content
stringlengths 5
1.05M
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require('History');
function Client_GameRefresh(game)
if(game.Us == nil or Mod.PlayerGameData.TerritorySellOffers == nil)then
return;
end
local Nachricht = "";
if(tablelength(Mod.PlayerGameData.Peaceoffers)>0)then
Nachricht = Nachricht .. "\n" .. 'You have ' .. tablelength(Mod.PlayerGameData.Peaceoffers) .. ' open peace offer';
end
if(tablelength(Mod.PlayerGameData.AllyOffers)>0)then
Nachricht = Nachricht .. "\n" .. 'You have ' .. tablelength(Mod.PlayerGameData.AllyOffers) .. ' open ally offer';
end
if(tablelength(Mod.PlayerGameData.TerritorySellOffers)>0)then
local offercount = 0;
for _,player in pairs(Mod.PlayerGameData.TerritorySellOffers)do
offercount = offercount + tablelength(player);
end
Nachricht = Nachricht .. "\n" .. 'You have ' .. offercount .. ' open territory tradement offer';
end
ShowHistory(Mod.PlayerGameData.NeueNachrichten,game,Nachricht);
end
function tablelength(T)
local count = 0;
for _,elem in pairs(T)do
count = count + 1;
end
return count;
end
|
--new
function DIALOG()
--Trigger
--Triggernumber,Type,Person
--0,D,Hontoka
--1,D,Pater Morpheus
--2,D,Jenna
--Items->NONE
--Startnode, Person
--0,Human Resource
--50,Hontoka
--100,Pater Morpheus
--150,Jenna
-----------------------------------------------------
--Human Resource Director
NODE(0)
SAY("Something came up again. Do you remember the murder of Defries? Well, its seems that this was not supposed to be the end. There was another murder of a CityAdmin employee of a similar rank to Defries.")
ANSWER("CONTINUE",1)
NODE(1)
SAY("I hope this will not spread even further. In any case, the NCPD has allocated all available forces to the investigation of this case.")
ANSWER("CONTINUE",2)
NODE(2)
SAY("It does not seem that easy to solve this mystery, since all investigations usually stop in a dead end. Come on, it cannot be possible that there are so many enemies of the CityAdmin to justify such a lengthy investigation...")
ANSWER("I believe you underestimate that.",3)
NODE(3)
SAY("The main enemy is the Twilight Guardian. They constantly try to disrupt the authority of the CityAdmin, but that is nothing new. Apart from the Twilight Guardian there is only Crahn, Tsunami and the Black Dragon left.")
ANSWER("CONTINUE",4)
NODE(4)
SAY("But Tsunami and Black Dragon are too occupied with their own business and their rivalry. And Crahn is only a remnant of their broken government. They still mourn their loss of power.")
ANSWER("But you underestimate the personal motivations that could lead people to despise the CityAdmin.",5)
NODE(5)
SAY("I believe you are wrong there, the CityAdmin is fully supported by its citizens. Some citizens even control Neocron together with Reza. But that is not why I wanted to speak with you. The NCPD is very taxed at the moment.")
ANSWER("CONTINUE",6)
NODE(6)
SAY("That is why the CityAdmin decided to allow Runners to investigate into that as well and thus help the NCPD. Information about various contacts have been forwarded to me and I have subsequently assigned the appropriate resulting missions to several Runners.")
ANSWER("CONTINUE",7)
NODE(7)
SAY("Unfortunately those Runners who volunteer for such a task or who are qualified enough are a rare breed. That is why I thought about you.")
ANSWER("You are telling me that I am not qualified enough?! And now you are asking me because you have no other Runners left?!!",8)
NODE(8)
SAY("My reasoning is not subject to a debate. Even if you do not seem to accept it, there are Runners that are better suited for such a job than you are. I did not want to express it in such a harsh manner, however.")
ANSWER("CONTINUE",9)
NODE(9)
SAY("If you decide not to follow up this assignment I will of course have to make a note in your file. You should have learned to control your temperament by now.")
ANSWER("Alright, I am cool. What is the assignment all about?",10)
ANSWER("I am not yet in the mood for another task.",13)
NODE(10)
SAY("NCPD has informed us that a certain contact person of the Tsunamis with the name of Hontoka is interested in selling information to us. It could be important for the murder case but since the information is offered by a Tsunami I do not know how reliable it will be. I doubt it to be honest.")
ANSWER("CONTINUE",11)
NODE(11)
SAY("But the CityAdmin would not be where it is today if it did not take all possibilities into consideration. You can find him in the Industrial district 02. If you get enough information talk to officer Jenna afterwards. I assume you already met her.")
STARTMISSION()
SETNEXTDIALOGSTATE(12)
ENDDIALOG()
NODE(12)
SAY("Focus on the assignment. Hontoka is still waiting in Industrial 02 for you. If you have enough information go and visit the NCPD.")
ENDDIALOG()
NODE(13)
SAY("Why don't you rest a little and come back when you feel that you are ready for a new assignment.")
ENDDIALOG()
-----------------------------------------------------
--Hontoka
NODE(50)
SAY("Are you the contact person form the CityAdmin?")
ANSWER("Yes, I was told you have information for us. I hope it will pay off to make this long trip just to meet you.",51)
NODE(51)
SAY("I believe it will. Do you really think I would meet you in a place like this if it wasn't?")
ANSWER("Alright, what have you got?",52)
NODE(52)
SAY("Not so fast!! I think I can expect some kind of compensation for this information since it might help to solve a murder. It should be worth something.")
ANSWER("Who told you about the murder?",53)
NODE(53)
SAY("That is common knowledge by now. The walls in Neocron have eyes and ears even if many of them are from Reza and his CityAdmin.")
ANSWER("Reza is not what we are discussing here. Concentrate on the topic. What do you want for it then?",54)
NODE(54)
SAY("Hehee. That is the beauty about it. I just want a small Datacube. Small and unimportant. Then I will tell you what I know. Don't keep me waiting too long.")
SETNEXTDIALOGSTATE(55)
ENDDIALOG()
NODE(55)
TAKEITEM(1501)
if(result==0)then
SAY("Hurry and bring a datacube to me.")
ENDDIALOG()
else
SAY("Do you have it?")
ANSWER("Yes, take it and then tell me your story,",56)
end
NODE(56)
SAY("Datacubes are very fascinating. You can track them back to every individual owner, did you know that? Hehee. That was also an invention of the CityAdmin to keep a closer eye on their citizens.")
ANSWER("CONTINUE",57)
NODE(57)
SAY("But I shall tell you what information I gathered. There is supposed to be a meeting between Crahn and Twilight Guardian and I believe you should closely follow their movements.")
ANSWER("Could that be a little bit more precise?",58)
NODE(58)
SAY("Alright, Runner. Visit Father Morpheus in the Crest Village. I have heard the meeting is about the exchange of information. Even if that is only partially true. Do you want to know what they really exchange?")
ANSWER("Don't keep me in suspense, tell me.",59)
NODE(59)
SAY("Crahn is selling information about important CityAdmin employees. Guess what this information is used for...")
ANSWER("The murder...",60)
NODE(60)
SAY("Not bad, a CityAdmin Runner with a brain and who can use it. Visit Father Morpheus. He will not be pleased to be visited by a CityAdmin but you might get some more information. And now get lost, it would not look good if I was seen talking to a CityAdmin.")
SETNEXTDIALOGSTATE(61)
ACTIVATEDIALOGTRIGGER(0)
ENDDIALOG()
NODE(61)
SAY("Father Morpheus can be found in Crest Village. I don't have more to say, so bugger off!")
ENDDIALOG()
-----------------------------------------------------
--Padre Morpheus
NODE(100)
ISMISSIONTARGETACCOMPLISHED(0)
if(result==0)then
SAY("I have no wish to speak to you.")
ENDDIALOG()
else
SAY("Hrmph. What do you desire?")
ANSWER("You are Father Morpheus, yes? I have a few questions.",101)
end
NODE(101)
SAY("Who are you to assault me with your questions?")
ANSWER("I am from CityAdmin. That should be reason enough for you to answer my question.",102)
NODE(102)
SAY("You still have much to learn and I feel the chaos in your mind. The CityAdmin? A Runner of the CityAdmin would not visit a Father of the Crahn faction unless he hopes to gain something from that. Maybe I will have what you desire already here.")
ANSWER("Very well. Is it true that Crahn has records about CityAdmin employees?",103)
NODE(103)
SAY("Everybody makes a mental note of somebody he met, why shouldn't we do that too? Yes, we have information about you. Crahn has given us the gift to catch the most secret thoughts out of the very heads of other people.")
ANSWER("You are even admitting it! Isn't there anything left that hasn't got Crahn fingerprints all over it? Have you given this information to the Twilight Guardian?",104)
NODE(104)
SAY("What if I say yes? Will there be an uproar from the CityAdmin? Will they annihilate us and the Twilight Guardian? I don't think so. Maybe I could help you better if I better understood what precisely you want.")
ANSWER("Don't play dumb with me! The two CityAdmin employees that were killed in cold blood are already known everywhere.",105)
NODE(105)
SAY("That proves nothing! It only proves that even CityAdmin employees are not invincible but mortal, like the rest of us. Was that everything? CityAdmin?")
ANSWER("You don't seem to like the CityAdmin very much.",106)
NODE(106)
SAY("I only see how Reza is ruining Neocron. Everything that was carefully created by us is systematically destroyed. Everything within Neocron is getting worse each day.")
ANSWER("That is very arrogant and would cost your life within the boundaries of Neocron. You are lucky to be in the Wastelands. And after all it was you who destroyed everything! Your dictatorship almost ruined Neocron! It was our luck that Reza freed us of that cruel situation.",107)
NODE(107)
SAY("How naive. You really believe that Reza is your saviour? Back when the psi monk government was still operational everything was in order. It was only when Reza and his CityAdmin took over that everything started going downhill. The Outzone was the first to fall. At one time the Outzone was a striving and lively place full of busy people.")
ANSWER("CONTINUE",108)
NODE(108)
SAY("Today it is a monument to the unbelievable incapability of the government and therefore Reza himself.")
ANSWER("Don't twist the facts! Who committed all these heineous experiments on humans?! Who held the citizens of Neocron under slave like conditions?! You! You bitching Crahn! Do you know what I think about your Crahn? I give a shit on Crahn! Without that asshole everything would be better!",109)
NODE(109)
SAY("ENOUGH! To insult Crahn can only be revenged with your blood!")
ATTACK()
ENDDIALOG()
-----------------------------------------------------
--Officer Jenna
NODE(150)
ISMISSIONTARGETACCOMPLISHED(1)
if(result==0)then
SAY("I am busy at the moment.")
ENDDIALOG()
else
SAY("I have already been informed that you would help us once more with the investigation. Welcome on board. Could you find anything useful through the contact you were given?")
ANSWER("It was a dead end. The only thing I got is that Crahn is selling information about CityAdmin employees to Twilight Guardian.",151)
end
NODE(151)
SAY("They did what?")
ANSWER("Yeah, they sold information about CityAdmin employees to the Guardians.",152)
NODE(152)
SAY("We knew that they have extensive information about us but we did not know that they are selling it . This alliance between Crahn and Twilight Guardian should have been taken more serious right from the beginning.")
ANSWER("There is an alliance between those two? How can that be?",153)
NODE(153)
SAY("Yes, there is an alliance. It is fragile but is kept together through their common goal I assume. In this case it is to get rid of the current government. I only have to think about it and I get dizzy.")
ANSWER("CONTINUE",154)
NODE(154)
SAY("At that time my parents have suffered strongly under the Crahn government. Another reason why I am working with the NCPD today. The reason why I would rather die before allowing Crahn to rule Neocron again.")
ANSWER("But that is crazy, how would these two small groups ever be able to do that?",155)
NODE(155)
SAY("Compare them with a virus which infests a healthy human. The virus is small in relation to the human but it will still kill him good.")
ANSWER("CONTINUE",156)
NODE(156)
GIVEMONEY(5000)
SETNEXTDIALOGSTATE(157)
SAY("Like two different kind of virus that you battle with appropriate methods. Don't fool yourself, they are a danger for Neocron. But what am I talking, there is so much to do. Here are your 5000 credits. Keep in shape, I am sure we could use your service again.")
EPICRUNFINISHED(1,1)
ACTIVATEDIALOGTRIGGER(2)
ENDDIALOG()
NODE(157)
SAY("Go away")
ENDDIALOG()
end |
local require = require
local base_handler = require("plugins.base_handler")
local req_var_extractor = require("core.req.req_var_extractor")
local base_dao = require("core.dao.base_dao")
local api_router_dao = require("core.dao.api_router_dao")
local resp_utils = require("core.resp.resp_utils")
local config = require("plugins.api_router.config")
local json = require("core.utils.json")
local utils = require("core.utils.utils")
local PRIORITY = require("plugins.handler_priority")
local err_resp_template_utils = require("core.utils.err_resp_template_utils")
local error_utils = require("core.utils.error_utils")
local error_type_biz = error_utils.types.ERROR_BIZ.name
local error_type_sys = error_utils.types.ERROR_SYSTEM.name
local error_type_upstream = error_utils.types.ERROR_UPSTREAM.name
local healthcheck_helper = require("core.router.healthcheck_helper")
local router_initializer = require("core.router.router_initializer")
local get_healthchecker = healthcheck_helper.get_healthchecker
local keep_target_circuit_break_open_status = healthcheck_helper.keep_target_circuit_break_open_status
local selector_helper = require("core.router.selector_helper")
local log_config = require("core.utils.log_config")
local stringy = require("core.utils.stringy")
local str_len = string.len
local str_sub = string.sub
local tonumber = tonumber
local tostring = tostring
local ngx = ngx
local ngx_log = ngx.log
local ERR = ngx.ERR
local ngx_DEBUG = ngx.DEBUG
local table = table
local TOKEN_VALIDATION = 0;
local AUTH = 1
local balancer_helper = require("core.router.balancer_helper")
local ngx_balancer = require "ngx.balancer"
local get_last_failure = ngx_balancer.get_last_failure
local set_current_peer = ngx_balancer.set_current_peer
local set_timeouts = ngx_balancer.set_timeouts
local set_more_tries = ngx_balancer.set_more_tries
local set_header = ngx.req.set_header
local ngx_var = ngx.var
local lower = string.lower
local str_format = string.format
--local api_group_dao = require("core.dao.api_route_dao")
local api_route_handler = base_handler:extend()
local plugin_name = config.plugin_name
api_route_handler.PRIORITY = PRIORITY.api_router
local function now_millseconds()
return ngx.now() * 1000
end
local function concat_upstream_uri(upstream_host,upstream_path, upstream_query_string)
local upstream_uri
if not upstream_host then
upstream_host = "http://default_upstream/"
end
upstream_uri = upstream_host
if upstream_path then
if stringy.endswith(upstream_host,"/")
and stringy.startswith(upstream_path,"/") then
upstream_path = string.gsub(upstream_path,"/","",1)
end
upstream_uri = upstream_uri .. upstream_path
end
if upstream_query_string then
upstream_uri = upstream_uri .."?"..upstream_query_string
end
return upstream_uri
end
local function get_balance_param(key)
local value = base_dao.get_global_property_by_param_name(key)
if value then
return tonumber(value)
end
return value
end
local function add_header_of_request_id(is_gen_trace_id)
if is_gen_trace_id == true then
local request_id = req_var_extractor.extract_header_param("request_id")
if not request_id or request_id == '' then
request_id = utils.uuid()
set_header("request_id",request_id)
ngx.log(ngx.DEBUG,'request_id is ',request_id)
end
end
ngx.var.trace_id = req_var_extractor.extract_header_param("request_id") or '-'
end
local function deal_websocket_headers()
-- Keep-Alive and WebSocket Protocol Upgrade Headers
if ngx_var.http_upgrade and lower(ngx_var.http_upgrade) == "websocket" then
ngx_var.upstream_connection = "upgrade"
ngx_var.upstream_upgrade = "websocket"
else
ngx_var.upstream_connection = "keep-alive"
end
end
-- 修改request.headers
local function deal_req_headers(api_group_info)
ngx.log(ngx.DEBUG,'========gen_trace_id',api_group_info.gen_trace_id==1,api_group_info.gen_trace_id)
add_header_of_request_id(api_group_info.gen_trace_id==1)
deal_websocket_headers()
ngx.var.request_headers = json.encode(req_var_extractor.extract_headers());
end
-- 如果匹配到灰度分流器,把gray_divide_id改为对应的id
local function match_gray_divide(api_group_info)
local gray_divides = api_group_info.gray_divides
if(not gray_divides or #gray_divides == 0)then
return
end
for _, gray_divide in ipairs(gray_divides) do
local is_match = selector_helper.is_match(gray_divide.selector)
if is_match == true then
api_group_info.gray_divide_id = gray_divide.id
if tonumber(api_group_info.enable_balancing) == 0 then
local upstream_domain_info = req_var_extractor.split_full_uri(api_group_info.upstream_domain_name)
api_group_info.upstream_domain_name = upstream_domain_info.scheme .."://".. gray_divide.gray_domain
end
api_group_info.wheel_size = gray_divide.wheel_size
break
end
end
end
---
-- set proxy pass information:
--- 1. ngr handle loadbalance: calculate the upstream node's ip and port address
--- 2. proxy to interval service's domain: calculate the upstream domain address
-- @param api_group_info api router information has been configured in database
-- @param req_info the current request information
--
local function set_proxy_pass_info(api_group_info, req_info)
local upstream_url
local enable_balancing = tonumber(api_group_info.enable_balancing) or 0
if enable_balancing == 1 then
-- ngr handle upstream loading balancing
local upstream_host = "http://default_upstream/"
upstream_url = concat_upstream_uri(upstream_host,req_info.path,req_info.query_string)
ngx.var.upstream_url = upstream_url
ngx.var.upstream_scheme = "http"
ngx.var.upstream_host = req_info.req_host
local balancer_address = {}
balancer_address.group_id = api_group_info.id
balancer_address.gray_divide_id = api_group_info.gray_divide_id
local host_group_context = api_router_dao.build_host_group_context(api_group_info.host,api_group_info.group_context)
balancer_address.upstream_group_context = api_group_info.group_context
balancer_address.upstream_host = req_info.req_host
balancer_address.healthchecker = get_healthchecker(host_group_context)
if not balancer_address.healthchecker then
ngx_log(ERR,str_format(log_config.sys_error_format,log_config.ERROR,"balancer_address.healthchecker is nil for api_group: " .. host_group_context))
end
balancer_address.upstream_service_id = api_group_info.upstream_service_id
balancer_address.balance_algo = api_group_info.lb_algo
balancer_address.wheel_size = api_group_info.wheel_size
balancer_address.targets = router_initializer.get_targets(api_group_info, api_group_info.gray_divide_id,true)
balancer_address.connection_timeout = get_balance_param(config.balance_connection_timeout_key) or 10000
balancer_address.send_timeout = get_balance_param(config.balance_send_timeout_key) or 60000
balancer_address.read_timeout = get_balance_param(config.balance_read_timeout_key) or 60000
balancer_address.retries_count = get_balance_param(config.balance_retries_count_key) or 0
balancer_address.has_tried_count = 0
balancer_address.tries = {}
local ok, err = balancer_helper.execute(balancer_address)
if not ok then
local msg = "failed to retry the dns/balancer resolver for " .. host_group_context .. "' with: ".. tostring(err)
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_biz,config.small_error_types.biz.type_no_available_balancer)
resp_utils.say_response_UPSTREAM_ERROR(tostring(err))
return
end
local ip = balancer_address.ip
local port = balancer_address.port
if not ip or not port then
local msg = "failed to retry the dns/balancer resolver for ".. host_group_context .. "' with: ip or host id invalid.";
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_balancer_execute_error)
resp_utils.say_response_UPSTREAM_ERROR(msg)
return
end
ngx.ctx.balancer_address = balancer_address
else
-- upstream to interval service domain
local upstream_domain_name =api_group_info.upstream_domain_name
local len = str_len(upstream_domain_name)
if not (str_sub(upstream_domain_name,len) == "/") then
upstream_url = upstream_domain_name .."/"
else
upstream_url = upstream_domain_name
end
upstream_url = concat_upstream_uri(upstream_url, req_info.path,req_info.query_string)
ngx_log(ngx.INFO,'upstream url is:',upstream_url)
local upstream_domain_info = req_var_extractor.split_full_uri(upstream_domain_name)
-- 设置 proxy_pass $upstream_url upstream_scheme upstream_host
ngx.var.upstream_url = upstream_url
ngx.var.upstream_scheme = upstream_domain_info.scheme
ngx.var.upstream_host = upstream_domain_info.host
end
end
local function get_auth_service_uri(uri)
local server_domain = base_dao.get_global_property_by_param_name(config.auth_server_domain_name)
if not server_domain then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"auth_service_uri not found..."))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_auth_conf_error)
resp_utils.say_response_SERVICE_NOT_FOUND()
return
end
local url
if uri then
url = server_domain .. uri
else
-- 约定访问 API Gateway 的 uri 就是auth服务的地址
url = server_domain .. ngx.var.request_uri
end
return url
end
-- 生成签名
local function generateSign(signs,app_key)
local keys = {}
for k, v in pairs(signs) do
table.insert(keys,k)
end
table.sort(keys)
local str=""
for _,k in ipairs(keys) do
str = str .. k .. "=" .. signs[k] .. "&"
end
str = str .. "appKey=" .. app_key
return ngx.md5(str)
end
-- 构建需要签名的参数
local function build_sign_param(app_id,app_key)
local signs = {}
signs["appId"]=app_id
signs["language"]="zh-CN"
signs["requestId"]= utils.random_string()
signs["timeZone"]="GMT"
signs["timestamp"]=ngx.time()--ngx.utctime()
signs["sign"] = generateSign(signs,app_key)
return signs
end
--TODO please fix bugs, request method must be followed auth api
local function build_auth_req_param(app_id, app_key, uri)
local req = {}
local method = ngx.var.request_method
local headers = {}
local data = {}
local body={}
local token,device_Id
if method == "GET" then
token = req_var_extractor.extract_query_param("token")
device_Id = req_var_extractor.extract_query_param("deviceId")
elseif method == "POST" then
token = req_var_extractor.extract_post_param("token")
device_Id = req_var_extractor.extract_post_param("deviceId")
end
if not token then
error_utils.add_error_2_ctx(error_type_biz,config.small_error_types.biz.type_token_error)
resp_utils.say_response_SERVICE_UNAUTHORIZED("'token' can't be empty")
return
end
-- add token to ctx
ngx.ctx.consumer_id_type = "token"
ngx.ctx.consumer_id = token
headers["content-type"] = "application/json"
data["token"] = token
if device_Id then
data["deviceId"] = device_Id
end
body["data"]=data
body["sign"]=build_sign_param(app_id,app_key)
req["uri"] = uri
req["headers"] = headers
req["method"] = "POST"
req["body"]=json.encode(body)
return req
end
local function check_auth_token(ngr_config,url)
local app_id = base_dao.get_global_property_by_param_name(config.auth_server_ngr_app_id)
local app_key = base_dao.get_global_property_by_param_name(config.auth_server_ngr_app_key)
if not app_id or not app_key then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"app_id or app_key is null"))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_auth_conf_error)
resp_utils.say_response_SERVICE_UNAUTHORIZED("app_id or app_key is null")
return
end
local req = build_auth_req_param(app_id,app_key,url)
local httpc = require("core.utils.http_client")(ngr_config.http_client)
ngx_log(ngx_DEBUG,"check_auth_token req:",json.encode(req))
local resp,err = httpc:send(req)
if not resp then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"token verification failed;err:" .. err))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_auth_invoke_error)
resp_utils.say_response_SERVICE_UNAUTHORIZED(err)
return
end
local body = json.decode(resp.body)
if tonumber(body.errNo) ~= TOKEN_VALIDATION then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"token verification failed.errNo:" .. body.errNo))
error_utils.add_error_2_ctx(error_type_biz,config.small_error_types.biz.type_token_error)
resp_utils.say_response_SERVICE_UNAUTHORIZED(nil)
return
end
if httpc then
httpc:close()
end
end
--
--refresh balancer address information from shared cache in balancer phase
--@param address will be refresh
--
local function refresh_balancer_address(addr)
local group_context = addr.upstream_group_context
local host = addr.upstream_host;
local api_group = api_router_dao.get_api_group_by_group_context(host, group_context)
addr.targets = router_initializer.get_targets(api_group, addr.gray_divide_id,true)
end
function api_route_handler:new(app_context)
api_route_handler.super.new(self, plugin_name)
self.app_context = app_context
end
function api_route_handler:access()
api_route_handler.super.access(self)
ngx_log(ngx_DEBUG,"in api_router access start ============")
local req_info = req_var_extractor.extract_req_uri()
local api_group_info = api_router_dao.get_api_group_by_group_context(req_info.req_host, req_info.api_group_context)
if not api_group_info then -- host_group_context 不存在
ngx_log(ngx.INFO,"host_group_context [" .. (req_info.req_host.. '-'.. req_info.api_group_context) .. "] not exist")
error_utils.add_error_2_ctx(error_type_biz,config.small_error_types.biz.type_service_not_found)
resp_utils.say_response_SERVICE_NOT_FOUND()
return
end
-- generate upstream path, req_info.path append to group context or rewrite to
req_var_extractor.gen_upstream_req_info_for_group_context(api_group_info,req_info)
-- 缓存api_group_id,cache_client
ngx.var.api_router_group_id = api_group_info.id
ngx_log(ngx_DEBUG,"debug display current api router information:".. json.encode(api_group_info))
-- 是否需要授权
if tonumber(api_group_info.need_auth) == AUTH then -- 需要授权
check_auth_token(self.app_context.config,get_auth_service_uri(config.auth_api.get_login_info))
else
--add remote ip to consumer id
ngx.ctx.consumer_id_type = "ip"
ngx.ctx.consumer_id = req_var_extractor.extract_IP()
end
deal_req_headers(api_group_info)
match_gray_divide(api_group_info)
ngx_log(ngx_DEBUG,"debug display current api router information after match gray divide:".. json.encode(api_group_info))
set_proxy_pass_info(api_group_info,req_info)
ngx_log(ngx_DEBUG,"in api_router access end ============")
end
function api_route_handler: init_worker_ext_timer()
api_route_handler.super:init_worker_ext_timer()
ngx_log(ngx_DEBUG,"in api_router init_worker_ext_timer ============")
err_resp_template_utils.init_2_redis(plugin_name,self.app_context.store,self.app_context.cache_client)
end
---
-- upstream balancer execute:
-- 1. set currernt peer
-- 2. set timeouts
-- no support for retries
--
function api_route_handler : balancer()
api_route_handler.super: balancer()
ngx_log(ngx_DEBUG,"in api_router balancer ============")
local addr = ngx.ctx.balancer_address
addr.has_tried_count = addr.has_tried_count + 1
ngx_log(ngx_DEBUG,"addr.has_tried_count ============" .. addr.has_tried_count)
local las_status_code
local tries = addr.tries
local current_try = {}
tries[addr.has_tried_count] = current_try
current_try.balancer_start = now_millseconds()
if addr.has_tried_count > 1 then
-- only call balancer on retry, first one is done in `access` which runs
-- in the ACCESS context and hence has less limitations than this BALANCER
-- context where the retries are executed
-- collect the unhealthy target into shard dict[shard_dict_healthchecks] again
if addr.half_open then
keep_target_circuit_break_open_status(addr.group_id,addr.ip,addr.port)
else
-- record faliure data
local previous_try = tries[addr.has_tried_count - 1]
previous_try.state, previous_try.code = get_last_failure()
las_status_code = previous_try.code
-- Report HTTP status for passive health checks
if addr.healthchecker then
local msg = "previous_try.state: " .. previous_try.state .. ",previous_try.code:" .. previous_try.code;
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_upstream,previous_try.code)
if previous_try.state == "failed" and not previous_try.code then
local _, err = addr.healthchecker:report_tcp_failure(addr.ip, addr.port, nil, "passive")
if err then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"[healthchecks] failed reporting status: "..err))
end
ngx.log(ngx.INFO, "report upstream tcp failure,ip=", addr.ip,",port=" ,addr.port)
else
local _, err = addr.healthchecker:report_http_status(addr.ip, addr.port, previous_try.code, "passive")
if err then
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,"[healthchecks] failed reporting status: "..err))
end
ngx.log(ngx.INFO, "report upstream http failure,ip=", addr.ip,",port=" ,addr.port,", http_status= ",previous_try.code)
end
end
end
-- 非幂等方法上报过后,直接退出
local method_name = req_var_extractor.extract_method()
if utils.is_non_idempotent(method_name) then
las_status_code = las_status_code or 502
ngx.exit(las_status_code)
return
end
refresh_balancer_address(addr)
local ok, err =balancer_helper.execute(addr)
if not ok then
local msg = "failed to retry the dns/balancer resolver for ".. addr.upstream_service_id .. "' with: " .. tostring(err)
ngx_log(ERR,str_format(log_config.biz_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_balancer_execute_error)
ngx.exit(502)
return
end
else
-- first try, so set the max number of retries
local retries = addr.retries_count
if retries > 0 then
local method_name = req_var_extractor.extract_method()
if not utils.is_non_idempotent(method_name) then
set_more_tries(retries)
end
end
end
current_try.ip = addr.ip
current_try.port = addr.port
local ip = addr.ip
local port = addr.port
local ok, err = set_current_peer(ip, port)
if not ok then
local msg = "failed to set the current peer (address: " .. tostring(ip), " port: " .. tostring(port), "): " .. tostring(err);
ngx_log(ERR,str_format(log_config.sys_error_format,log_config.ERROR,msg))
error_utils.add_error_2_ctx(error_type_sys,config.small_error_types.sys.type_balancer_execute_error)
return ngx.exit(502);
end
ok, err = set_timeouts(addr.connection_timeout / 1000, addr.send_timeout / 1000, addr.read_timeout /1000)
if not ok then
ngx_log(ERR,str_format(log_config.sys_error_format,log_config.ERROR,"could not set upstream timeouts: "..err))
end
-- record try-latency
local try_latency = now_millseconds() - current_try.balancer_start
current_try.balancer_latency = try_latency
current_try.balancer_start = nil
end
return api_route_handler |
--
-- Created by IntelliJ IDEA.
-- User: macbookair
-- Date: 01/04/17
-- Time: 18:43
-- To change this template use File | Settings | File Templates.
----
-- Created by IntelliJ IDEA.
-- User: macbookair
-- Date: 30/03/17
-- Time: 19:06
-- To change this template use File | Settings | File Templates.
--
local layout = {}
--
-- Creates an instance of layout.
-- Receives a single argument which is a table with the following keys: type and orientation. At the moment only linearLayout is supported as type and orientation is a string which assumes values for "vertical" or "horiozontal".
--
function layout:newLayout(options)
local newLayout = {}
setmetatable(newLayout, {__index=layout})
newLayout._nativeObject = NativeInterface:newLayout(options)
return newLayout
end
--
-- Insert a component into this layout. It's organization in the scene will be automatically made by this layout.
-- @param component An object of type Component.
function layout:insert(component)
self._nativeObject:insert(component._nativeObject)
end
return layout
|
_WIFI_APS = {
{["ssid"]="", ["pwd"]=""},
{["ssid"]="", ["pwd"]=""}
}
PROTOCOL = "iot:1"
PROTOCOL_ALLOW_UNENCRYPTED = false
ENCODER_AESSHA1_STATICIV = 'abcdef2345678901'
ENCODER_AESSHA1_IVKEY = '2345678901abcdef'
ENCODER_AESSHA1_DATAKEY ='0123456789abcdef'
ENCODER_AESSHA1_PASSPHRASE = 'mypassphrase'
PORT = 5053
CHANNELS = {1}
if file.exists('parameters-device.lc') then
dofile("parameters-device.lc")
else
dofile("parameters-device.lua")
end
|
local lume = require "lib/lume"
local event = require "event"
ui.buttonSettings = {
name = "noname", x = 0, y = 0, w = 100, h = 100, text = "", font = nil, align = "center",
hoverColor = { 37 / 255, 41 / 255, 49 / 255 },
downColor = { 44 / 255, 49 / 255, 58 / 255 },
color = { 33 / 255, 37 / 255, 43 / 255 },
}
function ui.button( settings )
local s = lume.merge( ui.buttonSettings, settings )
--local name, x, y, w, h, text, font, align = s.name, s.x, s.y, s.w, s.h, s.text, s.font, s.align
local state = {
hover = false,
down = { false, false, false},
pressed = { 0, 0, 0 },
released = { 0, 0, 0},
}
-- check if mouse is hovering above button, and set color accordingly
if( mouseOver( s.x,s.y,s.w,s.h ) and ui.enableInput ) then
state.hover = true
love.graphics.setColor( s.hoverColor )
-- check if mousebuttons are down
for i = 1, 3 do
if( love.mouse.isDown( i ) ) then
state.down[i] = true
-- change color if a mouseButton is pressed
love.graphics.setColor( s.downColor )
end
end
else -- if not hovering
state.hover = false
love.graphics.setColor( s.color )
end
-- calc things from events, eventinput
if( ui.enableInput ) then
for i, input in ipairs( event.mousepressed ) do
if( pointInsideRectangle( input.x, input.y, s.x,s.y,s.w,s.h ) ) then
state.pressed[input.button] = state.pressed[input.button] + 1
end
end
for i, input in ipairs( event.mousereleased ) do
if( pointInsideRectangle( input.x, input.y, s.x,s.y,s.w,s.h ) ) then
state.released[input.button] = state.released[input.button] + 1
end
end
end
-- draw the button
love.graphics.rectangle("fill", s.x,s.y,s.w,s.h )
-- s.text
if( s.text ~= nil ) then
love.graphics.setColor( 255, 255, 255, 255 )
if( s.font ~= nil ) then love.graphics.setFont( s.font ) else
s.font = love.graphics.getFont() end
if( s.align ) then love.graphics.printf( s.text, s.x,s.y + ( s.h - s.font:getHeight( s.text ) ) / 2,s.w, s.align ) end
end
return state
end
|
local fakeTilesHelper = require("helpers.fake_tiles")
local jautils = require("mods").requireFromPlugin("libraries.jautils")
local fallingBlockIgnoreSolids = {
name = "FrostHelper/FallingBlockIgnoreSolids",
sprite = fakeTilesHelper.getEntitySpriteFunction("tiletype", false),
depth = function (room, entity)
return entity.behind and 5000 or 0
end,
}
jautils.createPlacementsPreserveOrder(fallingBlockIgnoreSolids, "default", {
{ "width", 8 },
{ "height", 8 },
{ "tiletype", "3" },
{ "climbFall", true },
{ "behind", false },
{ "allowStaticMovers", true },
})
return fallingBlockIgnoreSolids |
local lust = require "lust/lust"
local Enum = require "enum"
local describe, it, expect = lust.describe, lust.it, lust.expect
describe("Enums", function()
it("can define a new enum", function()
local letters = Enum {"a", "b", "c"}
end)
it("can access an enum directly by index", function()
local stars = Enum {"sirius", "betelgeuse", "procyon", "antares"}
expect(stars.sirius).to.be("sirius")
expect(stars.betelgeuse).to.be("betelgeuse")
expect(stars.procyon).to.be("procyon")
expect(stars.antares).to.be("antares")
end)
it("will error on duplicate variant definitions", function()
expect(function()
local letters = Enum {"a", "b", "c", "d", "c"}
end).to.fail()
end)
it("trying to access a variant that does not exist should fail", function()
local brothers = Enum {"tsusi", "yowie", "dudi", "dodoy"}
expect(function()
print(brothers.wallachia)
end).to.fail()
end)
it("trying to set a value on an enum should fail", function()
local directions = Enum {"left", "right", "up", "down"}
expect(function()
directions.middle = true
end).to.fail()
end)
it("can use non-string variants", function()
local fibs = Enum {1, 2, 3, 5, 8, 13}
expect(fibs[1]).to.be(1)
expect(fibs[2]).to.be(2)
expect(fibs[3]).to.be(3)
expect(fibs[5]).to.be(5)
expect(fibs[8]).to.be(8)
expect(fibs[13]).to.be(13)
local table_a, table_b, table_c = {}, {}, {}
local all_tables = Enum {table_a, table_b, table_c}
expect(all_tables[table_a]).to.be(table_a)
expect(all_tables[table_b]).to.be(table_b)
expect(all_tables[table_c]).to.be(table_c)
end)
end) |
-- 2e Essais de faire des fonctions trigos qui manque dans NodeMCU
-- source pour sin&cos: https://www.esp8266.com/viewtopic.php?p=64415#
-- source pour arcsin&arctan: http://www.electronicwings.com/nodemcu/magnetometer-hmc5883l-interfacing-with-nodemcu
print("\ntrigo2.lua zf180726.1149 \n")
function sin(x)
local p=-x*x*x
local f=6
local r=x+p/f
for j=1,60 do
p=-p*x*x
f=f*2*(j+1)*(j+j+3)
r=r+p/f
end
return r
end
function cos(x)
return sin(math.pi/2-x)
end
function tan(x)
return sin(x)/cos(x)
end
pi = 3.14159265358979323846
function arcsin(value)
local val = value
local sum = value
if(value == nil) then
return 0
end
-- as per equation it needs infinite iterations to reach upto 100% accuracy
-- but due to technical limitations we are using
-- only 10000 iterations to acquire reliable accuracy
for i = 1,10000, 2 do
val = (val*(value*value)*(i*i)) / ((i+1)*(i+2))
sum = sum + val;
end
return sum
end
function arctan(value)
if(value == nil) then
return 0
end
local _value = value/math.sqrt((value*value)+1)
return arcsin(_value)
end
function atan2(y, x)
if(x == nil or y == nil) then
return 0
end
if(x > 0) then
return arctan(y/x)
end
if(x < 0 and 0 <= y) then
return arctan(y/x) + pi
end
if(x < 0 and y < 0) then
return arctan(y/x) - pi
end
if(x == 0 and y > 0) then
return pi/2
end
if(x == 0 and y < 0) then
return -pi/2
end
if(x == 0 and y == 0) then
return 0
end
return 0
end
print("On voit que l'arc sinus est précis au 1/2% prêt !")
print("sin(3.14/2): "..sin(3.14/2))
print("pi/(arcsin(1)*2): "..pi/(arcsin(1)*2))
|
--[[
Copyright (c) 2016 by Marco Lizza ([email protected])
This software is provided 'as-is', without any express or implied
warranty. In no event will the authors be held liable for any damages
arising from the use of this software.
Permission is granted to anyone to use this software for any purpose,
including commercial applications, and to alter it and redistribute it
freely, subject to the following restrictions:
1. The origin of this software must not be misrepresented; you must not
claim that you wrote the original software. If you use this software
in a product, an acknowledgement in the product documentation would be
appreciated but is not required.
2. Altered source versions must be plainly marked as such, and must not be
misrepresented as being the original software.
3. This notice may not be removed or altered from any source distribution.
]]--
-- MODULE INCLUSIONS -----------------------------------------------------------
local Entity = require('game.entities.entity')
local graphics = require('lib.graphics')
local soop = require('lib.soop')
-- MODULE DECLARATION ----------------------------------------------------------
-- MODULE OBJECT CONSTRUCTOR ---------------------------------------------------
local Static = soop.class(Entity)
-- LOCAL CONSTANTS -------------------------------------------------------------
-- LOCAL FUNCTIONS -------------------------------------------------------------
-- MODULE FUNCTIONS ------------------------------------------------------------
function Static:initialize(parameters)
Entity.initialize(self, parameters)
self.type = 'static'
self.priority = parameters.priority
self.reference = self.life
self.image = love.graphics.newImage(parameters.image)
end
function Static:draw()
-- We don't neet to check if the entity is alive, here. Only living entities
-- are redrawn!
local x, y = unpack(self.position)
graphics.image(self.image, x, y)
end
-- END OF MODULE ---------------------------------------------------------------
return Static
-- END OF FILE -----------------------------------------------------------------
|
---------------------------------------------------------------------------------------------------
-- User story: TBD
-- Use case: TBD
--
-- Requirement summary: TBD
--
-- Description:
-- In case:
-- Mobile application sends request with isTemplate = true and STATIC image type
-- SDL must:
-- send request with received paramters to HMI
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local common = require('test_scripts/SDL5_0/Image_template/commonImageTemplate')
--[[ Test Configuration ]]
runner.testSettings.isSelfIncluded = false
--[[ Local Variables ]]
local fileName = "icon.png"
local paramsAddCommand = common.addCommandParams()
paramsAddCommand.requestParams.cmdIcon.imageType = "STATIC"
paramsAddCommand.requestParams.cmdIcon.value = fileName
paramsAddCommand.requestParams.cmdIcon.isTemplate = true
paramsAddCommand.responseUiParams.cmdIcon.value = fileName
paramsAddCommand.responseUiParams.cmdIcon.isTemplate = true
paramsAddCommand.responseUiParams.cmdIcon.imageType = "STATIC"
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", common.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", common.start)
runner.Step("Register App", common.registerApp)
runner.Step("Activate App", common.activateApp)
runner.Step("Adding PNG file via PutFile", common.putFile)
runner.Title("Test")
runner.Step("AddCommand with isTemplate = true with STATIC image type", common.rpcWithCustomResultCode,
{ "AddCommand", paramsAddCommand, "UNSUPPORTED_RESOURCE", true })
runner.Title("Postconditions")
runner.Step("Stop SDL", common.postconditions)
|
--------------------------------------------------------------
--
-- "THE BEERWARE LICENSE" (Revision 42):
-- Prosper wrote this code. As long as you retain this
-- notice, you can do whatever you want with this stuff. If we
-- meet someday, and you think this stuff is worth it, you can
-- buy me a beer in return.
--
--------------------------------------------------------------
--[[
Structure of a dop :
- ID : unique identifier
- command : command or text to run/print at a given interval
- delay : the given interval
- running : true if the dop is running, false if stopped
- exist : false if the dop has been deleted
- current : a timer, when it reaches the "delay" value it the "command" will be run
- frame : reference to the UI frame of that dop
]]
Doppler = LibStub("AceAddon-3.0"):NewAddon("Doppler")
GUI = LibStub("AceGUI-3.0")
function Doppler:OnInitialize()
-- Called when the addon is loaded
Doppler.dopHolder = {}
Doppler.dopHolder["count"] = 0
Doppler.dopHolder["dops"] = {}
end
function Doppler:OnEnable()
-- Called when the addon is enabled
Doppler.InitGUI()
Doppler.InitTick()
end
function Doppler:OnDisable()
-- Called when the addon is disabled
end
-----
-- Dop creation and removal
-----
function Doppler:CreateDop(command, delay)
local dop = {}
dop["command"] = command
dop["delay"] = tonumber(delay)
if dop["delay"] == nil then return nil end
if dop["delay"] < 0.5 then dop["delay"] = 0.5 end
if dop["delay"] > 1000 then dop["delay"] = 1000 end
dop["current"] = dop["delay"]
dop["running"] = false
dop["exist"] = true
local Group = Doppler:BuildDopFrame(dop, command, delay)
GUI.Scroll:AddChild(Group)
return dop
end
function Doppler:AddDop(dop)
local dH = Doppler.dopHolder
local dops = dH["dops"]
dop["ID"] = dH["count"]
dops[dH["count"]] = dop
dH["count"] = dH["count"] + 1
end
function Doppler:RemoveDop(dop)
dop["exist"] = false
dop["running"] = false
-- hide frame
Doppler:RebuildScroll()
end
function Doppler:BuildDopFrame(dop)
local command = dop["command"]
local delay = dop["delay"]
local Group = GUI:Create("DopplerInlineGroupProgress")
Group:SetFullWidth(true)
Group:SetHeight(15)
Group:SetLayout("Flow")
local labelCmd = GUI:Create("Label")
labelCmd:SetText(command)
labelCmd:SetFontObject(ChatFontNormal)
labelCmd:SetRelativeWidth(0.8)
local labelDelay = GUI:Create("Label")
labelDelay:SetText(delay.." sec")
labelDelay:SetFontObject(ChatFontNormal)
labelDelay:SetColor(.8,.8,0)
labelDelay:SetRelativeWidth(0.19)
local buttonRun = GUI:Create("Button")
buttonRun:SetRelativeWidth(0.6)
buttonRun:SetText("Run")
if dop["running"] then buttonRun:SetText("Stop") end
buttonRun:SetCallback("OnClick", function()
if not dop["running"] then
dop["current"] = dop["delay"]
dop["running"] = true
buttonRun:SetText("Stop")
else
dop["current"] = 0
dop["running"] = false
dop["frame"]:SetProgress(0)
buttonRun:SetText("Run")
end
end)
local buttonDel = GUI:Create("Button")
buttonDel:SetRelativeWidth(0.39)
buttonDel:SetText("Del")
buttonDel:SetCallback("OnClick", function()
dop["frame"]:SetProgress(0)
Doppler:RemoveDop(dop)
end)
Group:AddChild(labelCmd)
Group:AddChild(labelDelay)
Group:AddChild(buttonRun)
Group:AddChild(buttonDel)
dop["frame"] = Group
return Group
end
function Doppler:RebuildScroll()
local Scroll = GUI.Scroll
Scroll:ReleaseChildren()
local dH = Doppler.dopHolder
local dops = dH["dops"]
for i=0,dH["count"]-1,1 do
local dop = dops[i]
if dop["exist"] then
local Group = Doppler:BuildDopFrame(dop)
dop["frame"]:SetProgress(0)
Scroll:AddChild(Group)
end
end
end
-----
-- Loop and Tick functions
-----
function Doppler.InitTick()
Doppler.TICK_PERIOD = 0.25
Doppler.oldCurTime = 0
Doppler.tickCounter = 0
Doppler.LoopFrame = CreateFrame("Frame")
Doppler.LoopFrame.elapsed = 0
Doppler.LoopFrame:SetScript("OnUpdate", Doppler.OnUpdate)
end
function Doppler.OnUpdate(self, elapsed)
self.elapsed = self.elapsed+elapsed
Doppler.tickCounter = Doppler.tickCounter + elapsed
if Doppler.tickCounter > Doppler.TICK_PERIOD then
Doppler.UpdateTick(self.elapsed)
Doppler.tickCounter = Doppler.tickCounter % Doppler.TICK_PERIOD
end
end
function Doppler.UpdateTick(curTime)
local elapsed = curTime - Doppler.oldCurTime
Doppler.oldCurTime = curTime
--print("TICK "..elapsed)
local dH = Doppler.dopHolder
local dops = dH["dops"]
for i = 0,dH["count"]-1,1 do
local dop = dops[i]
if dop["exist"] and dop["running"] then
dop["current"] = dop["current"] + elapsed
dop["frame"]:SetProgress(dop["current"]/dop["delay"])
if dop["current"] > dop["delay"] then
SendChatMessage(dop["command"],"GUILD")
dop["current"] = dop["current"]%dop["delay"]
end
end
end
end
-----
-- Main GUI
-----
function Doppler.InitGUI()
GUI.mainFrame = GUI:Create("DopplerMainFrame")
GUI.mainFrame:SetCallback("OnClose",function(widget) GUI:Release(widget) end)
GUI.mainFrame:SetTitle("Doppler")
GUI.mainFrame:SetLayout("Flow")
GUI.mainFrame:SetWidth(200)
GUI.mainFrame:SetHeight(50) -- minimized
GUI.Header = GUI:Create("InlineGroup")
GUI.Header:SetFullWidth(true)
GUI.Header:SetLayout("Flow")
GUI.HeaderCommand = GUI:Create("DopplerEditBox")
GUI.HeaderCommand:SetLabel("Commande")
GUI.HeaderCommand:SetRelativeWidth(0.8)
GUI.HeaderDelay = GUI:Create("DopplerEditBox")
GUI.HeaderDelay:SetLabel("Délai")
GUI.HeaderDelay:SetRelativeWidth(0.19)
GUI.HeaderButton = GUI:Create("Button")
GUI.HeaderButton:SetFullWidth(true)
GUI.HeaderButton:SetText("Create")
GUI.HeaderButton:SetCallback("OnClick", function()
local dop = Doppler:CreateDop(GUI.HeaderCommand:GetText(),GUI.HeaderDelay:GetText())
if dop == nil then
GUI.HeaderDelay:SetText("")
else
Doppler:AddDop(dop)
GUI.HeaderCommand:SetText("")
GUI.HeaderDelay:SetText("")
end
end)
GUI.Header:AddChild(GUI.HeaderCommand)
GUI.Header:AddChild(GUI.HeaderDelay)
GUI.Header:AddChild(GUI.HeaderButton)
GUI.ScrollContainer = GUI:Create("DopplerInlineGroup")
GUI.ScrollContainer:SetFullWidth(true)
GUI.ScrollContainer:SetFullHeight(true)
GUI.ScrollContainer:SetLayout("Fill")
GUI.Scroll = GUI:Create("ScrollFrame")
GUI.Scroll:SetFullHeight(true)
GUI.Scroll:SetFullWidth(true)
GUI.Scroll:SetLayout("List")
GUI.ScrollContainer:AddChild(GUI.Scroll)
GUI.mainFrame:AddChild(GUI.Header)
GUI.mainFrame:AddChild(GUI.ScrollContainer)
end
|
local t = require( "taptest" )
local pluck = require( "pluck" )
local same = require( "same" )
-- Array table test
arr = { { "moe", "larry", "curly" }, { 30, 40, 50 }, { true, false, false } }
res = pluck( arr, 1 )
t( #res, 3 )
t( same( res, { "moe", 30, true } ), true )
-- Dict table test
dict = { { name = "moe", age = 30 },
{ name = "larry", age = 40 },
{ name = "curly", age = 60 } }
res = pluck( dict, "name" )
t( #res, 3 )
t( same( res, { "moe", "larry", "curly" } ), true )
t()
|
local jsocket = require'jet.socket'
local has_websockets, websockets_ev = pcall(require, 'websocket.client_ev')
local socket = require'socket'
local ev = require'ev'
local cjson = require'cjson'
local jutils = require'jet.utils'
local tinsert = table.insert
local tremove = table.remove
local tconcat = table.concat
local noop = jutils.noop
local invalid_params = jutils.invalid_params
local internal_error = jutils.internal_error
local method_not_found = jutils.method_not_found
local error_object = function(err)
local error
if type(err) == 'table' and err.code and err.message then
error = err
else
error = internal_error(err)
end
return error
end
local create_sock = function(config)
if not config.url then
local ip = config.ip or '127.0.0.1' -- localhost'
local port = config.port or 11122
if config.sync then
local sock = socket.connect(ip,port)
if not sock then
error('could not connect to jetd with ip:'..ip..' port:'..port)
end
return jsocket.wrap_sync(sock)
else
local loop = config.loop or ev.Loop.default
return jsocket.new({ip = ip, port = port, loop = loop})
end
else
if has_websockets then
local ws = websockets_ev()
ws:connect(config.url, 'jet')
return ws
else
error('no websockets available. install lua-websockets')
end
end
end
local new = function(config)
config = config or {}
local log = config.log or noop
local encode = cjson.encode
local decode = cjson.decode
local wsock = create_sock(config)
if config.sync then
local id = 0
local service = function(method,params,timeout)
local rid
id = id + 1
rid = id
params.timeout = timeout -- maybe nil, defaults to 5secs at daemon
local data = encode({
id = rid,
method = method,
params = params
})
wsock:send(data)
local response,err = wsock:receive()
if err then
error(err)
end
response = decode(response)
assert(response.id == rid)
if response.result then
return response.result
elseif response.error then
error(response.error,2)
else
assert(false,'invalid response:'..cjson.encode(response))
end
end
local j_sync = {}
j_sync.call = function(_,path,params,timeout)
return service('call',{path=path,args=params or {}},timeout)
end
j_sync.set = function(_,path,value,timeout)
return service('set',{path=path,value=value},timeout)
end
j_sync.config = function(_,params,timeout)
return service('config',params,timeout)
end
j_sync.state = function(_,params,timeout)
return service('add',params,timeout)
end
return j_sync
else
local loop = config.loop or ev.Loop.default
local messages = {}
local queue = function(message)
tinsert(messages,message)
end
local will_flush = true
local flush = function(reason)
local n = #messages
if n == 1 then
local data = encode(messages[1])
wsock:send(data)
elseif n > 1 then
local data = encode(messages)
wsock:send(data)
end
messages = {}
will_flush = false
end
local request_dispatchers = {}
local response_dispatchers = {}
local dispatch_response = function(self,message)
local mid = message.id
local callbacks = response_dispatchers[mid]
response_dispatchers[mid] = nil
if callbacks then
if message.result then
if callbacks.success then
callbacks.success(message.result)
end
elseif message.error then
if callbacks.error then
callbacks.error(message.error)
end
else
log('invalid result:',cjson.encode(message))
end
else
log('invalid result id:',mid,cjson.encode(message))
end
end
local on_no_dispatcher
-- handles both method calls and fetchers (notifications)
local dispatch_request = function(self,message)
local dispatcher = request_dispatchers[message.method]
local error
if dispatcher then
local error
local ok,err = pcall(dispatcher,self,message)
if ok then
return
else
error = error_object(err)
end
else
error = method_not_found(message.method)
if on_no_dispatcher then
pcall(on_no_dispatcher,message)
end
end
local mid = message.id
if error and mid then
queue
{
id = mid,
error = error
}
end
end
local dispatch_single_message = function(self,message)
if message.method and message.params then
dispatch_request(self,message)
elseif message.result or message.error then
dispatch_response(self,message)
else
log('unhandled message',cjson.encode(message))
end
end
local dispatch_message = function(self,message)
local ok,message = pcall(decode,message)
if not ok then
log('decoding message failed',ok)
return
end
will_flush = true
if message then
if #message > 0 then
for i,message in ipairs(message) do
dispatch_single_message(self,message)
end
else
dispatch_single_message(self,message)
end
else
queue
{
error = {
code = -32700,
messsage = 'Parse error'
}
}
end
flush('dispatch_message')
end
wsock:on_message(dispatch_message)
wsock:on_error(log)
wsock:on_close(config.on_close or function() end)
local j = {}
j.loop = function()
loop:loop()
end
j.on_no_dispatcher = function(_,f)
on_no_dispatcher = f
end
j.close = function(self,options)
flush('close')
wsock:close()
end
local id = 0
local service = function(method,params,complete,callbacks)
local rpc_id
-- Only make a Request, if callbacks are specified.
-- Make complete call in case of success.
-- If no id is specified in the message, no Response
-- is expected, aka Notification.
if callbacks then
params.timeout = callbacks.timeout
id = id + 1
rpc_id = id
if complete then
if callbacks.success then
local success = callbacks.success
callbacks.success = function(result)
complete(true)
success()
end
else
callbacks.success = function()
complete(true)
end
end
if callbacks.error then
local error = callbacks.error
callbacks.error = function(result)
complete(false)
error()
end
else
callbacks.error = function()
complete(false)
end
end
end
response_dispatchers[id] = callbacks
else
-- There will be no response, so call complete either way
-- and hope everything is ok
if complete then
complete(true)
end
end
local message = {
id = rpc_id,
method = method,
params = params
}
if will_flush then
queue(message)
else
local data = encode(message)
wsock:send(data)
end
end
j.batch = function(self,action)
will_flush = true
action()
flush('batch')
end
j.add = function(self,desc,dispatch,callbacks)
local path = desc.path
assert(not request_dispatchers[path],path)
assert(type(path) == 'string',path)
assert(type(dispatch) == 'function',dispatch)
local assign_dispatcher = function(success)
if success then
request_dispatchers[path] = dispatch
end
end
local params = {
path = path,
value = desc.value
}
service('add',params,assign_dispatcher,callbacks)
local ref = {
remove = function(ref,callbacks)
assert(ref:is_added())
self:remove(path,callbacks)
end,
is_added = function()
return request_dispatchers[path] ~= nil
end,
add = function(ref,value,callbacks)
assert(not ref:is_added())
if value ~= nil then
desc.value = value
end
self:add(desc,dispatch,callbacks)
end,
path = function()
return path
end
}
return ref
end
j.remove = function(_,path,callbacks)
local params = {
path = path
}
local remove_dispatcher = function(success)
assert(success)
request_dispatchers[path] = nil
end
service('remove',params,remove_dispatcher,callbacks)
end
j.call = function(self,path,params,callbacks)
local params = {
path = path,
args = params or {}
}
service('call',params,nil,callbacks)
end
j.config = function(self,params,callbacks)
service('config',params,nil,callbacks)
end
j.set = function(self,path,value,callbacks)
local params = {
path = path,
value = value
}
service('set',params,nil,callbacks)
end
local fetch_id = 0
j.fetch = function(self,params,f,callbacks)
local id = '__f__'..fetch_id
local sorting = params.sort
fetch_id = fetch_id + 1
local ref
local add_fetcher = function()
request_dispatchers[id] = function(peer,message)
local params = message.params
if not sorting then
f(params.path,params.event,params.value,ref)
else
f(params.changes,params.n,ref)
end
end
end
if type(params) == 'string' then
params = {
path = {
contains = params
}
}
end
params.id = id
service('fetch',params,add_fetcher,callbacks)
ref = {
unfetch = function(_,callbacks)
local remove_dispatcher = function()
request_dispatchers[id] = nil
end
service('unfetch',{id=id},remove_dispatcher,callbacks)
end,
is_fetching = function()
return request_dispatchers[id] ~= nil
end,
fetch = function(_,callbacks)
service('fetch',params,add_fetcher,callbacks)
end
}
return ref
end
j.method = function(self,desc,add_callbacks)
local dispatch
if desc.call then
dispatch = function(self,message)
local ok,result
local params = message.params
if #params > 0 then
ok,result = pcall(desc.call,unpack(params))
elseif pairs(params)(params) then
-- non empty table
ok,result = pcall(desc.call,params)
else
ok,result = pcall(desc.call)
end
local mid = message.id
if mid then
if ok then
queue
{
id = mid,
result = result or {}
}
else
queue
{
id = mid,
error = error_object(result)
}
end
end
end
elseif desc.call_async then
dispatch = function(self,message)
local reply = function(resp,dont_flush)
local mid = message.id
if mid then
local response = {
id = mid
}
if type(resp.result) ~= 'nil' and not resp.error then
response.result = resp.result
elseif error then
response.error = resp.error
else
response.error = 'jet.peer Invalid async method response '..desc.path
end
queue(response)
if not will_flush and not dont_flush then
flush('call_async')
end
end
end
local ok,result
local params = message.params
if #params > 0 then
ok,result = pcall(desc.call_async,reply,unpack(params))
elseif pairs(params)(params) then
-- non empty table
ok,result = pcall(desc.call_async,reply,params)
else
ok,result = pcall(desc.call_async,reply)
end
local mid = message.id
if not ok and mid then
queue
{
id = mid,
error = error_object(result)
}
end
end
else
assert(false,'invalid method desc'..(desc.path or '?'))
end
local ref = self:add(desc,dispatch,add_callbacks)
return ref
end
j.state = function(self,desc,add_callbacks)
local dispatch
if desc.set then
dispatch = function(self,message)
local value = message.params.value
local ok,result,dont_notify = pcall(desc.set,value)
if ok then
local newvalue
if result ~= nil then
newvalue = result
else
newvalue = value
end
desc.value = newvalue
local mid = message.id
if mid then
queue
{
id = mid,
result = true
}
end
if not dont_notify then
queue
{
method = 'change',
params = {
path = desc.path,
value = newvalue
}
}
end
elseif message.id then
queue
{
id = message.id,
error = error_object(result)
}
end
end
elseif desc.set_async then
dispatch = function(self,message)
local value = message.params.value
assert(value ~= nil,'params.value is required')
local reply = function(resp,dont_flush)
local mid = message.id
if mid then
local response = {
id = mid
}
if resp.result ~= nil and not resp.error then
response.result = resp.result
elseif resp.error then
response.error = error_object(resp.error)
else
response.error = 'jet.peer Invalid async state response '..desc.path
end
queue(response)
end
if resp.result and not resp.dont_notify then
if resp.value ~= nil then
desc.value = resp.value
else
desc.value = value
end
queue
{
method = 'change',
params = {
path = desc.path,
value = desc.value
}
}
end
if not will_flush and not dont_flush then
flush('set_aync')
end
end
local ok,result = pcall(desc.set_async,reply,value)
local mid = message.id
if not ok and mid then
queue
{
id = mid,
error = error_object(result)
}
end
end
else
dispatch = function(self,message)
local mid = message.id
if mid then
queue
{
id = mid,
error = invalid_params()
}
end
end
end
local ref = self:add(desc,dispatch,add_callbacks)
ref.value = function(self,value)
if value ~= nil then
desc.value = value
queue
{
method = 'change',
params = {
path = desc.path,
value = value
}
}
if not will_flush then
flush()
end
else
return desc.value
end
end
return ref
end
local cmsgpack
if config.encoding then
if config.encoding ~= 'msgpack' then
error('unsupported encoding')
end
cmsgpack = require'cmsgpack'
end
wsock:on_open(function()
if config.name or config.encoding then
j:config({
name = config.name,
encoding = config.encoding
},{
success = function()
flush('config')
if config.encoding then
encode = cmsgpack.pack
decode = cmsgpack.unpack
end
if config.on_connect then
config.on_connect(j)
end
end,
error = function(err)
j:close()
end
})
elseif config.on_connect then
config.on_connect(j)
end
flush('on_connect')
end)
wsock:connect()
return j
end
end
return {
new = new
}
|
kCystBuildTime = 6 --from 3.33 --this value is seemingly half of what it is in-game. maybe this value is the drifter build time?
--idk it's a hotfix until asdf is home to look into it properly. |
local component = require("druid.component")
local InnerButton = require("example.examples.system.inner_templates.inner_button")
---@class inner_panel : druid.base_component
local InnerPanel = component.create("inner_panel")
local SCHEME = {
ROOT = "root",
BACKGROUND = "background",
INNER_BUTTON_1 = "inner_button_1",
INNER_BUTTON_2 = "inner_button_2",
INNER_BUTTON_PREFAB = "inner_button_prefab",
INNER_BUTTON_PREFAB_ROOT = "inner_button_prefab/root",
}
function InnerPanel:init(template, nodes)
self:set_template(template)
self:set_nodes(nodes)
self.root = self:get_node(SCHEME.ROOT)
self.druid = self:get_druid()
self.button1 = self.druid:new(InnerButton, SCHEME.INNER_BUTTON_1, nodes)
self.button2 = self.druid:new(InnerButton, SCHEME.INNER_BUTTON_2, nodes)
local prefab = self:get_node(SCHEME.INNER_BUTTON_PREFAB_ROOT)
local button_nodes = gui.clone_tree(prefab)
self.button3 = self.druid:new(InnerButton, SCHEME.INNER_BUTTON_PREFAB, button_nodes)
gui.set_enabled(prefab, false)
end
function InnerPanel:on_remove()
end
return InnerPanel
|
local zmq = require "zmq"
zmq.poller = require "lzmq.poller"
return zmq.poller
|
-- CombatStat.lua
-- @Author : DengSir ([email protected])
-- @Link : https://dengsir.github.io/
-- @Date : 2017-9-8 10:35:51
BuildEnv(...)
CombatStat = Addon:NewModule('CombatStat', 'AceEvent-3.0', 'AceTimer-3.0')
CombatStat:Disable()
function CombatStat:OnInitialize()
self.units = {}
self.groupUnits = {}
self.data = Profile:GetCombatData()
if IsAddOnLoaded('!!!!!tdDevTools') then
self:Debug()
end
end
function CombatStat:OnEnable()
self:RegisterEvent('COMBAT_LOG_EVENT_UNFILTERED')
self:RegisterEvent('UNIT_PET')
self:RegisterEvent('GROUP_ROSTER_UPDATE', 'UpdateGroupUnits')
self:UpdateUnits()
self:UpdateGroupUnits()
self:OnCombatTimer()
self.combatTimer = self:ScheduleRepeatingTimer('OnCombatTimer', 3)
end
function CombatStat:Reset()
self.combatTick = nil
self.data = Profile:ResetCombatData()
end
function CombatStat:OnDisable()
self:Reset()
self.units = {}
self.groupUnits = {}
self:CancelTimer(self.combatTimer)
end
function CombatStat:UpdateGroupUnits()
wipe(self.groupUnits)
for _, unit in IterateGroupUnits() do
local guid = UnitGUID(unit)
if guid then
self.groupUnits[guid] = true
end
end
end
function CombatStat:OnCombatTimer()
if not self:IsGroupInCombat() then
self:LeaveCombat()
end
end
function CombatStat:EnterCombat(timestamp)
if self.combatTick then
self:Touch('time', timestamp - self.combatTick)
end
self.combatTick = timestamp
end
function CombatStat:LeaveCombat()
self.combatTick = nil
end
function CombatStat:IsGroupInCombat()
for _, unit in IterateGroupUnits() do
if UnitAffectingCombat(unit) then
return true
end
end
return UnitAffectingCombat('player')
end
function CombatStat:Touch(key, amount)
self.data[key] = (self.data[key] or 0) + amount
end
function CombatStat:UNIT_PET(_, unit)
if unit ~= 'player' then
return
end
self:UpdateUnits()
end
function CombatStat:UpdateUnits()
self.units[UnitGUID('player')] = 'player'
local petGuid = UnitGUID('pet')
if petGuid then
self.units[petGuid] = 'pet'
end
end
function CombatStat:COMBAT_LOG_EVENT_UNFILTERED(_, timestamp, event, _, srcGuid, srcName, srcFlags, _, destGuid, _, destFlags, _, ...)
if not self[event] then
return
end
-- if not (self:IsUnitSelf(srcGuid) or self:IsUnitSelf(destGuid)) then
-- return
-- end
self[event](self, timestamp, srcGuid, srcFlags, destGuid, destFlags, ...)
end
function CombatStat:SWING_DAMAGE(timestamp, srcGuid, srcFlags, destGuid, destFlags, amount)
if self:IsUnitFriend(srcGuid) then
self:EnterCombat(timestamp)
end
if not (self:IsUnitSelf(srcGuid) or self:IsUnitSelf(destGuid)) then
return
end
if srcGuid ~= destGuid and self:IsUnitSelf(srcGuid) then
return self:Touch('dd', amount)
end
if self:IsUnitSelf(destGuid) and not self:IsUnitPet(destGuid) then
return self:Touch('dt', amount)
end
end
function CombatStat:SPELL_DAMAGE(timestamp, srcGuid, srcFlags, destGuid, destFlags, _, _, _, amount)
return self:SWING_DAMAGE(timestamp, srcGuid, srcFlags, destGuid, destFlags, amount)
end
function CombatStat:SPELL_HEAL(timestamp, srcGuid, srcFlags, destGuid, destFlags, spellId, spellName, _, amount, overhealing, absorbed)
if not self:IsUnitSelf(srcGuid) then
return
end
if bit.band(srcFlags, COMBATLOG_OBJECT_CONTROL_PLAYER) ~= 0 and bit.band(srcFlags, destFlags, COMBATLOG_OBJECT_REACTION_MASK) ~= 0 then
local amount = amount - overhealing
if amount > 0 then
return self:Touch('hd', amount)
end
end
end
function CombatStat:SPELL_ABSORBED(timestamp, srcGuid, srcFlags, destGuid, destFlags, ...)
local chk = ...
local spellId, spellName, spellSchool, aGuid, aName, aFlags, aRaidFlags, amount, _
if type(chk) == 'number' then
_, _, _, aGuid, aName, aFlags, aRaidFlags, spellId, spellName, spellSchool, amount = ...
else
aGuid, aName, aFlags, aRaidFlags, spellId, spellName, spellSchool, amount = ...
end
if spellId == 20711 or spellId == 115069 or spellId == 157533 then
return
end
if amount then
self:SPELL_HEAL(timestamp, aGuid, aFlags, destGuid, destFlags, spellId, spellName, spellSchool, amount, 0, 0)
end
end
function CombatStat:UNIT_DIED(_, srcGuid, srcFlags, destGuid, destFlags)
if self:IsUnitSelf(destGuid) then
return self:Touch('dead',1)
end
end
function CombatStat:SPELL_SUMMON(timestamp, srcGuid, srcFlags, destGuid, destFlags)
if self:IsUnitSelf(srcGuid) then
self.units[destGuid] = 'pet'
end
end
CombatStat.SPELL_PERIODIC_DAMAGE = CombatStat.SPELL_DAMAGE
CombatStat.SPELL_BUILDING_DAMAGE = CombatStat.SPELL_DAMAGE
CombatStat.RANGE_DAMAGE = CombatStat.SPELL_DAMAGE
CombatStat.DAMAGE_SPLIT = CombatStat.SPELL_DAMAGE
CombatStat.DAMAGE_SHIELD = CombatStat.SPELL_DAMAGE
CombatStat.SPELL_PERIODIC_HEAL = CombatStat.SPELL_HEAL
function CombatStat:IsUnitSelf(guid)
return self.units[guid]
end
function CombatStat:IsUnitPet(guid)
return self.units[guid] == 'pet'
end
function CombatStat:IsUnitFriend(guid)
return self.groupUnits[guid] or self.units[guid]
end
function CombatStat:GetCombatData()
local time = self.data.time == 0 and 0xFFFFFFFF or self.data.time
return {
dd = self.data.dd,
dt = self.data.dt,
hd = self.data.hd,
dps = floor(self.data.dd / time),
hps = floor(self.data.hd / time),
dead = self.data.dead,
}
end
local templates = [[
dt: %s
dd: %s
dps: %s
hd: %s
hps: %s
dead: %s
%s
%s
]]
function CombatStat:Debug()
local healingData = {}
local healingNames = {}
local function healingText()
local sb = {}
for i, v in ipairs(healingNames) do
table.insert(sb, format('%s: %d', v, healingData[v]))
end
return table.concat(sb, '\n')
end
local f = CreateFrame('Frame', nil, UIParent) do
f:SetPoint('LEFT')
f:SetSize(200, 400)
movehelper(f)
local bg = f:CreateTexture(nil, 'BACKGROUND') do
bg:SetColorTexture(0,0,0,0.3)
bg:SetAllPoints(true)
end
local text = f:CreateFontString(nil, 'ARTWORK', 'GameFontNormalLeft') do
text:SetPoint('TOPLEFT')
end
f:SetScript('OnUpdate', function(f)
local data = self:GetCombatData()
text:SetText(format(templates,
data.dt,
data.dd,
data.dps,
data.hd,
data.hps,
data.dead,
self:IsEnabled() and '已开启' or '已关闭',
healingText()
))
end)
end
local StartButton = CreateFrame('Button', nil, f, 'UIPanelButtonTemplate') do
StartButton:SetPoint('BOTTOMLEFT')
StartButton:SetSize(80, 22)
StartButton:SetText('开启')
StartButton:SetScript('OnClick', function()
GUI:CallMessageDialog('你应该只在打木桩测试时点击这个按钮!!!\n准备进秘境之前点关闭按钮!!!', function(result)
if result then
self:Enable()
end
end)
end)
end
local ClearButton = CreateFrame('Button', nil, f, 'UIPanelButtonTemplate') do
ClearButton:SetPoint('LEFT', StartButton, 'RIGHT')
ClearButton:SetSize(80,22)
ClearButton:SetText('关闭')
ClearButton:SetScript('OnClick', function()
GUI:CallMessageDialog('点这个按钮会清除数据,你应该只在打完木桩后验证完数据后点击', function(result)
if result then
self:Reset()
self:Disable()
end
end)
end)
end
-- hooksecurefunc(CombatStat, 'Reset', function()
-- healingData = {}
-- healingNames = {}
-- end)
-- function CombatStat:SPELL_HEAL(timestamp, srcGuid, srcFlags, destGuid, destFlags, spellId, spellName, _, amount, overhealing, absorbed)
-- if not self:IsUnitSelf(srcGuid) then
-- return
-- end
-- if bit.band(srcFlags, COMBATLOG_OBJECT_CONTROL_PLAYER) ~= 0 and bit.band(srcFlags, destFlags, COMBATLOG_OBJECT_REACTION_MASK) ~= 0 then
-- local amount = amount - overhealing
-- if amount > 0 then
-- if not healingData[spellName] then
-- healingData[spellName] = amount
-- table.insert(healingNames, spellName)
-- table.sort(healingNames)
-- else
-- healingData[spellName] = healingData[spellName] + amount
-- end
-- debug(srcGuid, srcFlags, destGuid, destFlags, amount, overhealing)
-- return self:Touch('hd', amount)
-- end
-- end
-- end
-- CombatStat.SPELL_PERIODIC_HEAL = CombatStat.SPELL_HEAL
end
|
speedLimit = 300 --This would set your speed limit to 150, Just divide by 2.
vehicle = "Vehicle" --Vehicle name, Sedan, Lawnmower and so on.
function onKeyPress(actionName, userInputState, inputObject)
if userInputState == Enum.UserInputState.Begin then
game.Workspace._Vehicles[vehicle].LW.VS.Maxspeed = SpeedLimit
game.Workspace._Vehicles[vehicle].RW.VS.Maxspeed = SpeedLimit
else
print("Car not found")
end
end
end
game.ContextActionService:BindAction("keyPress", onKeyPress, false, Enum.KeyCode.X) |
--[[
sprite ecs
]]
local path = (...):gsub("systems.sprite_system", "")
local base = require(path .. "base_system")
--sprite type
local sprite = class()
function sprite:new(texture)
return self:init({
--xy
pos = vec2:zero(),
size = vec2:zero(),
offset = vec2:zero(),
--uv
framesize = vec2:xy(1,1),
frame = vec2:zero(),
--z ordering
z = 0,
--rotation
rot = 0,
--enable/disable
visible = true,
--track if we were on screen last frame
on_screen = true,
--mirror orientation (could just be scale?..)
x_flipped = false,
y_flipped = false,
--tex
texture = texture,
--worldspace
_screenpos = vec2:zero(),
_screen_rotation = 0,
})
end
local _sprite_draw_temp_pos = vec2:zero()
function sprite:draw(quad, use_screenpos)
local pos
local rot
if use_screenpos then
--position in screenspace
pos = self._screenpos
rot = self._screen_rotation
else
pos = _sprite_draw_temp_pos:vset(self.pos):vaddi(self.offset)
rot = self.rot
end
local size = self.size
local frame = self.frame
local framesize = self.framesize
quad:setViewport(
frame.x * framesize.x, frame.y * framesize.y,
framesize.x, framesize.y
)
love.graphics.draw(
self.texture, quad,
pos.x, pos.y,
rot,
--TODO: just have scale here rather than flipped bools
(self.x_flipped and -1 or 1) * (size.x / framesize.x),
(self.y_flipped and -1 or 1) * (size.y / framesize.y),
--centred
0.5 * framesize.x, 0.5 * framesize.y,
--no shear
0, 0
)
end
local sprite_system = class()
function sprite_system:new(args)
args = args or {}
local s = self:init({
--function for getting the screen pos
transform_fn = args.transform_fn,
--the camera to use for culling, or true to use kernel cam,
--or false/nil to use nothing
camera = args.camera,
--whether to cull or draw on screen or untransformed
cull_screen = type(args.cull_screen) == "boolean"
and args.cull_screen
or true,
draw_screen = type(args.draw_screen) == "boolean"
and args.draw_screen
or true,
shader = args.shader,
--texture ordering
texture_order_mapping = unique_mapping:new(),
--list of sprites
sprites = {},
--filtered list
sprites_to_render = {},
--debug info
debug = {
sprites = 0,
rendered = 0,
},
})
return s
end
function sprite_system:add(texture)
local s = sprite:new(texture)
table.insert(self.sprites, s)
return s
end
function sprite_system:remove(s)
table.remove_value(self.sprites, s)
end
function sprite_system:flush(camera)
if type(self.transform_fn) == "function" then
--apply transformation function
table.foreach(self.sprites, function(s)
local tx, ty, rot = self.transform_fn(s)
if tx then s._screenpos.x = tx end
if ty then s._screenpos.y = ty end
if rot then s._screen_rotation = rot + s.rot end
end
)
else
--copy
table.foreach(self.sprites, function(s)
s._screenpos:vset(s.pos):vaddi(s.offset)
s._screen_rotation = s.rot
end)
end
--collect on screen to render
local filter_function = nil
if camera == nil then
filter_function = function(s)
return s.visible
end
else
if self.cull_screen then
filter_function = function(s)
return s.visible and camera:aabb_on_screen(s._screenpos, s.size)
end
else
filter_function = function(s)
return s.visible and camera:aabb_on_screen(s.pos, s.size)
end
end
end
local function write_filter_result(s)
local result = filter_function(s)
s.on_screen = result
return result
end
self.sprites_to_render = table.filter(self.sprites, write_filter_result)
--sort to render
local _torder = self.texture_order_mapping
local function _texture_order(tex)
return _torder:map(tex)
end
table.stable_sort(self.sprites_to_render, function(a, b)
if a.z == b.z then
--secondary sort on texture within z level for batching
return _texture_order(a.texture) < _texture_order(b.texture)
end
return a.z < b.z
end)
--update debug info
self.debug.sprites = #self.sprites
self.debug.rendered = #self.sprites_to_render
end
--draw all the sprites
function sprite_system:draw()
local q = love.graphics.newQuad(0,0,1,1,1,1)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setShader(self.shader)
table.foreach(self.sprites_to_render, function(s)
s:draw(q, self.draw_screen)
end)
end
--register tasks for kernel
function sprite_system:register(kernel, order)
kernel:add_task("update", function(k, dt)
local use_cam
if type(self.camera) == "boolean" and self.camera then
--grab the kernel cam
use_cam = kernel.camera
else
--(handles the nil, table, and false cases)
use_cam = self.camera
end
if use_cam then
--cull to kernel cam
self:flush(use_cam)
else
--no visibility culling
self:flush()
end
end, order + 1000)
kernel:add_task("draw", function(k)
self:draw()
end, order)
end
--console debug
function sprite_system:add_console_watch(name, console)
console:add_watch(name, function()
return table.concat({
self.debug.sprites, "s, ",
self.debug.rendered, "r"
}, "")
end)
end
return sprite_system
|
--- Eva token module
-- Provide API to work with tokens in special container
-- Tokens is basic item, like money, energy or items.
-- @submodule eva
local app = require("eva.app")
local log = require("eva.log")
local luax = require("eva.luax")
local const = require("eva.const")
local smart = require("eva.libs.smart.smart")
local db = require("eva.modules.db")
local game = require("eva.modules.game")
local proto = require("eva.modules.proto")
local saver = require("eva.modules.saver")
local events = require("eva.modules.events")
local logger = log.get_logger("eva.token")
local M = {}
local function get_token_lot_config(lot_id)
local config_name = app.settings.tokens.config_lots
return db.get(config_name).token_lots[lot_id]
end
local function get_token_group_config(group_id)
local config_name = app.settings.tokens.config_token_groups
return db.get(config_name).token_groups[group_id]
end
local function get_token_config()
local config_name = app.settings.tokens.config_token_config
return db.get(config_name).token_config
end
local function get_data_containers()
return app[const.EVA.CONTAINERS].containers
end
local function get_container(container_id)
return app.smart_containers[container_id]
end
local function update_tokens_offset()
if not app.settings.tokens.memory_protect then
return
end
local containers = app.smart_containers
for _, container in pairs(containers) do
for _, token in pairs(container) do
token:random_offset()
end
end
end
local function on_change_token(token, delta, reason, container_id)
events.event(const.EVENT.TOKEN_CHANGE, {
delta = delta,
token_id = token:get_token_id(),
reason = reason,
amount = token:get(),
container_id = container_id
})
end
local function get_config_for_token(container_id, token_id)
local config = get_token_config()[token_id] or {}
config.name = token_id
return config
end
local function create_token_in_save(container_id, token_id, token_data)
if not token_data then
local container_data = get_data_containers()[container_id]
token_data = proto.get(const.EVA.TOKEN)
container_data.tokens[token_id] = token_data
end
local config = get_config_for_token(container_id, token_id)
local smart_token = smart.new(config, token_data)
if app.settings.tokens.memory_protect then
smart_token:random_offset()
else
smart_token:reset_offset()
end
smart_token:on_change(function(token, delta, reason)
on_change_token(token, delta, reason, container_id)
end)
return smart_token
end
local function get_token(container_id, token_id)
assert(container_id, "You should provide container_id")
assert(token_id, "You should provide token_id")
local container = get_container(container_id)
if not container then
logger:error("No container with id", { container_id = container_id, token_id = token_id })
return
end
if not container[token_id] then
container[token_id] = create_token_in_save(container_id, token_id)
end
return container[token_id]
end
local function restore_token_update(container_id, token_id, config)
local token = get_token(container_id, token_id)
local cur_time = game.get_time()
config.last_restore_time = math.min(config.last_restore_time, cur_time)
if token:is_max() then
config.last_restore_time = cur_time
end
local elapsed = cur_time - config.last_restore_time
if elapsed >= config.timer then
local amount = math.floor(elapsed / config.timer)
local need_to_add = amount * config.value
if config.max then
need_to_add = math.min(need_to_add, config.max)
end
token:add(need_to_add)
local cur_elapse_time = elapsed - (amount * config.timer)
config.last_restore_time = cur_time - cur_elapse_time
end
end
--- Check if token container exist
-- @function eva.token.is_exist_container
-- @tparam string container_id Container id
-- @treturn bool Container exist state
function M.is_exist_container(container_id)
return luax.toboolean(get_container(container_id))
end
--- Create new token container
-- @function eva.token.create_container
-- @tparam string container_id Container id
-- @tparam string container_type Container type to match from token config
function M.create_container(container_id, container_type)
if M.is_exist_container(container_id) then
logger:warn("Container is already exist", { container_id = container_id })
return
end
local data_containers = get_data_containers()
data_containers[container_id] = proto.get(const.EVA.CONTAINER)
data_containers[container_id].type = container_type
app.smart_containers[container_id] = {}
logger:debug("Create token container", { container_id = container_id, container_type = container_type })
end
--- Delete token container
-- @function eva.token.delete_container
-- @tparam string container_id Container id
function M.delete_container(container_id)
local data_containers = get_data_containers()
data_containers[container_id] = nil
app.smart_containers[container_id] = nil
end
--- Clear all tokens from container
-- @function eva.token.clear_container
-- @tparam string container_id Container id
function M.clear_container(container_id)
if not M.is_exist_container(container_id) then
logger:warn("Can't clear non existing container", { container_id = container_id })
return
end
local container = get_container(container_id)
container.tokens = {}
app.smart_containers[container_id] = {}
end
function M.set_restore_config(container_id, token_id, config)
local restore_config = get_data_containers()[container_id].restore_config
local new_config = proto.get(const.EVA.TOKEN_RESTORE_CONFIG)
new_config.is_enabled = true
new_config.last_restore_time = game.get_time()
new_config.timer = config.timer
new_config.value = config.value or new_config.value
new_config.max = config.max or new_config.max
restore_config[token_id] = new_config
end
function M.get_restore_config(container_id, token_id)
return get_data_containers()[container_id].restore_config[token_id]
end
function M.set_pause_restore_config(container_id, token_id, is_pause)
local config = M.get_restore_config(container_id, token_id)
config.is_enabled = not is_pause
end
function M.remove_restore_config(container_id, token_id)
local restore_config = get_data_containers()[container_id].restore_config
assert(restore_config[token_id], "No restore config to delete it")
restore_config[token_id] = nil
end
--- Return evadata.Tokens tokens format. Used in *_tokens methods
-- @function eva.token.get_tokens
-- @tparam table tokens Map with token_id = amount
function M.get_tokens(tokens)
local data = proto.get(const.EVA.TOKENS_DATA)
for token_id, amount in pairs(tokens) do
table.insert(data.tokens, { token_id = token_id, amount = amount })
end
return data
end
--- Return token group by id.
-- It pickup data from DB
-- @function eva.token.get_token_group
-- @tparam string token_group_id the token group id
-- @treturn evadata.Tokens the token list
function M.get_token_group(token_group_id)
local group = get_token_group_config(token_group_id)
if not group then
logger:error("No token group with id", { group_id = token_group_id })
end
return group
end
--- Return lot reward by lot_id.
-- It pickup data from DB
-- @function eva.token.get_lot_reward
-- @tparam string lot_id the token lot id
-- @treturn evadata.Tokens the token list
function M.get_lot_reward(lot_id)
local lot = get_token_lot_config(lot_id)
if not lot then
logger:error("No token lot with id", { lot_id = lot_id })
end
return M.get_token_group(lot.reward)
end
--- Return lot price by lot_id.
-- It pickup data from DB
-- @function eva.token.get_lot_price
-- @tparam string lot_id the token lot id
-- @treturn evadata.Tokens the token list
function M.get_lot_price(lot_id)
local lot = get_token_lot_config(lot_id)
if not lot then
logger:error("No token lot with id", { lot_id = lot_id })
end
return M.get_token_group(lot.price)
end
--- Add tokens to save
-- @function eva.token.add
function M.add(container_id, token_id, amount, reason, visual_later)
return get_token(container_id, token_id):add(amount, reason, visual_later)
end
--- Add multiply tokens
-- @function eva.token.add_many
function M.add_many(container_id, tokens, reason)
if not tokens or #tokens.tokens == 0 then
return
end
for index, value in ipairs(tokens.tokens) do
M.add(container_id, value.token_id, value.amount, reason)
end
end
--- Add multiply tokens by token_group_id
-- @function eva.token.add_group
function M.add_group(container_id, token_group_id, reason)
local tokens = M.get_token_group(token_group_id)
M.add_many(container_id, tokens)
end
--- Set tokens to save
-- @function eva.token.set
function M.set(container_id, token_id, amount, reason)
return get_token(container_id, token_id):set(amount, reason)
end
--- Get current token amount from save
-- @function eva.token.get
function M.get(container_id, token_id)
return get_token(container_id, token_id):get()
end
--- Get all tokens from container
-- @function eva.token.get_many
-- @tparam string container_id Container id
-- @treturn evadata.Tokens Tokens from container
function M.get_many(container_id)
local tokens = {}
local container = get_container(container_id)
for id, token in pairs(container) do
tokens[id] = token:get()
end
return M.get_tokens(tokens)
end
--- Try to pay tokens from save
-- @function eva.token.pay
-- @tparam string token_id Token id
-- @tparam number amount Amount to pay
-- @tparam string reason The reason to pay
function M.pay(container_id, token_id, amount, reason)
if M.is_infinity(container_id, token_id) then
return true
end
return get_token(container_id, token_id):pay(amount, reason)
end
--- Pay multiply tokens
-- @function eva.token.pay_many
-- @tparam evadata.Tokens tokens Tokens data
-- @tparam string reason The reason to pay
function M.pay_many(container_id, tokens, reason)
for index, value in ipairs(tokens.tokens) do
M.pay(container_id, value.token_id, value.amount, reason)
end
end
--- Pay multiply tokens by token_group_id
-- @function eva.token.pay_group
-- @tparam string token_group_id The token group id
-- @tparam string reason The reason to pay
function M.pay_group(container_id, token_group_id, reason)
local tokens = M.get_token_group(token_group_id)
M.pay_many(container_id, tokens, reason)
end
--- Check is enough to pay token
-- @function eva.token.is_enough
function M.is_enough(container_id, token_id, amount)
if M.is_infinity(container_id, token_id) then
return true
end
return get_token(container_id, token_id):check(amount)
end
--- Check multiply tokens
-- @function eva.token.is_enough_many
-- @tparam evadata.Tokens tokens list
function M.is_enough_many(container_id, tokens)
local is_enough = true
for index, value in ipairs(tokens.tokens) do
is_enough = is_enough and M.is_enough(container_id, value.token_id, value.amount)
end
return is_enough
end
--- Check multiply tokens by token_group_id
-- @function eva.token.is_enough_group
-- @tparam string token_group_id the token group id
function M.is_enough_group(container_id, token_group_id)
local tokens = M.get_token_group(token_group_id)
return M.is_enough_many(container_id, tokens)
end
--- Return is token is maximum
-- @function eva.token.is_max
function M.is_max(container_id, token_id)
return get_token(container_id, token_id):is_max()
end
--- Return is tokens equals to 0
-- @function eva.token.is_empty
function M.is_empty(container_id, token_id)
return get_token(container_id, token_id):is_empty()
end
--- Add to tokens infinity time usage
-- @function eva.token.add_infinity_time
function M.add_infinity_time(container_id, token_id, seconds)
local timers = get_data_containers()[container_id].infinity_timers
local cur_time = game.get_time()
timers[token_id] = math.max(timers[token_id] or cur_time, cur_time) + seconds
end
--- Return is token is infinity now
-- @function eva.token.is_infinity
function M.is_infinity(container_id, token_id)
return M.get_infinity_seconds(container_id, token_id) > 0
end
--- Get amount of seconds till end of infinity time
-- @function eva.token.get_infinity_seconds
function M.get_infinity_seconds(container_id, token_id)
local end_timer = get_data_containers()[container_id].infinity_timers[token_id]
if end_timer then
return math.ceil(end_timer - game.get_time())
end
return 0
end
--- Get current time to next restore point
-- @function eva.token.get_seconds_to_restore
function M.get_seconds_to_restore(container_id, token_id)
local config = M.get_restore_config(container_id, token_id)
if not config then
logger:warn("Get seconds to restore from token without restore", {
container_id = container_id,
token_id = token_id
})
return 0
end
local last = config.last_restore_time
local skipped = game.get_time() - last
return math.max(0, config.timer - skipped)
end
--- Reset visual debt of tokens
-- @function eva.token.sync_visual
function M.sync_visual(container_id, token_id)
return get_token(container_id, token_id):sync_visual()
end
--- Add visual debt to token
-- @function eva.token.add_visual
function M.add_visual(container_id, token_id, amount)
return get_token(container_id, token_id):add_visual(amount)
end
--- Get current visual debt of token
-- @function eva.token.get_visual
function M.get_visual(container_id, token_id)
return get_token(container_id, token_id):get_visual()
end
function M.before_eva_init()
app.smart_containers = {}
end
function M.on_eva_init()
app[const.EVA.CONTAINERS] = proto.get(const.EVA.CONTAINERS)
saver.add_save_part(const.EVA.CONTAINERS, app[const.EVA.CONTAINERS])
events.subscribe(const.EVENT.GAME_FOCUS, update_tokens_offset)
end
function M.after_eva_init()
local containers = app.smart_containers
local data_containers = get_data_containers()
for container_id, data_container in pairs(data_containers) do
containers[container_id] = containers[container_id] or {}
for token_id, token_data in pairs(data_container.tokens) do
-- Link behavior and data
local container = containers[container_id]
container[token_id] = create_token_in_save(container_id, token_id, token_data)
end
end
end
function M.on_eva_update(dt)
local containers = get_data_containers()
for container_id, container in pairs(containers) do
local restore_config = container.restore_config
for token_id, config in pairs(restore_config) do
if config.is_enabled then
restore_token_update(container_id, token_id, config)
end
end
end
end
return M
|
-- Dependencies
local Class = require("engine.Class")
local String = require("engine.String")
-- Cheater class
local Cheater = Class("Cheater")
-- Constructor
function Cheater:Cheater(inputHistoryLimit)
self.cheats = {}
self.history = {}
self.startPos = 1
self.endPos = 1
self.limit = inputHistoryLimit or 50
end
-- Adds new cheat
function Cheater:addCheat(sequence, callback)
if type(sequence) == "string" then
sequence = String.split(sequence)
end
table.insert(self.cheats, {
sequence = sequence,
callback = callback
})
end
-- Adds last used input
function Cheater:inputUsed(input)
self:addInput(input)
self:inputChanged()
end
-- Adds input to history
function Cheater:addInput(input)
self.history[self.endPos] = input
self.endPos = self.endPos + 1
if self.endPos - self.startPos > self.limit then
self.history[self.startPos] = nil
self.startPos = self.startPos + 1
end
end
-- Checks if some cheat was activated
function Cheater:inputChanged()
for i, cheat in ipairs(self.cheats) do
local sequence = cheat.sequence
local historyPos = self.endPos - 1
local sequencePos = #sequence
while sequencePos > 0 and self.history[historyPos] == sequence[sequencePos] do
historyPos = historyPos - 1
sequencePos = sequencePos - 1
end
if sequencePos == 0 then
cheat.callback(sequence)
end
end
end
return Cheater
|
module 'mock'
---DEAD LOCK DEBUG HELPER
local DEADLOCK_THRESHOLD = 100
local DEADLOCK_TRACK = 10
local DEADLOCK_TRACK_ENABLED = true
local function tovalue( v )
v = v:trim()
if value == 'true' then
return true, true
elseif value == 'false' then
return true, false
elseif value == 'nil' then
return true, nil
else
local n = tonumber( v )
if n then return true, n end
local s = v:match( [[^'(.*)'$]])
if s then return true, s end
local s = v:match( [[^"(.*)"$]])
if s then return true, s end
end
return false
end
--------------------------------------------------------------------
local function buildFSMScheme( scheme )
-- assert(targetClass,'Target Class required')
assert( scheme, 'FSM Data required' )
--for deadlock detection
local trackedStates = {}
--
local stateFuncs = {}
---
local function parseExprJump( msg )
local content = msg:match('%s*if%s*%((.*)%)%s*')
if not content then return nil end
content = content:trim()
local valueFunc, err = loadEvalScriptWithEnv( content )
if not valueFunc then
_warn( 'failed compiling condition expr:', err )
return false
else
return valueFunc
end
end
--build state funcs
for name, stateBody in pairs( scheme ) do
local id = stateBody.id --current state id
local jump = stateBody.jump --transition trigger by msg
local outStates = stateBody.next --transition trigger by state return value
local localName = stateBody.localName
local stepName = id .. '__step'
local exitName = id .. '__exit'
local enterName = id .. '__enter'
local exprJump = false
if jump then
for msg, target in pairs( jump ) do
local exprFunc = parseExprJump( msg )
if exprFunc then
if not exprJump then exprJump = {} end
exprJump[ msg ] = exprFunc
end
end
if exprJump then
for msg, exprFunc in pairs( exprJump ) do
--replace msg
local target = jump[ msg ]
jump[ msg ] = nil
jump[ exprFunc ] = target
end
end
end
--generated function
local function stateStep( controller, dt, switchCount )
----PRE STEP TRANSISTION
local nextState
local transMsg, transMsgArg
local forceJumping = controller.forceJumping
if forceJumping then
controller.forceJumping = false
nextState, transMsg, transMsgArg = unpack( forceJumping )
else
---STEP
local step = controller[ stepName ]
local out = true
--step return name of next state
if step then
out = step( controller, dt )
dt = 0 --delta time is consumed
elseif step == nil then
controller[ stepName ] = false
end
----POST STEP TRANSISTION
if out and outStates then --approach next state
nextState = outStates[ out ]
if not nextState then
_error( '! error in state:'..name )
if type( out ) ~= 'string' then
return error( 'output state name expected' )
end
error( 'output state not found:'..tostring( out ) )
end
else
--find triggering msg (post phase)
while true do
transMsg, transMsgArg = controller:pollMsg()
if not transMsg then return end
nextState = jump and jump[ transMsg ]
if nextState then break end
end
end
end
if DEADLOCK_TRACK_ENABLED then
--DEADLOCK DETECTOR
switchCount = switchCount + 1
if switchCount == DEADLOCK_THRESHOLD then
trackedStates = {}
elseif switchCount > DEADLOCK_THRESHOLD then
table.insert( trackedStates, name )
if switchCount > DEADLOCK_THRESHOLD + DEADLOCK_TRACK then
--state traceback
_log( "state switch deadlock:", switchCount )
for i, s in ipairs( trackedStates ) do
_log( i, s )
end
if getG( 'debugstop' ) then
debugStop()
end
-- game:debugStop()
error('TERMINATED') --terminate
end
end
end
local nextStateBody
local nextStateName
if controller:acceptStateChange( nextState ) == false then
return
end
--TRANSITION
local tt = type( nextState )
if tt == 'string' then --direct transition
nextStateName = nextState
local exit = controller[ exitName ]
if exit then --exit previous state
exit( controller, nextStateName, transMsg, transMsgArg )
elseif exit == nil then
controller[ exitName ] = false
end
else --group transitions
local l = #nextState
nextStateName = nextState[l]
local exit = controller[ exitName ]
if exit then --exit previous state
exit( controller, nextStateName, transMsg, transMsgArg )
elseif exit == nil then
controller[ exitName ] = false
end
--extra state group exit/enter
for i = 1, l-1 do
local funcName = nextState[ i ]
local func = controller[ funcName ]
if func then
func( controller, name, nextStateName, transMsg, transMsgArg )
end
end
end
controller:setState( nextStateName )
nextStateBody = scheme[ nextStateName ]
if not nextStateBody then
error( 'state body not found:' .. nextStateName, 2 )
end
local enterName = nextStateBody.enterName
--activate and enter new state handler
local nextFunc = nextStateBody.func
controller.currentStateFunc = nextFunc
controller.currentExprJump = nextStateBody.exprJump
local enter = controller[ enterName ]
if enter then --entering new state
enter( controller, name, transMsg, transMsgArg )
elseif enter == nil then
controller[ enterName ] = false
end
controller:updateExprJump()
return nextFunc( controller, dt, switchCount )
end
stateBody.func = stateStep
stateBody.stepName = stepName
stateBody.enterName = enterName
stateBody.exitName = exitName
stateBody.exprJump = exprJump
end
local startFunc = scheme['start'].func
local startEnterName = scheme['start'].enterName
local startExprJump = scheme['start'].exprJump
scheme[0] = function( controller, dt )
controller.currentStateFunc = startFunc
controller.currentExprJump = startExprJump
local f = controller[ startEnterName ]
if f then
f( controller ) --fsm.start:enter
end
controller:updateExprJump()
return startFunc( controller, dt, 0 )
end
end
--------------------------------------------------------------------
function FSMSchemeLoader( node )
local path = node:getObjectFile('def')
local scheme = dofile( path )
buildFSMScheme( scheme )
return scheme
end
registerAssetLoader ( 'fsm_scheme', FSMSchemeLoader )
|
--[[
* MOCK framework for Moai
* Copyright (C) 2012 Tommo Zhou([email protected]). All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining
* a copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sublicense, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice shall be
* included in all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
]]
local os=MOAIEnvironment.osBrand
DebugHelper = {}
function DebugHelper:startCrittercism( k1, k2, k3 )
--TODO: support android
if os=='iOS' then
MOAICrittercism.init(
k1, k2, k3
)
self.crittercism = true
end
end
function DebugHelper:setCodeMark( s, ... )
if self.crittercism then
MOAICrittercism.leaveBreadcrumb( string.format( s, ... ) )
end
end
function DebugHelper:reportUsage()
print'---------'
print('FPS:',MOAISim.getPerformance())
print('Objects:',MOAISim.getLuaObjectCount())
print('Memory:')
table.foreach(MOAISim.getMemoryUsage(),print)
print('--------')
if game.scenes then
for k,s in pairs( game.scenes ) do
local count=table.len(s.objects)
if count>0 then
printf('Object in scene "%s": %d',s.name,count)
end
end
end
print('--------')
-- print(MOAISim.reportHistogram())
end
function DebugHelper:showDebugLines(show)
show=show~=false
for i, l in pairs(moailayers) do
l:showDebugLines(show)
end
end
function DebugHelper:setDebugEnabled(d)
self.debugEnabled=d or false
if not self.debugger then
require("clidebugger")
self.debugger=clidebugger
end
MOAIDebugLines.setStyle ( MOAIDebugLines.PARTITION_CELLS, 2, 1, 1, 1 )
MOAIDebugLines.setStyle ( MOAIDebugLines.PARTITION_PADDED_CELLS, 1, 0.5, 0.5, 0.5 )
MOAIDebugLines.setStyle ( MOAIDebugLines.PROP_WORLD_BOUNDS, 2, 0.75, 0.75, 0.75 )
end
function DebugHelper:pause(msg)
if self.debugger then
return self.debugger.pause(msg)
end
end
function DebugHelper:exitOnError( enabled )
enabled = enabled~=false
if enabled then
MOAISim.setTraceback(
function(msg)
print( debug.traceback(msg, 2) )
os.exit()
end)
end
end
--------------------------------------------------------------------
--Profiler ( using ProFi )
Profiler = { coroWrapped = false }
function Profiler:start( time, reportPath )
local ProFi=require 'ProFi'
self.ProFi = ProFi
--wrap moai coroutine
if not self.coroWrapped then
self.coroWrapped = true
local MOAICoroutineIT = MOAICoroutine.getInterfaceTable()
local _run = MOAICoroutineIT.run
MOAICoroutineIT.run = function(self, func,...)
return _run(self,
function(...)
ProFi:start()
return func(...)
end,...)
end
end
--auto stop settings
if time then
laterCall( time, function()
self:stop()
if reportPath then
self:writeReport( reportPath )
end
end)
end
--start
-- ProFi:setGetTimeMethod( MOAISim.getDeviceTime )
_stat 'start profiler...'
ProFi:start()
end
function Profiler:stop()
self.ProFi:stop()
_stat 'stop profiler...'
end
function Profiler:writeReport( path )
_statf( 'writing profiler report to : %s', path )
self.ProFi:writeReport( path )
end
--------------------------------------------------------------------
local tracingCoroutines = setmetatable( {}, { __mode = 'k' } )
function _reportTracingCoroutines()
local count = {}
local countActive = {}
for coro, tb in pairs( tracingCoroutines ) do
count[ tb ] = ( count[ tb ] or 0 ) + 1
print( tb )
if coro:isBusy() then
countActive[ tb ] = ( countActive[ tb ] or 0 ) + 1
else
-- print( 'inactive coro' )
-- print( tb )
end
end
-- for tb, c in pairs( count ) do
-- if c > 1 then
-- print( '------CORO COUNT:', c, countActive[ tb ] )
-- print( tb )
-- end
-- end
end
local oldNew = MOAICoroutine.new
MOAICoroutine.new = function( f, ... )
local coro = oldNew( f, ... )
-- print( 'CREATE COROUTINE', coro )
-- print( debug.traceback() )
-- local funcinfo = debug.getinfo( f, 'nSl' )
-- local infoString string.format(
-- '%s:%d', funcinfo.source, funcinfo.currentline
-- )
tracingCoroutines[ coro ] = debug.traceback( 3 )
return coro
end
--------------------------------------------------------------------
--dump calltree
--------------------------------------------------------------------
--command
CLASS: DebugCommand ()
:MODEL{}
function DebugCommand:onExec()
end
function DebugCommand:finish()
end
function DebugCommand:fail()
end
--------------------------------------------------------------------
function enableInfiniteLoopChecking()
local function _callback( funcInfo )
local funcInfo = debug.getinfo( 2, 'Sl' )
return print( '>>', funcInfo.source, funcInfo.currentline )
end
local MOAICoroutineIT = MOAICoroutine.getInterfaceTable()
local _run = MOAICoroutineIT.run
MOAICoroutineIT.run = function(self, func,...)
return _run(self,
function(...)
debug.sethook( _callback, 'l' )
return func(...)
end,...)
end
debug.sethook( _callback, 'l' )
end
local function defaultErrorHandler ( status )
print( 'ERROR:', status )
print( debug.traceback( 2 ) )
end
local function _innerTry( errFunc, ok, ... )
-- print( errFunc, ok, ... )
if ok then
return ...
end
local status = ...
errFunc = errFunc or defaultErrorHandler
errFunc( status )
return nil
end
function try( func, errFunc )
return _innerTry( errFunc, pcall( func ) )
end
function singletraceback( level )
local info = debug.getinfo( ( level or 2 ) + 1, 'nSl' )
return string.format(
'%s:%d', info.source, info.currentline
)
end
local trackingMOAIObjects = {}
function trackMOAIObject( clas )
local oldNew = clas.new
local t = table.weak_k()
trackingMOAIObjects[ clas ] = t
clas.new = function( ... )
local obj = oldNew( ... )
t[ obj ] = debug.traceback( 3 )
return obj
end
end
function reportTrackingMOAIObject( clas )
local t = trackingMOAIObjects[ clas ]
if not t then
_log( 'not tracking', clas )
return false
end
_log( 'allocated moai object:', clas )
for obj, trace in pairs( t ) do
_log( obj )
_log( trace )
end
_log( '----' )
end
|
---@return Weapon
function Weapon(...) end
---@class Weapon
local cls = Weapon()
---@return any
function cls:IsInWater(...) end
---@return any
function cls:GetAttachedTo(...) end
---@return any
function cls:AttachTo(...) end
---@return any
function cls:ResetMaterial(...) end
---@return any
function cls:GetLeftHandLocation(...) end
---@return any
function cls:GetSightRotation(...) end
---@return any
function cls:GetWallbangDamageMultiplier(...) end
---@return any
function cls:SetLocation(...) end
---@return any
function cls:SetRotation(...) end
---@return any
function cls:SetDefaultMaterial(...) end
---@return any
function cls:GetActorTags(...) end
---@return any
function cls:GetHoldReleaseUse(...) end
---@return any
function cls:GetBulletCount(...) end
---@return any
function cls:SetNetworkAuthority(...) end
---@return any
function cls:GetAssetName(...) end
---@return any
function cls:GetMagazineMesh(...) end
---@return any
function cls:GetRotation(...) end
---@return any
function cls:GetSpread(...) end
---@return any
function cls:GetBounds(...) end
---@return any
function cls:SetAttachmentSettings(...) end
---@return any
function cls:GetRecoil(...) end
---@return any
function cls:GetAmmoClip(...) end
---@return any
function cls:GetHandlingMode(...) end
---@return any
function cls:SetLifeSpan(...) end
---@return any
function cls:SetPhysicalMaterial(...) end
---@return any
function cls:TranslateTo(...) end
---@return any
function cls:SetGravityEnabled(...) end
---@return any
function cls:SetMaterial(...) end
---@return any
function cls:GetLifeSpan(...) end
---@return any
function cls:GetDamage(...) end
---@return any
function cls:IsGravityEnabled(...) end
---@return any
function cls:SetCrosshairSetting(...) end
---@return any
function cls:AddSkeletalMeshAttached(...) end
---@return any
function cls:SetRelativeLocation(...) end
---@return any
function cls:SetInitialLocation(...) end
---@return any
function cls:RemoveSkeletalMeshAttached(...) end
---@return any
function cls:IsValid(...) end
---@return any
function cls:GetSoundDry(...) end
---@return any
function cls:GetSoundLoad(...) end
---@return any
function cls:Destroy(...) end
---@return any
function cls:Unsubscribe(...) end
---@return any
function cls:SetMaterialVectorParameter(...) end
---@return any
function cls:GetBulletColor(...) end
---@return any
function cls:GetAttachedEntities(...) end
---@return any
function cls:AddImpulse(...) end
---@return any
function cls:SetForce(...) end
---@return any
function cls:SetMaterialColorParameter(...) end
---@return any
function cls:GetAmmoToReload(...) end
---@return any
function cls:Super(...) end
---@return any
function cls:GetSoundAim(...) end
---@return any
function cls:Detach(...) end
---@return any
function cls:GetSoundFire(...) end
---@return any
function cls:GetSoundZooming(...) end
---@return any
function cls:GetSoundUnload(...) end
---@return any
function cls:GetParticlesShells(...) end
---@return any
function cls:GetParticlesBarrel(...) end
---@return any
function cls:IsBeingDestroyed(...) end
---@return any
function cls:AddActorTag(...) end
---@return any
function cls:GetParticlesBulletTrail(...) end
---@return any
function cls:SetScale(...) end
---@return any
function cls:GetInitialLocation(...) end
---@return any
function cls:IsNetworkDistributed(...) end
---@return any
function cls:GetAnimationCharacterFire(...) end
---@return any
function cls:SetMaterialTextureParameter(...) end
---@return any
function cls:GetRightHandOffset(...) end
---@return any
function cls:SetMaterialScalarParameter(...) end
---@return any
function cls:GetValue(...) end
---@return any
function cls:GetSightLocation(...) end
---@return any
function cls:SetCrosshairMaterial(...) end
---@return any
function cls:GetLeftHandRotation(...) end
---@return any
function cls:GetAmmoBag(...) end
---@return any
function cls:GetCadence(...) end
---@return any
function cls:GetSightFOVMultiplier(...) end
---@return any
function cls:GetWallbangMaxDistance(...) end
---@return any
function cls:GetVelocity(...) end
---@return any
function cls:AddStaticMeshAttached(...) end
---@return any
function cls:RemoveStaticMeshAttached(...) end
---@return any
function cls:SetValue(...) end
---@return any
function cls:GetLocation(...) end
---@return any
function cls:SetRelativeRotation(...) end
---@return any
function cls:Subscribe(...) end
---@return any
function cls:SetHighlightEnabled(...) end
---@return any
function cls:RotateTo(...) end
---@return any
function cls:GetScale(...) end
---@return any
function cls:SetVisibility(...) end
---@return any
function cls:GetCollision(...) end
---@return any
function cls:GetType(...) end
---@return any
function cls:GetAnimationFire(...) end
---@return any
function cls:GetHandler(...) end
---@return any
function cls:SetCollision(...) end
---@return any
function cls:GetID(...) end
---@return any
function cls:HasNetworkAuthority(...) end
---@return any
function cls:GetClipCapacity(...) end
---@return any
function cls:GetCanHoldUse(...) end
|
local alphabet = "rpshnaf39wBUDNEGHJKLM4PQRST7VWXYZ2bcdeCg65jkm8oFqi1tuvAxyz"
local alphabet_i_to_char
do
local _tbl_0 = { }
for i = 1, #alphabet do
_tbl_0[i] = alphabet:sub(i, i)
end
alphabet_i_to_char = _tbl_0
end
local alphabet_char_to_i
do
local _tbl_0 = { }
for i = 1, #alphabet do
_tbl_0[alphabet:sub(i, i)] = i
end
alphabet_char_to_i = _tbl_0
end
local unpack = table.unpack or unpack
local BigInt
do
local _class_0
local _base_0 = {
is_zero = function(self)
local _list_0 = self.bytes
for _index_0 = 1, #_list_0 do
local b = _list_0[_index_0]
if b ~= 0 then
return false
end
end
return true
end,
to_string = function(self)
return string.char(unpack(self.bytes)):reverse()
end,
to_number = function(self)
local sum = 0
local k = 1
local _list_0 = self.bytes
for _index_0 = 1, #_list_0 do
local val = _list_0[_index_0]
sum = sum + (val * k)
k = k * 256
end
return sum
end,
add = function(self, num)
local k = 1
while true do
self.bytes[k] = (self.bytes[k] or 0) + num
if self.bytes[k] < 256 then
break
end
num = math.floor(self.bytes[k] / 256)
self.bytes[k] = self.bytes[k] % 256
k = k + 1
end
end,
mul = function(self, mul)
local last_idx = 1
local r = 0
for idx = 1, #self.bytes do
local cur = self.bytes[idx] * mul + r
self.bytes[idx] = cur % 256
r = math.floor(cur / 256)
last_idx = idx
end
if r > 0 then
self.bytes[last_idx + 1] = r
end
return nil
end,
div = function(self, div)
local r
for idx = #self.bytes, 1, -1 do
local b = self.bytes[idx]
if r then
b = b + (r * 256)
end
local q
q, r = math.floor(b / div), b % div
self.bytes[idx] = q
end
return self, r
end
}
_base_0.__index = _base_0
_class_0 = setmetatable({
__init = function(self, bytes)
if bytes == nil then
bytes = { }
end
self.bytes = bytes
end,
__base = _base_0,
__name = "BigInt"
}, {
__index = _base_0,
__call = function(cls, ...)
local _self_0 = setmetatable({}, _base_0)
cls.__init(_self_0, ...)
return _self_0
end
})
_base_0.__class = _class_0
local self = _class_0
self.from_string = function(self, str)
return self({
str:reverse():byte(1, -1)
})
end
BigInt = _class_0
end
local encode_base58
encode_base58 = function(str)
local buffer = { }
local int = BigInt:from_string(str)
while not int:is_zero() do
local _, r = int:div(58)
table.insert(buffer, alphabet_i_to_char[r + 1])
end
return table.concat(buffer)
end
local decode_base58
decode_base58 = function(str)
local out = BigInt()
for i = #str, 1, -1 do
local char = str:sub(i, i)
local char_i = alphabet_char_to_i[char]
if not (char_i) then
return nil, "invalid string"
end
local char_byte = char_i - 1
out:mul(58)
out:add(char_byte)
end
return out:to_string()
end
return {
BigInt = BigInt,
encode_base58 = encode_base58,
decode_base58 = decode_base58
}
|
local shots = {}
local settings = require("settings")
shots.list = {}
sound = love.audio.newSource("assets/shoot.wav", "static")
function shots.create(source, fromPlayer, isSmall, vx, vy)
local shot = {}
if isSmall then
shot.image = love.graphics.newImage("assets/shoot_small.png")
else
shot.image = love.graphics.newImage("assets/shoot.png")
end
shot.x = source.x + source.image:getWidth() / 2 - shot.image:getWidth() / 2
if fromPlayer then
shot.y = source.y
shot.vy = settings.SHOT_SPEED
shot.vx = 0
else
shot.y = source.y + source.image:getHeight() / 2
if vy == nil then
shot.vy = -settings.SHOT_SPEED / 2
else
shot.vy = vy
end
if vx == nil then
shot.vx = 0
else
shot.vx = vx
end
end
shot.fromPlayer = fromPlayer
shot.delete = false
table.insert(shots.list, shot)
sound:play()
end
function shots.update(player, aliens, explosions, dt)
for i= 1, #shots.list do
local shot = shots.list[i]
-- Shoot interaction
if shot.fromPlayer then
for j= 1, #aliens.list do
local alien = aliens.list[j]
if collide(shot, alien) then
explosions.create(
shot.x + math.random(-2, 2) - alien.image:getWidth() / 2,
shot.y + math.random(-2, 2) - shot.image:getHeight() / 2,
alien.vx, alien.vy
)
aliens.hit(j)
shot.delete = true
end
end
else
if collide(shot, player) then
shot.delete = true
end
end
-- Shoot management
shot.x = shot.x + shot.vx * dt
shot.y = shot.y + shot.vy * dt
if shot.y < 0 - shot.image:getHeight()
or shot.y > settings.GAME_HEIGHT then
shot.delete = true
end
end
-- Shoot deletion
for i= #shots.list, 1, -1 do
local shot = shots.list[i]
if shot.delete then
shot.image = nil
table.remove(shots.list, i)
end
end
end
function shots.draw()
for i=1,#shots.list do
local shot = shots.list[i]
love.graphics.draw(shot.image, shot.x, shot.y)
end
end
return shots |
local ServerScriptService = game:GetService("ServerScriptService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RECS = require(ReplicatedStorage.Packages.RECS)
local ExampleComponent = require(ServerScriptService.Components.Example)
--[[
System setup
================
]]
local Example = RECS.System:extend("Example")
function Example:init()
for instance, component in self.core:components(ExampleComponent) do
self:added(instance, component)
end
self.componentAddedSignal = self.core:getComponentAddedSignal(ExampleComponent)
self.maid.componentAddedConnection = self.componentAddedSignal:connect(function(component, instance)
self:added(instance, component)
end)
self.componentRemovingSignal = self.core:getComponentRemovingSignal(ExampleComponent)
self.maid.componentRemovingConnection = self.componentRemovingSignal:connect(function(instance, component)
self:removing(instance, component)
end)
end
function Example:added(instance, component)
wait() -- HACK, having to wait for the inst to have the component applied
-- Do added stuff with the component here!
end
function Example:removing(instance, component)
wait() -- HACK, having to wait for the inst to have the component applied
-- Do removing stuff with the component here!
end
function Example:step(dt)
-- Do stuff on step!
end
return Example
|
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
--
-- This file is compatible with Lua 5.3
local class = require("class")
require("kaitaistruct")
local str_decode = require("string_decode")
local stringstream = require("string_stream")
require("rtp_packet")
--
-- rtpdump is a format used by rtptools to record and replay
-- rtp data from network capture.
-- See also: Source (https://chromium.googlesource.com/external/webrtc/stable/talk/+/master/media/base/rtpdump.h)
Rtpdump = class.class(KaitaiStruct)
function Rtpdump:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function Rtpdump:_read()
self.file_header = Rtpdump.HeaderT(self._io, self, self._root)
self.packets = {}
local i = 0
while not self._io:is_eof() do
self.packets[i + 1] = Rtpdump.PacketT(self._io, self, self._root)
i = i + 1
end
end
Rtpdump.HeaderT = class.class(KaitaiStruct)
function Rtpdump.HeaderT:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function Rtpdump.HeaderT:_read()
self.shebang = self._io:read_bytes(12)
if not(self.shebang == "\035\033\114\116\112\112\108\097\121\049\046\048") then
error("not equal, expected " .. "\035\033\114\116\112\112\108\097\121\049\046\048" .. ", but got " .. self.shebang)
end
self.space = self._io:read_bytes(1)
if not(self.space == "\032") then
error("not equal, expected " .. "\032" .. ", but got " .. self.space)
end
self.ip = str_decode.decode(self._io:read_bytes_term(47, false, true, true), "ascii")
self.port = str_decode.decode(self._io:read_bytes_term(10, false, true, true), "ascii")
self.start_sec = self._io:read_u4be()
self.start_usec = self._io:read_u4be()
self.ip2 = self._io:read_u4be()
self.port2 = self._io:read_u2be()
self.padding = self._io:read_u2be()
end
--
-- start of recording, the seconds part.
--
-- start of recording, the microseconds part.
--
-- network source.
--
-- port.
--
-- 2 bytes padding.
Rtpdump.PacketT = class.class(KaitaiStruct)
function Rtpdump.PacketT:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function Rtpdump.PacketT:_read()
self.length = self._io:read_u2be()
self.len_body = self._io:read_u2be()
self.packet_usec = self._io:read_u4be()
self._raw_body = self._io:read_bytes(self.len_body)
local _io = KaitaiStream(stringstream(self._raw_body))
self.body = RtpPacket(_io)
end
--
-- packet length (including this header).
--
-- payload length.
--
-- timestamp of packet since the start.
|
--[[
Copyright (C) 2014 HarpyWar ([email protected])
This file is a part of the PvPGN Project http://pvpgn.pro
Licensed under the same terms as Lua itself.
]]--
--
-- Read file w3motd.txt line by line and send text to user
--
local username = nil
function command_w3motd(account, text)
-- allow warcraft 3 client only
if not (account.clienttag == CLIENTTAG_WAR3XP or account.clienttag == CLIENTTAG_WARCRAFT3) then
return 1
end
username = account.name
local data = file_load(config.motdw3file, w3motd_sendline_callback)
return 0
end
function w3motd_sendline_callback(line)
api.message_send_text(username, message_type_info, nil, line)
end
|
return {
summary = 'Get the pose of a single node.',
description = 'Returns the pose of a single node in the Model in a given `CoordinateSpace`.',
arguments = {
name = {
type = 'string',
description = 'The name of the node.'
},
index = {
type = 'number',
description = 'The node index.'
},
space = {
type = 'CoordinateSpace',
default = [['global']],
description = [[
Whether the pose should be returned relative to the node's parent or relative to the root
node of the Model.
]]
}
},
returns = {
x = {
type = 'number',
description = 'The x position of the node.'
},
y = {
type = 'number',
description = 'The y position of the node.'
},
z = {
type = 'number',
description = 'The z position of the node.'
},
angle = {
type = 'number',
description = 'The number of radians the node is rotated around its rotational axis.'
},
ax = {
type = 'number',
description = 'The x component of the axis of rotation.'
},
ay = {
type = 'number',
description = 'The y component of the axis of rotation.'
},
az = {
type = 'number',
description = 'The z component of the axis of rotation.'
}
},
variants = {
{
arguments = { 'name', 'space' },
returns = { 'x', 'y', 'z', 'angle', 'ax', 'ay', 'az' }
},
{
arguments = { 'index', 'space' },
returns = { 'x', 'y', 'z', 'angle', 'ax', 'ay', 'az' }
}
},
notes = [[
For skinned nodes to render correctly, use a Shader created with the `animated` flag set to
`true`. See `lovr.graphics.newShader` for more.
]],
related = {
'Model:pose',
'Model:animate',
'Model:getNodeName',
'Model:getNodeCount'
}
}
|
local readerapi = dofile("./config-reader.lua");
local reader = readerapi.new();
--init and look for config
reader:setpath(".");
local isCachePresent = reader:open("config.cfg");
local initializedComputers = reader:seek("computer")[1];
if (not isCachePresent) then
return error("run config.lua with the parameters \"-s computer [your_computer_address]\"" )
end |
-- vim: et sw=2 sts=2 ts=2
local tsukuyomi = tsukuyomi
local util = require('tsukuyomi.thirdparty.util')
local PersistentList = tsukuyomi.lang.PersistentList
local PersistentVector = tsukuyomi.lang.PersistentVector
local PersistentHashMap = tsukuyomi.lang.PersistentHashMap
local ArraySeq = tsukuyomi.lang.ArraySeq
local ConcatSeq = tsukuyomi.lang.ConcatSeq
local Symbol = tsukuyomi.lang.Symbol
local Keyword = tsukuyomi.lang.Keyword
local Var = tsukuyomi.lang.Var
print('PersistentList: ' .. tostring(PersistentList))
print('PersistentList.EMPTY: ' .. tostring(PersistentList.EMPTY))
print('PersistentVector: ' .. tostring(PersistentVector))
print('PersistentHashMap: ' .. tostring(PersistentHashMap))
print('ConcatSeq: ' .. tostring(ConcatSeq))
print('ArraySeq: ' .. tostring(ArraySeq))
-- TODO: add indenting
-- TODO: make not vulnerable to a stack overflow when printing cons cells
-- TODO: make not vulnerable to infinite loop due to self referential data structures
function tsukuyomi.print(datum)
if type(datum) == 'boolean' then
return tostring(datum)
elseif type(datum) == 'number' then
return tostring(datum)
elseif type(datum) == 'string' then
return '"' .. datum .. '"'
elseif datum == nil then
return 'nil'
end
local mt = getmetatable(datum)
if mt == Symbol or mt == Keyword then
return tostring(datum)
elseif mt == PersistentVector then
local items = {}
for i = 0, datum:count() - 1 do
table.insert(items, tsukuyomi.print(datum:get(i)))
end
return '[' .. table.concat(items, ' ') .. ']'
elseif mt == PersistentHashMap then
local items = {}
local seq = datum:seq()
while seq and seq:first() ~= nil do
local kv = seq:first()
local k = kv:get(0)
local v = kv:get(1)
table.insert(items, tsukuyomi.print(k))
table.insert(items, tsukuyomi.print(v))
seq = seq:rest()
end
return '{' .. table.concat(items, ' ') .. '}'
elseif mt == Var then
return tostring(datum)
elseif datum.first ~= nil then
local items = {}
--[[
while true do
if datum:count() == 0 then
local check = datum:seq()
if check ~= nil then
print(getmetatable(datum))
print(util.show(datum))
assert(false)
end
break
end
local item = datum:first()
table.insert(items, tsukuyomi.print(item))
datum = datum:rest()
end
]]--
while datum:seq() do
local item = datum:first()
table.insert(items, tsukuyomi.print(item))
datum = datum:rest()
end
return '(' .. table.concat(items, ' ') .. ')'
else
print(util.show(datum))
assert(false)
end
end
tsukuyomi.core['pr-str'] = tsukuyomi.lang.Function.new()
tsukuyomi.core['pr-str'][1] = tsukuyomi.print
|
local ts_utils = require("nvim-treesitter.ts_utils")
local ts_query = require("nvim-treesitter.query")
local parsers = require("nvim-treesitter.parsers")
local locals = require("nvim-treesitter.locals")
local utils = require("contextprint.utils")
--[[
--Parsers
{
available_parsers = <function 1>,
ft_to_lang = <function 2>,
get_buf_lang = <function 3>,
get_parser = <function 4>,
get_parser_configs = <function 5>,
get_tree_root = <function 6>,
has_parser = <function 7>,
lang_match_ft = <function 8>,
lang_to_ft = <function 9>,
list: {...},
maintained_parsers = <function 10>,
reset_cache = <function 11>
}
--Utils
{
get_named_children = <function 1>,
get_next_node = <function 2>,
get_node_at_cursor = <function 3>,
get_node_range = <function 4>,
get_node_text = <function 5>,
get_previous_node = <function 6>,
goto_node = <function 7>,
highlight_node = <function 8>,
highlight_range = <function 9>,
is_in_node_range = <function 10>,
is_parent = <function 11>,
memoize_by_buf_tick = <function 12>,
node_length = <function 13>,
node_to_lsp_range = <function 14>,
swap_nodes = <function 15>,
update_selection = <function 16>
}
--
function get_function_name(node)
for idx = 0, node:child_count() - 1 do
local child = node:get
if node:child(idx)
end
return nil
end
--]]
--
--
local M = {}
-- Array<node_wrapper>
M.intersect_nodes = function(nodes, row, col)
local found = {}
for idx = 1, #nodes do
local node = nodes[idx]
local sRow = node.dim.s.r
local sCol = node.dim.s.c
local eRow = node.dim.e.r
local eCol = node.dim.e.c
if utils.intersects(row, col, sRow, sCol, eRow, eCol) then
table.insert(found, node)
end
end
return found
end
M.count_parents = function(node)
local count = 0
local n = node.declaring_node
while n ~= nil do
n = n:parent()
count = count + 1
end
return count
end
-- @param nodes Array<node_wrapper>
-- perf note. I could memoize some values here...
M.sort_nodes = function(nodes)
table.sort(nodes, function(a, b)
return M.count_parents(a) < M.count_parents(b)
end)
return nodes
end
-- local lang = vim.api.nvim_buf_get_option(bufnr, 'ft')
-- node_wrapper
-- returns [{
-- declaring_node = tsnode
-- dim: {s: {r, c}, e: {r, c}},
-- name: string
-- type: string
-- }]
M.get_nodes = function(query, lang, defaults, bufnr)
bufnr = bufnr or 0
local success, parsed_query = pcall(function()
return vim.treesitter.parse_query(lang, query)
end)
if not success then
return nil
end
local parser = parsers.get_parser(bufnr, lang)
local root = parser:parse()[1]:root()
local start_row, _, end_row, _ = root:range()
local results = {}
for match in ts_query.iter_prepared_matches(parsed_query, root, bufnr, start_row, end_row) do
local sRow, sCol, eRow, eCol
local declaration_node
local type = "no_type"
local name = nil
locals.recurse_local_nodes(match, function(_, node, path)
local idx = string.find(path, ".", 1, true)
local op = string.sub(path, idx + 1, #path)
type = string.sub(path, 1, idx - 1)
if name == nil then
name = defaults[type] or "empty"
end
if op == "name" then
name = ts_utils.get_node_text(node)[1]
elseif op == "declaration" then
declaration_node = node
sRow, sCol, eRow, eCol = node:range()
sRow = sRow + 1
eRow = eRow + 1
sCol = sCol + 1
eCol = eCol + 1
end
end)
if declaration_node ~= nil then
table.insert(results, {
declaring_node = declaration_node,
dim = {
s = {r = sRow, c = sCol},
e = {r = eRow, c = eCol},
},
name = name,
type = type,
})
end
end
return results
end
return M
--
-- local nodes = M.get_nodes(
-- [[
-- (function (function_name) @function.name) @function.declaration
-- (function_definition) @function.declaration
-- ]],
-- "lua"
-- )
|
--One-Dimensional Array
print("hello lua")
-- array = {"Lua", "Tutorial"}
for i = 0,2 do
print(array[i])
end
|
local r = require("restructure")
describe('Reserved', function()
it('should have a default count of 1', function()
local reserved = r.Reserved.new(r.uint8)
assert.are_equal(1, reserved:size())
end)
it('should allow custom counts and types', function()
local reserved = r.Reserved.new(r.uint16,10)
assert.are_equal(20, reserved:size())
end)
it('should decode', function()
local stream = r.DecodeStream.new(string.char(0,0))
local reserved = r.Reserved.new(r.uint16)
assert.is_nil(reserved:decode(stream))
end)
it('should encode', function()
local stream = r.EncodeStream.new()
local reserved = r.Reserved.new(r.uint16)
reserved:encode(stream)
assert.are_equal(string.char(0,0), stream:getContents())
end)
end) |
--finish obby
local endzone = game.Workspace.tower.sections.finish.Finish.CFrame
local player = game.Players.LocalPlayer.Character
player.HumanoidRootPart.CFrame = endzone
--rejoin
local ts = game:GetService("TeleportService")
local p = game:GetService("Players").LocalPlayer
wait(3)
ts:Teleport(game.PlaceId, p) |
-----------------------------------
--
-- tpz.effect.INNIN
--
-----------------------------------
require("scripts/globals/status")
-----------------------------------
function onEffectGain(target,effect)
target:delMod(tpz.mod.EVA, effect:getPower())
target:delMod(tpz.mod.ENMITY, effect:getSubPower())
end
function onEffectTick(target,effect)
-- Tick down the effect and reduce the overall power
effect:setPower(effect:getPower() - 1)
target:addMod(tpz.mod.EVA, 1)
-- Enmity+ decays from 20 to 10, so half as often as the rest
if effect:getPower() % 2 == 0 then
effect:setSubPower(effect:getSubPower() - 1)
target:addMod(tpz.mod.ENMITY, 1)
end
end
function onEffectLose(target,effect)
-- Remove the remaining power
target:addMod(tpz.mod.EVA, effect:getPower())
target:addMod(tpz.mod.ENMITY, effect:getSubPower())
end
|
messages = {}
function messages:enter()
self.cursorY = 0
self.yModPerc = 100
tween(0.2,self,{yModPerc=0})
output:sound('stoneslideshort',2)
self.smallestY=0
end
function messages:draw()
game:draw()
local width, height = love.graphics:getWidth(),love.graphics:getHeight()
local uiScale = (prefs['uiScale'] or 1)
love.graphics.push()
love.graphics.scale(uiScale,uiScale)
love.graphics.translate(0,height*(self.yModPerc/100))
love.graphics.setFont(fonts.textFont)
local startX,startY,windowW,windowH
if prefs['noImages'] then
startX,startY,windowW,windowH = 1,1,width/uiScale-12,height/uiScale-12
else
startX,startY,windowW,windowH = 1,1,width/uiScale-32,height/uiScale-32
end
output:draw_window(startX,startY,windowW,windowH)
local fontSize = prefs['fontSize']
local cursor = math.floor(height/uiScale)-fontSize
local textWidth = math.floor(width/uiScale)-84
--Drawing the text:
love.graphics.push()
--Create a "stencil" that stops
local function stencilFunc()
love.graphics.rectangle("fill",startX+math.min(24,fontSize),startY+math.min(24,fontSize),width-math.min(48,fontSize*2),height-math.min(48,fontSize*2))
end
love.graphics.stencil(stencilFunc,"replace",1)
love.graphics.setStencilTest("greater",0)
love.graphics.translate(0,-self.cursorY)
for i = #output.text,1,-1 do
local _, tlines = fonts.textFont:getWrap(ucfirst(output.text[i]),textWidth)
cursor = cursor - math.floor(#tlines*(fontSize*1.25))
love.graphics.printf(ucfirst(output.text[i]),24,cursor,textWidth,"left")
end
love.graphics.setStencilTest()
love.graphics.pop()
self.smallestY = cursor-math.floor(fontSize/2)
if self.smallestY < 1 then
local scrollAmt = (self.smallestY-self.cursorY)/self.smallestY
self.scrollPositions = output:scrollbar(math.floor(width/uiScale)-48,16,math.floor(height/uiScale)-(prefs['noImages'] and 24 or 16),scrollAmt,true)
end
self.closebutton = output:closebutton(24,24,nil,true)
love.graphics.pop()
end
function messages:keypressed(key)
key = input:parse_key(key)
if (key == "north") then
messages:scrollUp()
elseif (key == "south") then
messages:scrollDown()
else
self:switchBack()
end
end
function messages:scrollUp()
if self.cursorY > self.smallestY then
self.cursorY = self.cursorY - prefs.fontSize
end
end
function messages:scrollDown()
if self.cursorY < 0 then self.cursorY = self.cursorY+prefs.fontSize end
end
function messages:mousepressed(x,y,button)
local uiScale = (prefs['uiScale'] or 1)
if button == 2 or (x/uiScale > self.closebutton.minX and x/uiScale < self.closebutton.maxX and y/uiScale > self.closebutton.minY and y/uiScale < self.closebutton.maxY) then
self:switchBack()
end
end
function messages:wheelmoved(x,y)
if y > 0 then
messages:scrollUp()
elseif y < 0 then
messages:scrollDown()
end --end button type if
end --end mousepressed if
function messages:update(dt)
if self.switchNow == true then
self.switchNow = nil
Gamestate.switch(game)
Gamestate.update(dt)
return
end
if (love.mouse.isDown(1)) and messages.scrollPositions then
local x,y = love.mouse.getPosition()
local upArrow = messages.scrollPositions.upArrow
local downArrow = messages.scrollPositions.downArrow
local elevator = messages.scrollPositions.elevator
if x>upArrow.startX and x<upArrow.endX and y>upArrow.startY and y<upArrow.endY then
messages:scrollUp()
elseif x>downArrow.startX and x<downArrow.endX and y>downArrow.startY and y<downArrow.endY then
messages:scrollDown()
elseif x>elevator.startX and x<elevator.endX and y>upArrow.endY and y<downArrow.startY then
if y<elevator.startY then messages:scrollUp()
elseif y>elevator.endY then messages:scrollDown() end
end --end clicking on arrow
end
end
function messages:switchBack()
tween(0.2,self,{yModPerc=100})
output:sound('stoneslideshortbackwards',2)
Timer.after(0.2,function() self.switchNow=true end)
end |
print("======== test1.lua ========")
goFunc = goEvent
goFunc("goFunc from test1.lua")
|
local source = select(1,...)
local term = require("terminal")
local eapi = require("Editors")
if source and source ~= "@clip" and source ~= "-?" then
source = term.resolve(source)
if source:sub(-5,-1) ~= ".lk12" then source = source..".lk12" end
elseif source ~= "@clip" and source ~= "-?" then source = eapi.filePath end
if not source or source == "-?" then
printUsage(
"load <file>","Loads a game into memory",
"load","Reloads the current game",
"load @clip","Load from clipboard"
)
return
end
if source ~= "@clip" and not fs.exists(source) then color(8) print("File doesn't exists") return end
if source ~= "@clip" and fs.isDirectory(source) then color(8) print("Couldn't load a directory !") return end
local saveData = source == "@clip" and clipboard() or fs.read(source)
if not saveData:sub(0,5) == "LK12;" then color(8) print("This is not a valid LK12 file !!") return end
saveData = saveData:gsub("\r\n","\n")
--LK12;OSData;OSName;DataType;Version;Compression;CompressLevel; data"
--local header = "LK12;OSData;DiskOS;DiskGame;V"..saveVer..";"..sw.."x"..sh..";C:"
local datasum = 0
local nextargiter = saveData:gmatch("(.-);")
local function nextarg()
local n = nextargiter()
if n then
datasum = datasum + n:len() + 1
return n
else return n end
end
nextarg() --Skip LK12;
local filetype = nextarg()
if not filetype then color(8) print("Invalid Data !") return end
if filetype ~= "OSData" then
if filetype == "GPUIMG" then --Import it
if eapi.leditors[eapi.editors.sprite] then
local simg = imagedata(screenSize())
local limg = imagedata(saveData)
simg:paste(limg)
eapi.leditors[eapi.editors.sprite]:import(simg:encode()..";0;")
color(11) print("Imported to sprite editor successfully") return
end
else
color(8) print("Can't load '"..filetype.."' files !") return
end
end
local osname = nextarg()
if not osname then color(8) print("Invalid Data !") return end
if osname ~= "DiskOS" then color(8) print("Can't load files from '"..osname.."' OS !") return end
local datatype = nextarg()
if not datatype then color(8) print("Invalid Data !") return end
if datatype ~= "DiskGame" then color(8) print("Can't load '"..datatype.."' from '"..osname.."' OS !") return end
local dataver = nextarg()
if not dataver then color(8) print("Invalid Data !") return end
dataver = tonumber(string.match(dataver,"V(%d+)"))
if not dataver then color(8) print("Invalid Data !") return end
if dataver > _DiskVer then color(8) print("Can't load disks newer than V".._DiskVer..", provided: V"..dataver) return end
if dataver < _DiskVer then color(8) print("Can't load disks older than V".._DiskVer..", provided: V"..dataver..", Use 'update_disk' command to update the disk") return end
local sw, sh = screenSize()
local datares = nextarg()
if not datares then color(8) print("Invalid Data !") return end
local dataw, datah = string.match(datares,"(%d+)x(%d+)")
if not (dataw and datah) then color(8) print("Invalid Data !") return end dataw, datah = tonumber(dataw), tonumber(datah)
if dataw ~= sw or datah ~= sh then color(8) print("This disk is made for GPUs with "..dataw.."x"..datah.." resolution, current GPU is "..sw.."x"..sh) return end
local compress = nextarg()
if not compress then color(8) print("Invalid Data !") return end
compress = string.match(compress,"C:(.+)")
if not compress then color(8) print("Invalid Data !") return end
local clevel = nextarg()
if not clevel then color(8) print("Invalid Data !") return end
clevel = string.match(clevel,"CLvl:(.+)")
if not clevel then color(8) print("Invalid Data !") return end clevel = tonumber(clevel)
local data = saveData:sub(datasum+2,-1)
if compress ~= "none" then --Decompress
local b64data, char = math.b64dec(data)
if not b64data then cprint(char) cprint(string.byte(char)) error(tostring(char)) end
data = math.decompress(b64data,compress,clevel)
end
eapi.filePath = source
eapi:import(data)
color(11) print("Loaded successfully")
|
-- Kidoz plugin
local Library = require "CoronaLibrary"
-- Create library
local lib = Library:new{ name="plugin.kidoz", publisherId="com.coronalabs", version=1 }
-------------------------------------------------------------------------------
-- BEGIN
-------------------------------------------------------------------------------
-- This sample implements the following Lua:
--
-- local PLUGIN_NAME = require "plugin_PLUGIN_NAME"
-- PLUGIN_NAME:showPopup()
--
local function showWarning(functionName)
print( functionName .. " WARNING: The KIDOZ plugin is only supported on Android & iOS devices. Please build for device");
end
function lib.init()
showWarning("kidoz.init()")
end
function lib.load()
showWarning("kidoz.load()")
end
function lib.isLoaded()
showWarning("kidoz.isLoaded()")
end
function lib.show()
showWarning("kidoz.show()")
end
function lib.hide()
showWarning("kidoz.hide()")
end
-------------------------------------------------------------------------------
-- END
-------------------------------------------------------------------------------
-- Return an instance
return lib
|
--Text editor--
local args = {...} --Get the arguments passed to this program
if #args < 1 or args[1] == "-?" then
printUsage(
"edit <file>","The file to edit in the text editor."
)
return
end
local tar = table.concat(args," ") --The path may include whitespaces
local term = require("terminal")
tar = term.resolve(tar)
local highlighter = require("Libraries.SyntaxHighlighter")
if fs.exists(tar) and fs.isDirectory(tar) then return 1, "Can't edit directories !" end
if fs.isReadonly(tar) and not fs.exists(tar) then return 1, "Directory is readonly !" end
local eutils = require("Editors.utils")
local tool = eutils:newTool(fs.isReadonly(tar))
local ok, editor = assert(pcall(assert(fs.load(_SystemDrive..":/Editors/code.lua")),tool))
if tar:sub(-4,-1) ~= ".lua" and tar:sub(-5,-1) ~= ".json" then editor.colorize = false end
if tar:sub(-5,-1) == ".json" then highlighter:setSyntax("json") end
editor.readonly = fs.isReadonly(tar)
local data --Data to import at start.
if fs.exists(tar) then
data = fs.read(tar):gsub("\r\n","\n")
end
local function reload(tool)
if fs.exists(tar) then tool.editor:import(fs.read(tar)) end
_systemMessage("Reloaded successfully",1)
end
local function save(tool)
local ndata = tool.editor:export()
local ok, err = pcall(fs.write,tar,ndata)
if ok then
_systemMessage("Saved successfully",1)
else
_systemMessage("Failed: "..err,5,9,4)
end
end
local function hotkey(tool,key,sc)
if sc == "ctrl-r" then --Run the file
local bkframe = screenshot() --Backup the screen
local px, py, px = printCursor() --Backup the printing cursor
pushMatrix() --Backup the matrix
pushPalette() --Backup the palette
pushColor() --Backup the current color
cam() --Reset the camera.
pal() palt() --Reset the palettes.
printCursor(0,0,0) --Reset the printing cursor.
clear() --Clear the screen.
color(7) --Set the active color to white.
if tool.editor.colorize then --If it's a Lua file
local code = tool.editor:export() --Get the Lua code.
local chunk, cerr = loadstring(code)
if not chunk then
color(8)
print("CERR: "..tostring(cerr))
else
local ok, err = pcall(chunk)
if not ok then
color(8)
print("ERR: "..tostring(err))
end
end
color(9)
print("[Press any key to continue]",false) flip()
local kflag
for event, a in pullEvent do
if event == "keypressed" then
kflag = a
elseif event == "keyreleased" and kflag and kflag == a then
break
end
end
end
cam() --Reset the camera.
pal() palt() --Reset the palettes.
clear() --Clear the screen.
bkframe:image():draw() --Restore the screen frame
popColor() --Restore the color
popPalette() --Restore the palette
popMatrix() --Restore the matrix
printCursor(px,py,pc) --Restore the printing cursor
return true
end
end
tool:start(editor,reload,save,data,hotkey)
highlighter:setSyntax("lua") --Make sure the highlighter is back into Lua |
local mixpanel = require "src/vendor/mixpanel"
--should be -1 for a negative number
function test_random_id()
assert_equal(#mixpanel.randomId(), 10)
end
function test_distinct_id()
love.filesystem.remove('mixpanel.txt')
assert_equal(mixpanel.distinctId(), mixpanel.distinctId())
end
function test_distinct_id_len()
love.filesystem.remove('mixpanel.txt')
assert_equal(#mixpanel.distinctId(), 10)
end
function test_distinct_id_source()
love.filesystem.write('mixpanel.txt', 'foo')
assert_equal(mixpanel.distinctId(), 'foo')
love.filesystem.remove('mixpanel.txt')
end
function test_randomness()
assert_not_equal(mixpanel.randomId(), mixpanel.randomId())
end
|
local E, L, V, P, G = unpack(ElvUI); --Inport: Engine, Locales, PrivateDB, ProfileDB, GlobalDB, Localize Underscore
local PD = E:NewModule('PaperDoll', 'AceEvent-3.0', 'AceTimer-3.0');
local find = string.find
local initialized = false
local originalInspectFrameUpdateTabs
local updateTimer
local slots = {
["HeadSlot"] = { true, true },
["NeckSlot"] = { true, false },
["ShoulderSlot"] = { true, true },
["BackSlot"] = { true, false },
["ChestSlot"] = { true, true },
["WristSlot"] = { true, true },
["MainHandSlot"] = { true, true },
["SecondaryHandSlot"] = { true, true },
["HandsSlot"] = { true, true },
["WaistSlot"] = { true, true },
["LegsSlot"] = { true, true },
["FeetSlot"] = { true, true },
["Finger0Slot"] = { true, false },
["Finger1Slot"] = { true, false },
["Trinket0Slot"] = { true, false },
["Trinket1Slot"] = { true, false },
}
--local levelAdjust = {
-- ["0"]=0,["1"]=8,["373"]=4,["374"]=8,["375"]=4,["376"]=4,
-- ["377"]=4,["379"]=4,["380"]=4,["445"]=0,["446"]=4,["447"]=8,
-- ["451"]=0,["452"]=8,["453"]=0,["454"]=4,["455"]=8,["456"]=0,
-- ["457"]=8,["458"]=0,["459"]=4,["460"]=8,["461"]=12,["462"]=16,
-- ["465"]=0,["466"]=4,["467"]=8,["468"]=0,["469"]=4,["470"]=8,
-- ["471"]=12,["472"]=16,["491"]=0,["492"]=4,["493"]=8,["494"]=0,
-- ["495"]=4,["496"]=8,["497"]=12,["498"]=16,
-- ["504"]=12,["505"]=16,
--}
local levelColors = {
[0] = "|cffff0000",
[1] = "|cff00ff00",
[2] = "|cffffff88",
}
-- From http://www.wowhead.com/items?filter=qu=7;sl=16:18:5:8:11:10:1:23:7:21:2:22:13:24:15:28:14:4:3:19:25:12:17:6:9;minle=1;maxle=1;cr=166;crs=3;crv=0
local heirlooms = {
[80] = {
44102,42944,44096,42943,42950,48677,42946,42948,42947,42992,
50255,44103,44107,44095,44098,44097,44105,42951,48683,48685,
42949,48687,42984,44100,44101,44092,48718,44091,42952,48689,
44099,42991,42985,48691,44094,44093,42945,48716
},
["90h"] = {105689,105683,105686,105687,105688,105685,105690,105691,105684,105692,105693},
["90n"] = {104399,104400,104401,104402,104403,104404,104405,104406,104407,104408,104409},
["90f"] = {105675,105670,105672,105671,105674,105673,105676,105677,105678,105679,105680},
}
function PD:UpdatePaperDoll(inspect)
if not initialized then return end
if InCombatLockdown() then
PD:RegisterEvent("PLAYER_REGEN_ENABLED", "UpdatePaperDoll", inspect)
return
else
PD:UnregisterEvent("PLAYER_REGEN_ENABLED")
end
local unit = (inspect and InspectFrame) and InspectFrame.unit or "player"
if not unit then return end
if unit and not CanInspect(unit, false) then return end
local frame, slot, current, maximum, r, g, b
local baseName = inspect and "Inspect" or "Character"
local itemLink, itemLevel, itemLevelMax
local avgItemLevel, avgEquipItemLevel = GetAverageItemLevel()
for k, info in pairs(slots) do
frame = _G[("%s%s"):format(baseName, k)]
slot = GetInventorySlotInfo(k)
if info[1] then
frame.ItemLevel:SetText()
if E.private.equipment.itemlevel.enable and info[1] then
itemLink = GetInventoryItemLink(unit, slot)
if itemLink then
if ((slot == 16 or slot == 17) and GetInventoryItemQuality(unit, slot) == LE_ITEM_QUALITY_ARTIFACT) then
local itemLevelMainHand = 0
local itemLevelOffHand = 0
local itemLinkMainHand = GetInventoryItemLink(unit, 16)
local itemLinkOffhand = GetInventoryItemLink(unit, 17)
if itemLinkMainHand then itemLevelMainHand = self:GetItemLevel(unit, 16 or 0) end
if itemLinkOffhand then itemLevelOffHand = self:GetItemLevel(unit, 17 or 0) end
itemLevel = math.max(itemLevelMainHand or 0, itemLevelOffHand or 0)
else
itemLevel = self:GetItemLevel(unit, slot)
end
if itemLevel and avgEquipItemLevel then
frame.ItemLevel:SetFormattedText("%s%d|r", levelColors[(itemLevel < avgEquipItemLevel-10 and 0 or (itemLevel > avgEquipItemLevel + 10 and 1 or (2)))], itemLevel)
end
end
end
end
if not inspect and info[2] then
frame.DurabilityInfo:SetText()
if E.private.equipment.durability.enable then
current, maximum = GetInventoryItemDurability(slot)
if current and maximum and (not E.private.equipment.durability.onlydamaged or current < maximum) then
r, g, b = E:ColorGradient((current / maximum), 1, 0, 0, 1, 1, 0, 0, 1, 0)
frame.DurabilityInfo:SetFormattedText("%s%.0f%%|r", E:RGBToHex(r, g, b), (current / maximum) * 100)
end
end
end
end
end
function PD:DelayUpdateInfo(inspect)
if (updateTimer == 0 or PD:TimeLeft(updateTimer) == 0) then
updateTimer = PD:ScheduleTimer("UpdatePaperDoll", .2, inspect)
end
end
-- from http://www.wowinterface.com/forums/showthread.php?p=284771 by PhanX
-- Construct your saarch pattern based on the existing global string:
-- local S_UPGRADE_LEVEL = "^" .. gsub(ITEM_UPGRADE_TOOLTIP_FORMAT, "%%d", "(%%d+)")
local S_ITEM_LEVEL = "^" .. gsub(ITEM_LEVEL, "%%d", "(%%d+)")
-- Create the tooltip:
local scantip = CreateFrame("GameTooltip", "MyScanningTooltip", WorldFrame, "GameTooltipTemplate")
scantip:SetOwner(UIParent, "ANCHOR_NONE")
local function GetSlotItemLevel(unit, slot)
scantip:ClearLines()
scantip:SetInventoryItem(unit, slot)
-- Scan the tooltip:
for i = 2, scantip:NumLines() do -- Line 1 is always the name so you can skip it.
local text = _G["MyScanningTooltipTextLeft"..i]:GetText()
if text and text ~= "" then
local currentLevel = strmatch(text, S_ITEM_LEVEL)
if currentLevel then
return tonumber(currentLevel)
end
end
end
end
local function GetRealItemLevel(itemLink)
-- Pass the item link to the tooltip:
scantip:ClearLines()
scantip:SetHyperlink(itemLink)
-- Scan the tooltip:
for i = 2, scantip:NumLines() do -- Line 1 is always the name so you can skip it.
local text = _G["MyScanningTooltipTextLeft"..i]:GetText()
if text and text ~= "" then
local currentLevel = strmatch(text, S_ITEM_LEVEL)
if currentLevel then
return currentLevel
end
end
end
end
function PD:GetItemLevel(unit, slot)
local itemLink = GetInventoryItemLink(unit, slot)
local rarity, itemLevel = select(3, GetItemInfo(itemLink))
if rarity == 7 then -- heirloom adjust
itemLevel = self:HeirLoomLevel(unit, itemLink)
end
itemlevel = GetSlotItemLevel(unit, slot)
if itemlevel then
return itemlevel
else
itemLevel = GetRealItemLevel(itemLink)
itemLevel = tonumber(itemLevel)
return itemLevel
end
end
function PD:HeirLoomLevel(unit, itemLink)
local level = UnitLevel(unit)
if level > 85 then
local _, _, _, _, itemId = find(itemLink, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?")
--print(itemId)
itemId = tonumber(itemId);
for _, id in pairs(heirlooms["90h"]) do
if id == itemId then
level = 582
break
end
end
for _, id in pairs(heirlooms["90n"]) do
if id == itemId then
level = 569
break
end
end
for _, id in pairs(heirlooms["90f"]) do
if id == itemId then
level = 548
break
end
end
elseif level > 80 then
local _, _, _, _, itemId = find(itemLink, "|?c?f?f?(%x*)|?H?([^:]*):?(%d+):?(%d*):?(%d*):?(%d*):?(%d*):?(%d*):?(%-?%d*):?(%-?%d*):?(%d*):?(%d*)|?h?%[?([^%[%]]*)%]?|?h?|?r?")
--print(itemId)
itemId = tonumber(itemId);
for _, id in pairs(heirlooms[80]) do
if id == itemId then
level = 80
break
end
end
end
if level > 85 then return level
elseif level > 80 then -- CAT heirloom scaling kicks in at 81
return (( level - 81) * 12.2) + 272;
elseif level > 67 then -- WLK heirloom scaling kicks in at 68
return (( level - 68) * 6) + 130;
elseif level > 59 then -- TBC heirloom scaling kicks in at 60
return (( level - 60) * 3) + 85;
else
return level
end
end
function PD:InspectFrame_UpdateTabsComplete()
originalInspectFrameUpdateTabs()
PD:DelayUpdateInfo(true)
end
function PD:InitialUpdatePaperDoll()
self:BuildInfoText("Character")
PD:ScheduleTimer("UpdatePaperDoll", 2, false)
initialized = true
if IsAddOnLoaded("Blizzard_InspectUI") then
self:OnAddonLoaded(_, "Blizzard_InspectUI")
end
PD:UnregisterEvent("PLAYER_ENTERING_WORLD")
end
function PD:BuildInfoText(name)
for k, info in pairs(slots) do
frame = _G[("%s%s"):format(name, k)]
if info[1] then
frame.ItemLevel = frame:CreateFontString(nil, "OVERLAY")
frame.ItemLevel:SetPoint("BOTTOMLEFT", frame, "BOTTOMLEFT", 1, 1)
frame.ItemLevel:FontTemplate(E.media.font, 12, "THINOUTLINE")
end
if name == "Character" and info[2] then
frame.DurabilityInfo = frame:CreateFontString(nil, "OVERLAY")
frame.DurabilityInfo:SetPoint("TOP", frame, "TOP", 0, -4)
frame.DurabilityInfo:FontTemplate(E.media.font, 12, "THINOUTLINE")
end
end
end
function PD:OnAddonLoaded(event, name)
if ((name ~= "Blizzard_InspectUI") or not initialized) then return end
self:BuildInfoText("Inspect")
-- hook to inspect frame update
originalInspectFrameUpdateTabs = _G.InspectFrame_UpdateTabs
_G.InspectFrame_UpdateTabs = PD.InspectFrame_UpdateTabsComplete
-- update player info
PD:DelayUpdateInfo(true)
PD:UnregisterEvent("ADDON_LOADED")
end
function PD:firstGarrisonToast()
PD:UnregisterEvent("GARRISON_MISSION_FINISHED")
self:ScheduleTimer("UpdatePaperDoll", 7)
end
function PD:Initialize()
local frame
PD:RegisterEvent("UPDATE_INVENTORY_DURABILITY", "UpdatePaperDoll", false)
PD:RegisterEvent("PLAYER_EQUIPMENT_CHANGED", "UpdatePaperDoll", false)
PD:RegisterEvent("SOCKET_INFO_UPDATE", "UpdatePaperDoll", false)
PD:RegisterEvent("COMBAT_RATING_UPDATE", "UpdatePaperDoll", false)
PD:RegisterEvent("MASTERY_UPDATE", "UpdatePaperDoll", false)
--PD:RegisterEvent("GARRISON_MISSION_FINISHED", "firstGarrisonToast", false)
PD:RegisterEvent("PLAYER_ENTERING_WORLD", "InitialUpdatePaperDoll")
end
E:RegisterModule(PD:GetName()) |
-- Do not source the default filetype.vim
vim.g.did_load_filetypes = 1
-- avoid stupid menu.vim (saves ~100ms)
vim.g.did_install_default_menus = 1
-- Options
-- general opt
vim.opt.fileformats = "unix,mac,dos"
vim.opt.autowrite = true
vim.opt.autowriteall = true
vim.opt.backup = false
vim.opt.writebackup = false
vim.opt.swapfile = false
vim.opt.undofile = true
vim.opt.mouse = "a"
vim.opt.errorbells = true
vim.opt.visualbell = true
vim.opt.ttimeoutlen = 100
vim.opt.updatetime = 300
-- behavior opt
vim.opt.termguicolors = true
vim.opt.background = "dark"
vim.opt.clipboard = "unnamedplus"
vim.opt.number = true
vim.opt.relativenumber = true
vim.opt.showtabline = 2
vim.opt.scrolloff = 5
vim.opt.splitbelow = true
vim.opt.splitright = true
vim.opt.jumpoptions = "stack"
vim.opt.switchbuf = { "useopen", "uselast" }
vim.opt.completeopt = { "menu", "menuone", "noselect" }
vim.opt.pumblend = 10
vim.opt.winblend = 10
vim.opt.pumheight = 20
vim.opt.wildignorecase = true
vim.opt.wildignore = "*node_modules/**"
-- tabs & indent
vim.opt.tabstop = 2
vim.opt.shiftwidth = 2
vim.opt.softtabstop = 2
vim.opt.expandtab = true
vim.opt.smartindent = true
vim.opt.breakindent = true
-- search
vim.opt.ignorecase = true
vim.opt.smartcase = true
vim.opt.infercase = true
vim.opt.showmatch = true
vim.opt.matchpairs = { "(:)", "{:}", "[:]", "<:>" }
vim.opt.grepprg = [[rg --glob "!.git" --no-heading --vimgrep --follow $*]]
-- line break
vim.opt.signcolumn = "yes"
vim.opt.colorcolumn = "+1"
vim.opt.virtualedit = "block"
vim.opt.wrap = false
vim.opt.whichwrap:append "<>hl"
vim.opt.showbreak = "↪ "
vim.opt.list = true
vim.opt.listchars = {
tab = " ",
trail = "·",
extends = "",
precedes = "",
nbsp = "␣",
}
vim.opt.fillchars = {
fold = " ",
eob = " ",
diff = "╱",
}
vim.opt.shortmess:append "csI"
|
local y=0.0
local x=0
local n=10000000
while x<n do
y=y+x
x=x+1
end
print(y)
|
--[[-----------------------------------------------------------------------------------------------------------------------
Physgun players
-----------------------------------------------------------------------------------------------------------------------]]--
local PLUGIN = {}
PLUGIN.Title = "Physgun Players"
PLUGIN.Description = "Physgun a player."
PLUGIN.Author = "Overv"
PLUGIN.Privileges = { "Physgun players" }
function PLUGIN:PhysgunPickup( ply, pl )
if ( ply:EV_HasPrivilege( "Physgun players" ) and pl:IsPlayer() and ply:EV_BetterThanOrEqual( pl ) ) then
pl.EV_PickedUp = true
pl:SetMoveType( MOVETYPE_NOCLIP )
return true
end
end
function PLUGIN:PhysgunDrop( ply, pl )
if ( pl:IsPlayer() ) then
pl.EV_PickedUp = false
pl:SetMoveType( MOVETYPE_WALK )
return true
end
end
function PLUGIN:PlayerNoclip( ply )
if ( pl.EV_PickedUp ) then return false end
end
evolve:RegisterPlugin( PLUGIN ) |
module 'mock'
--------------------------------------------------------------------
local function varianceRange( v, variance, minValue, maxValue )
local min, max = v-variance, v+variance
if minValue and min < minValue then min = minValue end
if maxValue and max > maxValue then max = maxValue end
return { min, max }
end
--------------------------------------------------------------------
local templateInitScript = [[
--init script
local function variance(a,b)
return b==0 and a or rand(a-b,a+b)
end
local function variance1(a,b)
return b==0 and a or rand(a-b<0 and 0 or a-b, a+b>1 and 1 or a+b)
end
angle=variance($angle,$angleVariance)
s0=variance($startParticleSize,$startParticleSizeVariance)
s1=variance($finishParticleSize,$finishParticleSizeVariance)
rot0=variance($rot0,$rot0Variance)
rot1=variance($rot1,$rot1Variance)
if '$emitterType'=='gravity' then
-- speed=variance($speed,$speedVariance)
-- vx=cos(angle)*speed
-- vy=sin(angle)*speed
vx = 0
vy = 0
if $hasRadAcc then radAcc=variance($radAcc,$radAccVariance) end
if $hasTanAcc then tanAcc=variance($tanAcc,$tanAccVariance) end
if $hasTanAcc or $hasRadAcc then
dx=variance($srcX,$srcXVariance)
dy=variance($srcY,$srcYVariance)
p.x=p.x+dx
p.y=p.y+dy
else
p.x=p.x+variance($srcX,$srcXVariance)
p.y=p.y+variance($srcY,$srcYVariance)
end
else --radial
x0=p.x
y0=p.y
rps=variance($rps, $rpsVariance)
minRadius=$minRadius
maxRadius=variance($maxRadius, $maxRadiusVariance)
end
r0,g0,b0,a0 = variance1($r0,$r0v),variance1($g0,$g0v),variance1($b0,$b0v),variance1($a0,$a0v)
r1,g1,b1,a1 = variance1($r1,$r1v),variance1($g1,$g1v),variance1($b1,$b1v),variance1($a1,$a1v)
]]
local templateRenderScript = [[
--render script
if '$emitterType'=='gravity' then
if $gravityX~=0 then vx=vx+$gravityX end
if $gravityY~=0 then vy=vy+$gravityY end
if $hasRadAcc or $hasTanAcc then
a=vecAngle(dy,dx) * (3.14159265355/180)
ca=cos(a)
sa=sin(a)
if $hasRadAcc then
vx=vx+ca*radAcc
vy=vy+sa*radAcc
end
if $hasTanAcc then
vx=vx-sa*tanAcc
vy=vy+ca*tanAcc
end
-- dx=dx+vx
-- dy=dy+vy
dx = dx + p.dx
dy = dy + p.dy
end
p.x=p.x+vx
p.y=p.y+vy
else --radial
radius=ease(maxRadius,minRadius)
p.x=x0+cos(angle)*radius
p.y=y0+sin(angle)*radius
angle=angle+rps
end
sprite()
local easeType=EaseType.LINEAR
if $easeR then sp.r = ease( r0, r1,easeType) else sp.r=$r0 end
if $easeG then sp.g = ease( g0, g1,easeType) else sp.g=$g0 end
if $easeB then sp.b = ease( b0, b1,easeType) else sp.b=$b0 end
if $easeA then sp.opacity = ease( a0, a1,easeType) else sp.opacity=$a0 end
size = ease(s0,s1)
sp.sx = size
sp.sy = size
sp.rot=ease(rot0,rot1)
]]
--------------------------------------------------------------------
---- PEX MODEL
--------------------------------------------------------------------
CLASS: SimpleParticleSystemConfig ()
:MODEL{
Field 'deck' :asset('deck2d\\..*');
Field 'blend' :enum( mock.EnumBlendMode );
Field 'particles' :int() :range( 0, 2000 );
'----';
Field 'life' :number() :range( 0, 10 ) :widget('slider');
Field 'lifeVar' :number() :range( 0, 10 ) :widget('slider') :label( 'life.v' );
Field 'emission' :int() :range( 0, 100 ) :widget('slider');
Field 'frequency' :number() :range( 0.1, 100 ) :widget('slider');
Field 'emitSize' :type('vec2') :range( 0 ) :getset('EmitSize');
Field 'speed' :number() :range( 0, 2000 ) :widget('slider');
Field 'speedVar' :number() :range( 0, 2000 ) :widget('slider') :label('speed.v');
Field 'angle' :number() :range( 0, 360 ) :widget('slider');
Field 'angleVar' :number() :range( 0, 180 ) :widget('slider') :label('angle.v');
'----';
Field 'size' :number() :range( 0, 10 ) :widget('slider');
Field 'size1' :number() :range( 0, 10 ) :widget('slider');
Field 'sizeVar' :number() :range( 0, 10 ) :widget('slider') :label('size.v');
Field 'rot0' :number() :range( 0, 3600 ) :widget('slider');
Field 'rot0Var' :number() :range( 0, 3600 ) :widget('slider') :label('rot0.v');
Field 'rot1' :number() :range( 0, 3600 ) :widget('slider');
Field 'rot1Var' :number() :range( 0, 3600 ) :widget('slider') :label('rot1.v');
'----';
Field 'gravity' :type('vec2') :range( -5000, 5000 ) :getset('Gravity');
Field 'accRadial' :number() :range( -1000, 1000 ) :widget('slider');
Field 'accRadialVar' :number() :range( 0, 1000 ) :widget('slider') :label('accRadial.v');
Field 'accTan' :number() :range( -1000, 1000 ) :widget('slider');
Field 'accTanVar' :number() :range( 0, 1000 ) :widget('slider') :label('accTan.v');
'----';
Field 'color0' :type('color') :getset('Color0') ;
Field 'color1' :type('color') :getset('Color1') ;
Field 'colorVarR' :number() :range( 0, 1 ) :widget('slider') :label('red.v');
Field 'colorVarG' :number() :range( 0, 1 ) :widget('slider') :label('green.v');
Field 'colorVarB' :number() :range( 0, 1 ) :widget('slider') :label('blue.v');
Field 'colorVarA' :number() :range( 0, 1 ) :widget('slider') :label('alpha.v');
}
--------------------------------------------------------------------
function SimpleParticleSystemConfig:__init()
self.particles = 200
self.deck = false
self.blend = 'add'
self.life = 1
self.lifeVar = 0
self.emission = 1
self.frequency = 100
self.emitSize = {0,0}
self.size = 1
self.size1 = 1
self.sizeVar = 0
self.speed = 100
self.speedVar = 0
self.angle = 0
self.angleVar = 0
self.rot0 = 0
self.rot0Var = 0
self.rot1 = 0
self.rot1Var = 0
self.accRadial = 0
self.accRadialVar = 0
self.accTan = 0
self.accTanVar = 0
self.gravity = { 0, -10 }
self.color0 = {1,1,1,1}
self.color1 = {1,1,1,0}
self.colorVarR = 0
self.colorVarG = 0
self.colorVarB = 0
self.colorVarA = 0
self.deck = 'decks/particle.deck2d/pac'
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:getColor0()
return unpack( self.color0 )
end
function SimpleParticleSystemConfig:setColor0( r,g,b,a )
self.color0 = {r,g,b,a}
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:getColor1()
return unpack( self.color1 )
end
function SimpleParticleSystemConfig:setColor1( r,g,b,a )
self.color1 = {r,g,b,a}
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:getEmitSize()
return unpack( self.emitSize )
end
function SimpleParticleSystemConfig:setEmitSize( w, h )
self.emitSize = {w,h}
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:getGravity()
return unpack( self.gravity )
end
function SimpleParticleSystemConfig:setGravity( x, y )
self.gravity = { x, y }
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:buildStateScript()
local fps = 60
local timeScale = 1/fps
local accScale = timeScale * timeScale
local initScript
local renderScript
local t = self
local emitterType = 'gravity'
local c0 = t.color0
local c1 = t.color1
local c0v = { t.colorVarR, t.colorVarG, t.colorVarB, t.colorVarA }
local c1v = { 0, 0, 0, 0 }
local hasRadAcc = t.accRadial~=0 or t.accRadialVar~=0
local hasTanAcc = t.accTan~=0 or t.accTanVar~=0
local dataInit = {
emitterType = emitterType,
speed = t.speed * timeScale,
speedVariance = t.speedVar * timeScale,
angle = t.angle / 180 * math.pi,
angleVariance = t.angleVar / 180 * math.pi,
r0 = c0[1], r0v = c0v[1],
g0 = c0[2], g0v = c0v[2],
b0 = c0[3], b0v = c0v[3],
a0 = c0[4], a0v = c0v[4],
r1 = c1[1], r1v = c1v[1],
g1 = c1[2], g1v = c1v[2],
b1 = c1[3], b1v = c1v[3],
a1 = c1[4], a1v = c1v[4],
startParticleSize = t.size,
startParticleSizeVariance = t.sizeVar,
finishParticleSize = t.size1,
finishParticleSizeVariance = 0, --TODO:?
rot0 = t.rot0,
rot0Variance = t.rot0Var,
rot1 = t.rot1,
rot1Variance = t.rot1Var,
radAcc = t.accRadial * accScale,
radAccVariance = t.accRadialVar * accScale,
tanAcc = t.accTan * accScale,
tanAccVariance = t.accTanVar * accScale,
hasRadAcc = tostring(hasRadAcc),
hasTanAcc = tostring(hasTanAcc),
srcX = 0,--t.sourcePosition.x,
srcXVariance = t.emitSize[1],
srcY = 0,--t.sourcePosition.y,
srcYVariance = t.emitSize[2],
--RADIAL EMITTER
--TODO
rps = 0 * math.pi/180 * timeScale, --TODO
rpsVariance = 0 * math.pi/180 * timeScale, --TODO
minRadius = 0,
maxRadius = 0,
maxRadiusVariance = 0,
}
-- if t.blendFuncSource == 1 then dataInit.a1 = 1 dataInit.a0 = 1 end
local init = string.gsub(
templateInitScript,
"%$(%w+)",
dataInit
)
local function checkColorEase( data, field )
local r0 = data[ field..'0' ]
local r0v = data[ field..'0v' ]
local r1 = data[ field..'1' ]
local r1v = data[ field..'1v' ]
return tostring( not( r0==r1 and r0v==0 and r1v==0 ) )
end
local gx,gy = self:getGravity()
local dataRender={
emitterType = emitterType,
gravityX = gx * accScale, --TODO
gravityY = gy * accScale, --TODO
hasRadAcc = tostring( hasRadAcc ),
hasTanAcc = tostring( hasTanAcc ),
easeR = checkColorEase( dataInit, 'r' ),
easeG = checkColorEase( dataInit, 'g' ),
easeB = checkColorEase( dataInit, 'b' ),
easeA = checkColorEase( dataInit, 'a' ),
r0 = c0[1],
g0 = c0[2],
b0 = c0[3],
a0 = c0[4],
}
local render = string.gsub(
templateRenderScript,
"%$(%w+)",
dataRender
)
-- print( init )
-- print( render )
return init, render
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:buildSystemConfig()
local init, render = self:buildStateScript()
--state
local st = ParticleStateConfig()
st.name = 'default'
st.life = varianceRange( self.life, self.lifeVar, 0 )
st.initScript = init
st.renderScript = render
--Emitter
local em = ParticleEmitterConfig()
em.name = 'default'
em.type = 'timed'
em.frequency = self.frequency
em.emission = self.emission
em.magnitude = varianceRange( self.speed, self.speedVar )
em.angle = varianceRange( self.angle, self.angleVar )
--System
local cfg = ParticleSystemConfig()
cfg.particles = self.particles
cfg.sprites = self.particles
cfg.deck = self.deck
local w, h = self:getEmitSize()
cfg.rect = { -w/2, -h/2, w, h }
cfg:addStateConfig( st )
cfg:addEmitterConfig( em )
cfg.blend = self.blend
self.systemConfig = cfg
return cfg
end
--------------------------------------------------------------------
function SimpleParticleSystemConfig:getSystemConfig()
if self.systemConfig then return self.systemConfig end
return self:buildSystemConfig()
end
--------------------------------------------------------------------
local function loadSimpleParticleConfig( node )
local defData = loadAssetDataTable( node:getObjectFile('def') )
local simpleSystemConfig = deserialize( nil, defData )
node.cached.simpleConfig = simpleSystemConfig
return simpleSystemConfig:getSystemConfig()
end
--------------------------------------------------------------------
registerAssetLoader( 'particle_simple', loadSimpleParticleConfig )
|
local shopTabPanel, modshopTab, modshop_gui
local modshop_upgrades, current_vehicle, vehicle_price = {}, nil, 550
local neons = {}
local player_perks
------------------------
---- Loading GUI ---
------------------------
function onShopInit ( tabPanel )
shopTabPanel = tabPanel
colorPicker.constructor()
modshopTab = guiCreateTab ( 'Modshop', shopTabPanel )
if modshopTab then
modshop_gui = build_modshopWidget( modshopTab, 35, 10 )
guiSetText(modshop_gui['labelPrice'], 'You should register and log in to buy\nvehicles and upgrade them')
addEventHandler( 'onClientGUIClick', modshop_gui["carsTable"], vehicleSelected, false)
addEventHandler( 'onClientGUIClick', modshop_gui["upgradeTable"], upgradeSelected, false)
end
if modshop_gui then
guiSetVisible(modshop_gui["tabBuyExtras"], false)
guiSetVisible(modshop_gui["tabNeonlights"], false)
guiSetVisible(modshop_gui["tabCustomHorns"], false)
loadVehicleList()
--loadUpgradeList(tonumber(current_vehicle) or nil)
-- loadNeon(tonumber(current_vehicle) or nil)
end
hasJustStarted = true
end
addEventHandler('onShopInit', resourceRoot, onShopInit )
function modshopLogin ( price, modshop_table )
storeUpgrades ( modshop_table )
if hasJustStarted then
hasJustStarted = false
guiDeleteTab(modshopTab, shopTabPanel)
end
vehicle_price = price
if shopTabPanel and not isElement(modshopTab) then
modshopTab = guiCreateTab ( 'Modshop', shopTabPanel )
if modshopTab then
modshop_gui = build_modshopWidget( modshopTab, 35, 10 )
guiSetText(modshop_gui['labelPrice'], 'Current price for one vehicle: ' .. (tostring(vehicle_price) or 550) .. ' GC\n\nAll upgrades are free for bought vehicles')
addEventHandler( 'onClientGUIClick', modshop_gui["carsTable"], vehicleSelected, false)
addEventHandler( 'onClientGUIClick', modshop_gui["upgradeTable"], upgradeSelected, false)
addEventHandler( 'onClientGUIClick', modshop_gui["tabelPaintjob"], paintjobSelected, false)
end
end
if modshop_gui then
if not doesHaveExtraMods() then
-- guiSetVisible(modshop_gui["tabBuyExtras"], true) -- disabled for the moment
guiSetVisible(modshop_gui["tabBuyExtras"], false)
-- guiSetVisible(modshop_gui["tabNeonlights"], false)
guiSetVisible(modshop_gui["tabCustomHorns"], false)
else
guiSetVisible(modshop_gui["tabNeonlights"], true)
guiSetVisible(modshop_gui["tabCustomHorns"], true)
if guiGetSelectedTab(modshop_gui["modshopTabs"]) == modshop_gui["tabBuyExtras"] then
guiSetSelectedTab(modshop_gui["modshopTabs"], modshop_gui["tabNeonlights"])
end
guiSetVisible(modshop_gui["tabBuyExtras"], false)
end
loadVehicleList()
loadUpgradeList(tonumber(current_vehicle) or nil)
loadNeon(tonumber(current_vehicle) or nil)
modshopLoadPJS(player_perks);
end
end
addEvent('modshopLogin', true)
addEventHandler('modshopLogin', localPlayer, modshopLogin)
function modshopLogout()
--[[if shopTabPanel and modshopTab then
guiDeleteTab ( modshopTab, shopTabPanel )
modshopTab = nil
end]]
end
addEvent('modshopLogout', true)
addEventHandler('modshopLogout', localPlayer, modshopLogout)
function storeUpgrades ( modshop_table )
modshop_upgrades = {}
for k,v in pairs(modshop_table or {}) do
modshop_upgrades[tostring(v.vehicle)] = v
end
end
function loadVehicleList()
guiGridListClear(modshop_gui["carsTable"])
guiGridListSetColumnWidth(modshop_gui["carsTable"],modshop_gui["carsTable_col0"], 0.7, true)
guiGridListSetColumnWidth(modshop_gui["carsTable"],modshop_gui["carsTable_col1"], 0.1, true)
for k, group in pairs(getElementChildren(getElementByID("modshop_vehicles"))) do
if getElementType(group) == "vehicle_group" and getElementData(group, "ignore", false) ~= "true" then
local i = guiGridListAddRow(modshop_gui["carsTable"])
local groupName = getElementData(group, "name", false)
guiGridListSetItemText( modshop_gui["carsTable"], i, modshop_gui["carsTable_col0"], tostring(groupName), true, false )
for k, vehicle in pairs(getElementChildren(group)) do
if getElementType(vehicle) == "modshop_vehicle" and getElementData(vehicle, "ignore", false) ~= "true" then
local i = guiGridListAddRow(modshop_gui["carsTable"])
local vehicle_name, vehicle_id = getElementData(vehicle, "vehicle_name", false), getElementData(vehicle, "vehicle_id", false)
guiGridListSetItemText( modshop_gui["carsTable"], i, modshop_gui["carsTable_col0"], tostring(vehicle_name), false, false )
guiGridListSetItemText( modshop_gui["carsTable"], i, modshop_gui["carsTable_col1"], tostring(vehicle_id), false, true )
-- outputChatBox(tostring(modshop_upgrades[vehicle_id]))
if modshop_upgrades[vehicle_id] then
guiGridListSetItemColor ( modshop_gui["carsTable"], i, modshop_gui["carsTable_col0"], 102, 205, 0 )
guiGridListSetItemColor ( modshop_gui["carsTable"], i, modshop_gui["carsTable_col1"], 102, 205, 0 )
end
end
end
end
end
guiSetEnabled(modshop_gui["buyVehicleButton"], false)
guiSetEnabled(modshop_gui["upgradeVehicleButton"], false)
if current_vehicle then
fillInCurrentUpgrades ( current_vehicle )
end
end
-----------------------------
--- Buying the extras ---
-----------------------------
function doesHaveExtraMods()
local vehID = "0"
local slot = "slot0"
local key = 1
return modshop_upgrades and modshop_upgrades[vehID] and tonumber(modshop_upgrades[vehID][slot]) == key
end
function on_btnEnableExtras_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
triggerServerEvent ( 'gcbuyextras', resourceRoot, localPlayer, 'gcbuyextras' )
end
----------------------------
--- Buying/selecting ---
----------------------------
function vehicleSelected(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") or not shop_GUI or source ~= modshop_gui["carsTable"] then
return
end
local row, col = guiGridListGetSelectedItem(source)
if tonumber(row) and tonumber(col) then
local vehID = guiGridListGetItemText(source, row, modshop_gui["carsTable_col1"])
if modshop_upgrades[tostring(vehID)] then
guiSetEnabled(modshop_gui["buyVehicleButton"], false)
guiSetEnabled(modshop_gui["upgradeVehicleButton"], true)
else
guiSetEnabled(modshop_gui["buyVehicleButton"], true)
guiSetEnabled(modshop_gui["upgradeVehicleButton"], false)
end
end
end
function on_buyVehicleButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local row, col = guiGridListGetSelectedItem(modshop_gui["carsTable"])
local selectedVehicle = tonumber(guiGridListGetItemText(modshop_gui["carsTable"], row, modshop_gui["carsTable_col1"]))
if type(selectedVehicle) =='number' then
triggerServerEvent ( 'gcbuyveh', resourceRoot, localPlayer, 'gcbuyveh', tostring(selectedVehicle))
end
end
function on_upgradeVehicleButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local row, col = guiGridListGetSelectedItem(modshop_gui["carsTable"])
local selectedName = guiGridListGetItemText(modshop_gui["carsTable"], row, modshop_gui["carsTable_col0"])
local selectedID = tonumber(guiGridListGetItemText(modshop_gui["carsTable"], row, modshop_gui["carsTable_col1"]))
if not tonumber(current_vehicle) then
guiSetEnabled(modshop_gui["btnApplyColor"], true)
guiSetEnabled(modshop_gui["btnApplyColor_2"], true)
guiSetEnabled(modshop_gui["btnCol1"], true)
guiSetEnabled(modshop_gui["btnCol2"], true)
guiSetEnabled(modshop_gui["btnCol3"], true)
guiSetEnabled(modshop_gui["btnLight"], true)
guiSetEnabled(modshop_gui["btnApplyPaintjob"], true)
guiSetEnabled(modshop_gui["btnApplyPaintjob2"], true)
guiSetEnabled(modshop_gui["addUpgradeButton"], true)
guiSetEnabled(modshop_gui["viewVehicleButton"], true)
guiSetEnabled(modshop_gui["tabVehicleColors"], true)
guiSetEnabled(modshop_gui["tabUpgrades"], true)
guiSetEnabled(modshop_gui["tabNeonlights"], true)
end
current_vehicle = selectedID
guiSetText( modshop_gui["labelCurrentVehicle"] , "Currently modding: " .. selectedName .. " (" .. current_vehicle .. ")")
loadUpgradeList(current_vehicle)
loadNeon(current_vehicle)
local col = rgbaToHex(0, 0, 0, 0)
guiSetProperty(modshop_gui["squareCol1"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col), tostring(col), tostring(col), tostring(col)))
guiSetProperty(modshop_gui["squareCol2"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col), tostring(col), tostring(col), tostring(col)))
guiSetProperty(modshop_gui["squareLight"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col), tostring(col), tostring(col), tostring(col)))
return fillInCurrentUpgrades(current_vehicle)
end
function on_viewVehicleButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
triggerServerEvent('gctestveh', localPlayer, localPlayer, 'gctestveh', tostring(current_vehicle));
end
function fillInCurrentUpgrades ( vehID )
if not tonumber(vehID) then return end
local upgrades = modshop_upgrades[tostring(vehID)]
-- Paintjob
local paintjob_id = tonumber(upgrades.slot17)
if paintjob_id and ((0 <= paintjob_id and paintjob_id <= 2) or 4 <= paintjob_id) then
guiGridListSetSelectedItem(modshop_gui["tabelPaintjob"], (paintjob_id + (4 <= paintjob_id and 0 or 1)), modshop_gui["tabelPaintjob_col0"])
if 4 <= paintjob_id then
previewPJ();
end
else
guiGridListSetSelectedItem(modshop_gui["tabelPaintjob"], 0, modshop_gui["tabelPaintjob_col0"])
end
-- Vehicle colors
guiSetText(modshop_gui["editCol1"], tonumber(upgrades.slot18) and '' or tostring(upgrades.slot18 or ''))
guiSetText(modshop_gui["editCol2"], tonumber(upgrades.slot19) and '' or tostring(upgrades.slot19 or ''))
guiSetText(modshop_gui["editCol3"], tonumber(upgrades.slot20) and '' or tostring(upgrades.slot20 or ''))
guiSetText(modshop_gui["editLight"], tonumber(upgrades.slot22) and upgrades.slot22..','..upgrades.slot23..','..upgrades.slot24 or '')
local t1, t2, t3 = split(tostring(upgrades.slot18), ','), split(tostring(upgrades.slot19), ','), split(tostring(upgrades.slot20), ',')
tempColors["veh_color1"] = #t1 == 3 and {r = t1[1], g = t1[2], b = t1[3]} or {}
tempColors["veh_color2"] = #t2 == 3 and {r = t2[1], g = t2[2], b = t2[3]} or {}
tempColors["veh_color3"] = #t3 == 3 and {r = t3[1], g = t3[2], b = t3[3]} or {}
tempColors["light_color"] = tonumber(upgrades.slot22) and {r = tonumber(upgrades.slot22), g = tonumber(upgrades.slot23), b = tonumber(upgrades.slot24)} or {}
local col1 = rgbaToHex(tonumber(t1[1]), tonumber(t1[2]), tonumber(t1[3]), 255)
guiSetProperty(modshop_gui["squareCol1"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col1), tostring(col1), tostring(col1), tostring(col1)))
local col2 = rgbaToHex(tonumber(t2[1]), tonumber(t2[2]), tonumber(t2[3]), 255)
guiSetProperty(modshop_gui["squareCol2"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col2), tostring(col2), tostring(col2), tostring(col2)))
local col3 = rgbaToHex(tonumber(t3[1]), tonumber(t3[2]), tonumber(t3[3]), 255)
guiSetProperty(modshop_gui["squareCol3"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col3), tostring(col3), tostring(col3), tostring(col3)))
local coll = rgbaToHex(tonumber(upgrades.slot22), tonumber(upgrades.slot23), tonumber(upgrades.slot24), 255)
guiSetProperty(modshop_gui["squareLight"], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(coll), tostring(coll), tostring(coll), tostring(coll)))
end
----------------------------
--- Upgrading colors ---
----------------------------
local editing = ''
local gui = {
["veh_color1"] = "editCol1",
["veh_color2"] = "editCol2",
["veh_color3"] = "editCol3",
["light_color"] = "editLight"
}
local gui_square = {
["veh_color1"] = "squareCol1",
["veh_color2"] = "squareCol2",
["veh_color3"] = "squareCol3",
["light_color"] = "squareLight"
}
tempColors = {
["veh_color1"] = {
["r"] = nil,
["g"] = nil,
["b"] = nil,
["a"] = nil,
["gui"] = "editCol1"
},
["veh_color2"] = {
["r"] = nil,
["g"] = nil,
["b"] = nil,
["a"] = nil,
["gui"] = "editCol2"
},
["veh_color3"] = {
["r"] = nil,
["g"] = nil,
["b"] = nil,
["a"] = nil,
["gui"] = "editCol3"
},
["light_color"] = {
["r"] = nil,
["g"] = nil,
["b"] = nil,
["a"] = nil,
["gui"] = "editLight"
}
}
function on_btnCol1_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
openColorPicker("veh_color1")
end
function on_btnCol2_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
openColorPicker("veh_color2")
end
function on_btnCol3_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
openColorPicker("veh_color3")
end
function on_btnLight_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
openColorPicker ( "light_color")
end
function openColorPicker(color)
guiSetVisible(shop_GUI._root, false)
editing = color
colorPicker.openSelect(color)
colorPicker.setValue({tempColors[editing].r,tempColors[editing].g,tempColors[editing].b,255})
addEventHandler("onClientRender", root, updateColor)
end
function updateColor()
if (not colorPicker.isSelectOpen) then return end
local r1, g1, b1 = tempColors.veh_color1.r, tempColors.veh_color1.g, tempColors.veh_color1.b
local r2, g2, b2 = tempColors.veh_color2.r, tempColors.veh_color2.g, tempColors.veh_color2.b
local r3, g3, b3 = tempColors.veh_color3.r, tempColors.veh_color3.g, tempColors.veh_color3.b
local rl, gl, bl = tempColors.light_color.r, tempColors.light_color.g, tempColors.light_color.b
guiSetText(modshop_gui[gui[editing]], tempColors[editing].r ..','.. tempColors[editing].g ..','.. tempColors[editing].b)
local col = rgbaToHex(tempColors[editing].r, tempColors[editing].g, tempColors[editing].b, 255)
guiSetProperty(modshop_gui[gui_square[editing]], "ImageColours", string.format("tl:%s tr:%s bl:%s br:%s", tostring(col), tostring(col), tostring(col), tostring(col)))
local editingVehicle = getPedOccupiedVehicle(localPlayer)
if editingVehicle and current_vehicle == getElementModel(editingVehicle) then
local r1_, g1_, b1_, r2_, g2_, b2_, r3_, g3_, b3_ = getVehicleColor(editingVehicle, true)
setVehicleColor(editingVehicle, r1 or r1_, g1 or g1_, b1 or b1_, r2 or r2_, g2 or g2_, b2 or b2_, r3 or r3_, g3 or g3_, b3 or b3_)
local rl_, gl_, bl_ = getVehicleHeadLightColor(editingVehicle)
setVehicleHeadLightColor(editingVehicle, rl or rl_, gl or gl_, bl or bl_)
end
end
function closedColorPicker()
removeEventHandler("onClientRender", root, updateColor)
editing = ''
guiSetVisible(shop_GUI._root, true)
end
function on_btnApplyColor_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local col1 = split(guiGetText(modshop_gui["editCol1"]), ',')
local col2 = split(guiGetText(modshop_gui["editCol2"]), ',')
local col3 = split(guiGetText(modshop_gui["editCol3"]), ',')
local coll = split(guiGetText(modshop_gui["editLight"]), ',')
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'vcolor2', col1[1], col1[2], col1[3], col2[1], col2[2], col2[3], col3[1], col3[2], col3[3])
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'lcolor', coll[1], coll[2], coll[3])
end
function on_btnApplyColor_2_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local col1 = split(guiGetText(modshop_gui["editCol1"]), ',')
local col2 = split(guiGetText(modshop_gui["editCol2"]), ',')
local col3 = split(guiGetText(modshop_gui["editCol3"]), ',')
local coll = split(guiGetText(modshop_gui["editLight"]), ',')
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', '*', 'vcolor2', col1[1], col1[2], col1[3], col2[1], col2[2], col2[3],col3[1], col3[2], col3[3])
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', '*', 'lcolor', coll[1], coll[2], coll[3])
end
function on_btnApplyPaintjob_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local row, col = guiGridListGetSelectedItem(modshop_gui["tabelPaintjob"])
if row == -1 then row = 0 end
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'paintjob', tostring(row or 0))
end
function on_btnApplyPaintjob2_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local row, col = guiGridListGetSelectedItem(modshop_gui["tabelPaintjob"])
if row == -1 then row = 0 end
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', '*', 'paintjob', tostring(row or 0))
end
function paintjobSelected(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") or not shop_GUI or source ~= modshop_gui["tabelPaintjob"] then
return
end
local row, col = guiGridListGetSelectedItem(source)
if row >= 4 then
guiSetEnabled(modshop_gui["btnUploadPaintjob"], true)
else
guiSetEnabled(modshop_gui["btnUploadPaintjob"], false)
end
previewPJ();
end
function previewPJ()
local row, col = guiGridListGetSelectedItem(modshop_gui["tabelPaintjob"])
if row >= 4 then
local filename = 'items/paintjob/' .. forumID .. '-' .. row - 3 .. '.bmp';
if fileExists(filename) then
if not modshop_gui["imgPreviewPaintjob"] then
modshop_gui["imgPreviewPaintjob"] = guiCreateStaticImage( 484, 80, 120, 120, filename, false, modshop_gui["tabVehicleColors"] )
else
guiStaticImageLoadImage(modshop_gui["imgPreviewPaintjob"], filename);
end
elseif modshop_gui["imgPreviewPaintjob"] then
destroyElement(modshop_gui["imgPreviewPaintjob"]);
modshop_gui["imgPreviewPaintjob"] = nil;
end
else
if modshop_gui["imgPreviewPaintjob"] then
destroyElement(modshop_gui["imgPreviewPaintjob"]);
modshop_gui["imgPreviewPaintjob"] = nil;
end
end
end
function on_btnUploadPaintjob_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
local row, col = guiGridListGetSelectedItem(modshop_gui["tabelPaintjob"])
if row < 4 then
outputChatBox('Choose a custom from the list!', 255, 0, 0);
else
triggerServerEvent('setUpCustomPaintJob', resourceRoot, localPlayer, guiGetText(modshop_gui["editFilename"]), row - 3);
end
end
function modshopLoadPJS(player_perks_)
player_perks = player_perks_
if not modshop_gui["tabelPaintjob"] then return end
if player_perks and player_perks[4] and player_perks[4].options.amount >= 1 and guiGridListGetRowCount(modshop_gui["tabelPaintjob"]) ~= player_perks[4].options.amount + 4 then
guiGridListClear(modshop_gui["tabelPaintjob"]);
previewPJ();
local tabelPaintjob_row = guiGridListAddRow(modshop_gui["tabelPaintjob"])
guiGridListSetItemText(modshop_gui["tabelPaintjob"], tabelPaintjob_row, modshop_gui["tabelPaintjob_col0"], "No paintjob", false, false )
tabelPaintjob_row = guiGridListAddRow(modshop_gui["tabelPaintjob"])
guiGridListSetItemText(modshop_gui["tabelPaintjob"], tabelPaintjob_row, modshop_gui["tabelPaintjob_col0"], "Paintjob 1", false, false )
tabelPaintjob_row = guiGridListAddRow(modshop_gui["tabelPaintjob"])
guiGridListSetItemText(modshop_gui["tabelPaintjob"], tabelPaintjob_row, modshop_gui["tabelPaintjob_col0"], "Paintjob 2", false, false )
tabelPaintjob_row = guiGridListAddRow(modshop_gui["tabelPaintjob"])
guiGridListSetItemText(modshop_gui["tabelPaintjob"], tabelPaintjob_row, modshop_gui["tabelPaintjob_col0"], "Paintjob 3", false, false )
for i=1,player_perks[4].options.amount do
tabelPaintjob_row = guiGridListAddRow(modshop_gui["tabelPaintjob"])
guiGridListSetItemText(modshop_gui["tabelPaintjob"], tabelPaintjob_row, modshop_gui["tabelPaintjob_col0"], "Custom " .. i, false, false )
end
end
end
function HexToRGB(hex)
-- input: "#XXX" or "#XXXXX" (string)
hex = hex:sub(2,7)
color = {}
if (hex:len() == 3) then
color.r = tonumber('0x' .. string.rep(hex:sub(1, 1),2))
color.g = tonumber('0x' .. string.rep(hex:sub(2, 2),2))
color.b = tonumber('0x' .. string.rep(hex:sub(3, 3),2))
elseif(hex:len() == 6) then
color.r = tonumber('0x' .. hex:sub(1, 2))
color.g = tonumber('0x' .. hex:sub(3, 4))
color.b = tonumber('0x' .. hex:sub(5, 6))
end
return color.r, color.g, color.b
end
--------------------
--- Upgrades ---
--------------------
local selected_upgrade, selected_row
function loadUpgradeList(vehID)
guiGridListClear(modshop_gui["upgradeTable"])
selected_upgrade = nil
guiSetEnabled(modshop_gui["addUpgradeButton"], false)
guiSetEnabled(modshop_gui["delUpgradeButton"], false)
if not vehID then return end
compatibleUpgrades = getCompatibleUpgrades(vehID)
guiGridListSetColumnWidth(modshop_gui["upgradeTable"],modshop_gui["upgradeTable_col0"], 0.60, true)
guiGridListSetColumnWidth(modshop_gui["upgradeTable"],modshop_gui["upgradeTable_col1"], 0.25, true)
for slot = 0,16 do
local compatibleSlot = false
for k, upgradeID in ipairs(compatibleUpgrades) do
if getVehicleUpgradeSlotName ( slot ) == getVehicleUpgradeSlotName ( upgradeID ) then
compatibleSlot = true
break
end
end
if compatibleSlot and slot ~= 8 and slot ~= 9 then
local slotName = getVehicleUpgradeSlotName ( slot )
local i = guiGridListAddRow(modshop_gui["upgradeTable"])
local a = guiGridListSetItemText( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col0"], tostring(slotName), true, false )
for k, upgradeID in ipairs(compatibleUpgrades) do
if (upgradeID~=1008 and upgradeID~=1009 and upgradeID~=1010 and upgradeID~=1087) and slotName == getVehicleUpgradeSlotName ( upgradeID ) then
local i = guiGridListAddRow(modshop_gui["upgradeTable"])
local element = getElementByID( "upgrade_" .. upgradeID)
if element then
local upgrade_name = getElementData(element,"name",false)
local added = false
guiGridListSetItemText( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col0"], tostring(upgrade_name), false, false )
guiGridListSetItemText( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col1"], tostring(upgradeID), false, true )
if modshop_upgrades[tostring(vehID)] and tonumber(modshop_upgrades[tostring(vehID)]['slot' .. slot]) == upgradeID then
guiGridListSetItemColor ( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col0"], 102, 205, 0 )
guiGridListSetItemColor ( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col1"], 102, 205, 0 )
added = true
end
if i == selected_row then
guiGridListSetSelectedItem ( modshop_gui["upgradeTable"], i, modshop_gui["upgradeTable_col0"])
selected_upgrade = upgradeID
if added then
guiSetEnabled(modshop_gui["addUpgradeButton"], false)
guiSetEnabled(modshop_gui["delUpgradeButton"], true)
else
guiSetEnabled(modshop_gui["addUpgradeButton"], true)
guiSetEnabled(modshop_gui["delUpgradeButton"], false)
end
end
end
end
end
end
end
end
function getCompatibleUpgrades ( vehicle )
local tempveh
if type(vehicle) == 'number' and getVehicleNameFromModel(vehicle) ~= '' then
tempveh = createVehicle(vehicle, 0,0,-50)
local compUpgrades = getVehicleCompatibleUpgrades(tempveh)
destroyElement(tempveh)
tempveh = nil
return compUpgrades or false
end
return false
end
function upgradeSelected(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") or not shop_GUI or source ~= modshop_gui["upgradeTable"] then
return
end
local row, col = guiGridListGetSelectedItem(source)
if tonumber(row) and tonumber(col) then
selected_row = row
selected_upgrade = tonumber(guiGridListGetItemText(source, row, modshop_gui["upgradeTable_col1"]))
local r,g,b,a = guiGridListGetItemColor(source, row, modshop_gui["upgradeTable_col1"])
if selected_upgrade and r == 102 and g == 205 and b == 0 then
guiSetEnabled(modshop_gui["addUpgradeButton"], false)
guiSetEnabled(modshop_gui["delUpgradeButton"], true)
guiSetEnabled(modshop_gui["addUpgradeForAllButton"], true)
guiSetEnabled(modshop_gui["delUpgradeForAllButton"], true)
elseif selected_upgrade then
guiSetEnabled(modshop_gui["addUpgradeButton"], true)
guiSetEnabled(modshop_gui["delUpgradeButton"], false)
guiSetEnabled(modshop_gui["addUpgradeForAllButton"], true)
guiSetEnabled(modshop_gui["delUpgradeForAllButton"], false)
else
guiSetEnabled(modshop_gui["addUpgradeButton"], false)
guiSetEnabled(modshop_gui["delUpgradeButton"], false)
guiSetEnabled(modshop_gui["addUpgradeForAllButton"], false)
guiSetEnabled(modshop_gui["delUpgradeForAllButton"], false)
selected_row = nil
selected_upgrade = nil
end
end
end
function on_addUpgradeButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
if getVehicleUpgradeSlotName(selected_upgrade) and getVehicleNameFromModel ( tonumber(current_vehicle) ) then
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'upgrade', selected_upgrade)
end
end
function on_delUpgradeButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
if getVehicleUpgradeSlotName(selected_upgrade) and getVehicleNameFromModel ( tonumber(current_vehicle) ) then
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'remupgrade', selected_upgrade)
end
end
function on_addUpgradeForAllButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
if getVehicleUpgradeSlotName(selected_upgrade) and getVehicleNameFromModel ( tonumber(current_vehicle) ) then
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', '*', 'upgrade', selected_upgrade)
end
end
function on_delUpgradeForAllButton_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
if getVehicleUpgradeSlotName(selected_upgrade) and getVehicleNameFromModel ( tonumber(current_vehicle) ) then
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', '*', 'remupgrade', selected_upgrade)
end
end
addCommandHandler ( "getvehid", function ()
local veh = getPedOccupiedVehicle ( localPlayer )
if veh then
local model = getElementModel(veh)
outputChatBox('Vehicle: ' .. getVehicleNameFromModel(model) .. ' [' .. model .. ']', 255, 0 ,125)
end
end)
-----------------------
--- Neon lights ---
-----------------------
function installNeon ( data_neons )
neons = data_neons
for k,v in pairs(neons) do
local dff = engineLoadDFF( v[1], v[2])
engineReplaceModel(dff, v[2])
end
end
addEvent('installNeon', true)
addEventHandler('installNeon', localPlayer, installNeon)
function loadNeon ( model )
local data = getModelNeonData ( tonumber(model) )
local enable = (not not model) and (not not data)
guiSetEnabled(modshop_gui["btnNeonGreen"], enable)
guiSetEnabled(modshop_gui["btnNeonOrange"], enable)
guiSetEnabled(modshop_gui["btnNeonRed"], enable)
guiSetEnabled(modshop_gui["btnNeonYellow"], enable)
guiSetEnabled(modshop_gui["btnNeonAqua"], enable)
guiSetEnabled(modshop_gui["btnNeonRemove"], false)
local vehID = tostring ( model )
local color = modshop_upgrades and modshop_upgrades[vehID] and type(modshop_upgrades[vehID].slot26) == 'string' and modshop_upgrades[vehID].slot26:gsub("^%l", string.upper)
if color and modshop_gui["btnNeon" .. color] then
guiSetEnabled(modshop_gui["btnNeon" .. color], false)
guiSetEnabled(modshop_gui["btnNeonRemove"], true)
end
end
function applyNeon ( color )
triggerServerEvent ( 'gcsetmod', resourceRoot, localPlayer, 'gcsetmod', tostring(current_vehicle), 'neon', color)
end
function getModelNeonData ( id )
for k,v in ipairs( getElementsByType('modshop_vehicle', getElementByID("modshop_vehicles")) ) do
if tonumber(getElementData(v, "vehicle_id", false)) == id then
local data = false
local neon_data = getElementData(v, "neon_data", false)
if neon_data and type(neon_data) == "string" and #neon_data > 0 then
neon_data = split(neon_data, ",")
for i = 1,#neon_data do
neon_data[i] = tonumber(neon_data[i])
end
if #neon_data == 9 then
data = neon_data
end
end
return data
end
end
return false
end
function on_btnNeonGreen_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ( "green" )
end
function on_btnNeonOrange_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ( "orange" )
end
function on_btnNeonRed_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ( "red" )
end
function on_btnNeonYellow_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ( "yellow" )
end
function on_btnNeonAqua_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ( "aqua" )
end
function on_btnNeonRemove_clicked(button, state, absoluteX, absoluteY)
if (button ~= "left") or (state ~= "up") then
return
end
applyNeon ()
end
function var_dump(...)
-- default options
local verbose = false
local firstLevel = true
local outputDirectly = true
local noNames = false
local indentation = "\t\t\t\t\t\t"
local depth = nil
local name = nil
local output = {}
for k,v in ipairs(arg) do
-- check for modifiers
if type(v) == "string" and k < #arg and v:sub(1,1) == "-" then
local modifiers = v:sub(2)
if modifiers:find("v") ~= nil then
verbose = true
end
if modifiers:find("s") ~= nil then
outputDirectly = false
end
if modifiers:find("n") ~= nil then
verbose = false
end
if modifiers:find("u") ~= nil then
noNames = true
end
local s,e = modifiers:find("d%d+")
if s ~= nil then
depth = tonumber(string.sub(modifiers,s+1,e))
end
-- set name if appropriate
elseif type(v) == "string" and k < #arg and name == nil and not noNames then
name = v
else
if name ~= nil then
name = ""..name..": "
else
name = ""
end
local o = ""
if type(v) == "string" then
table.insert(output,name..type(v).."("..v:len()..") \""..v.."\"")
elseif type(v) == "userdata" then
local elementType = "no valid MTA element"
if isElement(v) then
elementType = getElementType(v)
end
table.insert(output,name..type(v).."("..elementType..") \""..tostring(v).."\"")
elseif type(v) == "table" then
local count = 0
for key,value in pairs(v) do
count = count + 1
end
table.insert(output,name..type(v).."("..count..") \""..tostring(v).."\"")
if verbose and count > 0 and (depth == nil or depth > 0) then
table.insert(output,"\t{")
for key,value in pairs(v) do
-- calls itself, so be careful when you change anything
local newModifiers = "-s"
if depth == nil then
newModifiers = "-sv"
elseif depth > 1 then
local newDepth = depth - 1
newModifiers = "-svd"..newDepth
end
local keyString, keyTable = var_dump(newModifiers,key)
local valueString, valueTable = var_dump(newModifiers,value)
if #keyTable == 1 and #valueTable == 1 then
table.insert(output,indentation.."["..keyString.."]\t=>\t"..valueString)
elseif #keyTable == 1 then
table.insert(output,indentation.."["..keyString.."]\t=>")
for k,v in ipairs(valueTable) do
table.insert(output,indentation..v)
end
elseif #valueTable == 1 then
for k,v in ipairs(keyTable) do
if k == 1 then
table.insert(output,indentation.."["..v)
elseif k == #keyTable then
table.insert(output,indentation..v.."]")
else
table.insert(output,indentation..v)
end
end
table.insert(output,indentation.."\t=>\t"..valueString)
else
for k,v in ipairs(keyTable) do
if k == 1 then
table.insert(output,indentation.."["..v)
elseif k == #keyTable then
table.insert(output,indentation..v.."]")
else
table.insert(output,indentation..v)
end
end
for k,v in ipairs(valueTable) do
if k == 1 then
table.insert(output,indentation.." => "..v)
else
table.insert(output,indentation..v)
end
end
end
end
table.insert(output,"\t}")
end
else
table.insert(output,name..type(v).." \""..tostring(v).."\"")
end
name = nil
end
end
local string = ""
for k,v in ipairs(output) do
if outputDirectly then
outputConsole(v)
end
string = string..v
end
return string, output
end
function rgbaToHex(r, g, b, a)
if not r then
r, g, b, a = 255, 255, 255, 0
end
return string.format("%02X%02X%02X%02X", a, r, g, b)
end
|
local dap = require 'dap'
dap.adapters.chrome = {
type = 'executable',
command = 'node',
args = { os.getenv 'HOME' .. '.config/nvim/vscode-chrome-debug/out/src/chromeDebug.js' },
}
dap.configurations.javascript = { -- change this to javascript if needed
{
type = 'chrome',
request = 'attach',
program = '${file}',
cwd = vim.fn.getcwd(),
sourceMaps = true,
protocol = 'inspector',
port = 9222,
webRoot = '${workspaceFolder}',
},
}
dap.configurations.typescript = { -- change to typescript if needed
{
type = 'chrome',
request = 'attach',
program = '${file}',
cwd = vim.fn.getcwd(),
sourceMaps = true,
protocol = 'inspector',
port = 9222,
webRoot = '${workspaceFolder}',
},
}
|
--
-- Copyright 2021 Andreas MATTHIAS
--
-- This work may be distributed and/or modified under the
-- conditions of the LaTeX Project Public License, either version 1.3c
-- of this license or (at your option) any later version.
-- The latest version of this license is in
-- http://www.latex-project.org/lppl.txt
-- and version 1.3c or later is part of all distributions of LaTeX
-- version 2008 or later.
--
-- This work has the LPPL maintenance status `maintained'.
--
-- The Current Maintainer of this work is Andreas MATTHIAS.
--
local loader = require('luapackageloader')
loader.add_lua_searchers()
local bh = require('busted-helper')
bh.remove_unknown_args()
require('busted.runner')({output = 'utfTerminal'})
require('my_assertions')
assert:set_parameter('TableFormatLevel', -1)
print()
luatex = require('flare-luatex')
flare = require('flare')
Doc = flare.Doc
Page = flare.Page
pkg = require('flare-pkg')
pp = pkg.pp
stringio = require('pl.stringio')
nt = require('nodetree')
describe('Testing flare-page.lua:', function()
test('Page:new()',
function()
local d = Doc:new()
local p = Page:new(d)
assert.equal(d, p.doc)
assert.same({}, p.GinKV)
assert.same({}, p.FlareKV)
assert.same(1, d.pictureCounter)
assert.same({a=1, b=0, c=0, d=1, e=0, f=0}, p.ctm)
local p = Page:new(d)
assert.same(2, d.pictureCounter)
end)
test('Page:openFile()',
function()
local p = Page:new(Doc:new())
local func = function() p:openFile() end
-- Do not user p:setGinKV() here, because `filename` is
-- set only once.
p.GinKV.filename = 'example-image.pdf' -- image from mwe.sty
assert.has_no.errors(func)
p.GinKV.filename = 'thisFileDoesNotExist.pdf'
assert.has_error(
func,
"\nModule Flare Error: File 'thisFileDoesNotExist.pdf' " ..
"not found on input line 5\n")
p.GinKV.filename = 'pdf/encrypted.pdf'
assert.has_error(
func,
'\nModule Flare Error: PDF is password ' ..
'protected on input line 5\n')
p.userpassword = 'foobar'
assert.has_no.error(func)
end)
test('Page:findFile()',
function()
local p = Page:new(Doc:new())
p.GinKV.filename = 'example-image.pdf' -- from mwe.sty
local filename = p:findFile()
assert.is_not_nil(
filename:find('tex/latex/mwe/example%-image.pdf$'))
p.GinKV.filename = 'thisFileDoesNotExist.pdf'
assert.has_error(function()
p:findFile()
end)
end)
test('Page:applyCTM()',
function()
local p = Page:new(Doc:new())
local ctm = { a = 1, b = 2, c = 3, d = 4, e = 5, f = 6 }
local xn, yn = p:applyCTM(ctm, 1, 2)
assert.same(12, xn)
assert.same(16, yn)
end)
test('Page:rect2tab()',
function()
local p = Page:new(Doc:new())
assert.same(
p:rect2tab({100, 200, 300, 400}),
{llx = 100, lly = 200, urx = 300, ury = 400})
local pdf = pdfe.open('pdf/circle-01.pdf')
local annot = pdfe.getpage(pdf, 1).Annots[1]
assert.same(
p:rect2tab(annot.Rect),
{llx = 100, lly = 600, urx = 300, ury = 700})
end)
test('Page:getMediaBox()',
function()
local p = Page:new(Doc:new())
p.GinKV.filename = 'pdf/circle-01.pdf'
p.GinKV.page = 1
p:openFile()
local mb = p:getMediaBox()
assert.near(0, mb.llx, 0.001)
assert.near(0, mb.lly, 0.001)
assert.near(595.276, mb.urx, 0.001)
assert.near(841.89, mb.ury, 0.001)
end)
test('Page:trim()',
function()
local p = Page:new(Doc:new())
assert.same(nil, p:trim())
assert.same(1, p:trim(1))
assert.same({}, p:trim({}))
assert.same('', p:trim(''))
assert.same('foo', p:trim('foo'))
assert.same('foo', p:trim(' foo '))
assert.same('foo', p:trim(' foo '))
assert.same('foo bar', p:trim(' foo bar '))
assert.same('foo bar', p:trim(' foo bar '))
end)
test('Page:sp2bp()',
function()
local p = Page:new(Doc:new())
assert.near(p:sp2bp(100000), 1.520178, 0.000001)
end)
test('Page:bp2sp()',
function()
local p = Page:new(Doc:new())
assert.near(p:bp2sp(1), 65781.76, 0.0000001)
end)
test('Page:cacheData()',
function()
local d = Doc:new()
local p = Page:new(d)
p:setGinKV('filename', 'pdf/link-02.pdf')
p:setGinKV('page', 1)
p:openFile()
p:cacheData()
end)
test('Page:writeToCache()',
function()
local d = Doc:new()
local p = Page:new(d)
d.pictureCounter = 3
p:writeToCache('foo', 123)
assert.same(123,
d.cacheNew[3]['foo'])
assert.True(d.dirtyCache)
d.dirtyCache = false
d.cacheOld = d.cacheNew
p:writeToCache('foo', 123)
assert.same(123,
d.cacheNew[3]['foo'])
assert.False(d.dirtyCache)
end)
test('Page:readFromCache()',
function()
local d = Doc:new()
local p = Page:new(d)
d.pictureCounter = 3
d.cacheOld[3] = {}
d.cacheOld[3]['foo'] = 123
assert.same(123,
p:readFromCache('foo'))
assert.same(nil,
p:readFromCache('bar'))
d.pictureCounter = 4
assert.same(nil,
p:readFromCache('foo'))
end)
test('Page:readFromCacheWithPageObj()',
function()
local d = Doc:new()
local p = Page:new(d)
d.cacheOld[1] = {}
d.cacheOld[2] = {}
d.cacheOld[3] = {}
d.cacheOld[3]['page_obj_old'] = 55
d.cacheOld[3]['foo'] = 123
assert.same(123,
p:readFromCacheWithPageObj('foo', 55))
assert.same(nil,
p:readFromCacheWithPageObj('foo', 33))
end)
test('Page:writeToCache_AnnotObjOld()',
function()
local d = Doc:new()
local p = Page:new(d)
d.pictureCounter = 2
p.annotId = 3
p:writeToCache_AnnotObjOld(33)
assert.same(33, d.cacheNew[2]['annots'][3]['annot_obj_old'])
d.cacheOld = d.cacheNew
p:writeToCache_AnnotObjOld(33)
assert.False(d.dirtyCache)
end)
test('Page:writeToCache_AnnotObjNew()',
function()
local d = Doc:new()
local p = Page:new(d)
d.pictureCounter = 2
p.annotId = 3
p:writeToCache_AnnotObjNew(33)
assert.same(33, d.cacheNew[2]['annots'][3]['annot_obj_new'])
d.cacheOld = d.cacheNew
p:writeToCache_AnnotObjNew(33)
assert.True(d.dirtyCache)
end)
test('Page:findFromCache_AnnotObjNew()',
function()
local d = Doc:new()
local p = Page:new(d)
d.pictureCounter = 1
p.annotId = 1
p:writeToCache_AnnotObjOld(11)
p:writeToCache_AnnotObjNew(22)
p.annotId = 2
p:writeToCache_AnnotObjOld(33)
p:writeToCache_AnnotObjNew(44)
d.cacheOld = d.cacheNew
assert.same(22, p:findFromCache_AnnotObjNew(11))
assert.same(44, p:findFromCache_AnnotObjNew(33))
end)
test('Page:makeCTM()',
function()
local d = Doc:new()
local p = Page:new(d)
assert.same(
{a=1, b=2, c=3, d=4, e=5, f=6},
p:makeCTM(1, 2, 3, 4, 5, 6))
end)
test('Page:getCTM()',
function()
local d = Doc:new()
local p = Page:new(d)
assert.same({a=1, b=0, c=0, d=1, e=0, f=0}, p:getCTM())
p:setGinKV('scale', 5)
assert.same({a=5, b=0, c=0, d=5, e=0, f=0}, p:getCTM())
end)
end) -- describe
|
object_tangible_collection_dwartii_statue_braata = object_tangible_collection_shared_dwartii_statue_braata:new {
gameObjectType = 8211,}
ObjectTemplates:addTemplate(object_tangible_collection_dwartii_statue_braata, "object/tangible/collection/dwartii_statue_braata.iff") |
local include = require 'include'
local LuaXml = require 'LuaXml'
local util = require 'util'
local datapath = 'powerplant/'
local filename = datapath..'manifest.xml'
local file = xml.load(filename)
local data = file:find('model')
local model = {}
if data ~= nil then
for i = 1, #data do
model[data[i]:tag()] = data[i]
end
end
function showInfo(tbl)
if tbl then
for k, v in ipairs(tbl) do
if type(v) == 'table' then
showInfo(v)
else
print(v)
end
end
end
end
showInfo(model.name)
showInfo(model.version)
showInfo(model.license)
showInfo(model.description)
showInfo(model.author)
if model.sdf then
for i = 1, #model.sdf do
print('sdf - '..model.sdf[i])
end
end
--if model.depend then
-- for i = 1, #model.depend do
-- print(model.depend[i])
-- end
--end
|
--!strict
-- StreamableUtil
-- Stephen Leitnick
-- March 03, 2021
--[[
StreamableUtil.Compound(observers: {Observer}, handler: ({[child: string]: Instance}, janitor: Janitor) -> void): Janitor
Example:
local streamable1 = Streamable.new(someModel, "SomeChild")
local streamable2 = Streamable.new(anotherModel, "AnotherChild")
StreamableUtil.Compound({S1 = streamable1, S2 = streamable2}, function(streamables, janitor)
local someChild = streamables.S1.Instance
local anotherChild = streamables.S2.Instance
janitor:Add(function()
-- Cleanup
end)
end)
--]]
local Janitor = require(script.Parent.Janitor)
local _Streamable = require(script.Parent.Streamable)
type Streamables = {_Streamable.Streamable}
type CompoundHandler = (Streamables, any) -> nil
local StreamableUtil = {}
function StreamableUtil.Compound(streamables: Streamables, handler: CompoundHandler)
local compoundJanitor = Janitor.new()
local observeAllJanitor = Janitor.new()
local allAvailable = false
local function Check()
if allAvailable then return end
for _,streamable in pairs(streamables) do
if not streamable.Instance then
return
end
end
allAvailable = true
handler(streamables, observeAllJanitor)
end
local function Cleanup()
if not allAvailable then return end
allAvailable = false
observeAllJanitor:Cleanup()
end
for _,streamable in pairs(streamables) do
compoundJanitor:Add(streamable:Observe(function(_child, janitor)
Check()
janitor:Add(Cleanup)
end))
end
compoundJanitor:Add(Cleanup)
return compoundJanitor
end
return StreamableUtil
|
resource_manifest_version '44febabe-d386-4d18-afbe-5e627f4af937'
resource_version '1.0'
name 'B2K MLO Dev Tool'
description 'B2KRP MLO Dev Tool'
client_script 'MLODevTool.net.dll'
|
return {'bik','biker','bikhamer','bikini','bikinietjes','bikinislip','bikkel','bikkelen','bikkelhard','bikkelspel','bikken','biksteen','bikker','bikinilijn','bikkelbal','bikschote','biko','bikker','bik','bikhamers','bikinis','bikinietje','bikkelde','bikkelden','bikkelharde','bikkels','bikkelt','bikkeltje','bikkeltjes','bikt','bikte','bikten','bikers','bikkers','bikos'} |
-- Original work by Astromech
-- Rewritten based on Auras by Azilroka
local _, ns = ...
local oUF = ns.oUF
local VISIBLE = 1
local HIDDEN = 0
local tinsert = tinsert
local wipe = wipe
local UnitAura = UnitAura
local UnitIsUnit = UnitIsUnit
local GetSpellTexture = GetSpellTexture
local function createAuraIcon(element, index)
local button = CreateFrame("Button", element:GetDebugName() .. "Button" .. index, element)
button:EnableMouse(false)
button:Hide()
local cd = CreateFrame("Cooldown", "$parentCooldown", button, "CooldownFrameTemplate")
cd:SetAllPoints()
cd:SetReverse(true)
cd:SetDrawBling(false)
cd:SetDrawEdge(false)
local icon = button:CreateTexture(nil, "ARTWORK")
icon:SetAllPoints()
local countFrame = CreateFrame("Frame", nil, button)
countFrame:SetAllPoints(button)
countFrame:SetFrameLevel(cd:GetFrameLevel() + 1)
local count = countFrame:CreateFontString(nil, "OVERLAY", "NumberFontNormal")
count:SetPoint("BOTTOMRIGHT", countFrame, "BOTTOMRIGHT", -1, 0)
local overlay = button:CreateTexture(nil, "OVERLAY")
overlay:SetTexture([[Interface\Buttons\UI-Debuff-Overlays]])
overlay:SetAllPoints()
overlay:SetTexCoord(.296875, .5703125, 0, .515625)
button.overlay = overlay
button.icon = icon
button.count = count
button.cd = cd
if(element.PostCreateIcon) then element:PostCreateIcon(button) end
return button
end
local function customFilter(element, _, button, name, _, _, debuffType, _, _, caster, isStealable, _, spellID, canApply, isBossDebuff, casterIsPlayer)
local setting = element.watched[spellID]
if not setting then return false end
button.onlyShowMissing = setting.onlyShowMissing
button.anyUnit = setting.anyUnit
if setting.enabled then
if setting.onlyShowMissing and not setting.anyUnit and caster == "player" then
return false
elseif setting.onlyShowMissing and setting.anyUnit and casterIsPlayer then
return true
elseif not setting.onlyShowMissing and setting.anyUnit and casterIsPlayer then
return true
elseif not setting.onlyShowMissing and not setting.anyUnit and caster == "player" then
return true
end
end
return false
end
local function updateIcon(element, unit, index, offset, filter, isDebuff, visible)
local name, texture, count, debuffType, duration, expiration, caster, isStealable,
nameplateShowSelf, spellID, canApply, isBossDebuff, casterIsPlayer, nameplateShowAll,
timeMod, effect1, effect2, effect3 = UnitAura(unit, index, filter)
if(name) then
local position = visible + offset + 1
local button = element[position]
if(not button) then
button = (element.CreateIcon or createAuraIcon) (element, position)
tinsert(element, button)
element.createdIcons = element.createdIcons + 1
end
button.caster = caster
button.filter = filter
button.isDebuff = isDebuff
button.debuffType = debuffType
button.isPlayer = caster == "player"
button.spellID = spellID
local show = (element.CustomFilter or customFilter) (element, unit, button, name, texture,
count, debuffType, duration, expiration, caster, isStealable, nameplateShowSelf, spellID,
canApply, isBossDebuff, casterIsPlayer, nameplateShowAll, timeMod, effect1, effect2, effect3)
if(show) then
local setting = element.watched[spellID]
if(button.cd) then
if(duration and duration > 0) then
button.cd:SetCooldown(expiration - duration, duration)
button.cd:Show()
else
button.cd:Hide()
end
end
if(button.overlay) then
if((isDebuff and element.showDebuffType) or (not isDebuff and element.showBuffType) or element.showType) then
local color = element.__owner.colors.debuff[debuffType] or element.__owner.colors.debuff.none
button.overlay:SetVertexColor(color[1], color[2], color[3])
button.overlay:Show()
else
button.overlay:Hide()
end
end
if(button.stealable) then
if(not isDebuff and isStealable and element.showStealableBuffs and not UnitIsUnit("player", unit)) then
button.stealable:Show()
else
button.stealable:Hide()
end
end
if(button.icon) then button.icon:SetTexture(texture) end
if(button.count) then button.count:SetText(count > 1 and count) end
if setting.sizeOffset == 0 then
button:SetSize(element.size, element.size)
else
button:SetSize(setting.sizeOffset + element.size, setting.sizeOffset + element.size)
end
button:SetID(index)
button:Show()
button:ClearAllPoints()
button:SetPoint(setting.point, setting.xOffset, setting.yOffset)
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, index, position, duration, expiration, debuffType, isStealable)
end
return VISIBLE
else
button.isFiltered = true
return HIDDEN
end
end
end
local missing = {}
local function onlyShowMissingIcon(element, unit, offset)
wipe(missing)
for SpellID, setting in pairs(element.watched) do
if setting.onlyShowMissing then
missing[SpellID] = setting
end
end
for i = 1, #element do
local button = element[i]
if button.isFiltered and missing[button.spellID] then
missing[button.spellID] = nil
end
end
local visible = 0
for SpellID, setting in pairs(missing) do
local position = visible + offset + 1
local button = element[position]
if(not button) then
button = (element.CreateIcon or createAuraIcon) (element, position)
table.insert(element, button)
element.createdIcons = element.createdIcons + 1
end
if(button.cd) then button.cd:Hide() end
if(button.icon) then button.icon:SetTexture(GetSpellTexture(SpellID)) end
if(button.overlay) then button.overlay:Hide() end
if setting.sizeOffset == 0 then
button:SetSize(element.size, element.size)
else
button:SetSize(setting.sizeOffset + element.size, setting.sizeOffset + element.size)
end
button:SetID(position)
button.spellID = SpellID
button:Show()
button:ClearAllPoints()
button:SetPoint(setting.point, setting.xOffset, setting.yOffset)
if(element.PostUpdateIcon) then
element:PostUpdateIcon(unit, button, nil, position)
end
visible = visible + 1
end
return visible
end
local function filterIcons(element, unit, filter, limit, isDebuff, offset, dontHide)
if (not offset) then offset = 0 end
local index, visible, hidden = 1, 0, 0
while (visible < limit) do
local result = updateIcon(element, unit, index, offset, filter, isDebuff, visible)
if (not result) then
break
elseif (result == VISIBLE) then
visible = visible + 1
elseif (result == HIDDEN) then
hidden = hidden + 1
end
index = index + 1
end
if (not dontHide) then
for i = visible + offset + 1, #element do
element[i]:Hide()
end
end
return visible, hidden
end
local function UpdateAuras(self, event, unit)
if(self.unit ~= unit) then return end
local element = self.AuraWatch
if(element) then
if(element.PreUpdate) then element:PreUpdate(unit) end
local numBuffs = element.numBuffs or 32
local numDebuffs = element.numDebuffs or 16
local max = element.numTotal or numBuffs + numDebuffs
for i = 1, #element do element[i].isFiltered = false end
local visibleBuffs, hiddenBuffs = filterIcons(element, unit, element.buffFilter or element.filter or "HELPFUL", math.min(numBuffs, max), nil, 0, true)
local visibleDebuffs, hiddenDebuffs = filterIcons(element, unit, element.buffFilter or element.filter or "HARMFUL", math.min(numDebuffs, max - visibleBuffs), true, visibleBuffs)
element.visibleDebuffs = visibleDebuffs
element.visibleBuffs = visibleBuffs
element.visibleAuras = visibleBuffs + visibleDebuffs
element.allAuras = visibleBuffs + visibleDebuffs + hiddenBuffs + hiddenDebuffs
onlyShowMissingIcon(element, unit, element.visibleAuras)
if(element.PostUpdate) then element:PostUpdate(unit) end
end
end
local function Update(self, event, unit)
if(self.unit ~= unit) then return end
UpdateAuras(self, event, unit)
end
local function ForceUpdate(element)
return Update(element.__owner, "ForceUpdate", element.__owner.unit)
end
local function SetNewTable(element, table)
element.watched = table or {}
end
local function Enable(self)
local element = self.AuraWatch
if(element) then
element.__owner = self
element.SetNewTable = SetNewTable
element.ForceUpdate = ForceUpdate
element.watched = element.watched or {}
element.createdIcons = element.createdIcons or 0
element.anchoredIcons = 0
element.size = 8
self:RegisterEvent("UNIT_AURA", UpdateAuras)
element:Show()
return true
end
end
local function Disable(self)
if(self.AuraWatch) then
self:UnregisterEvent("UNIT_AURA", UpdateAuras)
if(self.AuraWatch) then self.AuraWatch:Hide() end
end
end
oUF:AddElement("AuraWatch", Update, Enable, Disable) |
ignite_poet = {
cast = function(player, target)
local spellName = "Ignite"
if not player:canCast(1, 1, 0) then
return
end
local damage = 40 + math.floor(player.level / 2) + math.floor((player.will + 3) / 4)
local worked = global_zap.cast(player, target, damage, 30, 0)
if worked ~= 0 then
player:sendMinitext("You cast " .. spellName .. ".")
end
if worked == 2 then
target:sendMinitext(player.name .. " cast " .. spellName .. " on you.")
end
end,
requirements = function(player)
local level = 22
local items = {Item("acorn").id, Item("rabbit_meat").id}
local itemAmounts = {20, 10}
local description = "A moderate elemental attack."
return level, items, itemAmounts, description
end
}
spirit_strike_poet = {
cast = function(player, target)
local spellName = "Spirit Strike"
if not player:canCast(1, 1, 0) then
return
end
local damage = 40 + math.floor(player.level / 2) + math.floor((player.will + 3) / 4)
local worked = global_zap.cast(player, target, damage, 30, 1)
if worked ~= 0 then
player:sendMinitext("You cast " .. spellName .. ".")
end
if worked == 2 then
target:sendMinitext(player.name .. " cast " .. spellName .. " on you.")
end
end,
requirements = function(player)
local level = 22
local items = {Item("acorn").id, Item("rabbit_meat").id}
local itemAmounts = {20, 10}
local description = "A moderate elemental attack."
return level, items, itemAmounts, description
end
}
wrath_of_nature_poet = {
cast = function(player, target)
local spellName = "Wrath of Nature"
if not player:canCast(1, 1, 0) then
return
end
local damage = 40 + math.floor(player.level / 2) + math.floor((player.will + 3) / 4)
local worked = global_zap.cast(player, target, damage, 30, 2)
if worked ~= 0 then
player:sendMinitext("You cast " .. spellName .. ".")
end
if worked == 2 then
target:sendMinitext(player.name .. " cast " .. spellName .. " on you.")
end
end,
requirements = function(player)
local level = 22
local items = {Item("acorn").id, Item("rabbit_meat").id}
local itemAmounts = {20, 10}
local description = "A moderate elemental attack."
return level, items, itemAmounts, description
end
}
thunderclap_poet = {
cast = function(player, target)
local spellName = "Thunderclap"
if not player:canCast(1, 1, 0) then
return
end
local damage = 40 + math.floor(player.level / 2) + math.floor((player.will + 3) / 4)
local worked = global_zap.cast(player, target, damage, 30, 3)
if worked ~= 0 then
player:sendMinitext("You cast " .. spellName .. ".")
end
if worked == 2 then
target:sendMinitext(player.name .. " cast " .. spellName .. " on you.")
end
end,
requirements = function(player)
local level = 22
local items = {Item("acorn").id, Item("rabbit_meat").id}
local itemAmounts = {20, 10}
local description = "A moderate elemental attack."
return level, items, itemAmounts, description
end
}
|
MoveState = { mName = "move" }
MoveState.__index = MoveState
function MoveState:Create(character, map)
local this =
{
mCharacter = character,
mMap = map,
mTileWidth = map.mTileWidth,
mEntity = character.mEntity,
mController = character.mController,
mMoveX = 0,
mMoveY = 0,
mTween = Tween:Create(0, 0, 1),
mMoveSpeed = 0.3,
}
this.mAnim = Animation:Create({ this.mEntity.mStartFrame })
setmetatable(this, self)
return this
end
function MoveState:Enter(data)
local frames = nil
if data.x == 1 then
frames = self.mCharacter.mAnims.right
self.mCharacter.mFacing = "right"
elseif data.x == -1 then
frames = self.mCharacter.mAnims.left
self.mCharacter.mFacing = "left"
elseif data.y == -1 then
frames = self.mCharacter.mAnims.up
self.mCharacter.mFacing = "up"
elseif data.y == 1 then
frames = self.mCharacter.mAnims.down
self.mCharacter.mFacing = "down"
end
self.mAnim:SetFrames(frames)
self.mMoveX = data.x
self.mMoveY = data.y
local pixelPos = self.mEntity.mSprite:GetPosition()
self.mPixelX = pixelPos:X()
self.mPixelY = pixelPos:Y()
self.mTween = Tween:Create(0, self.mTileWidth, self.mMoveSpeed)
local targetX = self.mEntity.mTileX + data.x
local targetY = self.mEntity.mTileY + data.y
if self.mMap:IsBlocked(1, targetX, targetY) then
self.mMoveX = 0
self.mMoveY = 0
self.mEntity:SetFrame(self.mAnim:Frame())
self.mController:Change(self.mCharacter.mDefaultState)
return
end
if self.mMoveX ~= 0 or self.mMoveY ~= 0 then
local x = self.mEntity.mTileX
local y = self.mEntity.mTileY
local layer = self.mEntity.mLayer
local trigger = self.mMap:GetTrigger(x,y, layer)
if trigger then
trigger:OnExit(self.mEntity, x, y, layer)
else
self.mMap:TryEncounter(x, y, layer)
end
end
self.mEntity:SetTilePos(self.mEntity.mTileX + self.mMoveX,
self.mEntity.mTileY + self.mMoveY,
self.mEntity.mLayer,
self.mMap)
self.mEntity.mSprite:SetPosition(pixelPos)
end
function MoveState:Exit()
local x = self.mEntity.mTileX
local y = self.mEntity.mTileY
local layer = self.mEntity.mLayer
local trigger = self.mMap:GetTrigger(x, y, layer)
if trigger then
trigger:OnEnter(self.mEntity, x, y, layer)
end
end
function MoveState:Render(renderer) end
function MoveState:Update(dt)
self.mAnim:Update(dt)
self.mEntity:SetFrame(self.mAnim:Frame())
self.mTween:Update(dt)
local value = self.mTween:Value()
local x = self.mPixelX + (value * self.mMoveX)
local y = self.mPixelY - (value * self.mMoveY)
self.mEntity.mX = math.floor(x)
self.mEntity.mY = math.floor(y)
self.mEntity.mSprite:SetPosition(self.mEntity.mX , self.mEntity.mY)
if self.mTween:IsFinished() then
self.mController:Change(self.mCharacter.mDefaultState)
end
end
|
AddEvent("OnPlayerSpawn", function()
webui = CreateWebUI(0, 0, 0, 0, 0, 60)
SetWebURL(webui, "http://asset/projectr/UI/html/index.html")
SetWebAlignment(webui, 0.0, 0.0)
SetWebAnchors(webui, 0.0, 0.0, 1.0, 1.0)
SetWebVisibility(webui, WEB_VISIBLE)
SetPlayerClothingPreset(GetPlayerId(), 7)
end) |
--[[ ___ ___
( ) ( )
___ .-. .-. ___ ___ | |_ .---. ___ .-. | |_
( ) ' ( )( ( __) / .-, ( ) ( __)
| .-. .-. | | | | | | (__) ; || .-. .| |
| | | | | | | | | | | ___ .'` || | | || | ___
| | | | | | | | | | |( / .'| || | | || |( )
| | | | | | | | | | | | | / | || | | || | | |
| | | | | | | ; ' | ' | ; | ; || | | || ' | |
| | | | | ' `-' / ' `-' ' `-' || | | |' `-' ;
(___)(___)(___'.__.' `.__.`.__.'_(___)(___)`.__.
---- Recommended settings:
---- * one hedgehog per team (forced by game)
---- * one team per clan
---- * 'Small' one-island map
--]]
HedgewarsScriptLoad("/Scripts/Locale.lua")
HedgewarsScriptLoad("/Scripts/Tracker.lua")
HedgewarsScriptLoad("/Scripts/Params.lua")
--[[
MUTANT SCRIPT
]]
local hhs = {}
local crates = {}
local numhhs = 0
local meh = false
local gameOver=false
local mutant = nil
local mutant_base_health = 200
local mutant_base_disease = 25
local disease_timer = 2000
local kill_reward = nil
local mt_hurt=false
local killsCounter = 0
local team_fire_punishment = 3
local mutant_kill_reward = 2
local hh_weapons = { amBazooka, amGrenade, amShotgun, amMine}
local mt_weapons = {amWatermelon, amHellishBomb, amBallgun, amRCPlane, amTeleport}
local disease=0
local timer=0
local winScore = 15
local hogsLimit = 1
local teamsDead = {}
local teamsDeleted = {}
local hogLimitHit = false
local teamLimitHit = false
local cnthhs
local circles = {}
local circleFrame = -1
-- Variables for custom achievements
-- Most kills in 1 turn
local recordKills = 0
local recordKillsHogName = nil
local recordKillsTeamName = nil
-- Most suicides
local recordSuicides = 0
local recordSuicidesHogName = nil
local recordSuicidesTeamName = nil
-- Most skips
local recordSkips = 0
local recordSkipsHogName = nil
local recordSkipsTeamName = nil
-- Most crates collected
local recordCrates = 0
local recordCratesHogName = nil
local recordCratesTeamName = nil
-- Most deaths
local recordDeaths = 0
local recordDeathsHogName = nil
local recordDeathsTeamName = nil
-- Total killed hedgehogs
local totalKills = 0
-- Total damage
local totalDamage = 0
local mutantHat = "WhySoSerious"
local feederHat = "poke_slowpoke"
function rules()
local mineStr
if MinesTime < 0 then
mineStr = loc("Mines time: 0s-5s")
else
mineStr = string.format(loc("Mines explode after %d s."), div(MinesTime, 1000))
end
local ruleSet = loc("Hedgehogs will be revived after their death.") .. "|" ..
mineStr .. "|" ..
loc("The first hedgehog to kill someone becomes the Mutant.") .. "|" ..
loc("The Mutant has super weapons and a lot of health.") .. "|" ..
loc("The Mutant loses health quickly, but gains health by killing.") .. "|" ..
" |" ..
loc("Score points by killing other hedgehogs.") .. "|" ..
loc("The hedgehog with least points (or most deaths) becomes the Bottom Feeder.") .. "|" ..
loc("The score and deaths are shown next to the team bar.") .. "|" ..
string.format(loc("Goal: Score %d points or more to win!"), winScore) .. "|" ..
" |" ..
loc("Scoring: ") .. "|" ..
loc("+2 for becoming the Mutant") .. "|" ..
loc("+1 to the Mutant for killing anyone") .. "|" ..
loc("+1 to the Bottom Feeder for killing anyone") .. "|" ..
loc("-1 to anyone for a suicide")
return ruleSet
end
function showStartingInfo()
ShowMission(loc("Mutant"), loc("A Hedgewars tag game"), rules(), -amWatermelon, 5000)
end
function onGameInit()
-- Sudden Death would be weird
WaterRise = 0
HealthDecrease = 0
-- Weapons must be reset for the Mutant mechanic to work
EnableGameFlags(gfResetWeps)
-- King Mode messes with game too much
DisableGameFlags(gfKing)
end
function limitHogsTeam(gear)
cnthhs = cnthhs + 1
if cnthhs > 1 then
hogLimitHit = true
SetEffect(gear, heResurrectable, 0)
setGearValue(gear, "excess", true)
DeleteGear(gear)
end
end
function limitHogsClan(gear)
teamLimitHit = true
SetEffect(gear, heResurrectable, 0)
setGearValue(gear, "excess", true)
DeleteGear(gear)
end
function onGameStart()
if ClansCount >= 2 then
SendHealthStatsOff()
SendAchievementsStatsOff()
end
SendRankingStatsOff()
trackTeams()
teamScan()
runOnHogs(saveStuff)
-- Enforce team and hog limits
hogLimitHit = false
-- Rule 1: One team per clan
if TeamsCount > ClansCount then
local usedClans = {}
for i=0, TeamsCount - 1 do
local teamName = GetTeamName(i)
local clanNumber = GetTeamClan(teamName)
if not usedClans[clanNumber] then
usedClans[clanNumber] = true
else
runOnHogsInTeam(limitHogsClan, teamName)
teamsDeleted[teamName] = true
setTeamValue(teamName, "Score", getTeamValue(teamName, "Score") -99999)
end
end
end
-- Rule 2: One hog per team
for i=0 , TeamsCount - 1 do
cnthhs = 0
runOnHogsInTeam(limitHogsTeam, GetTeamName(i))
end
if teamLimitHit then
WriteLnToChat(loc("Only one team per clan allowed! Excess teams will be removed."))
end
if hogLimitHit then
WriteLnToChat(loc("Only one hog per team allowed! Excess hogs will be removed."))
end
trackTeams()
showStartingInfo()
end
function giveWeapons(gear)
if gear == mutant then
AddAmmo(gear, amRope)
for i=1, #mt_weapons do
AddAmmo(gear, mt_weapons[i])
end
else
for i=1, #hh_weapons do
AddAmmo(gear,hh_weapons[i])
end
end
end
function onAmmoStoreInit()
SetAmmo(amSkip, 9, 0, 0, 0)
SetAmmo(amRope,0,1,0,5)
SetAmmo(amSnowball,0,1,0,1)
for i=1, #hh_weapons do
SetAmmo(hh_weapons[i], 0, 0, 0, 1)
end
for i=1, #mt_weapons do
SetAmmo(mt_weapons[i], 0, 3, 0, 1)
end
end
function drawCircles()
for i = 0, #hhs do
if circles[hhs[i]] ~= nil then
DeleteVisualGear(circles[hhs[i]])
circles[hhs[i]] = nil
end
if hhs[i] ~= CurrentHedgehog then
if mutant == nil then
circles[hhs[i]] = AddVisualGear(0, 0, vgtCircle, 0, false)
SetVisualGearValues(circles[hhs[i]], 0, 0, 0, 0, 0, 0, 0, 22, 5, 0xff000080)
elseif CurrentHedgehog == mutant then
circles[hhs[i]] = AddVisualGear(0, 0, vgtCircle, 0, false)
SetVisualGearValues(circles[hhs[i]], 0, 0, 0, 0, 0, 0, 0, 22, 3, 0xaa000070)
elseif getGearValue(CurrentHedgehog, "Feeder") and hhs[i] ~= mutant then
circles[hhs[i]] = AddVisualGear(0, 0, vgtCircle, 0, false)
SetVisualGearValues(circles[hhs[i]], 0, 0, 0, 0, 0, 0, 0, 22, 3, 0xaa000070)
elseif hhs[i] == mutant then
circles[hhs[i]] = AddVisualGear(0, 0, vgtCircle, 0, false)
SetVisualGearValues(circles[hhs[i]], 0, 0, 0, 0, 0, 0, 0, 22, 5, 0xff000080)
end
end
end
circleFrame = 0
end
function onNewTurn()
killsCounter = 0
if mutant == nil and TotalRounds >= 0 then
AddCaption( loc("First killer will mutate"), capcolDefault, capgrpGameState )
end
checkScore()
for i=0, TeamsCount-1 do
local teamName = GetTeamName(i)
if not teamsDeleted[teamName] then
SendStat(siClanHealth, getTeamValue(teamName, "Score"), teamName)
end
end
giveWeapons(CurrentHedgehog)
drawCircles()
setAIHints()
kill_reward= numhhs*10
if CurrentHedgehog == mutant then
mt_hurt=true
disease= mutant_base_disease - numhhs
else
mt_hurt=false
end
setGearValue(CurrentHedgehog, "Alive", true)
end
function countBodies()
if killsCounter == 2 then
AddCaption(loc("Double kill!"), capcolDefault, capgrpGameState )
elseif killsCounter == 3 then
AddCaption(loc("Mega kill!"), capcolDefault, capgrpGameState )
PlaySound(sndRegret)
elseif killsCounter == 4 then
AddCaption(loc("Ultra kill!"), capcolDefault, capgrpGameState )
elseif killsCounter == 5 then
AddCaption(loc("Monster kill!"), capcolDefault, capgrpGameState )
PlaySound(sndIllGetYou)
elseif killsCounter == 6 then
AddCaption(loc("Ludicrous kill!"), capcolDefault, capgrpGameState )
PlaySound(sndNutter)
elseif killsCounter == 7 then
AddCaption(loc("Holy shit!"), capcolDefault, capgrpGameState )
PlaySound(sndLaugh)
elseif killsCounter > 8 then
AddCaption(loc("Insanity!"), capcolDefault, capgrpGameState )
end
if killsCounter > recordKills then
recordKills = killsCounter
recordKillsHogName = getGearValue(CurrentHedgehog, "Name")
recordKillsTeamName = GetHogTeamName(CurrentHedgehog)
end
end
function onGameTick()
if circleFrame > -1 then
for i = 0, #hhs do
if circles[hhs[i]] ~= nil and hhs[i]~= nil then
hhx, hhy = GetGearPosition(hhs[i])
SetVisualGearValues(circles[hhs[i]], hhx + 1, hhy - 3, 0, 0, 0, 0, 0, 40 - (circleFrame % 25))
end
end
circleFrame = circleFrame + 0.06
if circleFrame >= 25 then
for i = 0, #hhs do
if circles[hhs[i]] ~= nil then
DeleteVisualGear(circles[hhs[i]])
circles[hhs[i]] = nil
end
end
end
end
if (TurnTimeLeft==0 or band(GetState(mutant), gstHHDriven) == 0) and mt_hurt then
mt_hurt = false
end
-- Mutant's disease
-- Hurt Mutant during its turn time
-- Mutant's health is safe in ready phase
if mt_hurt and mutant~=nil and ReadyTimeLeft == 0 then
timer = timer + 1
if timer > disease_timer then
timer = 0
local h = GetHealth(mutant)-disease
SetHealth(mutant, h)
-- Low health warning
if h <= 75 then
PlaySound(sndPoisonMoan, mutant)
elseif h <= 150 then
PlaySound(sndPoisonCough, mutant)
end
local tag = AddVisualGear(GetX(mutant), GetY(mutant)-5, vgtHealthTag, disease, true)
SetVisualGearValues(tag, nil, nil, nil, nil, nil, nil, nil, nil, nil, GetClanColor(GetHogClan(mutant)))
if GetHealth(mutant)<=0 then
SetHealth(mutant,0)
mt_hurt= false
setGearValue(mutant,"SelfDestruct",true)
EndTurn()
end
end
end
end
--[[
Forces the special mutant/feeder names and hats only to be
taken by those who deserved it.
Names and hats will be changed (and ridiculed) if neccesary.
]]
function exposeIdentityTheft(gear)
local lon = string.lower(GetHogName(gear)) -- lowercase origina name
local name, hat
-- Change name if hog uses a reserved one
if lon == "mutant" or lon == string.lower(loc("Mutant")) then
SetHogName(gear, loc("Identity Thief"))
SetHogHat(gear, "Disguise")
elseif lon == "bottom feeder" or lon == string.lower(loc("Bottom Feeder")) then
-- Word play on "Bottom Feeder". Someone who is low on cotton. :D
-- Either translate literally or make up your ow word play
SetHogName(gear, loc("Cotton Needer"))
SetHogHat(gear, "StrawHat")
end
-- Strip hog off its special hat
if GetHogHat(gear) == mutantHat or GetHogHat(gear) == feederHat then
SetHogHat(gear, "NoHat")
end
end
function saveStuff(gear)
exposeIdentityTheft(gear)
setGearValue(gear,"Name",GetHogName(gear))
setGearValue(gear,"Hat",GetHogHat(gear))
end
function armageddon(gear)
SetState(gear, gstLoser)
SetEffect(gear, heResurrectable, 0)
SetHealth(gear, 0)
end
function renderScores()
for i=0, TeamsCount-1 do
local name = GetTeamName(i)
SetTeamLabel(name, string.format(loc("%d | %d"), getTeamValue(name, "Score"), getTeamValue(name, "DeadHogs")))
end
end
function createEndGameStats()
SendStat(siGraphTitle, loc("Score graph"))
local teamsSorted = {}
for i=0, TeamsCount-1, 1 do
teamsSorted[i+1] = GetTeamName(i)
end
-- Achievements stuff
local achievements = 0
--- Most kills per turn
if recordKills >= 3 then
SendStat(siMaxStepKills, string.format("%d %s (%s)", recordKills, recordKillsHogName, recordKillsTeamName))
achievements = achievements + 1
end
--- Most crates collected
if recordCrates >= 5 then
SendStat(siCustomAchievement, string.format(loc("%s (%s) was the greediest hedgehog and collected %d crates."), recordCratesHogName, recordCratesTeamName, recordCrates))
achievements = achievements + 1
end
--- Most suicides
if recordSuicides >= 5 then
SendStat(siCustomAchievement, string.format(loc("%s (%s) hate life and suicided %d times."), recordSuicidesHogName, recordSuicidesTeamName, recordSuicides))
achievements = achievements + 1
end
--- Most deaths
if recordDeaths >= 5 then
SendStat(siCustomAchievement, string.format(loc("Poor %s (%s) died %d times."), recordDeathsHogName, recordDeathsTeamName, recordDeaths))
achievements = achievements + 1
end
--- Most skips
if recordSkips >= 3 then
SendStat(siMaxTurnSkips, string.format("%d %s (%s)", recordSkips, recordSkipsHogName, recordSkipsTeamName))
achievements = achievements + 1
end
--- Total damage
if totalDamage >= 900 then
SendStat(siCustomAchievement, string.format(loc("%d damage was dealt in this game."), totalDamage))
achievements = achievements + 1
end
--- Total kills
if totalKills >= 20 or (achievements <= 0 and totalKills >= 1) then
SendStat(siKilledHHs, tostring(totalKills))
achievements = achievements + 1
end
-- Score and stats stuff
local showScore = ""
local rank = 0
local rankPlus = 1
local prevScore
table.sort(teamsSorted, function(team1, team2) return getTeamValue(team1, "Score") > getTeamValue(team2, "Score") end)
for i=1, TeamsCount do
local score = getTeamValue(teamsSorted[i], "Score")
local deaths = getTeamValue(teamsSorted[i], "DeadHogs")
if i == 1 or score < prevScore then
rank = rank + rankPlus
rankPlus = 1
prevScore = score
else
rankPlus = rankPlus + 1
end
SendStat(siPointType, "!POINTS")
SendStat(siTeamRank, rank)
SendStat(siPlayerKills, score, teamsSorted[i])
showScore = showScore .. string.format(loc("%s: %d (deaths: %d)"), teamsSorted[i], score, deaths) .. "|"
end
if getTeamValue(teamsSorted[1], "Score") == getTeamValue(teamsSorted[2], "Score") then
-- The first two teams have the same score! Round is drawn.
return nil
else
ShowMission(loc("Mutant"),
loc("Final result"),
string.format(loc("Winner: %s"), teamsSorted[1]) .. "| |" .. loc("Scores:") .. " |" ..
showScore, 4, 15000)
-- return winning team
return teamsSorted[1]
end
end
function checkScore()
local lowest_score_team = nil
local min_score=nil
local winTeam = nil
local only_low_score = true
for i=0, TeamsCount-1 do
local teamName = GetTeamName(i)
if not teamsDead[teamName] then
local curr_score = getTeamValue(teamName, "Score")
runOnHogsInTeam(removeFeeder, teamName)
if curr_score >= winScore then
gameOver = true
winTeam = teamName
end
if min_score==nil then
min_score= curr_score
lowest_score_team = teamName
else
if curr_score <= min_score then
if curr_score == min_score then
if getTeamValue(teamName, "DeadHogs") == getTeamValue(lowest_score_team, "DeadHogs") then
only_low_score = false
else
if getTeamValue(teamName, "DeadHogs") > getTeamValue(lowest_score_team, "DeadHogs") then
lowest_score_team = teamName
end
only_low_score = true
end
else
min_score= curr_score
lowest_score_team = teamName
only_low_score = true
end
end
end
end
end
if gameOver then
EndTurn(true)
for i=0, TeamsCount-1 do
local teamName = GetTeamName(i)
if teamName~=winTeam then
runOnHogsInTeam(armageddon, teamName)
end
end
createEndGameStats()
else
if only_low_score then
runOnHogsInTeam(setFeeder, lowest_score_team)
end
if meh == false then
meh = true
end
end
end
function backToNormal(gear)
SetHogName(gear, getGearValue(gear,"Name"))
SetHogHat(gear, 'NoHat')
SetHogHat(gear, getGearValue(gear,"Hat"))
setGearValue(mutant,"SelfDestruct",false)
mt_hurt=false
mutant=nil
end
function setAIHints()
for i = 0, #hhs do
if mutant == nil or hhs[i] == mutant or CurrentHedgehog == mutant or getGearValue(CurrentHedgehog, "Feeder") then
SetGearAIHints(hhs[i], aihUsualProcessing)
else
SetGearAIHints(hhs[i], aihDoesntMatter)
end
end
for k,v in pairs(crates) do
if CurrentHedgehog == mutant and v ~= nil then
SetGearAIHints(v, aihDoesntMatter)
else
SetGearAIHints(v, aihUsualProcessing)
end
end
end
function removeFeeder(gear)
if gear~=nil then
setGearValue(gear,"Feeder",false)
if gear~= mutant then
SetHogName(gear, getGearValue(gear,"Name") )
SetHogHat(gear, 'NoHat')
SetHogHat(gear, getGearValue(gear,"Hat"))
end
end
end
function setFeeder(gear)
if gear~= mutant and gear~= nil then
SetHogName(gear, loc("Bottom Feeder"))
SetHogHat(gear, feederHat)
setGearValue(gear,"Feeder", true)
end
end
function setMutantStuff(gear)
mutant = gear
SetHogName(gear, loc("Mutant"))
SetHogHat(gear, mutantHat)
SetHealth(gear, ( mutant_base_health + numhhs*25) )
SetEffect(gear, hePoisoned, 1)
setGearValue(mutant,"SelfDestruct",false)
setGearValue(gear, "Feeder", false)
AddCaption(string.format(loc("%s has mutated! +2 points"), getGearValue(gear, "Name")), GetClanColor(GetHogClan(gear)), capgrpMessage)
if TurnTimeLeft > 0 then
EndTurn(true)
end
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
PlaySound(sndSuddenDeath)
end
function teamScan()
for j=0, TeamsCount-1 do
local teamName = GetTeamName(j)
teamsDead[teamName] = false
setTeamValue(teamName, "Score",0)
setTeamValue(teamName, "Suicides",0)
setTeamValue(teamName, "Skips",0)
setTeamValue(teamName, "Crates",0)
setTeamValue(teamName, "DeadHogs",0)
end
renderScores()
---***---
end
function set_Mutant_and_Score(gear)
local curr_team = GetHogTeamName(CurrentHedgehog)
if gear == CurrentHedgehog then
if CurrentHedgehog == mutant then
PlaySound(sndHomerun)
if getGearValue(gear, "SelfDestruct")==false then
decreaseTeamValue(curr_team,"Score")
end
backToNormal(gear)
else
decreaseTeamValue(curr_team,"Score")
end
else
if gear == mutant then
backToNormal(mutant)
if curr_team ~=GetHogTeamName(gear) then
if getGearValue(CurrentHedgehog, "Alive") then
setMutantStuff(CurrentHedgehog)
setTeamValue(curr_team,"Score",(getTeamValue(curr_team,"Score") + mutant_kill_reward))
end
else
setTeamValue(curr_team,"Score",(getTeamValue(curr_team,"Score") - team_fire_punishment))
increaseTeamValue(curr_team,"Suicides")
if(getTeamValue(curr_team, "Suicides") > recordSuicides) then
recordSuicides = getTeamValue(curr_team, "Suicides")
recordSuicidesHogName = getGearValue(CurrentHedgehog, "Name")
recordSuicidesTeamName = curr_team
end
AddCaption(loc("-1 point"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
end
else
if mutant==nil then
if curr_team ~=GetHogTeamName(gear) then
if getGearValue(CurrentHedgehog, "Alive") then
setMutantStuff(CurrentHedgehog)
setTeamValue(curr_team,"Score",(getTeamValue(curr_team,"Score") + mutant_kill_reward))
else
increaseTeamValue(curr_team,"Score")
end
else
setTeamValue(curr_team,"Score",(getTeamValue(curr_team,"Score") - team_fire_punishment))
increaseTeamValue(curr_team,"Suicides")
if(getTeamValue(curr_team, "Suicides") > recordSuicides) then
recordSuicides = getTeamValue(curr_team, "Suicides")
recordSuicidesHogName = getGearValue(CurrentHedgehog, "Name")
recordSuicidesTeamName = curr_team
end
AddCaption(loc("-1 point"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
end
else
if curr_team ~=GetHogTeamName(gear) then
if CurrentHedgehog==mutant and getGearValue(mutant,"SelfDestruct")==false then
HealHog(CurrentHedgehog, kill_reward)
AddCaption(loc("+1 point"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
increaseTeamValue(curr_team,"Score")
end
if getGearValue(CurrentHedgehog,"Feeder") then
increaseTeamValue(curr_team,"Score")
AddCaption(loc("+1 point"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
end
else
setTeamValue(curr_team,"Score",(getTeamValue(curr_team,"Score") - team_fire_punishment))
AddCaption(loc("+1 point"), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
end
end
end
end
end
function onGearResurrect(gear)
if not gameOver then
if GetGearType(gear) == gtHedgehog then
increaseTeamValue(GetHogTeamName(gear), "DeadHogs")
totalKills = totalKills + 1
if(getTeamValue(GetHogTeamName(gear), "DeadHogs") > recordDeaths) then
recordDeaths = getTeamValue(GetHogTeamName(gear), "DeadHogs")
recordDeathsHogName = getGearValue(gear, "Name")
recordDeathsTeamName = GetHogTeamName(gear)
end
if gear==CurrentHedgehog then
setGearValue(CurrentHedgehog, "Alive", false)
end
set_Mutant_and_Score(gear)
if gear~=CurrentHedgehog then
killsCounter = killsCounter + 1
countBodies()
end
AddVisualGear(GetX(gear), GetY(gear), vgtSmokeRing, 0, false)
PlaySound(sndWhack)
renderScores()
end
end
end
function onGearDamage(gear, damage)
if not gameOver and GetGearType(gear) == gtHedgehog then
totalDamage = totalDamage + damage
end
end
function onSkipTurn()
-- Record skips for achievement
local team = GetHogTeamName(CurrentHedgehog)
increaseTeamValue(team, "Skips")
if(getTeamValue(team, "Skips") > recordSkips) then
recordSkips = getTeamValue(team, "Skips")
recordSkipsHogName = getGearValue(CurrentHedgehog, "Name")
recordSkipsTeamName = team
end
end
function onGearAdd(gear)
-- Catch hedgehogs for the tracker
if GetGearType(gear) == gtHedgehog then
trackGear(gear)
hhs[numhhs] = gear
numhhs = numhhs + 1
SetEffect(gear, heResurrectable, 1)
elseif GetGearType(gear) == gtCase then
crates[gear] = gear
elseif GetGearType(gear) == gtATFinishGame then
if not gameOver then
local winner = createEndGameStats()
if winner then
SendStat(siGameResult, string.format(loc("%s wins!"), winner))
AddCaption(string.format(loc("%s wins!"), winner), capcolDefault, capgrpGameState)
end
gameOver = true
end
end
end
function checkEmptyTeam (teamName)
for i=0 , #hhs do
if hhs[i]~=nil then
if teamName == GetHogTeamName(hhs[i]) then
return false
end
end
end
return true
end
function onGearDelete(gear)
-- Remove hogs that are gone
if GetGearType(gear) == gtHedgehog then
numhhs = numhhs - 1
if (not gameOver) and (gear == mutant) then
mutant = nil
mt_hurt = false
end
local found
for i=0, #hhs do
if hhs[i] == gear then
found = i
break
end
end
for i = found, #hhs - 1 do
hhs[i] = hhs[i + 1]
end
hhs[#hhs] = nil
local t_name = GetHogTeamName(gear)
if checkEmptyTeam(t_name) then
for i = 0, TeamsCount - 1 do
if GetTeamName(i) == t_name then
found = i
teamsDead[t_name] = true
break
end
end
end
if getGearValue(gear, "excess") ~= true and band(GetState(gear), gstDrowning) == 0 then
AddVisualGear(GetX(gear), GetY(gear), vgtBigExplosion, 0, false)
end
trackDeletion(gear)
elseif GetGearType(gear) == gtCase then
crates[gear] = nil
-- Check if a crate has been collected
if band(GetGearMessage(gear), gmDestroy) ~= 0 and CurrentHedgehog ~= nil then
-- Update crate collection achievement
increaseTeamValue(GetHogTeamName(CurrentHedgehog), "Crates")
if(getTeamValue(GetHogTeamName(CurrentHedgehog), "Crates") > recordCrates) then
recordCrates = getTeamValue(GetHogTeamName(CurrentHedgehog), "Crates")
recordCratesHogName = getGearValue(CurrentHedgehog, "Name")
recordCratesTeamName = GetHogTeamName(CurrentHedgehog)
end
end
end
end
function onParameters()
parseParams()
winScore = tonumber(params["winscore"]) or winScore
end
--[[
S T A R R I N G
prof - Coding, implementing and evangelism
vos - Initial idea and script improvements
mikade - Moving the `how to play` into the game so that people know `how to play`, and whitespace :D
--]]
|
print("Creating newForm")
selectPhysicsModelsForm=FormClass.New("Select Physics Models",true)
dRegisterFeature(selectPhysicsModelsForm);
mtemp=selectPhysicsModelsForm
currentScene=chiGetScene();
chiBindScene(mtemp.sceneNumber);
mtemp.mainPanel = PanelClass.New("Main");
mtemp.RegisterFeature(mtemp,mtemp.mainPanel);
mtemp.mainPanel.AddBoundaryLock(mtemp.mainPanel,"NORTH");
mtemp.mainPanel.AddBoundaryLock(mtemp.mainPanel,"SOUTH");
mtemp.mainPanel.AddBoundaryLock(mtemp.mainPanel,"EAST");
mtemp.mainPanel.AddBoundaryLock(mtemp.mainPanel,"WEST");
--ambient=0.5;
--chiMaterialSetProperty(mtemp.mainPanel.matlNum,CHI_DIFFUSE_COLOR,ambient,ambient,ambient,1.0);
--newForm.Show(newForm)
--################################################ Labels
mtemp.labelStack={}
mtemp.checkBoxStack={}
--=============================================== Point Kinetics
lvl=1
mtemp.labelStack[lvl]=LabelClass.New("Reactor Point Kinetics");
mtemp.labelStack[lvl].SetProperty(mtemp.labelStack[lvl],"Master",mtemp.mainPanel);
mtemp.labelStack[lvl].SetProperty(mtemp.labelStack[lvl],"Float",false);
mtemp.labelStack[lvl].xSize=250;
mtemp.checkBoxStack[lvl] = CheckBoxClass.New(mtemp.labelStack[lvl].name.."_Checkbox")
mtemp.checkBoxStack[lvl].SetProperty(mtemp.checkBoxStack[lvl],"Master",mtemp.mainPanel);
mtemp.checkBoxStack[lvl].SetProperty(mtemp.checkBoxStack[lvl],"Float",false);
mtemp.checkBoxStack[lvl].xSize=20;
mtemp.RegisterFeature(mtemp,mtemp.labelStack[lvl])
mtemp.RegisterFeature(mtemp,mtemp.checkBoxStack[lvl]);
--=============================================== Smooth Particle Hydrodynamics
lvl=2
mtemp.labelStack[lvl]=LabelClass.New("Smooth Particle Hydrodynamics (SPH)");
mtemp.labelStack[lvl].SetProperty(mtemp.labelStack[lvl],"Master",mtemp.mainPanel);
mtemp.labelStack[lvl].SetProperty(mtemp.labelStack[lvl],"Float",false);
mtemp.labelStack[lvl].xSize=250;
mtemp.checkBoxStack[lvl] = CheckBoxClass.New(mtemp.labelStack[lvl].name.."_Checkbox")
mtemp.checkBoxStack[lvl].SetProperty(mtemp.checkBoxStack[lvl],"Master",mtemp.mainPanel);
mtemp.checkBoxStack[lvl].SetProperty(mtemp.checkBoxStack[lvl],"Float",false);
mtemp.checkBoxStack[lvl].xSize=20;
mtemp.RegisterFeature(mtemp,mtemp.labelStack[lvl])
mtemp.RegisterFeature(mtemp,mtemp.checkBoxStack[lvl]);
--############################################### Buttons
mtemp.applyButton = ButtonClass.New("Apply");
mtemp.RegisterFeature(mtemp,mtemp.applyButton);
func = function (this)
--for k=1,1 do
if (selectPhysicsModelsForm.checkBoxStack[1]~=nil) then
if (selectPhysicsModelsForm.checkBoxStack[1].selected) then
newPK=ReactorDynamics1DClass.New("Physics")
chinTimeControl.AddSlave(chinTimeControl,newPK)
print("PK Physics created")
end
end
if (selectPhysicsModelsForm.checkBoxStack[2]~=nil) then
if (selectPhysicsModelsForm.checkBoxStack[2].selected) then
if (SPHCount==0) then --Limit creation to 1
newSPH=SPHClass.New("SPH");
chinTimeControl.AddSlave(chinTimeControl,newSPH)
end
end
end
--end
end
mtemp.applyButton.CustomButtonDown=func
chiBindScene(currentScene); |
local nTime = os.time()
local nDay = os.day()
print("The time is " .. textutils.formatTime(nTime, false) .. " on Day " .. nDay)
|
return {
name = "Shovel",
desc = "For destroying tiles",
sprite = 'shovel',
usage = 'shovel',
stack_size = 1,
use_time = 0.5,
can_upgrade = true
}
|
workspace "DeerfoxBrowser"
architecture "x64"
startproject "DeerfoxBrowser"
configurations
{
"Debug",
"Release",
"Deploy"
}
outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}"
IncludeDir = {}
IncludeDir["GLFW"] = "DeerfoxBrowser/deps/GLFW/include"
IncludeDir["Glad"] = "DeerfoxBrowser/deps/Glad/include"
IncludeDir["ImGui"] = "DeerfoxBrowser/deps/imgui"
group "Dependencies"
include "DeerfoxBrowser/deps/GLFW"
include "DeerfoxBrowser/deps/Glad"
include "DeerfoxBrowser/deps/imgui"
group ""
project "DeerfoxBrowser"
location "DeerfoxBrowser"
kind "ConsoleApp"
language "C++"
cppdialect "C++17"
staticruntime "on"
targetdir ("bin/" .. outputdir .. "/DeerfoxBrowser")
objdir ("bin-int/" .. outputdir .. "/DeerfoxBrowser")
pchheader "DfPch.h"
pchsource "DeerfoxBrowser/src/DfPch.cpp"
files
{
"DeerfoxBrowser/src/**.h",
"DeerfoxBrowser/src/**.cpp"
}
includedirs
{
"DeerfoxBrowser/src/disarRay",
"DeerfoxBrowser/src",
"%{IncludeDir.GLFW}",
"%{IncludeDir.Glad}",
"%{IncludeDir.ImGui}"
}
links
{
"GLFW",
"Glad",
"ImGui",
"opengl32.lib"
}
filter "system:windows"
systemversion "latest"
defines
{
"DFOX_PLAT_WIN",
"DFOX_BUILD",
"GLFW_INCLUDE_NONE"
}
filter "configurations:Debug"
defines "DFOX_DEBUG"
runtime "Debug"
symbols "on"
filter "configurations:Release"
defines "DFOX_RELEASE"
runtime "Release"
optimize "on"
filter "configurations:Deploy"
defines "DFOX_DEPLOY"
runtime "Release"
optimize "on"
|
local files = require 'files'
local guide = require 'parser.guide'
local lang = require 'language'
local define = require 'proto.define'
return function (uri, callback)
local state = files.getAst(uri)
if not state then
return
end
guide.eachSourceType(state.ast, 'local', function (source)
if not source.attrs then
return
end
if source.attrs[1][1] ~= 'close' then
return
end
if not source.value then
callback {
start = source.start,
finish = source.finish,
message = lang.script.DIAG_COSE_NON_OBJECT,
}
return
end
if source.value.type == 'nil'
or source.value.type == 'number'
or source.value.type == 'boolean'
or source.value.type == 'table'
or source.value.type == 'function' then
callback {
start = source.value.start,
finish = source.value.finish,
message = lang.script.DIAG_COSE_NON_OBJECT,
}
return
end
end)
end
|
local spawn = require "nvim-lsp-installer.core.spawn"
local log = require "nvim-lsp-installer.log"
local fs = require "nvim-lsp-installer.core.fs"
local path = require "nvim-lsp-installer.path"
local platform = require "nvim-lsp-installer.platform"
local receipt = require "nvim-lsp-installer.core.receipt"
local installer = require "nvim-lsp-installer.core.installer"
local a = require "nvim-lsp-installer.core.async"
---@class ContextualSpawn
---@field cwd CwdManager
---@field stdio_sink StdioSink
local ContextualSpawn = {}
---@param cwd CwdManager
---@param stdio_sink StdioSink
function ContextualSpawn.new(cwd, stdio_sink)
return setmetatable({ cwd = cwd, stdio_sink = stdio_sink }, ContextualSpawn)
end
function ContextualSpawn.__index(self, cmd)
return function(args)
args.cwd = args.cwd or self.cwd:get()
args.stdio_sink = args.stdio_sink or self.stdio_sink
-- We get_or_throw() here for convenience reasons.
-- Almost every time spawn is called via context we want the command to succeed.
return spawn[cmd](args):get_or_throw()
end
end
---@class ContextualFs
---@field private cwd CwdManager
local ContextualFs = {}
ContextualFs.__index = ContextualFs
---@param cwd CwdManager
function ContextualFs.new(cwd)
return setmetatable({ cwd = cwd }, ContextualFs)
end
---@async
---@param rel_path string @The relative path from the current working directory to the file to append.
---@param contents string
function ContextualFs:append_file(rel_path, contents)
return fs.append_file(path.concat { self.cwd:get(), rel_path }, contents)
end
---@async
---@param rel_path string @The relative path from the current working directory to the file to write.
---@param contents string
function ContextualFs:write_file(rel_path, contents)
return fs.write_file(path.concat { self.cwd:get(), rel_path }, contents)
end
---@async
---@param rel_path string @The relative path from the current working directory.
function ContextualFs:file_exists(rel_path)
return fs.file_exists(path.concat { self.cwd:get(), rel_path })
end
---@async
---@param rel_path string @The relative path from the current working directory.
function ContextualFs:dir_exists(rel_path)
return fs.dir_exists(path.concat { self.cwd:get(), rel_path })
end
---@async
---@param rel_path string @The relative path from the current working directory.
function ContextualFs:rmrf(rel_path)
return fs.rmrf(path.concat { self.cwd:get(), rel_path })
end
---@async
---@param rel_path string @The relative path from the current working directory.
function ContextualFs:unlink(rel_path)
return fs.unlink(path.concat { self.cwd:get(), rel_path })
end
---@async
---@param old_path string
---@param new_path string
function ContextualFs:rename(old_path, new_path)
return fs.rename(path.concat { self.cwd:get(), old_path }, path.concat { self.cwd:get(), new_path })
end
---@async
---@param dirpath string
function ContextualFs:mkdir(dirpath)
return fs.mkdir(path.concat { self.cwd:get(), dirpath })
end
---@class CwdManager
---@field private boundary_path string @Defines the upper boundary for which paths are allowed as cwd.
---@field private cwd string
local CwdManager = {}
CwdManager.__index = CwdManager
function CwdManager.new(boundary_path, cwd)
assert(type(boundary_path) == "string")
return setmetatable({
boundary_path = boundary_path,
cwd = cwd,
}, CwdManager)
end
function CwdManager:get()
assert(self.cwd ~= nil, "Tried to access cwd before it was set.")
return self.cwd
end
---@param new_cwd string
function CwdManager:set(new_cwd)
assert(type(new_cwd) == "string")
assert(
path.is_subdirectory(self.boundary_path, new_cwd),
("%q is not a subdirectory of %q"):format(new_cwd, self.boundary_path)
)
self.cwd = new_cwd
end
---@class InstallContext
---@field public name string
---@field public receipt InstallReceiptBuilder
---@field public requested_version Optional
---@field public fs ContextualFs
---@field public spawn JobSpawn
---@field public cwd CwdManager
---@field public destination_dir string
---@field public stdio_sink StdioSink
---@field public boundary_path string
local InstallContext = {}
InstallContext.__index = InstallContext
function InstallContext.new(opts)
local cwd_manager = CwdManager.new(opts.boundary_path)
return setmetatable({
name = opts.name,
cwd = cwd_manager,
spawn = ContextualSpawn.new(cwd_manager, opts.stdio_sink),
fs = ContextualFs.new(cwd_manager),
receipt = receipt.InstallReceiptBuilder.new(),
boundary_path = opts.boundary_path,
destination_dir = opts.destination_dir,
requested_version = opts.requested_version,
stdio_sink = opts.stdio_sink,
}, InstallContext)
end
---@async
function InstallContext:promote_cwd()
local cwd = self.cwd:get()
if self.destination_dir == cwd then
log.fmt_debug("cwd %s is already promoted (at %s)", cwd, self.destination_dir)
return
end
log.fmt_debug("Promoting cwd %s to %s", cwd, self.destination_dir)
-- 1. Remove destination dir, if it exists
if fs.dir_exists(self.destination_dir) then
fs.rmrf(self.destination_dir)
end
-- 2. Prepare for renaming cwd to destination
if platform.is_unix then
-- Some Unix systems will raise an error when renaming a directory to a destination that does not already exist.
fs.mkdir(self.destination_dir)
end
-- 3. Move the cwd to the final installation directory
fs.rename(cwd, self.destination_dir)
-- 4. Update cwd
self.cwd:set(self.destination_dir)
end
---Runs the provided async functions concurrently and returns their result, once all are resolved.
---This is really just a wrapper around a.wait_all() that makes sure to patch the coroutine context before creating the
---new async execution contexts.
---@async
---@param suspend_fns async fun(ctx: InstallContext)[]
function InstallContext:run_concurrently(suspend_fns)
return a.wait_all(vim.tbl_map(function(suspend_fn)
return function()
return installer.run_installer(self, suspend_fn)
end
end, suspend_fns))
end
---@param rel_path string @The relative path from the current working directory to change cwd to. Will only restore to the initial cwd after execution of fn (if provided).
---@param fn async fun() @(optional) The function to run in the context of the given path.
function InstallContext:chdir(rel_path, fn)
local old_cwd = self.cwd:get()
self.cwd:set(path.concat { old_cwd, rel_path })
if fn then
local ok, result = pcall(fn)
self.cwd:set(old_cwd)
if not ok then
error(result, 0)
end
return result
end
end
return InstallContext
|
--% Kale Ewasiuk ([email protected])
--% +REVDATE+
--% Copyright (C) 2021-2022 Kale Ewasiuk
--%
--% Permission is hereby granted, free of charge, to any person obtaining a copy
--% of this software and associated documentation files (the "Software"), to deal
--% in the Software without restriction, including without limitation the rights
--% to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
--% copies of the Software, and to permit persons to whom the Software is
--% furnished to do so, subject to the following conditions:
--%
--% The above copyright notice and this permission notice shall be included in
--% all copies or substantial portions of the Software.
--%
--% THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF
--% ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED
--% TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A
--% PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT
--% SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR
--% ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN
--% ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
--% OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE
--% OR OTHER DEALINGS IN THE SOFTWARE.
local ap = {} -- module table
function ap.rtrim(s)
return (s:gsub("^(.-)%s*$", "%1"))
end
ap.punc = {}
ap.punc = {'.', '; and'} -- punctuation table, 1 is last val, 2 is 2nd last val
ap.punc[0] = ';' -- [0] is default punctuation
ap.total = 0 -- total num of items (int)
ap.curr = 0 -- current item we're on (int)
ap.itemp = '\9' -- temporary item, item which WILL be affected by autopunc
ap.item = '\\item' -- item
ap.omit = '\\APomit' -- flag for hiding an item from punc and count, acts as if item is not there
ap.pass = '\\APpass' -- flag for passing item from punc, but still considered in count
ap.code = 0 -- code for skipping punc if > 0, keep in count if == 1, omit from count if == 2
ap.autopassnested = true
ap.skipnextprot = false
function ap.start(s)
ap.curr = 0
_, ap.total = s:gsub(ap.itemp, '')
local _, omit = s:gsub(ap.omit, '')
ap.total = ap.total - omit
end
function ap.setcode(s)
local _, code1 = s:gsub(ap.pass, '', 1)
local _, code2 = s:gsub(ap.omit, '', 1)
ap.code = code1 + 2*code2
end
function ap.addcount(s)
ap.setcode(s)
if ap.code < 2 then -- if not omitting, we still keep counter going
ap.curr = ap.curr + 1 -- increment counter
end
end
function ap.getdelim()
local d = ''
if ap.code == 0 then -- d limiter -- if not passing look at punctuation table for delimiter
d = ap.punc[ap.total-ap.curr+1] or ap.punc[0]
end
return d
end
function ap.protectnest(s)
local x = ''
if ap.autopassnested then x = ap.pass..'{}' end
s = s:gsub("\0", "\0", 0) -- dummy replacement to make code easier
:gsub("\\begin%s*{itemize}", x.."\1%0") -- pad \1 and \2 in inner envirnments
:gsub("\\end%s*{itemize}", "%0\2")
:gsub("\\begin%s*{enumerate}", x.."\1%0")
:gsub("\\end%s*{enumerate}", "%0\2")
:gsub("\\begin%s*{description}", x.."\1%0")
:gsub("\\end%s*{description}", "%0\2")
:gsub("%b\1\2", "\0%0\0") -- use bracket to place \0 (on OUTER) nested lists only
:gsub("(%Z*)%z?(%Z*)%z?", -- only affect matches outside list
function(a, b) return a:gsub(ap.item, ap.itemp)..b:gsub("[\1\2]", "") end)
return s
end
function ap.go(s)
if ap.skipnextprot then
s = s:gsub(ap.item, ap.itemp)
else
s = ap.protectnest(s)
end
ap.start(s) -- start counters
--texio.write_nl('yooo...'..s)
s = s:gsub(ap.itemp, '\0\0'):gsub('\0', '', 1) -- make all items \0\0 then change first item to one \0
s = s:gsub('(%z)(%Z*)(%z?)', -- find betwen \0 .. \0
function(it, s) -- discarding duplicate item '_it' that was made in first gsub
ap.addcount(s) -- add count, helps determine delimiter
return ap.rtrim(it..s)..ap.getdelim()..' '
end
)
s = s:gsub('\0', ap.itemp) -- replace items
s = s:gsub(ap.itemp, ap.item) -- replace items
return s
end
function ap.gotab(s)
-- very simple, does not work if \\ in tabular, doesn't factor in header or footer
local s, c = s:gsub('%s*\\\\', '\0')
if c > 2 then
s = s:gsub('\0', ap.punc[0]..'\\\\', c-2)
end
if c > 1 then
s = s:gsub('\0', ap.punc[2]..'\\\\', 1)
end
s = s:gsub('\0', ap.punc[1]..'\\\\', 1)
return s
end
return ap |
local ADDON_NAME = "LibCovetousCountess"
local ADDON_VERSION = 1.00
LibCovetousCountess = {}
-- TODO: figure out a way to solve potential localization issues
local TAGS = {
-- levels 1-15, 50
["Games"] = 1,
["Dolls"] = 1,
["Statues"] = 1,
-- levels 16-24, 50
["Ritual Objects"] = 2,
["Oddities"] = 2,
-- levels 25-30, 50
["Writings"] = 3,
["Maps"] = 3,
["Scrivener Supplies"] = 3,
-- levels 31-37, 50
["Cosmetics"] = 4,
["Linens"] = 4,
["Wardrobe Accessories"] = 4,
-- levels 38-50
["Drinkware"] = 5,
["Utensils"] = 5,
["Dishes and Cookware"] = 5
}
local currentQuestType = 0
function LibCovetousCountess:UpdateQuestInfo()
currentQuestType = 0
local questNameTCC = GetCompletedQuestInfo(5584)
if questNameTCC ~= nil then
local numQuests = GetNumJournalQuests()
for journalIndex = 1, numQuests do
local questName, backgroundText, activeStepText = GetJournalQuestInfo(journalIndex)
if questName == questNameTCC then
-- TODO: figure out a way to solve potential localization issues
if string.find(activeStepText, "games") then
currentQuestType = 1
elseif string.find(activeStepText, "ritual") then
currentQuestType = 2
elseif string.find(activeStepText, "writings and maps") then
currentQuestType = 3
elseif string.find(activeStepText, "cosmetics") then
currentQuestType = 4
elseif string.find(activeStepText, "drinkware, utensils, and dishes") then
currentQuestType = 5
end
end
end
end
end
function LibCovetousCountess:IsItemUseful(itemLink)
if itemLink == nil then
return false, false
end
local numItemTags = GetItemLinkNumItemTags(itemLink)
if numItemTags > 0 then
for itemTagIndex = 1, numItemTags do
local itemTagDescription = GetItemLinkItemTagInfo(itemLink, itemTagIndex)
local itemTagString = zo_strformat(SI_TOOLTIP_ITEM_TAG_FORMATER, itemTagDescription)
if TAGS[itemTagString] == currentQuestType then
return true, true -- used in active quest
elseif TAGS[itemTagString] ~= nil then
return false, true -- used in other quest
end
end
end
return false, false -- not used in any quest
end
local function OnQuestAdded(eventCode, journalIndex, questName, objectiveName)
LibCovetousCountess:UpdateQuestInfo()
end
local function OnQuestComplete(eventCode, questName, level, previousExperience, currentExperience, rank, previousPoints, currentPoints)
LibCovetousCountess:UpdateQuestInfo()
end
local function OnQuestRemoved(eventCode, isQuestCompleted, journalIndex, questName, zoneIndex, poiIndex)
LibCovetousCountess:UpdateQuestInfo()
end
local function OnPlayerActivated(eventCode)
EVENT_MANAGER:UnregisterForEvent(ADDON_NAME, EVENT_PLAYER_ACTIVATED)
LibCovetousCountess:UpdateQuestInfo()
end
EVENT_MANAGER:RegisterForEvent(ADDON_NAME, EVENT_QUEST_ADDED, OnQuestAdded)
EVENT_MANAGER:RegisterForEvent(ADDON_NAME, EVENT_QUEST_COMPLETE, OnQuestComplete)
EVENT_MANAGER:RegisterForEvent(ADDON_NAME, EVENT_QUEST_REMOVED, OnQuestRemoved)
EVENT_MANAGER:RegisterForEvent(ADDON_NAME, EVENT_PLAYER_ACTIVATED, OnPlayerActivated)
|
local BasePlugin = require "kong.plugins.base_plugin"
local access = require "kong.plugins.ghibli-sso.access"
local GhibliHandler = BasePlugin:extend()
myJWT = nil
GhibliHandler.VERSION = "1.0.0"
GhibliHandler.PRIORITY = 10
function GhibliHandler:new()
GhibliHandler.super.new(self, "ghibli-sso")
end
function GhibliHandler:access(conf)
local gnAuth = nil
GhibliHandler.super.access(self)
gnAuth = ngx.var.http_authorization
if gnAuth == nil then
if conf.debug then
ngx.log(ngx.DEBUG,"-PRM -----> =AuthGhibli============> NOT Autenticated")
ngx.header["AuthGhibli"] = "NOT Autenticated"
end
access.execute(conf)
else
if conf.debug then
ngx.log(ngx.DEBUG,"-PRM -----> =AuthGhibli============> Autenticated")
ngx.header["AuthGhibli"] = "Autenticated"
end
end
if conf.debug then
ngx.log(ngx.DEBUG,"-PRM -----> current JWT :"..myJWT)
end
end
return GhibliHandler |
local parser = require("moocscript.parser")
local compile = require("moocscript.compile")
describe("test success 1 #export", function()
local mnstr=[[
local aa
local b, c
local d, e, f = 1, {2}, fn() {}
local fn call(b, c) {
return b
}
export a
export b, c
export d, e, f = "h", { c = "y", d = b }, _ENV
export fn closeDoor(d, e) {
return e
}
return d, e, closeDoor
]]
local ret, ast = parser.parse(mnstr)
it("should get ast", function()
assert.is_true(ret)
assert.is_true(type(ast) == "table")
end)
local ret, content = compile.compile({}, ast)
it("should get compiled lua", function()
assert.is_true(ret)
assert.is_true(type(content) == "string")
end)
local f = load(content, "test", "t")
it("should get function", function()
assert(type(f) == "function")
local d, e, c = f()
assert.is_equal(d, "h")
assert.is_equal(e.c, "y")
assert.is_equal(c(11, 10), 10)
end)
end)
describe("test success 2 #export", function()
local mnstr=[[
fn testScope() {
export *
return outer_a + outer_b
}
]]
local ret, ast = parser.parse(mnstr)
it("should get ast", function()
assert.is_true(ret)
assert.is_true(type(ast) == "table")
end)
local ret, content = compile.compile({}, ast)
it("should get compiled lua", function()
assert.is_true(ret)
assert.is_true(type(content) == "string")
end)
end)
describe("test failed 1 #export", function()
local mnstr=[[
local import b from "cc"
]]
local ret, ast = parser.parse(mnstr)
it("should get ast", function()
assert.is_false(ret)
end)
end)
describe("test failed 2 #export", function()
local mnstr=[[
fn testScope() {
while false {
export *
}
return outer_a
}
]]
local ret, ast = parser.parse(mnstr)
it("should get ast", function()
assert.is_true(ret)
assert.is_true(type(ast) == "table")
end)
local ret, content = compile.compile({}, ast)
it("should get compiled lua", function()
assert.is_false(ret)
assert.is_equal(content, "_:5: return outer_a <undefined variable 'outer_a'>")
end)
end) |
require "sprite"
require "theme"
require "timer"
local W, H = theme.scr.w(), theme.scr.h()
local tiles = {}
local WX, HY = 64, 64
local WW, HH = math.floor(W / WX), math.floor(H / HY)
local pad = 2
local book_spr = sprite.new "book.png"
local wh1_spr = sprite.new "wheel1.png"
local wh2_spr = sprite.new "wheel2.png"
local instead_spr = sprite.new "instead.png"
local shadow_spr = { sprite.new "shadow.png", sprite.new "shadow2.png" }
local rotate = 0
local rotate_spr = {}
function logo_init()
for r = 1, 359 do
local a = r
rotate_spr[r] = {}
rotate_spr[r][1] = wh1_spr:rotate(-a)
rotate_spr[r][2] = wh2_spr:rotate(a * 2)
end
end
function logo()
local w, h = instead_spr:size()
local ww, hh = theme.scr.w(), theme.scr.h()
-- instead_spr:draw(sprite.scr(), (ww - w) / 2, (hh - h)/ 2 - 122)
local book, wh1, wh2 = book_spr, wh1_spr, wh2_spr
local r = math.floor(rotate)
local x, y = (theme.scr.w() - 250) / 2, (theme.scr.h() - 256) / 2
if r > 0 then
wh1, wh2 = rotate_spr[r][1], rotate_spr[r][2]
end
book:draw(sprite.scr(), x, 92 + y)
local w, h = wh1:size()
for _ = 1, 3 do
shadow_spr[rnd(2)]:draw(sprite.scr(), x - 20, y - 16)
end
wh1:draw(sprite.scr(), x + 86 - w/ 2, 92 + y - 16 - h / 2)
local w, h = wh2:size()
wh2:draw(sprite.scr(), x + 174 - w / 2, 92 + y + 12 - h /2)
rotate = rotate + 1
if rotate >= 360 then rotate = 0 end
end
function draw_tiles()
for y = 1, HY do
for x = 1, WX do
local a = tiles[y][x].lev / 255
local COL = tiles[y][x].col
local col = string.format("#%02x%02x%02x", COL[1] * a, COL[2] * a, COL[3] * a)
sprite.scr():fill((x - 1) * WX + pad, (y - 1) * HY + pad, WX - pad * 2, HY - pad * 2, col)
end
end
end
local DIST = 6
local slides = {}
local slides_pool = {}
function scale_slide(v)
local x, y
local distance = rnd(10000) / 10000
v.dist = distance
local scale = 1 / 8 + (1 - v.dist) * 1 / 2
local smooth = true
v.spr = sprite.new(v.nam):scale(scale, scale, smooth)
v.w, v.h = v.spr:size()
v.dir = rnd(4)
if v.dir == 1 then
x = - (v.w + rnd(v.w))
y = rnd(theme.scr.h()) - rnd(v.h)
elseif v.dir == 2 then
x = theme.scr.w() + rnd(v.w)
y = rnd(theme.scr.h()) - rnd(v.h)
elseif v.dir == 3 then
x = rnd(theme.scr.w()) - rnd(v.w)
y = -(v.h + rnd(v.h))
else
x = rnd(theme.scr.w()) - rnd(v.w)
y = theme.scr.h() + (v.h + rnd(v.h))
end
v.x, v.y = x, y
end
function process_slides(delta)
local x, y, once
for k, v in ipairs(slides) do
if v.dir == 1 then
v.x = v.x + (delta * (2 * (1 - v.dist) +1))
elseif v.dir == 2 then
v.x = v.x - (delta * (2 * (1 - v.dist) +1))
elseif v.dir == 3 then
v.y = v.y + (delta * (2 * (1 - v.dist) +1))
else
v.y = v.y - (delta * (2 * (1 - v.dist) +1))
end
if not once and (v.x > theme.scr.w() and v.dir == 1 or v.x < -v.w and v.dir == 2
or v.y > theme.scr.h() and v.dir == 3 or v.y < - v.h and v.dir == 4) then
once = k
end
-- v.spr:copy(sprite.scr(), v.x, v.y)
end
if once then
local v = slides[once]
table.remove(slides, once)
table.insert(slides_pool, v)
local n = rnd(#slides_pool)
v = slides_pool[n]
scale_slide(v)
-- print("scale", n)
table.insert(slides, v)
table.remove(slides_pool, n)
table.sort(slides, function(a, b) return a.dist > b.dist end)
end
end
function draw_slides()
for k, v in ipairs(slides) do
v.spr:copy(sprite.scr(), v.x, v.y)
end
end
local SLIDES_NR = 8
function load_slides()
scandir()
for _ = 1, SLIDES_NR do
if #slides_pool == 0 then
break
end
local n = rnd(#slides_pool)
table.insert(slides, slides_pool[n])
table.remove(slides_pool, n)
end
DIST = #slides
for k, v in ipairs(slides) do
scale_slide(v)
end
table.sort(slides, function(a, b) return a.dist > b.dist end)
end
function process_tiles()
local y = rnd(HH)
local x = rnd(WW)
local cell = tiles[y][x]
if cell.dir == 1 then
cell.lev = cell.lev + (rnd(64) + 32)
else
cell.lev = cell.lev - (rnd(64) + 32)
end
if cell.lev > 255 then
cell.dir = 2
cell.lev = 255
color(x, y)
elseif cell.lev < 0 then
cell.dir = 1
cell.lev = 0
color(x, y)
end
end
function color(x, y)
local COL = tiles[y][x].col
COL[1] = 0 -- rnd(255)
COL[2] = 255 -- rnd(255)
COL[3] = 255 -- rnd(255)
end
local last_t = 0
function game:timer()
local t = instead.ticks()
local delta = t - last_t
if last_t == 0 then
delta = 1.0
end
last_t = t
process_tiles()
process_slides(delta / 20)
sprite.scr():fill 'black'
draw_tiles()
draw_slides()
logo(0, 0)
end
function scandir()
for d in std.readdir 'screen' do
if d:find("%.png$") then
table.insert(slides_pool, { nam = "screen/"..d })
end
dprint("Scan: ", d)
end
end
function start()
if not sprite.direct(true) then
error("Включите собственные темы игр")
end
sprite.scr():fill 'black'
for y = 1, HY do
if not tiles[y] then
tiles[y] = {}
end
for x = 1, WX do
tiles[y][x] = { lev = rnd(128), dir = rnd(2), col = {} }
color(x, y)
end
end
load_slides()
logo_init()
timer:set(10)
end
|
local Object = { className = "Object" }
function Object:new ( obj )
obj = obj or {}
setmetatable( obj, self )
self.__index = self
return obj
end
function Object:extend ( obj )
obj = self:new ( obj )
obj.mysuper = {}
local oldmysuper = self.mysuper or {}
if #oldmysuper > 0 then
for i = 1, #oldmysuper do
obj.mysuper[i] = oldmysuper[i]
end
end
obj.mysuper[#oldmysuper + 1] = self
return obj
end
function Object:super ()
return self.mysuper[#(self.mysuper)]
end
return Object |
--[[Author: Pizzalol
Date: 26.01.2015.
Saves the killer of the aura carrier]]
function CommandAuraDeath( keys )
local caster = keys.caster
local attacker = keys.attacker
caster.command_aura_target = attacker
end
--[[Author: Pizzalol
Date: 26.01.2015.
Removes the negative aura from the killer on caster respawn]]
function CommandAuraRespawn( keys )
local caster = keys.caster
local modifier = keys.modifier
caster.command_aura_target:RemoveModifierByName(modifier)
end |
local _ = require('string')
local a = {}
local b = 'ABCDEFGHIJKLMNOPQRSTUVWXYZabcdefghijklmnopqrstuvwxyz0123456789+/'
a.encode = function(c)
return ((c:gsub('.', function(d)
local e, f = '', d:byte()
for g = 8, 1, -1 do
e = e .. (f % 2 ^ g - f % 2 ^ (g - 1) > 0 and '1' or '0')
end
return e
end) .. '0000'):gsub('%d%d%d?%d?%d?%d?', function(d)
if (#d < 6) then return '' end
local e = 0
for f = 1, 6 do e = e + (d:sub(f, f) == '1' and 2 ^ (6 - f) or 0) end
return b:sub(e + 1, e + 1)
end) .. ({'', '==', '='})[#c % 3 + 1])
end
a.decode = function(c)
c = _.gsub(c, '[^' .. b .. '=]', '')
return (c:gsub('.', function(d)
if (d == '=') then return '' end
local e, f = '', (b:find(d) - 1)
for g = 6, 1, -1 do
e = e .. (f % 2 ^ g - f % 2 ^ (g - 1) > 0 and '1' or '0')
end
return e
end):gsub('%d%d%d?%d?%d?%d?%d?%d?', function(d)
if (#d ~= 8) then return '' end
local e = 0
for f = 1, 8 do e = e + (d:sub(f, f) == '1' and 2 ^ (8 - f) or 0) end
return _.char(e)
end))
end
return {encode = a.encode, decode = a.decode}
|
Lucene.maps = {}
Lucene.maps.capturedSpace = false
Lucene.maps.capturingSpace = false
Lucene.maps.ignorePrompt = false
Lucene.maps.inSpace = false
Lucene.maps.skipLine = 0
Lucene.maps.activateMap = function(name)
if name == "Space" then
Lucene.maps.showSpace()
Lucene.maps.inSpace = true
else
Lucene.maps.showMap()
Lucene.maps.inSpace = false
end
end
Lucene.maps.addTab = function(name)
local newLabel = Lucene.containers.label({
name = name.."MapLabel",
fgColor = "#ffffff"
}, Lucene.ui.sides.right.mapHeader)
newLabel:echo("<center>"..name, nil, "10")
newLabel:setStyleSheet(Lucene.styles.chatNormal)
newLabel:setClickCallback("Lucene.maps.activateMap", name)
return newLabel
end
Lucene.maps.showMap = function()
Lucene.maps.mapTab:setStyleSheet(Lucene.styles.chatActive)
Lucene.maps.spaceTab:setStyleSheet(Lucene.styles.chatNormal)
Lucene.maps.spaceMapContainer:hide()
Lucene.maps.mudletMapContainer:show()
Lucene.maps.inSpace = false
end
Lucene.maps.init = function()
Lucene.maps.mudletMapContainer = Lucene.containers.container({
name = "mudletMapContainer",
x = "0", y = "0",
width = "100%", height = "100%"
}, Lucene.ui.sides.right.mapFooter)
Lucene.maps.mudletMap = Lucene.containers.mapper({
name = "mudletMap",
x = "0", y = "0%",
width = "100%", height = "100%"
}, Lucene.maps.mudletMapContainer)
Lucene.maps.spaceMapContainer = Lucene.containers.container({
name = "spaceMapContainer",
x = "1%", y = "1%",
width = "98%", height = "98%"
}, Lucene.ui.sides.right.mapFooter)
Lucene.maps.spaceMap = Lucene.containers.console({
name = "spaceMap",
x = "0%", y = "0%",
height = "100%", width = "50%"
}, Lucene.maps.spaceMapContainer)
Lucene.maps.spaceMap:setColor("black")
Lucene.maps.spaceMap:setFontSize(8)
Lucene.maps.mapTab = Lucene.maps.addTab("Mudlet")
Lucene.maps.mapTab:setStyleSheet(Lucene.styles.chatActive)
Lucene.maps.spaceTab = Lucene.maps.addTab("Space")
Lucene.maps.spaceTab:setStyleSheet(Lucene.styles.chatNormal)
Lucene.maps.spaceMapContainer:hide()
end
registerAnonymousEventHandler("Lucene.bootstrap", "Lucene.maps.init")
Lucene.maps.showSpace = function()
Lucene.maps.mapTab:setStyleSheet(Lucene.styles.chatNormal)
Lucene.maps.spaceTab:setStyleSheet(Lucene.styles.chatActive)
Lucene.maps.mudletMapContainer:hide()
Lucene.maps.spaceMapContainer:show()
Lucene.maps.inSpace = true
end |
-- config
local opts = {
position_size = 50,
group_line_factor = 0.25,
color_group = '#ffffffaa',
color_person_selected = '#ffffff33',
color_single_person = '#ffffff33',
color_group_member = '#377eb833',
color_group_speaker = '#e41a1c33',
color_group_addressee = '#4daf4a33',
color_border_selected = '#e41a133',
color_border_default = '#00000033',
}
(require 'mp.options').read_options(opts,"render-groups")
local mp = require 'mp'
local assdraw = require 'mp.assdraw'
local utils = require 'mp.utils'
local msg = require 'msg'
local dump = require 'dump'
local tr = require 'render-track-annotation'
local tf = require 'tf'
local RenderGroupAnnotation = {}
function RenderGroupAnnotation:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
o.tr = tr:new()
return o
end
local function mean_point(points)
local x = 0
local y = 0
local c = 0
for k,v in pairs(points) do
x = x + v.x
y = y + v.y
c = c + 1
end
return {x = x/c, y = y/c}
end
local function sort_points(points)
local center = mean_point(points)
local tf = tf:new()
table.sort(points,
function(a,b)
return tf:rotation_from_points(center.x,center.y,a.x,a.y) < tf:rotation_from_points(center.x,center.y,b.x,b.y)
end
)
return points
end
function RenderGroupAnnotation:render_group_polygon(ass, points, color, gui)
if not points[2] then return end -- need at least two points for a polygon
ass:new_event()
ass:append(gui:asstools_create_color_from_hex(color))
ass:pos(0,0)
ass:draw_start()
local first = true
for i,point in pairs(sort_points(points)) do
if first then
ass:move_to(point.x,point.y)
first = false
else
ass:line_to(point.x,point.y)
end
end
ass:draw_stop()
end
function RenderGroupAnnotation:get_group_member_positions(time, group, persons, frame_id)
local positions = {}
local members = group:get_persons(time)
if members and members.annotation then
for k,v in pairs(members.annotation) do
table.insert(positions, {person = persons[k], position = persons[k]:position(time, frame_id).position, type=v})
end
end
return positions
end
local function get_color_from_type(type, marked)
local result = {}
if marked then
result.border = opts.color_border_selected
else
result.border = opts.color_border_default
end
if type == 'nongroup' then
result.primary = opts.color_single_person
elseif type == 'member' then
result.primary = opts.color_group_member
elseif type == 'speaker' then
result.primary = opts.color_group_speaker
elseif type == 'addressee' then
result.primary = opts.color_group_addressee
else
assert(false)
end
return result
end
local function create_back_line(px,py,rad)
if not rad then
return {{ x = px, y = py }}
else
local result = {}
table.insert(result,{x = px - opts.position_size * math.cos(rad-math.pi/2) * opts.group_line_factor, y = py - opts.position_size * math.sin(rad-math.pi/2) * opts.group_line_factor})
--table.insert(result,{x = px + opts.position_size * math.cos(rad), y = py + opts.position_size * math.sin(rad)})
table.insert(result,{x = px + opts.position_size * math.cos(rad-math.pi/2) * opts.group_line_factor, y = py + opts.position_size * math.sin(rad-math.pi/2) * opts.group_line_factor})
return result
end
end
function RenderGroupAnnotation:render_track_position(ass, position, color, id, gui)
local size = gui:video_to_px_scale(opts.position_size)/2
if position.position then
local px, py = gui:video_to_px(position.position.x, position.position.y)
self.tr:render_track_position(ass, px, py, position.position.rad, size, color, id, gui)
return create_back_line(px, py, position.position.rad)
else
return {{ x = 0, y = 0 }}
end
end
function RenderGroupAnnotation:draw_group(ass, group, time, persons, frame_id, marked, gui)
local positions = self:get_group_member_positions(time, group, persons, frame_id)
local members = {}
local points = {}
local track_renderer = tr:new()
for k, position in pairs(positions) do
local person_color = get_color_from_type(position.type, (marked and (marked.person_id == position.person.person_id)))
local person_points = self:render_track_position(ass, position, person_color,position.person.person_id, gui)
for i,p in pairs(person_points) do
table.insert(points,p)
end
table.insert(members,position.person.person_id)
end
self:render_group_polygon(ass, points, {primary = opts.color_group, border = opts.color_border_default}, gui)
return members
end
function RenderGroupAnnotation:draw_groups(group, time, ass, gui)
local persons = group.persons
local marked = group.marked_person
local frame_id = group.main.data('file')
local rendered_persons = {}
for k, group in pairs(group.groups) do
local members = self:draw_group(ass, group, time, persons, frame_id, marked, gui)
for l, id in pairs(members) do
rendered_persons[id] = true
end
end
local track_renderer = tr:new()
for k, person in pairs(persons) do
if not rendered_persons[person.person_id] then -- render remaining persons
local position = person:position(time, frame_id)
if position and position.position then
self:render_track_position(ass, position, get_color_from_type('nongroup', (marked and (person.person_id == marked.person_id))), person.person_id, gui)
end
end
end
ass:draw_stop()
end
function RenderGroupAnnotation:render(group, ass, gui)
local time = group.main.data('time')
if not time then return end
self:draw_groups(group, time, ass, gui)
end
return RenderGroupAnnotation |
concommand.Add("updating", function(_, _, _, args)
local spacedArgs = args:Trim():Split(" ")
local method = spacedArgs[1]:lower()
if method == "start" then
ChatAddText(Color(175, 235, 225), "Server update in progress...")
elseif method == "addons-updated" then
ChatAddText(Color(175, 235, 225), "\tUpdated addons...")
elseif method == "submodule-updated" then
local submodule = spacedArgs[2]
ChatAddText(Color(175, 235, 225), "\tUpdated submodule " .. submodule .. "...")
elseif method == "gamemode-updated" then
ChatAddText(Color(175, 235, 225), "\tUpdated gamemode...")
elseif method == "end" then
ChatAddText(Color(175, 235, 225), "Update finished!")
end
end)
concommand.Add("read_last_commit", function()
local exists = file.Exists("last_commit.txt", "DATA")
if exists then
local commit = util.JSONToTable(file.Read("last_commit.txt", "DATA"))
if not commit then return end
local text = {}
if commit.head_commit.message and commit.head_commit.message:Trim() ~= "" then
local txt = ""
local lines = commit.head_commit.message:Trim():Split("\n")
for k, v in next, lines do
txt = txt .. " > " .. v .. "\n" -- (k == #lines and "" or "\n")
end
text[#text + 1] = txt
end
local operations = {
modified = { Symbol = "*", Color = Color(164, 127, 255) },
added = { Symbol = "+", Color = Color(96, 255, 96) },
removed = { Symbol = "-", Color = Color(255, 96, 96) }
}
for op, info in next, operations do
if #commit.head_commit[op] > 0 then
text[#text + 1] = info.Color
local txt = ""
for k, v in next, commit.head_commit[op] do
txt = txt .. " " .. info.Symbol .. " " .. v .. "\n" -- (k == #commit.head_commit[op] and "" or "\n")
end
text[#text + 1] = txt
end
end
text[#text] = text[#text]:gsub("\n$", "")
ChatAddText(
Color(175, 235, 225),
"Update in " .. commit.repository.name .. " by " .. commit.head_commit.author.username .. " (" .. commit.head_commit.author.email .. "):\n",
unpack(text)
)
end
end)
|
package.path = './src/?.lua;' .. package.path
local test = require('gambiarra')
local actual = {}
local expected = {}
local currentTest
-- Set meta test handler
test(function(e, testname, msg)
if msg and msg:find('Expected', nil, true) then
msg = msg:match('^(.*): Expected.*$')
end
if e == 'begin' then
currentTest = {
name = testname,
pass = {},
fail = {}
}
elseif e == 'end' then
table.insert(actual, currentTest)
elseif e == 'pass' then
table.insert(currentTest.pass, msg)
elseif e == 'fail' then
table.insert(currentTest.fail, msg)
elseif e == 'except' then
print('*** PANIC ***: ', testname, msg)
end
end)
-- Helper function to print arrays
local function stringify(t)
local s = {}
for i = 1, #t do
table.insert(s, string.format('"%s"', tostring(t[i])))
end
return table.concat(s, ' ')
end
-- Helper function to compare two tables
local function comparetables(t1, t2)
if #t1 ~= #t2 then return false end
for i = 1, #t1 do
if t1[i] ~= t2[i] then return false end
end
return true
end
local function metatest(name, f, expectedPassed, expectedFailed, async)
test(name, f, async)
table.insert(expected, {
name = name,
pass = expectedPassed,
fail = expectedFailed
})
end
--
-- Basic tests
--
metatest('simple assert passes', function()
ok(2 == 2, '2==2')
end, {'2==2'}, {})
metatest('simple assert fails', function()
ok(1 == 2, '1~=2')
end, {}, {'1~=2'})
metatest('ok without a message', function()
ok(1 == 1)
ok(1 == 2)
end, {'spec/gambiarra_test.lua:71'}, {'spec/gambiarra_test.lua:72'})
--
-- Equality tests
--
metatest('eq nil', function()
ok(eq(nil, nil), 'nil == nil')
end, {'nil == nil'}, {})
metatest('eq primitives', function()
ok(eq('foo', 'foo'), 'str == str')
ok(eq('foo', 'bar'), 'str != str')
ok(eq(123, 123), 'num == num')
ok(eq(123, 12), 'num != num')
end, {'str == str', 'num == num'}, {'str != str', 'num != num'})
metatest('eq arrays', function()
ok(eq({}, {}), 'empty')
ok(eq({1, 2}, {1, 2}), 'equal')
ok(eq({1, 2}, {2, 1}), 'swapped')
ok(eq({1, 2, 3}, {1, 2}), 'longer')
ok(eq({1, 2}, {1, 2, 3}), 'shorter')
end, {'empty', 'equal'}, {'swapped', 'longer', 'shorter'})
metatest('eq nested arrays', function()
ok(eq({1, 2, {3, 4}}, {1, 2, {3, 4}}), 'equal')
ok(eq({1, 2, {3, 4}}, {1, 2, {4, 3}}), 'swapped')
ok(eq({1, 2, {3, 4, 5}}, {1, 2, {3, 4}}), 'longer')
ok(eq({1, 2, {3}}, {1, 2, {4, 3}}), 'shorter')
end, {'equal'}, {'swapped', 'longer', 'shorter'})
metatest('eq objects', function()
ok(eq({}, {}), 'empty')
ok(eq({a = 1,b = 2}, {a = 1,b = 2}), 'equal')
ok(eq({b = 2,a = 1}, {a = 1,b = 2}), 'swapped')
ok(eq({a = 1,b = 2}, {a = 1,b = 3}), 'not equal')
end, {'empty', 'equal', 'swapped'}, {'not equal'})
metatest('eq nested objects', function()
ok(eq({
['1'] = { name = 'mhc', age = 28 },
['2'] = { name = 'arb', age = 26 }
}, {
['1'] = { name = 'mhc', age = 28 },
['2'] = { name = 'arb', age = 26 }
}), 'equal')
ok(eq({
['1'] = { name = 'mhc', age = 28 },
['2'] = { name = 'arb', age = 26 }
}, {
['1'] = { name = 'mhc', age = 28 },
['2'] = { name = 'arb', age = 27 }
}), 'not equal')
end, {'equal'}, {'not equal'})
metatest('eq functions', function()
ok(eq(function(x) return x end, function(x) return x end), 'equal')
ok(eq(function(x) return x end, function(y) return y end), 'wrong variable')
ok(eq(function(x) return x end, function(x) return x+2 end), 'wrong code')
end, {'equal'}, {'wrong variable', 'wrong code'})
--
-- Spies
--
metatest('spy called', function()
local f = spy()
ok(not f.called or #f.called == 0, 'not called')
f()
ok(f.called, 'called')
ok(#f.called == 1, 'called once')
f()
ok(#f.called == 2, 'called twice')
end, {'not called', 'called', 'called once', 'called twice'}, {})
metatest('spy with arguments', function()
local x = 0
local function setX(n) x = n end
local f = spy(setX)
f(1)
ok(x == 1, 'x == 1')
ok(eq(f.called, {{1}}), 'called with 1')
f(42)
ok(x == 42, 'x == 42')
ok(eq(f.called, {{1}, {42}}), 'called with 42')
end, {'x == 1', 'called with 1', 'x == 42', 'called with 42'}, {})
metatest('spy with nils', function()
-- luacheck: no unused args
local function nils(a, dummy, b) return a, nil, b, nil end
local f = spy(nils)
local r1, r2, r3, r4 = f(1, nil, 2)
ok(eq(f.called, {{1, nil, 2}}), 'nil in args')
ok(r1 == 1 and r2 == nil and r3 == 2 and r4 == nil, 'nil in returns')
end, {'nil in args', 'nil in returns'}, {})
metatest('spy with exception', function()
local function throwSomething(s)
if s ~= 'nopanic' then error('panic: '..s) end
end
local f = spy(throwSomething)
f('nopanic')
ok(f.errors == nil, 'no errors yet')
f('foo')
ok(eq(f.called, {{'nopanic'}, {'foo'}}), 'args ok')
ok(f.errors[1] == nil and f.errors[2] ~= nil, 'thrown ok')
end, {'no errors yet', 'args ok', 'thrown ok'}, {})
metatest('another spy with exception', function()
-- luacheck: ignore a unknownVariable
local f = spy(function() local a = unknownVariable + 1 end)
f()
ok(f.errors[1], 'exception thrown')
end, {'exception thrown'}, {})
metatest('spy should return a value', function()
local f = spy(function() return 5 end)
ok(f() == 5, 'spy returns a value')
local g = spy()
ok(g() == nil, 'default spy returns undefined')
end, {'spy returns a value', 'default spy returns undefined'}, {})
--
-- Async tests
--
local queue = {}
local function async(f) table.insert(queue, f) end
local function async_next()
local f = table.remove(queue, 1)
if f then f() end
end
metatest('async test', function(next)
async(function()
ok(true, 'bar')
async(function()
ok(true, 'baz')
next()
end)
end)
ok(true, 'foo')
end, {'foo', 'bar', 'baz'}, {}, true)
metatest('async test without actually async', function(next)
ok(true, 'bar')
next()
end, {'bar'}, {}, true)
async_next()
async_next()
metatest('another async test after async queue drained', function(next)
async(function()
ok(true, 'bar')
next()
end)
ok(true, 'foo')
end, {'foo', 'bar'}, {}, true)
async_next()
--
-- Finalize: check test results
--
local exit_code = 0
for i = 1,#expected do
if actual[i] == nil then
print(string.format('[31m✘[0m %s (pending)', expected[i].name))
elseif not comparetables(expected[i].pass, actual[i].pass) then
print(string.format('[31m✘[0m %s (passed): [%s] vs [%s]',
expected[i].name, stringify(expected[i].pass), stringify(actual[i].pass)))
exit_code = 1
elseif not comparetables(expected[i].fail, actual[i].fail) then
print(string.format('[31m✘[0m %s (failed): [%s] vs [%s]',
expected[i].name, stringify(expected[i].fail), stringify(actual[i].fail)))
exit_code = 1
else
print("[32m✔[0m "..expected[i].name)
end
end
os.exit(exit_code) |
local GIF = require("gif")
local P = require("ps2const")
local VRAM = require("vram")
-- enum for how this script tracks current
-- drawing mode to minimize GIFTag swapping
local DRAW_NONE = 0
local DRAW_GEOM = 1
local DRAW_SPRITE = 2
-- GS Registers to set when drawing geometry
local DRAW_FMT_GEOM = {1,5,5,5}
-- GS Registers to set when drawing SPRITE primitives
local DRAW_FMT_SPRITE = {2,1,5,2,1,5}
-- Size of each drawbuffer before we have to split it
local DB_SIZE = 20000
-- Local draw state
local draw = {
-- screen dimensions
fbw = -1,
fbh = -1,
-- current colour
col = {r=255, g=255, b=255, a=0x80},
-- current state
state = DRAW_NONE,
-- number of loops in current GIFTag
loopCount = 0,
-- pointer to start of current GIFTag in active buffer
tagLoopPtr = -1,
-- VRAM addr of texture we are currently drawing
currentTexPtr = 0,
-- current drawbuffer (initialized each frame)
buf = nil,
-- how many drawbuffer "kick"s this frame
kc = 0,
-- how many raw triangles we pushed this frame
rawtri = 0,
-- pointer to start of current DMATag in active buffer
dmaTagQwPtr = 0,
-- are we currently in a CNT DMATag?
isInCnt = false,
-- metrics from previous frame
prev = {
kc = 0,
rawtri = 0,
}
}
-- start new CNT DMATag for standard GIFTag registers data
function draw:newCnt()
self.dmaTagQwPtr = self.buf.head
self:dmaTagRaw(DMA.CNT, 0, 0)
self.isInCnt = true
end
-- end current CNT and calculate number of QWs
function draw:endCnt()
if self.isInCnt then
local lw = self.buf:read(self.dmaTagQwPtr)
local bytes = self.buf.head - self.dmaTagQwPtr
local qwc = math.floor(bytes / 16)
if self.buf.head % 16 ~= 0 then
qwc = qwc + 1
end
-- update the DMATag with the number of QWs
self.buf:write(self.dmaTagQwPtr, lw + qwc - 1)
end
end
-- put a DMATag in the current draw buffer
-- tt - DMA type (eg DMA.CNT, DMA.REF)
-- qwc - number of quadwords
-- addr - addr field (meaning depends on type, 0 for CNT)
function draw:dmaTagRaw(tt, qwc, addr)
self.buf:pushint(qwc + tt)
self.buf:pushint(addr)
self.buf:pushint(0)
self.buf:pushint(0)
end
-- put a DMATag with type END in the draw buffer
function draw:dmaEnd()
self:dmaTagRaw(DMA.END, 0, 0)
end
-- get a new drawbuffer, called at frame start or after "kick"
function draw:newBuffer()
self.state = DRAW_NONE
self.loopCount = 0
self.tagLoopPtr = -1
self.buf = RM.getDrawBuffer(DB_SIZE)
-- start a CNT by default, if we end the CNT without pushing anything
-- into it this is has no effect
self:newCnt()
end
-- set current draw colour
function draw:setColour(r,g,b,a)
self.col.r = math.floor(r)
self.col.g = math.floor(g)
self.col.b = math.floor(b)
self.col.a = math.floor(a)
end
-- draw a rectangle
function draw:rect(x, y, w, h)
x = math.floor(x)
y = math.floor(y)
-- TODO: optimize with a SPRITE primitive
draw:triangle(x, y, x+w, y, x, y+h)
draw:triangle(x, y+h, x+w, y+h, x+w, y)
end
-- convert a 32bit floating point number to a fixed point coordinate + offset
function toCoord(i)
local ii = math.floor(i)
local fi = math.floor((i%1)*0xf)
return 0x8000 + (ii*16) + fi
end
-- draw a sprite
function draw:sprite(tex, x, y, w, h, u1, v1, u2, v2)
if self.loopCount > 10000 then self:kick() end
if self.buf.size - self.buf.head < 80 then self:kick() end
-- if we aren't in a GIFTag drawing sprites for the current texture then...
if self.state ~= DRAW_SPRITE or self.currentTexPtr ~= tex.basePtr then
-- cleanup previous tag
if self.state ~= DRAW_NONE then
draw:updateLastTagLoops()
end
-- setup texture drawing registers
self.currentTexPtr = tex.basePtr
local pb = math.floor(tex.basePtr/64)
local pw = math.floor(tex.width/64)
GIF.tag(self.buf, GIF.PACKED, 4, false, {0xe})
GIF.texA(self.buf, 0x80, 0x80)
GIF.tex1(self.buf, true, 0, true, 0, 0)
self.buf:settex(0, pb, pw, tex.format, math.floor(log2(tex.width)), math.floor(log2(tex.height)), 0, 1, 0, 0, 0)
-- GIF.mipTbp1(self.buf, 0, pb, pw, pb, pw, pb, pw)
-- GIF.mipTbp2(self.buf, 0, pb, pw, pb, pw, pb, pw)
GIF.primAd(self.buf, P.PRIM.SPRITE, false, true, false)
--GIF.packedRGBAQ(self.buf, self.col.r, self.col.g, self.col.b, self.col.a)
self.tagLoopPtr = GIF.tag(self.buf, 0, 1, false, DRAW_FMT_SPRITE)
self.loopCount = 0
self.state = DRAW_SPRITE
end
-- push geometry, colour and ST to drawbuffer
GIF.packedST(self.buf, u1, v1)
GIF.packedRGBAQ(self.buf, self.col.r, self.col.g, self.col.b, self.col.a)
GIF.packedXYZ2(self.buf, toCoord(x-320), toCoord(y-224), 0)
GIF.packedST(self.buf, u2, v2)
GIF.packedRGBAQ(self.buf, self.col.r, self.col.g, self.col.b, self.col.a)
GIF.packedXYZ2(self.buf, toCoord(x+w-320), toCoord(y+h-224), 0)
self.loopCount = self.loopCount + 1
end
-- draw triangle
function draw:triangle(x1, y1, x2, y2, x3, y3)
if self.loopCount > 10000 then self:kick() end
if self.buf.size - self.buf.head < 80 then self:kick() end
-- if we are not currently drawing raw geometry then...
if self.state ~= DRAW_GEOM then
-- cleanup previous GIFTag
if self.state ~= DRAW_NONE then
draw:updateLastTagLoops()
end
-- setup GIFTag for drawing triangles
GIF.tag(self.buf, 0, 1, false, {0xe})
GIF.primAd(self.buf, P.PRIM.TRI, false, false, false)
self.tagLoopPtr = GIF.tag(self.buf, 0, 1, false, DRAW_FMT_GEOM)
self.loopCount = 0
self.state = DRAW_GEOM
end
-- push PACKED triangle data into draw buffer
GIF.packedRGBAQ(self.buf, self.col.r, self.col.g, self.col.b, self.col.a)
GIF.packedXYZ2(self.buf, toCoord(x1-320), toCoord(y1-224), 0)
GIF.packedXYZ2(self.buf, toCoord(x2-320), toCoord(y2-224), 0)
GIF.packedXYZ2(self.buf, toCoord(x3-320), toCoord(y3-224), 0)
self.loopCount = self.loopCount + 1
self.rawtri = self.rawtri + 1
end
-- submit the current drawbuffer for rendering
function draw:kick()
-- cleanup current GIFTag
self:updateLastTagLoops()
-- end any active CNT (does nothing if no CNT DMATag active)
self:endCnt()
-- add DMA END tag
self:dmaEnd()
DMA.sendChain(self.buf, DMA.GIF)
-- refresh our drawbuffer, basically free so no concerns doing this at the
-- end of the frame
self:newBuffer()
self.kc = self.kc + 1
end
-- cleanup current GIFTag with all relevant data
function draw:updateLastTagLoops()
if self.tagLoopPtr >= 0 then
local nloop = self.buf:read(self.tagLoopPtr)
-- if this GIFTag has EOP flag set
if nloop - 0x8000 > 0 then
-- write the number of loops back with EOP flag set
self.buf:write(self.tagLoopPtr, 0x8000 + self.loopCount)
else
-- otherwise just write the number of loops
self.buf:write(self.tagLoopPtr, self.loopCount)
end
end
end
-- TODO: move out of draw2d
-- load a texture into EE memory
function draw.loadTexture(fname, w, h)
local tt = {
width = w,
height = h,
data = nil,
format = GS.PSM32,
fname = fname,
}
tt.data = TGA.load(fname, w, h)
return tt
end
-- upload a texture that has been VRAM allocated into GS memory
function draw:uploadTexture(tt)
if tt.basePtr == nil then
error("cannot upload texture that has not been allocated")
end
if self.buf.size - self.buf.head < 7 then self:kick() end
-- ASSUME: DMATag CNT is active
-- setup GS texture transfer registers for upload
GIF.tag(self.buf, GIF.PACKED, 4, false, {0xe})
GIF.bitBltBuf(self.buf, math.floor(tt.basePtr/64), math.floor(tt.width/64), tt.format)
GIF.trxPos(self.buf,0,0,0,0,0)
GIF.trxReg(self.buf,tt.width,tt.height)
GIF.trxDir(self.buf, 0)
self:endCnt()
-- ASSUME: format is PSM32!
local eeSize = tt.width*tt.height*4
local qwc = math.floor(eeSize / 16)
if qwc % 16 ~= 0 then qwc = qwc + 1 end
local blocksize = math.floor(4496/16)
-- number of whole GIFTags this transfer will take
local packets = math.floor(qwc / blocksize)
-- plus a possible remainder
local remain = qwc % blocksize
local tb = 0
local imgAddr = tt.data.addr
while packets > 0 do
if self.buf.size - self.buf.head < 4 then self:kick() end
-- for each fullsized packet, add a CNT with the GIFTag describing IMAGE
-- data, followed by DMATag REF pointing to EE memory
self:dmaTagRaw(DMA.CNT, 1, 0)
GIF.tag(self.buf, GIF.IMAGE, blocksize, false, {})
self:dmaTagRaw(DMA.REF, blocksize, imgAddr)
imgAddr = imgAddr + blocksize*16
packets = packets - 1
tb = tb + 1
end
-- if there was any remainder, upload seperately
if remain > 0 then
if self.buf.size - self.buf.head < 4 then self:kick() end
local base = tb*blocksize*16
self:dmaTagRaw(DMA.CNT, 1, 0)
GIF.tag(self.buf, GIF.IMAGE, remain, false, {})
self:dmaTagRaw(DMA.REF, remain, imgAddr)
end
-- start a new CNT and add a texflush command
self:newCnt()
GIF.texflush(self.buf)
return true
end
-- setup frame and setup drawbuffer
function draw:frameStart(gs)
self.kc = 0
self.rawtri = 0
self:newBuffer()
self.buf:frameStart(self.fbw, self.fbh, self.clearR, self.clearG, self.clearB)
end
-- setup frame end, kick drawbuffer
function draw:frameEnd(gs)
self.buf:frameEnd(gs)
self:kick()
self.prev.kc = self.kc
self.prev.rawtri = self.rawtri
end
-- set clear colour
function draw:clearColour(r, g, b)
self.clearR = r
self.clearG = g
self.clearB = b
end
function draw:screenDimensions(w, h)
self.fbw = w
self.fbh = h
end
return draw
|
local Desktop = require("Desktop");
function test_GetDesktops()
local desktops = Desktop:desktopNames();
for _, name in ipairs(desktops) do
print(name);
end
end
function test_desktopwindows()
local dtop = Desktop:openThreadDesktop();
local wins = dtop:getWindowHandles();
for winid, hwnd in pairs(wins) do
print("HWND: ", winid, hwnd);
end
end
test_GetDesktops();
--test_desktopwindows();
|
local t = Def.ActorFrame {Name = "UnderlayFile"}
t[#t+1] = LoadActor(THEME:GetPathG("Title", "BG"))
return t |
-----------------------------------
-- Ability: Aspir Samba II
-- Inflicts the next target you strike with Aspir daze, allowing all those engaged in battle with it to drain its MP.
-- Obtained: Dancer Level 60
-- TP Cost: 250
-- Recast Time: 00:01:00
-- Duration: 00:01:30
-----------------------------------
require("scripts/globals/status")
require("scripts/globals/magic")
require("scripts/globals/msg")
-----------------------------------
function onAbilityCheck(player,target,ability)
if player:hasStatusEffect(tpz.effect.FAN_DANCE) then
return tpz.msg.basic.UNABLE_TO_USE_JA2, 0
elseif player:hasStatusEffect(tpz.effect.TRANCE) then
return 0,0
elseif player:getTP() < 250 then
return tpz.msg.basic.NOT_ENOUGH_TP,0
else
return 0,0
end
end
function onUseAbility(player,target,ability)
-- Only remove TP if the player doesn't have Trance.
if not player:hasStatusEffect(tpz.effect.TRANCE) then
player:delTP(250)
end
local duration = 120 + player:getMod(tpz.mod.SAMBA_DURATION)
duration = duration * ((100 + player:getMod(tpz.mod.SAMBA_PDURATION)) / 100)
player:delStatusEffect(tpz.effect.HASTE_SAMBA)
player:delStatusEffect(tpz.effect.DRAIN_SAMBA)
player:addStatusEffect(tpz.effect.ASPIR_SAMBA, 3, 0, duration)
end
|
local self = {}
GLib.Net.Layer5.Channel = GLib.MakeConstructor (self, GLib.Net.IChannel) |
local table = {
point = {
x = 0,
label = 'originPoint',
z = 0,
y = 0
},
i_am_boolean = true,
name = 'myTable',
randomNumbers = {
43,
20,
40,
40,
46,
10,
17,
39,
14,
28
}
}
return table |
local Action = require(script.Parent.Action)
return Action("StampSelectedSet", function(guid)
return {
guid = guid
}
end) |
g_ConfigDefaults =
{
Storage = "sqlite",
LoginMessageTime = 50,
}
function InitConfig()
local Path = cPluginManager:Get():GetCurrentPlugin():GetLocalFolder() .. "/config.cfg"
if (not cFile:IsFile(Path)) then
LOGWARNING("[Login] The config file doesn't exist. Login will write and load the default settings for now")
WriteDefaultSettings(Path)
LoadDefaultSettings()
return
end
local ConfigContent = cFile:ReadWholeFile(Path)
if (ConfigContent == "") then
LOGWARNING("[Login] The config file is empty. Login will use the default settings for now")
LoadDefaultSettings()
return
end
local ConfigLoader, Error = loadstring("return {" .. ConfigContent .. "}")
if (not ConfigLoader) then
LOGWARNING("[Login] There is a problem in the config file. Login will use the default settings for now.")
LoadDefaultSettings()
return
end
local Result, ConfigTable, Error = pcall(ConfigLoader)
if (not Result) then
LOGWARNING("[Login] There is a problem in the config file. Login will use the default settings for now.")
LoadDefaultSettings()
return
end
if (type(ConfigTable.Storage) ~= 'string') then
LOGWARNING("[Login] Invalid storage type configurated. Login will use SQLite")
ConfigTable.Storage = 'sqlite'
end
if (ConfigTable.Storage == "file") then
if ((type(ConfigTable.CompressionLevel) ~= 'number') and (not tonumber(ConfigTable.CompressionLevel))) then
LOGWARNING("[Login] Invalid compression level.")
ConfigTable.CompressionLevel = 5
end
ConfigTable.CompressionLevel = tonumber(ConfigTable.CompressionLevel)
end
if (type(ConfigTable.LoginMessageTime) ~= 'number') then
if (type(ConfigTable.LoginMessageTime) == 'string') then
local Time = tonumber(ConfigTable.LoginMessageTime)
if (not Time) then
LOGWARNING("[Login] Invalid login message time. Default will be used.")
ConfigTable.LoginMessageTime = g_ConfigDefaults.LoginMessageTime
else
ConfigTable.LoginMessageTime = Time
end
else
LOGWARNING("[Login] Invalid login message time. Default will be used.")
ConfigTable.LoginMessageTime = g_ConfigDefaults.LoginMessageTime
end
end
g_Config = ConfigTable
end
function LoadDefaultSettings()
g_Config = g_ConfigDefaults
end
function WriteDefaultSettings(a_Path)
local File = io.open(a_Path, "w")
for Key, Value in pairs(g_ConfigDefaults) do
local StringToFormat = type(Value) == 'string' and "%s = '%s',\n" or "%s = %s,\n"
File:write(StringToFormat:format(Key, Value))
end
File:close()
end
|
local modkeys = {}
modkeys.map = {
["left command"] = "cmd",
["right command"] = "cmd",
["left ctrl"] = "ctrl",
["right ctrl"] = "ctrl",
["left shift"] = "shift",
["right shift"] = "shift",
["left option"] = "option",
["right option"] = "option",
["left alt"] = "alt",
["right alt"] = "altgr",
}
modkeys.keys = { "cmd", "ctrl", "alt", "option", "altgr", "shift" }
return modkeys
|
ESX = nil
local PlayerData = {}
local HasAlreadyEnteredMarker = false
local LastZone = nil
local CurrentAction = nil
local CurrentActionMsg = ''
local CurrentActionData = {}
local isDead = false
local CurrentTask = {}
local menuOpen = false
local wasOpen = false
local pedIsTryingToChopVehicle = false
local ChoppingInProgress = false
local spawncamion = { x = -534.53, y = -1717.0, z = 19.12, h = 291.16 }
local venta = { x = -195.04, y = 6264.96, z = 30.49}
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
while ESX.GetPlayerData().job == nil do
Citizen.Wait(10)
end
PlayerData = ESX.GetPlayerData()
end)
AddEventHandler('esx:onPlayerDeath', function(data)
isDead = true
end)
AddEventHandler('playerSpawned', function(spawn)
isDead = false
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if GetDistanceBetweenCoords(coords, Config.Zones.Shop.coords, true) < 3.0 then
ESX.ShowHelpNotification(_U('shop_prompt'))
if IsControlJustReleased(0, 38) then
wasOpen = true
OpenShop()
end
else
if wasOpen then
wasOpen = false
ESX.UI.Menu.CloseAll()
end
Citizen.Wait(500)
end
end
end)
function OpenShop()
local elements = {}
menuOpen = true
for k, v in pairs(ESX.GetPlayerData().inventory) do
local price = Config.Itemsprice[v.name]
if price and v.count > 0 then
table.insert(elements, {
label = ('%s - <span style="color:green;">%s</span>'):format(v.label, _U('item', ESX.Math.GroupDigits(price))),
name = v.name,
price = price,
-- menu properties
type = 'slider',
value = 1,
min = 1,
max = v.count
})
end
end
ESX.UI.Menu.Open('default', GetCurrentResourceName(), 'car_shop', {
title = _U('shop_title'),
align = 'bottom-right',
elements = elements
}, function(data, menu)
TriggerServerEvent('esx_chatarrero:sell', data.current.name, data.current.value)
exports.pNotify:SendNotification({text = "Ve a devolver el camión", type = "success", timeout = 3000, layout = "centerRight", queue = "right", animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
SetNewWaypoint(spawncamion.x,spawncamion.y)
end, function(data, menu)
menu.close()
menuOpen = false
end)
end
AddEventHandler('onResourceStop', function(resource)
if resource == GetCurrentResourceName() then
if menuOpen then
ESX.UI.Menu.CloseAll()
end
end
end)
function IsDriver()
return GetPedInVehicleSeat(GetVehiclePedIsIn(PlayerPedId(), false), -1) == PlayerPedId()
end
function MaxSeats(vehicle)
local vehpas = GetVehicleNumberOfPassengers(vehicle)
return vehpas
end
local lastTested = 0
function ChopVehicle()
local ped = PlayerPedId()
local vehicle = GetVehiclePedIsIn( ped, false )
local wheels = GetVehicleNumberOfWheels(vehicle)
local doors = GetNumberOfVehicleDoors(vehicle)
local seats = MaxSeats(vehicle)
if seats ~= 0 then
TriggerEvent('chat:addMessage', { args = { 'No puede haber pasajeros' } })
elseif
GetGameTimer() - lastTested > Config.CooldownMinutes * 60000 then
lastTested = GetGameTimer()
ESX.TriggerServerCallback('esx_chatarrero:anycops', function(anycops)
if anycops >= Config.CopsRequired then
if Config.CallCops then
local randomReport = math.random(1, Config.CallCopsPercent)
if randomReport == Config.CallCopsPercent then
TriggerServerEvent('chopNotify')
end
end
ChoppingInProgress = true
if wheels == 4 then
if doors <= 4 then
VehiclePartsRemoval1()
else
VehiclePartsRemoval()
end
else
MotoPartsRemoval()
end
if not HasAlreadyEnteredMarker then
HasAlreadyEnteredMarker = true
ChoppingInProgress = false
exports.pNotify:SendNotification({text = "No has dejado los chatarreros terminar.", type = "error", timeout = 4000, layout = "centerRight", queue = "right", killer = true, animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
--SetVehicleAlarmTimeLeft(vehicle, 60000)
end
else
ESX.ShowNotification(_U('not_enough_cops'))
end
end)
else
local timerNewChop = Config.CooldownMinutes * 60000 - (GetGameTimer() - lastTested)
exports.pNotify:SendNotification({
text = "Puedes volver en " ..math.floor(timerNewChop / 60000).. " minutos",
type = "error",
timeout = 1000,
layout = "centerRight",
queue = "right",
killer = true,
animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}
})
end
end
function VehiclePartsRemoval()
local ped = PlayerPedId()
local vehicle = GetVehiclePedIsIn( ped, false )
SetVehicleNumberPlateText(vehicle, "Robado")
SetVehicleEngineOn(vehicle, false, false, true)
SetVehicleUndriveable(vehicle, false)
if ChoppingInProgress == true then
puerta1 = CreatePed(1, Config.NPCHash1, -557.17, -1695.32, 18.18, 300.0, false, true)
SetCurrentPedWeapon(puerta1, -2067956739, true)
--LoadAnimDict("timetable@gardener@filling_can")
--TaskPlayAnim(puerta1, "timetable@gardener@filling_can", "gar_ig_5_filling_can", 2.0, 8.0, -1, 50, 0, 0, 0, 0)
TaskStartScenarioInPlace(puerta1, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenFrontLeftTime, "Abriendo puerta delantera izquierda")
Citizen.Wait(Config.DoorOpenFrontLeftTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 0, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenFrontLeftTime, "Desmontando puerta delantera izquierda")
Citizen.Wait(Config.DoorBrokenFrontLeftTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 0, true)
DeleteEntity(puerta1)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
puerta2 = CreatePed(1, Config.NPCHash1, -555.32, -1693.7, 18.27, 167.35, false, true)
SetCurrentPedWeapon(puerta2, -2067956739, true)
TaskStartScenarioInPlace(puerta2, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenFrontRightTime, "Abriendo puerta delantera derecha")
Citizen.Wait(Config.DoorOpenFrontRightTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 1, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenFrontRightTime, "Desmontando puerta delantera derecha")
Citizen.Wait(Config.DoorBrokenFrontRightTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 1, true)
DeleteEntity(puerta2)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
puerta3 = CreatePed(1, Config.NPCHash1, -556.89, -1696.1, 18.17, 320.51, false, true)
SetCurrentPedWeapon(puerta3, -2067956739, true)
TaskStartScenarioInPlace(puerta3, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenRearLeftTime, "Abriendo puerta trasera izquierda")
Citizen.Wait(Config.DoorOpenRearLeftTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 2, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenRearLeftTime, "Desmontando puerta trasera izquierda")
Citizen.Wait(Config.DoorBrokenRearLeftTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 2, true)
DeleteEntity(puerta3)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
puerta4 = CreatePed(1, Config.NPCHash1, -554.94, -1694.58, 18.25, 115.77, false, true)
SetCurrentPedWeapon(puerta4, -2067956739, true)
TaskStartScenarioInPlace(puerta4, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenRearRightTime, "Abriendo puerta trasera derecha")
Citizen.Wait(Config.DoorOpenRearRightTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 3, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenRearRightTime, "Desmontando puerta trasera derecha")
Citizen.Wait(Config.DoorBrokenRearRightTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 3, true)
DeleteEntity(puerta4)
TriggerServerEvent("esx_chatarrero:puerta")
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
capo = CreatePed(1, Config.NPCHash1, -557.88, -1692.33, 18.27, 221.5, false, true)
SetCurrentPedWeapon(capo, -2067956739, true)
TaskStartScenarioInPlace(capo, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenHoodTime, "Abriendo capó")
Citizen.Wait(Config.DoorOpenHoodTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 4, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenHoodTime, "Desmontando capó")
Citizen.Wait(Config.DoorBrokenHoodTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false),4, true)
DeleteEntity(capo)
TriggerServerEvent("esx_chatarrero:capo")
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
trunk = CreatePed(1, Config.NPCHash1, -554.51, -1697.42, 18.19, 24.23, false, true)
SetCurrentPedWeapon(trunk, -2067956739, true)
TaskStartScenarioInPlace(trunk, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenTrunkTime, "Abriendo maletero")
Citizen.Wait(Config.DoorOpenTrunkTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 5, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenTrunkTime, "Desmontando maletero")
Citizen.Wait(Config.DoorBrokenTrunkTime)
DeleteEntity(trunk)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false),5, true)
end
Citizen.Wait(1000)
exports['progressBars']:startUI(Config.DeletingVehicleTime, "Terminando de desguazar")
Citizen.Wait(Config.DeletingVehicleTime)
if ChoppingInProgress == true then
DeleteVehicle()
TriggerServerEvent("esx_chatarrero:piezas")
TriggerServerEvent("esx_chatarrero:llanta")
exports.pNotify:SendNotification({text = "Vehiculo desguazado, ahora coge ese camión y ve a vender las piezas. Si no quieres vender la piezas devuelve el camión", type = "success", timeout = 5000, layout = "centerRight", queue = "right", animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
Spawn()
SetNewWaypoint(venta.x,venta.y)
final = CreatePed(1, Config.NPCHash1, -559.57, -1690.93, 18.23, 212.5, false, true)
SetCurrentPedWeapon(capo, -2067956739, true)
LoadAnimDict("gestures@m@standing@casual")
TaskPlayAnim(final, "gestures@m@standing@casual", "gesture_hello", 2.0, 8.0, -1, 50, 0, 0, 0, 0)
Citizen.Wait(1000)
DeleteEntity(final)
end
end
function VehiclePartsRemoval1()
local ped = PlayerPedId()
local vehicle = GetVehiclePedIsIn( ped, false )
SetVehicleNumberPlateText(vehicle, "Robado")
SetVehicleEngineOn(vehicle, false, false, true)
SetVehicleUndriveable(vehicle, false)
if ChoppingInProgress == true then
puerta1 = CreatePed(1, Config.NPCHash1, -557.17, -1695.32, 18.18, 300.0, false, true)
SetCurrentPedWeapon(puerta1, -2067956739, true)
TaskStartScenarioInPlace(puerta1, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenFrontLeftTime, "Abriendo puerta delantera izquierda")
Citizen.Wait(Config.DoorOpenFrontLeftTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 0, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenFrontLeftTime, "Desmontando puerta delantera izquierda")
Citizen.Wait(Config.DoorBrokenFrontLeftTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 0, true)
DeleteEntity(puerta1)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
puerta2 = CreatePed(1, Config.NPCHash1, -555.32, -1693.7, 18.27, 167.35, false, true)
SetCurrentPedWeapon(puerta2, -2067956739, true)
TaskStartScenarioInPlace(puerta2, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenFrontRightTime, "Abriendo puerta delantera derecha")
Citizen.Wait(Config.DoorOpenFrontRightTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 1, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenFrontRightTime, "Desmontando puerta delantera derecha")
Citizen.Wait(Config.DoorBrokenFrontRightTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false), 1, true)
DeleteEntity(puerta2)
TriggerServerEvent("esx_chatarrero:puerta2")
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
capo = CreatePed(1, Config.NPCHash1, -557.88, -1692.33, 18.27, 221.5, false, true)
SetCurrentPedWeapon(capo, -2067956739, true)
TaskStartScenarioInPlace(capo, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenHoodTime, "Abriendo capó")
Citizen.Wait(Config.DoorOpenHoodTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 4, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenHoodTime, "Desmontando capó")
Citizen.Wait(Config.DoorBrokenHoodTime)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false),4, true)
DeleteEntity(capo)
TriggerServerEvent("esx_chatarrero:capo")
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
trunk = CreatePed(1, Config.NPCHash1, -554.51, -1697.42, 18.19, 24.23, false, true)
SetCurrentPedWeapon(trunk, -2067956739, true)
TaskStartScenarioInPlace(trunk, "PROP_HUMAN_BUM_BIN", 0, 1)
exports['progressBars']:startUI(Config.DoorOpenTrunkTime, "Abriendo maletero")
Citizen.Wait(Config.DoorOpenTrunkTime)
SetVehicleDoorOpen(GetVehiclePedIsIn(ped, false), 5, false, false)
end
Citizen.Wait(1000)
if ChoppingInProgress == true then
exports['progressBars']:startUI(Config.DoorBrokenTrunkTime, "Desmontando maletero")
Citizen.Wait(Config.DoorBrokenTrunkTime)
DeleteEntity(trunk)
SetVehicleDoorBroken(GetVehiclePedIsIn(ped, false),5, true)
end
Citizen.Wait(1000)
exports['progressBars']:startUI(Config.DeletingVehicleTime, "Terminando de desguazar")
Citizen.Wait(Config.DeletingVehicleTime)
if ChoppingInProgress == true then
DeleteVehicle()
TriggerServerEvent("esx_chatarrero:piezas")
TriggerServerEvent("esx_chatarrero:llanta")
exports.pNotify:SendNotification({text = "Vehiculo desguazado, ahora coge ese camión y ve a vender las piezas. Si no quieres vender la piezas devuelve el camión", type = "success", timeout = 5000, layout = "centerRight", queue = "right", animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
Spawn()
SetNewWaypoint(venta.x,venta.y)
final = CreatePed(1, Config.NPCHash1, -559.57, -1690.93, 18.23, 212.5, false, true)
SetCurrentPedWeapon(capo, -2067956739, true)
LoadAnimDict("gestures@m@standing@casual")
TaskPlayAnim(final, "gestures@m@standing@casual", "gesture_hello", 2.0, 8.0, -1, 50, 0, 0, 0, 0)
Citizen.Wait(1000)
DeleteEntity(final)
end
end
function MotoPartsRemoval()
local ped = PlayerPedId()
local vehicle = GetVehiclePedIsIn( ped, false )
SetVehicleNumberPlateText(vehicle, "Robado")
SetVehicleEngineOn(vehicle, false, false, true)
SetVehicleUndriveable(vehicle, false)
exports['progressBars']:startUI(Config.DeletingVehicleTime, "Desguazando moto")
Citizen.Wait(Config.DeletingVehicleTime)
if ChoppingInProgress == true then
DeleteVehicle()
TriggerServerEvent("esx_chatarrero:moto")
exports.pNotify:SendNotification({text = "Vehiculo desguazado, ahora coge ese camión y ve a vender las piezas. Si no quieres vender la piezas devuelve el camión", type = "success", timeout = 5000, layout = "centerRight", queue = "right", animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
Spawn()
SetNewWaypoint(venta.x,venta.y)
final = CreatePed(1, Config.NPCHash1, -559.57, -1690.93, 18.23, 212.5, false, true)
SetCurrentPedWeapon(capo, -2067956739, true)
LoadAnimDict("gestures@m@standing@casual")
TaskPlayAnim(final, "gestures@m@standing@casual", "gesture_hello", 2.0, 8.0, -1, 50, 0, 0, 0, 0)
Citizen.Wait(1000)
DeleteEntity(final)
end
end
function DeleteVehicle()
if IsDriver() then
local playerPed = PlayerPedId()
local coords = GetEntityCoords(playerPed)
if IsPedInAnyVehicle(playerPed, false) then
local vehicle = GetVehiclePedIsIn(playerPed, false)
ESX.Game.DeleteVehicle(vehicle)
end
--TriggerServerEvent("esx_chatarrero:rewards", rewards)
end
end
function Spawn()
Citizen.Wait(0)
local myPed = GetPlayerPed(-1)
local player = PlayerId()
local vehicle = GetHashKey('mule3')
RequestModel(vehicle)
while not HasModelLoaded(vehicle) do
Wait(1)
end
local spawned_car = CreateVehicle(vehicle, spawncamion.x,spawncamion.y,spawncamion.z, spawncamion.h, -534.53, -1717.0, 19.12, 292.16, true, false)
local plate = ""
SetVehicleNumberPlateText(spawned_car, plate)
SetVehicleOnGroundProperly(spawned_car)
SetVehicleLivery(spawned_car, 2)
--SetPedIntoVehicle(myPed, spawned_car, - 1)
--SetModelAsNoLongerNeeded(vehicle)
Citizen.InvokeNative(0xB736A491E64A32CF, Citizen.PointerValueIntInitialized(spawned_car))
end
AddEventHandler('esx_chatarrero:hasEnteredMarker', function(zone)
if zone == 'Chopshop' and IsDriver() then
CurrentAction = 'Chopshop'
CurrentActionMsg = _U('press_to_chop')
CurrentActionData = {}
end
end)
AddEventHandler('esx_chatarrero:hasExitedMarker', function(zone)
if menuOpen then
ESX.UI.Menu.CloseAll()
end
if zone == 'Chopshop' then
if ChoppingInProgress == true then
exports.pNotify:SendNotification({text = "Te has alejado de los chatarreros.", type = "error", timeout = 1000, layout = "centerRight", queue = "right", killer = true, animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
end
ChoppingInProgress = false
CurrentAction = nil
end)
function CreateBlipCircle(coords, text, radius, color, sprite)
local blip = AddBlipForCoord(coords)
SetBlipSprite(blip, sprite)
SetBlipColour(blip, color)
SetBlipScale(blip, 0.8)
SetBlipAsShortRange(blip, true)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(text)
EndTextCommandSetBlipName(blip)
end
Citizen.CreateThread(function()
if Config.EnableBlips == true then
for k,zone in pairs(Config.Zones) do
CreateBlipCircle(zone.coords, zone.name, zone.radius, zone.color, zone.sprite)
end
end
end)
Citizen.CreateThread(function()
if Config.NPCEnable == true then
RequestModel(Config.NPCHash)
RequestModel(Config.NPCHash1)
while not HasModelLoaded(Config.NPCHash) do
Wait(1)
end
--PROVIDER
vendedor = CreatePed(1, Config.NPCHash, Config.NPCShop.x, Config.NPCShop.y, Config.NPCShop.z, Config.NPCShop.h, false, true)
SetBlockingOfNonTemporaryEvents(vendedor, true)
SetPedDiesWhenInjured(vendedor, false)
SetPedCanPlayAmbientAnims(vendedor, true)
SetPedCanRagdollFromPlayerImpact(vendedor, false)
SetEntityInvincible(vendedor, true)
FreezeEntityPosition(vendedor, true)
TaskStartScenarioInPlace(vendedor, "WORLD_HUMAN_SMOKING", 0, true);
else
end
end)
-- Display markers
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local coords, letSleep = GetEntityCoords(PlayerPedId()), true
for k,v in pairs(Config.Zones) do
if Config.MarkerType ~= -1 and GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < Config.DrawDistance then
DrawMarker(Config.MarkerType, v.Pos.x, v.Pos.y, v.Pos.z, 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, v.Size.x, v.Size.y, v.Size.z, Config.MarkerColor.r, Config.MarkerColor.g, Config.MarkerColor.b, 100, false, true, 2, false, nil, nil, false)
letSleep = false
end
end
if letSleep then
Citizen.Wait(500)
end
end
end)
-- Enter / Exit marker events
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local coords = GetEntityCoords(PlayerPedId())
local isInMarker = false
local currentZone = nil
local letSleep = true
for k,v in pairs(Config.Zones) do
if(GetDistanceBetweenCoords(coords, v.Pos.x, v.Pos.y, v.Pos.z, true) < v.Size.x) then
isInMarker = true
currentZone = k
end
end
if (isInMarker and not HasAlreadyEnteredMarker) or (isInMarker and LastZone ~= currentZone) then
HasAlreadyEnteredMarker = true
LastZone = currentZone
TriggerEvent('esx_chatarrero:hasEnteredMarker', currentZone)
end
if not isInMarker and HasAlreadyEnteredMarker then
HasAlreadyEnteredMarker = false
TriggerEvent('esx_chatarrero:hasExitedMarker', LastZone)
end
end
end)
-- Key controls
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
if CurrentAction ~= nil then
ESX.ShowHelpNotification(CurrentActionMsg)
if IsControlJustReleased(0, 38) then
if IsDriver() then
if CurrentAction == 'Chopshop' then
ChopVehicle()
end
end
CurrentAction = nil
end
else
Citizen.Wait(500)
end
end
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(1000)
local ped = PlayerPedId()
if IsPedInAnyVehicle(ped) then
local vehicle = GetVehiclePedIsIn(ped)
end
end
end)
AddEventHandler('onResourceStop', function(resource)
if resource == GetCurrentResourceName() then
if menuOpen then
ESX.UI.Menu.CloseAll()
end
end
end)
--Only if Config.CallCops = true
GetPlayerName()
RegisterNetEvent('outlawChopNotify')
AddEventHandler('outlawChopNotify', function(alert)
if PlayerData.job ~= nil and PlayerData.job.name == 'police' then
ESX.ShowAdvancedNotification(_U('911'), _U('chop'), _U('call'), 'CHAR_CALL911', 7)
PlaySoundFrontend(-1, "Event_Start_Text", "GTAO_FM_Events_Soundset", 0)
end
end)
function Notify(text)
SetNotificationTextEntry('STRING')
AddTextComponentString(text)
DrawNotification(false, false)
end
local timer = 1 --in minutes - Set the time during the player is outlaw
local blipTime = 35 --in second
local showcopsmisbehave = true --show notification when cops steal too
local timing = timer * 60000 --Don't touche it
Citizen.CreateThread(function()
while true do
Wait(100)
if NetworkIsSessionStarted() then
DecorRegister("IsOutlaw", 3)
DecorSetInt(PlayerPedId(), "IsOutlaw", 1)
return
end
end
end)
Citizen.CreateThread( function()
while true do
Wait(100)
local plyPos = GetEntityCoords(PlayerPedId(), true)
if pedIsTryingToChopVehicle then
DecorSetInt(PlayerPedId(), "IsOutlaw", 2)
if PlayerData.job ~= nil and PlayerData.job.name == 'police' and showcopsmisbehave == false then
elseif PlayerData.job ~= nil and PlayerData.job.name == 'police' and showcopsmisbehave then
TriggerServerEvent('ChoppingInProgressPos', plyPos.x, plyPos.y, plyPos.z)
TriggerServerEvent('ChopInProgress')
Wait(3000)
pedIsTryingToChopVehicle = false
end
end
end
end)
function LoadAnimDict(dict)
if not HasAnimDictLoaded(dict) then
RequestAnimDict(dict)
while not HasAnimDictLoaded(dict) do
Citizen.Wait(1)
end
end
end
RegisterNetEvent('Choplocation')
AddEventHandler('Choplocation', function(tx, ty, tz)
if PlayerData.job.name == 'police' then
local transT = 250
local Blip = AddBlipForCoord(tx, ty, tz)
SetBlipSprite(Blip, 10)
SetBlipColour(Blip, 1)
SetBlipAlpha(Blip, transT)
SetBlipAsShortRange(Blip, false)
while transT ~= 0 do
Wait(blipTime * 4)
transT = transT - 1
SetBlipAlpha(Blip, transT)
if transT == 0 then
SetBlipSprite(Blip, 2)
return
end
end
end
end)
RegisterNetEvent('chopEnable')
AddEventHandler('chopEnable', function()
pedIsTryingToChopVehicle = true
end)
Citizen.CreateThread(function()
while true do
Citizen.Wait(0)
local coords = GetEntityCoords(PlayerPedId())
local _source = source
local distance = Vdist(coords.x, coords.y, coords.z, Config.Spawn.unspawn.coords.x, Config.Spawn.unspawn.coords.y, Config.Spawn.unspawn.coords.z)
if(Config.Type ~= -1 and GetDistanceBetweenCoords(coords, Config.Spawn.unspawn.coords.x, Config.Spawn.unspawn.coords.y, Config.Spawn.unspawn.coords.z, true) < 10) then
local playerPed = PlayerPedId()
DrawMarker(1, Config.Spawn.unspawn.coords.x, Config.Spawn.unspawn.coords.y, Config.Spawn.unspawn.coords.z, 0, 0, 0, 0, 0, 0, 1.5001, 1.5001, 0.6001,255,255,51, 200, 0, 0, 0, 0)
if GetDistanceBetweenCoords(coords, Config.Spawn.unspawn.coords, true) < 1.5 then
StatusReady = true
if StatusReady == true then
ESX.ShowHelpNotification(('Pulsa E para guardar el camión.'))
end
if IsControlJustReleased(1, 38) and StatusReady == true then
if IsVehicleModel(GetVehiclePedIsIn(GetPlayerPed(-1), false), 0x85A5B471) then
ExecuteCommand('dv')
Citizen.Wait(5000)
else
exports.pNotify:SendNotification({text = "Este vehiculo no es el camion del trabajo", type = "error", timeout = 2000, layout = "centerRight", queue = "right", killer = true, animation = {open = "gta_effects_fade_in", close = "gta_effects_fade_out"}})
end
end
end
end
end
end) |
-----------------------------------------------------------------------------------------
--
-- cBatiment.lua
--
-- Classe qui affiche un bâtiment sur la carte et y crée un porte d'entrée
--
-----------------------------------------------------------------------------------------
local Batiment = {}
-- @params
-- parent : Group Map, groupe parent
-- img : String Fichier image du sprite du bâtiment
-- x, y : Number Position du bâtiment sur la map
-- destination: String Nom du bâtiment dans lequel le personnage va entrer par la porte
-- porteX : Number Positionnement en x de la porte sur le bâtiment
-- outline : Bool True pour que le corps physique s'ajuste à la forme du sprite, sinon le corps est un rectangle
-- perso : Object Personnage du jeu, pour accéder à ses méthodes avec les cheats
function Batiment:init(parent,img,x,y,destination,porteX,outline,perso)
local batiment = display.newGroup()
local cPorte = require("cPorte")
-- Constructeur
function batiment:init()
local sprite = display.newImage(self,img,x,y)
sprite.width= sprite.width*4
sprite.height= sprite.height*4
local imgOutline = graphics.newOutline( 2, img )
if destination ~= nil then
local porte = cPorte:init(self,x+porteX,y+sprite.height/2,destination)
end
sprite.type = "batiment"
if outline then
physics.addBody( sprite, "static", { outline=imgOutline, friction=0, bounce=0} )
else
physics.addBody( sprite, "static", { density=100, friction=0, bounce=0} )
end
parent:insert(self)
end
function batiment:kill()
end
batiment:init()
return batiment
end
return Batiment |
local smog={}
function get_min(tabl)
local min, index
for i, v in pairs (tabl) do
if (min and (min > v)) or not min then
min=v
index=i
end
end
return min, index
end
function get_max(tabl)
local max, index
-- game.print('max serp '.. serpent.line(tabl))
for i, v in pairs (tabl) do
if (max and (max < v)) or not max then
max=v
index=i
end
end
return max, index
end
function polygon_to_ts (polygon)
local ts = {polygon[1], polygon[2]}
local i_max = #polygon
for i_min = 3, i_max do
ts[#ts+1]=polygon[i_max]
if i_max <= i_min then return ts end
ts[#ts+1]=polygon[i_min]
i_max=i_max-1
if i_max <= i_min then return ts end
end
return ts
end
function smog.pollution_to_color (pollution)
local mm=settings.global['svp-min-pollution'].value
-- local mm=0
local mx=settings.global['svp-max-pollution'].value
local v=math.min(pollution,mx)
local pct=math.max(0,v-mm)/(mx-mm) -- from 0 to 1
return {r=pct*0.3,g=pct*0.3,b=pct*0.3,a=pct*0.6}
end
function get_chunk_pollution (surface, cx, cy)
local pollution = surface.get_pollution({cx*32,cy*32})
-- local color = {1,1,1}
-- rendering.draw_text{text=pollution, surface=surface, target={cx*32+16,cy*32+16}, color=color, time_to_live=time_to_live}
return pollution
end
function get_udata (surface, cx, cy)
-- it takes pollution from this and near chunks
local data = {}
table.insert (data, surface.get_pollution({(cx-1)*32,(cy-1)*32}))
table.insert (data, surface.get_pollution({(cx )*32,(cy-1)*32}))
table.insert (data, surface.get_pollution({(cx+1)*32,(cy-1)*32}))
table.insert (data, surface.get_pollution({(cx-1)*32,(cy )*32}))
table.insert (data, surface.get_pollution({(cx )*32,(cy )*32}))
table.insert (data, surface.get_pollution({(cx+1)*32,(cy )*32}))
table.insert (data, surface.get_pollution({(cx-1)*32,(cy+1)*32}))
table.insert (data, surface.get_pollution({(cx )*32,(cy+1)*32}))
table.insert (data, surface.get_pollution({(cx+1)*32,(cy+1)*32}))
-- translate chunk pollution to vertex pollution
local udata = {}
udata.a = (data[1]+data[2]+data[4]+data[5])/4 -- top left
udata.b = (data[2]+data[3]+data[5]+data[6])/4 -- top right
udata.c = (data[5]+data[6]+data[8]+data[9])/4 -- bottom left
udata.d = (data[4]+data[5]+data[7]+data[8])/4 -- bottom right
udata.e = (udata.a+udata.b+udata.c+udata.d)/4 -- middle
return udata
end
function in_range ( value, min, max)
min=min or 0
max=max or min+32
return (min<=value) and (value<=max) and true or false
end
function as (a, b)
if not a or not b then return false end
if a > 1 and b>1 then
a=math.floor(a + 0.5)
b=math.floor(b + 0.5)
end
return (math.floor (a*1000) == math.floor (b*1000)) and true or false
end
function remove_rendering (rendering_ids)
for i, id in pairs (rendering_ids) do
rendering.destroy(id)
end
end
function get_ingex (tabl, value)
for index, v in pairs (value) do
if v == value then return index end
end
end
function get_section (a, b, x)
return 32*(x-a)/(b-a)
end
function ts_to_vertices (ts)
local vertices = {}
for i, point in pairs (ts) do
-- game.print('point: '..serpent.line(point))
table.insert(vertices, {target={point.x,point.y}})
end
-- table.insert(vertices, {target={0,0}})
-- game.print('vertices: '..serpent.line(vertices))
return vertices
end
--function get_position (section, u1, u2, p1, p2) -- local
-- local sides = {ab="A",ba="A",bc="B",cb="B",cd="C",dc="C",da="D",ad="D"}
-- local side = sides[p1..p2]
-- local s = get_section (u1, u2, section)
-- if side == "A" then
-- return {x=s,y=0}
-- elseif side == "B" then
-- return {x=32,y=s}
-- elseif side == "C" then
-- return {x=s,y=32}
-- else -- elseif side == "D" then
-- return {x=0,y=s}
-- end
--end
--function update_points (points, section, udata, t, first_line)
-- local pstart = t[1]
-- local ustart = udata[pstart]
-- local pmiddle = first_line and t[2] or t[4]
-- local umiddle = udata[pmiddle]
-- local pend = t[3]
-- local uend = udata[pend]
-- if in_range (section, ustart, umiddle) then -- a to b
-- local pos = get_position (section, ustart, umiddle, pstart, pmiddle)
-- local point = {x=pos.x, y=pos.y, section=section, second=false}
-- points[#points+1]=point
-- else -- b to c
-- local pos = get_position (section, umiddle, uend, pmiddle, pend)
-- local point = {x=pos.x, y=pos.y, section=section, second=true}
-- points[#points+1]=point
-- end
--end
--function render_polygons (surface, cx, cy, points_1, points_2, t)
---- local t = {'a','b','c','d'}
-- local gx, gy = cx*32, cy*32
-- local points={a={x=gx,y=gy},b={x=gx+32,y=gy},c={x=gx+32,y=gy+32},d={x=gx,y=gy+32}}
-- for i = 1, #points_1 do
-- local polygon = {}
-- if i == 1 then -- min
---- polygon[#polygon+1]=t[1]
-- polygon[#polygon+1]=points[t[1]]
-- if points_1[i].second then
-- fl1 = false
-- polygon[#polygon+1]=points[t[2]]
-- end
-- polygon[#polygon+1]=points_1[i]
-- polygon[#polygon+1]=points_2[i]
-- if points_2[i].second then
-- polygon[#polygon+1]=t[3]
-- end
-- local ts = polygon_to_ts (polygon)
-- local vertices = ts_to_vertices (ts)
-- local pollution = points_1[i].section
-- local color = smog.pollution_to_color (pollution)
-- game.print ('vertices: '..serpent.line(vertices))
-- local id = rendering.draw_polygon{color=color, vertices=vertices, surface=surface}
-- table.insert(global.chunks[cx][cy].rendering_ids, id)
-- else -- more than 1
-- polygon[#polygon+1]=points_1[i-1]
-- if not (points_1[i-1].second == points_1[i].second) then
-- fl1 = false
-- polygon[#polygon+1]=points[t[2]] -- b
-- end
-- polygon[#polygon+1]=points_1[i]
-- if i == #points_1 then -- max
-- polygon[#polygon+1]=points[points[3]]
-- end
-- polygon[#polygon+1]=points_2[i]
-- if not (points_2[i-1].second == points_2[i].second) then
-- fl2 = false
-- polygon[#polygon+1]=points[t[4]] -- d
-- end
-- polygon[#polygon+1]=points_2[i-1]
-- local ts = polygon_to_ts (polygon)
-- local vertices = ts_to_vertices (ts)
-- local pollution = points_1[i].section
---- local color = {1/#points_1,1/#points_1,1/#points_1,0.5}
-- local color = smog.pollution_to_color (pollution)
-- local id = rendering.draw_polygon{color=color, vertices=vertices, surface=surface}
-- table.insert(global.chunks[cx][cy].rendering_ids, id)
-- end
-- end
--end
--function update_trivial (surface, cx, cy, udata, pmin)
-- local trivials = {
-- a = {'a','b','c','d'},
-- b = {'b','c','d','a'},
-- c = {'c','d','a','b'},
-- d = {'d','a','b','c'},
-- }
-- -- was a to c; t=trivials[a]; a=t[1], c=t[3]
-- local t=trivials[pmin] -- t is 1 of 4 trivial fields
-- local step = 6
-- local gx, gy = cx*32, cy*32
-- local minvalue = math.ceil(udata[t[1]]/step)*step
-- local maxvalue = math.floor(udata[t[3]]/step)*step
-- local points_1 = {}
-- local points_2 = {}
-- for section = minvalue, maxvalue do -- or minvalue+1, maxvalue-1
-- update_points (points_1, section, udata, t, true)
-- update_points (points_2, section, udata, t, false)
-- end
-- if #points_1 == 0 then
-- return
-- end
-- render_polygons (surface, cx, cy, points_1, points_2, t)
--end
function get_point (p1,p2,u1,u2,u)
if u1 == u2 then return end -- no gradient here
if u > math.max(u1,u2) or u < math.min(u1,u2) then return end -- out of range
local s = (u-u1)/(u2-u1)
local dx = (p2.x-p1.x)
local dy = (p2.y-p1.y)
return {x=p1.x+s*dx,y=p1.y+s*dy}
end
function draw_isolines (surface,cx,cy,level)
-- local color = smog.pollution_to_color (level.u)
local c = math.min(level.u, 100)/100
local w = math.max(level.u/100, 1)
local color = {0,c,c, c}
local x1,y1=cx*32+level.point_1.x,cy*32+level.point_1.y
local x2,y2=cx*32+level.point_2.x,cy*32+level.point_2.y
local id = rendering.draw_line{color=color,width=w,from={x=x1,y=y1},to={x=x2,y=y2}, surface=surface}
table.insert(global.chunks[cx][cy].rendering_ids, id)
end
function get_polygons (surface,cx,cy,u1,u2,u3, p1,p2,p3)
local polygons = {}
local step = 6
local umin, umax = math.min(u1,u2,u3), math.max(u1,u2,u3)
local pmin, pmax
if u1 == umin then pmin = p1 elseif u2 == umin then pmin = p2 else pmin = p3 end
if u1 == umax then pmax = p1 elseif u2 == umax then pmax = p2 else pmax = p3 end
local from, to = math.ceil(umin/step)*step, math.floor(umax/step)*step
if to == 0 or (from == to) then return end
local levels = {} --actually isolines
for u = from, to, step do
-- game.print('u: '..u .. ' from: '..from.. 'to: '..to)
local point_a = get_point (p1,p2,u1,u2,u)
-- game.print('point_a: '..serpent.line(point_a))
local point_b = get_point (p2,p3,u2,u3,u)
-- game.print('point_b: '..serpent.line(point_b))
local point_c = get_point (p3,p1,u3,u1,u)
-- game.print('point_c: '..serpent.line(point_c))
local point_1 = point_a or point_b
local point_2 = point_a and point_b or point_c
local level = {u=u, point_1=point_1, point_2=point_2}
draw_isolines (surface,cx,cy,level)
end
return polygons
end
function update_saddle (surface,cx,cy,udata)
local triangles = {a={"a","b","e"},b={"b","c","e"},c={"c","d","e"},d={"d","a","e"}}
local positions = {a={x=0,y=0},b={x=32,y=0},c={x=32,y=32},d={x=0,y=32},e={x=16,y=16}}
for tr_letter, triangle in pairs (triangles) do
local l1,l2,l3 = triangle[1],triangle[2],triangle[3] -- l - point letter
local u1,u2,u3 = udata[l1],udata[l2],udata[l3] -- pollution value
local p1,p2,p3 = positions[l1],positions[l2],positions[l3] -- position
local polygons = get_polygons (surface,cx,cy,u1,u2,u3, p1,p2,p3)
end
end
function remove_rendering_ids(chunk)
if chunk.rendering_ids then
remove_rendering(chunk.rendering_ids)
chunk.rendering_ids = {}
else
chunk.rendering_ids = {}
end
end
function update_chunk (surface, cx,cy)
local chunk = global.chunks[cx][cy]
local udata = get_udata(surface, cx,cy)
-- game.print ('1 udata '.. serpent.line (udata))
-- local umin, pmin = get_min(udata)
-- game.print ('2 udata '.. serpent.line (udata))
-- local umax, pmax = get_max(udata)
if umax == 0 then return end
remove_rendering_ids(chunk)
update_saddle (surface,cx,cy,udata)
end
function smog.tick() -- no arguments in tick
local surface = game.surfaces[1]
local chunk = surface.get_random_chunk()
local cx, cy = chunk.x, chunk.y -- chunk position
local mm=settings.global['svp-min-pollution'].value
local mx=settings.global['svp-max-pollution'].value
if not global.chunks then global.chunks = {} end
if not global.chunks[cx] then global.chunks[cx] = {} end
if not global.chunks[cx][cy] then global.chunks[cx][cy] = {} end
update_chunk(surface, cx, cy)
end
script.on_event(defines.events.on_tick, smog.tick)
|
local name, ns = ...
local L = ns.L
function ravNameplates_OnLoad(self)
self:RegisterEvent("ADDON_LOADED")
self:RegisterEvent("PLAYER_ENTERING_WORLD")
end
function ravNameplates_OnEvent(_, event, arg)
if arg == name then
if event == "ADDON_LOADED" then
if not RAVN_version then
ns:PrettyPrint(string.format(L.Install, ns.color, ns.version))
elseif RAVN_version ~= ns.version then
ns:PrettyPrint(string.format(L.Update, ns.color, ns.version))
end
if not RAVN_version or RAVN_version ~= ns.version then
print(string.format(L.InstallUpdate, ns.color))
end
RAVN_version = ns.version
end
elseif event == "PLAYER_ENTERING_WORLD" then
ns:EnsureMacro()
end
end
SlashCmdList["RAVNAMEPLATES"] = function(message)
if message == "version" or message == "v" then
ns:PrettyPrint(string.format(L.Version, ns.version))
elseif message == "help" or message == "h" then
ns:PrettyPrint(L.SupportHeading)
print(string.format(L.Support1, ns.color, ns.name))
print(L.Support2)
elseif UnitAffectingCombat("player") then
RaidNotice_AddMessage(RaidWarningFrame, L.Warning, ChatTypeInfo["RAID_WARNING"])
else
ns:Toggle()
end
end
SLASH_RAVNAMEPLATES1 = "/ravn"
SLASH_RAVNAMEPLATES2 = "/ns"
SLASH_RAVNAMEPLATES3 = "/ravenousnameplates"
|
local M = {}
M.__index = M
function M.new()
local o = {
machine = nil,
type = 0,
agent = nil,
weight = 0,
duration = 0,
time = 0,
speed = 1,
isdone =false,
iscancel = false,
ispause = false,
}
return setmetatable(o, M)
end
function M:setmachine(machine)
self.machine = machine
self.agent = machine.agent
end
function M:setpause(pause)
if self.ispause and pause ==false then
self:resume()
elseif self.ispause ==false and pause then
self:pause()
end
self.ispause = pause
end
function M:done()
self.isdone = true
self.iscancel = self.time < self.duration
end
function M:isvalid()
return true
end
function M:call(name,...)
if self.agent ~= nil then
local func = self.agent[name]
if func ~= nil then
func(self.agent, self, ...)
end
end
end
function M:enter()
self:call("enter")
end
function M:execute(delta)
if self.time < self.duration then
self.time = self.time + delta * self.speed
if self.time >= self.duration then
self:done()
end
end
self:call("execute",delta)
end
function M:exit()
self:call("exit")
end
function M:pause()
self:call("pause")
end
function M:resume()
self:call("resume")
end
function M:cancel()
self:call("cancel")
end
function M:destroy()
self:call("destroy")
end
return M
|
local osmose = require 'osmose'
local et = osmose.Model 'HPSteamGenerator'
local cp = require 'coolprop'
local math = require 'math'
local invcostcalc = require 'equipmentcost.InvestmentCostLinearizator'
----------
-- User parameters
----------
et.inputs = {
-- Heat supply
HPSTEAM_T = {default=150, unit='C'},
QMAX = {default=10000, unit='kW'},
HEATSOURCE_TMAX = {default=330, unit='C'}, -- Only used for the calculation of the investment cost
HEATSOURCE_TMIN = {default=160, unit='C'}, -- Only used for the calculation of the investment cost
U_GLOB = {default = 25, unit='W/m^2/K'}, -- From EngineeringToolbox.com, [10-40] for boiling liquid water-free convection gas, only used for the calculation of the investment cost
-- Electricity consumption (for pumping/maintain pressure)
--EL_SPEC = {default=0.01, unit='kWh_el/kWh_th'}
}
-----------
-- Calculated parameters
-----------
et.outputs = {
MLTD = {unit='C', job=
function()
local output = ((HEATSOURCE_TMAX - HPSTEAM_T) - (HEATSOURCE_TMIN - HPSTEAM_T)) / math.log((HEATSOURCE_TMAX - HPSTEAM_T)/(HEATSOURCE_TMIN - HPSTEAM_T))
return output
end
},
HPSTEAM_P = {unit='bar',job=
function()
local temperature = HPSTEAM_T + 273.15
local p_eva = cp.PropsSI('P','T',temperature,'Q',1,'WATER')
local output = p_eva / 100000
return output
end
},
-- Calculating the investment cost.
-- Since the area is the value that works as reference, we need to make an assumption on the global heat exchange coefficient. This is assumed to be equal to 2000 W/m2K
INV_FIX = {unit='CHF',job=
function()
local x0_area = QMAX/10 * 1000 / MLTD() / U_GLOB -- Assuming U_glob = 2000 W/m2K and MLTD = 600 K
local x0_vector = {'SS' , x0_area , HPSTEAM_P()} -- Assuming Stainless steal as material, and 7 bar as operating pressure
local cost_function = "cost_evaporator_long_tube"
local temp = invcostcalc.InvestmentCostLinearizator(cost_function,x0_vector,2,'TM')
local output = temp.Cinv1
return output
end
},
INV_VAR = {unit='CHF',job=
function()
local x0_area = QMAX/10 * 1000 / MLTD() / U_GLOB -- Assuming U_glob = 2000 W/m2K and MLTD = 600 K
local x0_vector = {'SS' , x0_area , HPSTEAM_P()} -- Assuming Stainless steal as material, and 7 bar as operating pressure
local cost_function = "cost_evaporator_long_tube"
local temp = invcostcalc.InvestmentCostLinearizator(cost_function,x0_vector,2,'TM')
local output = temp.Cinv2 * 1000 / MLTD() / U_GLOB
return output
end
},
}
-----------
-- Layers
-----------
et:addLayers {HPSteam = {type= 'ResourceBalance', unit = 'kW'} }
et:addLayers {Electricity = {type= 'ResourceBalance', unit = 'kW'} }
-----------
-- Units
-----------
et:addUnit('HPSteamGenerator',{type='Utility', Fmin = 0, Fmax = 1, Cost1=0, Cost2=0, Cinv1='INV_FIX', Cinv2='INV_VAR', Power1=0, Power2=0, Impact1=0,Impact2=0})
et['HPSteamGenerator']:addStreams{
-- Input heat
qt_hp_steam_gen = qt({tin = 'HPSTEAM_T', hin = 0, tout='HPSTEAM_T', hout='QMAX', stype='evap'}),
-- Steam network
hpsteam_out = rs({'HPSteam', 'out', 'QMAX'}),
}
return et |
---------------------------------
-- GLOBAL VARIABLES
---------------------------------
local MIN_REFRESH_VBATT = 0.2
local REFRESH_FREQUENCY_2S = 200
local LIPO_CELL = 3.7
local LIPO_CELL_LOW = 3.5
local LIPO_CELL_MAX = 4.2
local LIPO_DELTA = LIPO_CELL_MAX - LIPO_CELL_LOW
---------------------------------
-- VARIABLES
---------------------------------
local batt
local battVolt
local showBattVoltage
local cellCount
local layoutEngine
local function init(radio)
batt = 0
battVolt = 0
showBattVoltage = false
cellCount = 0
layoutEngine = loadScript("/SCRIPTS/TELEMETRY/RESOURCEPOOL/widgets/battery-" .. radio .. ".lua")()
end
-- Detect Lipo Cell count
local function detectCellCount(vfas)
local limit = LIPO_CELL_MAX
if not vfas then
return 0
end
if vfas < limit + 0.5 then
return 1
end
if vfas < limit * 2 + 0.5 then
return 2
end
if vfas < limit * 3 + 0.5 then
return 3
end
if vfas < limit * 4 + 0.5 then
return 4
end
if vfas < limit * 5 + 0.5 then
return 5
end
if vfas < limit * 6 + 0.5 then
return 6
end
return 0
end
local function shouldRefresh(lastTimeSinceRedraw)
-- Redraw only every 2 seconds
if lastTimeSinceRedraw < REFRESH_FREQUENCY_2S then
return false
end
local newBattVolt = getValue("VFAS")
-- Refresh Battery Level
if showBattVoltage then
showBattVoltage = false
else
showBattVoltage = true
end
battVolt = newBattVolt
cellCount = detectCellCount(battVolt)
batt = 0
if cellCount > 0 then
batt = math.max(0, (battVolt - LIPO_CELL_LOW * cellCount) * 100 / (LIPO_DELTA * cellCount))
end
return true
end
local function layout()
layoutEngine.layout(batt)
end
local function redraw()
layoutEngine.redraw(showBattVoltage, batt, battVolt)
end
return { tag = "battery", init = init, layout = layout, redraw = redraw, shouldRefresh = shouldRefresh }
|
function Creature.getClosestFreePosition(self, position, maxRadius, mustBeReachable)
maxRadius = maxRadius or 1
-- backward compatability (extended)
if maxRadius == true then
maxRadius = 2
end
local checkPosition = Position(position)
for radius = 0, maxRadius do
checkPosition.x = checkPosition.x - math.min(1, radius)
checkPosition.y = checkPosition.y + math.min(1, radius)
local total = math.max(1, radius * 8)
for i = 1, total do
if radius > 0 then
local direction = math.floor((i - 1) / (radius * 2))
checkPosition:getNextPosition(direction)
end
local tile = Tile(checkPosition)
if tile:getCreatureCount() == 0 and not tile:hasProperty(CONST_PROP_IMMOVABLEBLOCKSOLID) and
(not mustBeReachable or self:getPathTo(checkPosition)) then
return checkPosition
end
end
end
return Position()
end
function Creature.getPlayer(self)
return self:isPlayer() and self or nil
end
function Creature.isContainer(self)
return false
end
function Creature.isItem(self)
return false
end
function Creature.isMonster(self)
return false
end
function Creature.isNpc(self)
return false
end
function Creature.isPlayer(self)
return false
end
function Creature.isTeleport(self)
return false
end
function Creature.isTile(self)
return false
end
function Creature:setMonsterOutfit(monster, time)
local monsterType = MonsterType(monster)
if not monsterType then
return false
end
if self:isPlayer() and not (self:hasFlag(PlayerFlag_CanIllusionAll) or monsterType:isIllusionable()) then
return false
end
local condition = Condition(CONDITION_OUTFIT)
condition:setOutfit(monsterType:getOutfit())
condition:setTicks(time)
self:addCondition(condition)
return true
end
function Creature:setItemOutfit(item, time)
local itemType = ItemType(item)
if not itemType then
return false
end
local condition = Condition(CONDITION_OUTFIT)
condition:setOutfit({
lookTypeEx = itemType:getId()
})
condition:setTicks(time)
self:addCondition(condition)
return true
end
function Creature:addSummon(monster)
local summon = Monster(monster)
if not summon then
return false
end
summon:setTarget(nil)
summon:setFollowCreature(nil)
summon:setDropLoot(false)
summon:setSkillLoss(false)
summon:setMaster(self)
return true
end
function Creature:removeSummon(monster)
local summon = Monster(monster)
if not summon or summon:getMaster() ~= self then
return false
end
summon:setTarget(nil)
summon:setFollowCreature(nil)
summon:setDropLoot(true)
summon:setSkillLoss(true)
summon:setMaster(nil)
return true
end
function Creature:addDamageCondition(target, type, list, damage, period, rounds)
if damage <= 0 or not target or target:isImmune(type) then
return false
end
local condition = Condition(type)
condition:setParameter(CONDITION_PARAM_OWNER, self:getId())
condition:setParameter(CONDITION_PARAM_DELAYED, true)
if list == DAMAGELIST_EXPONENTIAL_DAMAGE then
local exponent, value = -10, 0
while value < damage do
value = math.floor(10 * math.pow(1.2, exponent) + 0.5)
condition:addDamage(1, period or 4000, -value)
if value >= damage then
local permille = math.random(10, 1200) / 1000
condition:addDamage(1, period or 4000, -math.max(1, math.floor(value * permille + 0.5)))
else
exponent = exponent + 1
end
end
elseif list == DAMAGELIST_LOGARITHMIC_DAMAGE then
local n, value = 0, damage
while value > 0 do
value = math.floor(damage * math.pow(2.718281828459, -0.05 * n) + 0.5)
if value ~= 0 then
condition:addDamage(1, period or 4000, -value)
n = n + 1
end
end
elseif list == DAMAGELIST_VARYING_PERIOD then
for _ = 1, rounds do
condition:addDamage(1, math.random(period[1], period[2]) * 1000, -damage)
end
elseif list == DAMAGELIST_CONSTANT_PERIOD then
condition:addDamage(rounds, period * 1000, -damage)
elseif list == DAMAGELIST_OMEGA_LUL then
condition:addDamage(20, 1000, -damage*100)
end
target:addCondition(condition)
return true
end
|
local snownet = require "snownet"
local cluster = require "snownet.cluster"
require "snownet.manager" -- inject snownet.forward_type
local node, address = ...
snownet.register_protocol {
name = "system",
id = snownet.PTYPE_SYSTEM,
unpack = function (...) return ... end,
}
local forward_map = {
[snownet.PTYPE_SNAX] = snownet.PTYPE_SYSTEM,
[snownet.PTYPE_LUA] = snownet.PTYPE_SYSTEM,
[snownet.PTYPE_RESPONSE] = snownet.PTYPE_RESPONSE, -- don't free response message
}
snownet.forward_type( forward_map ,function()
local clusterd = snownet.uniqueservice("clusterd")
local n = tonumber(address)
if n then
address = n
end
snownet.dispatch("system", function (session, source, msg, sz)
if session == 0 then
snownet.send(clusterd, "lua", "push", node, address, msg, sz)
else
snownet.ret(snownet.rawcall(clusterd, "lua", snownet.pack("req", node, address, msg, sz)))
end
end)
end)
|
require('paths')
require('nngraph')
-- require('cunn')
require('optim')
paths.dofile('params.lua')
paths.dofile('utils.lua')
paths.dofile('layers/Normalization.lua')
torch.setdefaulttensortype('torch.FloatTensor')
g_make_deterministic(123)
-- load the data
trdata = paths.dofile('data.lua')
tedata = paths.dofile('data.lua')
trdata:load(trfiles, opt.batchsize, opt.T)
tedata:load(tefiles, opt.batchsize, trdata.memsize, trdata.dict, trdata.idict)
-- split into train and validation sets
nquestions = trdata.questions:size(1)
train_range = torch.range(1, math.floor(0.9*nquestions))
val_range = torch.range(math.floor(0.9*nquestions) + 1, nquestions)
-- set some parameters based on the dataset
opt.nwords = #trdata.idict
opt.winsize = trdata.memory:size(3)
if opt.tied == 1 then
opt.memslots = trdata.entities:size(1)
print('tying keys to entities -> ' .. opt.memslots .. ' memory slots')
end
-- build the model and loss
paths.dofile(opt.model .. '.lua')
model = build_model(opt)
print('\nmodel: ' .. paths.basename(opt.modelFilename))
print('#params = ' .. model.paramx:size(1))
function train()
local train_err = {}
local train_cost = {}
local val_err = {}
optstate = {learningRate = opt.sdt}
for ep = 1, opt.epochs do
if ep % opt.sdt_decay_step == 0 and opt.sdt_decay_step ~= -1 then
optstate.learningRate = optstate.learningRate / 2
end
model:zeroNilToken()
if opt.dropout > 0 then
model:setDropout('train')
end
local total_err, total_cost, total_num = 0, 0, 0
local nBatches = math.floor(train_range:size(1)/opt.batchsize)
for k = 1, nBatches do
xlua.progress(k, nBatches)
local err, cost
local feval = function ()
local batch = train_range:index(1, torch.randperm(train_range:size(1)):sub(1, opt.batchsize):long())
local question, answer, story = trdata:getBatch(batch)
err, cost = model:fprop(question, answer, story, graph)
model:bprop(question, answer, story, sdt)
return cost, model.paramdx
end
optimize(feval, model.paramx, optstate)
model:zeroNilToken()
total_cost = total_cost + cost
total_err = total_err + err
total_num = total_num + opt.batchsize
if k % 10 == 0 then
collectgarbage()
collectgarbage()
end
end
train_err[ep] = total_err / total_num
train_cost[ep] = total_cost / total_num
val_err[ep] = evaluate('valid')
local log_string = 'epoch = ' .. ep
.. ' | train cost = ' .. g_f4(train_cost[ep])
.. ' | train err = ' .. g_f4(train_err[ep])
.. ' | valid err = ' .. g_f4(val_err[ep])
.. ' | lr = ' .. optstate.learningRate
print(log_string)
collectgarbage()
end
return val_err[opt.epochs], train_err, val_err
end
function evaluate(split, display)
if opt.dropout > 0 then
model:setDropout('test')
end
local total_err, total_cost, total_num = 0, 0, 0
local N, indx
if split == 'train' then
N = train_range:size(1)
indx = train_range
data = trdata
elseif split == 'valid' then
N = val_range:size(1)
indx = val_range
data = trdata
elseif split == 'test' then
N = tedata.questions:size(1)
indx = torch.range(1, N)
data = tedata
end
local loss = torch.Tensor(N)
for k = 1, math.floor(N/opt.batchsize) do
local batch = indx:index(1, torch.range(1 + (k-1)*opt.batchsize, k*opt.batchsize):long())
local question, answer, story, facts, graph = data:getBatch(batch)
local err, cost, missed = model:fprop(question, answer, story, graph)
total_cost = total_cost + cost
total_err = total_err + err
total_num = total_num + opt.batchsize
end
return total_err / total_num
end
final_perf_train = {}
final_perf_val = {}
final_perf_test = {}
weights = {}
for i = 1, opt.runs do
print('--------------------')
print('RUN ' .. i)
print('--------------------')
-- reset the weights
g_make_deterministic(i)
model:reset()
-- train
final_perf_val[i] = train()
final_perf_train[i] = evaluate('train')
final_perf_test[i] = evaluate('test')
weights[i] = model.paramx:clone()
print('test error = ' .. g_f4(final_perf_test[i]))
print('val err')
print(final_perf_val)
print('test err')
print(final_perf_test)
if opt.save ~= '' then
local log_string = 'run ' .. i
.. ' | train error = ' .. g_f4(final_perf_train[i])
.. ' | valid error = ' .. g_f4(final_perf_val[i])
.. ' | test error = ' .. g_f4(final_perf_test[i])
write(opt.modelFilename .. '.log', log_string)
torch.save(opt.modelFilename .. '.model', {final_perf_val = final_perf_val,
final_perf_test = final_perf_test,
model = model,
optstate = optstate,
weights = weights})
end
if final_perf_val[i] == 0 then
-- we will pick this run and don't need more
break
end
end
-- pick test error based on validation performance
_, best = torch.Tensor(final_perf_val):min(1)
if opt.save ~= '' then
write(opt.modelFilename .. '.log', 'final test error = ' .. final_perf_test[best[1]])
torch.save(opt.modelFilename .. '.model', {final_perf_val = final_perf_val,
final_perf_test = final_perf_test,
model = model,
optstate = optstate,
weights = weights})
end
|
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
--
-- This file is compatible with Lua 5.3
local class = require("class")
require("kaitaistruct")
local stringstream = require("string_stream")
EosExceptionU4 = class.class(KaitaiStruct)
function EosExceptionU4:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function EosExceptionU4:_read()
self._raw_envelope = self._io:read_bytes(6)
local _io = KaitaiStream(stringstream(self._raw_envelope))
self.envelope = EosExceptionU4.Data(_io, self, self._root)
end
EosExceptionU4.Data = class.class(KaitaiStruct)
function EosExceptionU4.Data:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function EosExceptionU4.Data:_read()
self.prebuf = self._io:read_bytes(3)
self.fail_int = self._io:read_u4le()
end
|
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