for name '..name)
end
else
printError('Invalid request #'..tostring(request and #request)..' "'..tostring(request)..'"')
end
end
if options and options.initialize then
initialized = true
initializeJs(webview, functionMap, options)
end
return handler
end
local function escapeUrl(value)
return string.gsub(value, "[ %c!#$%%&'()*+,/:;=?@%[%]]", function(c)
return string.format('%%%02X', string.byte(c))
end)
end
local function parseArgs(args)
-- Default web content
local url = 'data:text/html,'..escapeUrl([[<!DOCTYPE html>
<html>
<head>
<title>Welcome WebView</title>
</head>
<script type="text/lua">
print('You could specify an HTML file to launch as a command line argument.')
</script>
<body>
<h1>Welcome !</h1>
<p>You could specify an HTML file to launch as a command line argument.</p>
<button onclick="window.external.invoke('terminate:')">Close</button>
</body>
</html>
]])
local title
local width = 800
local height = 600
local resizable = true
local debug = false
local eventMode = nil
local initialize = true
local luaScript = true
local captureError = true
local luaPath = false
-- Parse command line arguments
args = args or arg or {}
local ctxArgs = {}
local luaSrcPath = nil
local urlArg
for i = 1, #args do
local name, value = string.match(args[i], '^%-%-wv%-([^=]+)=?(.*)$')
if not name then
if urlArg then
table.insert(ctxArgs, args[i])
else
urlArg = args[i]
end
elseif name == 'size' and value then
local w, h = string.match(value, '^(%d+)[xX-/](%d+)$')
width = tonumber(w)
height = tonumber(h)
elseif name == 'title' and value then
title = value
elseif name == 'width' and tonumber(value) then
width = tonumber(value)
elseif name == 'height' and tonumber(value) then
height = tonumber(value)
elseif name == 'resizable' then
resizable = value ~= 'false'
elseif name == 'debug' then
debug = value == 'true'
elseif name == 'event' and (value == 'open' or value == 'main' or value == 'thread' or value == 'http') then
eventMode = value
elseif name == 'initialize' then
initialize = value ~= 'false'
elseif name == 'script' then
luaScript = value ~= 'false'
elseif name == 'captureError' then
captureError = value ~= 'false'
elseif name == 'luaPath' then
luaPath = value == 'true'
else
print('Invalid argument', args[i])
os.exit(22)
end
end
-- Process URL argument
if urlArg and urlArg ~= '' then
if urlArg == '-h' or urlArg == '/?' or urlArg == '--help' then
print('Launchs a WebView using the specified URL')
print('Optional arguments: url --wv-title= --wv-width='..tostring(width)..' --wv-height='..tostring(height)..' --wv-resizable='..tostring(resizable))
os.exit(0)
end
local protocol = string.match(urlArg, '^([^:]+):.+$')
if protocol == 'http' or protocol == 'https' or protocol == 'file' or protocol == 'data' then
url = urlArg
else
local filePath
if string.match(urlArg, '^.:\\.+$') or string.match(urlArg, '^/.+$') then
filePath = urlArg
elseif fsLib then
filePath = fsLib.currentdir()..fileSeparator..urlArg
end
if not filePath then
print('Invalid URL, to launch a file please use an absolute path')
os.exit(22)
end
luaSrcPath = string.match(filePath, '^(.*)[/\\][^/\\]+$')
url = 'file://'..filePath
end
end
if luaSrcPath and luaPath then
package.path = package.path..';'..luaSrcPath..'/?.lua'
end
return url, {
title = title or 'Web View',
width = width,
height = height,
resizable = resizable,
debug = debug
}, {
eventMode = eventMode,
initialize = initialize,
useJsTitle = not title,
luaScript = luaScript,
luaPath = luaPath,
captureError = captureError,
context = {
args = ctxArgs,
luaSrcPath = luaSrcPath,
},
}
end
local function createContextAndPath(wv, opts)
if opts.luaPath and opts.context and opts.context.luaSrcPath then
package.path = package.path..';'..opts.context.luaSrcPath..'/?.lua'
end
return createContext(wv, opts)
end
local function launchWithOptions(url, wvOptions, options)
wvOptions = wvOptions or {}
options = options or wvOptions
if options.eventMode then
local event = require('jls.lang.event')
local WebView = require('jls.util.WebView')
if options.eventMode == 'thread' then
--webviewLib.open('data:text/html,<html><body>Close to start</body></thread>', 'Close to start', 320, 200)
WebView.open(url, wvOptions):next(function(webview)
local callback = createContextAndPath(webview._webview, options)
webview:callback(callback)
end)
elseif options.eventMode == 'http' then
if not options.context.luaSrcPath then
error('Please specify a file path as URL')
end
local FileHttpHandler = require('jls.net.http.handler.FileHttpHandler')
options.callback = true
options.contexts = {
['/(.*)'] = FileHttpHandler:new(options.context.luaSrcPath or '.')
}
local filename = string.match(url, '^.*[/\\]([^/\\]+)$')
WebView.open('http://localhost:0/'..filename, options):next(function(webview)
local callback = createContextAndPath(webview._webview, options)
webview:callback(callback)
end)
else
local open = options.eventMode == 'main' and WebView.openSync or WebView.open
wvOptions.fn = function(webview, data)
local webviewLauncher = require('webview-launcher')
local opts = webviewLauncher.jsonLib.decode(data)
local callback = webviewLauncher.createContextAndPath(webview._webview, opts)
webview:callback(callback)
end
wvOptions.data = jsonLib.encode(options)
open(url, wvOptions)
end
event:loop()
else
local webview = webviewLib.new(url, wvOptions.title, wvOptions.width, wvOptions.height, wvOptions.resizable, wvOptions.debug)
local callback = createContext(webview, options)
webviewLib.callback(webview, callback)
webviewLib.loop(webview)
end
end
return {
initializeJs = initializeJs,
createContext = createContext,
createContextAndPath = createContextAndPath,
escapeUrl = escapeUrl,
launchFromArgs = function(args, ...)
if type(args) == 'string' then
args = {args, ...}
elseif type(args) ~= 'table' then
args = arg
end
launchWithOptions(parseArgs(args))
end,
launchWithOptions = launchWithOptions,
jsonLib = jsonLib,
fsLib = fsLib,
}
|
object_ship_nova_orion_pirate_light_tier1 = object_ship_shared_nova_orion_pirate_light_tier1:new {
}
ObjectTemplates:addTemplate(object_ship_nova_orion_pirate_light_tier1, "object/ship/nova_orion_pirate_light_tier1.iff")
|
--[[
说明:
根据分隔符(或者分隔符的正则式)来切分字符串
返回值:
table 包含各个被切分的字符串的数组
参数:
s string 源字符串
sep string 分隔符或者分隔符的正则表达式
]]
function string.split(s, sep)
s = tostring(s)
sep = tostring(sep)
assert(sep ~= '')
if string.len(s) == 0 then return {} end
local pos, r = 0, {}
local iterator = function() return string.find(s, sep, pos) end -- 这里采用非朴素搜索,即sep可以是类似正则表达式子的东西
for pos_b, pos_e in iterator do
table.insert(r, string.sub(s, pos, pos_b - 1))
pos = pos_e + 1
end
s = string.sub(s, pos)
if string.len(s) > 0 then
table.insert(r, s)
end
return r
end
--[[
说明:
将数组转化成字符串(只能是数组,不能是hash表)
返回值:
string 字符串
参数:
t table 源数组
sep string 可选参数 分隔字符 默认为','
注意:数组中的元素如果是字符串,则可能包含sep,这将会影响strtoarr的转换,因此需要处理下
]]
local tRepChars =
{
[","] = ",",
[";"] = ";",
}
function string.arrtostr(t, sep)
if #t == 0 then return "" end
sep = sep or ','
local r = {}
for _, v in ipairs(t) do
if type(v) == "string" then
v = string.gsub(v, sep, tRepChars)
end
table.insert(r, v)
end
return table.concat(r, sep) .. sep
end
--[[
说明:
将字符串转换成数组
返回值:
table 数组
参数:
s string 源字符串
sep string 可选参数 分隔字符 默认为','
fconvert function 可选参数 分隔后的数组中的元素全是字符串,可以传个转换函数将其转成所需要的类型
]]
function string.strtoarr(s, sep, fconvert)
sep = sep or ','
if fconvert then
assert(type(fconvert) == "function")
end
local r = string.split(s, sep)
if fconvert then
for i, v in ipairs(r) do
r[i] = fconvert(v)
end
end
return r
end
--[[
说明:
将二维的数据转换成字符串
返回值:
string 字符串
参数:
t table 源数组
sep1 string 可选参数 内层数组的分隔符
sep2 string 可选参数 外层数组的分隔符
注意:数组中的元素如果是字符串,则可能包含sep,这将会影响strtomultiarr的转换,因此需要处理下
]]
function string.multiarrtostr(t, sep1, sep2)
if #t == 0 then return "" end
sep1 = sep1 or ','
sep2 = sep2 or ';'
local rep = "[" .. sep1 .. sep2 .. "]"
local r = {}
for _, v in ipairs(t) do
for ii, vv in ipairs(v) do
if type(vv) == "string" then
v[ii] = string.gsub(vv, rep, tRepChars)
end
end
table.insert(r, table.concat(v, sep1) .. sep1)
end
return table.concat(r, sep2) .. sep2
end
--[[
说明:
将字符串转换成二维数组
返回值:
table 数组
参数:
s string 源字符串
sep1 string 可选参数 内层数组的分隔符
sep2 string 可选参数 外层数组的分隔符
fconvert function 可选参数 分隔后的数组中的元素全是字符串,可以传个转换函数将其转成所需要的类型
]]
function string.strtomultiarr(s, sep1, sep2, fconvert)
sep1 = sep1 or ','
sep2 = sep2 or ';'
local r = {}
local t = strtoarr(s, sep2)
for i, v in ipairs(t) do
table.insert(r, strtoarr(v, sep1, fconvert))
end
return r
end
--[[
说明:
将hash表转换成字符串
返回值:
string 字符串
参数:
t table 源hash表
注意:
t中的key和value中可能包含','和';',这将扰乱strtotbl,所以函数内部直接将其转换成中文中的字符
]]
function string.tbltostr(t, sep1, sep2)
sep1 = sep1 or ','
sep2 = sep2 or ';'
local rep = "[" .. sep1 .. sep2 .. "]"
local r
for k, v in pairs(t) do
if type(k) == "string" then
k = string.gsub(k, rep, tRepChars)
end
if type(v) == "string" then
v = string.gsub(v, rep, tRepChars)
end
r = not r and string.format("%s%s%s", k, sep1, v) or string.format("%s%s%s%s%s", r, sep2, k, sep1, v)
end
return r or ""
end
--[[
说明:
将字符串转换为hash表
返回值:
table hash表
参数:
s string 源字符串
kconvert function 可选参数 key的类型转换函数(字符串-->想要的类型)
vconvert function 可选参数 value的类型转换函数(字符串-->想要的类型)
]]
function string.strtotbl(s, sep1, sep2, kconvert, vconvert)
sep1 = sep1 or ','
sep2 = sep2 or ';'
local t = strtomultiarr(s, sep1, sep2)
local r = {}
for _, v in ipairs(t) do
local kk, vv = unpack(v)
if kk and vv then
if kconvert then
kk = kconvert(kk)
end
if vconvert then
vv = vconvert(vv)
end
r[kk] = vv
end
end
return r
end
--[[
说明:
序列化整个tabel(可被直接反序列化),可以嵌套table,可以是hash表和数组或者两者的混合
返回值:
string 字符串
参数:
t table 源table
]]
function string.serialize(t)
local names = {}
local assigns = {}
local function ser(t1, name)
names[t1] = name
local items = {}
for k, v in pairs(t1) do
local tp = type(k)
local key
if tp == "string" then
key = string.format("[%q]", k)
elseif tp == "number" or tp == "boolean" then
key = string.format("[%s]", tostring(k))
else
assert(false, "the key of serializable type only support 'string', 'number' and 'boolean'")
end
tp = type(v)
if tp == "string" then
table.insert(items, string.format("%s=%q", key, v))
elseif tp == "number" or tp == "boolean" then
table.insert(items, string.format("%s=%s", key, tostring(v)))
elseif tp == "table" then
local tbl_name = string.format("%s%s", name, key)
if names[v] then
table.insert(assigns, string.format("%s=%s", tbl_name, names[v]))
else
table.insert(items, string.format("%s=%s", key, ser(v, tbl_name)))
end
else
assert(false, "the value of serializable type only support 'string', 'number', 'boolean' and 'table'")
end
end
return string.format("{%s}", table.concat(items, ","))
end
local ret_str = ser(t, "ret")
local assign_str = table.concat(assigns, " ")
return string.format("do local ret = %s %s return ret end", ret_str, assign_str)
end
--[[
说明:
反序列化字符串为table
返回值:
table hashb表
参数:
s string 源字符串
]]
function string.unserialize(s)
local f = load(s)
assert(f, string.format("string unserialize to table error. string:%s", s))
return f()
end
--[[
说明:
获取hash表的打印排版后的字符串,专门用于打印输出
返回值:
string 经过排版后的字符串
参数:
t table 源hash表
maxlevel number 可选参数 hash表展开的层数 默认全部展开
]]
function string.toprint(t, maxlevel)
if not IsTable(t) then
return tostring(t)
end
maxlevel = maxlevel or 0
local names = {}
local function ser(t1, name, level)
if maxlevel > 0 and level > maxlevel then
return "{...}"
end
names[t1] = name
local items = {}
for k, v in pairs(t1) do
local key
local tp = type(k)
if tp == "string" then
key = string.format("[%q]", k)
elseif tp == "number" or tp == "boolean" or tp == "table" or tp == "function" then
key = string.format("[%s]", tostring(k))
else
assert(false, "key type unsupported")
end
tp = type(v)
local str
if tp == "string" then
str = string.format("%s = %q,", key, v)
elseif tp == "number" or tp == "boolean" or tp == "function" then
str = string.format("%s = %s,", key, tostring(v))
elseif tp == "table" then
if names[v] then
str = string.format("%s = %s,", key, names[v])
else
str = string.format("%s = %s,", key, ser(v, string.format("%s%s", name, key), level+1))
end
else
assert(false, "value type unsupported")
end
str = string.format("%s%s", string.rep("\t", level), str)
table.insert(items, str)
end
if #items == 0 then
return "{}"
end
local tabs = string.rep("\t", level - 1)
local ret
if level ~= 1 then
ret = string.format("\n%s{\n%s\n%s}", tabs, table.concat(items, "\n"), tabs)
else
ret = string.format("%s{\n%s\n%s}", tabs, table.concat(items, "\n"), tabs)
end
return ret
end
return ser(t, "$self", 1)
end
function string.utf8len(input)
AssertString(input)
local lengthList = {}
local len = string.len(input)
local left = len
local cnt = 0
local arr = {0, 0xc0, 0xe0, 0xf0, 0xf8, 0xfc}
while left ~= 0 do
local tmp = string.byte(input, -left)
local i = #arr
while arr[i] do
if tmp >= arr[i] then
left = left - i
local tempLength = i
if tempLength > 4 then
tempLength = 4
end
table.insert(lengthList, tempLength)
break
end
i = i - 1
end
cnt = cnt + 1
end
return cnt, lengthList
end
function string.utf8sub(input, nStart, nEnd)
AssertString(input)
AssertNumber(nStart)
AssertNumber(nEnd)
local len = string.len(input)
local left = len
local cnt = 0
local arr = {0, 0xc0, 0xe0, 0xf0, 0xf8, 0xfc}
local nStrStart = 1
local nStrEnd = len
while left ~= 0 do
local tmp = string.byte(input, -left)
local i = #arr
while arr[i] do
if tmp >= arr[i] then
left = left - i
break
end
i = i - 1
end
cnt = cnt + 1
if nStart == cnt then
nStrStart = -left
elseif nEnd == cnt then
nStrEnd = -(left + 1)
end
end
return string.sub(input, nStrStart, nStrEnd)
end
function string.unicode_to_utf8(convertStr)
if type(convertStr) ~= "string" then
return convertStr
end
local resultStr=""
local i=1
while true do
local num1=string.byte(convertStr,i)
local unicode
if num1~=nil and string.sub(convertStr,i,i+1)=="\\u" then
unicode=tonumber("0x"..string.sub(convertStr,i+2,i+5))
i=i+6
elseif num1~=nil then
unicode=num1
i=i+1
else
break
end
if unicode <= 0x007f then
resultStr=resultStr..string.char(bit.band(unicode,0x7f))
elseif unicode >= 0x0080 and unicode <= 0x07ff then
resultStr=resultStr..string.char(bit.bor(0xc0,bit.band(bit.rshift(unicode,6),0x1f)))
resultStr=resultStr..string.char(bit.bor(0x80,bit.band(unicode,0x3f)))
elseif unicode >= 0x0800 and unicode <= 0xffff then
resultStr=resultStr..string.char(bit.bor(0xe0,bit.band(bit.rshift(unicode,12),0x0f)))
resultStr=resultStr..string.char(bit.bor(0x80,bit.band(bit.rshift(unicode,6),0x3f)))
resultStr=resultStr..string.char(bit.bor(0x80,bit.band(unicode,0x3f)))
end
end
return resultStr
end
--获取名字的长度, 一个中文算两个字符的特殊处理
function string.get_spec_length(str)
AssertString(str)
local _, lenghtList = string.utf8len(str)
local nLenght = 0
for i, v in ipairs(lenghtList) do
if v >= 2 then
nLenght = nLenght + 2
else
nLenght = nLenght + v
end
end
return nLenght
end
--把utf8 字符串拆分出来
function string.utf8_StringToChars( str )
local begin_index = 0
local end_index = 0
local list = {}
for k = 1, #str do
local c = string.byte(str, k)
end_index = end_index + 1
if bit.band(c, 0xc0) ~= 0x80 then
if end_index > 1 then
table.insert(list, string.sub(str, begin_index, end_index-1))
begin_index = end_index
end
end
if k == #str then
table.insert(list, string.sub(str, begin_index, #str))
end
end
return list
end
-- 聊天相关'#'字符处理
function string.FiltByChatWnd(str)
AssertString(str)
str = string.gsub(str, "#", "##")
return str
end
--获取richText文本的长度,暂时支持文字(无样式)和表情
function string.getLengthOfRichText(str)
--过滤非法,方便计数
local length = 0
local waitExpression = false
local i = 1
while i <= string.len(str) do
local c = string.byte(str, i)
if bit.band(c, 0xc0) ~= 0x80 then
length = length + 1
end
i = i + 1
end
return length
end
-- 在utf8字符串的每一个字符之间插入一个字符
function string.InsertCharBetweenStr(szStr, szChar)
AssertString(szStr)
AssertString(szChar)
local szRet = ""
local nPreIndex = 1
local i = 1
local nLen = string.len(szStr)
while i <= nLen do
local c = string.byte(szStr, i)
if bit.band(c, 0xc0) ~= 0x80 and i > 1 then
szRet = szRet .. string.sub(szStr, nPreIndex, i - 1) .. szChar
nPreIndex = i
end
i = i + 1
end
szRet = szRet .. string.sub(szStr, nPreIndex, nLen)
return szRet
end
--删除一个richText,暂时支持文字(无样式)和表情
function string.deleteOneRichChar( str )
--最后一个是表情
local new_str, num = string.gsub(str, "#IS%([^()]*%)$", "")
if num > 0 then
return new_str
end
for i = string.len(str), 1, -1 do
local c = string.byte(str, i)
if bit.band(c, 0xc0) ~= 0x80 then
return string.sub(str, 1, i-1)
end
end
end
--暂时支持文字(无样式)和表情
function string.deleteRichChar( str, count )
count = count or 1
local newStr = str
for i = 1, count do
newStr = deleteOneRichChar(newStr)
end
return newStr
end
--限制richChar的长度
function string.limitRichChar( str , limit)
local curLength = getLengthOfRichText(str)
if curLength > limit then
return deleteRichChar(str, curLength - limit).."..."
else
return str
end
end
function string.rtrim(str, chs)
local chs_val = {}
for _, v in ipairs({string.byte(chs, 1, #chs)}) do
chs_val[v] = true
end
local idx = 0
for i = #str,1,-1 do
if not chs_val[string.byte(str, i)] then
idx = i
break
end
end
return idx < 1 and "" or string.sub(str,1, idx)
end
--去除前面的空格,换行
function string.ltrim(str, chs)
local chs_val = {}
for _, v in ipairs({string.byte(chs, 1, #chs)}) do
chs_val[v] = true
end
local idx = #str + 1
for i = 1, #str do
if not chs_val[string.byte(str, i)] then
idx = i
break
end
end
return idx > #str and "" or string.sub(str,idx)
end
--去除前后的空格和换行
function string.lrtrim( str )
return string.rtrim(string.ltrim(str))
end
function string.contains(str, pattern, plain)
plain = plain or false
local pos_begin, pos_end = string.find(str, pattern, 1, plain)
return pos_begin ~= nil
end
function string.startswith(str, pattern, plain)
plain = plain or false
local pos_begin, pos_end = string.find(str, pattern, 1, plain)
return pos_begin == 1
end
function string.endswith(str, pattern, plain)
plain = plain or false
local pos_begin, pos_end = string.find(str, pattern, -#pattern, plain)
return pos_end == #str
end
CHAR_VAL_a = string.byte('a')
CHAR_VAL_z = string.byte('z')
CHAR_VAL_A = string.byte('A')
CHAR_VAL_Z = string.byte('Z')
CHAR_VAL_0 = string.byte('0')
CHAR_VAL_9 = string.byte('9')
function string.isalnum(str)
local ret = false
if str then
ret = true
for _, v in ipairs({string.byte(str, 1, #str)}) do
local in_range = false
if not in_range and CHAR_VAL_a <= v and v <= CHAR_VAL_z then
in_range = true
end
if not in_range and CHAR_VAL_A <= v and v <= CHAR_VAL_Z then
in_range = true
end
if not in_range and CHAR_VAL_0 <= v and v <= CHAR_VAL_9 then
in_range = true
end
if not in_range then
ret = false
break
end
end
end
return ret
end
function string.isalpha(str)
local ret = false
if str then
ret = true
for _, v in ipairs({string.byte(str, 1, #str)}) do
local in_range = false
if not in_range and CHAR_VAL_a <= v and v <= CHAR_VAL_z then
in_range = true
end
if not in_range and CHAR_VAL_A <= v and v <= CHAR_VAL_Z then
in_range = true
end
if not in_range then
ret = false
break
end
end
end
return ret
end
function string.isnum(str)
local ret = false
if str then
ret = true
for _, v in ipairs({string.byte(str, 1, #str)}) do
if v < CHAR_VAL_0 or v > CHAR_VAL_9 then
ret = false
break
end
end
end
return ret
end
|
ITEM.name = "The Communist Manifesto"
ITEM.desc = ""
ITEM.contents = [[
<h1>Manifesto of the Communist Party</h1>
<h3>By Friedrich Engels and Karl Marx</h3>
<p>
A spectre is haunting Europe — the spectre of communism. All the powers of old Europe have entered into a holy alliance to exorcise this spectre: Pope and Tsar, Metternich and Guizot, French Radicals and German police-spies.
Where is the party in opposition that has not been decried as communistic by its opponents in power? Where is the opposition that has not hurled back the branding reproach of communism, against the more advanced opposition parties, as well as against its reactionary adversaries?
Two things result from this fact:
I. Communism is already acknowledged by all European powers to be itself a power.
II. It is high time that Communists should openly, in the face of the whole world, publish their views, their aims, their tendencies, and meet this nursery tale of the Spectre of Communism with a manifesto of the party itself.
To this end, Communists of various nationalities have assembled in London and sketched the following manifesto, to be published in the English, French, German, Italian, Flemish and Danish languages.
</p>
<h2>Chapter I. Bourgeois and Proletarians</h2>
<p>
The history of all hitherto existing society(2) is the history of class struggles.
Freeman and slave, patrician and plebeian, lord and serf, guild-master(3) and journeyman, in a word, oppressor and oppressed, stood in constant opposition to one another, carried on an uninterrupted, now hidden, now open fight, a fight that each time ended, either in a revolutionary reconstitution of society at large, or in the common ruin of the contending classes.
In the earlier epochs of history, we find almost everywhere a complicated arrangement of society into various orders, a manifold gradation of social rank. In ancient Rome we have patricians, knights, plebeians, slaves; in the Middle Ages, feudal lords, vassals, guild-masters, journeymen, apprentices, serfs; in almost all of these classes, again, subordinate gradations.
The modern bourgeois society that has sprouted from the ruins of feudal society has not done away with class antagonisms. It has but established new classes, new conditions of oppression, new forms of struggle in place of the old ones.
Our epoch, the epoch of the bourgeoisie, possesses, however, this distinct feature: it has simplified class antagonisms. Society as a whole is more and more splitting up into two great hostile camps, into two great classes directly facing each other — Bourgeoisie and Proletariat.
From the serfs of the Middle Ages sprang the chartered burghers of the earliest towns. From these burgesses the first elements of the bourgeoisie were developed.
The discovery of America, the rounding of the Cape, opened up fresh ground for the rising bourgeoisie. The East-Indian and Chinese markets, the colonisation of America, trade with the colonies, the increase in the means of exchange and in commodities generally, gave to commerce, to navigation, to industry, an impulse never before known, and thereby, to the revolutionary element in the tottering feudal society, a rapid development.
The feudal system of industry, in which industrial production was monopolised by closed guilds, now no longer sufficed for the growing wants of the new markets. The manufacturing system took its place. The guild-masters were pushed on one side by the manufacturing middle class; division of labour between the different corporate guilds vanished in the face of division of labour in each single workshop.
Meantime the markets kept ever growing, the demand ever rising. Even manufacturer no longer sufficed. Thereupon, steam and machinery revolutionised industrial production. The place of manufacture was taken by the giant, Modern Industry; the place of the industrial middle class by industrial millionaires, the leaders of the whole industrial armies, the modern bourgeois.
Modern industry has established the world market, for which the discovery of America paved the way. This market has given an immense development to commerce, to navigation, to communication by land. This development has, in its turn, reacted on the extension of industry; and in proportion as industry, commerce, navigation, railways extended, in the same proportion the bourgeoisie developed, increased its capital, and pushed into the background every class handed down from the Middle Ages.
We see, therefore, how the modern bourgeoisie is itself the product of a long course of development, of a series of revolutions in the modes of production and of exchange.
Each step in the development of the bourgeoisie was accompanied by a corresponding political advance of that class. An oppressed class under the sway of the feudal nobility, an armed and self-governing association in the medieval commune(4): here independent urban republic (as in Italy and Germany); there taxable “third estate” of the monarchy (as in France); afterwards, in the period of manufacturing proper, serving either the semi-feudal or the absolute monarchy as a counterpoise against the nobility, and, in fact, cornerstone of the great monarchies in general, the bourgeoisie has at last, since the establishment of Modern Industry and of the world market, conquered for itself, in the modern representative State, exclusive political sway. The executive of the modern state is but a committee for managing the common affairs of the whole bourgeoisie.
The bourgeoisie, historically, has played a most revolutionary part.
The bourgeoisie, wherever it has got the upper hand, has put an end to all feudal, patriarchal, idyllic relations. It has pitilessly torn asunder the motley feudal ties that bound man to his “natural superiors”, and has left remaining no other nexus between man and man than naked self-interest, than callous “cash payment”. It has drowned the most heavenly ecstasies of religious fervour, of chivalrous enthusiasm, of philistine sentimentalism, in the icy water of egotistical calculation. It has resolved personal worth into exchange value, and in place of the numberless indefeasible chartered freedoms, has set up that single, unconscionable freedom — Free Trade. In one word, for exploitation, veiled by religious and political illusions, it has substituted naked, shameless, direct, brutal exploitation.
The bourgeoisie has stripped of its halo every occupation hitherto honoured and looked up to with reverent awe. It has converted the physician, the lawyer, the priest, the poet, the man of science, into its paid wage labourers.
The bourgeoisie has torn away from the family its sentimental veil, and has reduced the family relation to a mere money relation.
The bourgeoisie has disclosed how it came to pass that the brutal display of vigour in the Middle Ages, which reactionaries so much admire, found its fitting complement in the most slothful indolence. It has been the first to show what man’s activity can bring about. It has accomplished wonders far surpassing Egyptian pyramids, Roman aqueducts, and Gothic cathedrals; it has conducted expeditions that put in the shade all former Exoduses of nations and crusades.
The bourgeoisie cannot exist without constantly revolutionising the instruments of production, and thereby the relations of production, and with them the whole relations of society. Conservation of the old modes of production in unaltered form, was, on the contrary, the first condition of existence for all earlier industrial classes. Constant revolutionising of production, uninterrupted disturbance of all social conditions, everlasting uncertainty and agitation distinguish the bourgeois epoch from all earlier ones. All fixed, fast-frozen relations, with their train of ancient and venerable prejudices and opinions, are swept away, all new-formed ones become antiquated before they can ossify. All that is solid melts into air, all that is holy is profaned, and man is at last compelled to face with sober senses his real conditions of life, and his relations with his kind.
The need of a constantly expanding market for its products chases the bourgeoisie over the entire surface of the globe. It must nestle everywhere, settle everywhere, establish connexions everywhere.
The bourgeoisie has through its exploitation of the world market given a cosmopolitan character to production and consumption in every country. To the great chagrin of Reactionists, it has drawn from under the feet of industry the national ground on which it stood. All old-established national industries have been destroyed or are daily being destroyed. They are dislodged by new industries, whose introduction becomes a life and death question for all civilised nations, by industries that no longer work up indigenous raw material, but raw material drawn from the remotest zones; industries whose products are consumed, not only at home, but in every quarter of the globe. In place of the old wants, satisfied by the production of the country, we find new wants, requiring for their satisfaction the products of distant lands and climes. In place of the old local and national seclusion and self-sufficiency, we have intercourse in every direction, universal inter-dependence of nations. And as in material, so also in intellectual production. The intellectual creations of individual nations become common property. National one-sidedness and narrow-mindedness become more and more impossible, and from the numerous national and local literatures, there arises a world literature.
The bourgeoisie, by the rapid improvement of all instruments of production, by the immensely facilitated means of communication, draws all, even the most barbarian, nations into civilisation. The cheap prices of commodities are the heavy artillery with which it batters down all Chinese walls, with which it forces the barbarians’ intensely obstinate hatred of foreigners to capitulate. It compels all nations, on pain of extinction, to adopt the bourgeois mode of production; it compels them to introduce what it calls civilisation into their midst, i.e., to become bourgeois themselves. In one word, it creates a world after its own image.
The bourgeoisie has subjected the country to the rule of the towns. It has created enormous cities, has greatly increased the urban population as compared with the rural, and has thus rescued a considerable part of the population from the idiocy of rural life. Just as it has made the country dependent on the towns, so it has made barbarian and semi-barbarian countries dependent on the civilised ones, nations of peasants on nations of bourgeois, the East on the West.
The bourgeoisie keeps more and more doing away with the scattered state of the population, of the means of production, and of property. It has agglomerated population, centralised the means of production, and has concentrated property in a few hands. The necessary consequence of this was political centralisation. Independent, or but loosely connected provinces, with separate interests, laws, governments, and systems of taxation, became lumped together into one nation, with one government, one code of laws, one national class-interest, one frontier, and one customs-tariff.
The bourgeoisie, during its rule of scarce one hundred years, has created more massive and more colossal productive forces than have all preceding generations together. Subjection of Nature’s forces to man, machinery, application of chemistry to industry and agriculture, steam-navigation, railways, electric telegraphs, clearing of whole continents for cultivation, canalisation of rivers, whole populations conjured out of the ground — what earlier century had even a presentiment that such productive forces slumbered in the lap of social labour?
We see then: the means of production and of exchange, on whose foundation the bourgeoisie built itself up, were generated in feudal society. At a certain stage in the development of these means of production and of exchange, the conditions under which feudal society produced and exchanged, the feudal organisation of agriculture and manufacturing industry, in one word, the feudal relations of property became no longer compatible with the already developed productive forces; they became so many fetters. They had to be burst asunder; they were burst asunder.
Into their place stepped free competition, accompanied by a social and political constitution adapted in it, and the economic and political sway of the bourgeois class.
A similar movement is going on before our own eyes. Modern bourgeois society, with its relations of production, of exchange and of property, a society that has conjured up such gigantic means of production and of exchange, is like the sorcerer who is no longer able to control the powers of the nether world whom he has called up by his spells. For many a decade past the history of industry and commerce is but the history of the revolt of modern productive forces against modern conditions of production, against the property relations that are the conditions for the existence of the bourgeois and of its rule. It is enough to mention the commercial crises that by their periodical return put the existence of the entire bourgeois society on its trial, each time more threateningly. In these crises, a great part not only of the existing products, but also of the previously created productive forces, are periodically destroyed. In these crises, there breaks out an epidemic that, in all earlier epochs, would have seemed an absurdity — the epidemic of over-production. Society suddenly finds itself put back into a state of momentary barbarism; it appears as if a famine, a universal war of devastation, had cut off the supply of every means of subsistence; industry and commerce seem to be destroyed; and why? Because there is too much civilisation, too much means of subsistence, too much industry, too much commerce. The productive forces at the disposal of society no longer tend to further the development of the conditions of bourgeois property; on the contrary, they have become too powerful for these conditions, by which they are fettered, and so soon as they overcome these fetters, they bring disorder into the whole of bourgeois society, endanger the existence of bourgeois property. The conditions of bourgeois society are too narrow to comprise the wealth created by them. And how does the bourgeoisie get over these crises? On the one hand by enforced destruction of a mass of productive forces; on the other, by the conquest of new markets, and by the more thorough exploitation of the old ones. That is to say, by paving the way for more extensive and more destructive crises, and by diminishing the means whereby crises are prevented.
The weapons with which the bourgeoisie felled feudalism to the ground are now turned against the bourgeoisie itself.
But not only has the bourgeoisie forged the weapons that bring death to itself; it has also called into existence the men who are to wield those weapons — the modern working class — the proletarians.
In proportion as the bourgeoisie, i.e., capital, is developed, in the same proportion is the proletariat, the modern working class, developed — a class of labourers, who live only so long as they find work, and who find work only so long as their labour increases capital. These labourers, who must sell themselves piecemeal, are a commodity, like every other article of commerce, and are consequently exposed to all the vicissitudes of competition, to all the fluctuations of the market.
Owing to the extensive use of machinery, and to the division of labour, the work of the proletarians has lost all individual character, and, consequently, all charm for the workman. He becomes an appendage of the machine, and it is only the most simple, most monotonous, and most easily acquired knack, that is required of him. Hence, the cost of production of a workman is restricted, almost entirely, to the means of subsistence that he requires for maintenance, and for the propagation of his race. But the price of a commodity, and therefore also of labour, is equal to its cost of production. In proportion, therefore, as the repulsiveness of the work increases, the wage decreases. Nay more, in proportion as the use of machinery and division of labour increases, in the same proportion the burden of toil also increases, whether by prolongation of the working hours, by the increase of the work exacted in a given time or by increased speed of machinery, etc.
Modern Industry has converted the little workshop of the patriarchal master into the great factory of the industrial capitalist. Masses of labourers, crowded into the factory, are organised like soldiers. As privates of the industrial army they are placed under the command of a perfect hierarchy of officers and sergeants. Not only are they slaves of the bourgeois class, and of the bourgeois State; they are daily and hourly enslaved by the machine, by the overlooker, and, above all, by the individual bourgeois manufacturer himself. The more openly this despotism proclaims gain to be its end and aim, the more petty, the more hateful and the more embittering it is.
The less the skill and exertion of strength implied in manual labour, in other words, the more modern industry becomes developed, the more is the labour of men superseded by that of women. Differences of age and sex have no longer any distinctive social validity for the working class. All are instruments of labour, more or less expensive to use, according to their age and sex.
No sooner is the exploitation of the labourer by the manufacturer, so far, at an end, that he receives his wages in cash, than he is set upon by the other portions of the bourgeoisie, the landlord, the shopkeeper, the pawnbroker, etc.
The lower strata of the middle class — the small tradespeople, shopkeepers, and retired tradesmen generally, the handicraftsmen and peasants — all these sink gradually into the proletariat, partly because their diminutive capital does not suffice for the scale on which Modern Industry is carried on, and is swamped in the competition with the large capitalists, partly because their specialised skill is rendered worthless by new methods of production. Thus the proletariat is recruited from all classes of the population.
The proletariat goes through various stages of development. With its birth begins its struggle with the bourgeoisie. At first the contest is carried on by individual labourers, then by the workpeople of a factory, then by the operative of one trade, in one locality, against the individual bourgeois who directly exploits them. They direct their attacks not against the bourgeois conditions of production, but against the instruments of production themselves; they destroy imported wares that compete with their labour, they smash to pieces machinery, they set factories ablaze, they seek to restore by force the vanished status of the workman of the Middle Ages.
At this stage, the labourers still form an incoherent mass scattered over the whole country, and broken up by their mutual competition. If anywhere they unite to form more compact bodies, this is not yet the consequence of their own active union, but of the union of the bourgeoisie, which class, in order to attain its own political ends, is compelled to set the whole proletariat in motion, and is moreover yet, for a time, able to do so. At this stage, therefore, the proletarians do not fight their enemies, but the enemies of their enemies, the remnants of absolute monarchy, the landowners, the non-industrial bourgeois, the petty bourgeois. Thus, the whole historical movement is concentrated in the hands of the bourgeoisie; every victory so obtained is a victory for the bourgeoisie.
But with the development of industry, the proletariat not only increases in number; it becomes concentrated in greater masses, its strength grows, and it feels that strength more. The various interests and conditions of life within the ranks of the proletariat are more and more equalised, in proportion as machinery obliterates all distinctions of labour, and nearly everywhere reduces wages to the same low level. The growing competition among the bourgeois, and the resulting commercial crises, make the wages of the workers ever more fluctuating. The increasing improvement of machinery, ever more rapidly developing, makes their livelihood more and more precarious; the collisions between individual workmen and individual bourgeois take more and more the character of collisions between two classes. Thereupon, the workers begin to form combinations (Trades’ Unions) against the bourgeois; they club together in order to keep up the rate of wages; they found permanent associations in order to make provision beforehand for these occasional revolts. Here and there, the contest breaks out into riots.
Now and then the workers are victorious, but only for a time. The real fruit of their battles lies, not in the immediate result, but in the ever expanding union of the workers. This union is helped on by the improved means of communication that are created by modern industry, and that place the workers of different localities in contact with one another. It was just this contact that was needed to centralise the numerous local struggles, all of the same character, into one national struggle between classes. But every class struggle is a political struggle. And that union, to attain which the burghers of the Middle Ages, with their miserable highways, required centuries, the modern proletarian, thanks to railways, achieve in a few years.
This organisation of the proletarians into a class, and, consequently into a political party, is continually being upset again by the competition between the workers themselves. But it ever rises up again, stronger, firmer, mightier. It compels legislative recognition of particular interests of the workers, by taking advantage of the divisions among the bourgeoisie itself. Thus, the ten-hours’ bill in England was carried.
Altogether collisions between the classes of the old society further, in many ways, the course of development of the proletariat. The bourgeoisie finds itself involved in a constant battle. At first with the aristocracy; later on, with those portions of the bourgeoisie itself, whose interests have become antagonistic to the progress of industry; at all time with the bourgeoisie of foreign countries. In all these battles, it sees itself compelled to appeal to the proletariat, to ask for help, and thus, to drag it into the political arena. The bourgeoisie itself, therefore, supplies the proletariat with its own elements of political and general education, in other words, it furnishes the proletariat with weapons for fighting the bourgeoisie.
Further, as we have already seen, entire sections of the ruling class are, by the advance of industry, precipitated into the proletariat, or are at least threatened in their conditions of existence. These also supply the proletariat with fresh elements of enlightenment and progress.
Finally, in times when the class struggle nears the decisive hour, the progress of dissolution going on within the ruling class, in fact within the whole range of old society, assumes such a violent, glaring character, that a small section of the ruling class cuts itself adrift, and joins the revolutionary class, the class that holds the future in its hands. Just as, therefore, at an earlier period, a section of the nobility went over to the bourgeoisie, so now a portion of the bourgeoisie goes over to the proletariat, and in particular, a portion of the bourgeois ideologists, who have raised themselves to the level of comprehending theoretically the historical movement as a whole.
Of all the classes that stand face to face with the bourgeoisie today, the proletariat alone is a really revolutionary class. The other classes decay and finally disappear in the face of Modern Industry; the proletariat is its special and essential product.
The lower middle class, the small manufacturer, the shopkeeper, the artisan, the peasant, all these fight against the bourgeoisie, to save from extinction their existence as fractions of the middle class. They are therefore not revolutionary, but conservative. Nay more, they are reactionary, for they try to roll back the wheel of history. If by chance, they are revolutionary, they are only so in view of their impending transfer into the proletariat; they thus defend not their present, but their future interests, they desert their own standpoint to place themselves at that of the proletariat.
The “dangerous class”, [lumpenproletariat] the social scum, that passively rotting mass thrown off by the lowest layers of the old society, may, here and there, be swept into the movement by a proletarian revolution; its conditions of life, however, prepare it far more for the part of a bribed tool of reactionary intrigue.
In the condition of the proletariat, those of old society at large are already virtually swamped. The proletarian is without property; his relation to his wife and children has no longer anything in common with the bourgeois family relations; modern industry labour, modern subjection to capital, the same in England as in France, in America as in Germany, has stripped him of every trace of national character. Law, morality, religion, are to him so many bourgeois prejudices, behind which lurk in ambush just as many bourgeois interests.
All the preceding classes that got the upper hand sought to fortify their already acquired status by subjecting society at large to their conditions of appropriation. The proletarians cannot become masters of the productive forces of society, except by abolishing their own previous mode of appropriation, and thereby also every other previous mode of appropriation. They have nothing of their own to secure and to fortify; their mission is to destroy all previous securities for, and insurances of, individual property.
All previous historical movements were movements of minorities, or in the interest of minorities. The proletarian movement is the self-conscious, independent movement of the immense majority, in the interest of the immense majority. The proletariat, the lowest stratum of our present society, cannot stir, cannot raise itself up, without the whole superincumbent strata of official society being sprung into the air.
Though not in substance, yet in form, the struggle of the proletariat with the bourgeoisie is at first a national struggle. The proletariat of each country must, of course, first of all settle matters with its own bourgeoisie.
In depicting the most general phases of the development of the proletariat, we traced the more or less veiled civil war, raging within existing society, up to the point where that war breaks out into open revolution, and where the violent overthrow of the bourgeoisie lays the foundation for the sway of the proletariat.
Hitherto, every form of society has been based, as we have already seen, on the antagonism of oppressing and oppressed classes. But in order to oppress a class, certain conditions must be assured to it under which it can, at least, continue its slavish existence. The serf, in the period of serfdom, raised himself to membership in the commune, just as the petty bourgeois, under the yoke of the feudal absolutism, managed to develop into a bourgeois. The modern labourer, on the contrary, instead of rising with the process of industry, sinks deeper and deeper below the conditions of existence of his own class. He becomes a pauper, and pauperism develops more rapidly than population and wealth. And here it becomes evident, that the bourgeoisie is unfit any longer to be the ruling class in society, and to impose its conditions of existence upon society as an over-riding law. It is unfit to rule because it is incompetent to assure an existence to its slave within his slavery, because it cannot help letting him sink into such a state, that it has to feed him, instead of being fed by him. Society can no longer live under this bourgeoisie, in other words, its existence is no longer compatible with society.
The essential conditions for the existence and for the sway of the bourgeois class is the formation and augmentation of capital; the condition for capital is wage-labour. Wage-labour rests exclusively on competition between the labourers. The advance of industry, whose involuntary promoter is the bourgeoisie, replaces the isolation of the labourers, due to competition, by the revolutionary combination, due to association. The development of Modern Industry, therefore, cuts from under its feet the very foundation on which the bourgeoisie produces and appropriates products. What the bourgeoisie therefore produces, above all, are its own grave-diggers. Its fall and the victory of the proletariat are equally inevitable.
</p>
]] |
fiber = require('fiber')
--
-- gh-2784: do not validate space formatted but not indexed fields
-- in surrogate statements.
--
-- At first, test simple surrogate delete generated from a key.
format = {{name = 'a', type = 'unsigned'}, {name = 'b', type = 'unsigned'}}
s = box.schema.space.create('test', {engine = 'vinyl', format = format})
_ = s:create_index('pk')
s:insert{1, 1}
-- Type of a second field in a surrogate tuple must be NULL but
-- with UNSIGNED type, specified in a tuple_format. It is
-- possible, because only indexed fields are used in surrogate
-- tuples.
s:delete(1)
s:drop()
-- Test select after snapshot. This select gets surrogate
-- tuples from a disk. Here NULL also can be stored in formatted,
-- but not indexed field.
format = {}
format[1] = {name = 'a', type = 'unsigned'}
format[2] = {name = 'b', type = 'unsigned'}
format[3] = {name = 'c', type = 'unsigned'}
s = box.schema.space.create('test', {engine = 'vinyl', format = format})
_ = s:create_index('pk')
_ = s:create_index('sk', {parts = {2, 'unsigned'}})
s:insert{1, 1, 1}
box.snapshot()
s:delete(1)
box.snapshot()
s:select()
s:drop()
--
-- gh-2983: ensure the transaction associated with a fiber
-- is automatically rolled back if the fiber stops.
--
s = box.schema.create_space('test', { engine = 'vinyl' })
_ = s:create_index('pk')
tx1 = box.stat.vinyl().tx
ch = fiber.channel(1)
_ = fiber.create(function() box.begin() s:insert{1} ch:put(true) end)
ch:get()
tx2 = box.stat.vinyl().tx
tx2.commit - tx1.commit -- 0
tx2.rollback - tx1.rollback -- 1
s:drop()
--
-- gh-3158: check of duplicates is skipped if the index
-- is contained by another unique index which is checked.
--
s = box.schema.create_space('test', {engine = 'vinyl'})
i1 = s:create_index('i1', {unique = true, parts = {1, 'unsigned', 2, 'unsigned'}})
i2 = s:create_index('i2', {unique = true, parts = {2, 'unsigned', 1, 'unsigned'}})
i3 = s:create_index('i3', {unique = true, parts = {3, 'unsigned', 4, 'unsigned', 5, 'unsigned'}})
i4 = s:create_index('i4', {unique = true, parts = {5, 'unsigned', 4, 'unsigned'}})
i5 = s:create_index('i5', {unique = true, parts = {4, 'unsigned', 5, 'unsigned', 1, 'unsigned'}})
i6 = s:create_index('i6', {unique = true, parts = {4, 'unsigned', 6, 'unsigned', 5, 'unsigned'}})
i7 = s:create_index('i7', {unique = true, parts = {6, 'unsigned'}})
s:insert{1, 1, 1, 1, 1, 1}
i1:stat().lookup -- 1
i2:stat().lookup -- 0
i3:stat().lookup -- 0
i4:stat().lookup -- 1
i5:stat().lookup -- 0
i6:stat().lookup -- 0
i7:stat().lookup -- 1
s:drop()
|
TOOL.AddToMenu = false
TOOL.ClientConVar["train"] = 1
TOOL.ClientConVar["wagnum"] = 3
TOOL.ClientConVar["lighter"] = 0
TOOL.ClientConVar["texture"] = ""
TOOL.ClientConVar["passtexture"] = ""
TOOL.ClientConVar["cabtexture"] = ""
TOOL.ClientConVar["adv"] = 1
TOOL.ClientConVar["ars"] = 1
TOOL.ClientConVar["skin"] = 1
TOOL.ClientConVar["cran"] = 1
TOOL.ClientConVar["prom"] = 1
TOOL.ClientConVar["mask"] = 1
TOOL.ClientConVar["pitermsk"] = 1
TOOL.ClientConVar["bpsn"] = 2
TOOL.ClientConVar["led"] = 0
TOOL.ClientConVar["kvsnd"] = 1
TOOL.ClientConVar["oldkvpos"] = 0
TOOL.ClientConVar["horn"] = 0
TOOL.ClientConVar["nm"] = 8.2
TOOL.ClientConVar["battery"] = 0
TOOL.ClientConVar["switches"] = 1
TOOL.ClientConVar["switchesr"] = 0
TOOL.ClientConVar["doorsl"] = 0
TOOL.ClientConVar["doorsr"] = 0
TOOL.ClientConVar["gv"] = 1
TOOL.ClientConVar["pb"] = 0
TOOL.ClientConVar["oldt"] = ""
TOOL.ClientConVar["oldw"] = ""
TOOL.ClientConVar["seat"] = 1
TOOL.ClientConVar["hand"] = 1
TOOL.ClientConVar["mvm"] = 1
TOOL.ClientConVar["bort"] = 1
TOOL.ClientConVar["lamp"] = 1
TOOL.ClientConVar["breakers"] = 0
TOOL.ClientConVar["blok"] = 1
TOOL.ClientConVar["pnm"] = 0
TOOL.ClientConVar["bloken"] = 0
local Trains = {{"81-717_mvm","81-714_mvm"},{"81-717_lvz","81-714_lvz"},{"E","E"},{"Ema","Em"},{"Ezh3","Ema508T"},{"81-7036","81-7037"}}
local Switches = { "A61","A55","A54","A56","A27","A21","A10","A53","A43","A45","A42","A41",
"VU","A64","A63","A50","A51","A23","A14","A1","A2","A3","A17",
"A62","A29","A5","A6","A8","A20","A25","A22","A30","A39","A44","A80"
,"A65","A24","A32","A31","A16","A13","A12","A7","A9","A46","A47"}
if CLIENT then
language.Add("Tool.train_spawner.name", "Train Spawner")
language.Add("Tool.train_spawner.desc", "Spawn a train")
language.Add("Tool.train_spawner.0", "Primary: Spawns a full train. Secondary: self.Reverse facing (yellow ed when facing the opposite side).")
language.Add("Undone_81-7036", "Undone 81-7036 (does not work)")
language.Add("Undone_81-7037", "Undone 81-7037 (does not work)")
language.Add("Undone_81-717", "Undone 81-717")
language.Add("Undone_81-714", "Undone 81-714")
language.Add("Undone_Ezh3", "Undone Ezh3")
language.Add("Undone_Ema508T", "Undone Em508T")
end
local function Trace(ply,tr)
local verticaloffset = 5 -- Offset for the train model
local distancecap = 2000 -- When to ignore hitpos and spawn at set distanace
local pos, ang = nil
local inhibitrerail = false
--TODO: Make this work better for raw base ent
if tr.Hit then
-- Setup trace to find out of this is a track
local tracesetup = {}
tracesetup.start=tr.HitPos
tracesetup.endpos=tr.HitPos+tr.HitNormal*80
tracesetup.filter=ply
local tracedata = util.TraceLine(tracesetup)
if tracedata.Hit then
-- Trackspawn
pos = (tr.HitPos + tracedata.HitPos)/2 + Vector(0,0,verticaloffset)
ang = tracedata.HitNormal
ang:Rotate(Angle(0,90,0))
ang = ang:Angle()
-- Bit ugly because Rotate() messes with the orthogonal vector | Orthogonal? I wrote "origional?!" :V
else
-- Regular spawn
if tr.HitPos:Distance(tr.StartPos) > distancecap then
-- Spawnpos is far away, put it at distancecap instead
pos = tr.StartPos + tr.Normal * distancecap
inhibitrerail = true
else
-- Spawn is near
pos = tr.HitPos + tr.HitNormal * verticaloffset
end
ang = Angle(0,tr.Normal:Angle().y,0)
end
else
-- Trace didn't hit anything, spawn at distancecap
pos = tr.StartPos + tr.Normal * distancecap
ang = Angle(0,tr.Normal:Angle().y,0)
end
return {pos,ang,inhibitrerail}
end
function TOOL:GetCurrentModel(trNum,head,pr)
if trNum == 1 or trNum == 2 then
if not pr then
return "models/metrostroi_train/81/81-717.mdl"
else
return "models/metrostroi/81/81-714.mdl"
end
elseif trNum == 3 then
return "models/metrostroi_train/e/e.mdl"
elseif trNum == 4 then
return "models/metrostroi_train/em/em.mdl"
elseif trNum == 5 then
return "models/metrostroi/e/"..(pr and "ema508t" or "em508")..".mdl"
else
return "models/metrostroi/81/81-703"..(pr and 7 or 6)..".mdl"
end
end
function TOOL:GetConvar()
local tbl = {}
tbl.Train = self:GetClientNumber("train")
tbl.WagNum = self:GetClientNumber("wagnum")
tbl.Texture = self:GetClientInfo("texture")
tbl.PassTexture = self:GetClientInfo("passtexture")
tbl.CabTexture = self:GetClientInfo("cabtexture")
tbl.Adv = self:GetClientNumber("adv")
tbl.ARS = self:GetClientNumber("ars")
tbl.Skin = self:GetClientNumber("skin")
tbl.Cran = self:GetClientNumber("cran")
tbl.Prom = self:GetClientNumber("prom")
tbl.Mask = self:GetClientNumber("mask")
tbl.PiterMsk = self:GetClientNumber("pitermsk")
tbl.LED = self:GetClientNumber("led")
tbl.Horn = self:GetClientNumber("horn")
tbl.KVSnd = math.max(1,self:GetClientNumber("kvsnd"))
tbl.OldKVPos = self:GetClientNumber("oldkvpos")
tbl.BPSN = self:GetClientNumber("bpsn")
tbl.NM = self:GetClientNumber("nm")
tbl.Battery = self:GetClientNumber("battery")
tbl.Lighter = self:GetClientNumber("lighter")
tbl.Switches = self:GetClientNumber("switches")
tbl.SwitchesR = self:GetClientNumber("switchesr")
tbl.DoorsL = self:GetClientNumber("doorsl")
tbl.DoorsR = self:GetClientNumber("doorsr")
tbl.GV = self:GetClientNumber("gv")
tbl.PB = self:GetClientNumber("pb")
tbl.Bort = self:GetClientNumber("bort")
tbl.MVM = self:GetClientNumber("mvm")
tbl.Hand = self:GetClientNumber("hand")
tbl.Seat = self:GetClientNumber("seat")
tbl.Lamp = self:GetClientNumber("lamp")
tbl.Breakers = self:GetClientNumber("breakers")
tbl.Blok = self:GetClientNumber("blok")
tbl.PNM = self:GetClientNumber("pnm")
tbl.BlokEN = self:GetClientNumber("bloken")
return tbl
end
local CLpos,CLang = Vector(0,0,0),Angle(0,0,0)
function UpdateGhostPos(pl)
local trace = util.TraceLine(util.GetPlayerTrace(pl))
local tbl = Metrostroi.RerailGetTrackData(trace.HitPos,pl:GetAimVector())
if not tbl then tbl = Trace(pl, trace) end
local pos,ang = Vector(0,0,0),Angle(0,0,0)
if tbl[3] ~= nil then
pos = tbl[1]+Vector(0,0,55)
ang = tbl[2]
else
pos = tbl.centerpos + Vector(0,0,112)
ang = tbl.right:Angle()+Angle(0,90,0)
end
return pos,ang
end
function TOOL:UpdateGhost(pl, ent)
local pos,ang
if SERVER then
pos, ang = UpdateGhostPos(pl)
self:GetOwner():SetNW2Vector("metrostroi_train_spawner_pos",pos)
self:GetOwner():SetNW2Angle("metrostroi_train_spawner_angle",ang + Angle(0,self.Rev and 180 or 0,0))
else
pos, ang = self:GetOwner():GetNW2Vector("metrostroi_train_spawner_pos"), self:GetOwner():GetNW2Angle("metrostroi_train_spawner_angle")
end
if not ent then return end
if self.tbl.Train == 4 then
--[[
local path = Metrostroi.Skins["ezh3"][self.tbl.Texture].path
if path == "RND" then path = Metrostroi.Skins["ezh3"][math.random(1,#Metrostroi.Skins["ezh3"])].path end
for k,v in pairs(ent:GetMaterials()) do
if v:find("ewagon") then
ent:SetSubMaterial(k-1,path)
else
ent:SetSubMaterial(k-1,"")
end
end
]]
else
--ent:SetSkin(self.tbl.Paint == 1 and math.random(0,2) or self.tbl.Paint-2)
ent:SetBodygroup(1,(self.tbl.ARS or 1)-1)
ent:SetBodygroup(2,(self.tbl.Lamp or 1)-1)
ent:SetBodygroup(3,(self.tbl.Mask or 1)-1)
ent:SetBodygroup(4,(self.tbl.Seat or 1)-1)
ent:SetBodygroup(5,(self.tbl.Hand or 1)-1)
ent:SetBodygroup(6,(self.tbl.MVM > 0 and ((self.tbl.Mask > 2 and self.tbl.Mask ~= 6) and 1 or 0) or 2))
ent:SetBodygroup(7,(self.tbl.Bort or 1)-1)
ent:SetBodygroup(9,(self.tbl.Breakers or 0))
ent:SetBodygroup(14,self.tbl.ARS == 3 and 1 or 0)
--[[
for k,v in pairs(ent:GetMaterials()) do
if v == "models/metrostroi_train/81/b01a" then
ent:SetSubMaterial(k-1,Metrostroi.Skins["717"][self.tbl.Texture].path)
elseif v == "models/metrostroi_train/81/int01" then
local path = Metrostroi.Skins["717_pass"][self.tbl.PassTexture].path
if path == "RND" then path = Metrostroi.Skins["717_pass"][math.random(1,#Metrostroi.Skins["717_pass"])].path end
ent:SetSubMaterial(k-1,path)
else
ent:SetSubMaterial(k-1,"")
end
end
]]
--ent:SetSkin(self.tbl.Paint-1)
end
ent:SetColor(self.Rev and Color(255 ,255,0) or Color(255,255,255))
ent:SetPos(pos)
ent:SetAngles(ang + Angle(0,self.Rev and 180 or 0,0))
end
local owner
function TOOL:Think()
owner = self:GetOwner()
self.tbl = self:GetConvar()
self.int = self.tbl.Prom > 0 or !Trains[self.tbl.Train][1]:find("Ezh")
if not self.Spawned then
if (!IsValid(self.GhostEntity) or self.GhostEntity:GetModel() ~= self:GetCurrentModel(self.tbl.Train)) then
self:MakeGhostEntity(self:GetCurrentModel(self.tbl.Train), Vector( 0, 0, 0 ), Angle( 0, 0, 0 ))
end
self:UpdateGhost(self:GetOwner(), self.GhostEntity)
end
---if SERVER then self.Rev = self.Rev end
end
local function SendCodeToCL()
local pos,ang = UpdateGhostPos(owner)
net.Start("metrostroi_train_spawner_ghost")
net.WriteVector(pos)
net.WriteAngle(ang)
net.WriteBit(self.Rev)
net.Send(owner)
end
function TOOL:Spawn(ply, tr, clname, i)
local rot = false
if i > 1 then
rot = i == self.tbl.WagNum and true or math.random() > 0.5
end
local pos,ang = Vector(0,0,0),Angle(0,0,0)
if i == 1 then
local tbl = Trace(ply, tr)
pos = tbl[1]
ang = tbl[2]
rerail = tbl[3]
else
local dir = self.fent:GetAngles():Forward() * -1
local add = clname:find("714")
local wagheg = math.abs(self.oldent:OBBMaxs().x - self.oldent:OBBMins().x)+ 30 + ((rot or self.Rev) and 30 or 0)
pos = self.oldent:GetPos() + dir*wagheg - Vector(0,0,140)
ang = self.fent:GetAngles() + Angle(0,rot and 180 or 0,0)
end
local ent = ents.Create(clname)
ent:SetPos(pos)
ent:SetAngles(ang + Angle(0,(self.Rev and !rot) and 180 or 0,0))
ent.Owner = ply
ent:Spawn()
ent:Activate()
if IsValid(ent) then
Metrostroi.RerailTrain(ent)
end
self.rot = rot
return ent
end
function TOOL:SetSettings(ent, ply, i,inth)
local rot = false
if i > 1 then
rot = i == self.tbl.WagNum and true or math.random() > 0.5
end
undo.Create(Trains[self.tbl.Train][i>1 and i<self.tbl.WagNum and self.int and 2 or 1])
undo.AddEntity(ent)
undo.SetPlayer(ply)
undo.Finish()
if ent.SubwayTrain.Name ~= "81-7036" then
if ent.SubwayTrain.Type == "81" then
--ent:SetSkin(self.tbl.Paint-1)
if ent.SubwayTrain.Manufacturer == "MVM" then
ent.ARSType = self.tbl.ARS
ent.MaskType = self.tbl.Mask
ent:SetNW2Int("ARSType", ent.ARSType)
else
ent.Blok = self.tbl.Blok
ent.BlokEN = self.tbl.BlokEN > 0
ent.MaskType = self.tbl.PiterMsk
end
ent.Pneumatic.ValveType = self.tbl.Cran
end
ent.Pneumatic.TrainLinePressure = self.tbl.NM
ent.BPSNType = self.tbl.BPSN+1
ent:SetNW2Int("BPSNType",ent.BPSNType)
for k,v in pairs(Switches) do
if (i == 1 or i == self.tbl.WagNum or !self.int) and v ~= "A5" then ent:TriggerInput(v.."Set", self.tbl.Switches > 0 and (math.random() > math.random(0.1,0.4) or self.tbl.SwitchesR == 0)) end
end
local rot = (self.fent:GetAngles().yaw - ent:GetAngles().yaw) ~= 0
--local rot =
--print
local DoorsL = self.tbl.DoorsL
local DoorsR = self.tbl.DoorsR
for I=1,4 do
ent.Pneumatic.LeftDoorState[I] = ((DoorsL > 0 and !rot) or (DoorsR > 0 and rot)) and 1 or 0
ent.Pneumatic.RightDoorState[I] = ((DoorsL > 0 and rot) or (DoorsR > 0 and !rot)) and 1 or 0
end
if i > 1 and i < self.tbl.WagNum then
ent.Pneumatic.UAVA = true
--ent.UAVA:TriggerInput("Set",1)
--ent:TriggerInput("A5Set",1)
else
--ent:TriggerInput("A5Set",0)
end
ent.Lighter = self.tbl.Lighter
ent.LampType = self.tbl.Lamp
ent.SeatType = self.tbl.Seat
ent.HandRail = self.tbl.Hand
ent.Adverts = self.tbl.Adv
ent.MVM = self.tbl.MVM > 0
ent.BortLampType = self.tbl.Bort
ent.LED = self.tbl.LED > 0
ent.Breakers= self.tbl.Breakers
ent.PNM= self.tbl.PNM > 0
ent:SetNW2Bool("Breakers",(ent.Breakers or 1) > 0)
ent:TriggerInput("VBSet", self.tbl.Battery)
ent:TriggerInput("GVSet", self.tbl.GV)
ent:TriggerInput("ParkingBrakeSet", self.tbl.PB)
ent:TriggerInput("ParkingBrakeSignSet", self.tbl.PB)
for k,v in pairs(ent.SoundNames) do
if type(v) ~= "string" then continue end
if not k:find("kv_") then continue end
if k:find("ezh") then continue end
ent.SoundNames[k] = string.gsub(v,"kv%d","kv"..self:GetClientNumber("kvsnd"))
ent.KVSnd = self:GetClientNumber("kvsnd")
ent.NewKV = self:GetClientNumber("kvsnd") > 1
ent:SetNW2Bool("NewKV",ent.NewKV)
end
ent.OldKVPos = self.tbl.OldKVPos > 0
if ent.Horn then ent.Horn:TriggerInput("NewType",self.tbl.Horn) end
if ent.A45 then
ent.A45:TriggerInput("Set",0)
--ent.A5:TriggerInput("Block",0)
--ent.A5:TriggerInput("Set",0)
--ent.A5:TriggerInput("Block",1)
end
if inth and ent.UAVA then
ent.UAVA:TriggerInput("Set",1)
if ent.VU and (not self.Plombs or not self.Plombs.VU) then
ent.VU:TriggerInput("Set",0)
ent.VU:TriggerInput("Block",1)
end
end
end
if ent.UpdateTextures then
local tex = Metrostroi.Skins["train"][self.tbl.Texture]
local ptex = Metrostroi.Skins["pass"][self.tbl.PassTexture]
local ctex = Metrostroi.Skins["cab"][self.tbl.CabTexture]
if tex and (ent:GetClass() == "gmod_subway_"..tex.typ or Metrostroi.NameConverter[tex.typ] and ent:GetClass() == "gmod_subway_"..Metrostroi.NameConverter[tex.typ]) then
ent.Texture = self.tbl.Texture
end
if ptex and (ent:GetClass() == "gmod_subway_"..ptex.typ or Metrostroi.NameConverter[ptex.typ] and ent:GetClass() == "gmod_subway_"..Metrostroi.NameConverter[ptex.typ]) then
ent.PassTexture = self.tbl.PassTexture
end
if ctex and (ent:GetClass() == "gmod_subway_"..ctex.typ or Metrostroi.NameConverter[ctex.typ] and ent:GetClass() == "gmod_subway_"..Metrostroi.NameConverter[ctex.typ]) then
ent.CabTexture = self.tbl.CabTexture
end
ent:SetNW2String("NW2Fix",string.rep(" ",math.random()*5))
ent:UpdateTextures()
end
end
function TOOL:SpawnWagon(trace)
if CLIENT then return end
local ply = self:GetOwner()
self.oldent = NULL
local FIXFIXFIX = {}
for i=1,math.random(12) do
FIXFIXFIX[i] = ents.Create("env_sprite")
end
for i=1,self.tbl.WagNum do
local ent = self:Spawn(ply, trace, "gmod_subway_"..Trains[self.tbl.Train][i>1 and i<self.tbl.WagNum and self.int and 2 or 1]:lower(), i)
self.fent = i == 1 and ent or self.fent
if ent and ent:IsValid() then
self:SetSettings(ent,ply,i,i>1 and i<self.tbl.WagNum)
end
self.oldent = ent
end
self.rot = false
for k,v in pairs(FIXFIXFIX) do SafeRemoveEntity(v) end
end
function TOOL:Finish()
if not self then return end
if IsValid(self.GhostEntity) then
self.GhostEntity:Remove()
end
self.Spawned = false
if SERVER then
self:GetOwner():SelectWeapon(self:GetClientInfo("oldW"))
else
RunConsoleCommand("gmod_toolmode", self:GetClientInfo("oldT"))
end
end
function TOOL:LeftClick(trace)
self.Spawned = true
--[[
if CLIENT then
[
timer.Simple(0.5,
function()
if self.GhostEntity then
RunConsoleCommand("gmod_toolmode", self:GetClientInfo("oldT"))
self.GhostEntity:Remove()
end
end
)]
return true
end
]]
--timer.Create(0.5, function() if self.GhostEntity then self.GhostEntity:Remove() end)
if SERVER then
if self.tbl.WagNum > GetConVarNumber("metrostroi_maxwagons") then
self.tbl.WagNum = GetConVarNumber("metrostroi_maxwagons")
end
if Metrostroi.TrainCountOnPlayer(self:GetOwner()) + self.tbl.WagNum > GetConVarNumber("metrostroi_maxtrains_onplayer")*GetConVarNumber("metrostroi_maxwagons")
or Metrostroi.TrainCount() + self.tbl.WagNum > GetConVarNumber("metrostroi_maxtrains")*GetConVarNumber("metrostroi_maxwagons") then
Metrostroi.LimitMessage(self:GetOwner())
return true
end
end
self:SpawnWagon(trace)
timer.Simple(0,function()
self:Finish()
end)
return
end
function TOOL:RightClick(trace)
if CLIENT then return end
self.Rev = not self.Rev
--SendCodeToCL()
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Header", { Text = "#Tool.train_spawner.name", Description = "#Tool.train_spawner.desc" })
end
if SERVER then
--util.AddNetworkString "metrostroi_train_spawner_ghost"
--[[
timer.Create("metrostroi_train_spawner_ghost",0.3,0,
function()
if owner and IsValid(owner) then
SendCodeToCL()
end
end
)]]
return
end
--[[
function TOOL:Think()
self.tbl = self:GetConvar()
if (!IsValid(self.GhostEntity) or self.GhostEntity:GetModel() ~= self:GetCurrentModel(self.tbl.Train,self.tbl.Mask)) then
self:MakeGhostEntity(self:GetCurrentModel(self.tbl.Train,self.tbl.Mask), Vector( 0, 0, 0 ), Angle( 0, 0, 0 ))
end
if not self.GhostEntity then return end
self.GhostEntity:SetPos(pos)
self.GhostEntity:SetAngles(ang)
end]]
local function CLGhost()
CLpos = net.ReadVector()
CLang = net.ReadAngle()
self.Rev = net.ReadBit() > 0
end
--net.Receive("metrostroi_train_spawner_ghost",CLGhost)
|
local BonusItem = GetFileConfig("server/setting/bonus/bonus_item_config.lua").RuleData
-- local BonusGold = GetFileConfig("server/setting/bonus/bonus_gold_config.lua").RuleData
-- local BonusExp = GetFileConfig("server/setting/bonus/bonus_exp_config.lua").BonusRule
return function(Data)
local DataTbl = Split(Data, ",")
for _, data in pairs(DataTbl) do
assert(BonusItem[data], "在奖励表中找不到".. Data .. "这个奖励模板")
end
return DataTbl
end |
require "scripts/settings"
require "scripts/protocol"
function Main()
Protocol:Connect(server, port)
end
function ErrorInfo(code)
if code == 0x03 then
Console:Error("Incorrect account name or password")
elseif code == 0x08 then
Console:Error("Server network error")
elseif code == 0x20 then
Console:Error("You have been booted")
end
end
function AuthSuccess()
Console:Success("Successful authorization")
end
function RoleList_Re(roleid, gender, race, occupation, level, level2, name)
Console:Log(string.format("%s - %s %s %s", #Roles, name, GetOccupation(occupation), level))
end
function GetOccupation(occupation)
if occupation == 0 then
return "Blademaster"
elseif occupation == 1 then
return "Wizard"
elseif occupation == 2 then
return "Psychic"
elseif occupation == 3 then
return "Venomancer"
elseif occupation == 4 then
return "Barbarian"
elseif occupation == 5 then
return "Assassin"
elseif occupation == 6 then
return "Archer"
elseif occupation == 7 then
return "Cleric"
elseif occupation == 8 then
return "Seeker"
elseif occupation == 9 then
return "Mystic"
else
return "Unknown"
end
end
function RoleList_End()
Console:Print("Type index: ", false)
while true do
local index = tonumber(Console:ReadLine())
if index ~= nil then
if index < 1 or index > #Roles then
Console:Print(string.format("You must type index between 1 and %s: ", #Roles), false)
else
SelectRole(index)
break
end
else
Console:Print("Invalid index: ", false)
end
end
end |
if (redis.call('set', KEYS[1], ARGV[1], 'ex', ARGV[2], 'nx')) then
return true
end
return false |
function dorelease()
end
|
local platform = require 'bee.platform'
local config = require 'config'
local glob = require 'glob'
local furi = require 'file-uri'
local parser = require 'parser'
local lang = require 'language'
local await = require 'await'
local timer = require 'timer'
local util = require 'utility'
local guide = require 'parser.guide'
local smerger = require 'string-merger'
local progress = require "progress"
local unicode
if platform.OS == 'Windows' then
unicode = require 'bee.unicode'
end
---@class files
local m = {}
m.openMap = {}
m.libraryMap = {}
m.fileMap = {}
m.dllMap = {}
m.watchList = {}
m.notifyCache = {}
m.visible = {}
m.assocVersion = -1
m.assocMatcher = nil
m.globalVersion = 0
m.fileCount = 0
m.astCount = 0
m.astMap = {} -- setmetatable({}, { __mode = 'v' })
--- 打开文件
---@param uri uri
function m.open(uri)
m.openMap[uri] = {
cache = {},
}
m.onWatch('open', uri)
end
--- 关闭文件
---@param uri uri
function m.close(uri)
m.openMap[uri] = nil
local file = m.fileMap[uri]
if file then
file.trusted = false
end
m.onWatch('close', uri)
end
--- 是否打开
---@param uri uri
---@return boolean
function m.isOpen(uri)
return m.openMap[uri] ~= nil
end
function m.getOpenedCache(uri)
local data = m.openMap[uri]
if not data then
return nil
end
return data.cache
end
--- 标记为库文件
function m.setLibraryPath(uri, libraryPath)
m.libraryMap[uri] = libraryPath
end
--- 是否是库文件
function m.isLibrary(uri)
return m.libraryMap[uri] ~= nil
end
--- 获取库文件的根目录
function m.getLibraryPath(uri)
return m.libraryMap[uri]
end
function m.flushAllLibrary()
m.libraryMap = {}
end
--- 是否存在
---@return boolean
function m.exists(uri)
return m.fileMap[uri] ~= nil
end
local function pluginOnSetText(file, text)
local plugin = require 'plugin'
file._diffInfo = nil
local suc, result = plugin.dispatch('OnSetText', file.uri, text)
if not suc then
if DEVELOP and result then
util.saveFile(LOGPATH .. '/diffed.lua', tostring(result))
end
return text
end
if type(result) == 'string' then
return result
elseif type(result) == 'table' then
local diffs
suc, result, diffs = xpcall(smerger.mergeDiff, log.error, text, result)
if suc then
file._diffInfo = diffs
file.originLines = parser.lines(text)
return result
else
if DEVELOP and result then
util.saveFile(LOGPATH .. '/diffed.lua', tostring(result))
end
end
end
return text
end
--- 设置文件文本
---@param uri uri
---@param text string
function m.setText(uri, text, isTrust, instance)
if not text then
return
end
--log.debug('setText', uri)
local create
if not m.fileMap[uri] then
m.fileMap[uri] = {
uri = uri,
version = 0,
}
m.fileCount = m.fileCount + 1
create = true
m._pairsCache = nil
end
local file = m.fileMap[uri]
if file.trusted and not isTrust then
return
end
if not isTrust and unicode then
if config.get 'Lua.runtime.fileEncoding' == 'ansi' then
text = unicode.a2u(text)
end
end
if file.originText == text then
return
end
local newText = pluginOnSetText(file, text)
file.text = newText
file.trusted = isTrust
file.originText = text
file.words = nil
m.astMap[uri] = nil
file.cache = {}
file.cacheActiveTime = math.huge
file.version = file.version + 1
m.globalVersion = m.globalVersion + 1
await.close('files.version')
m.onWatch('version')
if create then
m.onWatch('create', uri)
end
if DEVELOP then
if text ~= newText then
util.saveFile(LOGPATH .. '/diffed.lua', newText)
end
end
--if instance or TEST then
m.onWatch('update', uri)
--else
-- await.call(function ()
-- await.close('update:' .. uri)
-- await.setID('update:' .. uri)
-- await.sleep(0.1)
-- if m.exists(uri) then
-- m.onWatch('update', uri)
-- end
-- end)
--end
end
function m.resetText(uri)
local file = m.fileMap[uri]
local originText = file.originText
file.originText = nil
m.setText(uri, originText, file.trusted)
end
function m.setRawText(uri, text)
if not text then
return
end
local file = m.fileMap[uri]
file.text = text
file.originText = text
m.astMap[uri] = nil
end
function m.getCachedRows(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
return file.rows
end
function m.setCachedRows(uri, rows)
local file = m.fileMap[uri]
if not file then
return
end
file.rows = rows
end
function m.getWords(uri)
local file = m.fileMap[uri]
if not file then
return
end
if file.words then
return file.words
end
local words = {}
file.words = words
local text = file.text
if not text then
return
end
local mark = {}
for word in text:gmatch '([%a_][%w_]+)' do
if #word >= 3 and not mark[word] then
mark[word] = true
local head = word:sub(1, 2)
if not words[head] then
words[head] = {}
end
words[head][#words[head]+1] = word
end
end
return words
end
function m.getWordsOfHead(uri, head)
local file = m.fileMap[uri]
if not file then
return nil
end
local words = m.getWords(uri)
if not words then
return nil
end
return words[head]
end
--- 获取文件版本
function m.getVersion(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
return file.version
end
--- 获取文件文本
---@param uri uri
---@return string text
function m.getText(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
return file.text
end
--- 获取文件原始文本
---@param uri uri
---@return string text
function m.getOriginText(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
return file.originText
end
--- 获取文件原始行表
---@param uri uri
---@return integer[]
function m.getOriginLines(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
return file.originLines
end
function m.getChildFiles(uri)
local results = {}
local uris = m.getAllUris()
for _, curi in ipairs(uris) do
if #curi > #uri
and curi:sub(1, #uri) == uri
and curi:sub(#uri+1, #uri+1):match '[/\\]' then
results[#results+1] = curi
end
end
return results
end
--- 移除文件
---@param uri uri
function m.remove(uri)
local originUri = uri
local file = m.fileMap[uri]
if not file then
return
end
m.fileMap[uri] = nil
m.astMap[uri] = nil
m._pairsCache = nil
m.flushFileCache(uri)
m.fileCount = m.fileCount - 1
m.globalVersion = m.globalVersion + 1
await.close('files.version')
m.onWatch('version')
m.onWatch('remove', originUri)
end
--- 移除所有文件
function m.removeAll()
local ws = require 'workspace.workspace'
m.globalVersion = m.globalVersion + 1
await.close('files.version')
m.onWatch('version')
m._pairsCache = nil
for uri in pairs(m.fileMap) do
if not m.libraryMap[uri] then
m.fileCount = m.fileCount - 1
m.fileMap[uri] = nil
m.astMap[uri] = nil
m.onWatch('remove', uri)
end
end
ws.flushCache()
--m.notifyCache = {}
end
--- 移除所有关闭的文件
function m.removeAllClosed()
m.globalVersion = m.globalVersion + 1
await.close('files.version')
m.onWatch('version')
m._pairsCache = nil
for uri in pairs(m.fileMap) do
if not m.openMap[uri]
and not m.libraryMap[uri] then
m.fileCount = m.fileCount - 1
m.fileMap[uri] = nil
m.astMap[uri] = nil
m.onWatch('remove', uri)
end
end
--m.notifyCache = {}
end
--- 获取一个包含所有文件uri的数组
---@return uri[]
function m.getAllUris()
local files = m._pairsCache
local i = 0
if not files then
files = {}
m._pairsCache = files
for uri in pairs(m.fileMap) do
i = i + 1
files[i] = uri
end
table.sort(files)
end
return m._pairsCache
end
--- 遍历文件
function m.eachFile()
local files = m.getAllUris()
local i = 0
return function ()
i = i + 1
local uri = files[i]
while not m.fileMap[uri] do
i = i + 1
uri = files[i]
if not uri then
return nil
end
end
return files[i]
end
end
--- Pairs dll files
---@return function
function m.eachDll()
local map = {}
for uri, file in pairs(m.dllMap) do
map[uri] = file
end
return pairs(map)
end
function m.compileState(uri, text)
local ws = require 'workspace'
local client = require 'client'
if not m.isOpen(uri)
and not m.isLibrary(uri)
and #text >= config.get 'Lua.workspace.preloadFileSize' * 1000 then
if not m.notifyCache['preloadFileSize'] then
m.notifyCache['preloadFileSize'] = {}
m.notifyCache['skipLargeFileCount'] = 0
end
if not m.notifyCache['preloadFileSize'][uri] then
m.notifyCache['preloadFileSize'][uri] = true
m.notifyCache['skipLargeFileCount'] = m.notifyCache['skipLargeFileCount'] + 1
local message = lang.script('WORKSPACE_SKIP_LARGE_FILE'
, ws.getRelativePath(uri)
, config.get 'Lua.workspace.preloadFileSize'
, #text / 1000
)
if m.notifyCache['skipLargeFileCount'] <= 1 then
client.showMessage('Info', message)
else
client.logMessage('Info', message)
end
end
return nil
end
local prog <close> = progress.create(lang.script.WINDOW_COMPILING, 0.5)
prog:setMessage(ws.getRelativePath(uri))
local clock = os.clock()
local state, err = parser.compile(text
, 'Lua'
, config.get 'Lua.runtime.version'
, {
special = config.get 'Lua.runtime.special',
unicodeName = config.get 'Lua.runtime.unicodeName',
nonstandardSymbol = config.get 'Lua.runtime.nonstandardSymbol',
}
)
local passed = os.clock() - clock
if passed > 0.1 then
log.warn(('Compile [%s] takes [%.3f] sec, size [%.3f] kb.'):format(uri, passed, #text / 1000))
end
--await.delay()
if state then
state.uri = uri
state.ast.uri = uri
local clock = os.clock()
parser.luadoc(state)
local passed = os.clock() - clock
if passed > 0.1 then
log.warn(('Parse LuaDoc of [%s] takes [%.3f] sec, size [%.3f] kb.'):format(uri, passed, #text / 1000))
end
m.astCount = m.astCount + 1
local removed
setmetatable(state, {__gc = function ()
if removed then
return
end
removed = true
m.astCount = m.astCount - 1
end})
return state
else
log.error('Compile failed:', uri, err)
return nil
end
end
--- 获取文件语法树
---@param uri uri
---@return table state
function m.getState(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
local ast = m.astMap[uri]
if not ast then
ast = m.compileState(uri, file.text)
m.astMap[uri] = ast
--await.delay()
end
file.cacheActiveTime = timer.clock()
return ast
end
---设置文件的当前可见范围
---@param uri uri
---@param ranges range[]
function m.setVisibles(uri, ranges)
m.visible[uri] = ranges
m.onWatch('updateVisible', uri)
end
---获取文件的当前可见范围
---@param uri uri
---@return table[]
function m.getVisibles(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
local ranges = m.visible[uri]
if not ranges or #ranges == 0 then
return nil
end
local visibles = {}
for i, range in ipairs(ranges) do
local startRow = range.start.line
local finishRow = range['end'].line
visibles[i] = {
start = guide.positionOf(startRow, 0),
finish = guide.positionOf(finishRow, 0),
}
end
return visibles
end
function m.getFile(uri)
return m.fileMap[uri]
or m.dllMap[uri]
end
---@param text string
local function isNameChar(text)
if text:match '^[\xC2-\xFD][\x80-\xBF]*$' then
return true
end
if text:match '^[%w_]+$' then
return true
end
return false
end
--- 将应用差异前的offset转换为应用差异后的offset
---@param uri uri
---@param offset integer
---@return integer start
---@return integer finish
function m.diffedOffset(uri, offset)
local file = m.getFile(uri)
if not file then
return offset, offset
end
if not file._diffInfo then
return offset, offset
end
return smerger.getOffset(file._diffInfo, offset)
end
--- 将应用差异后的offset转换为应用差异前的offset
---@param uri uri
---@param offset integer
---@return integer start
---@return integer finish
function m.diffedOffsetBack(uri, offset)
local file = m.getFile(uri)
if not file then
return offset, offset
end
if not file._diffInfo then
return offset, offset
end
return smerger.getOffsetBack(file._diffInfo, offset)
end
function m.hasDiffed(uri)
local file = m.getFile(uri)
if not file then
return false
end
return file._diffInfo ~= nil
end
--- 获取文件的自定义缓存信息(在文件内容更新后自动失效)
function m.getCache(uri)
local file = m.fileMap[uri]
if not file then
return nil
end
--file.cacheActiveTime = timer.clock()
return file.cache
end
--- 获取文件关联
function m.getAssoc()
if m.assocVersion == config.get 'version' then
return m.assocMatcher
end
m.assocVersion = config.get 'version'
local patt = {}
for k, v in pairs(config.get 'files.associations') do
if v == 'lua' then
patt[#patt+1] = k
end
end
m.assocMatcher = glob.glob(patt)
return m.assocMatcher
end
--- 判断是否是Lua文件
---@param uri uri
---@return boolean
function m.isLua(uri)
local ext = uri:match '%.([^%.%/%\\]+)$'
if not ext then
return false
end
if ext == 'lua' then
return true
end
local matcher = m.getAssoc()
local path = furi.decode(uri)
return matcher(path)
end
--- Does the uri look like a `Dynamic link library` ?
---@param uri uri
---@return boolean
function m.isDll(uri)
local ext = uri:match '%.([^%.%/%\\]+)$'
if not ext then
return false
end
if platform.OS == 'Windows' then
if ext == 'dll' then
return true
end
else
if ext == 'so' then
return true
end
end
return false
end
--- Save dll, makes opens and words, discard content
---@param uri uri
---@param content string
function m.saveDll(uri, content)
if not content then
return
end
local file = {
uri = uri,
opens = {},
words = {},
}
for word in content:gmatch 'luaopen_([%w_]+)' do
file.opens[#file.opens+1] = word:gsub('_', '.')
end
if #file.opens == 0 then
return
end
local mark = {}
for word in content:gmatch '(%a[%w_]+)\0' do
if word:sub(1, 3) ~= 'lua' then
if not mark[word] then
mark[word] = true
file.words[#file.words+1] = word
end
end
end
m.dllMap[uri] = file
m.onWatch('dll', uri)
end
---
---@param uri uri
---@return string[]|nil
function m.getDllOpens(uri)
local file = m.dllMap[uri]
if not file then
return nil
end
return file.opens
end
---
---@param uri uri
---@return string[]|nil
function m.getDllWords(uri)
local file = m.dllMap[uri]
if not file then
return nil
end
return file.words
end
--- 注册事件
function m.watch(callback)
m.watchList[#m.watchList+1] = callback
end
function m.onWatch(ev, ...)
for _, callback in ipairs(m.watchList) do
callback(ev, ...)
end
end
function m.flushCache()
for uri, file in pairs(m.fileMap) do
file.cacheActiveTime = math.huge
m.astMap[uri] = nil
file.cache = {}
end
end
function m.flushFileCache(uri)
local file = m.fileMap[uri]
if not file then
return
end
file.cacheActiveTime = math.huge
m.astMap[uri] = nil
file.cache = {}
end
function m.init()
--TODO 可以清空文件缓存,之后看要不要启用吧
--timer.loop(10, function ()
-- local list = {}
-- for _, file in pairs(m.fileMap) do
-- if timer.clock() - file.cacheActiveTime > 10.0 then
-- file.cacheActiveTime = math.huge
-- file.ast = nil
-- file.cache = {}
-- list[#list+1] = file.uri
-- end
-- end
-- if #list > 0 then
-- log.info('Flush file caches:', #list, '\n', table.concat(list, '\n'))
-- collectgarbage()
-- end
--end)
end
return m
|
local M = {}
function M.config()
local status_ok, toggleterm = pcall(require, "toggleterm")
if not status_ok then
return
end
toggleterm.setup(require("core.utils").user_plugin_opts("plugins.toggleterm", {
size = 10,
open_mapping = [[<c-\>]],
hide_numbers = true,
shade_filetypes = {},
shade_terminals = true,
shading_factor = 2,
start_in_insert = true,
insert_mappings = true,
persist_size = true,
direction = "float",
close_on_exit = true,
shell = vim.o.shell,
float_opts = {
border = "curved",
winblend = 0,
highlights = {
border = "Normal",
background = "Normal",
},
},
}))
end
return M
|
---@meta
---@class cc.TransitionFlipAngular :cc.TransitionSceneOriented
local TransitionFlipAngular={ }
cc.TransitionFlipAngular=TransitionFlipAngular
---@overload fun(float:float,cc.Scene:cc.Scene):self
---@overload fun(float:float,cc.Scene:cc.Scene,int:int):self
---@param t float
---@param s cc.Scene
---@param o int
---@return self
function TransitionFlipAngular:create (t,s,o) end
---*
---@return self
function TransitionFlipAngular:TransitionFlipAngular () end |
---------
-- CLI for the make module.
----
local make = require 'luapak.make'
local optparse = require 'luapak.optparse'
local utils = require 'luapak.utils'
local concat = table.concat
local fmt = string.format
local is_empty = utils.is_empty
local reject = utils.reject
local split = utils.split
local tableize = utils.tableize
local help_msg = [[
.
Usage: ${PROG_NAME} make [options] [PACKAGE...]
${PROG_NAME} make --help
Makes a standalone executable from Lua package(s). This is the main Luapak
command that handles entire process from installing dependencies to
compiling executable.
Arguments:
PACKAGE Lua package to build specified as <source-dir>:<rockspec>.
:<rockspec> may be omitted if the <source-dir> or
<source-dir>/rockspec(s) contains single rockspec, or multiple
rockspecs for the same package (i.e. with different version).
In the further case rockspec with the highest version is used.
<source-dir>: may be omitted if the <rockspec> is in the
project's source directory or rockspec(s) subdirectory.
If no argument is given, the current directory is used as
<source-dir>.
Options:
-s, --entry-script=FILE The entry point of your program, i.e. the main Lua script. If not
specified and the last PACKAGE defines exactly one CLI script,
then it's used.
-e, --exclude-modules=PATTERNS Module(s) to exclude from dependencies analysis and the
generated binary. PATTERNS is one or more glob patterns matching
module name in dot notation (e.g. "pl.*"). Patterns may be
delimited by comma or space. This option can be also specified
multiple times.
-g, --debug Enable debug mode, i.e. preserve line numbers, module names and
local variable names for error messages and backtraces.
-i, --include-modules=PATTERNS Extra module(s) to include in dependencies analysis and add to
the generated binary. PATTERNS has the same format as in
"--exclude-module".
--lua-impl=NAME The Lua implementation that should be used - "PUC" (default),
or "LuaJIT". This is currently used only as a hint to find the
correct library and headers when auto-detection is used
(i.e. --lua-incdir or --lua-lib is not specified).
--lua-incdir=DIR The directory that contains Lua (or LuaJIT) headers. If not
specified, luapak will look for the lua.h (and luajit.h) file
inside: Luarock's LUA_INCDIR, ./vendor/lua, ./deps/lua,
/usr/local/include, and /usr/include. If --lua-version is
specified, then it will also try subdirectories lua<version> and
lua-<version> of each of the named directories and verify that
the found lua.h (or luajit.h) is for the specified Lua
(or LuaJIT) version.
--lua-lib=FILE The library of Lua interpreter to include in the binary. If not
specified, luapak will try to find library with version
corresponding to the headers inside Luarock's LUA_LIBDIR,
./vendor/lua, ./deps/lua, /usr/local/lib, /usr/local/lib64,
/usr/lib, and /usr/lib64.
--lua-version=VERSION The version number of Lua (or LuaJIT) headers and library to try
to find (e.g. "5.3", "2.0").
-o, --output=FILE Output file name or path. Defaults to base name of the main
script with stripped .lua extension.
-C, --no-compress Disable BriefLZ compression of Lua sources.
-M, --no-minify Disable minification of Lua sources.
-t, --rocks-tree=DIR The prefix where to install required modules. Default is
".luapak" in the current directory.
-q, --quiet Be quiet, i.e. print only errors.
-v, --verbose Be verbose, i.e. print debug messages.
-h, --help Display this help message and exit.
Environment Variables:
AR Archive-maintaining program; default is "ar".
CC Command for compiling C; default is "gcc".
CMAKE Command for processing CMakeLists.txt files; default is "cmake".
CFLAGS Extra flags to give to the C compiler; default is "-Os -fPIC".
LD Command for linking object files and archive files; default is "ld".
LDFLAGS Extra flags to give to compiler when they are supposed to invoke the linker;
default on macOS is "-pagezero_size 10000 -image_base 100000000".
MAKE Command for executing Makefile; default is "make".
RANLIB Command for generating index to the contents of an archive; default is "ranlib".
STRIP Command for discarding symbols from an object file; default is "strip".
]]
-- @tparam {string,...}|string|nil value The option value(s).
-- @treturn {string,...}
local function split_repeated_option (value)
if not value then
return {}
else
-- TODO: This is inefficient, use iterator-based functions.
return reject(is_empty, split('[,\n]%s*', concat(tableize(value), ',')))
end
end
--- Runs the make command.
--
-- @function __call
-- @tparam table arg List of CLI arguments.
-- @raise if some error occured.
return function (arg)
local optparser = optparse(help_msg)
local args, opts = optparser:parse(arg, { lua_impl = 'PUC' })
if #args == 0 then
args = { '.' }
end
if not ({ puc = 1, luajit = 1 })[opts.lua_impl:lower()] then
optparser:opterr(fmt('--lua-impl="%s" is invalid, must be "PUC", or "LuaJIT"', opts.lua_impl))
end
local make_opts = {
compress = not opts.no_compress,
debug = opts.debug,
exclude_modules = split_repeated_option(opts.exclude_modules),
extra_modules = split_repeated_option(opts.include_modules),
lua_impl = opts.lua_impl:lower(),
lua_incdir = opts.lua_incdir,
lua_lib = opts.lua_lib,
lua_version = opts.lua_version,
minify = not opts.no_minify,
}
make(args, opts.entry_script, opts.output, opts.rocks_tree, make_opts)
end
|
AddCSLuaFile( "cl_init.lua" );
AddCSLuaFile( "shared.lua" );
include( "shared.lua" );
util.AddNetworkString("hsholoemitter_datamsg")
// wire debug and overlay crap.
ENT.WireDebugName = "High speed Holographic Emitter"
ENT.OverlayDelay = 0;
ENT.LastClear = 0;
// init.
function ENT:Initialize( )
// set model
util.PrecacheModel( "models/jaanus/wiretool/wiretool_range.mdl" );
self:SetModel( "models/jaanus/wiretool/wiretool_range.mdl" );
// setup physics
self:PhysicsInit( SOLID_VPHYSICS );
self:SetMoveType( MOVETYPE_VPHYSICS );
self:SetSolid( SOLID_VPHYSICS );
// vars
self:SetNWBool( "UseGPS", false );
self:SetNWInt( "LastClear", 0 );
self:SetNWEntity( "grid", self );
// create inputs.
self.Inputs = Wire_CreateInputs( self, { "Active", "Reset" } )
self.Outputs = Wire_CreateOutputs( self, { "Memory" } )
self:Setup()
end
function ENT:Setup()
self.Memory = {}
self.packetStartAddr = 0
self.lastWrittenAddr = 0
self.packetLen = 0
self.lastThinkChange = false
-- Memory:
-- 0 - Active
-- 1 - readonly: point that is interacted with
-- 2 - point size
-- 3 - bitmask: 1: show beam 2: global positions 4: individual colors for points
-- 4 - number of points
-- 5... - points list, format: X,Y,Z, X,Y,Z
-- or X,Y,Z,R,G,B,A, X,Y,Z,R,G,B,A with individual color bit set
for i = 0, 2047 do
self.Memory[i] = 0
end
self:ShowOutput()
end
// link to grid
function ENT:LinkToGrid( ent )
self:SetNWEntity( "grid", ent );
end
function ENT:BuildDupeInfo()
local info = self.BaseClass.BuildDupeInfo(self) or {}
grid = self:GetNWEntity( "grid" )
if grid and (grid:IsValid()) then
info.holoemitter_grid = grid:EntIndex()
end
return info
end
function ENT:ApplyDupeInfo(ply, ent, info, GetEntByID)
self.BaseClass.ApplyDupeInfo(self, ply, ent, info, GetEntByID)
local grid = nil
if (info.holoemitter_grid) then
grid = GetEntByID(info.holoemitter_grid)
if (!grid) then
grid = ents.GetByIndex(info.holoemitter_grid)
end
end
if (grid && grid:IsValid()) then
self:LinkToGrid(grid)
end
end
function ENT:ShowOutput()
local txt = "High Speed Holoemitter\nNumber of points: " .. self.Memory[4]
self:SetOverlayText(txt)
end
function ENT:TriggerInput( inputname, value )
if(not value) then return; end
if (inputname == "Reset" and value != 0) then
self:WriteCell(4,0)
elseif (inputname == "Active") then
self:WriteCell(0,value)
end
end
function ENT:SendData()
if ( self.packetLen > 0 ) then
local rp = RecipientFilter()
rp:AddAllPlayers()
net.Start("hsholoemitter_datamsg")
net.WriteInt(self:EntIndex(), 32)
net.WriteInt(self.packetStartAddr, 32)
net.WriteInt(self.packetLen, 32)
for i = 0, self.packetLen-1 do
net.WriteFloat(self.Memory[self.packetStartAddr + i])
end
net.Send(rp)
end
self.packetLen = 0
self.packetStartAddr = 0
end
function ENT:ReadCell( Address )
if(!self.Memory) then return; end
if ( Address >= 0 and Address <= 4 + 3*GetConVar("hsholoemitter_max_points"):GetInt() ) then
return self.Memory[Address]
end
end
function ENT:WriteCell( Address, Value )
if ( Address >= 0 and Address <= 4 + 3*GetConVar("hsholoemitter_max_points"):GetInt() ) then
self.Memory[Address] = Value
self.lastThinkChange = true
if( self.packetLen == 0 ) then
self.packetLen = 1
self.packetStartAddr = Address
elseif( (Address - self.lastWrittenAddr) == 1 ) then
self.packetLen = self.packetLen + 1
if( self.packetLen >= 30 ) then
self:SendData()
end
else
self:SendData()
self.packetLen = 1
self.packetStartAddr = Address
end
self.lastWrittenAddr = Address
return true
end
return false
end
function ENT:Think()
if( not self.lastThinkChange ) then
self:SendData()
end
self.lastThinkChange = false
end
function ENT:UpdateTransmitState()
return TRANSMIT_ALWAYS
end
function HSHoloInteract(ply,cmd,args)
local entid = tonumber(args[1])
local num = tonumber(args[2])
if (!entid || entid <= 0) then return end
ent = ents.GetByIndex(entid)
if (!ent || !ent:IsValid()) then return end
if (ent:GetClass() != "gmod_wire_hsholoemitter") then return end
if (num < 0 || num > 680) then return end
if ( !gamemode.Call( "PlayerUse", ply, ent ) ) then return end
ent:WriteCell(1,num)
end
concommand.Add("HSHoloInteract",HSHoloInteract)
|
local _M = {}
local app = require('lib.app')
function _M:loadAudio()
local stream = audio.loadStream('music/fire.mp3')
local c = audio.play(stream, {loops = -1})
audio.setVolume(0, {channel = c})
audio.fade{channel = c, time = 3000, volume = 0.4}
end
return _M |
local Plugin = {}
function Plugin:Initialise()
self.Enabled = true
TGNS.ScheduleAction(10, function()
local originalStatusFunc = Shine.Commands.sh_status and Shine.Commands.sh_status.Func or nil
if originalStatusFunc then
Shine.Commands.sh_status.Func = function(client)
originalStatusFunc(client)
ServerAdminPrint(client, string.format("Server address: %s", TGNS.Config.ServerAddress))
ServerAdminPrint(client, "This is a TacticalGamer.com server. http://rr.tacticalgamer.com/Community")
end
end
end)
return true
end
function Plugin:Cleanup()
--Cleanup your extra stuff like timers, data etc.
self.BaseClass.Cleanup( self )
end
Shine:RegisterExtension("statusextended", Plugin ) |
--[[
Name: cl_menu_actmenu.lua
For: TalosLife
By: TalosLife
Push and hold "T" to view the taunt menu, mouse over an action and release "T".
]]--
local MAT_BLUR = Material( "pp/blurscreen.png", "noclamp" )
local Actions = {
"Cheer",
"Laugh",
"Muscle",
"Zombie",
"Robot",
"Disagree",
"Agree",
"Dance",
"Becon",
"Salute",
"Wave",
"Forward",
"Pers",
}
local Panel = {}
function Panel:Init()
self:Build()
end
function Panel:Build()
if self.m_tblButtons then
for k, v in pairs( self.m_tblButtons ) do
if ValidPanel( v ) then v:Remove() end
end
end
self.m_strSndHover = Sound( "garrysmod/ui_hover.wav" )
self.m_matBlur = MAT_BLUR
self.m_texWhite = surface.GetTextureID( "vgui/white" )
self.m_int360 = math.pi *2
self.m_intCurAngle = 90
self.m_intTargetAngle = 90
self:InitializeButtons()
end
function Panel:InitializeButtons()
self.m_tblButtons = {}
for k, v in ipairs( Actions ) do
self.m_tblButtons[k] = {
Name = v,
Cmd = v:lower(),
}
end
local count = #self.m_tblButtons
self.m_intBtnAng = math.pi *2 /count
for k, v in pairs( self.m_tblButtons ) do
v.Angle = (k -2) *self.m_intBtnAng -math.pi /2
while v.Angle < 0 do
v.Angle = v.Angle +math.pi *2
end
end
end
local MOUSE_CHECK_DIST = 120
local MOUSE_CUR_DIST = 0
function Panel:Think()
if IsValid( LocalPlayer() ) and LocalPlayer().HandsUp and self:IsVisible() then
self:SetVisible( false )
return
end
local mx, my = gui.MousePos()
local cx, cy = ScrW() /2, ScrH() /2
MOUSE_CUR_DIST = math.Distance( mx, my, cx, cy )
if MOUSE_CUR_DIST > 48 then
local norm = Vector( mx -cx, cy -my, 0 ):GetNormal()
self.m_intTargetAngle = norm:Angle().y
if MOUSE_CUR_DIST > MOUSE_CHECK_DIST then
gui.SetMousePos( cx +norm.x *MOUSE_CHECK_DIST, cy -norm.y *MOUSE_CHECK_DIST )
end
end
self.m_intCurAngle = math.ApproachAngle( self.m_intCurAngle, self.m_intTargetAngle, 55 *(math.AngleDifference(self.m_intCurAngle, self.m_intTargetAngle) /180) )
self.m_intCurSelection, _ = self:GetCurrentSelection()
if self.m_intLastSelection and self.m_intCurSelection ~= self.m_intLastSelection then
surface.PlaySound( self.m_strSndHover )
end
self.m_intLastSelection = self.m_intCurSelection
end
function Panel:GetCurrentSelection()
local selectionAngle, selection = -1, nil
local selectedAng = -1
for k, v in pairs( self.m_tblButtons ) do
local ang = math.deg( v.Angle -self.m_intBtnAng /2 )
local diff = math.AngleDifference( self.m_intCurAngle, ang )
if selectionAngle == -1 or diff < selectionAngle then
selectionAngle = diff
selection = k
selectedAng = math.deg( v.Angle ) +180
end
end
return selection, math.NormalizeAngle( selectedAng )
end
function Panel:BuildPoly( x, y, radius, count )
self.m_tblCurrentPoly = { x = x, y = y, radius = radius, count = count }
local delta = self.m_int360 /count
local verts = {}
for n = 0, self.m_int360, delta do
local c, s = math.cos( n ), math.sin( n )
table.insert( verts, {
x = x +c *radius,
y = y +s *radius,
u = 0.5 +c *0.5,
v = 0.5 +s *0.5
} )
end
self.m_tblCurrentPoly.Verts = verts
end
function Panel:DrawCircle( x, y, radius, count )
local cur = self.m_tblCurrentPoly
if not cur or cur.x ~= x or cur.y ~= y or cur.radius ~= radius or cur.count ~= count then
self:BuildPoly( x, y, radius, count )
end
if self.m_tblCurrentPoly and self.m_tblCurrentPoly.Verts then
surface.SetTexture( self.m_texWhite )
surface.DrawPoly( self.m_tblCurrentPoly.Verts )
end
end
function Panel:PaintBackground( intW, intH )
local bgRadius = intW /2
local bgPolyCount = 38
surface.SetDrawColor( 30, 30, 30, 125 )
self:DrawCircle( intW -bgRadius, bgRadius, bgRadius, bgPolyCount )
render.ClearStencil()
render.SetStencilEnable( true )
render.SetStencilReferenceValue( 1 )
render.SetStencilTestMask( 1 )
render.SetStencilWriteMask( 1 )
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_NEVER )
render.SetStencilFailOperation( STENCILOPERATION_REPLACE )
render.SetStencilPassOperation( STENCILOPERATION_REPLACE )
render.SetStencilZFailOperation( STENCILOPERATION_REPLACE )
surface.SetDrawColor( 255, 255, 255, 255 )
self:DrawCircle( intW -bgRadius, bgRadius, bgRadius, bgPolyCount )
render.SetStencilCompareFunction( STENCILCOMPARISONFUNCTION_EQUAL )
render.SetStencilFailOperation( STENCILOPERATION_KEEP )
render.SetStencilPassOperation( STENCILOPERATION_KEEP )
render.SetStencilZFailOperation( STENCILOPERATION_KEEP )
surface.SetMaterial( self.m_matBlur )
surface.SetDrawColor( 255, 255, 255, 255 )
for i = 0, 1, 0.33 do
self.m_matBlur:SetFloat( '$blur', 5 *i )
self.m_matBlur:Recompute()
render.UpdateScreenEffectTexture()
local x, y = self:GetPos()
surface.DrawTexturedRect( -x, -y, ScrW(), ScrH() )
end
render.SetStencilEnable( false )
end
function Panel:Paint( intW, intH )
local sx, sy = intW /2, intH /2
local size, size_half, center = intW, intW /2, intW /2.66
self:PaintBackground( intW, intH )
surface.SetDrawColor( 255, 255, 255, 255 )
for k, v in pairs( self.m_tblButtons ) do
local brightness = (k == self.m_intCurSelection and 255 or 125)
local ang = v.Angle
local vx, vy = math.cos( ang ), math.sin( ang )
local x, y = sx -vx *center, sy +vy *(center -1)
local lx, ly = math.cos( ang +self.m_intBtnAng /2 ), math.sin( ang +self.m_intBtnAng /2 )
surface.SetDrawColor( 80, 80, 80, 200 )
surface.DrawLine( sx +lx *74, sy +ly *74, sx +lx *128, sy +ly *128 )
surface.SetFont( "DermaDefaultBold" )
local tw, th = surface.GetTextSize( v.Name )
surface.SetTextColor( 0, 0, 0, 255 )
for _x = -1, 1 do
for _y = -1, 1 do
surface.SetTextPos( (x -tw /2) +_x, (y -th /2) +_y )
surface.DrawText( v.Name )
end
end
surface.SetTextColor( brightness, brightness, brightness, 220 )
surface.SetTextPos( x -tw /2, y -th /2 )
surface.DrawText( v.Name )
end
end
function Panel:Open()
if IsValid( LocalPlayer() ) and LocalPlayer().HandsUp then return end
self:SetVisible( true )
self:MakePopup()
self:SetKeyBoardInputEnabled( false )
local selection, ang = self:GetCurrentSelection()
self.m_intTargetAngle = ang
self.m_intCurAngle = ang
end
function Panel:Close()
local selection, _ = self:GetCurrentSelection()
local action = self.m_tblButtons[selection]
if action then
RunConsoleCommand( "act", action.Cmd )
end
self:SetVisible( false )
end
vgui.Register( "SRPActRadialMenu", Panel, "EditablePanel" ) |
local plugin = {}
plugin.name = "Change Swap Timers Live"
plugin.author = "SushiKishi"
plugin.settings = {
{ name="timerFile", type="file", label="What file to use?" },
}
plugin.description =
[[ NOTE: Using this plugin will render the Minimum and Maximum swap times on the setup window useless, as they are overwritten by the plugin. Make sure the setup file contains the times you want to start with before clicking on Start or Resume Session!
This plugin allows you to use a separate .TXT file to update your minimum and maximum swap timers on the fly. This replicates a (probably unintended) feature of the first Bizhawk Shuffler where you could change these on the fly and they would apply without restarting the entire session. You can use this to offer, say, a donation incentive to speed up your swap timers. You'll need to modify this .TXT file yourself -- any sort of Twitch or chat interaction is beyond the scope of what I'm willing to deal with.
There's a default settings file with the plugin, but the file can go wherever you choose. The format has to be specific, however. In case you lose the default file, the only two lines it contains are:
config.min_swap=1
config.max_swap=3
Adjust your minimum/maximum times, in seconds, accordingly. Any kind of check to make sure you've put valid integers there that won't goof up the works is also beyond the scope of what I'm willing to learn -- I just wanted this feature quickly without having to learn how to code beyond the basics.
Finally -- this directly changes the configuation of your Shuffler settings. This is only worth mentinoing because they won't go back to "default" at the start of a new session -- you'll have to modify the plugin's settings file directly every time you load this plugin if you need to revert them back.
]]
-- called once at the start
-- This makes sure the first game swap of the new/resumed session
-- has the same timers as the plugin's configuation file.
-- Otherwise, it uses the numbers on the Shuffler's set-up screen.
function plugin.on_setup(data, settings)
local liveTimers = loadfile(settings.timerFile) --load the settings file as set in Plugin config
if liveTimers ~= nil then -- if it exists / is not empty
liveTimers() -- execute the code inside -- which updates the config.[VARIABLES]
liveTimers = nil -- remove the file from memory; I mean, yeah, it's a small file, but no sense in it hanging around
end -- Ends the If/Then statement
end -- Ends the On_Setup part of the plugin
-- called each time a game/state is saved (before swap)
function plugin.on_game_save(data, settings)
local liveTimers = loadfile(settings.timerFile) --load the settings file as set in Plugin config
if liveTimers ~= nil then -- if it exists / is not empty
liveTimers() -- execute the code inside -- which updates the config.[VARIABLES]
liveTimers = nil -- remove the file from memory; I mean, yeah, it's a small file, but no sense in it hanging around
end -- Ends the If/Then statement
end -- Ends the on_game_Save part of the plugin
return plugin
|
local modularStationUtil = {}
|
WireToolSetup.setCategory( "Vehicle Control" )
WireToolSetup.open( "vehicle", "Vehicle Controller", "gmod_wire_vehicle", nil, "Vehicle Controllers" )
if CLIENT then
language.Add("Tool.wire_vehicle.name", "Vehicle Controller Tool (Wire)")
language.Add("Tool.wire_vehicle.desc", "Spawn/link a Wire Vehicle controller.")
end
WireToolSetup.BaseLang()
WireToolSetup.SetupMax( 20 )
TOOL.ClientConVar[ "model" ] = "models/jaanus/wiretool/wiretool_siren.mdl"
WireToolSetup.SetupLinking(true, "vehicle")
function TOOL.BuildCPanel(panel)
WireDermaExts.ModelSelect(panel, "wire_vehicle_model", list.Get( "Wire_Misc_Tools_Models" ), 1)
end
|
/*---------------------------------------------------------------------------
Vector2 class
Author: Oskar
---------------------------------------------------------------------------*/
do
local meta = {}
meta.__index = meta
function meta:__add( other )
return Vector2( self.x + other.x, self.y + other.y )
end
function meta:__sub( other )
return Vector2( self.x - other.x, self.y - other.y )
end
function meta:__mul( other )
return Vector2( self.x * other.x, self.y * other.y )
end
function meta:__div( other )
return Vector2( self.x / other.x, self.y / other.y )
end
function meta:__mod( other )
return Vector2( self.x % other.x, self.y % other.y )
end
function meta:__pow( other )
return Vector2( self.x ^ other.x, self.y ^ other.y )
end
function meta:__unm( )
return self * -1
end
function meta:__len( ) -- Garry has broken this =(
return math.sqrt( self.x * self.x + self.y * self.y )
end
function meta:__eq( other )
return self.x == other.x and self.y == other.y
end
function meta:__lt( other )
return self.x < other.x and self.y < other.y
end
function meta:__le( other )
return self.x <= other.x and self.y <= other.y
end
function meta:__call( x, y )
return self.x + (x or 0), self.y + (y or 0)
end
function meta:__tostring( )
return "Vector2: " .. self.x .. " " .. self.y
end
function meta:Dot( other )
return self.x * other.x + self.y * other.y
end
function meta:Normalize( )
return Vector2( self.x / Len, self.y / Len )
end
function meta:Round( dec )
return Vector2( math.Round( self.x, dec ), math.Round( self.y, dec ) )
end
function meta:Length( )
return math.sqrt( self.x * self.x + self.y * self.y )
end
function meta:Cross( other )
return setmetatable( {
x = ( self.y * other.z ) - ( other.y * self.z ),
y = ( self.z * other.x ) - ( other.z * self.x )
}, meta )
end -- RevouluPowered
function meta:Distance( other )
return ( self - other ):Length()
end -- RevouluPowered
function meta:Set( x, y )
self.x = x
self.y = y
return self
end
function meta:Add( x, y )
self.x = self.x + x
self.y = self.y + y
return self
end
function meta:Sub( x, y )
self.x = self.x - x
self.y = self.y - y
return self
end
function meta:Clone( )
return Vector2( self.x, self.y )
end
local setmetatable = setmetatable
local Vec2 = { Zero = setmetatable({ x = 0, y = 0 }, meta) }
Vec2.__index = Vec2
function Vec2:__call( a, b )
return setmetatable({x = a or 0, y = b or 0}, meta)
end
Vector2 = { }
setmetatable( Vector2, Vec2 )
debug.getregistry().Vector2 = meta
end |
-----------------------------------------
-- ID: 5178
-- Item: plate_of_dorado_sushi
-- Food Effect: 30Min, All Races
-----------------------------------------
-- Dexterity 5
-- Accuracy % 15
-- Accuracy Cap 72
-- Ranged ACC % 15
-- Ranged ACC Cap 72
-- Sleep Resist 1
-- Enmity 4
-----------------------------------------
require("scripts/globals/status")
require("scripts/globals/msg")
-----------------------------------------
function onItemCheck(target)
local result = 0
if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then
result = tpz.msg.basic.IS_FULL
end
return result
end
function onItemUse(target)
target:addStatusEffect(tpz.effect.FOOD,0,0,1800,5178)
end
function onEffectGain(target,effect)
target:addMod(tpz.mod.ENMITY, 4)
target:addMod(tpz.mod.DEX, 5)
target:addMod(tpz.mod.FOOD_ACCP, 15)
target:addMod(tpz.mod.FOOD_ACC_CAP, 72)
target:addMod(tpz.mod.FOOD_RACCP, 15)
target:addMod(tpz.mod.FOOD_RACC_CAP, 72)
target:addMod(tpz.mod.SLEEPRES, 1)
end
function onEffectLose(target, effect)
target:delMod(tpz.mod.ENMITY, 4)
target:delMod(tpz.mod.DEX, 5)
target:delMod(tpz.mod.FOOD_ACCP, 15)
target:delMod(tpz.mod.FOOD_ACC_CAP, 72)
target:delMod(tpz.mod.FOOD_RACCP, 15)
target:delMod(tpz.mod.FOOD_RACC_CAP, 72)
target:delMod(tpz.mod.SLEEPRES, 1)
end
|
local getSeagull = require("entity/seagull")
local camera = require("core/camera")
local function getSeagullSpawner(player)
seagullSpawner = {}
seagullSpawner.spawncounter = 1
seagullSpawner.player = player
function seagullSpawner:update(dt)
-- Spawn random seagulls.
self.spawncounter = self.spawncounter - dt
if self.spawncounter <= 0 then
state = stack:current()
local sw = settings.resolution.width
local sh = settings.resolution.height
local relativeHeight = math.random(camera.y - 200, camera.y - 50)
if (relativeHeight < 0 and relativeHeight >= -sh * 0.5) or relativeHeight >= 0 then
y = relativeHeight
x = camera.x + sw/2 + math.random(sw * 0.1, sw * 0.3)
else
x = camera.x + sw + math.random(sw * 0.1, sw * 0.3)
y = -sh * 0.5
end
local randomspawn = {
x = x,
y = y,
}
local new_seagull = getSeagull(randomspawn.x, randomspawn.y, player)
--print("Spawning seagull at ", randomspawn.x, randomspawn.y)
table.insert(state.entities, new_seagull)
self.spawncounter = math.random(8, 12)
end
end
return seagullSpawner
end
return getSeagullSpawner
|
local item = require("../item");
local image = require("../image")
return {
name = "A ratty proposal",
amount = 5,
weight = 0.5,
condition = function (state)
return state.coins >= 5 and state.ratLevel == 0
end,
description = "A sketchy man in a trenchcoat approaches you. For only $5, you may join the Rat Club and get 4 wonderful rats you can sell.",
heads = {
effectDescription = "+4 rats",
effect = function (state)
for i = 1,4 do
table.insert(state.items, item.rat)
end
state.ratLevel = 1
return {
description = "The man hands you a rat insigna and 4 rats. You are part of Rat Club! Now go and sell these rats",
image = image.rat4,
}
end
},
tails = {
effectDescription = "+10 coins",
effect = function (state)
state.coins = state.coins + 10
return {
description = [["I will NOT join your rat scheme!" you say as you punch the guy. He runs away, but leaves 10 coins behind in his confusion.]],
image = image.plus10,
}
end
},
beg = {
effectDescription = "-5 hp",
effect = function (state)
state.hp = state.hp - 5
return {
description = [[You stare at the man, unanswering. Suddenly a rat jumps out of his trenchcoat and bites you. You lose 5 hp.]],
image = image.blood,
}
end
}
}
|
require("enet")
local class = require("libs.class")
local utils = require("utils")
local netUtils = require("net.utils")
local GameObject = require("gameobject")
local mp = require("libs.MessagePack")
local Client = class("Client")
function Client:initialize(server_host)
self.host = enet.host_create()
self.server = self.host:connect(server_host)
end
function Client:handlePackage(type, data)
netUtils.netLog("handle", type, utils.inspect(data))
if type == "update" then
for _, object in ipairs(data.updates) do
-- update world
end
end
end
function Client:processPackage(eventData)
local package = mp.unpack(eventData)
self:handlePackage(package.type, package.data)
end
function Client:receive()
local event = self.host:service()
while event do
if event.type == "receive" then
self:processPackage(event.data)
elseif event.type == "connect" then
error("Invalid state: only just connected")
elseif event.type == "disconnect" then
return "Server disconnected"
end
event = self.host:service()
end
return nil
end
function Client:sendUpdate()
local updates = {}
for _, object in pairs(GameObject.world) do
if object.owned then
if object.serialize then
table.insert(updates, object:serialize())
else
table.insert(updates, object)
end
end
end
netUtils.sendPackage(self.server, "update", {
updates = updates
})
return nil
end
function Client:checkConnected()
if self.server:state() == "connected" then
return {connected = true}
else
local event = self.host:service()
while event do
if event.type == "receive" then
error("Invalid state: Got message while waiting for a connection")
elseif event.type == "connect" then
return {connected = true}
elseif event.type == "disconnect" then
return {failed = true}
end
event = self.host:service()
end
return {connected = false}
end
end
function Client:close()
if self.server:state() == "connected" then
self.server:disconnect()
self.host:flush()
end
end
return Client
|
function min(x, y)
if x >= y then
return y
else
return x
end
end
function max(x, y)
if x <= y then
return y
else
return x
end
end
|
local Class = require "smee.libs.middleclass"
local GameComponent = Class "GameComponent"
function GameComponent:initialize()
end
function GameComponent:update(dt)
end
function GameComponent:draw(dt)
end
return GameComponent |
nadmin.config.adverts = nadmin.config.adverts or {}
local adverts = nadmin.config.adverts
util.AddNetworkString("nadmin_add_advert")
util.AddNetworkString("nadmin_req_adverts")
util.AddNetworkString("nadmin_resend_advert")
net.Receive("nadmin_resend_advert", function(len, ply)
if not ply:HasPerm("manage_server_settings") then
nadmin:Notify(ply, nadmin.colors.red, "You aren't allowed to manage server settings.")
return
end
local ind = net.ReadInt(32)
if istable(adverts[ind]) then
adverts[ind].lastRan = 0
end
end)
net.Receive("nadmin_add_advert", function(len, ply)
local msg = net.ReadString()
local rep = net.ReadInt(32)
local col = net.ReadTable()
local ind = net.ReadInt(32)
if not ply:HasPerm("manage_server_settings") then
nadmin:Notify(ply, nadmin.colors.red, "You aren't allowed to manage server settings.")
return
end
if msg == "" then
if istable(adverts[ind]) then
table.remove(adverts, ind)
end
else
if istable(adverts[ind]) then
adverts[ind] = {
text = msg,
repeatAfter = rep,
color = Color(col[1], col[2], col[3]),
lastRan = adverts[ind].lastRan
}
else
table.insert(adverts, {
text = msg,
repeatAfter = rep,
color = Color(col[1], col[2], col[3]),
lastRan = 0
})
end
end
net.Start("nadmin_req_adverts")
net.WriteTable(adverts)
net.Send(ply)
file.Write("nadmin/config/adverts.txt", util.TableToJSON(adverts))
end)
local loaded = file.Read("nadmin/config/adverts.txt", "DATA")
if isstring(loaded) then
loaded = util.JSONToTable(loaded)
table.Merge(adverts, loaded)
for i = 1, #adverts do
local adv = adverts[i]
if not IsColor(adv.color) and istable(adv.color) then
local col = adv.color
adv.color = Color(col.r, col.g, col.b)
end
end
end
net.Receive("nadmin_req_adverts", function(len, ply)
net.Start("nadmin_req_adverts")
net.WriteTable(adverts)
net.Send(ply)
end)
hook.Add("Think", "nadmin_adverts", function()
local now = os.time()
for i = 1, #adverts do
local adv = adverts[i]
-- Validate the advert is setup correctly
if not isstring(adv.text) then continue end
if not isnumber(adv.repeatAfter) then continue end
if not IsColor(adv.color) then continue end
if not isnumber(adv.lastRan) then adv.lastRan = 0 end
if now - adv.lastRan >= (adv.repeatAfter * nadmin.time.m) then
nadmin:Notify(adv.color, adv.text)
adv.lastRan = now
end
end
end)
|
--Localization.enUS.lua
TomTomLocals = {
["%d yards"] = "%d yards",
["%s (%.2f, %.2f)"] = "%s (%.2f, %.2f)",
["%s yards away"] = "%s yards away",
["%s%s - %s %s %s %s"] = "%s%s - %s %s %s %s",
["%s%s - %s (map: %d)"] = "%s%s - %s (map: %d)",
["%s: No coordinate information found for '%s' at this map level"] = "%s: No coordinate information found for '%s' at this map level",
["%sNo waypoints in this zone"] = "%sNo waypoints in this zone",
["Accept waypoints from guild and party members"] = "Accept waypoints from guild and party members",
["Allow closest waypoint to be outside current zone"] = "Allow closest waypoint to be outside current zone",
["Allow control-right clicking on map to create new waypoint"] = "Allow control-right clicking on map to create new waypoint",
["Allow the corpse arrow to override other waypoints"] = "Allow the corpse arrow to override other waypoints",
["Alpha"] = "Alpha",
["Announce new waypoints when they are added"] = "Announce new waypoints when they are added",
["Are you sure you would like to remove ALL TomTom waypoints?"] = "Are you sure you would like to remove ALL TomTom waypoints?",
["Arrow colors"] = "Arrow colors",
["Arrow display"] = "Arrow display",
["Arrow locked"] = "Arrow locked",
["Ask for confirmation on \"Remove All\""] = "Ask for confirmation on \"Remove All\"",
["Automatically set a waypoint when I die"] = "Automatically set a waypoint when I die",
["Automatically set to next closest waypoint"] = "Automatically set to next closest waypoint",
["Automatically set waypoint arrow"] = "Automatically set waypoint arrow",
["Background color"] = "Background color",
["Bad color"] = "Bad color",
["Block height"] = "Block height",
["Block width"] = "Block width",
["Border color"] = "Border color",
["Channel to play the ping through"] = "Channel to play the ping through",
["Clear waypoint distance"] = "Clear waypoint distance",
["Clear waypoint from crazy arrow"] = "Clear waypoint from crazy arrow",
["Controls the frequency of updates for the coordinate LDB feed."] = "Controls the frequency of updates for the coordinate LDB feed.",
["Controls the frequency of updates for the coordinate block."] = "Controls the frequency of updates for the coordinate block.",
["Controls the frequency of updates for the crazy arrow LDB feed."] = "Controls the frequency of updates for the crazy arrow LDB feed.",
["Coordinate Accuracy"] = "Coordinate Accuracy",
["Coordinate Block"] = "Coordinate Block",
["Coordinate feed accuracy"] = "Coordinate feed accuracy",
["Coordinate feed throttle"] = "Coordinate feed throttle",
["Coordinates can be displayed as simple XX, YY coordinate, or as more precise XX.XX, YY.YY. This setting allows you to control that precision"] = "Coordinates can be displayed as simple XX, YY coordinate, or as more precise XX.XX, YY.YY. This setting allows you to control that precision",
["Coordinates can be slid from the default location, to accomodate other addons. This setting allows you to control that offset"] = "Coordinates can be slid from the default location, to accomodate other addons. This setting allows you to control that offset",
["Could not find any matches for zone %s."] = "Could not find any matches for zone %s.",
["Crazy Arrow feed throttle"] = "Crazy Arrow feed throttle",
["Create note modifier"] = "Create note modifier",
["Cursor Coordinates"] = "Cursor Coordinates",
["Cursor coordinate accuracy"] = "Cursor coordinate accuracy",
["Cursor coordinate offset"] = "Cursor coordinate offset",
["Data Feed Options"] = "Data Feed Options",
["Disable all mouse input"] = "Disable all mouse input",
["Disables the crazy taxi arrow for mouse input, allowing all clicks to pass through"] = "Disables the crazy taxi arrow for mouse input, allowing all clicks to pass through",
["Display Settings"] = "Display Settings",
["Display waypoints from other zones"] = "Display waypoints from other zones",
["Enable automatic quest objective waypoints"] = "Enable automatic quest objective waypoints",
["Enable coordinate block"] = "Enable coordinate block",
["Enable floating waypoint arrow"] = "Enable floating waypoint arrow",
["Enable minimap waypoints"] = "Enable minimap waypoints",
["Enable mouseover tooltips"] = "Enable mouseover tooltips",
["Enable quest objective click integration"] = "Enable quest objective click integration",
["Enable showing cursor coordinates"] = "Enable showing cursor coordinates",
["Enable showing player coordinates"] = "Enable showing player coordinates",
["Enable the right-click contextual menu"] = "Enable the right-click contextual menu",
["Enable world map waypoints"] = "Enable world map waypoints",
["Enables a floating block that displays your current position in the current zone"] = "Enables a floating block that displays your current position in the current zone",
["Enables a menu when right-clicking on a waypoint allowing you to clear or remove waypoints"] = "Enables a menu when right-clicking on a waypoint allowing you to clear or remove waypoints",
["Enables a menu when right-clicking on the waypoint arrow allowing you to clear or remove waypoints"] = "Enables a menu when right-clicking on the waypoint arrow allowing you to clear or remove waypoints",
["Enables the automatic setting of quest objective waypoints based on which objective is closest to your current location. This setting WILL override the setting of manual waypoints."] = "Enables the automatic setting of quest objective waypoints based on which objective is closest to your current location. This setting WILL override the setting of manual waypoints.",
["Enables the setting of waypoints when modified-clicking on quest objectives"] = "Enables the setting of waypoints when modified-clicking on quest objectives",
["Exact color"] = "Exact color",
["Font size"] = "Font size",
["Found %d possible matches for zone %s. Please be more specific"] = "Found %d possible matches for zone %s. Please be more specific",
["Found multiple matches for zone '%s'. Did you mean: %s"] = "Found multiple matches for zone '%s'. Did you mean: %s",
["From: %s"] = "From: %s",
["General Options"] = "General Options",
["Good color"] = "Good color",
["Hide the crazy arrow display during pet battles"] = "Hide the crazy arrow display during pet battles",
["Icon Control"] = "Icon Control",
["If you have changed the waypoint display settings (minimap, world), this will re-set all waypoints to the current options."] = "If you have changed the waypoint display settings (minimap, world), this will re-set all waypoints to the current options.",
["If your arrow is covered up by something else, try this to bump it up a layer."] = "If your arrow is covered up by something else, try this to bump it up a layer.",
["Lock coordinate block"] = "Lock coordinate block",
["Lock waypoint arrow"] = "Lock waypoint arrow",
["Locks the coordinate block so it can't be accidentally dragged to another location"] = "Locks the coordinate block so it can't be accidentally dragged to another location",
["Locks the waypoint arrow, so it can't be moved accidentally"] = "Locks the waypoint arrow, so it can't be moved accidentally",
["Middle color"] = "Middle color",
["Minimap"] = "Minimap",
["Minimap Icon"] = "Minimap Icon",
["Minimap Icon Size"] = "Minimap Icon Size",
["My Corpse"] = "My Corpse",
["No"] = "No",
["Normally when TomTom sets the closest waypoint it chooses the waypoint in your current zone. This option will cause TomTom to search for any waypoints on your current continent. This may lead you outside your current zone, so it is disabled by default."] = "Normally when TomTom sets the closest waypoint it chooses the waypoint in your current zone. This option will cause TomTom to search for any waypoints on your current continent. This may lead you outside your current zone, so it is disabled by default.",
["Options profile"] = "Options profile",
["Options that alter quest objective integration"] = "Options that alter quest objective integration",
["Options that alter the coordinate block"] = "Options that alter the coordinate block",
["Place the arrow in the HIGH strata"] = "Place the arrow in the HIGH strata",
["Play a sound when arriving at a waypoint"] = "Play a sound when arriving at a waypoint",
["Player Coordinates"] = "Player Coordinates",
["Player coordinate accuracy"] = "Player coordinate accuracy",
["Player coordinate offset"] = "Player coordinate offset",
["Profile Options"] = "Profile Options",
["Prompt before accepting sent waypoints"] = "Prompt before accepting sent waypoints",
["Provide a LDB data source for coordinates"] = "Provide a LDB data source for coordinates",
["Provide a LDB data source for the crazy-arrow"] = "Provide a LDB data source for the crazy-arrow",
["Quest Objectives"] = "Quest Objectives",
["Remove all waypoints"] = "Remove all waypoints",
["Remove all waypoints from this zone"] = "Remove all waypoints from this zone",
["Remove waypoint"] = "Remove waypoint",
["Removed %d waypoints from %s"] = "Removed %d waypoints from %s",
["Reset Position"] = "Reset Position",
["Reset waypoint display options to current"] = "Reset waypoint display options to current",
["Resets the position of the waypoint arrow if its been dragged off screen"] = "Resets the position of the waypoint arrow if its been dragged off screen",
["Save new waypoints until I remove them"] = "Save new waypoints until I remove them",
["Save profile for TomTom waypoints"] = "Save profile for TomTom waypoints",
["Save this waypoint between sessions"] = "Save this waypoint between sessions",
["Saved profile for TomTom options"] = "Saved profile for TomTom options",
["Scale"] = "Scale",
["Send to battleground"] = "Send to battleground",
["Send to guild"] = "Send to guild",
["Send to party"] = "Send to party",
["Send to raid"] = "Send to raid",
["Send waypoint to"] = "Send waypoint to",
["Set as waypoint arrow"] = "Set as waypoint arrow",
["Show estimated time to arrival"] = "Show estimated time to arrival",
["Show the distance to the waypoint"] = "Show the distance to the waypoint",
["Shows an estimate of how long it will take you to reach the waypoint at your current speed"] = "Shows an estimate of how long it will take you to reach the waypoint at your current speed",
["Shows the distance (in yards) to the waypoint"] = "Shows the distance (in yards) to the waypoint",
["The color to be displayed when you are halfway between the direction of the active waypoint and the completely wrong direction"] = "The color to be displayed when you are halfway between the direction of the active waypoint and the completely wrong direction",
["The color to be displayed when you are moving in the direction of the active waypoint"] = "The color to be displayed when you are moving in the direction of the active waypoint",
["The color to be displayed when you are moving in the exact direction of the active waypoint"] = "The color to be displayed when you are moving in the exact direction of the active waypoint",
["The color to be displayed when you are moving in the opposite direction of the active waypoint"] = "The color to be displayed when you are moving in the opposite direction of the active waypoint",
["The display of the coordinate block can be customized by changing the options below."] = "The display of the coordinate block can be customized by changing the options below.",
["The floating waypoint arrow can change color depending on whether or nor you are facing your destination. By default it will display green when you are facing it directly, and red when you are facing away from it. These colors can be changed in this section. Setting these options to the same color will cause the arrow to not change color at all"] = "The floating waypoint arrow can change color depending on whether or nor you are facing your destination. By default it will display green when you are facing it directly, and red when you are facing away from it. These colors can be changed in this section. Setting these options to the same color will cause the arrow to not change color at all",
["There were no waypoints to remove in %s"] = "There were no waypoints to remove in %s",
["These options let you customize the size and opacity of the waypoint arrow, making it larger or partially transparent, as well as limiting the size of the title display."] = "These options let you customize the size and opacity of the waypoint arrow, making it larger or partially transparent, as well as limiting the size of the title display.",
["This option will not remove any waypoints that are currently set to persist, but only effects new waypoints that get set"] = "This option will not remove any waypoints that are currently set to persist, but only effects new waypoints that get set",
["This option will toggle whether or not you are asked to confirm removing all waypoints. If enabled, a dialog box will appear, requiring you to confirm removing the waypoints"] = "This option will toggle whether or not you are asked to confirm removing all waypoints. If enabled, a dialog box will appear, requiring you to confirm removing the waypoints",
["This setting allows you to change the opacity of the title text, making it transparent or opaque"] = "This setting allows you to change the opacity of the title text, making it transparent or opaque",
["This setting allows you to change the opacity of the waypoint arrow, making it transparent or opaque"] = "This setting allows you to change the opacity of the waypoint arrow, making it transparent or opaque",
["This setting allows you to change the scale of the waypoint arrow, making it larger or smaller"] = "This setting allows you to change the scale of the waypoint arrow, making it larger or smaller",
["This setting allows you to control the default size of the minimap icon. "] = "This setting allows you to control the default size of the minimap icon. ",
["This setting allows you to control the default size of the world map icon"] = "This setting allows you to control the default size of the world map icon",
["This setting allows you to select the default icon for the minimap"] = "This setting allows you to select the default icon for the minimap",
["This setting allows you to select the default icon for the world map"] = "This setting allows you to select the default icon for the world map",
["This setting allows you to specify the maximum height of the title text. Any titles that are longer than this height (in game pixels) will be truncated."] = "This setting allows you to specify the maximum height of the title text. Any titles that are longer than this height (in game pixels) will be truncated.",
["This setting allows you to specify the maximum width of the title text. Any titles that are longer than this width (in game pixels) will be wrapped to the next line."] = "This setting allows you to specify the maximum width of the title text. Any titles that are longer than this width (in game pixels) will be wrapped to the next line.",
["This setting allows you to specify the scale of the title text."] = "This setting allows you to specify the scale of the title text.",
["This setting changes the modifier used by TomTom when right-clicking on a quest objective POI to create a waypoint"] = "This setting changes the modifier used by TomTom when right-clicking on a quest objective POI to create a waypoint",
["This setting changes the modifier used by TomTom when right-clicking on the world map to create a waypoint"] = "This setting changes the modifier used by TomTom when right-clicking on the world map to create a waypoint",
["This setting will control the distance at which the waypoint arrow switches to a downwards arrow, indicating you have arrived at your destination"] = "This setting will control the distance at which the waypoint arrow switches to a downwards arrow, indicating you have arrived at your destination",
["Title Alpha"] = "Title Alpha",
["Title Height"] = "Title Height",
["Title Scale"] = "Title Scale",
["Title Width"] = "Title Width",
["TomTom Waypoint Arrow"] = "TomTom Waypoint Arrow",
["TomTom can announce new waypoints to the default chat frame when they are added"] = "TomTom can announce new waypoints to the default chat frame when they are added",
["TomTom can automatically set a waypoint when you die, guiding you back to your corpse"] = "TomTom can automatically set a waypoint when you die, guiding you back to your corpse",
["TomTom can be configured to set waypoints for the quest objectives that are shown in the watch frame and on the world map. These options can be used to configure these options."] = "TomTom can be configured to set waypoints for the quest objectives that are shown in the watch frame and on the world map. These options can be used to configure these options.",
["TomTom can display a tooltip containing information abouto waypoints, when they are moused over. This setting toggles that functionality"] = "TomTom can display a tooltip containing information abouto waypoints, when they are moused over. This setting toggles that functionality",
["TomTom can display multiple waypoint arrows on the minimap. These options control the display of these waypoints"] = "TomTom can display multiple waypoint arrows on the minimap. These options control the display of these waypoints",
["TomTom can display multiple waypoints on the world map. These options control the display of these waypoints"] = "TomTom can display multiple waypoints on the world map. These options control the display of these waypoints",
["TomTom can hide waypoints in other zones, this setting toggles that functionality"] = "TomTom can hide waypoints in other zones, this setting toggles that functionality",
["TomTom is capable of providing data sources via LibDataBroker, which allows them to be displayed in any LDB compatible display. These options enable or disable the individual feeds, but will only take effect after a reboot."] = "TomTom is capable of providing data sources via LibDataBroker, which allows them to be displayed in any LDB compatible display. These options enable or disable the individual feeds, but will only take effect after a reboot.",
["TomTom provides an arrow that can be placed anywhere on the screen. Similar to the arrow in \"Crazy Taxi\" it will point you towards your next waypoint"] = "TomTom provides an arrow that can be placed anywhere on the screen. Similar to the arrow in \"Crazy Taxi\" it will point you towards your next waypoint",
["TomTom provides you with a floating coordinate display that can be used to determine your current position. These options can be used to enable or disable this display, or customize the block's display."] = "TomTom provides you with a floating coordinate display that can be used to determine your current position. These options can be used to enable or disable this display, or customize the block's display.",
["TomTom waypoint"] = "TomTom waypoint",
["TomTom's saved variables are organized so you can have shared options across all your characters, while having different sets of waypoints for each. These options sections allow you to change the saved variable configurations so you can set up per-character options, or even share waypoints between characters"] = "TomTom's saved variables are organized so you can have shared options across all your characters, while having different sets of waypoints for each. These options sections allow you to change the saved variable configurations so you can set up per-character options, or even share waypoints between characters",
["Unknown distance"] = "Unknown distance",
["Unknown waypoint"] = "Unknown waypoint",
["Update throttle"] = "Update throttle",
["Wayback"] = "Wayback",
["Waypoint Arrow"] = "Waypoint Arrow",
["Waypoint Options"] = "Waypoint Options",
["Waypoint communication"] = "Waypoint communication",
["Waypoint from %s"] = "Waypoint from %s",
["Waypoints can be automatically cleared when you reach them. This slider allows you to customize the distance in yards that signals your \"arrival\" at the waypoint. A setting of 0 turns off the auto-clearing feature\n\nChanging this setting only takes effect after reloading your interface."] = "Waypoints can be automatically cleared when you reach them. This slider allows you to customize the distance in yards that signals your \"arrival\" at the waypoint. A setting of 0 turns off the auto-clearing feature\n\nChanging this setting only takes effect after reloading your interface.",
["Waypoints profile"] = "Waypoints profile",
["When a 'ping' is played, use the indicated sound channel so the volume can be controlled."] = "When a 'ping' is played, use the indicated sound channel so the volume can be controlled.",
["When a new waypoint is added, TomTom can automatically set the new waypoint as the \"Crazy Arrow\" waypoint."] = "When a new waypoint is added, TomTom can automatically set the new waypoint as the \"Crazy Arrow\" waypoint.",
["When a pet battle begins, the crazy arrow will be hidden from view. When you exit the pet battle, it will be re-shown."] = "When a pet battle begins, the crazy arrow will be hidden from view. When you exit the pet battle, it will be re-shown.",
["When the current waypoint is cleared (either by the user or automatically) and this option is set, TomTom will automatically set the closest waypoint in the current zone as active waypoint."] = "When the current waypoint is cleared (either by the user or automatically) and this option is set, TomTom will automatically set the closest waypoint in the current zone as active waypoint.",
["When the player is dead and has a waypoint towards their corpse, it will prevent other waypoints from changing the crazy arrow"] = "When the player is dead and has a waypoint towards their corpse, it will prevent other waypoints from changing the crazy arrow",
["When you 'arrive' at a waypoint (this distance is controlled by the 'Arrival Distance' setting in this group) a sound can be played to indicate this. You can enable or disable this sound using this setting."] = "When you 'arrive' at a waypoint (this distance is controlled by the 'Arrival Distance' setting in this group) a sound can be played to indicate this. You can enable or disable this sound using this setting.",
["World Map"] = "World Map",
["World Map Icon"] = "World Map Icon",
["World Map Icon Size"] = "World Map Icon Size",
["Yes"] = "Yes",
["You are at (%s) in '%s' (map: %s)"] = "You are at (%s) in '%s' (map: %s)",
["\"Arrival Distance\""] = "\"Arrival Distance\"",
["is"] = "is",
["not"] = "not",
["set waypoint modifier"] = "set waypoint modifier",
["|cffffff78/cway |r - Activate the closest waypoint"] = "|cffffff78/cway |r - Activate the closest waypoint",
["|cffffff78/tomtom |r - Open the TomTom options panel"] = "|cffffff78/tomtom |r - Open the TomTom options panel",
["|cffffff78/way /tway /tomtomway |r - Commands to set a waypoint: one should work."] = "|cffffff78/way /tway /tomtomway |r - Commands to set a waypoint: one should work.",
["|cffffff78/way <x> <y> [desc]|r - Adds a waypoint at x,y with descrtiption desc"] = "|cffffff78/way <x> <y> [desc]|r - Adds a waypoint at x,y with descrtiption desc",
["|cffffff78/way <zone> <x> <y> [desc]|r - Adds a waypoint at x,y in zone with description desc"] = "|cffffff78/way <zone> <x> <y> [desc]|r - Adds a waypoint at x,y in zone with description desc",
["|cffffff78/way arrow|r - Prints status of the Crazy Arrow"] = "|cffffff78/way arrow|r - Prints status of the Crazy Arrow",
["|cffffff78/way block|r - Prints status of the Coordinate Block"] = "|cffffff78/way block|r - Prints status of the Coordinate Block",
["|cffffff78/way list|r - Lists all active waypoints"] = "|cffffff78/way list|r - Lists all active waypoints",
["|cffffff78/way local|r - Lists active waypoints in current zone"] = "|cffffff78/way local|r - Lists active waypoints in current zone",
["|cffffff78/way reset <zone>|r - Resets all waypoints in zone"] = "|cffffff78/way reset <zone>|r - Resets all waypoints in zone",
["|cffffff78/way reset all|r - Resets all waypoints"] = "|cffffff78/way reset all|r - Resets all waypoints",
["|cffffff78/way reset away|r - Resets all waypoints not in current zone"] = "|cffffff78/way reset away|r - Resets all waypoints not in current zone",
["|cffffff78/way reset not <zone>|r - Resets all waypoints not in zone"] = "|cffffff78/way reset not <zone>|r - Resets all waypoints not in zone",
["|cffffff78TomTom |r/way /tway /tomtomway /cway /tomtom |cffffff78Usage:|r"] = "|cffffff78TomTom |r/way /tway /tomtomway /cway /tomtom |cffffff78Usage:|r",
["|cffffff78TomTom:|r Added a waypoint (%s%s%s) in %s"] = "|cffffff78TomTom:|r Added a waypoint (%s%s%s) in %s",
["|cffffff78TomTom:|r CoordBlock %s visible"] = "|cffffff78TomTom:|r CoordBlock %s visible",
["|cffffff78TomTom:|r Could not find a closest waypoint in this continent."] = "|cffffff78TomTom:|r Could not find a closest waypoint in this continent.",
["|cffffff78TomTom:|r Could not find a closest waypoint in this zone."] = "|cffffff78TomTom:|r Could not find a closest waypoint in this zone.",
["|cffffff78TomTom:|r CrazyArrow %s hijacked"] = "|cffffff78TomTom:|r CrazyArrow %s hijacked",
["|cffffff78TomTom:|r CrazyArrow %s visible"] = "|cffffff78TomTom:|r CrazyArrow %s visible",
["|cffffff78TomTom:|r Selected waypoint (%s%s%s) in %s"] = "|cffffff78TomTom:|r Selected waypoint (%s%s%s) in %s",
["|cffffff78TomTom:|r Waypoint %s valid"] = "|cffffff78TomTom:|r Waypoint %s valid",
["|cffffff78TomTom|r: Added '%s' (sent from %s) to zone %s"] = "|cffffff78TomTom|r: Added '%s' (sent from %s) to zone %s",
}
setmetatable(TomTomLocals, {__index=function(t,k) rawset(t, k, k); return k; end})
|
-----------------------------------
-- Area: Aht Urhgan Whitegate
-- NPC: Lageegee
-- Type: Assault Mission Giver
-- !pos 120.808 0.161 -30.435
-----------------------------------
local ID = require("scripts/zones/Aht_Urhgan_Whitegate/IDs")
require("scripts/globals/besieged")
require("scripts/globals/keyitems")
require("scripts/globals/missions")
require("scripts/globals/npc_util")
-----------------------------------
function onTrade(player,npc,trade)
end
function onTrigger(player,npc)
local rank = tpz.besieged.getMercenaryRank(player)
local haveimperialIDtag
local assaultPoints = player:getAssaultPoint(PERIQIA_ASSAULT_POINT)
if player:hasKeyItem(tpz.ki.IMPERIAL_ARMY_ID_TAG) then
haveimperialIDtag = 1
else
haveimperialIDtag = 0
end
--[[ if (rank > 0) then
player:startEvent(276,rank,haveimperialIDtag,assaultPoints,player:getCurrentAssault())
else]]
player:startEvent(282) -- no rank
--end
end
function onEventUpdate(player,csid,option)
end
function onEventFinish(player,csid,option)
if csid == 276 then
local selectiontype = bit.band(option, 0xF)
if selectiontype == 1 then
-- taken assault mission
player:addAssault(bit.rshift(option,4))
player:delKeyItem(tpz.ki.IMPERIAL_ARMY_ID_TAG)
npcUtil.giveKeyItem(player, tpz.ki.PERIQIA_ASSAULT_ORDERS)
elseif (selectiontype == 2) then
-- purchased an item
local item = bit.rshift(option,14)
local items =
{
[1] = {itemid = 15973, price = 3000},
[2] = {itemid = 15778, price = 5000},
[3] = {itemid = 15524, price = 8000},
[4] = {itemid = 15887, price = 10000},
[5] = {itemid = 15493, price = 10000},
[6] = {itemid = 18025, price = 15000},
[7] = {itemid = 18435, price = 15000},
[8] = {itemid = 18686, price = 15000},
[9] = {itemid = 16062, price = 20000},
[10] = {itemid = 15695, price = 20000},
[11] = {itemid = 14527, price = 20000},
}
local choice = items[item]
if choice and npcUtil.giveItem(player, choice.itemid) then
player:delCurrency("PERIQIA_ASSAULT_POINT", choice.price)
end
end
end
end
|
object_tangible_furniture_all_frn_diner_counter_corner = object_tangible_furniture_all_shared_frn_diner_counter_corner:new {
}
ObjectTemplates:addTemplate(object_tangible_furniture_all_frn_diner_counter_corner, "object/tangible/furniture/all/frn_diner_counter_corner.iff")
|
return function()
local strrLine = "Turn,Scroll,7,8,9,10"
if GAMESTATE:GetCurrentGame():GetName() == "gh" then
strrLine = strrLine .. ",GH"
end
strrLine = strrLine .. ",11,12,125,13,14"
if ThemePrefs.Get("OptionStyle") == 0 then
strrLine = strrLine .. ",NextScreen"
elseif ThemePrefs.Get("OptionStyle") == 1 then
TP.Global.ScreenAfter.PlayerOptions2 = "ScreenSongOptions"
elseif ThemePrefs.Get("OptionStyle") == 2 then
TP.Global.ScreenAfter.PlayerOptions2 = "ScreenStageInformation"
end
return strrLine
end |
local fn = vim.fn
local lsp = vim.lsp
local M = {}
-- Credit https://github.com/kosayoda/nvim-lightbulb/blob/master/lua/nvim-lightbulb.lua
local function _update_sign(new_line)
local bufnr = vim.api.nvim_get_current_buf() or '%'
local old_line = vim.b.code_action_line
if old_line then
fn.sign_unplace('code_action', { id = old_line, buffer = bufnr })
vim.b.code_action_line = nil
end
if new_line and (vim.b.code_action_line ~= new_line) then
fn.sign_place(new_line, 'code_action', 'CodeActionSign', bufnr, { lnum = new_line, priority = 10 })
vim.b.code_action_line = new_line
end
end
-- Credit https://github.com/kosayoda/nvim-lightbulb/blob/master/lua/nvim-lightbulb.lua
function M.code_action()
local context = { diagnostics = lsp.diagnostic.get_line_diagnostics() }
local params = lsp.util.make_range_params()
params.context = context
lsp.buf_request(0, 'textDocument/codeAction', params, function(err, actions)
if err then
return
end
if actions == nil or vim.tbl_isempty(actions) then
_update_sign(nil)
else
_update_sign(params.range.start.line + 1)
end
end)
end
return M
|
----------------------------------------------------------------
-- EVTCalendar English Localization
-- Author: Reed
--
--
----------------------------------------------------------------
EVT_SLASH = "/evt";
EVT_CALENDAR = "EVTCalendar";
EVT_HELP = "help";
EVT_ABOUT = "about";
--MONTHS
EVT_JAN = "January";
EVT_FEB = "Feburary";
EVT_MAR = "March";
EVT_APR = "April";
EVT_MAY = "May";
EVT_JUN = "June";
EVT_JUL = "July";
EVT_AUG = "August";
EVT_SEP = "September";
EVT_OCT = "October";
EVT_NOV = "November";
EVT_DEC = "December";
--DAYS
EVT_SUN = "Sunday";
EVT_MON = "Monday";
EVT_TUE = "Tuesday";
EVT_WED = "Wednesday";
EVT_THU = "Thursday";
EVT_FRI = "Friday";
EVT_SAT = "Saturday";
--Chat
EVT_INVITE_QUEUE = "has invited you to an event. Do you accept?"
evtSubMenu = {
[1] = {"Blackfathom Depths", "Blackrock Depths", "Blackrock Spire", "The Deadmines", "Dire Maul", "Gnomeregan", "Maraudon", "Ragefire Chasm", "Razorfen Downs", "Razorfen Kraul", "Scarlet Monastery", "Scholomance", "Shadowfang Keep", "The Stockades", "Stratholome", "The Sunken Temple", "Uldaman", "Wailing Caverns", "Zul'Farak" },
[2] = {"Blackwing Lair", "Molten Core", "Naxxramas", "Onyxia's Lair", "Ruins of Ahn'Qiraj", "Temple of Ahn'Qiraj", "Zul'Gurub"},
[3] = {"Warsong Gultch", "Arathi Basin", "Alterac Valley", "World"}
};
evtTypes = {"Dungeon", "Raid", "PvP", "Quests", "Meeting", "Event", "Other" };
evtInvites = {"Party", "Raid", "Guild", "Guild Officers"};
evtInviteLock = {"None", "Officers", "Self"}; |
local assert = require('assert')
local sched = require('sched')
local fs = require('fs')
local testing = require('testing')
-- the return value of this require() call is a top-level TestSuite
-- object predefined by the testing module (root_suite)
-- we can either add our tests directly to the root suite or create
-- child suites and add tests to those
local markers = {}
testing:add('add a test directly to the root suite', function()
assert.equals(1,1)
markers.oneisone = true
end)
-- if we do not pass a function, testing:add() creates a child suite
local child = testing:add('adding a child suite')
child:add('add a test to the child suite', function()
assert.equals(2,2)
markers.twoistwo = true
end)
child:add('add another test to the child suite', function()
assert.equals(-2,-2)
markers.minustwoisminustwo = true
end)
-- testing(...) is shorthand for testing:add(...)
-- (this also works on a child suite)
testing('the testing() shorthand', function()
assert.equals(3,3)
markers.threeisthree = true
end)
-- tests within a suite are not guaranteed to run sequentially
--
-- the only thing we can guarantee (for the current implementation) is
-- that tests in child suites are _scheduled_ later than tests of the
-- parent suite
testing(function()
assert.equals(markers, {
oneisone = true,
threeisthree = true
})
end)
-- if you want to do something after all tests in a suite finished,
-- use an after hook:
testing:after(function()
assert.equals(markers, {
oneisone = true,
twoistwo = true,
minustwoisminustwo = true,
threeisthree = true
})
end)
-- tests marked as `exclusive` own the CPU until they finish (i.e. the
-- scheduler won't schedule another thread until they finish)
--
-- note: use this feature sparingly as it can easily lead to lockups
local normal_results = {}
testing('normal 123', function()
table.insert(normal_results, 1)
sched.yield()
table.insert(normal_results, 2)
sched.yield()
table.insert(normal_results, 3)
sched.yield()
end)
testing('normal 456', function()
table.insert(normal_results, 4)
sched.yield()
table.insert(normal_results, 5)
sched.yield()
table.insert(normal_results, 6)
sched.yield()
assert.equals(normal_results, { 1,4,2,5,3,6 })
end)
local exclusive_results = {}
testing:exclusive('exclusive 123', function()
table.insert(exclusive_results, 1)
sched.yield()
table.insert(exclusive_results, 2)
sched.yield()
table.insert(exclusive_results, 3)
sched.yield()
end)
testing:exclusive('exclusive 456', function()
table.insert(exclusive_results, 4)
sched.yield()
table.insert(exclusive_results, 5)
sched.yield()
table.insert(exclusive_results, 6)
sched.yield()
assert.equals(exclusive_results, { 1,2,3,4,5,6 })
end)
-- tests marked as `nosched` are executed upfront in a separate round,
-- when the scheduler has not yet been created
--
-- this feature is mostly (only?) useful for testing the scheduler
-- itself
testing('running under a scheduler', function()
assert(sched.running())
end)
testing:nosched('not running under a scheduler', function()
assert(not sched.running())
end)
-- `before` hooks are executed once, before all tests within a suite
local suite = testing('before hooks')
suite:before(function(ctx)
-- the passed table is a test context which can be used to store
-- arbitrary objects
--
-- these objects are accessible in all descendants of the suite
ctx.conn = 'this could be a database connection mock'
end)
suite:before(function(ctx)
-- :before() can be used several times to add any number of hooks
ctx.http_client = 'http client'
end)
suite:add('check test context', function(ctx)
assert.equals(ctx.conn, 'this could be a database connection mock')
assert.equals(ctx.http_client, 'http client')
-- context modifications are scoped to the running test
ctx.http_client = 'https client'
ctx.checked = true
end)
suite('context modifications cannot escape their scope', function(ctx)
assert.equals(ctx.http_client, 'http client')
assert.is_nil(ctx.checked)
end)
-- after hooks are executed once, after all tests within a suite
suite:after(function(ctx)
assert.equals(ctx.conn, 'this could be a database connection mock')
assert.equals(ctx.http_client, 'http client')
end)
-- after hooks do not see context modifications made by children
suite:after(function(ctx)
assert.is_nil(ctx.checked)
end)
-- child suites see context modifications of their parent
local child = suite:add('child')
child('child suites inherit context modifications', function(ctx)
assert.equals(ctx.conn, 'this could be a database connection mock')
assert.equals(ctx.http_client, 'http client')
end)
-- before_each and after_each hooks are run before and after each test
local counter = 0
suite:before(function()
assert.equals(counter, 0)
end)
suite:before_each(function()
counter = counter + 1
end)
suite('inside a test, counter should be 1', function()
assert.equals(counter, 1)
end)
suite:after_each(function()
counter = counter - 1
end)
suite:after(function()
assert.equals(counter, 0)
end)
-- nosched tests cannot use before/after hooks
suite:nosched('nosched tests cannot use before/after hooks', function(ctx)
assert.is_nil(ctx.conn)
assert.is_nil(ctx.http_client)
end)
-- but they can use before_each and after_each
suite:nosched('nosched tests can use before_each/after_each hooks', function(ctx)
assert.equals(counter, 1)
end)
-- the test context provides a nextid() method which can be used to
-- generate an integer guaranteed to be unique within the current test
-- run
testing('nextid', function(ctx)
local id1 = ctx:nextid()
assert.type(id1, 'number')
local id2 = ctx:nextid()
assert.type(id2, 'number')
assert(id1 ~= id2)
end)
-- tests marked as `with_tmpdir` get a temporary directory which is
-- automatically removed when the root suite exits
--
-- the path of the temp directory is available as ctx.tmpdir
testing:with_tmpdir('with_tmpdir', function(ctx)
-- the temp directory path is at ctx.tmpdir
assert.type(ctx.tmpdir, "string")
assert(fs.is_dir(ctx.tmpdir))
end)
-- tests may be skipped by specifying the `skip` option
local nomod = 1
testing:skip('this is skipped', function()
nomod = 2
end)
testing:after(function()
assert.equals(nomod, 1)
end)
-- test options (i.e. `exclusive`, `nosched`, `with_tmpdir`, `skip`)
-- may be also passed after the test function in an opts table
testing('opts table', function(ctx)
assert(not sched.running())
assert(fs.is_dir(ctx.tmpdir))
end, { nosched = true, exclusive = true, with_tmpdir = true })
-- the two ways of setting options can be mixed
testing:nosched('opts table 2', function(ctx)
assert(not sched.running())
assert(fs.is_dir(ctx.tmpdir))
end, { exclusive = true, with_tmpdir = true })
|
-- luacheck: globals unpack vim
local curry2 = function(fn)
return function(fst, snd)
if snd ~= nil then
return fn(fst, snd)
end
return function(new)
return fn(fst, new)
end
end
end
local view = {}
view.openfloat = function(config, buff)
return vim.api.nvim_open_win(buff, false, config)
end
view.openwin = function(nvim_cmd, buff)
vim.api.nvim_command(nvim_cmd)
vim.api.nvim_set_current_buf(buff)
local winid = vim.fn.win_getid(vim.fn.bufwinnr(buff))
vim.api.nvim_win_set_option(winid, "winfixwidth", true)
return winid
end
view.top = function(size, buff)
local width = vim.o.columns
return view.openfloat({
relative = "editor",
width = width,
height = size,
row = 0,
col = 0
}, buff)
end
view.bottom = function(size, buff)
local width = vim.o.columns
local height = vim.o.lines
return view.openfloat({
relative = "editor",
width = width,
height = size,
row = height - size,
col = 0
}, buff)
end
view.right = function(size, buff)
local width = vim.o.columns
local height = vim.o.lines
return view.openfloat({
relative = "editor",
width = size,
height = height,
row = 0,
col = width - size
}, buff)
end
view.left = function(size, buff)
local height = vim.o.lines
return view.openfloat({
relative = "editor",
width = size,
height = height,
row = 0,
col = 0
}, buff)
end
view.center = function(size, buff)
local width = vim.o.columns
local height = vim.o.lines
return view.openfloat({
relative = "editor",
width = math.ceil(width * 0.5),
height = size,
row = math.ceil(height * 0.5) - math.ceil(size * 0.5),
col = math.ceil(width * 0.25)
}, buff)
end
return setmetatable({},
{__index = function(_, key)
return curry2(view[key])
end})
|
-- Awesome theme for esonov distro.
local gears = require("gears")
local naughty_config = require("naughty").config
local xresources = require("beautiful.xresources")
local beautiful = require("beautiful")
local gtk = beautiful.gtk.get_theme_variables()
local dpi = xresources.apply_dpi
local theme = {}
-- General look and feel.
theme.font = "Roboto 10"
theme.bg_normal = "#2e293a"
theme.bg_focus = "#3d354b"
theme.bg_urgent = "#481565"
theme.bg_minimize = "#2e293a"
theme.bg_systray = "#2e293a"
theme.fg_normal = "#cac8d1"
theme.fg_focus = "#dcdae0"
theme.fg_urgent = "#dcdae0"
theme.fg_minimize = "#cac8d1"
-- Client settings
theme.useless_gap = 0
theme.border_width = 0
theme.border_normal = theme.bg_normal
theme.border_focus = theme.bg_focus
theme.border_marked = theme.bg_focus
theme.tasklist_plain_task_name = true
-- Titlebar (for dialogs)
theme.titlebar_bg = "#313131cc"
theme.titlebar_height = dpi(18)
theme.titlebar_font = "Roboto 9"
theme.titlebar_shape = function(cr, w, h) gears.shape.partially_rounded_rect(cr, w, h, true, true, false, false, theme.titlebar_height) end
-- Prompt box theme.
theme.prompt_font = "Hack 11"
-- Variables set for theming notifications:
theme.notification_font = "Droid Sans 12"
theme.notification_bg = "#685f77"
theme.notification_fg = "#e0dfe2"
theme.notification_width = nil
theme.notification_height = nil
theme.notification_margin = nil
theme.notification_border_color = "#685f77"
theme.notification_border_width = dpi(3)
theme.notification_shape = function(cr, w, h) gears.shape.rounded_rect(cr, w, h, 4) end
theme.notification_icon_size = 48
theme.notification_opacity = 0.92
-- Fix colors of presets notification styles.
naughty_config.presets.critical.bg = "#961528"
naughty_config.presets.critical.fg = theme.notification_fg
naughty_config.presets.ok.bg = "#206128"
naughty_config.presets.ok.fg = theme.notification_fg
naughty_config.presets.info.bg = "#2015a2"
naughty_config.presets.info.fg = theme.notification_fg
naughty_config.presets.warn.bg = "#965a28"
naughty_config.presets.warn.fg = theme.notification_fg
-- Variables set for theming the menu:
-- menu_[bg|fg]_[normal|focus]
-- menu_[border_color|border_width]
theme.menu_submenu_icon = icons_path .. "outline_arrow_right.png"
-- Mostly irrelevant.
theme.menu_height = dpi(16)
theme.menu_width = dpi(128)
-- Wallpaper.
gears.wallpaper.set(theme.bg_normal)
-- Define the icon theme for application icons.
-- If not set then the icons from /usr/share/icons and /usr/share/icons/hicolor will be used.
-- Used only by the menubar as far as I know.
theme.icon_theme = "Papirus-Dark"
-- Bar layout.
theme.bar_layout = {
close_image = icons_path.."close.png",
close_hover_image = icons_path.."close_hover.png",
tasklist_height = dpi(14),
tasklist_icon_margin = {left = dpi(2), right = dpi(3), up = 1, bottom = 1},
tasklist_title_margin = {left = dpi(3), right = dpi(4), up = 0, bottom = dpi(2)},
tasklist_close_margin = {left = dpi(4), right = dpi(2), up = 0, bottom = 0},
tasklist_close_button_image = icons_path.."tasklist_close.png",
tasklist_close_button_hover_image = icons_path.."tasklist_close_hover.png",
tasklist_close_button_size = dpi(14)
}
-- Tag colors and layout
theme.tag = {layout = {}, colors = {inactive = {}, active = {}, highlight = {}, bubble = {}}}
theme.tag.layout.icon_size = dpi(24)
theme.tag.layout.padding = 1
theme.tag.layout.spacing = dpi(8)
theme.tag.layout.halo_scale = 1.08
theme.tag.layout.bubble_offset_x = dpi(20)
theme.tag.layout.bubble_offset_y = dpi(20)
theme.tag.layout.bubble_text_offset_x = dpi(17)
theme.tag.layout.bubble_text_offset_y = dpi(15)
theme.tag.layout.bubble_radius = 5
theme.tag.layout.bubble_font = "Hack Bold 6"
theme.tag.layout.default_cursor = "left_ptr"
theme.tag.layout.hover_cursor = "hand1"
theme.tag.layout.invalid_cursor = "left_ptr"
theme.tag.layout.locked_cursor = "circle"
-- Same as the background.
theme.tag.colors.inactive["000000"] = "#2e293a"
theme.tag.colors.active["000000"] = "#2e293a"
theme.tag.colors.highlight["000000"] = "#2e293a"
-- The base color.
theme.tag.colors.inactive["ffffff"] = "#8c80a4"
theme.tag.colors.active["ffffff"] = "#cac8d1"
theme.tag.colors.highlight["ffffff"] = "#cac8d1"
-- Highlight color pattern #1.
-- It is invisible when inactive, and pulsating when urgent.
theme.tag.colors.inactive["ff0000"] = "#2e293a"
theme.tag.colors.active["ff0000"] = "#4629bb"
theme.tag.colors.highlight["ff0000"] = "#2a00c1"
-- Highlight color pattern #2.
-- Visible even when inactive, but darker.
theme.tag.colors.inactive["00ff00"] = "#292089"
theme.tag.colors.active["00ff00"] = "#4629bb"
theme.tag.colors.highlight["00ff00"] = "#2a00c1"
-- Highlight color pattern #3.
-- Constant color(may add blur when urgent), just a bit darker when inactive.
theme.tag.colors.inactive["0000ff"] = "#292089"
theme.tag.colors.active["0000ff"] = "#4629bb"
theme.tag.colors.highlight["0000ff"] = "#4629bb"
theme.tag.colors.bubble.locked = "#ffd700aa"
theme.tag.colors.bubble.waiting = "#d6820699"
theme.tag.colors.bubble.inactive = "#2e293a66"
theme.tag.colors.bubble.active = "#5b4965cc"
theme.tag.colors.bubble.selected = "#362f43ff"
theme.tag.colors.bubble.font = {
active="#ffffffaa",
selected="#ffffff99"
}
theme.tag.colors.halo = {
inactive="#8c80a4cc",
active="#cac8d1aa"
}
return theme
|
---------------------------------------------------------------
-- Copyright 2020 Deviap (https://deviap.com/) --
---------------------------------------------------------------
-- Made available under the MIT License: --
-- https://github.com/deviap/sample-apps/blob/master/LICENSE --
---------------------------------------------------------------
return function(params)
-- Create a square in the centre of the parent object
-- We'll rotate this square to pivot the hand, easy!
local pivot = core.construct("guiFrame", {
parent = params.parent,
position = guiCoord(0.5, -1, 0.5, -1),
size = guiCoord(0, 2, 0, 2),
backgroundAlpha = 0
})
-- The actual hand the user sees
core.construct("guiFrame", {
parent = pivot,
position = guiCoord(0.5, -params.width / 2, 0, -params.length + (params.width / 2)),
size = guiCoord(0, params.width, 0, params.length),
backgroundColour = params.colour
})
return pivot
end
|
--- lexer for etlua.
-- Uses embeddings of lua and html.
-- @author [Alejandro Baez](https://twitter.com/a_baez)
-- @copyright 2015
-- @license MIT (see LICENSE)
-- @module etlua
local l = require("lexer")
local token, word_match = l.token, l.word_match
local P, R, S = lpeg.P, lpeg.R, lpeg.S
local M = {_NAME = 'etlua'}
local html = l.load("html")
local lual = l.load("lua")
-- Embed lua to html.
local escapes = S('=-')
local lual_start_rule = token('etlua_tag', '<%' + '<%' * escapes^-1)
local lual_end_rule = token('etlua_tag', '%>' + P('-')^-1 * '%>')
l.embed_lexer(html, lual, lual_start_rule, lual_end_rule)
M._tokenstyles = {
etlua_tag = l.STYLE_EMBEDDED
}
local _foldsymbols = html._foldsymbols
_foldsymbols._patterns[#_foldsymbols._patterns + 1] = '<%%'
_foldsymbols._patterns[#_foldsymbols._patterns + 1] = '%%>'
_foldsymbols.rhtml_tag = {['<%'] = 1, ['%>'] = -1}
M._foldsymbols = _foldsymbols
return M
|
insulate("log setup", function()
it("check default channel registration", function()
require("tmux.log").setup()
local channels = require("tmux.log.channels")
assert.is_true(channels.current["file"] ~= nil)
end)
end)
describe("log", function()
local log
local message = ""
setup(function()
log = require("tmux.log")
require("tmux.log.time").now = function()
return "1234"
end
require("tmux.configuration.logging").set({
file = "disabled",
nvim = "disabled",
})
require("tmux.log.channels").add("busted", function(sev, msg)
message = sev .. " - " .. msg
end)
end)
it("check severity and disables", function()
require("tmux.configuration.logging").set({
busted = "disabled",
})
log.debug("test")
assert.are.same("", message)
log.information("test")
assert.are.same("", message)
log.warning("test")
assert.are.same("", message)
log.error("test")
assert.are.same("", message)
require("tmux.configuration.logging").set({
busted = "debug",
})
message = ""
log.debug("test")
assert.are.same("debug - test", message)
log.information("test")
assert.are.same("information - test", message)
log.warning("test")
assert.are.same("warning - test", message)
log.error("test")
assert.are.same("error - test", message)
require("tmux.configuration.logging").set({
busted = "information",
})
message = ""
log.debug("test")
assert.are.same("", message)
log.information("test")
assert.are.same("information - test", message)
log.warning("test")
assert.are.same("warning - test", message)
log.error("test")
assert.are.same("error - test", message)
require("tmux.configuration.logging").set({
busted = "warning",
})
message = ""
log.debug("test")
assert.are.same("", message)
log.information("test")
assert.are.same("", message)
log.warning("test")
assert.are.same("warning - test", message)
log.error("test")
assert.are.same("error - test", message)
require("tmux.configuration.logging").set({
busted = "error",
})
message = ""
log.debug("test")
assert.are.same("", message)
log.information("test")
assert.are.same("", message)
log.warning("test")
assert.are.same("", message)
log.error("test")
assert.are.same("error - test", message)
end)
it("check object arguments", function()
require("tmux.configuration.logging").set({
busted = "debug",
})
message = ""
log.debug("test: ", nil)
assert.are.same("debug - test: ", message)
log.debug("test: ", true)
assert.are.same("debug - test: true", message)
log.information("test: ", true)
assert.are.same("information - test: true", message)
log.warning("test: ", true)
assert.are.same("warning - test: true", message)
log.error("test: ", true)
assert.are.same("error - test: true", message)
end)
end)
|
local trainingStartMarker = createMarker(2237.94, -1720.32, 12.61, "cylinder", 2, 255, 255, 0)
function trainingMarkerHit(hitElement, dimensions)
if (getElementType(hitElement) ~= "player") then
return false
end
if (not dimensions) then
return false
end
if (not isPedOnGround(hitElement)) then
exports.NGCdxmsg:createNewDxMessage("You must be on ground to open the GUI!", hitElement, 255, 25, 25)
return false
end
if (getElementModel(hitElement) ~= 0) then
exports.NGCdxmsg:createNewDxMessage("You must have the CJ skin!", hitElement, 255, 25, 25)
return false
end
triggerClientEvent(hitElement, "AURgymtraining.open", resourceRoot)
end
addEventHandler("onMarkerHit", trainingStartMarker, trainingMarkerHit)
function resetMuscle()
setPedStat(client, 23, 0)
exports.NGCdxmsg:createNewDxMessage("Your muscle was reset!", source, 25, 255, 25)
exports.CSGlogging:createLogRow(client, "muscle", getPlayerName(client).." reset his muscles")
end
addEvent("AURgymtraining.reset", true)
addEventHandler("AURgymtraining.reset", resourceRoot, resetMuscle)
function trainMuscle()
local stat = getPedStat(client, 23)
if (stat == 1000) then
exports.NGCdxmsg:createNewDxMessage("Your muscles are already fully trained!", client, 25, 255, 25)
return false
end
fadeCamera(client, false)
setElementFrozen(client, true)
setTimer(function(client)
fadeCamera(client, true)
setElementFrozen(client, false)
end, 2000, 1, client)
setPedStat(client, 23, stat+100)
takePlayerMoney(client, 2000)
exports.CSGlogging:createLogRow(client, "muscle", getPlayerName(client).." trained his muscles (value (after training): "..tostring(stat+100))
exports.NGCdxmsg:createNewDxMessage("Your musles were increased by 10%!", client, 25, 255, 25)
end
addEvent("AURgymtraining.train", true)
addEventHandler("AURgymtraining.train", resourceRoot, trainMuscle) |
local customEventHooks = {}
customEventHooks.validators = {}
customEventHooks.handlers = {}
function customEventHooks.makeEventStatus(validDefaultHandler, validCustomHandlers)
return {
validDefaultHandler = validDefaultHandler,
validCustomHandlers = validCustomHandlers
}
end
function customEventHooks.updateEventStatus(oldStatus, newStatus)
if newStatus == nil then
return oldStatus
end
local result = {}
if newStatus.validDefaultHandler ~= nil then
result.validDefaultHandler = newStatus.validDefaultHandler
else
result.validDefaultHandler = oldStatus.validDefaultHandler
end
if newStatus.validCustomHandlers ~= nil then
result.validCustomHandlers = newStatus.validCustomHandlers
else
result.validCustomHandlers = oldStatus.validCustomHandlers
end
return result
end
function customEventHooks.registerValidator(event, callback)
if customEventHooks.validators[event] == nil then
customEventHooks.validators[event] = {}
end
table.insert(customEventHooks.validators[event], callback)
end
function customEventHooks.registerHandler(event, callback)
if customEventHooks.handlers[event] == nil then
customEventHooks.handlers[event] = {}
end
table.insert(customEventHooks.handlers[event], callback)
end
function customEventHooks.triggerValidators(event, args)
local eventStatus = customEventHooks.makeEventStatus(true, true)
if customEventHooks.validators[event] ~= nil then
for _, callback in ipairs(customEventHooks.validators[event]) do
eventStatus = customEventHooks.updateEventStatus(eventStatus, callback(eventStatus, unpack(args)))
end
end
return eventStatus
end
function customEventHooks.triggerHandlers(event, eventStatus, args)
if customEventHooks.handlers[event] ~= nil then
for _, callback in ipairs(customEventHooks.handlers[event]) do
eventStatus = customEventHooks.updateEventStatus(eventStatus, callback(eventStatus, unpack(args)))
end
end
end
return customEventHooks
|
ITEM.name = "5.45x39 Ammo"
ITEM.model = "models/gmodz/ammo/545x39.mdl"
ITEM.ammo = "5.45x39mm"
ITEM.ammoAmount = 30
ITEM.maxRounds = 60
ITEM.description = "Ammo box that contains 5.45x39 mm caliber"
ITEM.price = 13500
ITEM.rarity = { weight = 30 } |
local timer = require('timer')
local Deque = require('./Deque')
local setTimeout = timer.setTimeout
local running, yield, resume = coroutine.running, coroutine.yield, coroutine.resume
local Mutex, property, method = class('Mutex', Deque)
Mutex.__description = "Mutual exclusion class for coroutines."
function Mutex:__init()
Deque.__init(self)
self._active = false
end
local function lock(self, isRetry)
if self._active then
if isRetry then
return yield(self:pushLeft(running()))
else
return yield(self:pushRight(running()))
end
else
self._active = true
end
end
local function unlock(self)
if self:getCount() > 0 then
return resume(self:popLeft())
else
self._active = false
end
end
local function unlockAfter(self, delay)
return setTimeout(delay, unlock, self)
end
property('active', '_active', nil, 'boolean', 'Indicates whether the mutex is in use.')
method('lock', lock, '[isRetry]', "Activates the mutex if not already active, or, enqueues and yields the current coroutine.")
method('unlock', unlock, nil, "Dequeues and resumes a coroutine if one exists, or, deactives the mutex.")
method('unlockAfter', unlockAfter, 'delay', "Unlocks the mutex after x miliseconds.")
return Mutex
|
--[[ File
@description:
This file contains several different reward functions for the task of target reaching.
@version: V0.25
@author: Fangyi Zhang email:[email protected]
@acknowledgement:
ARC Centre of Excellence for Robotic Vision (ACRV)
Queensland Univsersity of Technology (QUT)
@history:
V0.00 25/11/2015 developed the first version
V0.10 29/11/2015 fixed bug that the resolution of the reward function is higher than that in DQN
V0.20 18/12/2015 added a new reward function "reward_continuous_maximum_step_limit"
V0.21 13/01/2016 added a new reward function "reward_continuous_more_assistance_termination"
V0.22 13/01/2016 added a reward function for testing evaluation
V0.23 30/08/2016 updated the reword function for testing to return closest distance and final distance.
V0.24 31/05/2017 added reward functions for 7DoF tabletop object picking
V0.25 31/05/2017 added one parameter to set extra workspace limit (workspace_limit)
]]
require 'torch'
-- construct a class
local rwd = torch.class('reward_functions_picking')
--[[ Function
@description: initialize an object for reward functions
@input:
args: settings for a reward function object
@output: nil
@notes:
]]
function rwd:__init(args)
-- reward function variables
self.max_step = args.max_step or 300 -- the maximum step limitation to complete a task
self.step_interval = args.step_interval or 4 -- the assessment steps, if it is 10, it means the distance based assessment will be conducted every 10 steps
self.assistance_interval = args.assistance_interval or 80 -- the assistance guidance interval
self.completion_restart_threshold = args.completion_restart_threshold or 1 -- the threshold steps for completion restart
self.completion_threshold = args.completion_threshold or 1 -- the threshold steps for completion
self.initial_distance = 1 -- the distance between the end-effector and the destination at the beginning of each new game
self.closest_distance = 100 -- the closest distance
self.history_dis = {} -- history distance table
self.history_gradient = {} -- history distance gradient table
self.step_count = 0
self.completion_count = 0
self.completion_restart = 0
self.completion = false -- completion flag of the current trial
self.default_reward = -0.0005 -- the reward value when no special reward value is activated
self.target_reaching_allowance = 0.005 -- the radius for the zone when the end-effector reaches, it will be treated as reaching the target
self.completion_allowance = 0.04 -- the radius for the zone when the end-effector reaches, it will be treated as having completed the target reaching task
-- self.workspace_limit = args.workspace_limit or 0.4
self.workspace_limit = args.workspace_limit or 1.0
print("step interval: ", self.step_interval)
print("assistance_interval: ", self.assistance_interval)
print("max step: ", self.max_step)
end
--[[ Function
@description: decide the sign of a number
@input:
x: the number, i.e., -2
@output:
sign: 1: x>0; -1: x<0; 0:others
@notes:
]]
function rwd:sign(x)
return x>0 and 1 or x<0 and -1 or 0
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward_discrete(destination, end_effector, limit_reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
local distance
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if limit_reached then
terminal_ = true
reward_ = -1
else
distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
-- calculate the reward value according to current distance
if distance > self.target_reaching_allowance then
reward_ = self.default_reward
self.completion_restart = 0
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward_discrete_more_termination(destination, end_effector, limit_reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
local distance
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if limit_reached then
terminal_ = true
reward_ = -1
else
distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
local m = #self.history_dis + 1
self.history_dis[m] = distance
-- calculate the reward value according to current distance
if distance > self.target_reaching_allowance then
reward_ = self.default_reward
self.completion_restart = 0
-- assitance guidance
if m > self.assistance_interval then
-- set the assistant termination condition to >= 0.4, ensuring there are some distinguishable features in images
if self.history_dis[m] - self.history_dis[m-self.assistance_interval] >= 0 then
terminal_ = true
reward_ = -1
end
end
-- self.step_count = self.step_count + 1
-- if self.step_count >= self.assistance_interval then
-- self.step_count = 0
-- if self.pre_distance then
-- if (distance - self.pre_distance) >= 0 then
-- terminal_ = true
-- reward_ = -1
-- else
-- self.pre_distance = distance
-- end
-- else
-- self.pre_distance = distance
-- end
-- end
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
terminal_ = true -- completion restart
end
-- when get into the reaching zone, all the assistance guidance will be reset
-- self.step_count = 0
-- self.pre_distance = nil
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
-- self.step_count = 0
-- self.pre_distance = nil
self.history_dis = {}
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward_continuous(destination, end_effector, limit_reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if limit_reached then
terminal_ = true
reward_ = -1
else
local distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
-- calculate the reward value according to current distance
if distance > self.target_reaching_allowance then
-- reduce the resolution using the floor function, due to the resolution limitation of the input images in the DQN
-- reward_ = (self.target_reaching_allowance / math.floor(distance+1-self.target_reaching_allowance) - 1) / 1000
reward_ = (self.target_reaching_allowance / distance - 1) / 1000
self.completion_restart = 0
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward_continuous_more_termination(destination, end_effector, limit_reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
local distance
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if limit_reached then
terminal_ = true
reward_ = -1
else
distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
local m = #self.history_dis + 1
self.history_dis[m] = distance
-- calculate the reward value according to current distance
if distance > self.target_reaching_allowance then
-- reduce the resolution using the floor function, due to the resolution limitation of the input images in the DQN
-- reward_ = (self.target_reaching_allowance / math.floor(distance+1-self.target_reaching_allowance) - 1) / 1000
reward_ = (self.target_reaching_allowance / distance - 1) / 1000
self.completion_restart = 0
-- assitance guidance
if m > self.assistance_interval then
-- set the assistant termination condition to >= 0.4, ensuring there are some distinguishable features in images
if self.history_dis[m] - self.history_dis[m-self.assistance_interval] >= 0 then
terminal_ = true
reward_ = -1
end
end
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
self.history_dis = {}
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward1(distance, collision, reached)
local reward_ = 0
local completion_ = false
local terminal_ = false
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if collision or distance > self.workspace_limit then
terminal_ = true
reward_ = -1
else
local m = #self.history_dis + 1
self.history_dis[m] = distance
-- calculate the reward value according to current distance
if not reached then
-- reduce the resolution using the floor function, due to the resolution limitation of the input images in the DQN
reward_ = (self.target_reaching_allowance / distance - 1) / 1000
if reward_ > 0 then
reward_ = 0
end
self.completion_restart = 0
-- assitance guidance
if m > self.assistance_interval then
-- set the assistant termination condition to >= 0.4, ensuring there are some distinguishable features in images
if self.history_dis[m] - self.history_dis[m-self.assistance_interval] >= 0 then
terminal_ = true
reward_ = 0.5 -- set reward_ to 0.5 as a sign to recognize the assistance termination
end
end
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
self.completion = true
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
self.history_dis = {}
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward1_testing(distance, collision, reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
local closest_distance = 100
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if collision or distance > self.workspace_limit then
terminal_ = true
reward_ = -1
else
if distance < self.closest_distance then
self.closest_distance = distance
end
local m = #self.history_dis + 1
self.history_dis[m] = distance
-- calculate the reward value according to current distance
if not reached then
-- reduce the resolution using the floor function, due to the resolution limitation of the input images in the DQN
-- reward_ = (self.target_reaching_allowance / math.floor(distance+1-self.target_reaching_allowance) - 1) / 1000
reward_ = (self.target_reaching_allowance / distance - 1) / 1000
if reward_ > 0 then
reward_ = 0
end
self.completion_restart = 0
-- maximum step limit
if m > self.max_step then
terminal_ = true
-- reward_ = self.target_reaching_allowance / distance - 1
end
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
self.completion = true
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
self.history_dis = {}
closest_distance = self.closest_distance
self.closest_distance = 100
end
-- print("reward:", reward_)
return reward_, terminal_, completion_, closest_distance, distance
end
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
limit_reached: whether the joint limitation has been reached
@output:
reward_: the reward value
terminal_: whether the game is terminal, true: terminal
completion_: whether the game has been completed, true: completed
@notes:
]]
function rwd:reward_continuous_maximum_step_limit(destination, end_effector, limit_reached)
local reward_ = 0
local terminal_ = false
local completion_ = false
local distance
-- if the joint limitation is reached, terminate the current round and return -1 reward directly
if limit_reached then
terminal_ = true
reward_ = -1
else
distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
local m = #self.history_dis + 1
self.history_dis[m] = distance
-- calculate the reward value according to current distance
if distance > self.target_reaching_allowance then
-- reduce the resolution using the floor function, due to the resolution limitation of the input images in the DQN
-- reward_ = (self.target_reaching_allowance / math.floor(distance+1-self.target_reaching_allowance) - 1) / 1000
reward_ = (self.target_reaching_allowance / distance - 1) / 1000
self.completion_restart = 0
-- maximum step limit
if m > self.max_step then
terminal_ = true
reward_ = self.target_reaching_allowance / distance - 1
end
else
reward_ = 0
self.completion_restart = self.completion_restart + 1
if self.completion_restart > self.completion_restart_threshold then
self.completion_restart = 0
reward_ = 1
terminal_ = true -- completion restart
end
end
-- determine completion
if distance <= self.completion_allowance then
self.completion_count = self.completion_count + 1
if self.completion_count > self.completion_threshold then
self.completion_count = 0
self.completion = true -- completion
-- terminal_ = true -- completion restart
end
else
self.completion_count = 0
end
end
-- Reset some variables when terminating
if terminal_ then
completion_ = self.completion
self.completion = false
self.completion_restart = 0
self.completion_count = 0
self.history_dis = {}
end
-- print("reward:", reward_)
return reward_, terminal_, completion_
end
-- =========================================================================
-- previous reward functions
--[[ Function
@description: compute the reward of an action
@input:
destination: the 2D coordinate of the destination in physical models, i.e., {3.0, 3.0}
end_effector: the 2D coordinate of the end effector in physical models, i.e., {4.0, 0.0}
new: whether the game is a new game
@output:
y: the reward value, 1: get closer; -1: get further; 0: distance unchanged
terminal_: whether the game is terminal, true: terminal.
@notes:
]]
function rwd:reward(destination, end_effector, new)
if new == true then -- when starting a new game, clear all history data
self.history_dis = {}
self.history_gradient = {}
end
local distance = math.sqrt(math.pow((destination[1] - end_effector[1]), 2) + math.pow((destination[2] - end_effector[2]), 2))
--print("distance:",distance)
self.history_dis[#self.history_dis + 1] = distance
local m = #self.history_dis
--print("m:",m)
if m > 1 then
local gradient = self.history_dis[m] - self.history_dis[m-1]
self.history_gradient[#self.history_gradient + 1] = gradient
end
local n = #self.history_gradient
local y = 0
local terminal_ = false
if n > 0 then
if self.history_gradient[n] > 0 then
y = -1
elseif self.history_gradient[n] < 0 then
y = 1
end
if n > 2 then
local acc = 0
for i=n-2,n do
acc = acc + self:sign(self.history_gradient[i])
--print("acc:",acc)
end
if acc > 1 then
terminal_ = true
end
end
end
return y, terminal_
end
|
require("ramchaik.telescope")
require("ramchaik.lsp")
require("ramchaik.lualine")
require("ramchaik.harpoon")
require("ramchaik.nvim-treesitter")
require("ramchaik.comment")
-- require("ramchaik.debugger")
-- require("ramchaik.git-worktree")
require("ramchaik.plugins")
P = function(v)
print(vim.inspect(v))
return v
end
if pcall(require, 'plenary') then
RELOAD = require('plenary.reload').reload_module
R = function(name)
RELOAD(name)
return require(name)
end
end
-- Fix for eslint lsp; until next release;
-- eslint: https://github.com/microsoft/vscode-eslint/issues/1393
-- neovim: https://github.com/neovim/neovim/issues/16673#issuecomment-997222902
vim.diagnostic.set = (function(orig)
return function(namespace, bufnr, diagnostics, opts)
for _, v in ipairs(diagnostics) do
v.col = v.col or 0
end
return orig(namespace, bufnr, diagnostics, opts)
end
end)(vim.diagnostic.set)
|
return {
corraven = {
acceleration = 0.108,
brakerate = 0.56,
buildcostenergy = 82114,
buildcostmetal = 4856,
builder = false,
buildpic = "corraven.dds",
buildtime = 125000,
canattack = true,
canguard = true,
canmove = true,
canpatrol = true,
canstop = 1,
category = "ALL HUGE MOBILE SURFACE UNDERWATER",
collisionvolumeoffsets = "0 0 2",
collisionvolumescales = "60 53 30",
collisionvolumetype = "Box",
corpse = "dead",
defaultmissiontype = "Standby",
description = "Heavy Rocket Kbot",
explodeas = "CRAWL_BLASTSML",
firestandorders = 1,
footprintx = 4,
footprintz = 4,
idleautoheal = 5,
idletime = 1800,
losemitheight = 46,
maneuverleashlength = 640,
mass = 4856,
maxdamage = 5750,
maxslope = 20,
maxvelocity = 1.4,
maxwaterdepth = 12,
mobilestandorders = 1,
movementclass = "HKBOT4",
name = "Catapult",
noautofire = false,
objectname = "CORRAVEN",
radaremitheight = 46,
seismicsignature = 0,
selfdestructas = "CRAWL_BLAST",
sightdistance = 700,
standingfireorder = 2,
standingmoveorder = 1,
steeringmode = 2,
turninplaceanglelimit = 140,
turninplacespeedlimit = 0.924,
turnrate = 400,
unitname = "corraven",
upright = true,
customparams = {
buildpic = "corraven.dds",
faction = "CORE",
},
featuredefs = {
dead = {
blocking = true,
collisionvolumeoffsets = "3.19359588623 0.0 1.04564666748",
collisionvolumescales = "66.3871917725 26.0 41.4744720459",
collisionvolumetype = "Box",
damage = 4296,
description = "Catapult Wreckage",
energy = 0,
featuredead = "heap",
footprintx = 3,
footprintz = 3,
metal = 3637,
object = "CORRAVEN_DEAD",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
heap = {
blocking = false,
damage = 5370,
description = "Catapult Debris",
energy = 0,
footprintx = 3,
footprintz = 3,
metal = 1940,
object = "3X3C",
reclaimable = true,
customparams = {
fromunit = 1,
},
},
},
sfxtypes = {
pieceexplosiongenerators = {
[1] = "piecetrail0",
[2] = "piecetrail1",
[3] = "piecetrail2",
[4] = "piecetrail3",
[5] = "piecetrail4",
[6] = "piecetrail6",
},
},
sounds = {
canceldestruct = "cancel2",
underattack = "warning1",
cant = {
[1] = "cantdo4",
},
count = {
[1] = "count6",
[2] = "count5",
[3] = "count4",
[4] = "count3",
[5] = "count2",
[6] = "count1",
},
ok = {
[1] = "mavbok1",
},
select = {
[1] = "mavbsel1",
},
},
weapondefs = {
exp_heavyrocket = {
accuracy = 300,
areaofeffect = 220,
avoidfeature = false,
burst = 40,
burstrate = 0.10,
cegtag = "Core_Def_AA_Rocket",
craterareaofeffect = 330,
craterboost = 0,
cratermult = 0,
edgeeffectiveness = 0.5,
explosiongenerator = "custom:MEDMISSILE_EXPLOSION",
firestarter = 70,
flighttime = 3,
impulseboost = 0.123,
impulsefactor = 0.123,
metalpershot = 0,
model = "weapon_starburstm",
movingaccuracy = 600,
name = "RavenCatapultRockets",
noselfdamage = true,
proximitypriority = -1,
range = 1350,
reloadtime = 15,
smoketrail = true,
soundhitdry = "rockhit",
soundhitwet = "splslrg",
soundhitwetvolume = 0.6,
soundstart = "rapidrocket3",
sprayangle = 1200,
startvelocity = 200,
targetable = 16,
texture1 = "null",
texture2 = "coresmoketrail",
texture3 = "null",
texture4 = "null",
trajectoryheight = 1,
turnrate = 0,
turret = true,
weaponacceleration = 120,
weapontimer = 4,
weapontype = "MissileLauncher",
weaponvelocity = 510,
wobble = 1800,
damage = {
commanders = 180,
default = 360,
subs = 5,
},
},
},
weapons = {
[1] = {
def = "EXP_HEAVYROCKET",
onlytargetcategory = "SURFACE",
},
},
},
}
|
--- Druid checkbox component
-- @module druid.checkbox
--- Component events
-- @table Events
-- @tfield druid_event on_change_state On change state callback
--- Component fields
-- @table Fields
-- @tfield node node Visual node
-- @tfield[opt=node] node click_node Button trigger node
-- @tfield druid.button button Button component from click_node
local Event = require("druid.event")
local component = require("druid.component")
local M = component.create("checkbox")
local function on_click(self)
M.set_state(self, not self.state)
end
--- Component style params.
-- You can override this component styles params in druid styles table
-- or create your own style
-- @table Style
-- @tfield function on_change_state (self, node, state)
function M.on_style_change(self, style)
self.style = {}
self.style.on_change_state = style.on_change_state or function(_, node, state)
gui.set_enabled(node, state)
end
end
--- Component init function
-- @function checkbox:init
-- @tparam node node Gui node
-- @tparam function callback Checkbox callback
-- @tparam[opt=node] node click node Trigger node, by default equals to node
function M.init(self, node, callback, click_node)
self.druid = self:get_druid()
self.node = self:get_node(node)
self.click_node = self:get_node(click_node)
self.button = self.druid:new_button(self.click_node or self.node, on_click)
M.set_state(self, false, true)
self.on_change_state = Event(callback)
end
--- Set checkbox state
-- @function checkbox:set_state
-- @tparam bool state Checkbox state
-- @tparam bool is_silent Don't trigger on_change_state if true
function M.set_state(self, state, is_silent)
if self.state == state then
return
end
self.state = state
self.style.on_change_state(self, self.node, state)
if not is_silent then
self.on_change_state:trigger(self:get_context(), state)
end
end
--- Return checkbox state
-- @function checkbox:get_state
-- @treturn bool Checkbox state
function M.get_state(self)
return self.state
end
return M
|
-- https://github.com/sunjon/Shade.nvim
require'shade'.setup({
overlay_opacity = 50,
opacity_step = 1
})
|
--------------------- SAMPLE MINIMAL IMPLEMENTATION --------------------
--- TODO: documents args
function init(virtual)
if not virtual then
storageApi.init(args)
end
end
function die()
storageApi.die()
end
--------------------- HOOKS --------------------
--- Called when an item is about to be taken from storage
-- @param index (int) The requested item index
-- @param count (int) The amount of item requested
-- @return (bool) If this returns true, the item is not taken and the returned item is null
function beforeItemTaken(index, count) end
--- Called when an item has been taken from storage
-- @param itemname, count, parameters - item data that was taken
function afterItemTaken(itemname, count, properties) end
--- Called when an item is about to be stored in storage
-- @param itemname, count, parameters - item data requested to be stored
-- @return (bool) If this returns true, the item is not stored and the parent method returns false
function beforeItemStored(itemname, count, properties) end
--- Called when an item has been stored in storage
-- @param index (int) The index assigned to the item
-- @param merged (bool) Whenever the item stack was merged into another, or not
function afterItemStored(index, merged) end
--- Called when all items have been taken from storage
function afterAllItemsTaken() end
|
XYZ_ORGS = {}
XYZ_ORGS.Config = {}
XYZ_ORGS.Core = {}
XYZ_ORGS.Core.Members = {}
XYZ_ORGS.Core.Orgs = {}
XYZ_ORGS.Core.Invites = {}
XYZ_ORGS.Database = {}
print("Loading Organisations")
local path = "xyz_organisations/"
if SERVER then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/sh_*.lua", "LUA"), true) do
print("Loading file:", File)
AddCSLuaFile(path .. folder .. "/" .. File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/sv_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/cl_*.lua", "LUA"), true) do
print("Loading file:", File)
AddCSLuaFile(path .. folder .. "/" .. File)
end
end
end
if CLIENT then
local files, folders = file.Find(path .. "*", "LUA")
for _, folder in SortedPairs(folders, true) do
print("Loading folder:", folder)
for b, File in SortedPairs(file.Find(path .. folder .. "/sh_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
for b, File in SortedPairs(file.Find(path .. folder .. "/cl_*.lua", "LUA"), true) do
print("Loading file:", File)
include(path .. folder .. "/" .. File)
end
end
end
print("Loaded Organisations") |
include("names")
include("set_names")
imenilac1 = math.random(8) + 2;
imenilac2 = math.random(imenilac1 - 2) + 1;
factor = (math.random(10));
rezultat = factor*imenilac1*imenilac2
broj1 = factor*imenilac2
broj2 = factor*imenilac1
brojp= broj1 + broj2;
brojo = rezultat-brojp
vrednost = brojo / rezultat
simp_brojo = brojo / lib.math.gcd(brojo, rezultat)
simp_rezultat = rezultat / lib.math.gcd(brojo, rezultat)
solution = "numerator="..tostring(simp_brojo)..";denominator="..tostring(simp_rezultat)..";"
|
if deadlock then
deadlock.add_tier({
transport_belt = "BetterBelts_ultra-transport-belt",
colour = {r=0,g=211,b=37},
technology = "logistics-3",
order = "d",
loader = "BetterBelts_ultra-deadlock-loader",
loader_ingredients = {
{"express-transport-belt-loader",1},
{"iron-gear-wheel",40},
},
beltbox = "BetterBelts_ultra-deadlock-beltbox",
beltbox_ingredients = {
{"express-transport-belt-beltbox",1},
{"steel-plate",40},
{"iron-gear-wheel",40},
{"processing-unit",5},
},
beltbox_technology = "deadlock-stacking-3",
})
if data.raw.furnace["BetterBelts_ultra-transport-belt-beltbox"] then
data.raw.furnace["express-transport-belt-beltbox"].next_upgrade = "BetterBelts_ultra-transport-belt-beltbox"
end
end
|
--[[-----------------------------------------------------------------------------
* Infected Wars, an open source Garry's Mod game-mode.
*
* Infected Wars is the work of multiple authors,
* a full list can be found in CONTRIBUTORS.md.
* For more information, visit https://github.com/JarnoVgr/InfectedWars
*
* Infected Wars is free software: you can redistribute it and/or modify
* it under the terms of the MIT License.
*
* A full copy of the MIT License can be found in LICENSE.txt.
-----------------------------------------------------------------------------]]
util.PrecacheSound("physics/flesh/flesh_bloody_impact_hard1.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard1.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard2.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard3.wav")
util.PrecacheSound("physics/flesh/flesh_squishy_impact_hard4.wav")
local function CollideCallback(particle, hitpos, hitnormal)
if not particle.HitAlready then
particle.HitAlready = true
local pos = hitpos + hitnormal
if math.random(1, 3) == 3 then
WorldSound("physics/flesh/flesh_squishy_impact_hard"..math.random(1,4)..".wav", hitpos, 50, math.random(95, 105))
end
util.Decal("Blood", pos, hitpos - hitnormal)
particle:SetDieTime(0)
end
end
function EFFECT:Init(data)
local Pos = data:GetOrigin() + Vector(0,0,10)
local emitter = ParticleEmitter(Pos)
for i=1, data:GetMagnitude() do
local particle = emitter:Add("decals/blood_spray"..math.random(1,8), Pos + VectorRand() * 8)
particle:SetVelocity(VectorRand():Normalize() * math.random(90, 175) + Vector(0,0,80))
particle:SetDieTime(math.Rand(3, 6))
particle:SetStartAlpha(230)
particle:SetEndAlpha(230)
particle:SetStartSize(math.Rand(10, 14))
particle:SetEndSize(10)
particle:SetRoll(math.Rand(0, 360))
particle:SetRollDelta(math.Rand(-20, 20))
particle:SetAirResistance(5)
particle:SetBounce(0)
particle:SetGravity(Vector(0, 0, -600))
particle:SetCollide(true)
particle:SetCollideCallback(CollideCallback)
particle:SetLighting(true)
particle:SetColor(255, 0, 0)
end
emitter:Finish()
end
function EFFECT:Think()
return false
end
function EFFECT:Render()
end
//old
// All Garry's code down here, just a few tweaks from me
--[[
local BloodSprite = Material( "effects/bloodstream" )
/*---------------------------------------------------------
Initializes the effect. The data is a table of data
which was passed from the server.
---------------------------------------------------------*/
function EFFECT:Init( data )
// Table to hold particles
self.Particles = {}
self.PlaybackSpeed = math.Rand( 2, 5 )
self.Width = math.Rand( 2, 16 )
self.ParCount = 8
local Dir = VectorRand() * 1/4 + data:GetNormal() * 1/2 + Vector( 0, 0, math.random(0,4)) * 1/4
local Speed = math.Rand( 300, 1500 )
local SquirtDelay = math.Rand( 3, 5 )
Dir.z = math.max( Dir.z, Dir.z * -1 )
if (Dir.z > 0.5) then
Dir.z = Dir.z - 0.3
end
for i=1, math.random( 4, 8 ) do
Dir = Dir * 0.95 + VectorRand() * 0.02
local p = {}
p.Pos = data:GetOrigin()
p.Vel = Dir * (Speed * (i /16))
p.Delay = (16 - i) * SquirtDelay
p.Rest = false
table.insert( self.Particles, p )
end
self.NextThink = CurTime() + math.Rand( 0, 1 )
end
local function VectorMin( v1, v2 )
if ( v1 == nil ) then return v2 end
if ( v2 == nil ) then return v1 end
local vr = Vector( v2.x, v2.y, v2.z )
if ( v1.x < v2.x ) then vr.x = v1.x end
if ( v1.y < v2.y ) then vr.y = v1.y end
if ( v1.z < v2.z ) then vr.z = v1.z end
return vr
end
local function VectorMax( v1, v2 )
if ( v1 == nil ) then return v2 end
if ( v2 == nil ) then return v1 end
local vr = Vector( v2.x, v2.y, v2.z )
if ( v1.x > v2.x ) then vr.x = v1.x end
if ( v1.y > v2.y ) then vr.y = v1.y end
if ( v1.z > v2.z ) then vr.z = v1.z end
return vr
end
/*---------------------------------------------------------
THINK
---------------------------------------------------------*/
function EFFECT:Think( )
if not EFFECT_UBERGORE then return false end
//if ( self.NextThink > CurTime() ) then return true end
local FrameSpeed = self.PlaybackSpeed * FrameTime()
local bMoved = false
local min = self.Entity:GetPos()
local max = min
self.Width = self.Width - 0.7 * FrameSpeed
if ( self.Width < 0 ) then
return false
end
for k, p in pairs( self.Particles ) do
if ( p.Rest ) then
// Waiting to be spawned. Some particles have an initial delay
// to give a stream effect..
elseif ( p.Delay > 0 ) then
p.Delay = p.Delay - 100 * FrameSpeed
// Normal movement code. Handling particles in Lua isn't great for
// performance but since this is clientside and only happening sometimes
// for short periods - it should be fine.
else
// Gravity
p.Vel:Sub( Vector( 0, 0, 60 * FrameSpeed ) )
// Air resistance
p.Vel.x = math.Approach( p.Vel.x, 0, 2 * FrameSpeed )
p.Vel.y = math.Approach( p.Vel.y, 0, 2 * FrameSpeed )
local trace = {}
trace.start = p.Pos
trace.endpos = p.Pos + p.Vel * FrameSpeed
trace.mask = MASK_NPCWORLDSTATIC
local tr = util.TraceLine( trace )
if (tr.Hit) then
tr.HitPos:Add( tr.HitNormal * 2 )
local effectdata = EffectData()
effectdata:SetOrigin( tr.HitPos )
effectdata:SetNormal( tr.HitNormal )
util.Effect( "bloodsplash", effectdata )
// If we hit the ceiling just stunt the vertical velocity
// else enter a rested state
if ( tr.HitNormal.z < -0.75 ) then
p.Vel.z = 0
else
p.Rest = true
end
end
// Add velocity to position
p.Pos = tr.HitPos
bMoved = true
end
end
self.ParCount = table.Count( self.Particles )
// I really need to make a better/faster way to do this
if (bMoved) then
for k, p in pairs( self.Particles ) do
min = VectorMin( min, p.Pos )
max = VectorMax( max, p.Pos )
end
local Pos = min + ((max - min) * 0.5)
self.Entity:SetPos( Pos )
self.Entity:SetCollisionBounds( Pos - min, Pos - max )
end
// Returning false kills the effect
return (self.ParCount > 0)
end
/*---------------------------------------------------------
Draw the effect
---------------------------------------------------------*/
function EFFECT:Render()
render.SetMaterial( BloodSprite )
local LastPos = nil
local pCount = 0
// I don't know what kind of performance hit this gives us..
local LightColor = render.GetLightColor( self.Entity:GetPos() ) * 255
LightColor.r = math.Clamp( LightColor.r, 70, 255 )
local color = Color( LightColor.r*0.5, 0, 0, 255 )
for k, p in pairs( self.Particles ) do
local Sin = math.sin( (pCount / (self.ParCount-2)) * math.pi )
if ( LastPos ) then
render.DrawBeam( LastPos,
p.Pos,
self.Width * Sin,
1,
0,
color )
end
pCount = pCount + 1
LastPos = p.Pos
end
//render.DrawSprite( self.Entity:GetPos(), 32, 32, color_white )
end
]]
|
-- Global variables
----------------------------------------------------------------------------------------------------
local bot = GetBot();
local mutils = require(GetScriptDirectory() .. "/MyUtility")
local itemsData = require(GetScriptDirectory() .. "/ItemData" )
local itemBuild = require(GetScriptDirectory() .. "/item_purchase_" .. string.gsub(GetBot():GetUnitName(), "npc_dota_hero_", ""))
local build = require(GetScriptDirectory() .. "/builds/item_build_" .. string.gsub(GetBot():GetUnitName(), "npc_dota_hero_", ""))
local inspect = require(GetScriptDirectory() .. "/inspect")
local getAttackRangeBool = true
local creepBlocking = true
local wardPlaced = false
local nearestCreep
local nearbyCreeps
local enemyHero
local itemsToBuy = itemBuild["tableItemsToBuy"]
local BotAbilityPriority = build["skills"]
local abilities = mutils.InitiateAbilities(bot, {0,1,2,5,3});
local abilityQ = bot:GetAbilityByName( "nevermore_shadowraze1" );
local abilityW = bot:GetAbilityByName( "nevermore_shadowraze2" );
local abilityE = bot:GetAbilityByName( "nevermore_shadowraze3" );
local castQDesire = 0;
local castWDesire = 0;
local castEDesire = 0;
local castRDesire = 0;
local botBattleMode = "neutral"
local meeleCreepAttackTime
local bonusIAS = 0
----------------------------------------------------------------------------------------------------
-- Hard coded values
----------------------------------------------------------------------------------------------------
local attackRange = 500
local nCastRangeQ = 200
local nCastRangeW = 450
local nCastRangeE = 700
local razeRadius = 250
local BOT_DESIRE_NONE = 0
local BOT_DESIRE_VERY_LOW = 0.1
local BOT_DESIRE_LOW = 0.25
local BOT_DESIRE_MEDIUM = 0.5
local BOT_DESIRE_HIGH = 0.75
local BOT_DESIRE_VERY_HIGH = 0.9
local BOT_DESIRE_ABSOLUTE = 1.0
local BOT_ANIMATION_MOVING = 1502
local BOT_ANIMATION_IDLE = 1500
local BOT_ANIMATION_LASTHIT = 1504
local BOT_ANIMATION_SPELLCAST = 1503
local T1_TOWER_DPS = 110
local T1_TOWER_POSITION = Vector(473.224609, 389.945801)
local MEELE_CREEP_ATTACKS_PER_SECOND = 1.00
local RANGED_CREEP_ATTACKS_PER_SECOND = 1.00
local SIEGE_CREEP_ATTACKS_PER_SECOND = 3.00
local T1_TOWER_ATTACKS_PER_SECOND = 0.82
local BOT_JUST_OUTSIDE_TOWER_RANGE = 0.638401
local BOT_NEAR_TOWER_POS_1 = Vector(313.466949, 306.219910)
local BOT_NEAR_TOWER_POS_2 = Vector (672.677307, -154.150085)
local BOT_NEAR_TOWER_POS_FLAG = 1
local SF_BASE_DAMAGE_VARAINCE = 3
local RANGE_CREEP_ATTACK_PROJECTILE_SPEED = 900
local TOWER_ATTACK_PROJECTILE_SPEED = 750
local SIEGE_CREEP_ATTACK_PROJECTILE_SPEED = 1100
----------------------------------------------------------------------------------------------------
-- Bot states
----------------------------------------------------------------------------------------------------
local botState = mutils.enum({
"STATE_IDLE",
"STATE_HEALING",
"STATE_TELEPORTING",
"STATE_MOVING"
})
----------------------------------------------------------------------------------------------------
-- All chat at game start
----------------------------------------------------------------------------------------------------
bot:ActionImmediate_Chat("Sharingan 1v1 Mid SF Bot",true)
bot:ActionImmediate_Chat("This bot is still a work in progress, bugs and feedback are welcome",true)
bot:ActionImmediate_Chat("Rules: No runes, No Sentry ward, No Rain Drops or Soul Ring and no Jungling or wave cutting",true)
bot:ActionImmediate_Chat("First to two kills or destroying tower wins. Good luck and have fun!",true)
----------------------------------------------------------------------------------------------------
-- Function to control courier
----------------------------------------------------------------------------------------------------
function CourierUsageThink()
if(GetNumCouriers() == 0)
then
return
end
local courier = GetCourier(5)
if(bot:GetStashValue() ~= 0)
then
bot:ActionImmediate_Courier( courier, COURIER_ACTION_TAKE_AND_TRANSFER_ITEMS )
end
if(GetCourierState(courier) == COURIER_STATE_IDLE )
then
bot:ActionImmediate_Courier( courier, COURIER_ACTION_RETURN )
end
end
----------------------------------------------------------------------------------------------------
-- Function to level up abilities
----------------------------------------------------------------------------------------------------
function AbilityLevelUpThink()
local ability_name = BotAbilityPriority[1];
local ability = GetBot():GetAbilityByName(ability_name);
if(ability ~= nil and ability:GetLevel() > 0) then
if #BotAbilityPriority > (25 - bot:GetLevel()) then
for i=1, (#BotAbilityPriority - (25 - bot:GetLevel())) do
table.remove(BotAbilityPriority, 1)
end
end
end
if GetGameState() ~= GAME_STATE_GAME_IN_PROGRESS and
GetGameState() ~= GAME_STATE_PRE_GAME
then
return
end
-- Do I have a skill point?
if (bot:GetAbilityPoints() > 0) then
local ability_name = BotAbilityPriority[1];
-- Can I slot a skill with this skill point?
if(ability_name ~="-1")
then
local ability = GetBot():GetAbilityByName(ability_name);
-- Check if its a legit upgrade
if( ability:CanAbilityBeUpgraded() and ability:GetLevel() < ability:GetMaxLevel())
then
local currentLevel = ability:GetLevel();
bot:ActionImmediate_LevelAbility(BotAbilityPriority[1]);
if ability:GetLevel() > currentLevel then
table.remove(BotAbilityPriority,1)
else
end
end
else
table.remove(BotAbilityPriority,1)
end
end
end
----------------------------------------------------------------------------------------------------
-- Calculate if bot wants to use short razeRadius
----------------------------------------------------------------------------------------------------
local function ConsiderQ(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
local optimalLocation
local highestDesire = 0
local botLevel = bot:GetLevel()
local nDamageQ = abilityQ:GetAbilityDamage();
local nCastPoint = abilities[1]:GetCastPoint();
local manaCost = abilities[1]:GetManaCost();
local nCastLocation = mutils.GetFaceTowardDistanceLocation( bot, nCastRangeQ )
if mutils.CanBeCast(abilities[1]) == false or mutils.hasManaToCastSpells(botLevel, botManaLevel) == false then
return BOT_DESIRE_NONE;
end
if ( botLevel >= 2 ) then
local enemyHeroInRazeRadius = bot:GetNearbyHeroes(nCastRangeQ+razeRadius, true, BOT_MODE_NONE);
local enemyCreepsInRazeRadius = bot:GetNearbyLaneCreeps(nCastRangeQ+razeRadius, true);
local locationAoEForQ = bot:FindAoELocation( true, true, bot:GetLocation(), nCastRangeQ, razeRadius, 0, nDamageQ );
--if #enemyHero ~= 0 and #enemyHeroInRazeRadius ~= 0 then
--return 1, enemyHero[1]:GetLocation()
--end
if #enemyHero ~= 0 and mutils.IsUnitNearLoc( enemyHero[1], nCastLocation, razeRadius , nCastPoint ) == true then
return BOT_DESIRE_VERY_HIGH, enemyHero[1]:GetLocation()
end
--if locationAoEForQ.count >= 1
--and mutils.isLocationWithinRazeRange(bot, nCastRangeQ, razeRadius, locationAoEForQ.targetloc)
--and bot:IsFacingLocation(locationAoEForQ.targetloc,10) then
--DebugDrawCircle(locationAoEForQ.targetloc, razeRadius, 255, 0, 0)
--highestDesire = 0.5
--optimalLocation = locationAoEForQ.targetloc
--end
end
return BOT_DESIRE_NONE, optimalLocation
end
----------------------------------------------------------------------------------------------------
-- Calculate if bot wants to use medium raze
----------------------------------------------------------------------------------------------------
local function ConsiderW(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
local optimalLocation
local highestDesire = 0
local botLevel = bot:GetLevel()
local nDamageW = abilityE:GetAbilityDamage();
local nCastPoint = abilities[2]:GetCastPoint();
local manaCost = abilities[2]:GetManaCost();
local nCastLocation = mutils.GetFaceTowardDistanceLocation( bot, nCastRangeW )
if mutils.CanBeCast(abilities[2]) == false or mutils.hasManaToCastSpells(botLevel, botManaLevel) == false then
return BOT_DESIRE_NONE;
end
if ( botLevel >= 2 ) then
local enemyHeroInRazeRadius = bot:GetNearbyHeroes(nCastRangeW+razeRadius, true, BOT_MODE_NONE);
local enemyCreepsInRazeRadius = bot:GetNearbyLaneCreeps(nCastRangeW+razeRadius, true);
local locationAoEForW = bot:FindAoELocation( true, true, bot:GetLocation(), nCastRangeW, razeRadius, 0, nDamageW );
--if #enemyHero ~= 0 and #enemyHeroInRazeRadius ~= 0 then
--return 1, enemyHero[1]:GetLocation()
--end
if #enemyHero ~= 0 and mutils.IsUnitNearLoc( enemyHero[1], nCastLocation, razeRadius, nCastPoint ) == true then
return BOT_DESIRE_VERY_HIGH, enemyHero[1]:GetLocation()
end
--if locationAoEForE.count >= 1
--and mutils.isLocationWithinRazeRange(bot, nCastRangeW, razeRadius, locationAoEForW.targetloc)
--and bot:IsFacingLocation(locationAoEForW.targetloc,10) then
--DebugDrawCircle(locationAoEForW.targetloc, razeRadius, 0, 255, 0)
--highestDesire = 0.5
--optimalLocation = locationAoEForW.targetloc
--end
end
return BOT_DESIRE_NONE, optimalLocation
end
----------------------------------------------------------------------------------------------------
-- Calculate if bot wants to use long raze
----------------------------------------------------------------------------------------------------
local function ConsiderE(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
local optimalLocation
local highestDesire = 0
local botLevel = bot:GetLevel()
local abilityLevel = abilities[3]:GetLevel()
local abilityDamage = abilities[3]:GetAbilityDamage()
local castPoint = abilities[3]:GetCastPoint()
local nDamageE = abilityQ:GetAbilityDamage();
local nCastPoint = abilities[3]:GetCastPoint();
local manaCost = abilities[3]:GetManaCost();
local nCastLocation = mutils.GetFaceTowardDistanceLocation( bot, nCastRangeE )
local creepsKilledByRaze = 0
if mutils.CanBeCast(abilities[3]) == false or mutils.hasManaToCastSpells(botLevel, botManaLevel) == false or enemyHero == nil or #enemyHero == 0 then
return BOT_DESIRE_NONE;
end
if ( botLevel >= 2 ) then
local enemyHeroInRazeRadius = bot:GetNearbyHeroes(nCastRangeE+razeRadius, true, BOT_MODE_NONE);
local enemyCreepsInRazeRadius = enemyHero[1]:GetNearbyLaneCreeps(razeRadius, true);
local locationAoEForE = bot:FindAoELocation( true, true, bot:GetLocation(), nCastRangeE, razeRadius, 0, nDamageE );
for _, creep in pairs(enemyCreepsInRazeRadius) do
if creep:GetHealth() < abilityDamage then
creepsKilledByRaze = creepsKilledByRaze + 1
end
end
--if #enemyHero ~= 0 and #enemyHeroInRazeRadius ~= 0 then
--return 1, enemyHero[1]:GetLocation()
--end
if #enemyHero ~= 0 and mutils.IsUnitNearLoc( enemyHero[1], nCastLocation, razeRadius , nCastPoint ) == true then
if (abilityLevel == 1) and creepsKilledByRaze > 0 then
return BOT_DESIRE_LOW, enemyHero[1]:GetLocation()
elseif abilityLevel == 2 and creepsKilledByRaze > 0 then
return BOT_DESIRE_MEDIUM, enemyHero[1]:GetLocation()
elseif abilityLevel == 3 then
return BOT_DESIRE_VERY_HIGH, enemyHero[1]:GetLocation()
elseif abilityLevel == 4 then
return BOT_DESIRE_VERY_HIGH, enemyHero[1]:GetLocation()
end
end
--if locationAoEForE.count >= 1
--and mutils.isLocationWithinRazeRange(bot, nCastRangeE, razeRadius, nClocationAoEForE.targetloc)
--and bot:IsFacingLocation(locationAoEForE.targetloc,10) then
--DebugDrawCircle(locationAoEForE.targetloc, razeRadius, 0, 0, 255)
--highestDesire = 0.5
--optimalLocation = locationAoEForE.targetloc
--end
end
return BOT_DESIRE_NONE, optimalLocation
end
----------------------------------------------------------------------------------------------------
-- Calculate if bot wants to use Requiem
----------------------------------------------------------------------------------------------------
local function ConsiderR()
if mutils.CanBeCast(abilities[4]) == false then
return 0;
end
if (abilityQ:IsCooldownReady() == false and abilityW:IsCooldownReady() == false and abilityE:IsCooldownReady() == false) then
return 1
end
return 0;
end
----------------------------------------------------------------------------------------------------
-- Function called every frame to determine bot positioning
----------------------------------------------------------------------------------------------------
local function heroPosition(nearbyCreeps, enemyCreeps, enemyHero)
local distanceBetweenClosestAndFarthestCreep
--local closestCreepToEnemyFountain = GetUnitToLocationDistance(nearbyCreeps[i], Vector(-3293.869141, -3455.594727))
local positionNoCreeps = T1_TOWER_POSITION
local positionNoEnemyCreeps
local positionAggro
local positionNeutral
local towersInRange = bot:GetNearbyTowers(700, true)
local creepsNearTower
local closestCreepToTower
local closestCreepToTowerDistance
if nearbyCreeps ~= nil and #nearbyCreeps ~=0 then
positionNoEnemyCreeps = Vector(nearbyCreeps[1]:GetLocation().x+100, nearbyCreeps[1]:GetLocation().y+100)
end
print("Bot position: ", GetAmountAlongLane(LANE_MID, bot:GetLocation()).amount)
if enemyCreeps ~= nil and #enemyCreeps ~=0 then
distanceBetweenClosestAndFarthestCreep = GetUnitToUnitDistance(enemyCreeps[1], enemyCreeps[#enemyCreeps])
positionAggro = GetLocationAlongLane(LANE_MID, BOT_JUST_OUTSIDE_TOWER_RANGE)
positionNeutral = Vector(enemyCreeps[1]:GetLocation().x+400, enemyCreeps[1]:GetLocation().y+400)
if GetAmountAlongLane(LANE_MID, positionNeutral).amount > 0.65 then
positionNeutral = GetLocationAlongLane(LANE_MID, BOT_JUST_OUTSIDE_TOWER_RANGE)
elseif GetAmountAlongLane(LANE_MID, bot:GetLocation()).amount < 0.53 then
if bot:WasRecentlyDamagedByCreep(0.1) then
if BOT_NEAR_TOWER_POS_FLAG == 1 then
positionNeutral = BOT_NEAR_TOWER_POS_1
else
positionNeutral = BOT_NEAR_TOWER_POS_2
end
end
end
end
if bot:WasRecentlyDamagedByTower(0.5) == true then
return BOT_DESIRE_HIGH, T1_TOWER_POSITION
end
if towersInRange ~= nil and #towersInRange > 0 then
local towerLocation = towersInRange[1]:GetLocation()
if nearbyCreeps == nil or #nearbyCreeps == 0 then
return BOT_DESIRE_HIGH, T1_TOWER_POSITION
end
for _, creep in pairs(nearbyCreeps) do
if GetUnitToUnitDistance(creep, towersInRange[1]) < closestCreepToTowerDistance then
closestCreepToTower = creep
closestCreepToTowerDistance = GetUnitToUnitDistance(creep, towersInRange[1])
end
end
if #nearbyCreeps >= 3 and (GetUnitToUnitDistance(towersInRange[1], closestCreepToTower) < GetUnitToUnitDistance(bot, towersInRange[1])) then
return BOT_DESIRE_NONE
else
if (GetUnitToLocationDistance(bot, T1_TOWER_POSITION) > 100) then
return BOT_DESIRE_HIGH, T1_TOWER_POSITION
end
end
end
if botBattleMode == "defend" and #enemyHero ~= 0 then
local distanceToExitDamageRadius = 700 - (mutils.GetLocationToLocationDistance(bot:GetLocation(), enemyHero[1]:GetLocation()))
local timeToExitDamageRadius
if GetUnitToUnitDistance(enemyHero[1], bot) > 950 then
return BOT_DESIRE_LOW, positionNeutral
end
if enemyHero[1]:GetCurrentMovementSpeed() >= bot:GetCurrentMovementSpeed() then
return BOT_DESIRE_VERY_HIGH, Vector(enemyHero[1]:GetLocation().x+700,enemyHero[1]:GetLocation().y+700)
else
timeToExitDamageRadius = distanceToExitDamageRadius / (bot:GetCurrentMovementSpeed() - enemyHero[1]:GetCurrentMovementSpeed())
if(GetUnitToUnitDistance(bot, enemyHero[1]) < 700 and mutils.GetUnitsDamageToEnemyForTimePeriod(enemyHero[1], bot, timeToExitDamageRadius, abilities) > bot:GetHealth()) then
return BOT_DESIRE_VERY_HIGH, Vector(enemyHero[1]:GetLocation().x+700, enemyHero[1]:GetLocation().y+700)
end
end
end
if enemyCreeps ~= nil and #enemyCreeps > 0 then
distanceBetweenClosestAndFarthestCreep = GetUnitToUnitDistance(enemyCreeps[1], enemyCreeps[#enemyCreeps])
if (distanceBetweenClosestAndFarthestCreep > 500) and botBattleMode == "aggro" then
return BOT_DESIRE_LOW, positionNeutral
else
return BOT_DESIRE_LOW, positionNeutral
end
elseif nearbyCreeps ~= nil and #nearbyCreeps > 0 then
if (GetUnitToLocationDistance(bot, Vector(nearbyCreeps[1]:GetLocation().x+100, nearbyCreeps[1]:GetLocation().y+100)) > 50) then
return BOT_DESIRE_LOW, positionNoEnemyCreeps
end
else
if (GetUnitToLocationDistance(bot, positionNoCreeps) > 50) then
return BOT_DESIRE_MEDIUM, positionNoCreeps
end
end
return BOT_DESIRE_NONE
end
----------------------------------------------------------------------------------------------------
-- Function called every frame for helping the bot last hitting
----------------------------------------------------------------------------------------------------
local function heroLastHit(enemyHero, nearbyCreeps, enemyCreeps, botAttackDamage)
local alliedCreepTarget = mutils.GetWeakestUnit(nearbyCreeps);
local enemyCreepTarget = mutils.GetWeakestUnit(enemyCreeps);
local meeleCreepCumulativeDamage = 0
local meeleCreepWhichKillsIndex = 0
local enemyCreepsHittingTarget = {}
local alliedCreepsHittingTarget = {}
local allyUnitWhichKillsIndex = 0
local enemyUnitpWhichKillsIndex = 0
if enemyCreepTarget == nil and alliedCreepTarget == nil then
return BOT_DESIRE_NONE
else
if enemyCreepTarget ~= nil then
local heroHittingTargetCreep = nil
local unitsHittingTargetCreep = {}
local distanceBetweenCreepAndBot = GetUnitToUnitDistance(bot, enemyCreepTarget)
local timeForBotAttackToLand = 0
local doesBotHaveToTurnToHitCreep, turnTime = mutils.DoesBotHaveToTurnToHitCreep(bot, enemyCreepTarget)
local projectiles = enemyCreepTarget:GetIncomingTrackingProjectiles()
print("Bot current damage: ", bot:GetAttackDamage() * bot:GetAttackCombatProficiency(enemyCreepTarget) * mutils.getDamageMultipler(enemyCreepTarget))
if (distanceBetweenCreepAndBot > 535.5) then
if doesBotHaveToTurnToHitCreep == true then
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + ((distanceBetweenCreepAndBot - 535.5) / bot:GetCurrentMovementSpeed()) + mutils.getAttackPointBasedOnIAS(bot) + turnTime
else
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + ((distanceBetweenCreepAndBot - 535.5) / bot:GetCurrentMovementSpeed()) + mutils.getAttackPointBasedOnIAS(bot)
end
else
if doesBotHaveToTurnToHitCreep == true then
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + mutils.getAttackPointBasedOnIAS(bot) + turnTime
else
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + mutils.getAttackPointBasedOnIAS(bot)
end
end
print("Time for bot attack to land: ", timeForBotAttackToLand)
for _, projectile in pairs(projectiles) do
if (projectile.caster:IsTower() == true) then
table.insert(unitsHittingTargetCreep, projectile.caster)
end
if (projectile.caster:IsHero() == true) then
heroHittingTargetCreep = projectile.caster
end
end
if nearbyCreeps ~= nil and #nearbyCreeps ~= 0 then
for _, creep in pairs(nearbyCreeps) do
if (creep:GetAttackTarget() == enemyCreepTarget) then
table.insert(unitsHittingTargetCreep, creep)
end
end
end
if unitsHittingTargetCreep ~= nil and #unitsHittingTargetCreep > 0 then
table.sort(unitsHittingTargetCreep, function(creep1, creep2)
local creep1Type
local creep2Type
local creep1Time
local creep2Time
creep1Type = mutils.GetCreepType(creep1)
creep2Type = mutils.GetCreepType(creep2)
if creep1Type == "meele" then
creep1Time = creep1:GetLastAttackTime() + MEELE_CREEP_ATTACKS_PER_SECOND
elseif creep1Type == "ranged" then
creep1Time = creep1:GetLastAttackTime() + RANGED_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
elseif creep1Type == "siege" then
creep1Time = creep1:GetLastAttackTime() + SIEGE_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
elseif creep1Type == "tower" then
creep1Time = creep1:GetLastAttackTime() + T1_TOWER_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
end
if creep2Type == "meele" then
creep2Time = creep2:GetLastAttackTime() + MEELE_CREEP_ATTACKS_PER_SECOND
elseif creep2Type == "ranged" then
creep2Time = creep2:GetLastAttackTime() + RANGED_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
elseif creep2Type == "siege" then
creep2Time = creep2:GetLastAttackTime() + SIEGE_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
elseif creep2Type == "tower" then
creep2Time = creep2:GetLastAttackTime() + T1_TOWER_ATTACKS_PER_SECOND + GetUnitToUnitDistance(enemyCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
end
return creep1Time < creep2Time
end)
local totalDamage = 0
local i = 1
while (allyUnitWhichKillsIndex == 0) do
local index
local loopTimes = 0
if i > #unitsHittingTargetCreep then
index = math.fmod(i, #unitsHittingTargetCreep)
if index == 0 then
index = #unitsHittingTargetCreep
end
else
index = i
end
if i > #unitsHittingTargetCreep then
loopTimes = math.floor(i/#unitsHittingTargetCreep) + 1
else
loopTimes = 1
end
if i > #unitsHittingTargetCreep then
local creepType = mutils.GetCreepType(unitsHittingTargetCreep[index])
if creepType == "meele" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + (loopTimes * MEELE_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
elseif creepType == "ranged" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(enemyCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * RANGED_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
elseif creepType == "siege" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(enemyCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * SIEGE_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
else
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(enemyCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * T1_TOWER_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
end
end
print("Total damage before : ", totalDamage)
print("Creep attack: ", unitsHittingTargetCreep[index]:GetAttackDamage())
print("Creep health before: ", enemyCreepTarget:GetHealth() - totalDamage)
totalDamage = totalDamage + (unitsHittingTargetCreep[index]:GetAttackDamage() * unitsHittingTargetCreep[index]:GetAttackCombatProficiency(enemyCreepTarget) * mutils.getDamageMultipler(enemyCreepTarget))
print("Total damage after : ", totalDamage)
print("Creep health after: ", enemyCreepTarget:GetHealth() - totalDamage)
if ((enemyCreepTarget:GetHealth() - totalDamage) < ((bot:GetAttackDamage() - SF_BASE_DAMAGE_VARAINCE)* bot:GetAttackCombatProficiency(enemyCreepTarget) * mutils.getDamageMultipler(enemyCreepTarget))) then
allyUnitWhichKillsIndex = i
break
end
i = i + 1
end
if allyUnitWhichKillsIndex ~= nil and allyUnitWhichKillsIndex ~= 0 then
local loopTimes = 0
local index = 0
if allyUnitWhichKillsIndex > #unitsHittingTargetCreep then
index = math.fmod(i, #unitsHittingTargetCreep)
if index == 0 then
index = #unitsHittingTargetCreep
end
else
index = allyUnitWhichKillsIndex
end
if allyUnitWhichKillsIndex > #unitsHittingTargetCreep then
loopTimes = math.floor(allyUnitWhichKillsIndex/#unitsHittingTargetCreep) + 1
else
loopTimes = 1
end
local timeTakenForAttackToLand
local creepType = mutils.GetCreepType(unitsHittingTargetCreep[index])
if creepType == "meele" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (MEELE_CREEP_ATTACKS_PER_SECOND * (loopTimes)))
elseif creepType == "ranged" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (RANGED_CREEP_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], enemyCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
elseif creepType == "siege" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (SIEGE_CREEP_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], enemyCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
elseif creepType == "tower" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime()+ (T1_TOWER_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], enemyCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
else
timeTakenForAttackToLand = nil
end
print("Time for creep attack to land: ", timeTakenForAttackToLand - GameTime())
if timeTakenForAttackToLand ~= nil and (timeTakenForAttackToLand < (GameTime() + timeForBotAttackToLand)) then
print("LH2")
return BOT_DESIRE_MEDIUM, enemyCreepTarget
end
end
end
end
if alliedCreepTarget ~= nil then
local heroHittingTargetCreep = nil
local unitsHittingTargetCreep = {}
local distanceBetweenCreepAndBot = GetUnitToUnitDistance(bot, alliedCreepTarget)
local timeForBotAttackToLand = 0
local doesBotHaveToTurnToHitCreep, turnTime = mutils.DoesBotHaveToTurnToHitCreep(bot, alliedCreepTarget)
local projectiles = alliedCreepTarget:GetIncomingTrackingProjectiles()
if (distanceBetweenCreepAndBot > 535.5) then
if doesBotHaveToTurnToHitCreep == true then
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + ((distanceBetweenCreepAndBot - 535.5) / bot:GetCurrentMovementSpeed()) + mutils.getAttackPointBasedOnIAS(bot) + turnTime
else
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + ((distanceBetweenCreepAndBot - 535.5) / bot:GetCurrentMovementSpeed()) + mutils.getAttackPointBasedOnIAS(bot)
end
else
if doesBotHaveToTurnToHitCreep == true then
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + mutils.getAttackPointBasedOnIAS(bot) + turnTime
else
timeForBotAttackToLand = (distanceBetweenCreepAndBot / bot:GetAttackProjectileSpeed()) + mutils.getAttackPointBasedOnIAS(bot)
end
end
for _, projectile in pairs(projectiles) do
if (projectile.caster:IsTower() == true) then
table.insert(unitsHittingTargetCreep, projectile.caster)
end
if (projectile.caster:IsHero() == true) then
heroHittingTargetCreep = projectile.caster
end
end
if enemyCreeps ~= nil and #enemyCreeps ~= 0 then
for _, creep in pairs(enemyCreeps) do
if (creep:GetAttackTarget() == alliedCreepTarget) then
table.insert(unitsHittingTargetCreep, creep)
end
end
end
if unitsHittingTargetCreep ~= nil and #unitsHittingTargetCreep > 0 then
table.sort(unitsHittingTargetCreep, function(creep1, creep2)
local creep1Type
local creep2Type
local creep1Time
local creep2Time
creep1Type = mutils.GetCreepType(creep1)
creep2Type = mutils.GetCreepType(creep2)
if creep1Type == "meele" then
creep1Time = creep1:GetLastAttackTime() + MEELE_CREEP_ATTACKS_PER_SECOND
elseif creep1Type == "ranged" then
creep1Time = creep1:GetLastAttackTime() + RANGED_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
elseif creep1Type == "siege" then
creep1Time = creep1:GetLastAttackTime() + SIEGE_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
elseif creep1Type == "tower" then
creep1Time = creep1:GetLastAttackTime() + T1_TOWER_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep1) / creep1:GetAttackProjectileSpeed()
end
if creep2Type == "meele" then
creep2Time = creep2:GetLastAttackTime() + MEELE_CREEP_ATTACKS_PER_SECOND
elseif creep2Type == "ranged" then
creep2Time = creep2:GetLastAttackTime() + RANGED_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
elseif creep2Type == "siege" then
creep2Time = creep2:GetLastAttackTime() + SIEGE_CREEP_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
elseif creep2Type == "tower" then
creep2Time = creep2:GetLastAttackTime() + T1_TOWER_ATTACKS_PER_SECOND + GetUnitToUnitDistance(alliedCreepTarget, creep2) / creep2:GetAttackProjectileSpeed()
end
return creep1Time < creep2Time
end)
local totalDamage = 0
local i = 1
while (allyUnitWhichKillsIndex == 0) do
local index
local loopTimes = 0
if i > #unitsHittingTargetCreep then
index = math.fmod(i, #unitsHittingTargetCreep)
if index == 0 then
index = #unitsHittingTargetCreep
end
else
index = i
end
if i > #unitsHittingTargetCreep then
loopTimes = math.floor(i/#unitsHittingTargetCreep) + 1
else
loopTimes = 1
end
if i > #unitsHittingTargetCreep then
local creepType = mutils.GetCreepType(unitsHittingTargetCreep[index])
if creepType == "meele" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + (loopTimes * MEELE_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
elseif creepType == "ranged" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(alliedCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * RANGED_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
elseif creepType == "siege" then
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(alliedCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * SIEGE_CREEP_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
else
if ((unitsHittingTargetCreep[index]:GetLastAttackTime() + GetUnitToUnitDistance(alliedCreepTarget, unitsHittingTargetCreep[index]) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() + (loopTimes * T1_TOWER_ATTACKS_PER_SECOND)) - GameTime() >= timeForBotAttackToLand+2) then
break
end
end
end
totalDamage = totalDamage + (unitsHittingTargetCreep[index]:GetAttackDamage() * unitsHittingTargetCreep[index]:GetAttackCombatProficiency(alliedCreepTarget) * mutils.getDamageMultipler(alliedCreepTarget))
if ((alliedCreepTarget:GetHealth() - totalDamage) < ((bot:GetAttackDamage() - SF_BASE_DAMAGE_VARAINCE)* bot:GetAttackCombatProficiency(alliedCreepTarget) * mutils.getDamageMultipler(alliedCreepTarget))) then
enemyUnitpWhichKillsIndex = i
break
end
i = i + 1
end
if enemyUnitpWhichKillsIndex ~= nil and enemyUnitpWhichKillsIndex ~= 0 then
local loopTimes = 0
local index = 0
if enemyUnitpWhichKillsIndex > #unitsHittingTargetCreep then
index = math.fmod(i, #unitsHittingTargetCreep)
if index == 0 then
index = #unitsHittingTargetCreep
end
else
index = enemyUnitpWhichKillsIndex
end
if enemyUnitpWhichKillsIndex > #unitsHittingTargetCreep then
loopTimes = math.floor(enemyUnitpWhichKillsIndex/#unitsHittingTargetCreep) + 1
else
loopTimes = 1
end
local timeTakenForAttackToLand
local creepType = mutils.GetCreepType(unitsHittingTargetCreep[index])
if creepType == "meele" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (MEELE_CREEP_ATTACKS_PER_SECOND * (loopTimes)))
elseif creepType == "ranged" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (RANGED_CREEP_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], alliedCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
elseif creepType == "siege" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime() + (SIEGE_CREEP_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], alliedCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
elseif creepType == "tower" then
timeTakenForAttackToLand = (unitsHittingTargetCreep[index]:GetLastAttackTime()+ (T1_TOWER_ATTACKS_PER_SECOND * loopTimes)) + (GetUnitToUnitDistance(unitsHittingTargetCreep[index], alliedCreepTarget) / unitsHittingTargetCreep[index]:GetAttackProjectileSpeed() )
else
timeTakenForAttackToLand = nil
end
if timeTakenForAttackToLand ~= nil and (timeTakenForAttackToLand < (GameTime() + timeForBotAttackToLand)) then
return BOT_DESIRE_MEDIUM, alliedCreepTarget
end
end
end
end
end
if enemyCreeps ~= nil and #enemyCreeps > 0 then
for i=1,#enemyCreeps,1 do
if enemyCreeps[i]:GetHealth() < ((bot:GetAttackDamage() - bot:GetBaseDamageVariance()) * bot:GetAttackCombatProficiency(enemyCreeps[i]) * mutils.getDamageMultipler(enemyCreeps[i])) then
print("LH1")
return BOT_DESIRE_MEDIUM, enemyCreeps[i]
end
end
end
if nearbyCreeps ~= nil and #nearbyCreeps > 0 then
for i=1,#nearbyCreeps,1 do
if nearbyCreeps[i]:GetHealth() < ((bot:GetAttackDamage() - bot:GetBaseDamageVariance()) * bot:GetAttackCombatProficiency(nearbyCreeps[i]) * mutils.getDamageMultipler(nearbyCreeps[i])) then
return BOT_DESIRE_MEDIUM, nearbyCreeps[i]
end
end
end
return BOT_DESIRE_NONE
end
----------------------------------------------------------------------------------------------------
-- Function called every frame to determine what items to buy
----------------------------------------------------------------------------------------------------
local function heroBattleThink(enemyHero, nearbyCreeps)
if #enemyHero == 0 then
return BOT_DESIRE_NONE
end
local towersInRange = bot:GetNearbyTowers( 700, true )
local enemyMeeleCreepsDamage = 0
local enemyRangeCreepsDamage = 0
local alliedMeeleCreepsDamage = 0
local alliedRangeCreepsDamage = 0
local alliedTowersDamage = 0
local enemyTowersDamage = 0
local enemyMeeleCreepsNearBot = bot:GetNearbyLaneCreeps( 125, true )
if #enemyMeeleCreepsNearBot > 0 then
for _, creep in pairs(enemyMeeleCreepsNearBot) do
enemyMeeleCreepsDamage = creep:GetAttackDamage() * creep:GetAttackCombatProficiency(bot) * mutils.getDamageMultipler(bot)
end
end
local enemyRangeCreepsHittingBot = 0
local botProjectiles = bot:GetIncomingTrackingProjectiles()
if (#botProjectiles ~= 0) then
for index, projectile in pairs(botProjectiles) do
if mutils.GetCreepType(projectile.caster) == "ranged" then
enemyRangeCreepsHittingBot = enemyRangeCreepsHittingBot + 1
enemyRangeCreepsDamage = projectile.caster:GetAttackDamage() * projectile.caster:GetAttackCombatProficiency(bot) * mutils.getDamageMultipler(bot)
elseif mutils.GetCreepType(projectile.caster) == "tower" then
enemyTowersDamage = projectile.caster:GetAttackDamage() * projectile.caster:GetAttackCombatProficiency(bot) * mutils.getDamageMultipler(bot)
end
end
end
local enemyCreepsDamage = alliedMeeleCreepsDamage + alliedRangeCreepsDamage
local alliedMeeleCreepsNearEnemy = enemyHero[1]:GetNearbyLaneCreeps( 125, true )
if #alliedMeeleCreepsNearEnemy > 0 then
for _, creep in pairs(enemyMeeleCreepsNearBot) do
alliedMeeleCreepsDamage = creep:GetAttackDamage() * creep:GetAttackCombatProficiency(enemyHero[1]) * mutils.getDamageMultipler(enemyHero[1])
end
end
local alliedRangeCreepsHittingEnemy = 0
local enemyProjectiles = enemyHero[1]:GetIncomingTrackingProjectiles()
if (#enemyProjectiles ~= 0) then
for index, projectile in pairs(enemyProjectiles) do
if mutils.GetCreepType(projectile.caster) == "ranged" then
alliedRangeCreepsHittingEnemy = alliedRangeCreepsHittingEnemy + 1
alliedRangeCreepsDamage = projectile.caster:GetAttackDamage() * projectile.caster:GetAttackCombatProficiency(enemyHero[1]) * mutils.getDamageMultipler(enemyHero[1])
elseif mutils.GetCreepType(projectile.caster) == "tower" then
alliedTowersDamage = projectile.caster:GetAttackDamage() * projectile.caster:GetAttackCombatProficiency(enemyHero[1]) * mutils.getDamageMultipler(enemyHero[1])
end
end
end
local alliedCreepsDPS = (alliedMeeleCreepsDamage * MEELE_CREEP_ATTACKS_PER_SECOND) + (alliedRangeCreepsDamage * RANGED_CREEP_ATTACKS_PER_SECOND) + (alliedTowersDamage * T1_TOWER_ATTACKS_PER_SECOND)
local enemyCreepsDPS = (enemyMeeleCreepsDamage * MEELE_CREEP_ATTACKS_PER_SECOND) + (enemyRangeCreepsDamage * RANGED_CREEP_ATTACKS_PER_SECOND) + (enemyTowersDamage * T1_TOWER_ATTACKS_PER_SECOND)
local botAttacksPerSecond = 1/bot:GetAttackSpeed()
local botMagicalDamgage, botSpellCastingTime = mutils.GetBotSpellDamage(bot, enemyHero[1], abilities)
local botDPS = (bot:GetAttackDamage() * botAttacksPerSecond) + botMagicalDamgage
local enemyAttacksPerSecond = 1/enemyHero[1]:GetAttackSpeed()
local enemyMagicalDamgage, enemySpellCastingTime = mutils.GetEnemySpellDamage(bot, enemyHero[1], abilities)
local enemyDPS = (enemyHero[1]:GetAttackDamage() * botAttacksPerSecond) + enemyMagicalDamgage
local timeToKillEnemy = enemyHero[1]:GetHealth() / (botDPS + alliedCreepsDPS)
local timeToKillBot = bot:GetHealth() / (enemyDPS + enemyCreepsDPS)
print("Time to kill bot : ", timeToKillBot)
print("Time to kill enemy : ", timeToKillEnemy)
print("Enemy dmage: ", enemyDPS)
print("Bot dmge:" , botDPS)
local timeForBotToDie = bot:GetHealth() / (enemyDPS + enemyCreepsDPS)
local timeForEnemeyToDie = enemyHero[1]:GetHealth() / (botDPS + alliedCreepsDPS)
if enemyHero[1]:GetHealth() < bot:GetHealth() then
if #enemyMeeleCreepsNearBot == 0 then
botBattleMode = "aggro"
elseif (enemyDPS + enemyCreepsDPS) < (botDPS + alliedCreepsDPS) then
botBattleMode = "aggro"
else
botBattleMode = "neutral"
end
elseif bot:GetHealth() < enemyHero[1]:GetHealth() and timeForBotToDie < timeForEnemeyToDie then
botBattleMode = "defend"
elseif timeForBotToDie > timeForEnemeyToDie then
botBattleMode = "aggro"
else
botBattleMode = "neutral"
end
print("Current mode: ", botBattleMode)
if towersInRange ~= nil and #towersInRange > 0 then
local timeToKillBotUnderTower = bot:GetHealth() / (enemyDPS + T1_TOWER_DPS+ enemyCreepsDPS)
if (timeToKillBotUnderTower < timeToKillEnemy) or timeToKillEnemy > 2 then
return BOT_DESIRE_NONE
else
return BOT_DESIRE_VERY_HIGH, enemyHero[1]
end
end
local pvpDistance = GetUnitToUnitDistance(bot, enemyHero[1])
--if #enemyHero == 0 or (mutils.CanBeCast(abilities[1]) == true and enemyHero[1]:HasModifier("modifier_nevermore_shadowraze_debuff") == true) then
--return BOT_DESIRE_NONE
--end
if bot:WasRecentlyDamagedByTower(0.1) and towersInRange ~= nil and #towersInRange > 0 then
local towerToBotDistance = GetUnitToUnitDistance(bot, towersInRange[1])
if #nearbyCreeps > 0 then
local closestCreepToTower = (towersInRange[1]:GetNearbyLaneCreeps(700, true))[1]
if closestCreepToTower < towerToBotDistance then
return BOT_DESIRE_VERY_HIGH, nearbyCreeps[1]
end
else
return BOT_DESIRE_NONE
end
end
if (botDPS * 5.0) > enemyHero[1]:GetHealth() then
if (timeToKillEnemy < timeToKillBot) then
return BOT_DESIRE_ABSOLUTE, enemyHero[1]
else
return BOT_DESIRE_NONE
end
end
if (enemyDPS * 3.0) > bot:GetHealth() and timeToKillBot < timeToKillEnemy then
return BOT_DESIRE_NONE
end
if botBattleMode == "neutral" then
if bot:WasRecentlyDamagedByAnyHero(0.1) and ((botDPS+alliedCreepsDPS) > (enemyDPS+enemyCreepsDPS)) then
return BOT_DESIRE_MEDIUM, enemyHero[1]
else
botBattleMode = "defend"
return BOT_DESIRE_NONE
end
end
if botBattleMode == "aggro" then
local timeToKillBot = bot:GetHealth() / (enemyDPS + enemyCreepsDPS)
local timeToKillEnemy = enemyHero[1]:GetHealth() / (botDPS + alliedCreepsDPS)
if timeToKillBot > timeToKillEnemy then
return BOT_DESIRE_HIGH, enemyHero[1]
else
return BOT_DESIRE_NONE
end
end
local botAnimActivity = bot:GetAnimActivity()
print("Anim: ", botAnimActivity)
--if (botAnimActivity == BOT_ANIMATION_IDLE) then
--print("Attacking because bot is idle")
--return BOT_DESIRE_HIGH, enemyHero[1]
--end
return BOT_DESIRE_NONE
end
----------------------------------------------------------------------------------------------------
-- Function called every frame to determine bot spell usage
----------------------------------------------------------------------------------------------------
local function AbilityUsageThink(botLevel, botAttackDamage, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
local manaBasedDesire = 0
local levelBasedDesire = 0
local currentBotLocation = bot:GetLocation()
if mutils.CantUseAbility(bot) or mutils.hasManaToCastSpells(botLevel, botManaLevel) == false then
return BOT_DESIRE_NONE
end
--Desire to cast spells based on current hero level
if botLevel == 1 then
levelBasedDesire = 0.5
end
--Desire to cast spells based on current mana level
if (botManaPercentage >= 90) then
manaBasedDesire = manaBasedDesire + 0.5
elseif (botManaPercentage >= 60) then
manaBasedDesire = manaBasedDesire + 0.4
elseif (botManaPercentage >= 30) then
manaBasedDesire = manaBasedDesire + 0.3
end
castQDesire, optimalLocationQ = ConsiderQ(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage);
castWDesire, optimalLocationW = ConsiderW(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage);
castEDesire, optimalLocationE = ConsiderE(botLevel, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage);
castRDesire = ConsiderR(enemy);
if castRDesire > 0 then
return BOT_DESIRE_LOW, abilities[4]
end
if castQDesire > 0 then
local newXLocationQ = 0
local newYLocationQ = 0
local horizontalDistanceBetweenPoints = math.max(optimalLocationQ.x, currentBotLocation.x) - math.min(optimalLocationQ.x - currentBotLocation.x)
local verticalDistanceBetweenPoints = math.max(optimalLocationQ.y, currentBotLocation.y) - math.min(optimalLocationQ.y - currentBotLocation.y)
newXLocationQ = horizontalDistanceBetweenPoints * 0.01
newYLocationQ = verticalDistanceBetweenPoints * 0.01
if currentBotLocation.x > optimalLocationQ.x then
newXLocationQ = currentBotLocation.x - (horizontalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.x < optimalLocationQ.x then
newXLocationQ = currentBotLocation.x + (horizontalDistanceBetweenPoints * 0.001)
else
newXLocationQ = currentBotLocation.x
end
if currentBotLocation.y > optimalLocationQ.y then
newYLocationQ = currentBotLocation.y - (verticalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.y < optimalLocationQ.y then
newYLocationQ = currentBotLocation.y + (verticalDistanceBetweenPoints * 0.001)
else
newYLocationQ = currentBotLocation.y
end
if (bot:IsFacingLocation( optimalLocationQ, 50 )) then
return castQDesire, Vector(newXLocationQ, newYLocationQ), abilities[1]
end
end
if castWDesire > 0 then
local newXLocationW = 0
local newYLocationW = 0
local horizontalDistanceBetweenPoints = math.max(optimalLocationW.x, currentBotLocation.x) - math.min(optimalLocationW.x - currentBotLocation.x)
local verticalDistanceBetweenPoints = math.max(optimalLocationW.y, currentBotLocation.y) - math.min(optimalLocationW.y - currentBotLocation.y)
newXLocationW = horizontalDistanceBetweenPoints * 0.001
newYLocationW = verticalDistanceBetweenPoints * 0.001
if currentBotLocation.x > optimalLocationW.x then
newXLocationW = currentBotLocation.x - (horizontalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.x < optimalLocationW.x then
newXLocationW = currentBotLocation.x + (horizontalDistanceBetweenPoints * 0.001)
else
newXLocationW = currentBotLocation.x
end
if currentBotLocation.y > optimalLocationW.y then
newYLocationW = currentBotLocation.y - (verticalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.y < optimalLocationW.y then
newYLocationW = currentBotLocation.y + (verticalDistanceBetweenPoints * 0.001)
else
newYLocationW = currentBotLocation.y
end
if (bot:IsFacingLocation( optimalLocationW, 25 )) then
return castWDesire, Vector(newXLocationW, newYLocationW), abilities[2]
end
end
if castEDesire > 0 then
local newXLocationE = 0
local newYLocationE = 0
local horizontalDistanceBetweenPoints = math.max(optimalLocationE.x, currentBotLocation.x) - math.min(optimalLocationE.x - currentBotLocation.x)
local verticalDistanceBetweenPoints = math.max(optimalLocationE.y, currentBotLocation.y) - math.min(optimalLocationE.y - currentBotLocation.y)
newXLocationE = horizontalDistanceBetweenPoints * 0.001
newYLocationE = verticalDistanceBetweenPoints * 0.001
if currentBotLocation.x > optimalLocationE.x then
newXLocationE = currentBotLocation.x - (horizontalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.x < optimalLocationE.x then
newXLocationE = currentBotLocation.x + (horizontalDistanceBetweenPoints * 0.001)
else
newXLocationE = currentBotLocation.x
end
if currentBotLocation.y > optimalLocationE.y then
newYLocationE = currentBotLocation.y - (verticalDistanceBetweenPoints * 0.001)
elseif currentBotLocation.y < optimalLocationE.y then
newYLocationE = currentBotLocation.y + (verticalDistanceBetweenPoints * 0.001)
else
newYLocationE = currentBotLocation.y
end
if (bot:IsFacingLocation( optimalLocationE, 10 )) then
return castEDesire, Vector(newXLocationE, newYLocationE), abilities[3]
end
end
return BOT_DESIRE_NONE
end
----------------------------------------------------------------------------------------------------
-- Function called every frame to determine what items to buy
----------------------------------------------------------------------------------------------------
local function ItemPurchaseThink(botManaPercentage, botHealthPercentage)
if bot:DistanceFromFountain() <= 5 and mutils.GetItemTPScroll(bot) == nil then
table.insert(itemToBuy, 1, "item_tpscroll")
end
if itemsToBuy[1] ~= "item_flask" and (botHealthPercentage <= 0.6) then
table.insert(itemsToBuy, 1, "item_flask")
end
if itemsToBuy[1] ~= "item_enchanted_mango" and (botManaPercentage <= 0.6) then
table.insert(itemsToBuy, 1, "item_enchanted_mango")
end
end
----------------------------------------------------------------------------------------------------
-- Function called every frame to determine if and what item(s) to use
----------------------------------------------------------------------------------------------------
local function ItemUsageThink(botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
-- Using Faerie Fire when needed is top priority
if botHealthLevel <= 85 then
faerieFire = mutils.GetItemFaerieFire(bot)
if faerieFire ~= nil then
bot:Action_UseAbility(faerieFire)
return botState.STATE_HEALING
end
end
local item_to_use = nil
-- Using Salve or Mango when needed
local state = nil
if botHealthPercentage <= 0.6 then
item_to_use = mutils.GetItemFlask(bot)
state = botState.STATE_HEALING
elseif botManaPercentage <= 0.6 then
item_to_use = mutils.GetItemMango(bot)
state = botState.STATE_IDLE
end
if item_to_use ~= nil then
bot:Action_UseAbilityOnEntity(item_to_use, bot)
return state
end
-- TP to T1 if we are in base
-- The assumption here is that this method will be called only after game starts
-- (i.e., creeps started)
local tpScroll = mutils.GetItemTPScroll(bot)
if bot:DistanceFromFountain() <= 5 and tpScroll ~= nil then
print("using tp_scroll from "..tostring(bot:DistanceFromFountain()).." on location: "..tostring(mutils.GetT1Location()))
bot:Action_UseAbilityOnLocation(tpScroll, mutils.GetT1Location())
return botState.STATE_TELEPORTING
end
return botState.STATE_IDLE
end
----------------------------------------------------------------------------------------------------
-- Function that is called every frame, does a complete bot takeover
function Think()
if bot:IsUsingAbility() == true then
return
end
-- Initializations
-----------------------------------------------------------
dotaTime = DotaTime()
botAttackDamage = bot:GetAttackDamage()
attackSpeed = bot:GetAttackSpeed()
enemyHero = bot:GetNearbyHeroes( 1600, true, BOT_MODE_NONE)
botLevel = bot:GetLevel()
botManaLevel = bot:GetMana()
botManaPercentage = botManaLevel/bot:GetMaxMana()
botHealthLevel = bot:GetHealth()
botHealthPercentage = botHealthLevel/bot:GetMaxHealth()
nearbyCreeps = bot:GetNearbyLaneCreeps( 1600, false )
enemyCreeps = bot:GetNearbyLaneCreeps( 1600, true )
-----------------------------------------------------------
-- PreGame
-----------------------------------------------------------
if DotaTime() < 0 then
itemWard = mutils.GetItemWard(bot);
if itemWard == nil then
wardPlaced = true
else
wardPlaced = false
end
if wardPlaced == false then
bot:Action_UseAbilityOnLocation(itemWard, Vector(-286.881836, 100.408691, 1115.548218));
else
mutils.moveToT3Tower(bot)
return
end
end
-----------------------------------------------------------
-- First creep block
-----------------------------------------------------------
if dotaTime > 0 and creepBlocking == true then
creepBlocking = mutils.blockCreepWave(bot, enemyHero, enemyCreeps, nearbyCreeps)
return
end
-----------------------------------------------------------
-- Brain of the bot
-----------------------------------------------------------
ItemPurchaseThink(botManaPercentage, botHealthPercentage)
state = ItemUsageThink(botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
if mutils.IsHealing(bot) then
state = botState.STATE_HEALING
elseif mutils.IsTeleporting(bot) then
state = botState.STATE_TELEPORTING
end
print("Current State: "..tostring(state.name))
CourierUsageThink()
AbilityLevelUpThink()
if state == botState.STATE_TELEPORTING then
print("doing nothing because teleporting")
return
end
local lastHitDesire, lastHitTarget = heroLastHit(enemyHero, nearbyCreeps, enemyCreeps, botAttackDamage)
local battleDesire, battleTarget = heroBattleThink(enemyHero, nearbyCreeps)
local abilityUseDesire, abilityMoveLocation, abilityToUse = AbilityUsageThink(botLevel, botAttackDamage, enemyHero, enemyCreeps, botManaLevel, botManaPercentage, botHealthLevel, botHealthPercentage)
-- TODO: Move to a safe position when state is STATE_HEALING
local moveDesire, moveLocation = heroPosition(nearbyCreeps, enemyCreeps, enemyHero)
print("AbilityUseDesire -> ", abilityUseDesire)
print("BattleDesire -> ", battleDesire)
print("MoveDesire -> ", moveDesire)
print("LastHitDesire -> ", lastHitDesire)
if mutils.IsAbilityUseDesireGreatest(lastHitDesire, battleDesire, abilityUseDesire, moveDesire) then
print("--------------- USING ABILITY ---------------")
bot:Action_MoveDirectly(enemyHero[1]:GetLocation())
bot:Action_UseAbility(abilityToUse)
return
end
if mutils.IsBattleDesireGreatest(lastHitDesire, battleDesire, abilityUseDesire, moveDesire) then
print("--------------- BATTLING ---------------")
bot:Action_AttackUnit(battleTarget, true)
return
end
if mutils.IsMoveDesireGreatest(lastHitDesire, battleDesire, abilityUseDesire, moveDesire) then
print("--------------- MOVING ---------------")
bot:Action_MoveDirectly(moveLocation)
return
end
if mutils.IsLastHitDesireGreatest(lastHitDesire, battleDesire, abilityUseDesire, moveDesire) then
print("--------------- LAST HITTING ---------------")
bot:Action_AttackUnit(lastHitTarget, true)
return
end
print("--------------- IDLE ---------------")
-----------------------------------------------------------
end
|
--- Caching mechanism for novus.
-- Dependencies: `util`
-- @module cache
-- @alias _ENV
--imports--
local interposable = require"novus.client.interposable"
local util = require"novus.util"
local ipairs = ipairs
local eq = rawequal
--start-module--
local _ENV = interposable{}
local cachable_entities = {
"channel"
,"emoji"
,"role"
,"reaction"
}
function inserter(cache)
return function(object)
local id = object.id
local old = cache[id]
if old and not eq(old, object) then
old[3] = nil
end
cache[id] = object
return object
end
end
--- Constructs a new cache object.
-- @treturn cache
function new()
local cache = {methods = {}}
for _, v in ipairs(cachable_entities) do
local new = {}
cache[v] = new
cache.methods[v] = inserter(new)
end
cache.user = util.cache()
cache.methods.user = inserter(cache.user)
cache.guild = {}
cache.methods.guild = inserter(cache.guild)
cache.message = {}
cache.methods.message = {}
cache.member = {}
cache.methods.member = {}
return cache
end
--- A collection of weak tables which collect snowflakes.
-- @table cache
-- @within Objects
-- @see cache.new
-- @tab methods Closures for caching specific snowflake types.
-- @tab type Each cachable snowflake type has a table inside the cache, where objects of that type are kept.
--end-module--
return _ENV
|
ISCharacterScreen = {}
function ISCharacterScreen:render() end
|
module ('content.triggers', package.seeall)
require 'base.trigger'
mouse_exited = base.trigger:new {}
function mouse_exited:check( x, y )
if not self.visible then return end
local inside = self.visible:inside(lux.geom.point:new{x,y})
if not self.visible.mouse_exited_mousein and inside then
self.visible.mouse_exited_mousein = true
elseif self.visible.mouse_exited_mousein and not inside then
self.visible.mouse_exited_mousein = false
return true
end
return false
end |
local prometheus = require "kong.plugins.prometheus.exporter"
local printable_metric_data = function()
return table.concat(prometheus.metric_data(), "")
end
return {
["/metrics"] = {
GET = function()
prometheus.collect()
end,
},
_stream = ngx.config.subsystem == "stream" and printable_metric_data or nil,
}
|
simulator =
{
device = "nx64",
screenOriginX = 92,
screenOriginY = 420,
screenWidth = 720,
screenHeight = 1280,
deviceImage = "NX-Switch.png",
displayManufacturer = "Nintendo",
displayName = "Switch",
windowTitleBarName = "NX Switch",
defaultFontSize = 17, -- Converts default font point size to pixels.
}
|
---@class CS.FairyEditor.LoaderExtension : CS.FairyGUI.GLoader
---@type CS.FairyEditor.LoaderExtension
CS.FairyEditor.LoaderExtension = { }
---@return CS.FairyEditor.LoaderExtension
function CS.FairyEditor.LoaderExtension.New() end
return CS.FairyEditor.LoaderExtension
|
target("grid")
set_kind("binary")
set_optimize("smallest")
set_runtimes("MT")
add_defines("UNICODE", "NDEBUG")
add_files("ScreenGrid/*.cpp")
add_files("ScreenGrid/*.rc")
add_syslinks("user32","gdi32","comdlg32")
if is_plat('msys') or is_subhost('msys') then
add_ldflags('-static')
add_ldflags('-Wl,--subsystem,windows')
else
add_rules("win.sdk.application")
end
|
local markersData =
{
["walk"] =
{
{x = 773.0488, y = 5.4462, z = 1000.7802, dim = 13000, int = 5}, -- LS Gym
{x = 763.2203, y = -47.9901, z = 1000.5859, dim = 13001, int = 6}, -- SF Gym
{x = 765.072, y = -76.6134, z = 1000.6563, dim = 13002, int = 7}, -- LV Gym
},
["fight"] =
{
{x = 761.3682, y = 5.5028, z = 1000.7098, dim = 13000, int = 5}, -- LS Gym
{x = 768.0975, y = -37.4607, z = 1000.6865, dim = 13001, int = 6}, -- SF Gym
{x = 766.7685, y = -62.0495, z = 1000.6563, dim = 13002, int = 7}, -- LV Gym
}
}
local markers = {}
function onMarkerHit(plr, matchingDimension)
if (not plr or not isElement(plr) or plr.type ~= "player" or not matchingDimension) then return end
local style
for name, markers2 in pairs(markers) do
for _, marker in ipairs(markers2) do
if (source == marker) then
style = name
end
end
end
if (not style) then return end
triggerClientEvent(plr, "showStyleGUI", resourceRoot, style)
end
addEventHandler("onMarkerHit", root, onMarkerHit)
for name, positions in pairs(markersData) do
for _, data in ipairs(positions) do
local marker = Marker(data.x, data.y, data.z-1, "cylinder", 2, 0, 255, 0)
marker.dimension = data.dim
marker.interior = data.int
if (name == "fight") then
marker:setColor(255, 0, 0, 255)
end
if (not markers[name]) then
markers[name] = {}
end
table.insert(markers[name], marker)
end
end
addEvent("buyStyle", true)
addEventHandler("buyStyle", resourceRoot,
function (style, name, price, id)
if (style == "walk") then
name = name.. "walking style"
elseif (style == "fight") then
name = name.." fighting style"
end
if (client.money >= price) then
client.money = client.money - price
if (style == "walk") then
client.walkingStyle = id
exports.UCDaccounts:SAD(client, "walkstyle", id)
elseif (style == "fight") then
client.fightingStyle = id
--exports.UCDaccounts:SAD(client, "fightstyle", id)
end
exports.UCDdx:new(client, "You successfully bought "..name, 0, 255, 0)
else
exports.UCDdx:new(client, "You don't have enough money to buy "..name, 255, 0, 0)
end
end
) |
net.Receive("nutCharList", function()
local newCharList = {}
local length = net.ReadUInt(32)
for i = 1, length do
newCharList[i] = net.ReadUInt(32)
end
local oldCharList = nut.characters
nut.characters = newCharList
if (oldCharList) then
hook.Run("CharacterListUpdated", oldCharList, newCharList)
else
hook.Run("CharacterListLoaded", newCharList)
end
end)
|
local command = require 'aula.core.command'
local keymap = require 'aula.core.keymap'
local M = {}
local function reload()
for name,_ in pairs(package.loaded) do
if name:match('^aula') then
package.loaded[name] = nil
end
end
dofile(vim.env.MYVIMRC)
print('[Aula] Config Reloaded!')
end
function M.setup()
keymap.add('n', '<leader>vs', reload)
command.add('ConfigReload', reload)
end
return M
|
AddCSLuaFile( "shared.lua" )
AddCSLuaFile( "cl_init.lua" )
include("shared.lua")
function ENT:Initialize()
self.health = 30
self.Entity:SetModel( "models/roller.mdl" )
self.Entity:PhysicsInit( SOLID_VPHYSICS )
self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self.Entity:SetSolid( SOLID_VPHYSICS )
util.SpriteTrail(self,CurTime(),Color(255,255,255,255), false, 15, 1, 2, 1/(15+1)*0.5, "darkland/fortwars/yellowglow1.vmt")
self.potentialTargets = {}
self.initPos = self.Entity:GetPos()
self.phys = self.Entity:GetPhysicsObject()
if self.phys:IsValid() then
self.phys:Wake()
self.phys:EnableGravity(false)
self.phys:SetMass(1)
end
self:launch()
timer.Simple(1.5,function() if IsValid(self) then self:findTarget() end end)
end
function ENT:PhysicsCollide(data, physobj)
if IsValid(data.HitEntity) and data.HitEntity:IsPlayer() then
data.HitEntity:TakeDamage( 30, self.Entity:GetOwner(), self )
if IsValid(self:GetOwner()) and self:GetOwner():Alive() and self:GetOwner():GetNWInt('energy') >= 50 then
local ent = ents.Create("sent_pumpkin")
ent:SetPos(self:GetOwner():GetPos())
ent:SetOwner(self:GetOwner())
ent.Team = self.Team
ent.Owner = self.Owner // The weapon is the owner
ent:SetAngles( self:GetOwner():EyeAngles() )
self:GetOwner():TakeEnergy(50)
ent.LastHolder = self:GetOwner()
ent:Spawn()
//if IS_CHRISTMAS then
// ent:EmitSound("darkland/fortwars/hohoho.wav")
//else
ent:EmitSound("darkland/fortwars/witchlaugh.wav")
//end
end
end
self:Remove()
end
function ENT:launch()
//self.Entity:SetMoveType( MOVETYPE_VPHYSICS )
self:SetPos(self:GetOwner():GetShootPos())
self.phys:AddVelocity(self:GetOwner():GetAimVector()*1000)
end
function ENT:findTarget()
local height
local pos = self:GetPos()
local others = ents.FindInSphere( pos, 500 )
for _, ent in pairs( others ) do
height = 0
if IsValid(ent) then
if ent:IsPlayer() then
if ent:Crouching() then
height = 30
else
height = 50
end
end
local trace = { start = pos, endpos = ent:GetPos()+Vector(0,0,height), filter = self.Entity }
local tr = util.TraceLine( trace )
if tr.Entity == ent and tr.Entity:IsPlayer() and tr.Entity:Team() != self.Team and !tr.Entity:GetNWBool("invis") then
table.insert(self.potentialTargets, tr.Entity)
end
end
end
if table.Count(self.potentialTargets) < 1 then
timer.Simple(1.5, function() if IsValid(self) then self:findTarget() end end)
else
self.target = self.potentialTargets[math.random(1,#self.potentialTargets)]
//if IS_CHRISTMAS then
// self:EmitSound("darkland/fortwars/hohoho.wav")
//else
self:EmitSound("darkland/fortwars/pumpkin.wav")
// end
end
end
function ENT:Think()
if IsValid(self.target) and self.target:Alive() then
local height = 30
if !self.target:Crouching() then
height = 50
end
self:SetAngles( ( ( self.target:GetPos()+ Vector(0,0,height) ) - self:GetPos() ):Angle())
self.phys:SetVelocity(self:GetForward()*750) // go 2x faster if you have a target
else
self.phys:SetVelocity(self:GetForward()*500)
end
if !Distance( self.initPos, self.phys:GetPos(), 2000) and table.Count(self.potentialTargets) < 1 then --self.initPos:Distance(self.phys:GetPos()) > 3000 and
self:Remove()
end
end
/*---------------------------------------------------------
More efficient way of seeing if two positions are less
than a certain distance apart.
---------------------------------------------------------*/
function Distance(pos1, pos2, distance)
if ((pos1.x - pos2.x)^2 + (pos1.y - pos2.y)^2 + (pos1.z - pos2.z)^2) < (distance^2) then
return true
else
return false
end
end
function ENT:OnTakeDamage(dmg)
self.health = self.health - dmg:GetDamage()
if self.health <= 0 then
self:Remove()
end
end
|
--[[
## Library Scroll ##
Designed By DevDavis (Davis Nuñez) 2011 - 2018.
Based on library of Robert Galarga.
Create a obj scroll, this is very usefull for list show
Modified by gdljjrod 2019
]]
function newScroll(a,b,c)
local obj = {ini=1,sel=1,lim=1,maxim=0,minim=0}
function obj:set(tab,mxn,modemintomin) -- Set a obj scroll
obj.ini,obj.sel,obj.lim,obj.maxim,obj.minim, obj.mxn = 1,1,1,1,1,mxn
if(type(tab)=="number")then
if tab > mxn then obj.lim=mxn else obj.lim=tab end
obj.maxim = tab
else
if #tab > mxn then obj.lim=mxn else obj.lim=#tab end
obj.maxim = #tab
end
if modemintomin then obj.minim = obj.lim end
end
function obj:max(mx)
obj.maxim = #mx
end
function obj:up()
if obj.sel>obj.ini then obj.sel=obj.sel-1 return true
elseif obj.ini-1>=obj.minim then
obj.ini,obj.sel,obj.lim=obj.ini-1,obj.sel-1,obj.lim-1
return true
end
end
function obj:down()
if obj.sel<obj.lim then obj.sel=obj.sel+1 return true
elseif obj.lim+1<=obj.maxim then
obj.ini,obj.sel,obj.lim=obj.ini+1,obj.sel+1,obj.lim+1
return true
end
end
function obj:delete(tab)
table.remove(tab,obj.sel)
if obj.ini == 1 then
if obj.sel == obj.maxim then obj.sel-=1 end
if #tab > obj.mxn then obj.lim = obj.mxn else obj.lim = #tab end
else
if obj.sel == obj.maxim then
obj.sel,obj.ini,obj.lim = obj.sel-1,obj.ini-1,obj.lim-1
else
if (#tab - obj.ini) + 1 < obj.mxn then obj.lim,obj.ini = obj.lim-1,obj.ini-1 end
end
end
obj.maxim = #tab
end
if a and b then
obj:set(a,b,c)
end
return obj
end
|
local function test()
local v="test"
local function test2()
print(v)
end
test2()
return
end
local d=string.dump(test)
io.write(d)
test()
|
return {'vair','vaiaku'} |
local enchantment = {
elona = {
random_tele = {
description = "ランダムなテレポートを引き起こす"
},
suck_blood = {
description = "使用者の生き血を吸う"
},
suck_exp = {
description = "あなたの成長を妨げる"
},
summon_monster = {
description = "魔物を呼び寄せる"
},
prevent_tele = {
description = "テレポートを妨害する"
},
res_blind = {
description = "盲目を無効にする"
},
res_paralyze = {
description = "麻痺を無効にする"
},
res_confuse = {
description = "混乱を無効にする"
},
res_fear = {
description = "恐怖を無効にする"
},
res_sleep = {
description = "睡眠を無効にする"
},
res_poison = {
description = "毒を無効にする"
},
res_steal = {
description = "アイテムを盗まれなくする"
},
eater = {
description = "腐ったものを難なく消化させる"
},
fast_travel = {
description = "速度を上げ、ワールドマップでの移動時間を短くする"
},
res_etherwind = {
description = "エーテルの風からあなたを保護する"
},
res_weather = {
description = "雷雨と雪による足止めを無効にする"
},
res_pregnancy = {
description = "異物の体内への侵入を防ぐ"
},
float = {
description = "あなたを浮遊させる"
},
res_mutation = {
description = "あなたを変異から保護する"
},
power_magic = {
description = "魔法の威力を高める"
},
see_invisi = {
description = "透明な存在を見ることを可能にする"
},
absorb_stamina = {
description = "攻撃対象からスタミナを吸収する"
},
ragnarok = {
description = "全てを終結させる"
},
absorb_mana = {
description = "攻撃対象からマナを吸収する"
},
pierce = {
description = "完全貫通攻撃発動の機会を増やす"
},
crit = {
description = "クリティカルヒットの機会を増やす"
},
extra_melee = {
description = "追加打撃の機会を増やす"
},
extra_shoot = {
description = "追加射撃の機会を増やす"
},
stop_time = {
description = "稀に時を止める"
},
res_curse = {
description = "呪いの言葉から保護する"
},
strad = {
description = "演奏報酬の品質を上げる"
},
damage_resistance = {
description = "被る物理ダメージを軽減する"
},
damage_immunity = {
description = "被るダメージを稀に無効にする"
},
damage_reflection = {
description = "攻撃された時、相手に切り傷のダメージを与える"
},
cure_bleeding = {
description = "出血を抑える"
},
god_talk = {
description = "神が発する電波をキャッチする"
},
dragon_bane = {
description = "竜族に対して強力な威力を発揮する"
},
undead_bane = {
description = "不死者に対して強力な威力を発揮する"
},
god_detect = {
description = "他者の信仰を明らかにする"
},
gould = {
description = "深い音色で聴衆を酔わす"
},
god_bane = {
description = "神に対して強力な威力を発揮する"
}
}
}
return {
_ = {
base = {
enchantment = enchantment
}
}
}
|
function start (song) -- do nothing
end
function update (elapsed) -- example https://twitter.com/KadeDeveloper/status/1382178179184422918
if curStep > 496 then
tweenCameraZoom(1.5,(crochet * 4) / 100)
local currentBeat = (songPos / 496)*(bpm/150)
for i=0,7 do
setActorX(_G['defaultStrum'..i..'X'] + 25 * math.sin((currentBeat + i*0.5) * math.pi), i)
setActorY(_G['defaultStrum'..i..'Y'] + 5 * math.cos((currentBeat + i*0.5) * math.pi), i)
if curStep > 538 then
tweenCameraZoom(1,(crochet * 1) / 50)
end
end
end
end
function beatHit (beat)
-- do nothing
end
function stepHit (step)
end
print("Mod Chart script loaded :)") |
local register_node = minetest.register_node
register_node('bt_core:blank_painting', {
description = 'Blank Painting',
tiles = { 'bt_core_blank_painting.png' },
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
groups = { choppy = 3 },
is_ground_content = true,
selection_box = {
type = "fixed",
fixed = {
{-0.4375, -0.5, -0.4375, 0.4375, -0.4375, 0.4375},
}
},
mesh = 'bt_core_painting.obj',
walkable = false,
sounds = bt_sounds.wood_sounds,
on_place = minetest.rotate_node
})
register_node('bt_core:eggcorn_painting', {
description = 'Painting',
tiles = { 'bt_core_eggcorn_painting.png' },
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
groups = { choppy = 3 },
is_ground_content = true,
selection_box = {
type = "fixed",
fixed = {
{-0.4375, -0.5, -0.4375, 0.4375, -0.4375, 0.4375},
}
},
mesh = 'bt_core_painting.obj',
walkable = false,
sounds = bt_sounds.wood_sounds,
on_place = minetest.rotate_node
})
register_node('bt_core:dragon_painting', {
description = 'Painting',
tiles = { 'bt_core_dragon_painting.png' },
paramtype = "light",
paramtype2 = "facedir",
drawtype = "mesh",
groups = { choppy = 3 },
is_ground_content = true,
selection_box = {
type = "fixed",
fixed = {
{-0.4375, -0.5, -0.4375, 0.4375, -0.4375, 0.4375},
}
},
mesh = 'bt_core_painting.obj',
walkable = false,
sounds = bt_sounds.wood_sounds,
on_place = minetest.rotate_node
}) |
ruRU_gossip_texts = {
["ezekiel said that you might have a certain book..."] = "Иезекииль говорит что у тебя есть кой какая книга...",
["get out of here, tobias, you're free!"] = "Вы свободны, Тобиас! Уходите!",
["i am ready to begin."] = "Я "..ST_G("готов", "готова")..".",
["i am ready, as are my forces. let us end this masquerade!"] = "Я "..ST_G("готов", "готова")..". Давайте положим конец этому маскараду!",
["i am ready, oronok. let us destroy cyrukh and free the elements!"] = "Я "..ST_G("готов", "готова")..", Оронок. Давайте уничтожим Цируха и освободим элементалей!",
["i cannot, vaelastrasz! surely something can be done to heal you!"] = "Не могу, Валестраз! Ведь есть же какой-то способ тебя вылечить!",
["i need a moment of your time, sir."] = "Мне нужна минута вашего времени, сэр.",
["i've made no mistakes."] = "Я не "..ST_G("сделал", "сделала").." ни одной ошибки.",
["let marshal windsor know that i am ready."] = "Дай знать маршалу Виндзору что я "..ST_G("готов", "готова")..".",
["let the event begin!"] = "Идем.",
["let's find out."] = "Давай разберемся.",
["let's see what you have."] = "Давай посмотрим, что у тебя есть.",
["please do."] = "Давай.",
["please unlock the courtyard door."] = "Открой дверь во внутренний двор.",
["tell me more."] = "Продолжай.",
["turn the key to start the machine."] = "Повернуть ключ, чтобы запустить машину.",
["vaelastrasz, no!!!"] = "Валестраз, нет!!!",
["what else do you have to say?"] = "Что еще вы хотели сказать?",
["why don't you and rocknot go find somewhere private..."] = "Почему бы вам с Камнеузлом не пойти и найти какое-нибудь укромное место...",
["why... yes, of course. i've something to show you right inside this building, mr. anvilward."] = "Почему... да, конечно. Я "..ST_G("хотел", "хотела").." бы что-то показать внутри этого здания, мистер Наковальня.",
["you challenged us and we have come. where is this master you speak of?"] = "Ты бросил нам вызов, и мы пришли. Где тот господин, о котором ты говорил?",
["you have lost your mind, nefarius. you speak in riddles."] = "Ты совсем свихнулся, Нефарий. Ты разговариваешь загадками.",
["you're free, dughal! get out of here!"] = "Вы свободны, Дугал! Уходите!",
["your bondage is at an end, doom'rel. i challenge you!"] = "Кончилось твое заточение, Рок’рел. Вызываю тебя на бой!",
["[ph] sd2 unknown text"] = "[PH] SD2 неизвестный текст",
}
|
return LoadFont("BPMDisplay", "bpm") .. {
Text="BPM";
}; |
-- Implements virtio virtq
module(...,package.seeall)
local buffer = require("core.buffer")
local freelist = require("core.freelist")
local lib = require("core.lib")
local memory = require("core.memory")
local ffi = require("ffi")
local C = ffi.C
local band = bit.band
local rshift = bit.rshift
require("lib.virtio.virtio.h")
require("lib.virtio.virtio_vring_h")
--[[
--]]
local vring_desc_ptr_t = ffi.typeof("struct vring_desc *")
VirtioVirtq = {}
function VirtioVirtq:new()
local o = {}
return setmetatable(o, {__index = VirtioVirtq})
end
-- support indirect descriptors
function VirtioVirtq:get_desc(header_id)
local ring_desc = self.virtq.desc
local device = self.device
local desc, id
-- Indirect desriptors
if band(ring_desc[header_id].flags, C.VIRTIO_DESC_F_INDIRECT) == 0 then
desc = ring_desc
id = header_id
else
local addr = device.map_from_guest(device,ring_desc[header_id].addr)
desc = ffi.cast(vring_desc_ptr_t, addr)
id = 0
end
return desc, id
end
-- Receive all available packets from the virtual machine.
function VirtioVirtq:get_buffers (kind, ops)
local ring = self.virtq.avail.ring
local device = self.device
local idx = self.virtq.avail.idx
local avail, vring_mask = self.avail, self.vring_num-1
while idx ~= avail do
-- Header
local v_header_id = ring[band(avail,vring_mask)]
local desc, id = self:get_desc(v_header_id)
local data_desc = desc[id]
local header_id, header_pointer, header_len, total_size, packet =
ops.packet_start(device, v_header_id, data_desc.addr, data_desc.len)
local buf
-- support ANY_LAYOUT
if header_len < data_desc.len then
local addr = data_desc.addr + header_len
local len = data_desc.len - header_len
buf, total_size = ops.buffer_add(device, packet,
addr, len,
total_size)
end
-- Data buffer
while band(data_desc.flags, C.VIRTIO_DESC_F_NEXT) ~= 0 do
data_desc = desc[data_desc.next]
buf, total_size = ops.buffer_add(device, packet,
data_desc.addr,
data_desc.len,
total_size)
end
ops.packet_end(device, header_id, header_pointer, total_size, packet, buf)
avail = band(avail + 1, 65535)
end
self.avail = avail
end
function VirtioVirtq:put_buffer (id, len)
local used = self.virtq.used.ring[band(self.used, self.vring_num-1)]
used.id, used.len = id, len
self.used = band(self.used + 1, 65535)
end
-- Prepared argument for writing a 1 to an eventfd.
local eventfd_one = ffi.new("uint64_t[1]", {1})
function VirtioVirtq:signal_used()
if self.virtq.used.idx ~= self.used then
self.virtq.used.idx = self.used
if band(self.virtq.avail.flags, C.VRING_F_NO_INTERRUPT) == 0 then
C.write(self.callfd, eventfd_one, 8)
end
end
end
|
AddCSLuaFile()
-- Base info
SWEP.Base = "rp_base_grenade"
-- Spawnmenu info
SWEP.Category = "Roleplay Weapons"
SWEP.Spawnable = true
SWEP.AdminOnly = true
SWEP.DisableDuplicator = true
-- Weapon selection menu info
SWEP.AutoSwitchFrom = false
SWEP.AutoSwitchTo = false
-- Print info
SWEP.PrintName = "Flashbang"
SWEP.Author = "Arkten"
-- Viewport info
SWEP.ViewModel = "models/weapons/cstrike/c_eq_flashbang.mdl"
SWEP.WorldModel = "models/weapons/w_eq_flashbang.mdl"
-- Misc info
SWEP.Primary.Ammo = "Flashbang"
SWEP.GrenadeType = "rp_ent_flash"
-- Weapon icon info
if CLIENT then
SWEP.WepSelectIcon = surface.GetTextureID("weapons/flash")
end
|
---@class lstg.mbg.PointF
local M = class('lstg.mbg.PointF')
function M:ctor(x, y)
self.X = x or 0
self.Y = y or 0
end
return M
|
local M = {}
function M.c3b(hex)
local b = bit.band(hex, 0xff)
hex = bit.rshift(hex, 8)
local g = bit.band(hex, 0xff)
hex = bit.rshift(hex, 8)
local r = bit.band(hex, 0xff)
return cc.c3b(r, g, b)
end
function M.c4b(hex, alpha)
local c3 = M.c3b(hex)
alpha = alpha or 0xff
return cc.c4b(c3.r, c3.g, c3.b, alpha)
end
function M.c4f(hex, alpha)
local c3 = M.c3b(hex)
alpha = alpha or 0xff
return cc.c4f(c3.r/255.0, c3.g/255.0, c3.b/255.0, alpha/255.0)
end
function M.randc3b()
return cc.c3b(math.random(0, 255), math.random(0, 255), math.random(0, 255))
end
function M.randc4b(alpha)
alpha = alpha or math.random(0, 255)
return cc.c4b(math.random(0, 255), math.random(0, 255), math.random(0, 255), alpha)
end
return M |
local app = app
local libcore = require "core.libcore"
local Class = require "Base.Class"
local Unit = require "Unit"
local Fader = require "Unit.ViewControl.Fader"
local Encoder = require "Encoder"
local MicroDelay = Class {}
MicroDelay:include(Unit)
function MicroDelay:init(args)
args.title = "uDelay"
args.mnemonic = "uD"
Unit.init(self, args)
end
function MicroDelay:onLoadGraph(channelCount)
if channelCount == 2 then
self:loadStereoGraph()
else
self:loadMonoGraph()
end
end
function MicroDelay:loadMonoGraph()
local delayL = self:addObject("delayL", libcore.MicroDelay(0.1))
connect(self, "In1", delayL, "In")
connect(delayL, "Out", self, "Out1")
end
function MicroDelay:loadStereoGraph()
local delayL = self:addObject("delayL", libcore.MicroDelay(0.1))
local delayR = self:addObject("delayR", libcore.MicroDelay(0.1))
connect(self, "In1", delayL, "In")
connect(self, "In2", delayR, "In")
connect(delayL, "Out", self, "Out1")
connect(delayR, "Out", self, "Out2")
tie(delayR, "Delay", delayL, "Delay")
end
local views = {
expanded = {
"delay"
},
collapsed = {}
}
function MicroDelay:onLoadViews(objects, branches)
local controls = {}
controls.delay = Fader {
button = "delay",
description = "Delay",
param = objects.delayL:getParameter("Delay"),
map = Encoder.getMap("[0,0.1]"),
units = app.unitSecs
}
return controls, views
end
return MicroDelay
|
local M = {}
M.config = function ()
require'nvim-treesitter.configs'.setup {
ensure_installed = 'maintained',
highlight = { enable = true },
incremental_selection = { enable = true },
textobjects = { enable = true },
rainbow = {
enable = true,
extended_mode = false,
max_file_lines = nil
}
}
end
return M
|
local export = {}
local gsub = mw.ustring.gsub
local sub = mw.ustring.sub
local match = mw.ustring.match
local system_list = {
{ 1, ["type"] = "phonetic", ["name"] = "IPA" },
{ 2, ["type"] = "orthographic", ["name"] = "MLCTS" },
{ 3, ["type"] = "orthographic", ["name"] = "ALA-LC" },
{ 4, ["type"] = "phonetic", ["name"] = "BGN/PCGN" },
{ 5, ["type"] = "phonetic", ["name"] = "Okell" },
}
local initial_table = {
["က"] = { "k", "k", "k", "k", "k" },
["ကျ"] = { "t͡ɕ", "ky", "ky", "ky", "c" },
["ကြ"] = { "t͡ɕ", "kr", "kr", "ky", "c" },
["ကျွ"] = { "t͡ɕw", "kyw", "kyv", "kyw", "cw" },
["ကြွ"] = { "t͡ɕw", "krw", "krv", "kyw", "cw" },
["ကွ"] = { "kw", "kw", "kv", "kw", "kw" },
["ခ"] = { "kʰ", "hk", "kh", "hk", "hk" },
["ချ"] = { "t͡ɕʰ", "hky", "khy", "ch", "hc" },
["ခြ"] = { "t͡ɕʰ", "hkr", "khr", "ch", "hc" },
["ချွ"] = { "t͡ɕʰw", "hkyw", "khyv", "chw", "hcw" },
["ခြွ"] = { "t͡ɕʰw", "hkrw", "khrv", "chw", "hcw" },
["ခွ"] = { "kʰw", "hkw", "khv", "hkw", "hkw" },
["ဂ"] = { "ɡ", "g", "g", "g", "g" },
["ဂျ"] = { "d͡ʑ", "gy", "gy", "gy", "j" },
["ဂြ"] = { "d͡ʑ", "gr", "gr", "gy", "j" },
["ဂျွ"] = { "d͡ʑw", "gyw", "gyv", "gyw", "jw" },
["ဂွ"] = { "ɡw", "gw", "gv", "gw", "gw" },
["ဃ"] = { "ɡ", "gh", "gh", "g", "g" },
["င"] = { "ŋ", "ng", "ṅ", "ng", "ng" },
["ငှ"] = { "ŋ̊", "hng", "ṅh", "hng", "hng" },
["ငြ"] = { "ɲ", "ngr", "ṅr", "ny", "ny" },
["ငြှ"] = { "ɲ̊", "hngr", "ṅrh", "hny", "hny" },
["ငွ"] = { "ŋw", "ngw", "ṅv", "ngw", "ngw" },
["ငွှ"] = { "ŋ̊w", "hngw", "ṅvh", "hngw", "hngw" },
["စ"] = { "s", "c", "c", "s", "s" },
["စွ"] = { "sw", "cw", "cv", "sw", "sw" },
["ဆ"] = { "sʰ", "hc", "ch", "hs", "hs" },
["ဆွ"] = { "sʰw", "hcw", "chv", "hsw", "hsw" },
["ဇ"] = { "z", "j", "j", "z", "z" },
["ဇွ"] = { "zw", "jw", "jv", "zw", "zw" },
["ဈ"] = { "z", "jh", "jh", "z", "z" },
["ဉ"] = { "ɲ", "ny", "ñ", "ny", "ny" },
["ည"] = { "ɲ", "ny", "ññ", "ny", "ny" },
["ဉှ"] = { "ɲ̊", "hny", "ñh", "hny", "hny" },
["ညှ"] = { "ɲ̊", "hny", "ññh", "hny", "hny" },
["ညွ"] = { "ɲw", "nyw", "ñv", "nyw", "nyw" },
["ညွှ"] = { "ɲ̊w", "hnyw", "ñvh", "hnyw", "hnyw" },
["ဋ"] = { "t", "t", "ṭ", "t", "t" },
["ဌ"] = { "tʰ", "ht", "ṭh", "ht", "ht" },
["ဍ"] = { "d", "d", "ḍ", "d", "d" },
["ဎ"] = { "d", "dh", "ḍh", "d", "d" },
["ဏ"] = { "n", "n", "ṇ", "n", "n" },
["ဏှ"] = { "n̥", "hn", "ṇh", "hn", "hn" },
["တ"] = { "t", "t", "t", "t", "t" },
["တျ"] = { "tj", "ty", "ty", "ty", "ty" },
["တြ"] = { "tɹ", "tr", "tr", "tr", "tr" },
["တွ"] = { "tw", "tw", "tv", "tw", "tw" },
["ထ"] = { "tʰ", "ht", "th", "ht", "ht" },
["ထွ"] = { "tʰw", "htw", "thv", "htw", "htw" },
["ဒ"] = { "d", "d", "d", "d", "d" },
["ဒျ"] = { "dj", "dy", "dy", "dy", "dy" },
["ဒြ"] = { "dɹ", "dr", "dr", "dr", "dr" },
["ဒွ"] = { "dw", "dw", "dv", "dw", "dw" },
["ဓ"] = { "d", "dh", "dh", "d", "d" },
["န"] = { "n", "n", "n", "n", "n" },
["နှ"] = { "n̥", "hn", "nh", "hn", "hn" },
["နျ"] = { "nj", "ny", "ny", "ny", "ny" },
["နွ"] = { "nw", "nw", "nv", "nw", "nw" },
["နွှ"] = { "n̥w", "hnw", "nvh", "hnw", "hnw" },
["ပ"] = { "p", "p", "p", "p", "p" },
["ပျ"] = { "pj", "py", "py", "py", "py" },
["ပြ"] = { "pj", "pr", "pr", "py", "py" },
["ပြွ"] = { "pw", "prw", "prv", "pw", "pw" },
["ပွ"] = { "pw", "pw", "pv", "pw", "pw" },
["ဖ"] = { "pʰ", "hp", "ph", "hp", "hp" },
["ဖျ"] = { "pʰj", "hpy", "phy", "hpy", "hpy" },
["ဖြ"] = { "pʰj", "hpr", "phr", "hpy", "hpy" },
["ဖွ"] = { "pʰw", "hpw", "phv", "hpw", "hpw" },
["ဗ"] = { "b", "b", "b", "b", "b" },
["ဗျ"] = { "bj", "by", "by", "by", "by" },
["ဗြ"] = { "bj", "br", "br", "by", "by" },
["ဗွ"] = { "bw", "bw", "bv", "bw", "bw" },
["ဘ"] = { "b", "bh", "bh", "b", "b" },
["-ဘ"] = { "pʰ", "bh", "bh", "hp", "hp" },
["ဘွ"] = { "bw", "bhw", "bhv", "bw", "bw" },
["-ဘွ"] = { "pʰw", "bhw", "bhw", "hpw", "hpw" },
["မ"] = { "m", "m", "m", "m", "m" },
["မှ"] = { "m̥", "hm", "mh", "hm", "hm" },
["မျ"] = { "mj", "my", "my", "my", "my" },
["မျှ"] = { "m̥j", "hmy", "myh", "hmy", "hmy" },
["မြ"] = { "mj", "mr", "mr", "my", "my" },
["မြှ"] = { "m̥j", "hmr", "mrh", "hmy", "hmy" },
["မြွ"] = { "mjw", "mrw", "mrv", "myw", "myw" },
["မြွှ"] = { "m̥w", "hmrw", "mrvh", "hmw", "hmw" },
["မွ"] = { "mw", "mw", "mv", "mw", "mw" },
["မွှ"] = { "m̥w", "hmw", "mvh", "hmw", "hmw" },
["ယ"] = { "j", "y", "y", "y", "y" },
["ယှ"] = { "ʃ", "hy", "yh", "sh", "hy" },
["သျှ"] = { "ʃ", "hsy", "syh", "sh", "hy" },
["ယွ"] = { "jw", "yw", "yv", "yw", "yw" },
["ရ"] = { "j", "r", "r", "y", "y" },
["*ရ"] = { "ɹ", "r", "r", "r", "r" },
["ရှ"] = { "ʃ", "hr", "rh", "sh", "hy" },
["ရွ"] = { "jw", "rw", "rv", "yw", "yw" },
["ရွှ"] = { "ʃw", "hrw", "rvh", "shw", "hyw" },
["လ"] = { "l", "l", "l", "l", "l" },
["လှ"] = { "l̥", "hl", "lh", "hl", "hl" },
["လျ"] = { "j", "ly", "ly", "y", "y" },
["+သျှ"] = { "j", "hsy", "syh", "y", "y" },
["*လျ"] = { "lj", "ly", "ly", "ly", "ly" },
["လျှ"] = { "ʃ", "hly", "lyh", "sh", "hy" },
["*လျှ"] = { "l̥j", "hly", "lyh", "hly", "hly" },
["လွ"] = { "lw", "lw", "lv", "lw", "lw" },
["လွှ"] = { "l̥w", "hlw", "lvh", "hlw", "hlw" },
["ဝ"] = { "w", "w", "v", "w", "w" },
["ဝှ"] = { "ʍ", "hw", "vh", "hw", "hw" },
["သ"] = { "θ", "s", "s", "th", "th" },
["+သ"] = { "ð", "s", "s", "dh", "th" },
["သွ"] = { "θw", "sw", "sv", "thw", "thw" },
["+သွ"] = { "ðw", "sw", "sw", "dhw", "thw" },
["ဟ"] = { "h", "h", "h", "h", "h" },
["ဟွ"] = { "hw", "hw", "hv", "hw", "hw" },
["ဠ"] = { "l", "l", "ḷ", "l", "l" },
["အ"] = { "ʔ", "", "ʼ", "", "" },
-- only appears after a vowel in the same word
["ဿ"] = { "ʔθ", "ss", "ss", "tth", "ʔth" },
[""] = { "ʔ", "", "", "", "" },
["-"] = { "", "", "", "", "" },
["ျ"] = { nil, "y", "y", nil, nil },
["ြ"] = { nil, "r", "r", nil, nil },
["ွ"] = { nil, "w", "w", nil, nil },
}
local initial_voicing = {
["+က"] = "ဂ",
["+ခ"] = "ဂ",
["+စ"] = "ဇ",
["+ဆ"] = "ဇ",
["+ဋ"] = "ဍ",
["+ဌ"] = "ဍ",
["+တ"] = "ဒ",
["+ထ"] = "ဒ",
["+ပ"] = "ဗ",
["+ဖ"] = "ဗ",
["-ဘ"] = "ဖ",
}
local final_table = {
[""] = { "a̰", "a.", "a", "a.", "á" },
["က်"] = { "ɛʔ", "ak", "akʻ", "et", "eʔ" },
["င်"] = { "ɪ̀ɴ", "ang", "aṅʻ", "in", "iñ" },
["စ်"] = { "ɪʔ", "ac", "acʻ", "it", "iʔ" },
["ည်"] = { "ì", "any", "aññʻ", "i", "i" },
["ည်2"] = { "è", "any", "aññʻ", "e", "ei" },
["ည်3"] = { "ɛ̀", "any", "aññʻ", "è", "e" },
["ဉ်"] = { "ɪ̀ɴ", "any", "añʻ", "in", "iñ" },
["တ်"] = { "aʔ", "at", "atʻ", "at", "aʔ" },
["န်"] = { "àɴ", "an", "anʻ", "an", "añ" },
["ပ်"] = { "aʔ", "ap", "apʻ", "at", "aʔ" },
["မ်"] = { "àɴ", "am", "amʻ", "an", "añ" },
["ယ်"] = { "ɛ̀", "ai", "ayʻ", "è", "e" },
["ံ"] = { "àɴ", "am", "aṃ", "an", "añ" },
["ာ"] = { "à", "a", "ā", "a", "a" },
["ါ"] = { "à", "a", "ā", "a", "a" },
["ိ"] = { "ḭ", "i.", "i", "i.", "í" },
["ိတ်"] = { "eɪʔ", "it", "itʻ", "eik", "eiʔ" },
["ိန်"] = { "èɪɴ", "in", "inʻ", "ein", "eiñ" },
["ိပ်"] = { "eɪʔ", "ip", "ipʻ", "eik", "eiʔ" },
["ိမ်"] = { "èɪɴ", "im", "imʻ", "ein", "eiñ" },
["ိံ"] = { "èɪɴ", "im", "iṃ", "ein", "eiñ" },
["ီ"] = { "ì", "i", "ī", "i", "i" },
["ု"] = { "ṵ", "u.", "u", "u.", "ú" },
["ုတ်"] = { "oʊʔ", "ut", "utʻ", "ok", "ouʔ" },
["ုန်"] = { "òʊɴ", "un", "unʻ", "on", "ouñ" },
["ုပ်"] = { "oʊʔ", "up", "upʻ", "ok", "ouʔ" },
["ုမ်"] = { "òʊɴ", "um", "umʻ", "on", "ouñ" },
["ုံ"] = { "òʊɴ", "um", "uṃ", "on", "ouñ" },
["ူ"] = { "ù", "u", "ū", "u", "u" },
["ေ"] = { "è", "e", "e", "e", "ei" },
["ဲ"] = { "ɛ́", "ai:", "ai", "è:", "è" },
["ော"] = { "ɔ́", "au:", "o", "aw:", "ò" },
["ောက်"] = { "aʊʔ", "auk", "okʻ", "auk", "auʔ" },
["ောင်"] = { "àʊɴ", "aung", "oṅʻ", "aung", "auñ" },
["ော်"] = { "ɔ̀", "au", "oʻ", "aw", "o" },
["ို"] = { "ò", "ui", "ui", "o", "ou" },
["ိုက်"] = { "aɪʔ", "uik", "uikʻ", "aik", "aiʔ" },
["ိုင်"] = { "àɪɴ", "uing", "uiṅʻ", "aing", "aiñ" },
["ွတ်"] = { "ʊʔ", "wat", "vatʻ", "ut", "uʔ" },
["ွန်"] = { "ʊ̀ɴ", "wan", "vanʻ", "un", "uñ" },
["ွပ်"] = { "ʊʔ", "wap", "vapʻ", "ut", "uʔ" },
["ွမ်"] = { "ʊ̀ɴ", "wam", "vamʻ", "un", "uñ" },
["ွံ"] = { "ʊ̀ɴ", "wam", "vaṃ", "un", "uñ" },
["'"] = { "ə", "a", "a", "ă", "ă" },
["်"] = { "", "", "ʻ", "", "" },
}
local nucleus_table = {
[""] = { "à", "a", "a", "a", "a" },
["ိ"] = { "ì", "i", "i", "i", "i" },
["ု"] = { "ù", "u", "u", "u", "u" },
["ော"] = { "ɔ̀", "au", "o", "aw", "o" },
["ေါ"] = { "ɔ̀", "au", "o", "aw", "o" },
["ွ"] = { "ʊ̀", "wa", "va", "u", "u" },
}
local indep_letter_table = {
["ဣ"] = { "ḭ", "i.", "i", "i.", "í" },
["ဤ"] = { "ì", "i", "ī", "i", "i" },
["ဥ"] = { "ṵ", "u.", "u", "u.", "ú" },
["ဦ"] = { "ù", "u", "ū", "u", "u" },
["ဧ"] = { "è", "e", "e", "e", "ei" },
["၏"] = { "ɛ̰", "e", "e*", "è.", "é" },
["ဩ"] = { "ɔ́", "au:", "o", "aw:", "ò" },
["ဪ"] = { "ɔ̀", "au", "oʻ", "aw", "o" },
["၌"] = { "n̥aɪʔ", "hnai.", "n*", "hnaik", "hnaiʔ" },
["၍"] = { "jwḛ", "rwe", "r*", "ywe.", "yweí" },
}
local tone_table = {
["း"] = { "́", ":", "ʺ", ":", "̀" },
["့"] = { "̰", ".", "ʹ", ".", "́" },
}
local ambig_intersyl = {
[1] = {
},
[2] = {
["ky"] = 1, ["kr"] = 1, ["kw"] = 1,
["gy"] = 1, ["gr"] = 1, ["gw"] = 1,
["ng"] = 1, ["ny"] = 1,
["cw"] = 1, ["tw"] = 1, ["nw"] = 1,
["py"] = 1, ["pr"] = 1, ["pw"] = 1,
["my"] = 1, ["mr"] = 1, ["mw"] = 1,
},
[3] = {
},
[4] = {
["ky"] = 1, ["kr"] = 1, ["kw"] = 1,
["gy"] = 1, ["gr"] = 1, ["gw"] = 1,
["ng"] = 1, ["ny"] = 1,
["cw"] = 1, ["tw"] = 1, ["nw"] = 1,
["tr"] = 1, ["tw"] = 1,
["py"] = 1, ["pr"] = 1, ["pw"] = 1,
["my"] = 1, ["mr"] = 1, ["mw"] = 1,
},
[5] = {
["ou"] = 1,
},
}
local reverse_table = {
["hm"] = "မှ", ["m"] = "မ",
["hn"] = "နှ", ["n"] = "န",
["hny"] = "ညှ", ["ny"] = "ည",
["hng"] = "ငှ", ["ng"] = "င",
["p"] = "ပ", ["hp"] = "ဖ", ["b"] = "ဗ",
["t"] = "တ", ["ht"] = "ထ", ["d"] = "ဒ",
["c"] = "ကျ", ["hc"] = "ချ", ["j"] = "ဂျ",
["k"] = "က", ["hk"] = "ခ", ["g"] = "ဂ",
[""] = "အ",
["th"] = "သ", ["+th"] = "+သ",
["s"] = "စ", ["hs"] = "ဆ", ["z"] = "ဇ",
["hy"] = "ရှ",
["h"] = "ဟ",
["r"] = "*ရ",
["y"] = "ယ",
["hw"] = "ဝှ", ["w"] = "ဝ",
["hl"] = "လှ", ["l"] = "လ",
["hmw"] = "မွှ", ["mw"] = "မွ", ["hmy"] = "မျှ", ["my"] = "မျ",
["hnw"] = "နွှ", ["nw"] = "နွ",
["hnyw"] = "ညွှ", ["nyw"] = "ညွ",
["hngw"] = "ငွှ", ["ngw"] = "ငွ",
["pw"] = "ပွ", ["hpw"] = "ဖွ", ["bw"] = "ဗွ",
["py"] = "ပျ", ["hpy"] = "ဖျ", ["by"] = "ဗျ",
["tw"] = "တွ", ["htw"] = "ထွ", ["dw"] = "ဒွ",
["cw"] = "ကျွ", ["hcw"] = "ချွ", ["jw"] = "ဂျွ",
["kw"] = "ကွ", ["hkw"] = "ခွ", ["gw"] = "ဂွ",
["thw"] = "သွ",
["sw"] = "စွ", ["hsw"] = "ဆွ", ["zw"] = "ဇွ",
["hyw"] = "ရွှ",
["hw"] = "ဟွ",
["yw"] = "ယွ",
["hlw"] = "လွှ", ["lw"] = "လွ", ["hly"] = "*လျှ", ["ly"] = "*လျ",
["i"] = "ီ", ["i\\"] = "ီး", ["i/"] = "ိ", ["i?"] = "စ်",
["i~"] = "င်", ["i\\~"] = "င်း", ["i/~"] = "င့်",
["ei"] = "ေ", ["ei\\"] = "ေး", ["ei/"] = "ေ့", ["ei?"] = "ိတ်",
["ei~"] = "ိန်", ["ei\\~"] = "ိန်း", ["ei/~"] = "ိန့်",
["e"] = "ယ်", ["e\\"] = "ဲ", ["e/"] = "ယ့်", ["e?"] = "က်",
["ai~"] = "ိုင်", ["ai\\~"] = "ိုင်း", ["ai/~"] = "ိုင့်",
["ai?"] = "ိုက်",
["a"] = "ာ", ["a\\"] = "ား", ["a/"] = "", ["a?"] = "တ်",
["a~"] = "န်", ["a\\~"] = "န်း", ["a/~"] = "န့်",
["o"] = "ော်", ["o\\"] = "ော", ["o/"] = "ော့", ["au?"] = "ောက်",
["au~"] = "ောင်", ["au\\~"] = "ောင်း", ["au/~"] = "ောင့်",
["ou"] = "ို", ["ou\\"] = "ိုး", ["ou/"] = "ို့", ["ou?"] = "ုပ်",
["ou~"] = "ုန်", ["ou\\~"] = "ုန်း", ["ou/~"] = "ုန့်",
["u"] = "ူ", ["u\\"] = "ူး", ["u/"] = "ု", ["u?"] = "ွတ်",
["u~"] = "ွန်", ["u\\~"] = "ွန်း", ["u/~"] = "ွန့်",
["a'"] = "'",
}
local repl_string = "([ကခဂဃငစဆဇဈဉညဋဌဍဎဏတထဒဓနပဖဗဘမယရလဝသဟဠအဿ][ျြွှ]*[ံ့းွာါါိီုူေဲ]*)([ကခဂဃငစဆဇဈဉညဋဌဍဎဏတထဒဓနပဖဗဘမယရလဝသဟဠအဿ][့]?[^့်္])"
function syllabify(text)
text = gsub(text, "('?)([%+%-%*]*)", function(a, b)
if a .. b ~= "" then return a .. " " .. b end
end)
text = gsub(text, "([ဣဤဥဦဧဩဪ၏၌၍][့း်]?)(.?)(.?)", function(a, b, c)
return (c == "္" and " "..a..b.." "..c or (c == "်" and " "..a..b..c or " "..a.." "..b..c))
end) .. " "
text = gsub(text, "(်း?'?)", "%1 ")
text = gsub(text, "([း့])([ကခဂဃငစဆဇဈဉညဋဌဍဎဏတထဒဓနပဖဗဘမယရလဝသဟဠအ]်)", "%2%1")
while match(text, repl_string) do
text = gsub(text, repl_string, "%1 %2")
end
text = gsub(text, "္", " , ")
text = gsub(text, " +", " ")
text = gsub(text, "^ ?(.*[^ ]) ?$", "%1")
text = gsub(text, " , ", " ")
text = gsub(text, " ([23])", "%1")
return text
end
function initial_by_char(initial_string, system_index, ref_table)
local initial_set = {}
for character in mw.text.gsplit(initial_string, "") do
local temp_initial = ref_table[character] or error("Initial data not found.")
table.insert(initial_set, temp_initial[system_index] or temp_initial)
end
return table.concat(initial_set)
end
function generate_respelling(text)
text = gsub(text, " ", " ")
text = gsub(text, "ါ", "ာ")
if match(text, "[က-႟ꩠ-ꩻ]") then return text end
text = gsub(text, "(%+?)([^%?%+'/\\~aeiou ]*)(/?)([%?'/\\~aeiou]+)", function(voicing_mark, latin_initial, opt_sep, latin_final)
return
voicing_mark ..
(reverse_table[latin_initial] or initial_by_char(latin_initial, nil, reverse_table)) ..
opt_sep ..
reverse_table[latin_final]
end)
return text
end
function process(initial, final, tone, schwa, system, system_index)
if match(initial .. final, "ွှ?[တနပမံ]") and system["type"] == "phonetic" then
initial = gsub(initial, "[ွ/]", "")
final = "ွ" .. final
else
initial = gsub(initial, "/", "")
end
initial_new = system["type"] == "phonetic" and gsub(initial, "%+.", initial_voicing) or initial
if indep_letter_table[initial_new] then
initial_new = match(initial_new, "[၌၍]") and "-" or ""
final = initial .. final
end
if initial_new == "မြွ" then require('debug').track('my-pron/mrw') end
initial_data =
initial_table[initial_new]
or initial_table[gsub(initial_new, "[%+%-%*]", "")]
or (system["type"] == "orthographic"
and initial_by_char(initial_new, system_index, initial_table)
or error("Initial data not found."))
initial_value = initial_data[system_index] or initial_data
if match(initial, "^%+") and system_index == 5 then
initial_value = initial_table[gsub(initial, "%+", "")][system_index]
initial_value = gsub(initial_value, "^([^rwy]+)", "<u>%1</u>")
end
final_data =
final_table[system["type"] .. schwa == "phonetic'" and schwa or final]
or (system["type"] == "phonetic"
and (final_table[final .. "်"] or indep_letter_table[final])
or indep_letter_table[final])
or gsub(final, "^([^်]*)([^်])(်?)$", function(first, second, third)
first_data = nucleus_table[first] or final_table[first] or indep_letter_table[first] or first
second_data = initial_table[second] or second
first = first_data ~= first and first_data[system_index] or first
second = second_data ~= second
and second_data[system_index] .. ((system_index == 3 and third ~= "") and "ʻ" or "")
or second
return (gsub(first .. second, "([%.:])(.*)", "%2"))
end)
final_value = type(final_data) == "table" and final_data[system_index] or final_data
final_value = mw.ustring.toNFD(final_value)
if tone == "" then
tone_value = ""
else
if system_index ~= 4 then final_value = gsub(final_value, "̀", "") end
final_value = gsub(final_value, "[́:%.]", "")
if system["type"] .. schwa == "phonetic'" then
tone_value = ""
else
tone_data = tone_table[tone] or error("Tone data not found.")
tone_value = tone_data[system_index]
end
end
if system_index == 1 then
final_value = gsub(final_value, "^([aeəɛiɪoɔuʊ])", "%1" .. tone_value)
elseif system_index == 5 then
final_value = gsub(final_value, "([aeiou])([^aeiou]*)$", "%1" .. tone_value .. "%2")
else
final_value = final_value .. tone_value
end
return mw.ustring.toNFC(initial_value .. final_value)
end
function remove_wide_space(text)
return (gsub(text, " ", ""))
end
function concatenate(set, system_index)
if system_index == 1 then return remove_wide_space(table.concat(set)) end
result_text = remove_wide_space(table.concat(set, " "))
for count = 1, 3 do
result_text = gsub(result_text, "(.) (.)([^ ]?)",
function(previous, next, after_next)
if ambig_intersyl[system_index][previous .. next]
or ((system_index == 2 or system_index == 4)
and (match(previous .. " " .. next, "[ptkgmngy] [aeiou]")
or (match(previous .. next .. after_next, "[aeiou][ptkmn][rwyg]") and not match(after_next, "[aeiou]")))) then
return previous .. "-" .. next .. after_next
else
return previous .. next .. after_next
end
end)
end
return result_text
end
function export.get_romanisation(word, pronunciations, system, system_index, mode)
local sentences = {}
word = gsub(word, " ", "|")
if system["type"] == "phonetic" then
word = gsub(word, "ဿ", "တ်သ")
end
word = syllabify(word)
word = gsub(word, "ါ", "ာ")
if system["type"] == "phonetic" then
word = gsub(word, "ဝ([တနပမံ])", "ဝွ%1")
end
for phrase in mw.text.gsplit(word, "|", true) do
local temp = {}
local syllable = mw.text.split(phrase, " ", true)
for syllable_index = 1, #syllable do
syllable[syllable_index] = gsub(syllable[syllable_index], "([း့])(်)", "%2%1")
temp[syllable_index] = gsub(
syllable[syllable_index],
"^([%+%-%*]*[ကခဂဃငစဆဇဈဉညဋဌဍဎဏတထဒဓနပဖဗဘမယရလဝသဟဠအဣဤဥဦဧဩဪ၏၌၍ဿ][ျြ]?ွ?ှ?/?)([^း့']*)([း့]?)('?)$",
function(initial, final, tone, schwa)
return process(initial, final, tone, schwa, system, system_index)
end)
end
table.insert(sentences, concatenate(temp, system_index))
end
if mode == "translit_module" then return table.concat(sentences, " ") end
table.insert(pronunciations[system_index], table.concat(sentences, " "))
return pronunciations[system_index]
end
function respelling_format(phonetic, page_title)
local page_title_set = mw.text.split(syllabify(page_title), " ")
local new_respellings = {}
for _, respelling in ipairs(phonetic) do
local respelling_set = mw.text.split(syllabify(respelling), " ")
if gsub(table.concat(respelling_set), "[%+%-%*']", "") == (gsub(table.concat(page_title_set), "ါ", "ာ")) then
for index, element in ipairs(respelling_set) do
if element ~= page_title_set[index] then
respelling_set[index] = '<span style="font-size:110%; color:#A32214; font-weight: bold">' .. element .. '</span>'
end
end
end
table.insert(new_respellings, table.concat(respelling_set))
end
text = table.concat(new_respellings, ", ")
text = remove_wide_space(text)
text = gsub(text, "[%+%-].", initial_voicing)
text = gsub(text, "([ခဂငဒပဝ]ေ?)ာ", "%1ါ")
return text
end
function export.generate_tests(word, respelling)
respelling, word = generate_respelling(respelling), generate_respelling(word)
local pronunciations = {
[1] = {},
[2] = {},
[3] = {},
[4] = {},
[5] = {},
}
local p, result = { ["orthographic"] = word, ["phonetic"] = respelling or word }, {}
table.sort(system_list, function(first, second) return first[1] < second[1] end)
for system_index, system in ipairs(system_list) do
pronunciations[system_index] = export.get_romanisation(p[system["type"]], pronunciations, system, system_index)
end
for system_index = 1, 5 do
table.insert(result, table.concat(pronunciations[system_index]))
end
return (gsub(gsub(table.concat(result, " | "), "<u>", "("), "</u>", ")"))
end
function export.make(frame)
local args = frame:getParent().args
local page_title = mw.title.getCurrentTitle().text
local title = generate_respelling(args["word"] or page_title)
local p, result = { ["orthographic"] = { title }, ["phonetic"] = {} }, {}
local pronunciations = {
[1] = {},
[2] = {},
[3] = {},
[4] = {},
[5] = {},
}
if not args[1] then args = { title } end
for index, item in ipairs(args) do
table.insert(p["phonetic"], (item ~= "") and generate_respelling(item) or nil)
end
table.sort(system_list, function(first, second) return first[1] < second[1] end)
for system_index, system in ipairs(system_list) do
for _, word in ipairs(p[system["type"]]) do
pronunciations[system_index] = export.get_romanisation(word, pronunciations, system, system_index)
end
end
if title ~= table.concat(args) then
table.insert(result,
"* Phonetic respelling" .. (#p["phonetic"] > 1 and "s" or "") .. ": " ..
tostring( mw.html.create( "span" )
:attr( "lang", "my" )
:attr( "class", "Mymr" )
:wikitext( respelling_format( p["phonetic"], page_title ))) .. "\n" )
end
table.insert(result,
'* [[Wiktionary:International Phonetic Alphabet|IPA]]' ..
'<sup>([[Appendix:Burmese pronunciation|key]])</sup>: ' ..
(tostring( mw.html.create( "span" )
:attr( "class", "IPA" )
:wikitext( "/" .. gsub(table.concat(pronunciations[1], "/, /"), "ʔʔ", "ʔ.ʔ") .. "/" ))) ..
'\n* [[Wiktionary:Burmese transliteration|Romanization:]] ')
for system_index = 2, 5 do
table.insert(result,
(system_index ~= 2 and " • " or "") ..
"''" .. system_list[system_index]["name"] .. ":'' " ..
table.concat(pronunciations[system_index], "/"))
end
return table.concat(result)
end
return export |
CustomSBValues = {}
done = 0
-- Ext.RegisterOsirisListener("CharacterUsedSkillOnTarget", 5, "before", function(character, target, skill, skillType, skillElement)
-- local stat = Ext.GetStat(skill)
-- local isCSB = false
-- for i, properties in pairs(stat.SkillProperties) do
-- if properties.Action == "CUSTOMSURFACEBOOST" then isCSB = true end
-- end
-- if isCSB then
-- local surfaces = {}
-- for i, properties in pairs(stat.SkillProperties) do
-- if properties.SurfaceBoosts ~= nil then
-- for i,surface in pairs(properties.SurfaceBoosts) do
-- table.insert(surfaces, surface)
-- end
-- end
-- end
-- local char = Ext.GetCharacter(target)
-- local x = char.WorldPos[1]
-- local y = char.WorldPos[3]
-- local radius = Ext.GetStat(skill).AreaRadius
-- local grid = Ext.GetAiGrid()
-- local tiles = 0
-- local scale = 0.5
-- for i = x-radius,x+radius, scale do
-- for j = y-radius,y+radius, scale do
-- local info = grid:GetCellInfo(i,j)
-- if ((i-x)*(i-x) + (j-y)*(j-y)) <= radius*radius then
-- for surfaceType, t in pairs(SiphonPoisonSurfaces) do
-- if info ~= nil and (info.Flags & surfaceFlags[surfaceType]) == surfaceFlags[surfaceType] then
-- tiles = tiles + 1
-- end
-- end
-- end
-- end
-- end
-- Ext.Print("tiles:",tiles)
-- if CustomSBValues[skill] == nil then CustomSBValues = {} end
-- CustomSBValues[skill][char.MyGuid] = tiles
-- end
-- end)
Ext.RegisterOsirisListener("CharacterUsedSkill", 4, "before", function(character, skill, skillType, skillElement)
local stat = Ext.GetStat(skill)
local isCSB = false
if stat.SkillProperties ~= nil then
for i, properties in pairs(stat.SkillProperties) do
if properties.Action == "CUSTOMSURFACEBOOST" then isCSB = true end
end
end
if isCSB then
local surfaces = {}
for i, properties in pairs(stat.SkillProperties) do
if properties.SurfaceBoosts ~= nil then
for i,surface in pairs(properties.SurfaceBoosts) do
table.insert(surfaces, surface)
end
end
end
local char = Ext.GetCharacter(character)
local x = char.WorldPos[1]
local y = char.WorldPos[3]
local radius = Ext.GetStat(skill).AreaRadius
local grid = Ext.GetAiGrid()
local tiles = 0
local scale = 0.5
for i = x-radius,x+radius, scale do
for j = y-radius,y+radius, scale do
local info = grid:GetCellInfo(i,j)
if ((i-x)*(i-x) + (j-y)*(j-y)) <= radius*radius then
for i, surfaceType in pairs(surfaces) do
if info ~= nil then
local rawType = string.gsub(surfaceType, "Blessed", "")
rawType = string.gsub(rawType, "Cursed", "")
if (info.Flags & surfaceFlags[rawType]) == surfaceFlags[rawType] then
if string.match(surfaceType, "Blessed") then
if (info.Flags & surfaceFlags["Blessed"]) == surfaceFlags["Blessed"] then
tiles = tiles + 1
end
elseif string.match(surfaceType, "Cursed") then
if (info.Flags & surfaceFlags["Cursed"]) == surfaceFlags["Cursed"] then
tiles = tiles + 1
end
else
tiles = tiles + 1
end
end
end
end
end
end
end
Ext.Print("tiles:",tiles)
if CustomSBValues[skill] == nil then CustomSBValues[skill] = {} end
CustomSBValues[skill][char.MyGuid] = tiles
end
end)
Ext.RegisterSkillProperty("CUSTOMSURFACEBOOST", {
ExecuteOnTarget = function(property, attacker, target, position, isFromItem, skill, hit)
-- Ext.Print("SKILLPROPERTY on target")
-- Ext.Dump(property)
-- Ext.Print(property, attacker.DisplayName, target.DisplayName, position, isFromItem, skill, hit)
if done < 1 then
local args = {}
local index = 1
for value in string.gmatch(property.Arg3, "(.-)/") do
args[index] = value
-- Ext.Print(index, value)
index = index + 1
end
local status = Ext.GetStat(args[1])
local duration = args[2]
local statProperties = {} -- Usage: StatEntry, Field, Base, Growth, CellAggregate
index = 1
for value in string.gmatch(args[3], "(.-)|") do
Ext.Print(index, value)
statProperties[index] = value
index = index + 1
end
index = 1
local start = 1
for i=1,GetTableSize(statProperties),7 do
local baseStat = statProperties[i] -- The name of the status to take as a base
if baseStat == nil then break end
local statEntry = statProperties[i+1] -- Potion or Weapon entry
local field = statProperties[i+2]
local base = statProperties[i+3]
local growth = statProperties[i+4]
local cellAggregate = tonumber(statProperties[i+5])
local maxBonus = tonumber(statProperties[i+6])
-- Ext.Print(baseStat, statEntry, field, base, growth, cellAggregate)
-- Ext.Dump(CustomSBValues[skill])
local nbBoosts = CustomSBValues[skill.Name][attacker.MyGuid] / cellAggregate
local boostValue
if nbBoosts < maxBonus then
boostValue = Ext.Round(math.floor(nbBoosts * growth))
else
boostValue = Ext.Round(math.floor(maxBonus * growth))
end
-- Ext.Print("boost:", boostValue, "total:", base+boostValue)
local hiddenBoost = status.Name.."_"..string.gsub(field, " ", "").."_"..boostValue
-- Ext.Print(hiddenBoost)
if NRD_StatExists(hiddenBoost) then
if GetStatusTurns(attacker.MyGuid, "LXC_Proxy_"..hiddenBoost) == tonumber(duration) then
return
end
-- if HasActiveStatus(attacker.MyGuid, hiddenBoost) == 0 then
ApplyStatus(attacker.MyGuid, "LXC_Proxy_"..hiddenBoost, duration*6.0, 1)
-- end
else
local newStat = {Name = hiddenBoost}
if not NRD_StatExists(newStat.Name) then
newStat = Ext.CreateStat(newStat.Name, statEntry, baseStat)
newStat[field] = base + boostValue
Ext.SyncStat(newStat.Name, false)
end
if statEntry == "Weapon" then
if not NRD_StatExists("LXC_PotionProxy"..hiddenBoost) then
local newPotion = Ext.CreateStat("LXC_PotionProxy"..hiddenBoost, "Potion", "DGM_Potion_Base")
newPotion.BonusWeapon = newStat.Name
Ext.SyncStat(newPotion.Name, false)
end
end
local newStatus = Ext.CreateStat("LXC_Proxy".."_"..hiddenBoost, "StatusData", "DGM_BASE")
if statEntry == "Potion" then
newStatus["StatsId"] = hiddenBoost
elseif statEntry == "Weapon" then
newStatus["StatsId"] = "LXC_PotionProxy"..hiddenBoost
end
Ext.Print(status.Name)
newStatus["StackId"] = "DGM_Stack_"..status.Name
Ext.SyncStat(newStatus.Name, false)
ApplyStatus(attacker.MyGuid, newStatus.Name, duration*6.0, 1)
end
end
ApplyStatus(attacker.MyGuid, status.Name, duration*6.0)
end
if done == 0 then
done = 2
else
done = done - 1
end
end,
ExecuteOnPosition = function(property, attacker, position, areaRadius, isFromItem, skill, hit)
-- Ext.Print("SKILLPROPERTY on position")
-- Ext.Dump(property)
-- Ext.Print(property, attacker, position, areaRadius, isFromItem, skill, hit)
end
}) |
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