content
stringlengths 5
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local function init()
if not DarkRP then
MsgC(Color(255,0,0), "DarkRP Classic Advert tried to run, but DarkRP wasn't declared!\n")
return
end
DarkRP.removeChatCommand("advert")
DarkRP.declareChatCommand({
command = "advert",
description = "Displays an advertisement to everyone in chat.",
delay = 1.5
})
if SERVER then
DarkRP.defineChatCommand("advert",function(ply,args)
if args == "" then
DarkRP.notify(ply, 1, 4, DarkRP.getPhrase("invalid_x", "argument", ""))
return ""
end
local DoSay = function(text)
if text == "" then
DarkRP.notify(ply, 1, 4, DarkRP.getPhrase("invalid_x", "argument", ""))
return
end
for k,v in pairs(player.GetAll()) do
local col = team.GetColor(ply:Team())
DarkRP.talkToPerson(v, col, "[Advert] " .. ply:Nick(), Color(255, 255, 0, 255), text, ply)
end
end
hook.Call("playerAdverted", nil, ply, args)
return args, DoSay
end, 1.5)
else
DarkRP.addChatReceiver("/advert", "advertise", function(ply) return true end)
end
end
if SERVER then
if #player.GetAll() > 0 then
init()
else
hook.Add("PlayerInitialSpawn", "dfca-load", init)
end
else
hook.Add("InitPostEntity", "dfca-load", init)
end
|
--============
--Snowballs
--============
-- Snowballs were destroying nodes if the snowballs landed just right.
-- Quite a bit of trial-and-error learning here and it boiled down to a
-- small handful of code lines making the difference. ~ LazyJ
local creative_mode = minetest.setting_getbool("creative_mode")
local snowball_velocity, entity_attack_delay
local function update_snowball_vel(v)
snowball_velocity = v
local walkspeed = tonumber(minetest.setting_get("movement_speed_walk")) or 4
entity_attack_delay = (walkspeed+1)/v
end
update_snowball_vel(snow.snowball_velocity)
local snowball_gravity = snow.snowball_gravity
snow.register_on_configuring(function(name, v)
if name == "snowball_velocity" then
update_snowball_vel(v)
elseif name == "snowball_gravity" then
snowball_gravity = v
end
end)
local function get_gravity()
local grav = tonumber(minetest.setting_get("movement_gravity")) or 9.81
return grav*snowball_gravity
end
local someone_throwing, just_acitvated
--Shoot snowball
local function snow_shoot_snowball(item, player)
local addp = {y = 1.625} -- + (math.random()-0.5)/5}
local dir = player:get_look_dir()
local dif = 2*math.sqrt(dir.z*dir.z+dir.x*dir.x)
addp.x = dir.z/dif -- + (math.random()-0.5)/5
addp.z = -dir.x/dif -- + (math.random()-0.5)/5
local pos = vector.add(player:getpos(), addp)
local obj = minetest.add_entity(pos, "snow:snowball_entity")
obj:setvelocity(vector.multiply(dir, snowball_velocity))
obj:setacceleration({x=dir.x*-3, y=-get_gravity(), z=dir.z*-3})
obj:get_luaentity().thrower = player:get_player_name()
if creative_mode then
if not someone_throwing then
someone_throwing = true
just_acitvated = true
end
return
end
item:take_item()
return item
end
if creative_mode then
local function update_step()
local active
for _,player in pairs(minetest.get_connected_players()) do
if player:get_player_control().LMB then
local item = player:get_wielded_item()
local itemname = item:get_name()
if itemname == "default:snow" then
snow_shoot_snowball(nil, player)
active = true
break
end
end
end
-- disable the function if noone currently throws them
if not active then
someone_throwing = false
end
end
-- do automatic throwing using minetest.after
local function do_step()
local timer
-- only if one holds left click
if someone_throwing
and not just_acitvated then
update_step()
timer = 0.006
else
timer = 0.5
just_acitvated = false
end
minetest.after(timer, do_step)
end
minetest.after(3, do_step)
end
--The snowball Entity
local snow_snowball_ENTITY = {
physical = false,
timer = 0,
collisionbox = {-5/16,-5/16,-5/16, 5/16,5/16,5/16},
}
function snow_snowball_ENTITY.on_activate(self)
self.object:set_properties({textures = {"default_snowball.png^[transform"..math.random(0,7)}})
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
self.lastpos = self.object:getpos()
minetest.after(0.1, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if vel
and vel.y ~= 0 then
return
end
minetest.after(0, function(obj)
if not obj then
return
end
local vel = obj:getvelocity()
if not vel
or vel.y == 0 then
obj:remove()
end
end, obj)
end, self.object)
end
--Snowball_entity.on_step()--> called when snowball is moving.
function snow_snowball_ENTITY.on_step(self, dtime)
self.timer = self.timer+dtime
if self.timer > 600 then
-- 10 minutes are too long for a snowball to fly somewhere
self.object:remove()
return
end
if self.physical then
local fell = self.object:getvelocity().y == 0
if not fell then
return
end
local pos = vector.round(self.object:getpos())
if minetest.get_node(pos).name == "air" then
pos.y = pos.y-1
if minetest.get_node(pos).name == "air" then
return
end
end
snow.place(pos)
self.object:remove()
return
end
local pos = vector.round(self.object:getpos())
if vector.equals(pos, self.lastpos) then
return
end
if minetest.get_node(pos).name ~= "air" then
self.object:setacceleration({x=0, y=-get_gravity(), z=0})
--self.object:setvelocity({x=0, y=0, z=0})
pos = self.lastpos
self.object:setpos(pos)
minetest.sound_play("default_snow_footstep", {pos=pos, gain=vector.length(self.object:getvelocity())/30})
self.object:set_properties({physical = true})
self.physical = true
return
end
self.lastpos = vector.new(pos)
if self.timer < entity_attack_delay then
return
end
for _,v in pairs(minetest.get_objects_inside_radius(pos, 1.73)) do
if v ~= self.object then
local entity_name = v:get_entity_name()
if entity_name ~= "snow:snowball_entity"
and entity_name ~= "__builtin:item"
and entity_name ~= "gauges:hp_bar" then
local vvel = v:getvelocity() or v:get_player_velocity()
local veldif = self.object:getvelocity()
if vvel then
veldif = vector.subtract(veldif, vvel)
end
local gain = vector.length(veldif)/20
v:punch(
(self.thrower and minetest.get_player_by_name(self.thrower))
or self.object,
1,
{full_punch_interval=1, damage_groups = {fleshy=math.ceil(gain)}}
)
minetest.sound_play("default_snow_footstep", {pos=pos, gain=gain})
spawn_falling_node(pos, {name = "default:snow"})
self.object:remove()
return
end
end
end
end
minetest.register_entity("snow:snowball_entity", snow_snowball_ENTITY)
-- Snowball and Default Snowball Merged
-- They both look the same, they do basically the same thing (except one is a leftclick throw
-- and the other is a rightclick drop),... Why not combine snow:snowball with default:snow and
-- benefit from both? ~ LazyJ, 2014_04_08
--[[ Save this for reference and occasionally compare to the default code for any updates.
minetest.register_node(":default:snow", {
description = "Snow",
tiles = {"default_snow.png"},
inventory_image = "default_snowball.png",
wield_image = "default_snowball.png",
is_ground_content = true,
paramtype = "light",
buildable_to = true,
leveled = 7,
drawtype = "nodebox",
freezemelt = "default:water_flowing",
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5+2/16, 0.5},
},
},
groups = {crumbly=3,falling_node=1, melts=1, float=1},
sounds = default.node_sound_dirt_defaults({
footstep = {name="default_snow_footstep", gain=0.25},
dug = {name="default_snow_footstep", gain=0.75},
}),
on_construct = function(pos)
if minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt_with_grass" or minetest.get_node({x=pos.x, y=pos.y-1, z=pos.z}).name == "default:dirt" then
minetest.set_node({x=pos.x, y=pos.y-1, z=pos.z}, {name="default:dirt_with_snow"})
end
-- Now, let's turn the snow pile into a snowblock. ~ LazyJ
if minetest.get_node({x=pos.x, y=pos.y-2, z=pos.z}).name == "default:snow" and -- Minus 2 because at the end of this, the layer that triggers the change to a snowblock is the second layer more than a full block, starting into a second block (-2) ~ LazyJ, 2014_04_11
minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow" then
minetest.set_node({x=pos.x, y=pos.y-2, z=pos.z}, {name="default:snowblock"})
end
end,
on_use = snow_shoot_snowball -- This line is from the 'Snow' mod, the reset is default Minetest.
})
--]]
minetest.override_item("default:snow", {
drop = {
max_items = 2,
items = {
{items = {'snow:moss'}, rarity = 20,},
{items = {'default:snow'},}
}
},
leveled = 7,
node_box = {
type = "leveled",
fixed = {
{-0.5, -0.5, -0.5, 0.5, -0.5, 0.5},
},
},
groups = {cracky=3, crumbly=3, choppy=3, oddly_breakable_by_hand=3, falling_node=1, melts=2, float=1},
sunlight_propagates = true,
--Disable placement prediction for snow.
node_placement_prediction = "",
on_construct = function(pos)
pos.y = pos.y-1
local node = minetest.get_node(pos)
if node.name == "default:dirt_with_grass"
or node.name == "default:dirt" then
node.name = "default:dirt_with_snow"
minetest.set_node(pos, node)
end
end,
--Handle node drops due to node level.
on_dig = function(pos, node, digger)
local level = minetest.get_node_level(pos)
minetest.node_dig(pos, node, digger)
if minetest.get_node(pos).name ~= node.name then
local inv = digger:get_inventory()
if not inv then
return
end
local left = inv:add_item("main", "default:snow "..tostring(level/7-1))
if not left:is_empty() then
minetest.add_item({
x = pos.x + math.random()/2-0.25,
y = pos.y + math.random()/2-0.25,
z = pos.z + math.random()/2-0.25,
}, left)
end
end
end,
--Manage snow levels.
on_place = function(itemstack, placer, pointed_thing)
local under = pointed_thing.under
local oldnode_under = minetest.get_node_or_nil(under)
local above = pointed_thing.above
if not oldnode_under
or not above then
return
end
local olddef_under = ItemStack({name=oldnode_under.name}):get_definition()
olddef_under = olddef_under or minetest.nodedef_default
local place_to
-- If node under is buildable_to, place into it instead (eg. snow)
if olddef_under.buildable_to then
place_to = under
else
-- Place above pointed node
place_to = above
end
local level = minetest.get_node_level(place_to)
if level == 63 then
minetest.set_node(place_to, {name="default:snowblock"})
else
minetest.set_node_level(place_to, level+7)
end
if minetest.get_node(place_to).name ~= "default:snow" then
local itemstack, placed = minetest.item_place_node(itemstack, placer, pointed_thing)
return itemstack, placed
end
itemstack:take_item()
return itemstack
end,
on_use = snow_shoot_snowball
})
--[[
A note about default torches, melting, and "buildable_to = true" in default snow.
On servers where buckets are disabled, snow and ice stuff is used to set water for crops and
water stuff like fountains, pools, ponds, ect.. It is a common practice to set a default torch on
the snow placed where the players want water to be.
If you place a default torch *on* default snow to melt it, instead of melting the snow is
*replaced* by the torch. Using "buildable_to = false" would fix this but then the snow would no
longer pile-up in layers; the snow would stack like thin shelves in a vertical column.
I tinkered with the default torch's code (see below) to check for snow at the position and one
node above (layered snow logs as the next y position above) but default snow's
"buildable_to = true" always happened first. An interesting exercise to better learn how Minetest
works, but otherwise not worth it. If you set a regular torch near snow, the snow will melt
and disappear leaving you with nearly the same end result anyway. I say "nearly the same"
because if you set a default torch on layered snow, the torch will replace the snow and be
lit on the ground. If you were able to set a default torch *on* layered snow, the snow would
melt and the torch would become a dropped item.
~ LazyJ
--]]
-- Some of the ideas I tried. ~ LazyJ
--[[
local can_place_torch_on_top = function(pos)
if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow" then
minetest.override_item("default:snow", {buildable_to = false,})
end
end
--]]
--[[
minetest.override_item("default:torch", {
--on_construct = function(pos)
on_place = function(itemstack, placer, pointed_thing)
--if minetest.get_node({x=pos.x, y=pos.y, z=pos.z}).name == "default:snow"
-- Even though layered snow doesn't look like it's in the next position above (y+1)
-- it registers in that position. Check the terminal's output to see the coord change.
--or minetest.get_node({x=pos.x, y=pos.y+1, z=pos.z}).name == "default:snow"
if pointed_thing.name == "default:snow"
then minetest.set_node({x=pos.x, y=pos.y+1, z=pos.z}, {name="default:torch"})
end
end
})
--]]
|
--- @class GITexture
--- An object representing game texture, like a .vtf file. Do not confuse with IMaterial. Returned by IMaterial:GetTexture
local GITexture = {}
--- Invokes the generator of the texture. Reloads file based textures from disk and clears render target textures.
function GITexture:Download()
end
--- Returns the color of the specified pixel, only works for textures created from PNG files.
--- 🦟 **BUG**: [The returned color will not have the color metatable.](https://github.com/Facepunch/garrysmod-issues/issues/2407)
--- @param x number @The X coordinate.
--- @param y number @The Y coordinate.
--- @return table @The color of the pixel as a Color.
function GITexture:GetColor(x, y)
end
--- Returns the true unmodified height of the texture.
--- @return number @height
function GITexture:GetMappingHeight()
end
--- Returns the true unmodified width of the texture.
--- @return number @width
function GITexture:GetMappingWidth()
end
--- Returns the name of the texture, in most cases the path.
--- @return string @name
function GITexture:GetName()
end
--- Returns the modified height of the texture, this value may be affected by mipmapping and other factors.
--- @return number @height
function GITexture:Height()
end
--- Returns whenever the texture is valid. (i.e. was loaded successfully or not)
--- ℹ **NOTE**: The "error" texture is a valid texture, and therefore this function will return false when used on it. Use ITexture:IsErrorTexture, instead.
--- @return boolean @Whether the texture was loaded successfully or not.
function GITexture:IsError()
end
--- Returns whenever the texture is the error texture (pink and black checkerboard pattern).
--- @return boolean @Whether the texture is the error texture or not.
function GITexture:IsErrorTexture()
end
--- Returns the modified width of the texture, this value may be affected by mipmapping and other factors.
--- @return number @width
function GITexture:Width()
end
|
---@class Collector:Object
_class("Collector", Object)
function Collector:Constructor(groups, groupEvents)
---@type Group
self._groups = groups
self._groupEvents = groupEvents
self.collectedEntities = {}
if #groups ~= #groupEvents then
error("groups.Length != groupEvents.Length")
end
end
function Collector:Destructor()
self._groups = nil
self._groupEvents = nil
self.collectedEntities = nil
end
function Collector:Activate()
--两个长度一致
for i = 1, #self._groups do
local group = self._groups[i]
local groupEvent = self._groupEvents[i]
local addEntityFunc = self.addEntity
if groupEvent == "Added" then
group.Ev_OnEntityAdded:RemoveEvent(self, addEntityFunc)
group.Ev_OnEntityAdded:AddEvent(self, addEntityFunc)
elseif groupEvent == "Removed" then
group.Ev_OnEntityRemoved:RemoveEvent(self, addEntityFunc)
group.Ev_OnEntityRemoved:AddEvent(self, addEntityFunc)
elseif groupEvent == "AddedOrRemoved" then
group.Ev_OnEntityAdded:RemoveEvent(self, addEntityFunc)
group.Ev_OnEntityAdded:AddEvent(self, addEntityFunc)
group.Ev_OnEntityRemoved:RemoveEvent(self, addEntityFunc)
group.Ev_OnEntityRemoved:AddEvent(self, addEntityFunc)
else
error("invalid groupEvent")
end
end
end
function Collector:Deactivate()
local groups = self._groups
for i = 1, #groups do
local group = groups[i]
local addEntityFunc = self.addEntity
group.Ev_OnEntityAdded:RemoveEvent(self, addEntityFunc)
group.Ev_OnEntityRemoved:RemoveEvent(self, addEntityFunc)
end
self:ClearCollectedEntities()
end
function Collector:ClearCollectedEntities()
for _,v in ipairs(self.collectedEntities) do
v:Release(self)
end
self.collectedEntities={}
end
function Collector:insertCollectedEntities(entity)
local e_index = entity:GetCreationIndex()
for i,v in ipairs(self.collectedEntities) do
if(v:GetCreationIndex() == e_index) then
return false
end
--保持按 entity index 有序
if(v:GetCreationIndex() > e_index) then
table.insert(self.collectedEntities, i, entity)
return true
end
end
table.insert(self.collectedEntities, entity)
return true;
end
function Collector:addEntity(group, entity, index, component)
self:insertCollectedEntities(entity)
if entity.Retain then
entity:Retain(self)
end
end
function Collector:ToString()
end
|
include("shared.lua")
local dynCross = CreateConVar("fw_dynamic_crosshair", 1, FCVAR_ARCHIVE, "Enable/Disable dynamic crosshair")
local crosshairPos = {
pos1 = 0,
pos2 = 0,
pos3 = 0,
pos4 = 0
}
function SWEP:DoDrawCrosshair(x, y)
if self.Scoped then return end
if not IsValid(self.Owner) then return end
local vel = 0
local recoil = 0
local spread = 0
if dynCross:GetBool() then
vel = math.abs(self.Owner:GetVelocity():Dot(self.Owner:GetForward())) / 10
recoil = math.Clamp(self:GetCurrentRecoil(), 0, self.Primary.MaxRecoil / 2) * 1000 / 2
spread = self.Primary.BaseSpread * 100
if self.Owner:KeyDown(IN_DUCK) then recoil = recoil / 2 end
end
surface.SetDrawColor(Color(0, 255, 0))
surface.DrawRect(crosshairPos.pos1, y - 1, 10, 2)
surface.DrawRect(crosshairPos.pos2, y - 1, 10, 2)
surface.DrawRect(x - 1, crosshairPos.pos3, 2, 10)
surface.DrawRect(x - 1, crosshairPos.pos4, 2, 10)
crosshairPos.pos1 = Lerp(0.1, crosshairPos.pos1, x + vel + recoil + spread)
crosshairPos.pos2 = Lerp(0.1, crosshairPos.pos2, x - 10 - vel - recoil - spread)
crosshairPos.pos3 = Lerp(0.1, crosshairPos.pos3, y + vel + recoil + spread)
crosshairPos.pos4 = Lerp(0.1, crosshairPos.pos4, y - 10 - vel - recoil - spread)
end
function SWEP:DrawHUD()
if self:GetScoped() then
surface.SetTexture(surface.GetTextureID("sprites/scope"))
surface.SetDrawColor(Color(0, 0, 0))
surface.DrawTexturedRect(ScrW() / 2 - ( ScrH() - 128 ) / 2, 64, ScrH() - 128, ScrH() - 128)
surface.SetDrawColor(Color(0, 0, 0))
surface.DrawRect(0, 0, ScrW() / 2 - (ScrH() - 128) / 2, ScrH())
surface.DrawRect(ScrW() / 2 + (ScrH() - 128) / 2, 0, ScrW() / 2 - (ScrH() - 128) / 2, ScrH())
surface.DrawRect(0, 0, ScrW(), 64)
surface.DrawRect(0, ScrH() - 64, ScrW(), 64)
surface.DrawLine(ScrW() / 2, 0, ScrW() / 2, ScrH())
surface.DrawLine(0, ScrH() / 2, ScrW(), ScrH() / 2)
end
self:DoDrawCrosshair(ScrW() / 2, ScrH() / 2)
end
function SWEP:HUDShouldDraw(name)
if name == "CHudCrosshair" then return false end
end
function SWEP:AdjustMouseSensitivity()
if self:GetScoped() then
return 0.22 -- Assuming players FOV is 90, 20/90 = 0.222222.... so our new sensitivty is that.
end
end |
local M = setmetatable({}, { __index = MenuGameState })
M.__index = M
local journal = require "src.components.journal"
function M.new(gamestate)
local self = setmetatable(MenuGameState.new(gamestate, 'Game Over'), M)
self.bg = self.gamestate.images.ui.end_bg
if not gamestate.hasFlag('defeated-cultists') then
self:addButton('Continue', ContinueGameEvent.new())
end
self:addButton('Quit', QuitGameEvent.new())
self.journal = journal.new(gamestate)
self:addUiElement(self.journal)
return self
end
return M |
local MainModule = require(script.MainModule)
MainModule(script.Settings, script.Packages) |
-----------------------------------
-- Weapon Break
-- Great Axe weapon skill
-- Skill level: 175
-- Lowers enemy's attack. Duration of effect varies with TP.
-- Lowers attack by as much as 25% if unresisted.
-- Strong against: Manticores, Orcs, Rabbits, Raptors, Sheep.
-- Immune: Crabs, Crawlers, Funguars, Quadavs, Pugils, Sahagin, Scorpion.
-- Will stack with Sneak Attack.
-- Aligned with the Thunder Gorget.
-- Aligned with the Thunder Belt.
-- Element: Water
-- Modifiers: STR:60% VIT:60%
-- 100%TP 200%TP 300%TP
-- 1.00 1.00 1.00
-----------------------------------
require("scripts/globals/status")
require("scripts/globals/settings")
require("scripts/globals/weaponskills")
-----------------------------------
function onUseWeaponSkill(player, target, wsID, tp, primary, action, taChar)
local params = {}
params.numHits = 1
params.ftp100 = 1 params.ftp200 = 1 params.ftp300 = 1
params.str_wsc = 0.32 params.dex_wsc = 0.0 params.vit_wsc = 0.32 params.agi_wsc = 0.0 params.int_wsc = 0.0 params.mnd_wsc = 0.0 params.chr_wsc = 0.0
params.crit100 = 0.0 params.crit200 = 0.0 params.crit300 = 0.0
params.canCrit = false
params.acc100 = 0.0 params.acc200= 0.0 params.acc300= 0.0
params.atk100 = 1; params.atk200 = 1; params.atk300 = 1
if (USE_ADOULIN_WEAPON_SKILL_CHANGES == true) then
params.str_wsc = 0.6 params.vit_wsc = 0.6
end
local damage, criticalHit, tpHits, extraHits = doPhysicalWeaponskill(player, target, wsID, params, tp, action, primary, taChar)
if (damage > 0 and target:hasStatusEffect(tpz.effect.ATTACK_DOWN) == false) then
local duration = (120 + (tp/1000 * 60)) * applyResistanceAddEffect(player, target, tpz.magic.ele.WATER, 0)
target:addStatusEffect(tpz.effect.ATTACK_DOWN, 25, 0, duration)
end
return tpHits, extraHits, criticalHit, damage
end
|
--[[
More Blocks: configuration handling
Copyright (c) 2011-2015 Calinou and contributors.
Licensed under the zlib license. See LICENSE.md for more information.
--]]
moreblocks.config = {}
local function getbool_default(setting, default)
local value = minetest.setting_getbool(setting)
if value == nil then
value = default
end
return value
end
local function setting(settingtype, name, default)
if settingtype == "bool" then
moreblocks.config[name] =
getbool_default("moreblocks." .. name, default)
else
moreblocks.config[name] =
minetest.setting_get("moreblocks." .. name) or default
end
end
-- Show stairs/slabs/panels/microblocks in creative inventory (true or false):
setting("bool", "stairsplus_in_creative_inventory", false)
|
require 'src/Dependencies'
function love.load()
-- initialize our nearest-neighbor filter
love.graphics.setDefaultFilter('nearest', 'nearest')
-- seed the RNG
math.randomseed(os.time())
-- app window title
love.window.setTitle('Some Game')
gStateMachine = StateMachine {
['title'] = function() return TitleScreenState() end,
['countdown'] = function() return CountdownState() end,
['play'] = function() return PlayState() end,
['score'] = function() return ScoreState() end
--['play'] = function() return PlayState() end
}
gStateMachine:change('title')
gSounds['music']:setLooping(true)
gSounds['music']:setVolume(0.5)
gSounds['music']:play()
-- initialize our virtual resolution
push:setupScreen(VIRTUAL_WIDTH, VIRTUAL_HEIGHT, WINDOW_WIDTH, WINDOW_HEIGHT, {
vsync = true,
fullscreen = false,
resizable = true
})
love.keyboard.keysPressed = {}
-- initialize mouse input table
--love.mouse.buttonsPressed = {}
end
function love.resize(w, h)
push:resize(w, h)
end
function love.keypressed(key)
-- add to our table of keys pressed this frame
love.keyboard.keysPressed[key] = true
if key == 'escape' then
love.event.quit()
elseif key == 'p' then
--love.graphics.draw(pause, 300, 100)
if scrolling == true then
scrolling = false
elseif scrolling == false then
scrolling = true
end
end
end
function love.update(dt)
gStateMachine:update(dt)
love.keyboard.keysPressed = {}
end
function love.draw()
push:start()
gStateMachine:render()
--love.graphics.draw(gTextures['flags'], gFrames['flags'][1], 0,0)
push:finish()
end
--[[
LÖVE2D callback fired each time a mouse button is pressed; gives us the
X and Y of the mouse, as well as the button in question.
function love.keyboard.wasPressed(key)
return love.keyboard.keysPressed[key]
end
--local medal1 = love.graphics.newImage('medal1.png')
function love.update(dt)
love.keyboard.keysPressed = {}
end
function love.draw()
push:start()
push:finish()
end
]] |
class("MergeTaskOneStepAwardCommand", pm.SimpleCommand).execute = function (slot0, slot1)
if #slot1:getBody().resultList > 0 then
slot4 = {}
slot5 = {}
for slot9, slot10 in ipairs(slot3) do
if slot10.isWeekTask then
table.insert(slot5, slot10.id)
else
table.insert(slot4, slot10)
end
end
slot6 = {}
function slot7(slot0)
for slot4, slot5 in ipairs(slot0) do
table.insert(slot0, slot5)
end
end
seriesAsync({
function (slot0)
if #slot0 <= 0 then
slot0()
return
end
slot1:sendNotification(GAME.SUBMIT_TASK_ONESTEP, {
dontSendMsg = true,
resultList = slot0,
callback = function (slot0)
slot0(slot0)
slot0()
end
})
end,
function (slot0)
if #slot0 <= 0 then
slot0()
return
end
slot1:sendNotification(GAME.BATCH_SUBMIT_WEEK_TASK, {
dontSendMsg = true,
ids = slot0,
callback = function (slot0)
slot0(slot0)
slot0()
end
})
end
}, function ()
_.map.sendNotification(slot1, GAME.MERGE_TASK_ONE_STEP_AWARD_DONE, {
awards = slot1,
taskIds = _.map(_.map, function (slot0)
return slot0.id
end)
})
end)
end
end
return class("MergeTaskOneStepAwardCommand", pm.SimpleCommand)
|
-----------------------------------
-- Area: Port Bastok
-- NPC: Kaede
-- Start Quest: Ayame and Kaede
-- Involved in Quests: Riding on the Clouds
-- !pos 48 -6 67 236
-----------------------------------
require("scripts/globals/settings");
require("scripts/globals/keyitems");
require("scripts/globals/quests");
local ID = require("scripts/zones/Port_Bastok/IDs");
-----------------------------------
function onTrade(player,npc,trade)
if (player:getQuestStatus(JEUNO,tpz.quest.id.jeuno.RIDING_ON_THE_CLOUDS) == QUEST_ACCEPTED and player:getCharVar("ridingOnTheClouds_2") == 4) then
if (trade:hasItemQty(1127,1) and trade:getItemCount() == 1) then -- Trade Kindred seal
player:setCharVar("ridingOnTheClouds_2",0);
player:tradeComplete();
player:addKeyItem(tpz.ki.SMILING_STONE);
player:messageSpecial(ID.text.KEYITEM_OBTAINED,tpz.ki.SMILING_STONE);
end
end
end;
function onTrigger(player,npc)
local ayameKaede = player:getQuestStatus(BASTOK,tpz.quest.id.bastok.AYAME_AND_KAEDE);
local WildcatBastok = player:getCharVar("WildcatBastok");
if (player:getQuestStatus(BASTOK,tpz.quest.id.bastok.LURE_OF_THE_WILDCAT) == QUEST_ACCEPTED and player:getMaskBit(WildcatBastok,0) == false) then
player:startEvent(352);
elseif (ayameKaede == QUEST_AVAILABLE and player:getMainLvl() >= 30) then
player:startEvent(240);
elseif (ayameKaede == QUEST_ACCEPTED) then
player:startEvent(26);
elseif (ayameKaede == QUEST_COMPLETED) then
player:startEvent(248);
else
player:startEvent(26);
end
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
if (csid == 240) then
if (player:getQuestStatus(BASTOK,tpz.quest.id.bastok.AYAME_AND_KAEDE) == QUEST_AVAILABLE) then
player:addQuest(BASTOK,tpz.quest.id.bastok.AYAME_AND_KAEDE);
end
elseif (csid == 352) then
player:setMaskBit(player:getCharVar("WildcatBastok"),"WildcatBastok",0,true);
end
end;
|
local env,table=env,table
local json,math,graph,cfg=env.json,env.math,env.class(env.scripter),env.set
local template,cr
--[[
Please refer to "http://dygraphs.com/options.html" for the graph options that used in .chart files.
More examples can be found in folder "oracle\chart"
The content of .chart file must follow the lua table syntax. for example: {a=..,b={...}}
and it contains at least one attribute "_sql" which returns <date>+<name>+<value(s)> fields
Settings:
set ChartSeries <number>: Define the max series to be shown in the chart.
If the data contains many series, only show the top <number> deviations
Common options from dygraphs(available values are all true/false):
ylabel,title,height,rollPeriod,drawPoints,logscale,fillGraph,stackedGraph,
stepPlot,strokePattern,plotter
Other options:
_attrs="<sql_statement>" : Select statement to proceduce the attributes,
field name matches the attribute name,
and must return only one row, the output fields can also can be used as a variable inside "_sql" option
i.e.:In below case, the chart title is defined as 'THIS IS TITLE', and &title, &group by variables can be used.
_attrs="select 'THIS IS TITLE' title, 'event_name' group_by from dual"
_sql ="<sql_statement>" : The select statement to produce the graph data
The "_pivot" attribute impacts the SQL output:
_pivot=false:
X-label = 1st field values, mainly be a time value
Asis Name = 2nd+ field names
Asis Value = 2nd+ field values(number)
2nd+ fields: field name as the curve name and value as the Y-Asis
Example:
date(x-label) latch1 latch2
--------------------------------
2015-1-1 99 98
2015-1-1 97 96
_pivot=true:
X-label = 1st field values, mainly be a time value
Axis Name = 2nd field value(string)
Axis Value = 3rd+ values(number), if colums(N)>3, then create N-2 charts
Example:
date(x-label) name Y1 Y2
-----------------------------
2015-1-1 latch1 99 24
2015-1-1 latch2 98 23
||(split into)
\/
date(Y1) latch1 latch2 date(Y2) latch1 latch2
------------------------- + ------------------------
2015-1-1 99 98 2015-1-1 24 23
_pivot="mixed":
X-label = 1st field values, mainly be a time value
Axis Name = <2nd field value(string)> + <3rd+ field name>
Axis Value = 3rd+ values
Example:
date(x-label) name Y1 Y2
----------------------------
2015-1-1 latch1 99 24
2015-1-1 latch2 98 23
||(convert into)
\/
date(x-label) latch1[Y1] latch1[Y2] latch2[Y1] latch2[Y2]
----------------------------------------------------------
2015-1-1 99 24 98 23
Refer to "racping.chart" for more example
Special column names: Special column names will not be shown in the report
RNK_: If the output contains the "RNK_" field, then only proceduce the top 30 RNK_ data. Refer to "ash.chart" for example
RND_: If the output contains both "RNK_" and "RND_", then will not produce the top 30 RNK_ data
| : To be developed
none-alphanumeric: If the column name is all none-alphanumeric chars or is "", then will not include into the chart report. for example, '*','&%'
_pivot=true|false|"mixed": indicate if pivot the >2nd numberic fields, refer to above
_ylabels={"<label1>",...}: Customize the ylabel for each chart, if not define then use the names from "_sql"
_range="<Time range>" : Used in sub-title, if not specified then auto-caculate the range
_sorter=<number> : Choose the top <ChartSeries> based on the nth field of the summary, default as deviation%(12)
_series=<number> : Max series to be shown in the chart, default as 20
deviation=true|false : False for org value, and true to display the data based on deviation%(value*100/average)
]]--
function graph:ctor()
self.command='graph'
self.ext_name='chart'
self.ext_command={"graph","gr"}
end
function graph:run_sql(sql,args,cmd,file)
if type(sql)=="table" and not sql._sql then
for i=1,#sql do self:run_sql(sql[i],args[i],cmd[i],file[i]) end
return
end
local context,err
if sql._sql then
sql._sql=env.var.update_text(sql._sql or sql,1,args)
context=sql
else
sql=env.var.update_text(sql._sql or sql,1,args)
context,err=table.totable(sql)
end
if not template then
template=env.load_data(env.join_path(env.WORK_DIR,"lib","dygraphs.html"),false)
env.checkerr(type(template)=="string",'Cannot load file "dygraphs.html" in folder "lib"!')
cr=[[<textarea id="divNoshow@GRAPH_INDEX" style="white-space: nowrap;width:100%;height:300px;display:none">@GRAPH_DATA</textarea>
<script type="text/javascript">
write_options(@GRAPH_INDEX);
var g@GRAPH_INDEX=new Dygraph(
document.getElementById("divShow@GRAPH_INDEX"),
function() {return document.getElementById("divNoshow@GRAPH_INDEX").value;},
@GRAPH_ATTRIBUTES
);
g@GRAPH_INDEX.ready(function() {sync_options(@GRAPH_INDEX);});
</script>
<hr/><br/><br/>]]
--template=template:gsub('@GRAPH_FIELDS',cr)
end
local charts,rs,rows={}
env.checkerr(type(context)=="table" and type(context._sql)=="string","Invalid definition, should be a table with '_sql' property!")
local default_attrs={
legend='always',
rollPeriod=cfg.get("GRAPH_ROLLER"),
showRoller=false,
height=cfg.get("GRAPH_HEIGHT"),
barchart=cfg.get("GRAPH_BARCHART"),
smoothed=cfg.get("GRAPH_SMOOTH"),
drawPoints=cfg.get("GRAPH_DRAWPOINTS"),
deviation=cfg.get("GRAPH_DEVIATION"),
logscale=cfg.get("GRAPH_LOGSCALE"),
fillGraph=cfg.get("GRAPH_FILLGRAPH"),
stackedGraph=cfg.get("GRAPH_STACKEDGRAPH"),
stepPlot=cfg.get("GRAPH_STEPPLOT"),
strokePattern=cfg.get("GRAPH_STROKEPATTERN"),
avoidMinZero=true,
includeZero=true,
labelsKMB=true,
showRangeSelector=cfg.get("GRAPH_RANGER"),
axisLabelFontSize=12,
animatedZooms=true,
legendFormatter="?legendFormatter?",
labelsDiv="?document.getElementById('divLabel@INDEX')?",
highlightSeriesOpts= {
strokeWidth= 2,
strokeBorderWidth=2,
highlightCircleSize=2,
},
axes={x={pixelsPerLabel=50}}
}
if context._attrs then
rs=self.db:exec(context._attrs,args)
rows=self.db.resultset:rows(rs,1)
local title=rows[1]
local value=rows[2]
env.checkerr(value,context._error or 'No data found for the given criteria!')
for k,v in ipairs(title) do
if not v:find('[a-z]') then v=v:lower() end
args[v]=value[k]
--deal with table
if value[k] and value[k]:sub(1,1)=='{' then value[k]=json.decode(value[k]) end
default_attrs[v]=value[k]
end
end
if default_attrs.title then
print("Running Report ==> "..default_attrs.title..'...')
end
local sql,pivot=context._sql,context._pivot
local command_type=self.db.get_command_type(sql)
if not command_type or not env._CMDS[command_type:upper()] then
local found,csv=os.exists(sql,"csv")
env.checkerr(found,"Cannot find file "..sql)
cfg.set("CSVSEP",env.ask("Please define the field separator",'^[^"]$',','))
rows=loader:fetchCSV(csv,-1)
else
--Only proceduce top 30 curves to improve the performance in case of there is 'RNK_' field
if sql:match('%WRNK_%W') and not sql:find('%WRND_%W') then
sql='SELECT * FROM (SELECT /*+NO_NOMERGE(A)*/ A.*,dense_rank() over(order by RNK_ desc) RND_ FROM (\n'..sql..'\n) A) WHERE RND_<=30 ORDER BY 1,2'
end
rs=self.db:exec(sql,args)
rows=self.db.resultset:rows(rs,-1)
end
local title,csv,xlabels,values,collist,temp=string.char(0x1),{},{},table.new(10,255),{},{}
local function getnum(val)
if not val then return 0 end
if type(val)=="number" then return val end
local middle=val:match("^.-;(.-);.-$")
if middle then
default_attrs.customBars=true
return getnum(middle)
end
return tonumber(val:match('[eE%.%-%d]+')) or 0
end
local function is_visible(title)
return not (title=="RNK_" or title=="RND_" or title=="HIDDEN_" or title:match('^%W*$')) and true or false
end
--grid.print(rows)
local counter,range_begin,range_end,x_name=-1
local head,cols=table.remove(rows,1)
local maxaxis=tonumber(default_attrs._series) or cfg.get('Graph_Series')
table.sort(rows,function(a,b) return a[1]<b[1] end)
--print(table.dump(rows))
if pivot==nil then
for i=2,6 do
local row=rows[i]
if not row then break end
local cell=row[2]
if cell and cell~="" then
if type(cell)=="number" then
pivot=false
elseif type(cell)~="string" or not cell:match('^[ %d;,%-%+eE]+$') then
pivot=true
break
elseif pivot==nil then
pivot=false
end
end
end
end
if pivot=="mixed" then
local data={}
for k,v in ipairs(rows) do
for i=3,#v do
if is_visible(head[i]) then
data[#data+1]={v[1],v[2].."["..head[i]..']',v[i]}
end
end
end
table.insert(data,1,{head[1],head[2],"Value"})
pivot,rows,head=true,data,data[1]
else
table.insert(rows,1,head)
end
local start_value=pivot and 3 or 2
head,cols={},0
x_name=rows[1][1]
while true do
counter=counter+1
local row=rows[counter+1]
if not row then break end
if counter==0 then
for i=1,#row do
local cell=is_visible(row[i])
head[#head+1],head[row[i]],cols=row[i],cell,cols+(cell and 1 or 0)
end
end
for i=#head,1,-1 do if not head[head[i]] then table.remove(row,i) end end
for i=1,cols do
if row[i]==nil or row[i]=='' then
row[i]=''
elseif (counter==0 or i<start_value) then
row[i]=tostring(row[i]):gsub(",",".")
elseif counter>0 and i>=start_value and
type(row[i])~="number" and
not tostring(row[i]):match('^%d') and
not tostring(row[i]):match("^.-;(.-);.-$") then
env.raise("Invalid number at row #%d field #%d '%s', row information: [%s]",counter,i,row[i],table.concat(row,','))
end
end
if counter>0 and row[1]~="" then
local x=row[1]
if not range_begin then
if tonumber(x) then
range_begin,range_end=9E9,0
else
range_begin,range_end='ZZZZ','0'
end
end
if type(range_begin)=="number" then x=tonumber(x) end
range_begin,range_end=range_begin>x and x or range_begin, range_end<x and x or range_end
end
--For pivot, col1=label, col2=Pivot,col3=y-value
--collist: {label={1:nth-axis,2:count,3:1st-min,4:1st-max,5+:sum(value)-of-each-chart},...}
if pivot then
local x,label,y=row[1],row[2]:trim(),{table.unpack(row,3)}
if #xlabels==0 then
charts,xlabels[1],values[title]=y,title,table.new(#rows+10,5)
values[title][1]=x
env.checkerr(#charts>0,'Pivot mode should have at least 3 columns!')
print('Fetching data into HTML file...')
else
if not collist[label] then
values[title][#values[title]+1],temp[#temp+1]=label,0
collist[label]={#values[title],0,data={}}
end
local col=collist[label]
if not values[x] then
values[x]={x,table.unpack(temp)}
xlabels[#xlabels+1]=x
end
values[x][col[1]]=y
local val=getnum(y[1])
if counter>0 then
col[2],col.data[#col.data+1]=col[2]+1,val
col[3],col[4]=math.min(val,col[3] or val),math.max(val,col[4] or val)
end
for i=1,#y do
col[4+i]=(col[4+i] or 0)+getnum(y[i])
end
end
else
local c=math.min(#row,maxaxis+1)
row={table.unpack(row,1,c)}
if not values[title] then values[title]=row end
csv[#csv+1]=table.concat(row,',')
for i=2,c do
if counter==0 then
row[i]=row[i]:trim()
collist[row[i]]={i,0,data={}}
--row[i]='"'..row[i]:gsub('"','""')..'"' --quote title fields
else
local col,val=collist[values[title][i]],getnum(row[i])
if counter>0 then
col[2],col[5],col.data[#col.data+1]=col[2]+1,(col[5] or 0)+val,val
col[3],col[4]=math.min(val,col[3] or val),math.max(val,col[4] or val)
end
end
end
end
end
env.checkerr(counter>2,"No data found for the given criteria!")
print(string.format("%d rows processed.",counter))
--Print summary report
local labels={table.unpack(values[title],2)}
table.sort(labels,function(a,b)
if collist[a][2]==collist[b][2] then return a<b end
return collist[a][2]>collist[b][2]
end)
for k,v in pairs(context) do
default_attrs[k]=v
end
local content,ylabels,default_ylabel = template,default_attrs._ylabels or {},default_attrs.ylabel
local output=env.grid.new()
output:add{"Item","Total "..(ylabels[1] or default_attrs.ylabel or ""),'|',"Rows","Appear",'%',"Min","Average","Max","Std Deviation","Deviation(%)"}
for k,v in pairs(collist) do
if v[5] and v[5]>0 then
local avg,stddev=v[5]/v[2],0;
for _,o in ipairs(v.data) do
stddev=stddev+(o-avg)^2/v[2]
end
v.data,stddev=nil,stddev^0.5
output:add{ k,math.round(v[5],2),'|',
v[2],math.round(v[2]*100/counter,2),'|',
math.round(v[3],5),math.round(avg,3),math.round(v[4],5),
math.round(stddev,3),math.round(100*stddev/avg,3)}
else
output:add{k,0,'|',0,0,'|',0,0,0,0,0}
end
end
output:add_calc_ratio(2)
output:sort(tonumber(default_attrs._sorter) or #output.data[1],true)
output:print(true)
local data,axises,temp=output.data,{},{}
table.remove(data,1)
for i=#data,math.max(1,#data-maxaxis+1),-1 do
axises[#axises+1],temp[#temp+1]=data[i][1],""
end
--Generate graph data
self.dataindex,self.data=0,{}
if pivot then
--Sort the columns by sum(value)
for idx=1,#charts do
local csv,avgs={},{}
for rownum,xlabel in ipairs(xlabels) do
local row={values[xlabel][1],table.unpack(temp)}
for i=1,#axises do
local col=collist[axises[i]]
local cell=values[xlabel][col[1]]
avgs[i],avgs[axises[i]]=axises[i],col[4+idx]/col[2]
row[i+1]=type(cell)=="table" and cell[idx] or cell or 0
--if rownum==1 then row[i+1]='"'..row[i+1]:gsub('"','""')..'"' end --The titles
end
csv[rownum]=table.concat(row,',')
end
self.dataindex=self.dataindex+1
self.data[self.dataindex]={table.concat(csv,'\n'),avgs}
end
else
local avgs={}
for k,v in pairs(collist) do
avgs[#avgs+1],avgs[k]=k,v[5]/v[2]
end
self.dataindex=self.dataindex+1
self.data[self.dataindex]={table.concat(csv,'\n'),avgs}
end
local replaces={
['@GRAPH_TITLE']=default_attrs.title or "",
['@LEGEND_WIDTH']=cfg.get("GRAPH_LEGENDWIDTH")..'px'
}
local title
title,default_attrs.title=default_attrs.title or "",nil
x_name=x_name..': '..range_begin..' -- '..range_end
for k,v in pairs(default_attrs) do
if k:sub(1,1)=='_' then
default_attrs[k]=nil
end
end
default_attrs.xlabel=x_name
for i=1,self.dataindex do
replaces['@GRAPH_INDEX']=i
default_attrs.ylabel=ylabels[i] or default_ylabel or charts[i]
if default_attrs.ylabel and default_attrs.ylabel:lower():find('byte') then
default_attrs.labelsKMB=nil
default_attrs.labelsKMG2=true
end
default_attrs._avgs=self.data[i][2]
default_attrs.title=title
if default_attrs.ylabel then
if title=="" then
default_attrs.title="Unit: "..default_attrs.ylabel
elseif self.dataindex>1 then
default_attrs.title=title.."<div class='dygraph-title-l2'>Unit: "..default_attrs.ylabel..'</div>'
end
end
local attr=json.encode(default_attrs):gsub("@INDEX",i):gsub('"%?([^"]+)%?"','%1')
local graph_unit=cr:replace('@GRAPH_ATTRIBUTES',attr,true)
for k,v in pairs(replaces) do
graph_unit=graph_unit:replace(k,v,true)
if i==1 then
content=content:replace(k,v,true)
end
end
graph_unit=graph_unit:replace('@GRAPH_DATA','\n'..self.data[i][1]..'\n',true)
self:draw_gnuplot(self.data[i][1],default_attrs)
content=content..graph_unit
end
content=content.."</body></html>"
local file=env.write_cache(cmd.."_"..os.date('%Y%m%d%H%M%S')..".html",content)
print("Result written to "..file)
if env.IS_WINDOWS then
os.shell(file)
elseif PLATFORM=="mac" then
os.shell('open','"'..file..'"')
else
os.shell("xdg-open",'"'..file..'" 2>/dev/null')
end
end
function graph:draw_gnuplot(data,options)
end
function graph:run_stmt(...)
local args={...}
env.checkhelp(args[1])
local sql=args[#args]
table.remove(args,#args)
local fmt={}
for index,option in ipairs(args) do
if option:sub(1,1)=='-' then
option=option:sub(2):lower()
if option~='y' and option~='n' and option~='m' then env.checkhelp(nil) end
fmt._pivot=option=='y' and true or option=='m' and 'mixed'
if option=='n' then fmt._pivot=false end
else
fmt.title=option
end
end
fmt._sql=sql
return self:run_sql(fmt,{},'last_chart')
end
function graph:__onload()
local help=[[
Generate graph chart regarding to the input SQL. Usage: @@NAME [-n|-p|-m] [Graph Title] {<Select Statement>|<CSV file>}
Options:
-y: the output fields are "<date> <label> <values...>"
-n: the output fields are "date <label-1-value> ... <label-n-value>"
-m: mix mode, the output fields are "<date> <label> <sub-label values...>"
If not specify the option, will auto determine the layout based on the outputs.
For the query or CSV file, the output should follow one of the following rules:
1. Column#1 (X-Label) :date/date-in-string/int
Column#2 (Axis-Name):string
Column#3+(Y-Value) :number, the column name would be the unit description,more columns would generate more charts except specifying the -m option
2. Column#1 (X-label) :date/date-in-string/int
Column#2+(Y-Value) :number, the column name would be the axis-name,more columns would generate more charts except specifying the -m option
Use 'set graph_xxx <value>' to specify the initial chart settings, type 'set graph' for more information
Examples:
@@NAME select sysdate+dbms_random.value*365 d,dbms_Random.value*1e6 x,dbms_Random.value*1e6 y from dual connect by rownum<=100;
@@NAME select sysdate+dbms_random.value*365 time,
decode(mod(rownum,2),1,'X','Y') typ,
dbms_Random.value*1e6 value1,
dbms_Random.value*1e6 value2
from dual connect by rownum<=200;
]]
env.set_command(self,self.ext_command, help,self.run_stmt,'__SMART_PARSE__',4)
cfg.init("Graph_Series",12,nil,"graph","Number of top series to be show in graph chart",'1-30')
cfg.init("Graph_logscale",false,nil,"graph","Enable/disable the default graph log-scale option",'true/false')
cfg.init("Graph_smooth",false,nil,"graph","Enable/disable the default graph smooth option",'true/false')
cfg.init("Graph_deviation",false,nil,"graph","Enable/disable the default graph deviation option",'true/false')
cfg.init("Graph_ranger",false,nil,"graph","Enable/disable the default graph range-selector option",'true/false')
cfg.init("Graph_fillgraph",false,nil,"graph","Enable/disable the default graph fill-graph option",'true/false')
cfg.init("Graph_stackedgraph",false,nil,"graph","Enable/disable the default graph stacked-graph option",'true/false')
cfg.init("Graph_stepplot",false,nil,"graph","Enable/disable the default graph step-plot option",'true/false')
cfg.init("Graph_BarChart",false,nil,"graph","Enable/disable the default graph bar-chart option",'true/false')
cfg.init("Graph_strokepattern",false,nil,"graph","Enable/disable the default graph stroke-pattern option",'true/false')
cfg.init("Graph_drawpoints",false,nil,"graph","Enable/disable the default graph draw-points option",'true/false/indeterminate')
cfg.init("Graph_roller",1,nil,"graph","Set the default graph roll period",'1-20')
cfg.init("Graph_height",400,nil,"graph","Set the default graph height(in px)",'50-1000')
cfg.init("Graph_legendWidth",220,nil,"graph","Set the default graph legend width(in px)",'50-400')
end
return graph |
--- === plugins.finalcutpro.tangent.workspaces ===
---
--- Final Cut Pro Workspace Actions for Tangent
local require = require
--local log = require("hs.logger").new("tangentVideo")
local fcp = require("cp.apple.finalcutpro")
local i18n = require("cp.i18n")
local tools = require "cp.tools"
local playErrorSound = tools.playErrorSound
local plugin = {
id = "finalcutpro.tangent.workspaces",
group = "finalcutpro",
dependencies = {
["finalcutpro.tangent.common"] = "common",
["finalcutpro.tangent.group"] = "fcpGroup",
}
}
function plugin.init(deps)
--------------------------------------------------------------------------------
-- Setup:
--------------------------------------------------------------------------------
local id = 0x0F830000
local common = deps.common
local fcpGroup = deps.fcpGroup
local menuParameter = common.menuParameter
local functionParameter = common.functionParameter
--------------------------------------------------------------------------------
-- Workspaces:
--------------------------------------------------------------------------------
local workspacesGroup = fcpGroup:group(i18n("workspaces"))
id = menuParameter(workspacesGroup, id, "default", {"Window", "Workspaces", "Default"})
id = menuParameter(workspacesGroup, id, "organize", {"Window", "Workspaces", "Organize"})
id = menuParameter(workspacesGroup, id, "colorAndEffects", {"Window", "Workspaces", "Color & Effects"})
id = menuParameter(workspacesGroup, id, "dualDisplays", {"Window", "Workspaces", "Dual Displays"})
for i=1, 5 do
id = functionParameter(workspacesGroup, id, i18n("customWorkspace") .. " " .. tostring(i), function()
local customWorkspaces = fcp:customWorkspaces()
if #customWorkspaces >= i then
fcp:doSelectMenu({"Window", "Workspaces", i}):Now()
else
playErrorSound()
end
end)
end
end
return plugin
|
local Gender = require("classes/Gender.lua")
local Attachment = require("classes/Attachment.lua")
local JB = {}
JB.__index = JB
function JB:new()
local class = {}
db:exec[=[
CREATE TABLE cameras(id, x, y, z, w, rx, ry, rz, rw, camSwitch, freeForm);
INSERT INTO cameras VALUES(0, 0, -2, 0, 0, 0, 0, 0, 0, false, false);
INSERT INTO cameras VALUES(1, 0.5, -2, 0, 0, 0, 0, 0, 0, false, false);
INSERT INTO cameras VALUES(2, -0.5, -2, 0, 0, 0, 0, 0, 0, false, false);
INSERT INTO cameras VALUES(3, 0, 4, 0, 0, 50, 0, 4000, 0, true, false);
INSERT INTO cameras VALUES(4, 0, 4, 0, 0, 50, 0, 4000, 0, true, true);
]=]
db:exec[=[
CREATE TABLE settings(id, name, value);
INSERT INTO settings VALUES(0, "isTppEnabled", false);
INSERT INTO settings VALUES(1, "weaponOverride", true);
INSERT INTO settings VALUES(2, "animatedFace", false);
INSERT INTO settings VALUES(3, "allowCameraBobbing", false);
]=]
db:exec("INSERT INTO settings SELECT 4, 'camActive', 1 WHERE NOT EXISTS(SELECT 1 FROM settings WHERE id = 4);")
db:exec("INSERT INTO settings SELECT 5, 'ModelMod', false WHERE NOT EXISTS(SELECT 1 FROM settings WHERE id = 5);")
for index, value in db:rows("SELECT value FROM settings WHERE name = 'weaponOverride'") do
if(index[1] == 0) then
class.weaponOverride = false
else
class.weaponOverride = true
end
end
for index, value in db:rows("SELECT value FROM settings WHERE name = 'isTppEnabled'") do
if(index[1] == 0) then
class.isTppEnabled = false
else
class.isTppEnabled = true
end
end
for index, value in db:rows("SELECT value FROM settings WHERE name = 'animatedFace'") do
if(index[1] == 0) then
class.animatedFace = false
else
class.animatedFace = true
end
end
for index, value in db:rows("SELECT value FROM settings WHERE name = 'allowCameraBobbing'") do
if(index[1] == 0) then
class.allowCameraBobbing = false
else
class.allowCameraBobbing = true
end
end
for index, value in db:rows("SELECT value FROM settings WHERE name = 'camActive'") do
class.camActive = tonumber(index[1])
end
for index, value in db:rows("SELECT value FROM settings WHERE name = 'ModelMod'") do
if(index[1] == 0) then
class.ModelMod = false
else
class.ModelMod = true
end
end
----------VARIABLES-------------
class.camViews = {}
class.inCar = false
class.timeStamp = 0.0
class.switchBackToTpp = false
class.carCheckOnce = false
class.waitForCar = false
class.waitTimer = 0.0
class.timerCheckClothes = 0.0
class.carActivated = false
class.photoModeBeenActive = false
class.headTimer = 1.0
class.inScene = false
class.zoomIn = false
class.zoomOut = false
----------VARIABLES-------------
setmetatable( class, JB )
return class
end
function JB:SetEnableTPPValue(value)
self.isTppEnabled = value
db:exec("UPDATE settings SET value = " .. tostring(self.isTppEnabled) .. " WHERE name = 'isTppEnabled'")
end
function JB:CheckForRestoration(delta)
local PlayerSystem = Game.GetPlayerSystem()
local PlayerPuppet = PlayerSystem:GetLocalPlayerMainGameObject()
local fppCam = PlayerPuppet:FindComponentByName(CName.new("camera"))
local script = Game.GetScriptableSystemsContainer():Get(CName.new('TakeOverControlSystem')):GetGameInstance()
local photoMode = script.GetPhotoModeSystem()
if(self.zoomIn) then
self:Zoom(0.20)
end
if(self.zoomOut) then
self:Zoom(-0.20)
end
local str = "player_photomode_head"
if self.animatedFace then
str = "character_customization_head"
end
self.headTimer = self.headTimer - delta
if self.headTimer <= 0 then
if self.isTppEnabled and not self.inCar then
if not (tostring(Attachment:GetNameOfObject('AttachmentSlots.TppHead')) == str) then
Gender:AddHead(self.animatedFace)
end
else
if not self.inCar then
if not (tostring(Attachment:GetNameOfObject('AttachmentSlots.TppHead')) == "player_fpp_head") then
Gender:AddFppHead()
end
end
end
--if self.inCar then
--if not (tostring(Attachment:GetNameOfObject('AttachmentSlots.TppHead')) == "player_tpp_head") then
--Gender:AddTppHead()
--print("adding TPP head")
--end
--end
self.headTimer = 0.1
end
if self.isTppEnabled then
if photoMode:IsPhotoModeActive() and not self.inScene then
self.photoModeBeenActive = true
self:DeactivateTPP()
end
end
if not self.isTppEnabled and self.photoModeBeenActive and not photoMode:IsPhotoModeActive() then
if self.photoModeBeenActive then
self.photoModeBeenActive = false
self:ActivateTPP()
end
end
if(self.weaponOverride) then
if(self.isTppEnabled) then
if(Attachment:HasWeaponActive()) then
self.switchBackToTpp = true
self:DeactivateTPP()
end
end
if self.switchBackToTpp and not Attachment:HasWeaponActive() then
self:ActivateTPP()
self.switchBackToTpp = false
end
end
self.inScene = Game.GetWorkspotSystem():IsActorInWorkspot(PlayerPuppet)
if self.isTppEnabled and not self.inCar and self.inScene or self.camViews[self.camActive].freeform then
fppCam.yawMaxLeft = 3600
fppCam.yawMaxRight = -3600
fppCam.pitchMax = 100
fppCam.pitchMin = -100
end
if(self.inCar and self.isTppEnabled and not self.carCheckOnce) then
--Gender:AddFppHead()
self.carCheckOnce = true
end
if(not self.inCar and self.carCheckOnce) then
self.carCheckOnce = false
self.waitForCar = true
self.waitTimer = 0.0
end
if(self.timerCheckClothes > 10.0) then
if not self.inCar then
if self.allowCameraBobbing then
PlayerPuppet:DisableCameraBobbing(false)
else
PlayerPuppet:DisableCameraBobbing(true)
end
end
if not self.photoModeBeenActive and self.isTppEnabled then
Attachment:TurnArrayToPerspective({"AttachmentSlots.Chest", "AttachmentSlots.Torso", "AttachmentSlots.Head", "AttachmentSlots.Outfit", "AttachmentSlots.Eyes"}, "TPP")
end
self.timerCheckClothes = 0.0
end
if(fppCam:GetLocalPosition().x == 0.0 and fppCam:GetLocalPosition().y == 0.0 and fppCam:GetLocalPosition().z == 0.0) then
self:SetEnableTPPValue(false)
end
if self.inScene and not self.inCar and photoMode:IsPhotoModeActive() then
if not (tostring(Attachment:GetNameOfObject('AttachmentSlots.TppHead')) == str) then
Gender:AddHead(self.animatedFace)
end
end
end
function JB:CarTimer(deltaTime)
if(self.waitTimer > 0.4) then
self.tppHeadActivated = false
self:SetEnableTPPValue(true)
self:UpdateCamera()
end
if(self.waitTimer > 1.0) then
Attachment:TurnArrayToPerspective({"AttachmentSlots.Chest", "AttachmentSlots.Torso", "AttachmentSlots.Head", "AttachmentSlots.Outfit", "AttachmentSlots.Eyes"}, "TPP")
self.waitTimer = 0.0
self.waitForCar = false
end
if(self.waitForCar) then
self.carCheckOnce = false
self.waitTimer = self.waitTimer + deltaTime
end
end
function JB:ResetZoom()
self.camViews[self.camActive].pos.y = self.camViews[self.camActive].defaultZoomLevel
self:UpdateCamera()
end
function JB:MoveHorizontal(i)
self.camViews[self.camActive].pos.x = self.camViews[self.camActive].pos.x + i
self:UpdateCamera()
db:exec("UPDATE cameras SET x = '" .. self.camViews[self.camActive].pos.x .. "' WHERE id = " .. self.camActive - 1)
end
function JB:MoveVertical(i)
self.camViews[self.camActive].pos.z = self.camViews[self.camActive].pos.z + i
self:UpdateCamera()
db:exec("UPDATE cameras SET z = '" .. self.camViews[self.camActive].pos.z .. "' WHERE id = " .. self.camActive - 1)
end
function JB:Zoom(i)
self.camViews[self.camActive].pos.y = self.camViews[self.camActive].pos.y + i
self:UpdateCamera()
db:exec("UPDATE cameras SET y = '" .. self.camViews[self.camActive].pos.y .. "' WHERE id = " .. self.camActive - 1)
end
function JB:MoveRotX(i)
self.camViews[self.camActive].rot.i = self.camViews[self.camActive].rot.i + i
self:UpdateCamera()
db:exec("UPDATE cameras SET rx = '" .. self.camViews[self.camActive].rot.i .. "' WHERE id = " .. self.camActive - 1)
end
function JB:MoveRotY(i)
self.camViews[self.camActive].rot.j = self.camViews[self.camActive].rot.j + i
self:UpdateCamera()
db:exec("UPDATE cameras SET ry = '" .. self.camViews[self.camActive].rot.j .. "' WHERE id = " .. self.camActive - 1)
end
function JB:MoveRotZ(i)
self.camViews[self.camActive].rot.k = self.camViews[self.camActive].rot.k + i
self:UpdateCamera()
db:exec("UPDATE cameras SET rz = '" .. self.camViews[self.camActive].rot.k .. "' WHERE id = " .. self.camActive - 1)
end
function JB:RestoreFPPView()
if not self.isTppEnabled then
local PlayerSystem = Game.GetPlayerSystem()
local PlayerPuppet = PlayerSystem:GetLocalPlayerMainGameObject()
local fppCam = PlayerPuppet:GetFPPCameraComponent()
fppCam:SetLocalPosition(Vector4.new(0.0, 0.0, 0.0, 1.0))
fppCam:SetLocalOrientation(Quaternion.new(0.0, 0.0, 0.0, 1.0))
end
end
function JB:UpdateCamera()
if self.isTppEnabled then
local PlayerSystem = Game.GetPlayerSystem()
local PlayerPuppet = PlayerSystem:GetLocalPlayerMainGameObject()
local fppCam = PlayerPuppet:GetFPPCameraComponent()
fppCam:SetLocalPosition(self.camViews[self.camActive].pos)
fppCam:SetLocalOrientation(self.camViews[self.camActive].rot)
end
end
function JB:ActivateTPP()
Attachment:TurnArrayToPerspective({"AttachmentSlots.Chest", "AttachmentSlots.Torso", "AttachmentSlots.Head", "AttachmentSlots.Outfit", "AttachmentSlots.Eyes"}, "TPP")
self:SetEnableTPPValue(true)
self:UpdateCamera()
Gender:AddHead(self.animatedFace)
end
function JB:DeactivateTPP ()
if self.isTppEnabled then
local ts = Game.GetTransactionSystem()
local player = Game.GetPlayer()
ts:RemoveItemFromSlot(player, TweakDBID.new('AttachmentSlots.TppHead'), true, true, true)
end
self:SetEnableTPPValue(false)
self:RestoreFPPView()
end
function JB:NextCam()
self:SwitchCamTo(self.camActive + 1)
end
function JB:SwitchCamTo(cam)
local ps = Game.GetPlayerSystem()
local puppet = ps:GetLocalPlayerMainGameObject()
local ic = puppet:GetInspectionComponent()
if self.camViews[cam] ~= nil then
self.camActive = cam
db:exec("UPDATE settings SET value = " .. self.camActive .. " WHERE name = 'camActive'")
if self.camViews[cam].freeform then
ic:SetIsPlayerInspecting(true)
else
ic:SetIsPlayerInspecting(false)
end
self:UpdateCamera()
else
self.camActive = 1
db:exec("UPDATE settings SET value = " .. self.camActive .. " WHERE name = 'camActive'")
ic:SetIsPlayerInspecting(false)
self:UpdateCamera()
end
end
return JB:new() |
-- This file is subject to copyright - contact [email protected] for more information.
-- INSTALL: CINEMA
-- weapon_vape_hallucinogenic.lua
-- Defines a vape which makes hallucinogenic effects on the user's screen
-- Vape SWEP by Swamp Onions - http://steamcommunity.com/id/swamponions/
if CLIENT then
include('weapon_vape/cl_init.lua')
else
include('weapon_vape/init.lua')
end
SWEP.PrintName = "Hallucinogenic Vape"
SWEP.Instructions = "LMB: Rip Fat Clouds\n (Hold and release)\nRMB & Reload: Play Sounds\n\nThis juice contains hallucinogens (don't worry, they're healthy and all-natural)"
SWEP.VapeAccentColor = Vector(0.1, 0.5, 0.4)
SWEP.VapeTankColor = Vector(0.4, 0.25, 0.1)
SWEP.VapeID = 5
if CLIENT then
local matt = CreateMaterial("screenrefracter", "Refract", {
["$refracttint"] = "[1 1 1]"
})
local hallucinate1 = CreateMaterial("hallucinate5", "UnlitGeneric", {
["$basetexture"] = "stone/stonewall004a_normal",
})
-- ["$refracttint"] = "[1 1 1]"
-- ["$alpha"] = "255",
local warpworld = Material("hallucinogenic_warpworld.png")
local function worldwarp()
return 1 --math.sin(SysTime()*0.05)
end
function DrawSelfRefract(str)
if not HALLUCINOGENICVAPERT or HALLUCINOGENICVAPERT:Width() < ScrW() or HALLUCINOGENICVAPERT:Height() < ScrH() then
local w, h = math.power2(ScrW()), math.power2(ScrH())
HALLUCINOGENICVAPERT = GetRenderTargetEx("HALLUCINOGENICVAPERT" .. tostring(w) .. "x" .. tostring(h), w, h, RT_SIZE_NO_CHANGE, MATERIAL_RT_DEPTH_NONE, 1, 0, IMAGE_FORMAT_RGB888)
end
render.CopyRenderTargetToTexture(render.GetScreenEffectTexture())
render.CopyRenderTargetToTexture(HALLUCINOGENICVAPERT)
local realscrw, realscrh = ScrW(), ScrH()
render.PushRenderTarget(HALLUCINOGENICVAPERT)
render.BlurRenderTarget(HALLUCINOGENICVAPERT, 6 * (1 + math.sin(SysTime() * 0.7)), 6 * (1 + math.sin(SysTime() * 0.6)), 2)
-- render.Clear(128,128,128,0)
-- need to add or subtract, not draw over. or just do in another pass
-- surface.SetMaterial(warpworld)
-- surface.SetDrawColor(255 * 0.5 * (1-worldwarp()),128,128,128)
-- surface.DrawTexturedRect(0,0,realscrw,realscrh)
render.PopRenderTarget()
matt:SetTexture("$basetexture", render.GetScreenEffectTexture())
matt:SetTexture("$normalmap", HALLUCINOGENICVAPERT)
-- local inverter = math.sin(SysTime()*0.3)
-- if inverter > 0 then inverter = inverter^0.2 else inverter=-((-inverter)^0.2) end
-- print(inverter)
matt:SetFloat("$refractamount", str)
render.SetMaterial(matt)
render.DrawScreenQuad()
-- surface.SetMaterial(hallucinate1)
-- surface.SetDrawColor(255,255,255,255)
-- surface.DrawTexturedRect(0,0,ScrW(),ScrH())
end
hook.Add("RenderScreenspaceEffects", "HallucinogenicVape", function()
if (vapeHallucinogen or 0) > 0 then
if vapeHallucinogen > 100 then
vapeHallucinogen = 100
end
local alpha = vapeHallucinogen / 100
local eyeang = LocalPlayer():EyeAngles()
local drift = math.min(LocalPlayer():GetVelocity():Length() / 150, 1) * alpha
eyeang.p = eyeang.p + FrameTime() * math.sin(SysTime() * 0.6) * drift
eyeang.y = eyeang.y + FrameTime() * math.sin(SysTime() * 0.5) * drift * 2
LocalPlayer():SetEyeAngles(eyeang)
local coloralpha = alpha ^ 0.33
local distortalpha = math.min(1, ((alpha * 1.1) ^ 3))
DrawMotionBlur(0.05, alpha, 0)
DrawSelfRefract(distortalpha * 0.04)
local tab = {}
tab["$pp_colour_colour"] = 1 + (coloralpha * 0.25)
tab["$pp_colour_contrast"] = 1 + (coloralpha * 0.8)
tab["$pp_colour_brightness"] = -0.1 * coloralpha
DrawColorModify(tab)
end
end)
timer.Create("HallucinogenicVapeCounter", 1, 0, function()
if (vapeHallucinogen or 0) > 0 then
vapeHallucinogen = vapeHallucinogen - 1
end
end)
end
|
return {
require("state_ingame")
}
|
local log = HadesLive.Log
local json = HadesLive.Lib.json
local Connection = HadesLive.Connection
local interval = HadesLive.Config.PollInterval
local cb_arrs = {}
local monitorConnection = function ()
while true do
wait(interval)
if Connection.Status == 'closed' then
Connection.Open()
elseif Connection.Status == 'open' then
local payload = Connection.Receive()
if payload then
local cb_arr = cb_arrs[payload.target]
if cb_arr then
for i, cb in ipairs(cb_arr) do
cb(payload)
end
end
end
end
end
end
thread(monitorConnection)
HadesLive.send = function (config)
if Connection.Status ~= 'open' then
log('WARNING - Failed to send message, connection not open.')
return
end
Connection.Send(json.encode(config))
end
HadesLive.on = function (target, callback)
local cb_arr = cb_arrs[target] or {}
table.insert(cb_arr, callback)
cb_arrs[target] = cb_arr
return function ()
for i, cb in ipairs(cb_arr) do
if cb == callback then
table.remove(cb_arr, i)
return
end
end
end
end
|
function template (__config)
return function (segments)
for k, v in ipairs(segments) do
assert(
type(v)=='table',
'segment "'..k..'" isn\'t a table, perhaps you forgot to define its body')
end
__config.__template__ = true
__config.file = debug.getinfo(2, "S").source
segments.__config__ = __config
return segments
end
end
function segment (__config)
__config.type = __config[1] or __config.type
__config[1] = nil
assert(__config.type, 'segment must define its type')
if __config.type == 'parse' then
assert(__config.entry, 'parse segment must define its entry rule')
end
return function (rules)
rules.__config__ = __config
return rules
end
end
|
return Def.ActorFrame{
LoadActor(THEME:GetPathS("","_swoosh"))..{
StartTransitioningCommand=function(s) s:play() end
};
LoadActor(ddrgame.."moveon")..{
InitCommand=function(s)
s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y-10)
end,
OnCommand=function(s)
s:diffuse( Color.White ):accelerate(0.166):diffuse( color("0.5,0.5,0.5,1") )
:zoomy(0.72):sleep(0):diffusealpha(0)
end
};
LoadActor(ddrgame.."2moveon")..{
InitCommand=function(s)
s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y-10)
end,
OnCommand=function(s)
s:diffusealpha(0):sleep(0.166)
:diffusealpha(1):zoomy(0.72):linear(0.133):diffusealpha(0):zoomy(0)
end
};
}; |
function onCreate()
makeLuaSprite('vignette', 'vignette-black', -500, -300);
addLuaSprite('vignette', true);
scaleObject('vignette', 1.0, 1.0);
makeLuaSprite('stage', 'tabi-stage-destroyed', -500, -300);
addLuaSprite('stage', false);
makeAnimatedLuaSprite('fire', 'tabi-stage-destroyed-fire', 800, -200);
addAnimationByPrefix('fire', 'first', 'Fire', 30, true);
objectPlayAnimation('fire', 'first');
addLuaSprite('fire', false);
scaleObject('fire', 0.5, 2);
makeAnimatedLuaSprite('fire1', 'tabi-stage-destroyed-fire', 350, -230);
addAnimationByPrefix('fire1', 'first', 'Fire', 30, true);
objectPlayAnimation('fire1', 'first');
addLuaSprite('fire1', false);
scaleObject('fire1', 0.5, 2);
makeLuaSprite('destroyed-boards', 'tabi-stage-destroyed-boards', -500, -310);
addLuaSprite('destroyed-boards', false);
makeAnimatedLuaSprite('fire2', 'tabi-stage-destroyed-fire', 1100, -300);
addAnimationByPrefix('fire2', 'first', 'Fire', 30, true);
objectPlayAnimation('fire2', 'first');
addLuaSprite('fire2', false);
scaleObject('fire2', 2, 2);
makeAnimatedLuaSprite('fire3', 'tabi-stage-destroyed-fire', -600, -300);
addAnimationByPrefix('fire3', 'first', 'Fire', 30, true);
objectPlayAnimation('fire3','first');
addLuaSprite('fire3', false);
scaleObject('fire3', 2, 2);
makeAnimatedLuaSprite('fire4', 'tabi-stage-destroyed-fire', 600, 200);
addAnimationByPrefix('fire4', 'first', 'Fire', 30, true);
objectPlayAnimation('fire4', 'first');
addLuaSprite('fire4', false);
scaleObject('fire4', 1, 1);
makeLuaSprite('destroyed-furniture', 'tabi-stage-destroyed-furniture', -500, -310);
addLuaSprite('destroyed-furniture', false);
makeLuaSprite('destroyed-boombox', 'tabi-stage-destroyed-boombox', 250, 385);
scaleObject('destroyed-boombox', 1.2, 1.2);
addLuaSprite('destroyed-boombox', false);
end |
local L = Grid2Options.L
Grid2Options:RegisterStatusOptions("range", "target", function(self, status, options, optionParams)
local rangeList = {}
local ranges, curRange = status.GetRanges()
for range in pairs(ranges) do
rangeList[range] = tonumber(range) and L["%d yards"]:format(tonumber(range)) or L['Heal Range']
end
options.default = {
type = "range",
order = 55,
name = L["Out of range alpha"],
desc = L["Alpha value when units are way out of range."],
min = 0,
max = 1,
step = 0.01,
get = function () return status.dbx.default end,
set = function (_, v)
status.dbx.default = v
status:UpdateDB()
Grid2Frame:UpdateIndicators()
end,
}
options.update = {
type = "range",
order = 56,
name = L["Update rate"],
desc = L["Rate at which the status gets updated"],
min = 0,
max = 5,
step = 0.05,
bigStep = 0.1,
get = function () return status.dbx.elapsed end,
set = function (_, v) status.dbx.elapsed = v; status:UpdateDB() end,
}
options.range = {
type = "select",
order = 57,
name = L["Range"],
desc = L["Range in yards beyond which the status will be lost."],
get = function () return tonumber(status.dbx.range) or "heal" end,
set = function (_, v) status.dbx.range = v; status:UpdateDB() end,
values = rangeList,
}
options.separation = {
type = "header",
order = 20,
name = "",
}
self:MakeStatusColorOptions(status, options, {
width = "full",
color1 = L["Out of range"]
} )
end )
|
-- Copyright 2016 The Arken Platform Authors.
-- All rights reserved.
-- Use of this source code is governed by a BSD-style
-- license that can be found in the LICENSE file.
-- Object
-- primitives ajustes for main objects
local Object = Object or {}
------------------------------------------------------------------------------
-- METAMETHOD __index
------------------------------------------------------------------------------
Object.__index = Object
------------------------------------------------------------------------------
-- METAMETHOD __newindex
------------------------------------------------------------------------------
Object.__newindex = function(t, k, v)
rawset(t, k, v)
if k == 'inherit' and v ~= nil then
v(t)
end
end
------------------------------------------------------------------------------
-- CONSTRUTOR
------------------------------------------------------------------------------
function Object:initialize()
-- print('initialize Object')
end
------------------------------------------------------------------------------
-- GENERIC CONTRACT
------------------------------------------------------------------------------
function Object:prepare(params)
end
function Object:validate(params)
end
function Object:before(params)
end
function Object:after(params)
end
function Object:execute(method, params)
self:prepare(params)
self:validate(params)
self:before(params)
local result = self[method](self, params)
self:after(params)
return result
end
------------------------------------------------------------------------------
-- SPECIFIC CONTRACT
------------------------------------------------------------------------------
--[[
function Object:contract(name)
local contract = require('contract')
contract.create(self, name)
end
]]
------------------------------------------------------------------------------
-- TRY
------------------------------------------------------------------------------
function Object:try(column, params)
local result = nil;
if type(self[column]) == 'function' then
result = self[column](self, params)
else
result = self[column]
end
if result == nil then
result = Object.new()
end
return result
end
------------------------------------------------------------------------------
-- NEW
------------------------------------------------------------------------------
function Object.new(record)
local obj = record or {}
setmetatable(obj, Object)
obj:initialize()
return obj
end
------------------------------------------------------------------------------
-- IS BLANK
------------------------------------------------------------------------------
--[[
function Object:isBlank(column)
if self[column] == nil or self[column] == '' then
return true
else
return false
end
end
]]
------------------------------------------------------------------------------
-- METHODS
------------------------------------------------------------------------------
function Object:methods()
local methods = {}
for k, v in pairs(self.class) do
if type(v) == 'function' then
table.insert(methods, k)
end
end
table.sort(methods)
return methods
end
function Object:__tostring()
return ""
end
function Object:call(method, ...)
return self[method](self, ...)
end
function Object:pcall(method, ...)
return pcall(self[method], self, ...)
end
return Object
|
local str = "Hello world!"
print(str:lower()) |
-- Set the internal TeX parameters to exactly match the values when
-- Plain TeX is loaded.
--
-- Refer to plain.tex: http://ctan.imsc.res.in/macros/plain/base/plain.tex
tex.pretolerance=100
tex.tolerance=200
tex.hbadness=1000
tex.vbadness=1000
tex.linepenalty=10
tex.hyphenpenalty=50
tex.exhyphenpenalty=50
tex.binoppenalty=700
tex.relpenalty=500
tex.clubpenalty=150
tex.widowpenalty=150
tex.displaywidowpenalty=50
tex.brokenpenalty=100
tex.predisplaypenalty=10000
tex.doublehyphendemerits=10000
tex.finalhyphendemerits=5000
tex.adjdemerits=10000
tex.tracinglostchars=1
tex.uchyph=1
tex.defaultskewchar=-1
tex.newlinechar=-1
tex.delimiterfactor=901
tex.showboxbreadth=5
tex.showboxdepth=3
tex.errorcontextlines=5
tex.hfuzz=tex.sp("0.1pt")
tex.vfuzz=tex.sp("0.1pt")
tex.overfullrule=tex.sp("5pt")
tex.hsize=tex.sp("6.5in")
tex.vsize=tex.sp("8.9in")
tex.maxdepth=tex.sp("4pt")
tex.splitmaxdepth=tex.sp("16383.99999pt")
tex.boxmaxdepth=tex.sp("16383.99999pt")
tex.delimitershortfall=tex.sp("5pt")
tex.nulldelimiterspace=tex.sp("1.2pt")
tex.scriptspace=tex.sp("0.5pt")
tex.parindent=tex.sp("20pt")
tex.setglue('parskip', 0, 65536, 0, 0, 0)
tex.setglue('abovedisplayskip', 786432, 196608, 589824, 0, 0)
tex.setglue('abovedisplayshortskip', 0, 196608, 0, 0, 0)
tex.setglue('belowdisplayskip', 786432, 196608, 589824, 0, 0)
tex.setglue('belowdisplayshortskip', 458752, 196608, 262144, 0, 0)
tex.setglue('topskip', 655360, 0, 0, 0, 0)
tex.setglue('splittopskip', 655360, 0, 0, 0, 0)
tex.setglue('parfillskip', 0, 65536, 0, 2, 0)
tex.setglue('baselineskip', 786432, 0, 0, 0, 0)
tex.setglue('lineskip', 65536, 0, 0, 0, 0)
|
AddCSLuaFile()
SWEP.HoldType = "slam"
if CLIENT then
SWEP.PrintName = "defuser_name"
SWEP.Slot = 7
SWEP.ViewModelFOV = 10
SWEP.EquipMenuData = {
type = "item_weapon",
desc = "defuser_desc"
};
SWEP.Icon = "vgui/ttt/icon_defuser"
end
SWEP.Base = "weapon_tttbase"
SWEP.ViewModel = "models/weapons/v_crowbar.mdl"
SWEP.WorldModel = "models/weapons/w_defuser.mdl"
SWEP.DrawCrosshair = false
SWEP.Primary.ClipSize = -1
SWEP.Primary.DefaultClip = -1
SWEP.Primary.Automatic = true
SWEP.Primary.Delay = 1
SWEP.Primary.Ammo = "none"
SWEP.Secondary.ClipSize = -1
SWEP.Secondary.DefaultClip = -1
SWEP.Secondary.Automatic = true
SWEP.Secondary.Ammo = "none"
SWEP.Secondary.Delay = 2
SWEP.Kind = WEAPON_EQUIP2
SWEP.CanBuy = {ROLE_DETECTIVE} -- only detectives can buy
SWEP.WeaponID = AMMO_DEFUSER
--SWEP.AllowDrop = false
local defuse = Sound("c4.disarmfinish")
function SWEP:PrimaryAttack()
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
local spos = self.Owner:GetShootPos()
local sdest = spos + (self.Owner:GetAimVector() * 80)
local tr = util.TraceLine({start=spos, endpos=sdest, filter=self.Owner, mask=MASK_SHOT})
if IsValid(tr.Entity) and tr.Entity.Defusable then
local bomb = tr.Entity
if bomb.Defusable==true or bomb:Defusable() then
if SERVER and bomb.Disarm then
bomb:Disarm(self.Owner)
sound.Play(defuse, bomb:GetPos())
end
self:SetNextPrimaryFire( CurTime() + (self.Primary.Delay * 2) )
end
end
end
function SWEP:SecondaryAttack()
self:SetNextPrimaryFire( CurTime() + self.Primary.Delay )
self:SetNextSecondaryFire( CurTime() + 0.1 )
end
if CLIENT then
function SWEP:Initialize()
self:AddHUDHelp("defuser_help", nil, true)
return self.BaseClass.Initialize(self)
end
function SWEP:DrawWorldModel()
if not IsValid(self.Owner) then
self:DrawModel()
end
end
end
function SWEP:Reload()
return false
end
function SWEP:Deploy()
if SERVER and IsValid(self.Owner) then
self.Owner:DrawViewModel(false)
end
return true
end
function SWEP:OnDrop()
end
|
local core = require "sys.core"
local testaux = require "testaux"
local msg = require "saux.msg"
local np = require "sys.netpacket"
local server
local accept = {}
local client = {}
local recv = {}
return function()
server = msg.createserver {
addr = "127.0.0.1:8002",
accept = function(fd, addr)
accept[#accept + 1] = fd
--print("accept", addr)
end,
close = function(fd, errno)
--print("close", fd, errno)
end,
data = function(fd, d, sz)
local p, sz = np.pack(d, sz)
local m = core.packmulti(p, sz, #accept)
for _, fd in pairs(accept) do
local ok = server:multicast(fd, m, sz)
testaux.assertneq(fd, nil, "multicast test send")
testaux.asserteq(ok, true, "multicast test send")
end
np.drop(p)
np.drop(d)
end
}
local ok = server:start()
testaux.asserteq(not not ok, true, "multicast test start")
local inst
for i = 1, 10 do
inst = msg.createclient {
addr = "127.0.0.1:8002",
data = function(fd, d, sz)
local m = core.tostring(d, sz)
np.drop(d);
testaux.asserteq(m, "testmulticast", "muticast validate data")
recv[i] = true
end,
close = function(fd, errno)
end
}
local ok = inst:connect()
testaux.asserteq(ok > 0, true, "multicast connect success")
client[i] = inst
end
inst:send("testmulticast")
core.sleep(1000)
for k, _ in pairs(client) do
testaux.asserteq(recv[k], true, "multicast recv count validate")
end
server:stop()
end
|
-- state-machines-st -------------------------------------------------------
-- copyright (c) 2021 jason delaat
-- mit license: https://github.com/jasondelaat/pico8-tools/blob/release/license
----------------------------------------------------------------------------
-- simple state machine manager with setup and teardown functions.
-- token count: 111
------------------------------------------------------------------------
state_machine = {}
function state_machine:new()
return {
_current_state=nil,
add_state=state_machine.add_state,
set_state=state_machine.set_state,
get_state=state_machine.get_state,
update=state_machine.update
}
end
function state_machine:add_state(name, transition, setup, teardown)
self[name] = {transition=transition, setup=setup, teardown=teardown}
end
function state_machine:set_state(name)
if self._current_state == nil then
self[name].setup()
end
self._current_state = name
end
function state_machine:get_state()
return self[self._current_state]
end
function state_machine:update()
local state = self:get_state()
local new_state = state.transition()
if new_state != self._current_state then
state.teardown()
self:set_state(new_state)
self:get_state().setup()
end
end
-- end state-machines-st ---------------------------------------------------
|
local unicode = require("unicode")
local buffer = require("doubleBuffering")
local bigLetters = {}
local pixelHeight = 5
local lettersInterval = 2
local unknownSymbol = "*"
local spaceWidth = 2
local letters = {
["0"] = {
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
},
["1"] = {
{ 0, 1, 0 },
{ 1, 1, 0 },
{ 0, 1, 0 },
{ 0, 1, 0 },
{ 1, 1, 1 },
},
["2"] = {
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 1, 1 },
},
["3"] = {
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
},
["4"] = {
{ 1, 0, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
},
["5"] = {
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
},
["6"] = {
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
},
["7"] = {
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
{ 0, 0, 1 },
},
["8"] = {
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
},
["9"] = {
{ 1, 1, 1 },
{ 1, 0, 1 },
{ 1, 1, 1 },
{ 0, 0, 1 },
{ 1, 1, 1 },
},
["a"] = {
{ 0, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["b"] = {
{ 1, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 1, 1, 1},
},
["c"] = {
{ 0, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 1, 1, 1 },
},
["d"] = {
{ 1, 1, 1, 1, 0 },
{ 0, 1, 0, 0, 1 },
{ 0, 1, 0, 0, 1 },
{ 0, 1, 0, 0, 1 },
{ 1, 1, 1, 1, 0 },
},
["e"] = {
{ 1, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 1 },
},
["f"] = {
{ 1, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
},
["g"] = {
{ 0, 1, 1, 1},
{ 1, 0, 0, 0},
{ 1, 0, 1, 1},
{ 1, 0, 0, 1},
{ 0, 1, 1, 1},
},
["h"] = {
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 1, 1, 1, 1},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
},
["i"] = {
{ 1, 1, 1},
{ 0, 1, 0},
{ 0, 1, 0},
{ 0, 1, 0},
{ 1, 1, 1},
},
["j"] = {
{ 0, 0, 1},
{ 0, 0, 1},
{ 0, 0, 1},
{ 1, 0, 1},
{ 0, 1, 0},
},
["k"] = {
{ 1, 0, 0, 1},
{ 1, 0, 1, 0},
{ 1, 1, 0, 0},
{ 1, 0, 1, 0},
{ 1, 0, 0, 1},
},
["l"] = {
{ 1, 0, 0},
{ 1, 0, 0},
{ 1, 0, 0},
{ 1, 0, 0},
{ 1, 1, 1},
},
["m"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 1, 0, 1, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
},
["n"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 1, 0, 0, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 0, 0, 1, 1 },
{ 1, 0, 0, 0, 1 },
},
["o"] = {
{ 0, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 0, 1, 1, 0},
},
["p"] = {
{ 1, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
},
["q"] = {
{ 0, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 1, 0, 1, 1},
{ 0, 1, 1, 0},
},
["r"] = {
{ 1, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
},
["s"] = {
{ 0, 1, 1, 1},
{ 1, 0, 0, 0},
{ 0, 1, 1, 0},
{ 0, 0, 0, 1},
{ 1, 1, 1, 0},
},
["t"] = {
{ 1, 1, 1, 1, 1 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
},
["u"] = {
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 1, 0, 0, 1},
{ 0, 1, 1, 0},
},
["v"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 0, 1, 0, 1, 0 },
{ 0, 0, 1, 0, 0 },
},
["w"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 0, 1, 0, 1 },
{ 0, 1, 0, 1, 0 },
},
["x"] = {
{ 1, 0, 0, 0, 1 },
{ 0, 1, 0, 1, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 1, 0, 1, 0 },
{ 1, 0, 0, 0, 1 },
},
["y"] = {
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 0, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["z"] = {
{ 1, 1, 1, 1, 1 },
{ 0, 0, 0, 1, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 1, 0, 0, 0 },
{ 1, 1, 1, 1, 1 },
},
["а"] = {
{ 0, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["б"] = {
{ 1, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["в"] = {
{ 1, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["г"] = {
{ 1, 1, 1 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
{ 1, 0, 0 },
},
["д"] = {
{ 0, 0, 1, 1, 0 },
{ 0, 1, 0, 1, 0 },
{ 0, 1, 0, 1, 0 },
{ 0, 1, 0, 1, 0 },
{ 1, 1, 1, 1, 1 },
},
["е"] = {
{ 1, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 1 },
},
["ё"] = {
{ 1, 0, 1, 0 },
{ 0, 0, 0, 0 },
{ 1, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 1 },
},
["ж"] = {
{ 1, 0, 1, 0, 1 },
{ 0, 1, 1, 1, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 1, 1, 1, 0 },
{ 1, 0, 1, 0, 1 },
},
["з"] = {
{ 0, 1, 1, 1, 0 },
{ 0, 0, 0, 0, 1 },
{ 0, 0, 1, 1, 0 },
{ 0, 0, 0, 0, 1 },
{ 0, 1, 1, 1, 0 },
},
["и"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 1, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 1, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
},
["й"] = {
{ 0, 1, 1, 1, 0 },
{ 0, 0, 0, 0, 0 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 1, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 1, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
},
["к"] = {
{ 1, 0, 0, 1, 0 },
{ 1, 0, 1, 0, 0 },
{ 1, 1, 0, 0, 0 },
{ 1, 0, 1, 0, 0 },
{ 1, 0, 0, 1, 0 },
},
["л"] = {
{ 0, 0, 1, 1 },
{ 0, 1, 0, 1 },
{ 0, 1, 0, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["м"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 1, 0, 1, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
},
["н"] = {
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["о"] = {
{ 0, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 0 },
},
["п"] = {
{ 1, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["р"] = {
{ 1, 1, 1, 0},
{ 1, 0, 0, 1},
{ 1, 1, 1, 0},
{ 1, 0, 0, 0},
{ 1, 0, 0, 0},
},
["с"] = {
{ 0, 1, 1, 1 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 0, 1, 1, 1 },
},
["т"] = {
{ 1, 1, 1, 1, 1 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
},
["у"] = {
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 0, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["ф"] = {
{ 0, 1, 1, 1, 0 },
{ 1, 0, 1, 0, 1 },
{ 0, 1, 1, 1, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 0, 1, 0, 0 },
},
["х"] = {
{ 1, 0, 0, 0, 1 },
{ 0, 1, 0, 1, 0 },
{ 0, 0, 1, 0, 0 },
{ 0, 1, 0, 1, 0 },
{ 1, 0, 0, 0, 1 },
},
["ц"] = {
{ 1, 0, 0, 1, 0 },
{ 1, 0, 0, 1, 0 },
{ 1, 0, 0, 1, 0 },
{ 1, 0, 0, 1, 0 },
{ 0, 1, 1, 1, 1 },
},
["ч"] = {
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 0, 0, 0, 1 },
{ 0, 0, 0, 1 },
},
["ш"] = {
{ 1, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 0, 1, 0, 1 },
{ 1, 1, 1, 1, 1 },
},
["щ"] = {
{ 1, 0, 0, 0, 1, 0 },
{ 1, 0, 0, 0, 1, 0 },
{ 1, 0, 1, 0, 1, 0 },
{ 1, 0, 1, 0, 1, 0 },
{ 1, 1, 1, 1, 1, 1 },
},
["ъ"] = {
{ 1, 1, 0, 0, 0 },
{ 0, 1, 0, 0, 0 },
{ 0, 1, 1, 1, 0 },
{ 0, 1, 0, 0, 1 },
{ 0, 1, 1, 1, 0 },
},
["ы"] = {
{ 1, 0, 0, 0, 0, 1 },
{ 1, 0, 0, 0, 0, 1 },
{ 1, 1, 1, 0, 0, 1 },
{ 1, 0, 0, 1, 0, 1 },
{ 1, 1, 1, 0, 0, 1 },
},
["ь"] = {
{ 1, 0, 0, 0 },
{ 1, 0, 0, 0 },
{ 1, 1, 1, 0 },
{ 1, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["э"] = {
{ 1, 1, 1, 0 },
{ 0, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 0, 0, 0, 1 },
{ 1, 1, 1, 0 },
},
["ю"] = {
{ 1, 0, 0, 1, 1, 0 },
{ 1, 0, 1, 0, 0, 1 },
{ 1, 1, 1, 0, 0, 1 },
{ 1, 0, 1, 0, 0, 1 },
{ 1, 0, 0, 1, 1, 0 },
},
["я"] = {
{ 0, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 0, 1, 1, 1 },
{ 1, 0, 0, 1 },
{ 1, 0, 0, 1 },
},
["-"] = {
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
{ 0, 0, 0 },
{ 0, 0, 0 },
},
["_"] = {
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 0, 0, 0 },
{ 1, 1, 1 },
},
["+"] = {
{ 0, 0, 0 },
{ 0, 1, 0 },
{ 1, 1, 1 },
{ 0, 1, 0 },
{ 0, 0, 0 },
},
["*"] = {
{ 0, 0, 0 },
{ 1, 0, 1 },
{ 0, 1, 0 },
{ 1, 0, 1 },
{ 0, 0, 0 },
},
["…"] = {
{ 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0 },
{ 1, 0, 1, 0, 1 },
},
}
function bigLetters.draw(x, y, color, symbol, drawWithSymbol)
if symbol == " " then
return spaceWidth
elseif not letters[symbol] then
symbol = unknownSymbol
end
for j = 1, #letters[symbol] do
for i = 1, #letters[symbol][j] do
if letters[symbol][j][i] == 1 then
if not drawWithSymbol then
buffer.square(x + i * 2 - 2, y + (pixelHeight - #letters[symbol]) + j - 1, 2, 1, color, 0xFFFFFF, " ")
else
buffer.text(x + i * 2 - 2, y + (pixelHeight - #letters[symbol]) + j - 1, color, "*")
end
end
end
end
return #letters[symbol][1]
end
function bigLetters.drawText(x, y, color, stroka, drawWithSymbol)
checkArg(4, stroka, "string")
for i = 1, unicode.len(stroka) do
x = x + bigLetters.draw(x, y, color, unicode.sub(stroka, i, i), drawWithSymbol) * 2 + lettersInterval
end
return x
end
function bigLetters.getTextSize(text)
local width, height = 0, 0
local symbol, symbolWidth, symbolHeight
for i = 1, unicode.len(text) do
symbol = unicode.sub(text, i, i)
if symbol == " " then
symbolWidth = spaceWidth
symbolHeight = 5
elseif not letters[symbol] then
symbolHeight = #letters[unknownSymbol]
symbolWidth = #letters[unknownSymbol][1]
else
symbolHeight = #letters[symbol]
symbolWidth = #letters[symbol][1]
end
width = width + symbolWidth * 2 + lettersInterval
height = math.max(height, symbolHeight)
end
return (width - lettersInterval), height
end
return bigLetters
|
object_mobile_wod_reanimated_witch_02 = object_mobile_shared_wod_reanimated_witch_02:new {
}
ObjectTemplates:addTemplate(object_mobile_wod_reanimated_witch_02, "object/mobile/wod_reanimated_witch_02.iff")
|
local main = require("ido.main")
local event = require("ido.event")
local advice = require("ido.advice")
local cursor = require("ido.cursor")
local result = require("ido.result")
-- @module accept Accepting functions for Ido
local accept = {}
-- Accept the selected item
-- @return true
function accept.selected()
advice.wrap{
name = "stop_event_loop",
action = function ()
event.stop()
end
}
if #main.sandbox.variables.results == 0 then
advice.wrap{name = "no_results"}
else
advice.wrap{name = "accept"}
end
return true
end
-- Accept the suggestion
-- @return true
function accept.suggestion()
local variables = main.sandbox.variables
if #variables.suggestion == 0 then
advice.wrap{name = "no_suggestion"}
elseif #variables.results == 1 then
advice.wrap{
name = "single_result",
action = function ()
accept.selected()
end
}
else
advice.wrap{
name = "append_to_query",
action = function ()
cursor.line_end()
variables.before = variables.before..variables.suggestion
end
}
advice.wrap{
name = "fetch_results",
action = function ()
result.fetch()
end
}
if #variables.results == 1 then
advice.wrap{
name = "single_result_after_fetching",
action = function ()
accept.selected()
end
}
end
end
advice.wrap{
name = "clear_suggestion",
action = function ()
variables.suggestion = ""
end
}
return true
end
return accept
|
local upload = require "resty.upload"
local decode = require "cjson.safe".decode
local tonumber = tonumber
local tmpname = os.tmpname
local concat = table.concat
local type = type
local find = string.find
local open = io.open
local sub = string.sub
local sep = sub(package.config, 1, 1) or "/"
local ngx = ngx
local req = ngx.req
local var = ngx.var
local body = req.read_body
local file = ngx.req.get_body_file
local data = req.get_body_data
local pargs = req.get_post_args
local uargs = req.get_uri_args
local defaults = {
tmp_dir = var.reqargs_tmp_dir,
timeout = tonumber(var.reqargs_timeout) or 1000,
chunk_size = tonumber(var.reqargs_chunk_size) or 4096,
max_get_args = tonumber(var.reqargs_max_get_args) or 100,
max_post_args = tonumber(var.reqargs_max_post_args) or 100,
max_line_size = tonumber(var.reqargs_max_line_size),
max_file_size = tonumber(var.reqargs_max_file_size),
max_file_uploads = tonumber(var.reqargs_max_file_uploads)
}
local function read(f)
local f, e = open(f, "rb")
if not f then
return nil, e
end
local c = f:read "*a"
f:close()
return c
end
local function basename(s)
local p = 1
local i = find(s, sep, 1, true)
while i do
p = i + 1
i = find(s, sep, p, true)
end
if p > 1 then
s = sub(s, p)
end
return s
end
local function kv(r, s)
if s == "formdata" then return end
local e = find(s, "=", 1, true)
if e then
r[sub(s, 2, e - 1)] = sub(s, e + 2, #s - 1)
else
r[#r+1] = s
end
end
local function parse(s)
if not s then return nil end
local r = {}
local i = 1
local b = find(s, ";", 1, true)
while b do
local p = sub(s, i, b - 1)
kv(r, p)
i = b + 1
b = find(s, ";", i, true)
end
local p = sub(s, i)
if p ~= "" then kv(r, p) end
return r
end
return function(options)
options = options or defaults
local get = uargs(options.max_get_args or defaults.max_get_args)
local ct = var.content_type or ""
local post = {}
local files = {}
if sub(ct, 1, 33) == "application/x-www-form-urlencoded" then
body()
post = pargs(options.max_post_args or defaults.max_post_args)
elseif sub(ct, 1, 19) == "multipart/form-data" then
local tmpdr = options.tmp_dir or defaults.tmp_dir
if tmpdr and sub(tmpdr, -1) ~= sep then
tmpdr = tmpdr .. sep
end
local maxfz = options.max_file_size or defaults.max_file_size
local maxfs = options.max_file_uploads or defaults.max_file_uploads
local chunk = options.chunk_size or defaults.chunk_size
local form, e = upload:new(chunk, options.max_line_size or defaults.max_line_size)
if not form then return nil, e end
local h, p, f, o, s
local u = 0
form:set_timeout(options.timeout or defaults.timeout)
while true do
local t, r, e = form:read()
if not t then return nil, e end
if t == "header" then
if not h then h = {} end
if type(r) == "table" then
local k, v = r[1], parse(r[2])
if v then h[k] = v end
end
elseif t == "body" then
if h then
local d = h["Content-Disposition"]
if d then
if d.filename then
if maxfz then
s = 0
end
f = {
name = d.name,
type = h["Content-Type"] and h["Content-Type"][1],
file = basename(d.filename),
temp = tmpdr and (tmpdr .. basename(tmpname())) or tmpname()
}
o, e = open(f.temp, "w+b")
if not o then return nil, e end
o:setvbuf("full", chunk)
else
p = { name = d.name, data = { n = 1 } }
end
end
h = nil
end
if o then
if maxfz then
s = s + #r
if maxfz < s then
o:close()
return nil, "The maximum size of an uploaded file exceeded."
end
end
if maxfs and maxfs < u + 1 then
o:close()
return nil, "The maximum number of files allowed to be uploaded simultaneously exceeded."
end
local ok, e = o:write(r)
if not ok then
o:close()
return nil, e
end
elseif p then
local n = p.data.n
p.data[n] = r
p.data.n = n + 1
end
elseif t == "part_end" then
if o then
f.size = o:seek()
o:close()
o = nil
if maxfs and f.size > 0 then
u = u + 1
end
end
local c, d
if f then
c, d, f = files, f, nil
elseif p then
c, d, p = post, p, nil
end
if c then
local n = d.name
local s = d.data and concat(d.data) or d
if n then
local z = c[n]
if z then
if z.n then
z.n = z.n + 1
z[z.n] = s
else
z = { z, s }
z.n = 2
end
c[n] = z
else
c[n] = s
end
else
c.n = c.n + 1
c[c.n] = s
end
end
elseif t == "eof" then
break
end
end
local t, _, e = form:read()
if not t then return nil, e end
elseif sub(ct, 1, 16) == "application/json" then
body()
local j = data()
if j == nil then
local f = file()
if f ~= nil then
j = read(f)
if j then
post = decode(j) or {}
end
end
else
post = decode(j) or {}
end
else
body()
local b = data()
if b == nil then
local f = file()
if f ~= nil then
b = read(f)
end
end
if b then
post = { b }
end
end
return get, post, files
end
|
--[[
optional music.lua
version: 19.02.09
Copyright (C) 2018, 2019 Jeroen P. Broks
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 acknowledgment 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.
]]
local o = {}
local mozart -- will be used to store the music in
local tag = { [true]='one', [false]='two'}
local btag
local pushed = {}
-- 0 = never play music
-- 1 = only play if the music file has been found
-- 2 = always play music and throw an error if we don't have it.
o.use = 1
function o.allow(bool) -- true will set o.use to 2 and false will set it to 0
if bool then o.use=2 else o.use=2 end
end
o.playing = nil
function o.play(file)
assert(type(file)=='string','Huh? What do you want me to do! I did expect the name of a music file, not a '..type(file)..' variable.')
if o.use==0 then return end
if o.playing==upper(file) then return end
local got=JCR_Exists(file)
assert(got or o.use~=2,"Music file '"..file..'" has not been found!')
if not got then return end
assert(type(o.swap)=="string","I need you to set the music.swap variable to the name of the swap dir I can use (inside the love work dir). Now I have a '"..type(o.swap).."' value there, whatever that means.")
local data = JCR_B(file)
local ds = mysplit(file,".")
local e = ds[#ds]
btag = not btag
local swapmus = o.swap.."/muziek."..tag[btag].."."..e
local s,m = love.filesystem.write(swapmus,data) data=nil -- save this crap and get rid of it asap!
assert(s,m)
if mozart then love.audio.stop(mozart) end
mozart = love.audio.newSource(swapmus)
mozart:setLooping(true)
love.audio.play(mozart)
o.playing=upper(file)
end
function o.push()
-- if not mozart then return end
if not o.playing then return end
pushed[#pushed+1]=o.playing
end
function o.pop()
if #pushed==0 then return end
local f = pushed[#pushed]
pushed[#pushed]=nil
o.play(f)
end
o.pull = o.pop
-- Searches an entire dir and plays a tune at random... ;)
function o.random(dir)
if o.use==0 then return end
local got=JCR_HasDir(dir)
assert(got or o.use~=2,"Music folder '"..dir.."' has not been found!")
if not got then return end
local files = JCR_GetDir(dir)
local musics = {}
for f in each(files) do
local uf=f:upper()
if (suffixed(uf,".MP3") or suffixed(uf,".OGG")) and prefixed(uf,dir:upper().."/") then musics[#musics+1]=f end
end
assert(#musics>0,"Cannot randomize empty music folder!") -- There must be at least one file in here recognized as a music file!
o.play(musics[love.math.random(1,#musics)])
end
return o
|
--[[
Do you think it is a good design to keep the transliteration table as part of the state of the library, isntead of being a parameter to transliterate?
]]
--[[
No, not as in the previous two examples. This forces clients of the library to coordinate with each other to ensure that the hidden state still has its expected value. Alternately, each client could set the state each time it uses the transliterate function, but this defeats the purpose of storing the state internally.
Instead, it would be better to use a quick closure to achieve the desired behavior (shown in Lua, but could be done in C):
function specializedtransliterate(t)
return function(s) transliterate(s, t) end
end
]]
|
--[[------------
Q U A K E II
Heads Up Display
Weapon images
]]--------------
if CLIENT then
-- Parameters
local PISTOL_HOLDTYPES = {"pistol", "revolver", "duel"};
Q2HUD.WeaponModels = {}; -- A list of weapon models
Q2HUD.WeaponClasses = {}; -- A list of weapon classes
Q2HUD.QuakeWeapons = {}; -- A list of quake weapon icons
-- Methods
--[[
Adds a weapon model related to an icon
@param {string} model
@param {string} icon
@void
]]
function Q2HUD:AddWeaponModel(model, icon)
self.WeaponModels[model] = icon;
end
--[[
Gets the icon of a weapon model
@param {string} model
@return {string} icon
]]
function Q2HUD:GetWeaponModelIcon(model)
return self.WeaponModels[model];
end
--[[
Returns the weapon models list
@return {table} Q2HUD.WeaponModels
]]
function Q2HUD:GetWeaponModels()
return self.WeaponModels;
end
--[[
Adds a weapon class related to an icon
@param {string} class
@param {string} icon
@void
]]
function Q2HUD:AddWeaponClassIcon(class, icon)
self.WeaponClasses[class] = icon;
end
--[[
Gets the icon of a weapon class
@param {string} class
@return {string} icon
]]
function Q2HUD:GetWeaponClassIcon(class)
return self.WeaponClasses[class];
end
--[[
Returns the weapon classes list
@return {table} Q2HUD.WeaponClasses
]]
function Q2HUD:GetWeaponClasses()
return self.WeaponClasses;
end
--[[
Returns the icon of a weapon
@param {Weapon} weapon
@return {string} icon
]]
function Q2HUD:GetWeaponIcon(weapon)
local icon = "null";
local model = self:GetWeaponModelIcon(weapon:GetWeaponWorldModel());
local class = self:GetWeaponClassIcon(weapon:GetClass());
if (model ~= nil) then
icon = model;
elseif (class ~= nil) then
icon = class;
else
icon = self:GenerateWeaponIcon(weapon);
end
return icon;
end
--[[
Tries to generate an icon from the weapon data
@param {Weapon} weapon
@return {string} icon
]]
function Q2HUD:GenerateWeaponIcon(weapon)
local holdtype = weapon:GetHoldType();
local ammotype = weapon:GetPrimaryAmmoType();
local icon = "";
if icon == "" then
if (table.HasValue(PISTOL_HOLDTYPES, holdtype)) then
icon = self.QuakeWeapons.pistol;
else
if Q2HUD.WeaponByAmmo[game.GetAmmoName(ammotype)] ~= nil then
icon = Q2HUD.WeaponByAmmo[game.GetAmmoName(ammotype)];
else
icon = Q2HUD.WeaponByHoldType[holdtype] or "hcrowbar";
end
end
end
return icon;
end
end
|
----------------------------------
-- Requires --
----------------------------------
local __constants = require("utils.constants")
----------------------------------
-- Combinator item --
----------------------------------
-- Create a new combinator item from decider combinator
local combinatorItem = table.deepcopy(data.raw.item["decider-combinator"])
-- Add icon
combinatorItem.icon = __constants.imagePaths.combinatorIcon
combinatorItem.icon_size = 64
combinatorItem.icon_mipmaps = 4
combinatorItem.name = __constants.names.wocCombinatorName
combinatorItem.place_result = __constants.names.wocCombinatorName
combinatorItem.order = "c[combinators]-d[" .. __constants.names.wocCombinatorName .. "]"
data:extend({ combinatorItem })
----------------------------------
-- Hidden items for ports --
----------------------------------
local inputPortItem = table.deepcopy(data.raw.item["constant-combinator"])
-- Add icon
inputPortItem.icon = __constants.imagePaths.inputPortIcon
inputPortItem.icon_size = 64
inputPortItem.icon_mipmaps = 4
inputPortItem.name = __constants.names.inputPortName
inputPortItem.place_result = __constants.names.inputPortName
inputPortItem.flags = { "hidden" }
local outputPortItem = table.deepcopy(data.raw.item["constant-combinator"])
-- Add icon
outputPortItem.icon = __constants.imagePaths.outputPortIcon
outputPortItem.icon_size = 64
outputPortItem.icon_mipmaps = 4
outputPortItem.name = __constants.names.outputPortName
outputPortItem.place_result = __constants.names.outputPortName
outputPortItem.flags = { "hidden" }
data:extend({ inputPortItem, outputPortItem })
|
local app = app
local Signal = require "Signal"
local Utils = require "Utils"
local Class = require "Base.Class"
local Base = require "ListWindow"
local Manager = require "Package.Manager"
-- Package Manager Interface
local Interface = Class {}
Interface:include(Base)
function Interface:init()
local opts = {
title = "Package Manager",
showDetailPanel = true,
columns = {
{
name = "name",
width = 0.75,
showCheck = true,
emptyText = "No packages found."
},
{
name = "status",
width = 0.25,
justify = app.justifyRight
}
}
}
Base.init(self, opts)
self:setClassName("Package.Interface")
self.detailText:setJustification(app.justifyLeft)
self:setSubCommand(1, "uninstall all", self.doUninstallAll)
self:setSubCommand(3, "create package", self.doCreatePackage)
Signal.weakRegister("cardMounted", self)
Signal.weakRegister("cardEjected", self)
end
function Interface:doRestart()
local Application = require "Application"
Application.restart(true)
end
function Interface:doUninstallAll()
Manager.reset()
self:refresh()
end
function Interface:doCreatePackage()
local Creator = require "Package.Creator"
local dlg = Creator()
local task = function(success)
if success then
Manager.invalidatePackageCache()
self:refresh()
end
end
dlg:subscribe("done", task)
dlg:show()
end
function Interface:doInstallPackage()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package then
local success, msg = Manager.install(package)
if success then
self:refresh()
else
local Message = require "Message"
local dialog = Message.Main("Install failed.", msg)
dialog:show()
end
end
end
function Interface:doUninstallPackage()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package and Manager.uninstall(package) then self:refresh() end
end
function Interface:doDeletePackage()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package then
local Verification = require "Verification"
local dialog = Verification.Main(package.filename,
"Do you really want to delete?")
local task = function(ans)
if ans then
Manager.delete(package)
self:refresh()
end
end
dialog:subscribe("done", task)
dialog:show()
end
end
function Interface:doConfigurePackage()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package then package:libraryCall("showMenu") end
end
function Interface:refresh()
local selected = self:getSelection()
local packages = Manager.getPackages()
self:clearRows()
for id, package in Utils.orderedPairs(packages) do
self:addRow{
{
label = package:getName(),
data = id,
checked = package.installed
},
{
label = package:getVersion(),
data = id
}
}
end
self:setSelection(selected)
local Card = require "Card"
if Card.mounted() then
self.colByName["name"]:setEmptyText("No packages found.")
else
self.colByName["name"]:setEmptyText("No card present.")
end
end
function Interface:onSelectionChanged()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package then
if package.installed then
self:setMainCommand(5, "uninstall", self.doUninstallPackage)
if package:libraryCall("hasMenu") then
self:setMainCommand(6, "config", self.doConfigurePackage)
else
self:setMainCommand(6, "")
end
else
self:setMainCommand(5, "install", self.doInstallPackage)
self:setMainCommand(6, "delete", self.doDeletePackage)
end
local author = package:getAuthor() or "anonymous"
local units = package:getUnits() or {}
local presets = package:getPresets() or {}
local unitCount = #units
local presetCount = #presets
local detail = string.format("By: %s\nUnits: %d\nPresets: %d", author,
unitCount, presetCount)
self.detailText:setText(detail)
else
self:clearMainCommand(5)
self:clearMainCommand(6)
self.detailText:setText("")
end
if Manager.isRebootNeeded() then
self:setSubCommand(2, "restart", self.doRestart)
else
self:clearSubCommand(2)
end
end
function Interface:cardMounted()
if self.visible then self:refresh() end
end
function Interface:cardEjected()
if self.visible then self:refresh() end
end
function Interface:onShow()
self:refresh()
end
function Interface:enterReleased()
local id = self:getSelection()
local package = Manager.getPackage(id)
if package.installed then
Manager.uninstall(package)
else
Manager.install(package)
end
self:refresh()
return true
end
return Interface()
|
AddCSLuaFile()
local Behaviour = include("gw_behaviour_tree_lib.lua")
ENT.Base = "base_nextbot"
GW_WALKER_TARGET_TYPE_NONE = 0
GW_WALKER_TARGET_TYPE_POSITION = 1
GW_WALKER_TARGET_TYPE_HIDING_SPOT = 2
function ENT:SetupDataTables()
self:NetworkVar("Int", 0, "LastAct")
self:NetworkVar("Int", 1, "WalkerColorIndex")
self:NetworkVar("Int", 2, "WalkerModelIndex")
end
function ENT:SetupColorAndModel()
local models = GAMEMODE.GWConfig.HidingModels
if SERVER then
self:SetWalkerModelIndex(math.random(1, #models))
end
self:SetModel(models[self:GetWalkerModelIndex()])
local walkerColors = GAMEMODE.GWConfig.WalkerColors
if SERVER then
self:SetWalkerColorIndex(math.random(1, #walkerColors))
end
self.walkerColor = Vector(
walkerColors[self:GetWalkerColorIndex()].r / 255,
walkerColors[self:GetWalkerColorIndex()].g / 255,
walkerColors[self:GetWalkerColorIndex()].b / 255
)
self.GetPlayerColor = function()
return self.walkerColor
end
self.lerpedAnimationVelocity = 0
end
function ENT:Initialize()
GAMEMODE.GWStuckMessageCount = GAMEMODE.GWStuckMessageCount or 0
self:SetupColorAndModel()
self:SetHealth(100)
if SERVER then
self.walkSpeed = GetConVar("gw_hiding_walk_speed"):GetFloat()
self.runSpeed = GetConVar("gw_hiding_run_speed"):GetFloat()
self.boundsSize = 16 -- maybe 10?
self.boundsHeight = 70
self:SetCollisionBounds(
Vector(-self.boundsSize, -self.boundsSize, 0),
Vector(self.boundsSize, self.boundsSize, self.boundsHeight)
)
self.loco:SetStepHeight(18)
self.loco:SetJumpHeight(82)
self.loco:SetDesiredSpeed(self.walkSpeed)
self.nextPossibleJump = CurTime() + 2 -- dont jump right after spawning
self.nextPossibleSettingsChange = CurTime() + 10
self.isDoging = false
self.dogeUntil = CurTime()
self.lastNPCContact = CurTime()
self.NPCContactsInARow = 0
self.noCollideEndTime = CurTime()
self.isNoCollided = false
self.dogePos = Vector()
self.isJumping = false
self.shouldCrouch = false
self.isFirstPath = true
self.currentPathMaxAge = 0
self.isStuck = false
self.stuckTime = CurTime()
self.stuckPos = Vector()
self.targetPos = Vector()
self.targetType = GW_WALKER_TARGET_TYPE_NONE
self.isSitting = false
self.isIdle = false
self.isDancing = false
self.sitUntil = CurTime()
self.behaviourTree = nil
self.currentPath = nil
end
end
function ENT:IsAlone(radius)
local entsAround = ents.FindInSphere(self:GetPos(), radius)
local walkersAround = {}
for _, ent in pairs(entsAround) do
if ent:GetClass() == self:GetClass() then
table.insert(walkersAround, ent)
end
end
local doorsAround = {}
for _, ent in pairs(entsAround) do
if ((ent:GetClass() == "func_door") or (ent:GetClass() == "func_door_rotating")) or
(ent:GetClass() == "prop_door_rotating") then
table.insert(doorsAround, ent)
end
end
if ((#walkersAround) < 3) and ((#doorsAround) == 0) then
return true
end
return false
end
function ENT:Sit(duration)
if duration == nil then
duration = math.random(10, 30)
end
self.isSitting = true
self.sitUntil = CurTime() + duration
self:SetSequence("sit_zen")
self:SetCrouchCollision(true)
end
function ENT:StopSit()
self:SetCrouchCollision(false)
self.isSitting = false
end
function ENT:Dance()
self.isDancing = true
end
function ENT:Idle(duration)
if duration == nil then
duration = math.random(10, 30)
end
self.isIdle = true
self.idleUntil = CurTime() + duration
end
function ENT:StopIdle()
self.isIdle = false
end
function ENT:SetCrouchCollision(state)
if state then
self:SetCollisionBounds(
Vector(-self.boundsSize, -self.boundsSize, 0), Vector(self.boundsSize, self.boundsSize, 36)
)
else
self:SetCollisionBounds(
Vector(-self.boundsSize, -self.boundsSize, 0),
Vector(self.boundsSize, self.boundsSize, self.boundsHeight)
)
end
end
function ENT:Doge(dogePos, maxDuration)
if maxDuration == nil then
maxDuration = 0.35
end
self.dogePos = dogePos
self.dogeUntil = CurTime() + maxDuration
self.isDoging = true
end
function ENT:Jump()
if self.isJumping or (self.nextPossibleJump > CurTime()) then
return
end
self.loco:Jump()
self.isJumping = true
self.nextPossibleJump = CurTime() + 1.5
end
function ENT:Think()
if SERVER then
local doors = ents.FindInSphere(self:GetPos(), 60)
for _, door in pairs(doors) do
local doorClass = door:GetClass()
if ((doorClass == "func_door") or (doorClass == "func_door_rotating")) or
(doorClass == "prop_door_rotating") then
door:Fire("Unlock", "", 0)
door:Fire("Open", "", 0.01)
door:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
end
end
-- try to resolve stuck after 5 seconds by nocolliding
if (self.isStuck and (CurTime() - self.stuckTime > 10) and (CurTime() - self.stuckTime < 10.25)) then
self:StartNoCollide(0.25)
end
if (self.isStuck and (CurTime() - self.stuckTime > 15)) and
(self.stuckPos:DistToSqr(self:GetPos()) < 25) then
local spawnPoints = GAMEMODE.GWRound.SpawnPoints
local spawnPoint = spawnPoints[(math.random(#spawnPoints) - 1) + 1]:GetPos()
self:SetPos(spawnPoint)
self.isStuck = false
self.targetType = GW_WALKER_TARGET_TYPE_NONE
if (IsValid(self.currentPath)) then
self.currentPath:Invalidate()
end
if GAMEMODE.GWStuckMessageCount <= 32 then
MsgN(
"Nextbot [" .. self:EntIndex() .. "][" .. self:GetClass() .. "]" ..
"Got stuck for over 15 seconds and will be repositioned, if this error gets spammed " ..
"you might want to consider the following: Edit the navmesh or lower the walker amount."
)
end
if GAMEMODE.GWStuckMessageCount == 32 then
MsgN(
"Nextbot stuck message displayed 32 times, supressing future messages."
)
end
GAMEMODE.GWStuckMessageCount = GAMEMODE.GWStuckMessageCount + 1
end
if self.isStuck and (self.stuckPos:DistToSqr(self:GetPos()) > 400) then
self.isStuck = false
end
-- Reset solid mask if we are no longer stuck inside another npc
if self.noCollideEndTime < CurTime() and self:GetSolidMask() == MASK_NPCSOLID_BRUSHONLY then
local entsInBox = ents.FindInBox(
self:GetPos() + Vector(-self.boundsSize, -self.boundsSize, 0),
self:GetPos() + Vector(self.boundsSize, self.boundsSize, self.boundsHeight)
)
local occupied = false
for _, entInBox in pairs(entsInBox) do
if (entInBox:GetClass() == GW_WALKER_CLASS) and (entInBox ~= self) or entInBox:IsPlayer() then
occupied = true
end
end
if not occupied then
self:SetSolidMask(MASK_NPCSOLID)
self:SetCollisionGroup(COLLISION_GROUP_NPC)
self.isNoCollided = false
end
end
end
return false
end
function ENT:RunBehaviour()
self.behaviourTree = Behaviour.TreeBuilder()
:Sequence()
:Action(function()
if self.nextPossibleSettingsChange > CurTime() then
return Behaviour.Status.Success
end
local rand = math.random(1, 100)
if (rand > 0) and (rand < 25) then
self.loco:SetDesiredSpeed(self.runSpeed)
elseif (rand > 25) and (rand < 38) then
if self:IsAlone(350) then
self:Sit(math.random(10, 60))
end
else
self.loco:SetDesiredSpeed(self.walkSpeed)
end
self.nextPossibleSettingsChange = CurTime() + 8
return Behaviour.Status.Success
end)
:Action(function()
if not self.isSitting then
return Behaviour.Status.Success
end
if self.sitUntil < CurTime() then
self:StopSit()
return Behaviour.Status.Success
end
return Behaviour.Status.Running
end)
:Action(function()
if not self.isIdle then
return Behaviour.Status.Success
end
if self.idleUntil < CurTime() then
self:StopIdle()
return Behaviour.Status.Success
end
return Behaviour.Status.Running
end)
:Action(function()
if IsValid(self.currentPath) then
return Behaviour.Status.Success
end
local radius = 3200
if self.isFirstPath then
radius = 8000
end
local rand = math.random(1, 100)
local allowedStepChange = 400
if rand < 25 then
self.targetPos = self:FindSpot("random", {type= "hiding", pos = self:GetPos(), radius = radius, stepup = allowedStepChange, stepdown = allowedStepChange})
if (not self.targetPos) then
self.targetType = GW_WALKER_TARGET_TYPE_NONE
return Behaviour.Status.Failure
end
self.targetType = GW_WALKER_TARGET_TYPE_HIDING_SPOT
else
local navs = navmesh.Find(self:GetPos(), radius, allowedStepChange, allowedStepChange)
local nav = navs[(math.random(#navs) - 1) + 1]
if not IsValid(nav) or nav:IsUnderwater() then
self.targetType = GW_WALKER_TARGET_TYPE_NONE
return Behaviour.Status.Failure
end
self.targetType = GW_WALKER_TARGET_TYPE_POSITION
self.targetPos = nav:GetRandomPoint()
end
self.currentPath = Path("Follow")
self.currentPath:SetMinLookAheadDistance(10)
self.currentPath:SetGoalTolerance(42)
local isValidPath = self.currentPath:Compute(self, self.targetPos)
if isValidPath then
if not IsValid(self.currentPath) then
return Behaviour.Status.Failure
end
if self.isFirstPath then
self.currentPathMaxAge = 30
else
self.currentPathMaxAge = math.Clamp(self.currentPath:GetLength() / 90, 1, 25)
end
self.isFirstPath = false
return Behaviour.Status.Success
else
return Behaviour.Status.Failure
end
end)
:Action(function()
if not IsValid(self.currentPath) then
if (self.targetType == GW_WALKER_TARGET_TYPE_HIDING_SPOT and self.targetPos:Distance(self:GetPos()) < 50) and self:IsAlone(150) then
self:Idle(math.random(4, 10))
end
return Behaviour.Status.Success
end
if self.isDancing then
local seqs = {
"taunt_robot",
"taunt_dance",
"taunt_muscle"
}
self:PlaySequenceAndWait(table.Random(seqs), 1)
self.isDancing = false
return Behaviour.Status.Failure
end
if (self.isDoging and not self.isJumping and (self.dogeUntil > CurTime())) and
(self.dogePos:DistToSqr(self:GetPos()) > 100) then
self.loco:FaceTowards(self.dogePos)
self.loco:Approach(self.dogePos, 1)
return Behaviour.Status.Running
else
self.isDoging = false
end
local goal = self.currentPath:GetCurrentGoal()
local distToGoal = self:GetPos():Distance(goal.pos)
local currentNavArea = navmesh.GetNearestNavArea(self:GetPos(), false)
if not self.isJumping then
if goal.type == 3 then
self.isJumping = true
self.loco:JumpAcrossGap(goal.pos, goal.forward)
elseif IsValid(currentNavArea) and not currentNavArea:HasAttributes(bit.bor(NAV_MESH_NO_JUMP, NAV_MESH_STAIRS)) then
if currentNavArea:HasAttributes(NAV_MESH_JUMP) then
self:Jump()
elseif (goal.type == 2) and (distToGoal < 30) then
self:Jump()
else
local scanDist = math.max(30, 25 * self.loco:GetVelocity():Length2D() / 100)
local forward = self:GetForward()
local scanPointPath = self:GetPos() + (forward * scanDist)
local scanPointOnPath = self.currentPath:GetClosestPosition(scanPointPath)
--debugoverlay.Sphere(scanPointOnPath, 10, 0.1, Color(0, 255, 0))
local jumpBasedOnPathScan = self:GetPos().z < scanPointOnPath.z and math.abs(self:GetPos().z - scanPointOnPath.z) > self.loco:GetStepHeight() and (distToGoal < 100)
local jumpBasedOnNavScan = false
local scanPointNav = self:GetPos() + (forward * math.max(15, scanDist * 0.5)) + Vector(0, 0, self.loco:GetStepHeight() * 1.2)
--debugoverlay.Sphere(scanPointNav, 10, 0.1, Color(255, 255, 0))
local scanNavArea = navmesh.GetNearestNavArea(scanPointNav, false, scanDist * 2)
if not jumpBasedOnPathScan and IsValid(scanNavArea) then
if scanNavArea:HasAttributes(NAV_MESH_JUMP) then
jumpBasedOnNavScan = true
else
local scanPointOnNav = scanNavArea:GetClosestPointOnArea(scanPointNav)
if scanPointOnNav then
--debugoverlay.Sphere(scanPointOnNav, 10, 0.1, Color(255, 0, 0))
-- higher threshold for navareaBasejumps
jumpBasedOnNavScan = self:GetPos().z < scanPointOnNav.z and math.abs(self:GetPos().z - scanPointOnNav.z) > self.loco:GetStepHeight() * 1.2
end
end
end
if (jumpBasedOnPathScan or jumpBasedOnNavScan) then
self:Jump()
end
end
end
end
self.currentPath:Update(self)
if self.loco:IsStuck() then
self:HandleStuck()
end
if self.currentPath:GetAge() > self.currentPathMaxAge then
self.currentPath:Invalidate()
return Behaviour.Status.Failure
end
return Behaviour.Status.Running
end)
:Finish()
:Build()
while true do
self.behaviourTree:Tick()
coroutine.yield()
end
end
function ENT:BodyUpdate()
local idealAct = ACT_HL2MP_IDLE
local velocity = self:GetVelocity()
self.lerpedAnimationVelocity = Lerp(0.2, self.lerpedAnimationVelocity, velocity:Length2D())
if self.lerpedAnimationVelocity > self.walkSpeed * 1.05 then
idealAct = ACT_HL2MP_RUN
elseif self.lerpedAnimationVelocity > 5 then
idealAct = ACT_HL2MP_WALK
end
if self.isJumping and (self:WaterLevel() <= 0) then
idealAct = ACT_HL2MP_JUMP_SLAM
end
if ((self:GetActivity() ~= idealAct) and (not self.isSitting)) and (not self.isDancing) then
self:StartActivity(idealAct)
end
if (idealAct == ACT_HL2MP_RUN) or (idealAct == ACT_HL2MP_WALK) then
self:BodyMoveXY()
end
self:FrameAdvance()
end
function ENT:OnLandOnGround(ent)
self.isJumping = false
self:SetCrouchCollision(false)
end
function ENT:OnLeaveGround(ent)
self.isJumping = true
self:SetCrouchCollision(true)
end
local gwWalkerDogeAngle = 1 / math.sqrt(2)
function ENT:OnContact(ent)
local curTime = CurTime()
if (ent:GetClass() == self:GetClass()) then
if curTime - self.lastNPCContact > 1.5 then
self.NPCContactsInARow = 1
elseif curTime - self.lastNPCContact > 0.5 then
self.NPCContactsInARow = self.NPCContactsInARow + 1
if self.NPCContactsInARow >= 5 then
self:StartNoCollide(1)
self.NPCContactsInARow = 0
end
end
self.lastNPCContact = curTime
end
if not self.isNoCollided and (ent:GetClass() == self:GetClass()) or ent:IsPlayer() then
if not self.isDoging and not self.isSitting then
local dogeDirection = (ent:GetPos() - self:GetPos()):GetNormalized()
local directionForwardDot = self:GetForward():Dot(dogeDirection)
local isEntInFront = directionForwardDot > gwWalkerDogeAngle
if isEntInFront then
dogeDirection:Rotate(Angle(0, math.random(70, 80), 0))
dogeDirection.z = 0
local dogeTarget = self:GetPos() + (dogeDirection * 200)
local navAreaInDogeDir = navmesh.GetNearestNavArea(dogeTarget, false, 400, true)
if IsValid(navAreaInDogeDir) then
local dogeTargetOnNavArea = navAreaInDogeDir:GetClosestPointOnArea(dogeTarget)
if dogeTargetOnNavArea then
self:Doge(dogeTargetOnNavArea, math.random(0.4, 0.6))
end
end
end
end
end
if (ent:GetClass() == "prop_physics_multiplayer") or ((ent:GetClass() == "prop_physics") and (not GetConVar("gw_propfreeze_enabled"):GetBool())) then
local phys = ent:GetPhysicsObject()
if not IsValid(phys) then
return
end
local force = ((ent:GetPos() - self:GetPos()):GetNormalized() * 3) * self:GetVelocity():Length2D()
force.z = 0
phys:ApplyForceCenter(force)
DropEntityIfHeld(ent)
end
if (ent:GetClass() == "func_breakable") or (ent:GetClass() == "func_breakable_surf") then
ent:Fire("Shatter")
end
if self.isStuck and ((ent:GetClass() == self:GetClass()) or ent:IsPlayer()) then
local thisMin = self:OBBMins() + self:GetPos()
local thisMax = self:OBBMaxs() + self:GetPos()
local entMin = ent:OBBMins() + ent:GetPos()
local entMax = ent:OBBMaxs() + ent:GetPos()
if not ((((thisMax.x < entMin.x) or (thisMin.x > entMax.x)) or (thisMax.y < entMin.y)) or (thisMin.y > entMax.y)) then
self:StartNoCollide(0)
end
end
end
function ENT:StartNoCollide(duration)
self:SetSolidMask(MASK_NPCSOLID_BRUSHONLY)
self:SetCollisionGroup(COLLISION_GROUP_DEBRIS)
self.noCollideEndTime = CurTime() + duration
self.isNoCollided = true
end
function ENT:OnStuck()
if not self.isStuck then
self.stuckTime = CurTime()
self.isStuck = true
end
self.stuckPos = self:GetPos()
end
function ENT:OnUnStuck()
if (self.stuckPos:DistToSqr(self:GetPos()) > 100) or self.isSitting then
self.isStuck = false
end
end
function ENT:Use(activator, caller, useType, value)
if caller:GWIsHiding() and GetConVar("gw_changemodel_hiding"):GetBool() then
caller:SetModel(self:GetModel())
end
end
-- unused
function ENT:PathGenerator()
return function(area, fromArea, ladder, elevator, length)
if not IsValid(fromArea) then
return 0
end
if not self.loco:IsAreaTraversable(area) then
return -1
end
local dist = 0
if IsValid(ladder) then
dist = ladder:GetLength()
elseif length > 0 then
dist = length
else
dist = area:GetCenter():Distance(fromArea:GetCenter())
end
local cost = dist + fromArea:GetCostSoFar()
local deltaZ = fromArea:ComputeAdjacentConnectionHeightChange(area)
if deltaZ >= self.loco:GetStepHeight() then
if deltaZ >= (self.loco:GetMaxJumpHeight() - 20) then
return -1
end
cost = cost + deltaZ
elseif deltaZ < (-self.loco:GetDeathDropHeight()) then
return -1
end
return cost
end
end |
function love.conf(t)
t.version = "11.3" -- The LÖVE version this game was made for (string)
t.console = true -- Attach a console (boolean, Windows only)
t.audio.mixwithsystem = true -- Keep background music playing when opening LOVE (boolean, iOS and Android only)
t.window.title = "Pong!" -- The window title (string)
t.window.icon = "icon.png" -- Filepath to an image to use as the window's icon (string)
end |
love.graphics.setDefaultFilter('nearest', 'nearest')
enemiesController = {}
enemiesController.enemies = {}
enemiesController.img = love.graphics.newImage('alien.png')
enemiesController.exp =love.audio.newSource('explosion.wav')
enemiesController.scale = 3
enemy = {}
function love.load()
music = love.audio.newSource('Penitent Existence.mp3')
love.audio.play(music)
love.audio.setVolume(0)
backgroundImage = love.graphics.newImage('bg.jpg')
gg = love.graphics.newImage('gg.png')
halfOfWgg = gg:getWidth()/2
halfOfHgg = gg:getHeight()/2 + 50
screenCenter = {}
screenCenter.x = love.graphics.getWidth()/2
screenCenter.y = love.graphics.getHeight()/2
gameOver = false
player = {}
player.img = love.graphics.newImage('ship.png')
player.sound = {}
player.sound.fire = love.audio.newSource('fire.wav')
player.sound.empty = love.audio.newSource('empty.wav')
player.x = 0
player.y = 540
player.bullets = {}
player.cooldown = 20
player.speed = 5
player.fire = function ( )
if player.cooldown <= 0 then
love.audio.play(player.sound.fire)
player.cooldown = 20
bullet = {}
bullet.x = player.x + 23
bullet.y = player.y
table.insert(player.bullets, bullet)
else
love.audio.play(player.sound.empty)
end
end
for i=1, 11 do
enemiesController:spawnEnemy(i*40, 10)
end
end
function enemiesController:spawnEnemy(x,y)
enemy = {}
enemy.x = x
enemy.y = y
enemy.height = enemiesController.img:getHeight() * enemiesController.scale
enemy.width = enemiesController.img:getWidth() * enemiesController.scale
enemy.bullets = {}
enemy.cooldown = 20
enemy.speed = 5
table.insert(self.enemies, enemy)
end
function enemy:fire()
if self.cooldown <= 0 then
self.cooldown = 20
bullet = {}
bullet.x = self.x + 35
bullet.y = self.y
table.insert(self.bullets, bullet)
end
end
function checkCollisions(enemies, bullets)
for i,e in ipairs(enemies) do
for j,b in ipairs(bullets) do
if b.y <= e.y + e.height and b.x > e.x and b.x < e.x + e.width then
table.remove(enemies,i)
table.remove(bullets,j)
love.audio.play(enemiesController.exp)
particleSystem:spawn(e.x,e.y)
end
end
end
end
particleSystem = {}
particleSystem.list = {}
particleSystem.img = love.graphics.newImage('particle.png')
function particleSystem:spawn(x,y)
local ps = {}
ps.x = x
ps.y = y
ps.ps = love.graphics.newParticleSystem(particleSystem.img, 32)
ps.ps:setParticleLifetime(2, 4)
ps.ps:setEmissionRate(5)
ps.ps:setSizeVariation(1)
ps.ps:setLinearAcceleration(-20,-20,20,20)
ps.ps:setColors(100,255,100,255,0,255,0,255)
table.insert(particleSystem.list,ps)
end
function particleSystem:draw()
for _,v in pairs(particleSystem.list) do
love.graphics.draw(v.ps, v.x, v.y)
end
end
function particleSystem:update(dt)
for _,v in pairs(particleSystem.list) do
v.ps:update(dt)
end
end
function particleSystem:cleanup()
-- for _,v in pairs(particleSystem.list) do
-- v.ps:update(dt)
-- end
end
function love.update( dt )
player.cooldown = player.cooldown -1
volume = love.audio.getVolume()
if volume < 1 then
volume = volume + .005
love.audio.setVolume(volume)
end
if love.keyboard.isDown('right') then
player.x = player.x+player.speed
end
if love.keyboard.isDown('left') then
player.x = player.x-player.speed
end
if love.keyboard.isDown("space") then
player.fire()
end
for i,bullet in ipairs(player.bullets) do
bullet.y = bullet.y - 5
if bullet.y < -10 then
table.remove(player.bullets, i)
end
end
for _,e in pairs(enemiesController.enemies) do
e.y = e.y + 1
if e.y+e.height >= love.graphics.getHeight() then
gameOver = true
end
end
checkCollisions(enemiesController.enemies, player.bullets)
end
function love.draw()
love.graphics.setColor(150,150,150)
love.graphics.draw(backgroundImage)
love.graphics.setColor(255,255,255)
love.graphics.draw(player.img, player.x, player.y, 0, .30)
for _,e in pairs(enemiesController.enemies) do
love.graphics.draw(enemiesController.img, e.x, e.y, 0, enemiesController.scale)
end
love.graphics.setColor(255,0,0)
for _,bullet in pairs(player.bullets) do
love.graphics.rectangle("fill", bullet.x, bullet.y, 10,10, 5, 5)
end
if gameOver then
love.graphics.setColor(255,255,255,150)
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth(),love.graphics.getHeight())
love.graphics.setColor(255,255,255)
love.graphics.draw(gg, screenCenter.x - halfOfWgg, screenCenter.y - halfOfHgg)
end
end |
local rootElement = getRootElement()
function showHelp(element)
return triggerClientEvent(element, "doShowHelp", rootElement)
end
function hideHelp(element)
return triggerClientEvent(element, "doHideHelp", rootElement)
end
|
--[[---------------------------------------------------------------------------------------
Wraith ARS 2X
Created by WolfKnight
For discussions, information on future updates, and more, join
my Discord: https://discord.gg/fD4e6WD
MIT License
Copyright (c) 2020 WolfKnight
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.
---------------------------------------------------------------------------------------]]--
-- Branding!
local label =
[[
//
|| __ __ _ _ _ _____ _____ ___ __ __
|| \ \ / / (_) | | | /\ | __ \ / ____| |__ \\ \ / /
|| \ \ /\ / / __ __ _ _| |_| |__ / \ | |__) | (___ ) |\ V /
|| \ \/ \/ / '__/ _` | | __| '_ \ / /\ \ | _ / \___ \ / / > <
|| \ /\ /| | | (_| | | |_| | | | / ____ \| | \ \ ____) | / /_ / . \
|| \/ \/ |_| \__,_|_|\__|_| |_| /_/ \_\_| \_\_____/ |____/_/ \_\
||
|| Created by WolfKnight
||]]
-- Returns the current version set in fxmanifest.lua
function GetCurrentVersion()
return GetResourceMetadata( GetCurrentResourceName(), "version" )
end
-- Grabs the latest version number from the web GitHub
PerformHttpRequest( "https://wolfknight98.github.io/wk_wars2x_web/version.txt", function( err, text, headers )
-- Wait to reduce spam
Citizen.Wait( 2000 )
-- Print the branding!
print( label )
-- Get the current resource version
local curVer = GetCurrentVersion()
if ( text ~= nil ) then
-- Print out the current and latest version
print( " || Current version: " .. curVer )
print( " || Latest recommended version: " .. text .."\n ||" )
-- If the versions are different, print it out
if ( text ~= curVer ) then
print( " || ^1Your Wraith ARS 2X version is outdated, visit the FiveM forum post to get the latest version.\n^0 \\\\\n" )
else
print( " || ^2Wraith ARS 2X is up to date!\n^0 ||\n \\\\\n" )
end
else
-- In case the version can not be requested, print out an error message
print( " || ^1There was an error getting the latest version information, if the issue persists contact WolfKnight#8586 on Discord.\n^0 ||\n \\\\\n" )
end
end ) |
object_tangible_quest_menagerie_terminal_42 = object_tangible_quest_shared_menagerie_terminal_42:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_menagerie_terminal_42, "object/tangible/quest/menagerie_terminal_42.iff")
|
local function SetHighlight(self)
PROFILE("BaseModelMixin:SetHighlight")
if self:GetIsHighlightEnabled() == 1 then
if HasMixin(self, "Team") then
if self:GetTeamNumber() == kTeam2Index then
if self:isa("Gorge") then
self._renderModel:SetMaterialParameter("highlight", 0.95)
else
self._renderModel:SetMaterialParameter("highlight", 1.0)
end
elseif self:GetTeamNumber() == kTeam1Index then
if self:isa("Gorge") then
self._renderModel:SetMaterialParameter("highlight", 0.85)
else
self._renderModel:SetMaterialParameter("highlight", 0.9)
end
else
self._renderModel:SetMaterialParameter("highlight", 0.8)
end
else
self._renderModel:SetMaterialParameter("highlight", 0.7)
end
elseif self:GetIsHighlightEnabled() == 0.5 then
self._renderModel:SetMaterialParameter("highlight", 0.5)
end
end
debug.replaceupvalue( BaseModelMixin.GetRenderModel, "SetHighlight", SetHighlight, true) |
local NoteReader = Class(function(self,inst)
end)
return NoteReader |
--登录奖励
local LogonRewardLayer = class("LogonRewardLayer", cc.Layer)
local ExternalFun = appdf.req(appdf.EXTERNAL_SRC .. "ExternalFun")
local AnimationHelper = appdf.req(appdf.EXTERNAL_SRC .. "AnimationHelper")
local RewardShowLayer = appdf.req(appdf.CLIENT_SRC.."plaza.views.layer.plaza.RewardShowLayer")
function LogonRewardLayer:ctor()
--初始化数据
self._drawReward = 0
self._logonReward = 0
self._totalReward = 0
local csbNode = ExternalFun.loadCSB("LogonReward/LogonRewardLayer.csb"):addTo(self)
self._content = csbNode:getChildByName("content")
self._spTable = self._content:getChildByName("sp_table")
self._spTableItemHighlight = self._content:getChildByName("sp_table_item_highlight")
self._spTableItemFlash0 = self._content:getChildByName("sp_table_item_flash_0")
self._spTableItemFlash1 = self._content:getChildByName("sp_table_item_flash_1")
self._panelSign = self._content:getChildByName("panel_sign")
self._panelResult = self._content:getChildByName("panel_result")
--关闭
self._btnClose = self._content:getChildByName("btn_close")
self._btnClose:addClickEventListener(function()
--播放音效
ExternalFun.playClickEffect()
dismissPopupLayer(self)
end)
--抽奖
self._btnDraw = self._content:getChildByName("btn_draw")
self._btnDraw:addClickEventListener(function()
self:onClickDraw()
end)
--领取
local btnReceive = self._panelResult:getChildByName("btn_receive")
btnReceive:addClickEventListener(function()
self:onClickReceive()
end)
--填充转盘信息
local x0 = self._spTable:getContentSize().width / 2
local y0 = self._spTable:getContentSize().height / 2
for i = 1, #GlobalUserItem.dwLotteryQuotas do
local txtQuota = ccui.Text:create(GlobalUserItem.dwLotteryQuotas[i], "fonts/round_body.ttf", 40)
local x = x0 + 170 * math.sin((i - 1) * 30 * 3.14 /180 )
local y = y0 + 170 * math.cos((i - 1) * 30 * 3.14 /180 )
txtQuota:setPosition(x, y)
txtQuota:setRotation( (270 + (i - 1) * 30) % 360 )
txtQuota:enableOutline(cc.c3b(136, 70, 0), 1)
txtQuota:addTo(self._spTable)
end
--更新签到信息
self:onUpdateSignInfo()
--内容跳入
AnimationHelper.jumpIn(self._content)
end
--------------------------------------------------------------------------------------------------------------------
-- 事件处理
--更新签到信息
function LogonRewardLayer:onUpdateSignInfo()
local txtSignDays = self._panelSign:getChildByName("txt_sign_days")
txtSignDays:setString("已连续签到 " .. GlobalUserItem.wSeriesDate .. " 天")
local wSeriesDate = GlobalUserItem.wSeriesDate
local bTodayChecked = GlobalUserItem.bTodayChecked
for i = 1, yl.LEN_WEEK do
local spGoldItemBg = self._panelSign:getChildByName("sp_gold_item_bg_" .. i)
local spGoldItem = spGoldItemBg:getChildByName("sp_gold_item")
local spReceived = spGoldItemBg:getChildByName("sp_received")
local txtReward = spGoldItemBg:getChildByName("txt_reward")
local bSigned = wSeriesDate >= i --已签到
local bCanSign = (wSeriesDate + 1 == i and not bTodayChecked) --可签到
--local bToday = bTodayChecked and (wSeriesDate == i and true or false) or (wSeriesDate == i - 1 and true or false) --是否是今日
--背景
spGoldItemBg:setTexture("LogonReward/sp_gold_item_bg_" .. (bCanSign and 1 or 0) .. ".png")
--金币
spGoldItem:setTexture("LogonReward/sp_gold_item_" .. i .. "_" .. (bSigned and 1 or 0) .. ".png")
--已签到标志
spReceived:setVisible(bSigned)
--奖励金额
txtReward:setString(GlobalUserItem.lCheckinRewards[i])
end
end
--更新奖励结果
function LogonRewardLayer:onUpdateRewardResult()
local txtDrawReward = self._panelResult:getChildByName("txt_draw_reward")
local txtLogonReward = self._panelResult:getChildByName("txt_logon_reward")
local txtTotalReward = self._panelResult:getChildByName("txt_total_reward")
txtDrawReward:setString(self._drawReward)
txtLogonReward:setString(self._logonReward)
txtTotalReward:setString(self._totalReward)
end
--转盘开始
function LogonRewardLayer:onTurnTableBegin(index)
local itemCount = #GlobalUserItem.dwLotteryQuotas
local degree = 1800 + (itemCount - index + 1) * (360 / itemCount)
self._spTable:runAction(cc.Sequence:create(
cc.EaseSineInOut:create(cc.RotateTo:create(5.0, degree)),
cc.CallFunc:create(function()
self:onTurnTableEnd()
end)
)
)
--转盘音效
self:runAction(cc.Sequence:create(
cc.DelayTime:create(0.8),
cc.CallFunc:create(function()
ExternalFun.playPlazaEffect("zhuanpanBegin.mp3")
end)
)
)
end
--转盘结束
function LogonRewardLayer:onTurnTableEnd()
--更新状态
GlobalUserItem.wSeriesDate = GlobalUserItem.wSeriesDate + 1
GlobalUserItem.bTodayChecked = true
--统计奖励
self._logonReward = GlobalUserItem.lCheckinRewards[GlobalUserItem.wSeriesDate]
self._totalReward = self._drawReward + self._logonReward
--闪烁选中奖品
self._spTableItemHighlight:setVisible(true)
self:runAction(
cc.RepeatForever:create(
cc.Sequence:create(
cc.CallFunc:create(function()
if self._spTableItemFlash0:isVisible() then
self._spTableItemFlash0:setVisible(false)
self._spTableItemFlash1:setVisible(true)
else
self._spTableItemFlash0:setVisible(true)
self._spTableItemFlash1:setVisible(false)
end
end),
cc.DelayTime:create(0.2)
)
)
)
--显示签到动画和结果页
self:runAction(cc.Sequence:create(
cc.CallFunc:create(function()
--已签到动画
self:onCheckedAnimation()
--音效
ExternalFun.playPlazaEffect("zhuanzhong.mp3")
end),
cc.DelayTime:create(2.0),
cc.CallFunc:create(function()
--更新奖励结果
self:onUpdateRewardResult()
--显示结果页面
self._panelSign:setVisible(false)
self._panelResult:setVisible(true)
end)
)
)
end
--已签到动画
function LogonRewardLayer:onCheckedAnimation()
if GlobalUserItem.wSeriesDate < 1 or GlobalUserItem.wSeriesDate > 7 then
return
end
local spGoldItemBg = self._panelSign:getChildByName("sp_gold_item_bg_" .. GlobalUserItem.wSeriesDate)
local spReceived = spGoldItemBg:getChildByName("sp_received")
spReceived:setVisible(true)
spReceived:setScale(2.0)
spReceived:runAction(cc.Sequence:create(
cc.CallFunc:create(function()
--更新签到信息
self:onUpdateSignInfo()
end),
cc.ScaleTo:create(0.5, 1.0),
cc.DelayTime:create(0.5)
)
)
end
--点击抽奖
function LogonRewardLayer:onClickDraw()
--播放音效
ExternalFun.playClickEffect()
self._btnDraw:setEnabled(false)
self:requestLotteryStart()
-- self:onTurnTableBegin(2)
-- self._lotteryResult = {
-- ItemIndex = 2,
-- ItemQuota = 200
-- }
end
--点击领取
function LogonRewardLayer:onClickReceive()
showPopupLayer(
RewardShowLayer:create(RewardType.Gold, self._totalReward, function()
dismissPopupLayer(self)
end), true, false
)
end
--------------------------------------------------------------------------------------------------------------------
-- 网络请求
--开始抽奖
function LogonRewardLayer:requestLotteryStart()
showPopWait()
local ostime = os.time()
local url = yl.HTTP_URL .. "/WS/Lottery.ashx"
--local url = "http://localhost:12569/WS/Lottery.ashx"
appdf.onHttpJsionTable(url ,"GET","action=LotteryStart&userid=" .. GlobalUserItem.dwUserID .. "&time=".. ostime .. "&signature=".. GlobalUserItem:getSignature(ostime),function(jstable,jsdata)
dismissPopWait()
local msg = "抽奖异常"
if type(jstable) == "table" then
msg = jstable["msg"]
local data = jstable["data"]
if type(data) == "table" then
local valid = data["valid"]
if nil ~= valid and true == valid then
local list = data["list"]
if type(list) == "table" then
local idx = list["ItemIndex"]
msg = nil
if nil ~= idx then
--保存抽奖数据
self._itemIndex = idx
self._drawReward = list["ItemQuota"]
--保存财富数据
GlobalUserItem.lUserScore = list["Score"]
GlobalUserItem.dUserBeans = list["Currency"]
GlobalUserItem.lUserIngot = list["UserMedal"]
--隐藏关闭按钮
self._btnClose:setVisible(false)
--转盘开始
self:onTurnTableBegin(idx)
else
msg = "抽奖异常"
end
end
end
end
end
if nil ~= msg then
showToast(self, msg, 2)
self._btnDraw:setEnabled(true)
end
end)
end
return LogonRewardLayer |
return {
_type_ = 'Decorator',
id = 3001,
name = "耳环",
desc = "耳环",
duration = 100,
} |
local M = {}
local make_iter = require "parse_sql_dump.utils".make_iter
M.NULL = require "parse_sql_dump.utils".NULL
-- It would be neater to generate these by parsing the description of the table in the SQL file.
M.babel = make_iter("babel", "babel", [[
user user_id
lang string
level string
]])
M.category = make_iter("category", "cat", [[
id category_id
title page_title
pages integer
subcats integer
files integer
]])
M.categorylinks = make_iter("category", "cl", [[
from page_id
to page_title
sortkey string
timestamp timestamp
sortkey_prefix string
collation string
type page_type
]])
M.change_tag = make_iter("change_tag", "ct", [[
id integer
rc_id nullable_integer
log_id nullable_integer
rev_id nullable_integer
params nullable_string
tag_id integer
]])
M.change_tag_def = make_iter("change_tag_def", "ctd", [[
id integer
name string
user_defined boolean
count integer
]])
M.externallinks = make_iter("externallinks", "el", [[
id integer
from page_id
to string
index string
index_60 string
]])
M.geo_tags = make_iter("geo_tags", "gt", [[
id integer
page_id page_id
globe string
primary boolean
lat_int integer
lon_int integer
lat nullable_float
lon nullable_float
dim nullable_integer
type nullable_string
name nullable_string
country string
region string
]])
M.image = make_iter("image", "img", [[
name page_title
size integer
width integer
height integer
metadata string
bits integer
media_type string -- actually enum('UNKNOWN','BITMAP','DRAWING','AUDIO','VIDEO','MULTIMEDIA','OFFICE','TEXT','EXECUTABLE','ARCHIVE','3D')
major_mime string -- actually enum('unknown','application','audio','image','text','video','message','model','multipart')
minor_mime string
description_id integer
actor integer
timestamp timestamp
sha1 string
deleted integer
]])
M.imagelinks = make_iter("imagelinks", "il", [[
from page_id
namespace page_namespace
to string
]])
M.iwlinks = make_iter("iwlinks", "iwl", [[
from page_id
prefix string
title page_title
]])
M.langlinks = make_iter("langlinks", "ll", [[
from page_id
lang string
title page_title
]])
M.page = make_iter("page", "page", [[
id page_id
namespace page_namespace
title page_title
restrictions string
is_redirect boolean
is_new boolean
random float
touched timestamp
links_updated nullable_timestamp
latest rev_id
len integer
content_model nullable_string
lang nullable_string
]])
M.page_restrictions = make_iter("page_restrictions", "pr", [[
page page_id
type string
level string
cascade integer
user nullable_integer
expiry nullable_string
id integer
]])
M.pagelinks = make_iter("pagelinks", "pl", [[
from page_id
from_namespace page_namespace
namespace page_namespace
title page_title
]])
M.protected_titles = make_iter("protected_titles", "pt", [[
namespace page_namespace
title page_title
user user_id
reason_id integer
timestamp timestamp
expiry timestamp
create_perm string
]])
M.redirect = make_iter("redirect", "rd", [[
from page_id
namespace page_namespace
title page_title
interwiki nullable_string
fragment nullable_string
]])
M.site_stats = make_iter("site_stats", "ss", [[
row_id integer
total_edits nullable_integer
good_articles nullable_integer
total_pages nullable_integer
users nullable_integer
images nullable_integer
active_users nullable_integer
]])
M.sites = make_iter("sites", "site", [[
id integer
global_key string
type string
group string
source string
language string
protocol string
domain string
data string
forward boolean
config string
]])
M.templatelinks = make_iter("templatelinks", "tl", [[
from page_id
namespace page_namespace
title page_title
from_namespace page_namespace
]])
M.user_former_groups = make_iter("user_former_groups", "ufg", [[
user user_id
group user_group
]])
M.user_groups = make_iter("user_groups", "ug", [[
user user_id
group user_group
expiry timestamp
]])
M.wbc_entity_usage = make_iter("wbc_entity_usage", "eu", [[
row_id integer -- bigint(20), but will probably not overflow 64-bit signed integer soon
entity_id string
aspect string
page_id page_id
]])
return M
|
local ns2_Embryo_SetGestationData = Embryo.SetGestationData
function Embryo:SetGestationData(techIds, previousTechId, healthScalar, armorScalar)
ns2_Embryo_SetGestationData(self, techIds, previousTechId, healthScalar, armorScalar)
if self.isSpawning then
self.gestationTime = kSpawnGestateTime
else
self.gestationTime = kSkulkGestateTime
end
end |
#!/usr/bin/env luajit
-- script to convert text files to another format
require 'ext'
--local gcmem = require 'ext.gcmem'
local result, ffi = pcall(require, 'ffi')
local useffi = true
local OutputPoints = require 'output_points'
local julian = assert(loadfile('../horizons/julian.lua'))()
local mjdOffset = 2400000.5
local auInM = 149597870700 -- 1AU in meters
local Columns = require 'columns'
--[[
args:
inputFile (text)
processRow = function(line)
outputObj
--]]
local function processToFile(args)
local inputFilename = assert(args.inputFilename)
local processRow = assert(args.processRow)
local outputObj = assert(args.outputObj)
local lastTime = os.time()
-- file[] read is not working on luajit in windows
--local data = file[inputFilename]
local data = io.readfile(inputFilename)
local lines = assert(data, "failed to read file "..inputFilename):split('\n')
local cols = Columns(lines)
print(tolua(cols.columns))
for i=3,#lines do -- skip headers and ---- line
local line = lines[i]
if #line:trim() > 0 then
xpcall(function()
outputObj:processBody(assert(processRow(cols(line))))
end, function(err)
io.stderr:write('failed on file '..inputFilename..' line '..i..'\n')
io.stderr:write(err..'\n'..debug.traceback()..'\n')
os.exit(1)
end)
end
local thisTime = os.time()
if thisTime ~= lastTime then
print(inputFilename..' '..math.floor(100*(i-2)/(#lines-2))..'% complete...')
lastTime = thisTime
end
end
end
OutputPoints:staticInit()
-- these match the fields in coldesc.lua and probably row-desc.json
local numberFields = table{
'epoch',
'perihelionDistance', --comets
'semiMajorAxis', --asteroids
'eccentricity',
'inclination',
'argumentOfPeriapsis',
'longitudeOfAscendingNode',
'meanAnomalyAtEpoch', --asteroids
'absoluteMagnitude', --asteroids
'magnitudeSlopeParameter', --asteroids
'timeOfPerihelionPassage', --comets
}
local real
if useffi then
real = 'double'
local template = require 'template'
local code = template([[
typedef <?=real?> real;
typedef struct {
<? for _,field in ipairs(numberFields) do
?> real <?=field?>;
<? end
?>
int bodyType; // 0=comet, 1=numbered, 2=unnum
int horizonID; //for numbered asteroids only
char name[43+1];
char orbitSolutionReference[12+1];
//computed parameters:
long index;
real pos[3], vel[3], A[3], B[3];
real eccentricAnomaly;
real timeOfPeriapsisCrossing;
real meanAnomaly;
int orbitType; // 0=elliptic, 1=hyperbolic, 2=parabolic ... this can be derived from eccentricity
real orbitalPeriod;
} body_t;
]], {
real = real,
numberFields = numberFields,
})
ffi.cdef(code)
local allFields = numberFields:mapi(function(name)
return {name=name, type=real}
end):append{
{name='bodyType', type='int'},
{name='horizonID', type='int'},
{name='name', type='char[44]'},
{name='orbitSolutionReference', type='char[13]'},
{name='index', type='long'},
{name='pos', type=real..'[3]'},
{name='vel', type=real..'[3]'},
{name='A', type=real..'[3]'},
{name='B', type=real..'[3]'},
{name='eccentricAnomaly', type=real},
{name='timeOfPeriapsisCrossing', type=real},
{name='meanAnomaly', type=real},
{name='orbitType', type='int'},
{name='orbitalPeriod', type=real},
}
local f = assert(io.open('body_t_desc.lua', 'w'))
f:write'return {\n'
f:write('\tname = '..('%q'):format'body_t'..',\n')
f:write('\tsize = '..ffi.sizeof'body_t'..',\n')
f:write'\tfields = {\n'
for _,field in ipairs(allFields) do
f:write('\t\t'..field.name..' = {'
..'type='..('%q'):format(field.type)..', '
..'offset='..ffi.offsetof('body_t', field.name)..', '
..'size='..ffi.sizeof(ffi.new(field.type))..', '
..'},\n')
end
f:write'\t},\n'
f:write'}\n'
end
local function newBody()
if not useffi then
return setmetatable({}, {
__index = {
getPos = function(self)
return unpack(self.pos)
end,
},
})
end
local body = setmetatable({
_ptr = ffi.new'body_t[1]', --gcmem.new('body_t',1),
getPos = function(self)
return self._ptr[0].pos[0], self._ptr[0].pos[1], self._ptr[0].pos[2]
end,
}, {
-- can you use cdata as __index and __newindex values
-- similar to how you can use tables?
__index = function(self,k)
return self._ptr[0][k]
end,
__newindex = function(self,k,v)
self._ptr[0][k] = v
end
})
for _,field in ipairs(numberFields) do
body[field] = math.nan
end
body.horizonID = 0
body.absoluteMagnitude = math.huge
return body
end
-- [[ process comets
processToFile{
inputFilename = 'ELEMENTS.COMET',
outputObj = OutputPoints{
filename = 'comets.json',
variableName = 'cometData',
bodyType = 0,
},
processRow = function(row)
local body = newBody()
local numberAndName = row['Num Name']
body.name = numberAndName:trim()
body.epoch = assert(tonumber(row.Epoch:trim())) + mjdOffset
body.perihelionDistance = assert(tonumber(row.q:trim())) * auInM
body.eccentricity = assert(tonumber(row.e:trim()))
body.inclination = math.rad(assert(tonumber(row.i:trim()))) -- wrt J2000 ecliptic plane
body.argumentOfPeriapsis = math.rad(assert(tonumber(row.w:trim())))
body.longitudeOfAscendingNode = math.rad(assert(tonumber(row.Node:trim())))
-- time of perihelion passage
do
local str = row.Tp
local year = assert(tonumber(str:sub(1,4)))
local month = assert(tonumber(str:sub(5,6)))
local day = assert(tonumber(str:sub(7)))
-- TODO calendarToJulian() function. this is a rough rough guess.
body.timeOfPerihelionPassage = julian.fromCalendar{year=year, month=month, day=day}
end
body.orbitSolutionReference = row.Ref:trim()
return body
end,
}
--]]
-- [[ process numbered bodies
processToFile{
inputFilename = 'ELEMENTS.NUMBR',
outputObj = OutputPoints{
filename = 'smallbodies-numbered.json',
variableName = 'numberedSmallBodyData',
bodyType = 1,
},
processRow = function(row)
local body = newBody()
body.horizonID = assert(tonumber(row.Num:trim()))
body.name = row.Name:trim()
body.epoch = assert(tonumber(row.Epoch:trim())) + mjdOffset
body.semiMajorAxis = assert(tonumber(row.a:trim())) * auInM
body.eccentricity = assert(tonumber(row.e:trim()))
body.inclination = math.rad(assert(tonumber(row.i:trim())))
body.argumentOfPeriapsis = math.rad(assert(tonumber(row.w:trim())))
body.longitudeOfAscendingNode = math.rad(assert(tonumber(row.Node:trim())))
body.meanAnomalyAtEpoch = math.rad(assert(tonumber(row.M:trim())))
body.absoluteMagnitude = assert(tonumber(row.H:trim()))
body.magnitudeSlopeParameter = assert(tonumber(row.G:trim()))
body.orbitSolutionReference = row.Ref:trim()
return body
end,
}
--]]
-- [[ process unnumbered bodies
processToFile{
inputFilename = 'ELEMENTS.UNNUM',
outputObj = OutputPoints{
filename = 'smallbodies-unnumbered.json',
variableName = 'unnumberedSmallBodyData',
bodyType = 2,
},
processRow = function(row)
local body = newBody()
body.name = row.Designation:trim()
body.epoch = assert(tonumber(row.Epoch:trim())) + mjdOffset
body.semiMajorAxis = assert(tonumber(row.a:trim())) * auInM
body.eccentricity = assert(tonumber(row.e:trim()))
body.inclination = math.rad(assert(tonumber(row.i:trim())))
body.argumentOfPeriapsis = math.rad(assert(tonumber(row.w:trim())))
body.longitudeOfAscendingNode = math.rad(assert(tonumber(row.Node:trim())))
body.meanAnomalyAtEpoch = math.rad(assert(tonumber(row.M:trim())))
body.absoluteMagnitude = assert(tonumber(row.H:trim()))
body.magnitudeSlopeParameter = assert(tonumber(row.G:trim()))
body.orbitSolutionReference = row.Ref:trim()
return body
end,
}
--]]
OutputPoints:staticDone()
|
slot2 = "SlwhRoomCcsView"
SlwhRoomCcsView = class(slot1)
SlwhRoomCcsView.onCreationComplete = function (slot0)
slot6 = slot0.layerRoomList.content_sv.getContentSize(slot7).height
slot7 = cc.size(slot4, display.width)
slot0.layerRoomList.content_sv.setContentSize(display.width, slot2)
slot6 = slot0.layerRoomList.content_sv
slot9 = slot0.layerRoomList.layerContent
slot0.layerRoomList.content_sv.setInnerContainerSize(display.width, slot0.layerRoomList.layerContent.getContentSize(slot2))
slot7 = false
slot0.layerRoomList.content_sv.setClippingEnabled(display.width, slot2)
slot7 = true
slot0.layerRoomList.content_sv.setIsCenterWhileNeed(display.width, slot2)
slot7 = slot0.layerRoomList.layerContent
slot0.layerRoomList.content_sv.addContentChild(display.width, slot2)
slot6 = slot0.layerRoomList.content_sv
DisplayUtil.setAllCascadeOpacityEnabled(display.width)
slot0._roomBtnInitPoses = {}
slot0._roomBtns = {}
for slot8 = 1, 5, 1 do
if slot1["btn" .. slot8] ~= nil then
slot13 = slot9
table.insert(slot11, slot0._roomBtns)
slot9._index = slot8
slot9._kind = slot8
slot15 = slot9
slot0._roomBtnInitPoses[slot8] = DisplayUtil.ccpCopy(slot9.getPosition(slot14))
if device.platform ~= "windows" then
slot13 = slot9
slot2.addBtn2HandleTouchOperate(slot11, slot2)
end
end
end
slot7 = slot0
slot0.initRoomSpine(slot6)
slot9 = Hero
slot11 = {
x = 0.5,
y = 0.5
}
slot10 = TreeFunc.createSpriteNumber(Hero.getUserScore, slot5, Tree.root .. "room/money/number_%s.png", {})
slot0.layerBottom.node_score.addChild(slot5, slot0.layerBottom.node_score)
slot9 = slot0
slot0.alignComponent(slot5)
slot9 = slot1
slot0._originX, slot0._originY = slot1.getPosition(slot5)
slot0._lastOffset = 0
slot7 = CONFIG_CUR_WIDTH + 352
slot0._maxOffsetX = 10
end
SlwhRoomCcsView.alignComponent = function (slot0)
slot6 = 80
slot0.controller.adjustSlimWidth(slot2, slot0.controller, slot0.layerTop.btnBack, UIConfig.ALIGN_LEFT)
slot6 = 80
slot0.controller.adjustSlimWidth(slot2, slot0.controller, slot0.layerTop.btnQuestion, UIConfig.ALIGN_LEFT)
slot6 = -80
slot0.controller.adjustSlimWidth(slot2, slot0.controller, slot0.layerBottom.btnFastBegin, UIConfig.ALIGN_RIGHT)
slot6 = -80
slot0.controller.adjustSlimWidth(slot2, slot0.controller, slot0.imageLogo, UIConfig.ALIGN_RIGHT)
for slot5 = 1, #{
slot0.layerBottom.head,
slot0.layerBottom.sprite_head_frame,
slot0.layerBottom.text_name,
slot0.layerBottom.image_money_panel,
slot0.layerBottom.money_icon,
slot0.layerBottom.node_score,
slot0.layerBottom.btnAdd,
slot0.layerBottom.imag_hero_panel
}, 1 do
slot11 = 80
slot0.controller.adjustSlimWidth(slot7, slot0.controller, slot1[slot5], UIConfig.ALIGN_LEFT)
end
end
SlwhRoomCcsView.initRoomSpine = function (slot0)
for slot5 = 1, 5, 1 do
slot12 = Tree.Room[slot5][1].atlas
slot8 = sp.SkeletonAnimation.create(slot9, sp.SkeletonAnimation, Tree.Room[slot5][1].json)
slot14 = true
slot8.setAnimation(sp.SkeletonAnimation, slot8, 0, "animation")
slot12 = slot8
slot0._roomBtns[slot5].node_spine.addChild(sp.SkeletonAnimation, slot0._roomBtns[slot5].node_spine)
slot13 = Tree.Room[slot5][2].atlas
slot9 = sp.SkeletonAnimation.create(sp.SkeletonAnimation, sp.SkeletonAnimation, Tree.Room[slot5][2].json)
slot15 = true
slot9.setAnimation(sp.SkeletonAnimation, slot9, 0, "animation")
slot13 = slot9
slot0._roomBtns[slot5].node_spine.addChild(sp.SkeletonAnimation, slot0._roomBtns[slot5].node_spine)
slot14 = Tree.Room[slot5][3].atlas
slot10 = sp.SkeletonAnimation.create(sp.SkeletonAnimation, sp.SkeletonAnimation, Tree.Room[slot5][3].json)
slot16 = true
slot10.setAnimation(sp.SkeletonAnimation, slot10, 0, "animation")
slot14 = slot10
slot0._roomBtns[slot5].node_spine.addChild(sp.SkeletonAnimation, slot0._roomBtns[slot5].node_spine)
end
slot6 = Tree.root .. "animation/quickstart/slwh_quickstart.atlas"
slot2 = sp.SkeletonAnimation.create(slot3, sp.SkeletonAnimation, Tree.root .. "animation/quickstart/slwh_quickstart.json")
slot8 = slot0.layerBottom.btnFastBegin.getContentSize(sp.SkeletonAnimation).height * 0.5
slot2.setPosition(slot0.layerBottom.btnFastBegin, slot2, slot0.layerBottom.btnFastBegin.getContentSize(sp.SkeletonAnimation).width * 0.5)
slot9 = true
slot2.setAnimation(slot0.layerBottom.btnFastBegin, slot2, 0, "animation")
slot7 = slot2
slot0.layerBottom.btnFastBegin.addChild(slot0.layerBottom.btnFastBegin, slot0.layerBottom.btnFastBegin)
slot8 = Tree.root .. "animation/room/slwh_xcbg_hou.atlas"
slot4 = sp.SkeletonAnimation.create(slot0.layerBottom.btnFastBegin, sp.SkeletonAnimation, Tree.root .. "animation/room/slwh_xcbg_hou.json")
slot10 = true
slot4.setAnimation(sp.SkeletonAnimation, slot4, 0, "animation")
slot8 = slot4
slot0.node_animation.addChild(sp.SkeletonAnimation, slot0.node_animation)
slot0._skeleton1 = slot4
slot9 = Tree.root .. "animation/room/slwh_xcbg_zhong.atlas"
slot5 = sp.SkeletonAnimation.create(sp.SkeletonAnimation, sp.SkeletonAnimation, Tree.root .. "animation/room/slwh_xcbg_zhong.json")
slot11 = true
slot5.setAnimation(sp.SkeletonAnimation, slot5, 0, "animation")
slot9 = slot5
slot0.node_animation.addChild(sp.SkeletonAnimation, slot0.node_animation)
slot0._skeleton2 = slot5
slot10 = Tree.root .. "animation/room/slwh_xcbg_qian.atlas"
slot6 = sp.SkeletonAnimation.create(sp.SkeletonAnimation, sp.SkeletonAnimation, Tree.root .. "animation/room/slwh_xcbg_qian.json")
slot12 = true
slot6.setAnimation(sp.SkeletonAnimation, slot6, 0, "animation")
slot10 = slot6
slot0.node_animation.addChild(sp.SkeletonAnimation, slot0.node_animation)
slot0._skeleton3 = slot6
slot10 = Tree.root .. "particle/slwh_xcbg1.plist"
slot7 = cc.ParticleSystemQuad.create(sp.SkeletonAnimation, cc.ParticleSystemQuad)
slot12 = -300
slot7.setPosition(cc.ParticleSystemQuad, slot7, -467)
slot11 = slot7
slot0.node_animation.addChild(cc.ParticleSystemQuad, slot0.node_animation)
slot11 = Tree.root .. "particle/slwh_xcbg2.plist"
slot8 = cc.ParticleSystemQuad.create(cc.ParticleSystemQuad, cc.ParticleSystemQuad)
slot13 = -300
slot8.setPosition(cc.ParticleSystemQuad, slot8, -467)
slot12 = slot8
slot0.node_animation.addChild(cc.ParticleSystemQuad, slot0.node_animation)
slot12 = Tree.root .. "particle/slwh_xcbg3.plist"
slot9 = cc.ParticleSystemQuad.create(cc.ParticleSystemQuad, cc.ParticleSystemQuad)
slot14 = -300
slot9.setPosition(cc.ParticleSystemQuad, slot9, 467)
slot13 = slot9
slot0.node_animation.addChild(cc.ParticleSystemQuad, slot0.node_animation)
slot13 = Tree.root .. "particle/slwh_xcbg4.plist"
slot10 = cc.ParticleSystemQuad.create(cc.ParticleSystemQuad, cc.ParticleSystemQuad)
slot15 = -300
slot10.setPosition(cc.ParticleSystemQuad, slot10, 467)
slot14 = slot10
slot0.node_animation.addChild(cc.ParticleSystemQuad, slot0.node_animation)
end
SlwhRoomCcsView.updateButtonState = function (slot0)
slot4 = gameMgr
slot3 = gameMgr.getServerVosDicEx(slot0.model)[slot0.model.getGameKind(slot2)] or {}
slot0._cellScore = {}
slot5 = 0
slot6 = {}
for slot10 = 1, 5, 1 do
if slot3[slot0._roomBtns[slot10]._kind] then
slot16 = true
DisplayUtil.setVisible(slot14, slot11)
slot6[slot5 + 1] = slot11
slot16 = true
slot11.setEnabled(slot14, slot11)
slot16 = slot0._roomBtnInitPoses[slot5 + 1]
slot11.setPosition(slot14, slot11)
slot0._cellScore[slot10] = slot12._dwCellScore
if slot12._miniNeed > 0 then
if slot11.costImage then
slot17 = false
slot11.costImage.setVisible(slot15, slot11.costImage)
end
if slot11.txtEntry_tf ~= nil then
slot17 = Tree.root .. "room/entry/number_%s.png"
slot18 = HtmlUtil.createArtNumWithHansUnits(slot15, slot13)
slot11.txtEntry_tf.setHtmlText(slot13, slot11.txtEntry_tf)
slot18 = 5
slot11.txtEntry_tf.setSkewY(slot13, slot11.txtEntry_tf)
end
end
else
slot16 = false
DisplayUtil.setVisible(slot14, slot11)
if slot11.txtEntry_tf then
slot16 = false
slot11.txtEntry_tf.setVisible(slot14, slot11.txtEntry_tf)
end
if slot11.costImage then
slot16 = false
slot11.costImage.setVisible(slot14, slot11.costImage)
end
slot16 = false
slot11.setCanTouch(slot14, slot11)
end
end
slot7 = slot0.layerRoomList.layerContent
slot8 = slot0.layerRoomList.content_sv
slot9 = 0
slot0._roomCount = slot5
if slot5 > 0 then
slot19 = slot6[slot5]
slot19 = slot6[slot5]
slot15 = 50 + slot6[slot5].getPositionX(slot16) + slot6[slot5].getScaleX(slot10) * slot6[slot5]:getContentSize().width * slot6[slot5]:getAnchorPoint().x
slot9 = math.max(slot13, slot9)
end
slot12 = slot8
slot18 = slot7
slot16 = slot7.getContentSize(slot17).height
slot8.setInnerContainerSize(slot11, cc.size(slot14, slot9 + 100))
if display.width <= slot9 then
slot11 = 80
slot14 = (display.width - CUR_SELECTED_WIDTH) * 0.5
if math.abs(slot13) < 10 then
slot11 = 0
end
if display.width <= CONFIG_CUR_WIDTH then
slot11 = slot11 + 20
end
slot15 = -slot10 + slot11
slot8.setPositionX(slot13, slot8)
else
slot13 = (display.width - slot9) * 0.5
slot14 = (CONFIG_DESIGN_WIDTH - display.width) * 0.5 + math.max(slot11, 40)
slot8.setPositionX(40, slot8)
end
slot0._roomsWidth = slot9
slot0._curShowingBtns = slot6
end
SlwhRoomCcsView.onHide = function (slot0)
slot5 = slot0
Hero.pNickNameChangedSignal.remove(slot2, Hero.pNickNameChangedSignal, slot0.onUserNameChanged)
slot5 = slot0
Hero.userScoreChangedSignal.remove(slot2, Hero.userScoreChangedSignal, slot0.onUserScoreChanged)
slot5 = slot0
slot0.layerRoomList.content_sv._viewTouchSignal.remove(slot2, slot0.layerRoomList.content_sv._viewTouchSignal, slot0.onTouchOpation)
slot3 = slot0
slot0.unscheduleUpdate(slot2)
end
SlwhRoomCcsView.onShow = function (slot0)
slot5 = slot0
slot5 = slot0.getParent(slot4)
slot5 = {
x = 407,
y = 673
}
TweenLite.to(slot2, slot0.getParent(slot4).getParent(slot4).layerNotice, 0.4)
slot5 = slot0
Hero.pNickNameChangedSignal.add(slot2, Hero.pNickNameChangedSignal, slot0.onUserNameChanged)
slot5 = slot0
Hero.userScoreChangedSignal.add(slot2, Hero.userScoreChangedSignal, slot0.onUserScoreChanged)
slot4 = 0
slot0.layerRoomList.content_sv.jumpTo(slot2, slot0.layerRoomList.content_sv)
slot3 = slot0
slot0.updateButtonState(slot2)
slot3 = slot0
slot0.onUserNameChanged(slot2)
slot3 = slot0
slot0.onUserScoreChanged(slot2)
slot3 = slot0
slot0.playEntryAnimation(slot2)
slot5 = slot0
slot0.layerRoomList.content_sv._viewTouchSignal.add(slot2, slot0.layerRoomList.content_sv._viewTouchSignal, slot0.onTouchOpation)
slot5 = 1
slot0.scheduleUpdateWithPriorityLua(slot2, slot0, function (slot0)
slot4 = slot0
slot0.slowSmoothAction(slot2, slot0)
end)
end
SlwhRoomCcsView.playEntryAnimation = function (slot0)
slot4 = true
slot0.layerRoomList.setCascadeOpacityEnabled(slot2, slot0.layerRoomList)
slot4 = true
slot0.layerTop.setCascadeOpacityEnabled(slot2, slot0.layerTop)
slot4 = true
slot0.layerBottom.setCascadeOpacityEnabled(slot2, slot0.layerBottom)
if slot0._roomCount >= 5 then
slot5 = slot0.layerRoomList.content_sv
slot3, slot4 = slot0.layerRoomList.content_sv.getPosition(slot4)
slot10 = slot0._originY
slot0.layerRoomList.layerContent.setPosition(CONFIG_DESIGN_WIDTH, slot0.layerRoomList.layerContent, slot5)
slot10 = 0
slot0.layerRoomList.layerContent.setOpacity(slot0.layerRoomList.layerContent, slot6)
slot9 = slot0.layerRoomList.layerContent
slot16 = 0.2
slot13 = cc.DelayTime.create(slot14, cc.DelayTime)
slot0.layerRoomList.layerContent.runAction(slot0.layerRoomList.layerContent, cc.Sequence.create(slot11, cc.Sequence, cc.FadeTo.create(cc.DelayTime, cc.FadeTo, 0.1)))
slot9 = slot0.layerRoomList.layerContent
slot16 = 0.3
slot13 = cc.DelayTime.create(cc.FadeTo.create, cc.DelayTime)
slot16 = cc.EaseBackOut
slot20 = 1
slot24 = slot0._originY
slot0.layerRoomList.layerContent.runAction(slot0.layerRoomList.layerContent, cc.Sequence.create(slot11, cc.Sequence, cc.EaseBackOut.create(cc.DelayTime, cc.MoveTo.create(255, cc.MoveTo, cc.p(slot22, slot0._originX)))))
else
slot5 = slot0._originY
slot2 = cc.p(slot3, slot0._originX)
slot6 = 0
slot0.layerRoomList.layerContent.setOpacity(slot0._originX, slot1)
slot0.layerRoomList.layerContent.setPosition(slot0._originX, slot1, slot2.x + 100)
slot5 = slot0.layerRoomList.layerContent
slot0.layerRoomList.layerContent.runAction(slot0._originX, cc.FadeTo.create(slot2.y, cc.FadeTo, 0.3))
slot5 = slot0.layerRoomList.layerContent
slot8 = cc.EaseBackOut
slot13 = slot2
slot0.layerRoomList.layerContent.runAction(slot0._originX, cc.EaseBackOut.create(slot2.y, cc.MoveTo.create(255, cc.MoveTo, 0.4)))
end
slot6 = slot0.layerTop
slot2 = cc.p(slot0.layerTop.getPosition(slot5))
slot6 = 0
slot0.layerTop.setOpacity(slot0.layerTop.getPosition, slot1)
slot0.layerTop.setPosition(slot0.layerTop.getPosition, slot1, slot2.x)
slot5 = slot0.layerTop
slot0.layerTop.runAction(slot0.layerTop.getPosition, cc.FadeTo.create(slot2.y + 60, cc.FadeTo, 0.3))
slot5 = slot0.layerTop
slot8 = cc.EaseBackOut
slot13 = slot2
slot0.layerTop.runAction(slot0.layerTop.getPosition, cc.EaseBackOut.create(slot2.y + 60, cc.MoveTo.create(255, cc.MoveTo, 0.4)))
slot8 = slot0.layerBottom
slot4 = cc.p(slot0.layerBottom.getPosition(slot2.y + 60))
slot8 = 0
slot0.layerBottom.setOpacity(slot0.layerBottom.getPosition, slot3)
slot0.layerBottom.setPosition(slot0.layerBottom.getPosition, slot3, slot4.x)
slot7 = slot0.layerBottom
slot0.layerBottom.runAction(slot0.layerBottom.getPosition, cc.FadeTo.create(slot4.y - 60, cc.FadeTo, 0.3))
slot7 = slot0.layerBottom
slot10 = cc.EaseBackOut
slot15 = slot4
slot0.layerBottom.runAction(slot0.layerBottom.getPosition, cc.EaseBackOut.create(slot4.y - 60, cc.MoveTo.create(255, cc.MoveTo, 0.4)))
end
SlwhRoomCcsView.onUserNameChanged = function (slot0)
slot7 = 2
slot5 = StringUtil.truncate(Hero, Hero.getPNickName(slot2), 9, nil)
slot0.layerBottom.text_name.setString(Hero, slot0.layerBottom.text_name)
end
SlwhRoomCcsView.onUserScoreChanged = function (slot0)
slot5 = Hero
slot4 = slot0.layerBottom.node_score
slot0.layerBottom.node_score.removeAllChildren(Hero.getUserScore)
slot7 = {
x = 0.5,
y = 0.5
}
slot6 = TreeFunc.createSpriteNumberWithDot(Hero.getUserScore, parseInt(Hero.getUserScore(slot4)), Tree.root .. "room/money/number_%s.png", {})
slot0.layerBottom.node_score.addChild(parseInt(Hero.getUserScore(slot4)), slot0.layerBottom.node_score)
slot7 = GAME_STATE.ROOM
slot0.controller.setHeadBg(parseInt(Hero.getUserScore(slot4)), slot0.controller, slot0.layerBottom.head)
if not B_HEADCLIPPING then
slot6 = slot0.layerBottom.head.mask
slot0.layerBottom.head.checkMask2(slot4, slot0.layerBottom.head)
else
slot6 = false
slot0.layerBottom.head.mask.mask.setVisible(slot4, slot0.layerBottom.head.mask.mask)
end
end
SlwhRoomCcsView.onBtnClick = function (slot0, slot1, slot2)
slot5 = "--------onButtonEvent----"
print(slot4)
if slot1 == slot0.layerTop.btnBack then
slot5 = slot0.controller
slot0.controller.exitGame(slot4)
elseif slot1 == slot0.layerTop.btnQuestion then
slot6 = true
slot0.model.setIsShowingRule(slot4, slot0.model)
elseif slot1 == slot0.layerBottom.btnAdd then
slot5 = slot0.controller
slot0.controller.try2OpenBank(slot4)
elseif slot1 == slot0.layerBottom.btnFastBegin then
slot5 = slot0.controller
slot0.controller.quickStartGame(slot4)
else
slot6 = slot1._kind
slot0.controller.requestEnterRoom(slot4, slot0.controller)
slot5 = slot0.controller
slot0.controller.onNetMessageCabcelCache(slot4)
end
end
SlwhRoomCcsView.onTouchOpation = function (slot0, slot1, slot2)
if slot2 == ccs.TOUCH_EVENT_BEGAN then
slot0._touchOffsetX = slot1.x
slot0._lastOffset = 0
elseif slot2 == ccs.TOUCH_EVENT_MOVED then
slot6 = slot0._skeleton3
if slot0._maxOffsetX < slot0._skeleton3.getPositionX(slot5) + (slot1.x - slot0._touchOffsetX) * 0.5 * 0.35 then
slot3 = slot0._maxOffsetX - slot4
elseif slot4 + slot3 * 0.35 < -slot0._maxOffsetX then
slot3 = -slot0._maxOffsetX - slot4
end
slot8 = slot4 + slot3 * 0.35
slot0._skeleton3.setPositionX(slot6, slot0._skeleton3)
slot7 = slot0._skeleton2
slot8 = slot0._skeleton2.getPositionX(slot6) + slot3 * 0.06
slot0._skeleton2.setPositionX(slot6, slot0._skeleton2)
slot7 = slot0._skeleton1
slot8 = slot0._skeleton1.getPositionX(slot6) + slot3 * 0.03
slot0._skeleton1.setPositionX(slot6, slot0._skeleton1)
slot0._touchOffsetX = slot1.x
slot0._lastOffsetT = slot3
elseif slot2 == ccs.TOUCH_EVENT_ENDED then
slot0._lastOffset = slot0._lastOffsetT or 0
end
end
SlwhRoomCcsView.slowSmoothAction = function (slot0, slot1)
if slot0._lastOffset ~= 0 then
slot6 = slot0._skeleton1
slot3 = slot0._skeleton2.getPositionX(slot0._skeleton3) + slot0._lastOffset * 0.92 * 0.5 * 0.06
slot4 = slot0._skeleton1.getPositionX(slot0._skeleton2) + slot0._lastOffset * 0.92 * 0.5 * 0.03
if slot0._maxOffsetX < slot0._skeleton3.getPositionX(slot3) + slot0._lastOffset * 0.92 * 0.5 * 0.35 then
slot2 = slot0._maxOffsetX
slot3 = (slot0._maxOffsetX * 0.06) / 0.35
slot4 = (slot0._maxOffsetX * 0.03) / 0.35
elseif slot2 < -slot0._maxOffsetX then
slot2 = -slot0._maxOffsetX
slot3 = (-slot0._maxOffsetX * 0.06) / 0.35
slot4 = (-slot0._maxOffsetX * 0.03) / 0.35
end
slot10 = slot2
slot0._skeleton3.setPositionX(slot8, slot0._skeleton3)
slot10 = slot3
slot0._skeleton2.setPositionX(slot8, slot0._skeleton2)
slot10 = slot4
slot0._skeleton1.setPositionX(slot8, slot0._skeleton1)
slot9 = slot5
slot0._lastOffset = (math.abs(slot8) < 0.1 and 0) or slot5
end
end
SlwhRoomCcsView.destroy = function (slot0)
print(slot2)
slot4 = slot0.layerRoomList.layerContent.btn1
slot0.layerRoomList.layerContent.btn1.destroy("--destroy serial_room_view--")
slot4 = slot0.layerRoomList.layerContent.btn2
slot0.layerRoomList.layerContent.btn2.destroy("--destroy serial_room_view--")
slot4 = slot0.layerRoomList.layerContent.btn3
slot0.layerRoomList.layerContent.btn3.destroy("--destroy serial_room_view--")
slot4 = slot0.layerRoomList.layerContent.btn4
slot0.layerRoomList.layerContent.btn4.destroy("--destroy serial_room_view--")
slot4 = slot0.layerRoomList.layerContent.btn5
slot0.layerRoomList.layerContent.btn5.destroy("--destroy serial_room_view--")
slot4 = slot0.layerTop.btnBack
slot0.layerTop.btnBack.destroy("--destroy serial_room_view--")
slot4 = slot0.layerTop.btnQuestion
slot0.layerTop.btnQuestion.destroy("--destroy serial_room_view--")
slot4 = slot0.layerRoomList.content_sv
slot0.layerRoomList.content_sv.destroy("--destroy serial_room_view--")
slot4 = slot0.layerBottom.btnFastBegin
slot0.layerBottom.btnFastBegin.destroy("--destroy serial_room_view--")
end
return
|
Star = class()
-- Star class
-- 20/4/2012 -- xixgames.com
-- Ludum Dare #23
-- Tiny World
-- in this magic tiny world people need others like you!
function Star:init(pos, vel, angl)
self.position = pos
self.velocity = vel
self.angle = angl
end
function Star:update()
self.position.x = self.position.x - self.velocity
end
function Star:draw()
p = self.position
pushMatrix()
if self.angle ~= 0 then
translate(WIDTH/3,-HEIGHT/3)
end
rotate(self.angle)
line(p.x-self.velocity,p.y,p.x,p.y)
popMatrix()
end
function Star:shouldCull()
-- Check if off the left of the screen
if (self.position.x - self.velocity) < 0 then
return true
end
return false
end
----------------------------------------------
-- All stars
----------------------------------------------
Stars = class()
function Stars:init()
self.minSpeed = 6
self.speed = 23
self.spawnRate = 1
self.stars = {}
self.angle = 45
end
function Stars:updateAndCull()
toCull = {}
for i,star in ipairs(self.stars) do
if star:shouldCull() then
table.remove( self.stars, i )
else
star:update()
end
end
end
function Stars:update()
-- Create spawnRate lines per update
for i = 1,self.spawnRate do
-- Generate random spawn location
vel = math.random(self.minSpeed, self.speed)
spawn = vec2( WIDTH - vel, math.random(HEIGHT) )
table.insert(self.stars, Star(spawn, vel, self.angle))
end
-- Update and cull offscreen lines
self:updateAndCull()
end
function Stars:draw()
pushMatrix()
self:update()
pushStyle()
-- noSmooth()
-- stroke(179, 153, 180, 173)
--strokeWidth(2)
-- lineCapMode(SQUARE)
for i,star in ipairs(self.stars) do
star:draw()
end
popStyle()
popMatrix()
end
|
function PowerConsumerMixin:SetPowerSurgeDuration(duration)
--if self:GetIsPowered() then
-- CreateEntity( EMPBlast.kMapName, self:GetOrigin(), self:GetTeamNumber() )
--end
self.timePowerSurgeEnds = Shared.GetTime() + duration
self.powerSurge = true
--Make sure to call this after setting up the powersurge parameters!
if self.OnPowerOn then
self:OnPowerOn()
end
end |
function CreateHelpCenter()
if(Window == nil) then
Window = {}
Label = {}
Image = {}
Window[1] = guiCreateWindow(296,266,437,276,"Quick help",false)
Window[2] = guiCreateWindow(304,330,424,115,"Quick help",false)
guiSetAlpha(Window[1],1)
Label[1] = guiCreateLabel(0.0389,0.1400,0.9245,0.0543,"Where can I see the available commands?",true,Window[1])
Label[2] = guiCreateLabel(0.0401,0.2348,0.9175,0.581,"",true,Window[2])
Label[3] = guiCreateLabel(0.3042,0.8348,0.4976,0.1304,"Click anywhere on the window to close it",true,Window[2])
Label[4] = guiCreateLabel(0.8032,0.9022,0.1716,0.0616,"Close window",true,Window[1])
Label[5] = guiCreateLabel(0.0389,0.2100,0.9245,0.0543,"How can I make the chatbox look better?",true,Window[1])
Label[6] = guiCreateLabel(0.0389,0.2800,0.9245,0.0543,"I jump in a car, but I can't drive!",true,Window[1])
Label[7] = guiCreateLabel(0.0389,0.3500,0.9245,0.0543,"How do I bind keys to commands?",true,Window[1])
Label[8] = guiCreateLabel(0.0389,0.4200,0.9245,0.0543,"How do I contact the admins?",true,Window[1])
Label[9] = guiCreateLabel(0.0389,0.4900,0.9245,0.0543,"Where can I get more info about roleplay basics?",true,Window[1])
Label[10] = guiCreateLabel(0.0389,0.5600,0.9245,0.0543,"Sometimes when I use commands they don't work!",true,Window[1])
Label[11] = guiCreateLabel(0.0389,0.6300,0.9245,0.0543,"I have a problem and its not listed here!",true,Window[1])
Image[1] = guiCreateStaticImage(0.7529,0.1268,0.1487,0.2029,"info.png",true,Window[1])
guiSetAlpha(Label[1],1)
guiLabelSetVerticalAlign(Label[1],"top")
guiLabelSetHorizontalAlign(Label[1],"left",false)
guiSetFont(Label[1],"default-bold-small")
for i=5,11 do
guiSetAlpha(Label[i],1)
guiLabelSetVerticalAlign(Label[i],"top")
guiLabelSetHorizontalAlign(Label[i],"left",false)
guiSetFont(Label[i],"default-bold-small")
end
guiLabelSetVerticalAlign(Label[2],"top")
guiLabelSetHorizontalAlign(Label[2],"left",true)
guiSetFont(Label[2],"default-bold-small")
guiLabelSetVerticalAlign(Label[3],"top")
guiLabelSetHorizontalAlign(Label[3],"left",false)
guiSetFont(Label[3],"default-small")
guiSetAlpha(Label[4],1)
guiLabelSetVerticalAlign(Label[4],"top")
guiLabelSetHorizontalAlign(Label[4],"left",false)
guiSetAlpha(Image[1],1)
guiSetVisible(Window[1], true)
guiSetVisible(Window[2], false)
showCursor(true)
addEventHandler( "onClientGUIClick", Label[4], DestroyHelpCenter, false)
addEventHandler( "onClientGUIClick", Window[2], HideSelection)
addEventHandler( "onClientGUIClick", Label[1], function() Selection(1) end, false)
addEventHandler( "onClientGUIClick", Label[5], function() Selection(2) end, false)
addEventHandler( "onClientGUIClick", Label[6], function() Selection(3) end, false)
addEventHandler( "onClientGUIClick", Label[7], function() Selection(4) end, false)
addEventHandler( "onClientGUIClick", Label[8], function() Selection(5) end, false)
addEventHandler( "onClientGUIClick", Label[9], function() Selection(6) end, false)
addEventHandler( "onClientGUIClick", Label[10], function() Selection(7) end, false)
addEventHandler( "onClientGUIClick", Label[11], function() Selection(8) end, false)
end
end
addCommandHandler("helpme", CreateHelpCenter)
function DestroyHelpCenter()
removeEventHandler( "onClientGUIClick", Label[4], DestroyHelpCenter, false)
removeEventHandler( "onClientGUIClick", Label[3], HideSelection, false)
removeEventHandler( "onClientGUIClick", Label[1], function() Selection(1) end, false)
removeEventHandler( "onClientGUIClick", Label[5], function() Selection(2) end, false)
removeEventHandler( "onClientGUIClick", Label[6], function() Selection(3) end, false)
removeEventHandler( "onClientGUIClick", Label[7], function() Selection(4) end, false)
removeEventHandler( "onClientGUIClick", Label[8], function() Selection(5) end, false)
removeEventHandler( "onClientGUIClick", Label[9], function() Selection(6) end, false)
removeEventHandler( "onClientGUIClick", Label[10], function() Selection(7) end, false)
removeEventHandler( "onClientGUIClick", Label[11], function() Selection(8) end, false)
guiSetVisible(Window[1], false)
guiSetVisible(Window[2], false)
showCursor(false)
elements = getElementChildren(Window[1])
for k,v in ipairs(elements) do
destroyElement(v)
v = nil
end
elements = getElementChildren(Window[2])
for k,v in ipairs(elements) do
destroyElement(v)
v = nil
end
destroyElement(Window[1])
destroyElement(Window[2])
Window = nil
Label = nil
Image = nil
end
function HideSelection()
guiSetVisible(Window[2], false)
guiSetVisible(Window[1], true)
end
function Selection(opt)
guiSetVisible(Window[1], false)
guiSetVisible(Window[2], true)
if(opt == 1) then
xml = getResourceConfig("1.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 2) then
xml = getResourceConfig("2.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 3) then
xml = getResourceConfig("3.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 4) then
xml = getResourceConfig("4.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 5) then
xml = getResourceConfig("5.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 6) then
xml = getResourceConfig("6.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 7) then
xml = getResourceConfig("7.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
elseif(opt == 8) then
xml = getResourceConfig("8.xml")
entry = xmlNodeGetValue(xml)
guiSetText(Label[2], entry)
end
end
|
HedgewarsScriptLoad("/Scripts/Locale.lua")
local player = nil -- This variable will point to the hog's gear
local p2 = nil
local enemy = nil
local bCrate = nil
local playerTeamName = loc("Feeble Resistance")
local GameOver = false
function onGameInit()
-- Things we don't modify here will use their default values.
Seed = 0 -- The base number for the random number generator
GameFlags = gfDisableWind-- Game settings and rules
TurnTime = 30000 -- The time the player has to move each round (in ms)
CaseFreq = 0 -- The frequency of crate drops
MinesNum = 0 -- The number of mines being placed
MinesTime = 1
Explosives = 0 -- The number of explosives being placed
Map = "Mushrooms" -- The map to be played
Theme = "Nature" -- The theme to be used
-- Disable Sudden Death
HealthDecrease = 0
WaterRise = 0
playerTeamName = AddMissionTeam(-1)
player = AddMissionHog(50)
p2 = AddMissionHog(20)
AddTeam(loc("Cybernetic Empire"), -6, "ring", "Island", "Robot_qau", "cm_cyborg")
enemy = AddHog(loc("Unit 3378"), 5, 30, "cyborg1")
SetGearPosition(player,1403,235)
SetGearPosition(p2,1269,239)
SetGearPosition(enemy,492,495)
end
function onGameStart()
--mines
AddGear(276,76,gtMine, 0, 0, 0, 0)
AddGear(301,76,gtMine, 0, 0, 0, 0)
AddGear(326,76,gtMine, 0, 0, 0, 0)
AddGear(351,76,gtMine, 0, 0, 0, 0)
AddGear(376,76,gtMine, 0, 0, 0, 0)
AddGear(401,76,gtMine, 0, 0, 0, 0)
AddGear(426,76,gtMine, 0, 0, 0, 0)
AddGear(451,76,gtMine, 0, 0, 0, 0)
AddGear(476,76,gtMine, 0, 0, 0, 0)
AddGear(886,356,gtMine, 0, 0, 0, 0)
AddGear(901,356,gtMine, 0, 0, 0, 0)
AddGear(926,356,gtMine, 0, 0, 0, 0)
AddGear(951,356,gtMine, 0, 0, 0, 0)
AddGear(976,356,gtMine, 0, 0, 0, 0)
AddGear(1001,356,gtMine, 0, 0, 0, 0)
-- crates crates and more crates
bCrate = SpawnSupplyCrate(1688,476,amBaseballBat)
SpawnSupplyCrate(572,143,amGirder)
SpawnSupplyCrate(1704,954,amPickHammer)
SpawnSupplyCrate(704,623,amBlowTorch)
SpawnSupplyCrate(1543,744,amJetpack)
SpawnSupplyCrate(227,442,amDrill)
ShowMission(loc("Teamwork"), loc("Scenario"), loc("Eliminate Unit 3378.") .. "|" .. loc("Both your hedgehogs must survive.") .. "|" .. loc("Mines time: 0 seconds"), 1, 0)
end
function onAmmoStoreInit()
SetAmmo(amBlowTorch, 0, 0, 0, 1)
SetAmmo(amGirder, 0, 0, 0, 1)
SetAmmo(amPickHammer, 0, 0, 0, 2)
SetAmmo(amJetpack, 0, 0, 0, 1)
SetAmmo(amDrill, 0, 0, 0, 2)
SetAmmo(amBaseballBat, 0, 0, 0, 1)
SetAmmo(amSwitch, 9, 0, 0, 0)
SetAmmo(amSkip, 9, 0, 0, 0)
end
function onGearDelete(gear)
if gear == bCrate then
HogSay(CurrentHedgehog, loc("Hmmm..."), SAY_THINK)
end
if (GetGearType(gear) == gtCase) and (band(GetGearMessage(gear), gmDestroy) ~= 0) then
SetTurnTimeLeft(TurnTimeLeft + 5000)
AddCaption(string.format(loc("+%d seconds!"), 5), GetClanColor(GetHogClan(CurrentHedgehog)), capgrpMessage)
PlaySound(sndExtraTime)
end
-- Note: The victory sequence is done automatically by Hedgewars
if ( ((gear == player) or (gear == p2)) and (GameOver == false)) then
GameOver = true
SetHealth(p2,0)
SetHealth(player,0)
end
end
function onGameResult(winner)
if winner == GetTeamClan(playerTeamName) then
SaveMissionVar("Won", "true")
SendStat(siGameResult, loc("Mission succeeded!"))
GameOver = true
else
SendStat(siGameResult, loc("Mission failed!"))
GameOver = true
end
end
|
require "scripts.variableholder";
require "scripts.info"
Ability = class(VariableHolder, function (obj, ...)
VariableHolder.init(obj, ...)
obj.OnSpellStart = obj.OnSpellStart
obj.OnAbilityPhaseStart = obj.OnAbilityPhaseStart
obj.OnAbilityPhaseInterrupted = obj.OnAbilityPhaseInterrupted
obj.OnChannelFinish = obj.OnChannelFinish
obj.OnUpgrade = obj.OnUpgrade
obj.OnAttached = obj.OnAttached
obj.OnDetached = obj.OnDetached
end);
function Ability:SetCooldown(cooldown)
self:RegisterVariable("cooldown_max",cooldown);
self:RegisterDependentVariable("cooldown");
self:RegisterVariable("cooldown_current",cooldown);
if( not self:HasValue("cooldown_timer") ) then
self:RegisterVariable("cooldown_timer");
end
end
function Ability:GetLevel()
return AbilityRequestBus.Event.GetLevel(self.entityId) or 0;
end
function Ability:SetLevel(level)
if( level >= 0 and level <= Ability.GetMaxLevel(self)) then
AbilityRequestBus.Event.SetLevel(self.entityId,level);
end
end
function Ability:GetMaxLevel()
if GetAbilityInfo(self.entityId) then
return GetAbilityInfo(self.entityId).MaxLevel or 4;
end
return 4
end
function Ability:Upgrade ()
if not Game:IsAuthoritative() then
GameNetSyncRequestBus.Broadcast.SendNewOrder(self:GetCaster().entityId, UpgradeOrder(self.entityId), false)
return
end
local owner = self:GetOwner()
if owner and owner:GetValue("ability_points") > 0 then
owner:Take("ability_points", 1)
else
Debug.Log('Not enough ability points! level up more, noob...')
return
end
local level = Ability.GetLevel(self);
if level < Ability.GetMaxLevel(self) then
Ability.SetLevel(self, level + 1);
else
Debug.Log("Ability:Upgrade() : already at max level!");
end
end
function Ability:GetCosts()
return AbilityRequestBus.Event.GetCosts(self.entityId);
end
function Ability:SetCosts(costs)
if( type(costs) == 'table' ) then
local vector = vector_Amount();
for k,v in pairs(costs) do
if(type(v)=='number') then
local cost=Amount(k,v);
vector:push_back(cost);
end
end
return AbilityRequestBus.Event.SetCosts(self.entityId,vector);
else
return AbilityRequestBus.Event.SetCosts(self.entityId,costs);
end
end
function Ability:OnCreated () end
function Ability:OnDestroyed () end
function Ability:GetModifiers ()
return {}
end
function Ability:OnActivate()
Debug.Log("Ability:OnActivate() id is ["..tostring(self:GetId()).."]");
if self:HasValue("cooldown_max") then
self:SetCooldown(self:GetValue("cooldown_max"))
end
self.AbilityNotificationBusHandler = AbilityNotificationBus.Connect(self,self.entityId);
if self:GetCaster() then
self:AttachModifiers(self:GetCaster())
end
end
function Ability:OnDeactivate()
end
function Ability:GetType()
return AbilityRequestBus.Event.GetAbilityTypeId(self.entityId) or "";
end
function Ability:GetName()
return AbilityRequestBus.Event.GetAbilityTypeId(self.entityId) or "";
end
function Ability:GetCastingBehavior()
return AbilityRequestBus.Event.GetCastingBehavior(self.entityId);
end
function Ability:SetCastingBehavior(behavior)
AbilityRequestBus.Event.SetCastingBehavior(self.entityId,behavior);
end
function Ability:GetCaster()
local unitId = CastContextRequestBus.Event.GetCaster(self.entityId)
if unitId and unitId:IsValid() then
return Unit({ entityId = unitId });
end
return self:GetOwner()
end
function Ability:GetOwner()
local unitId = AbilityRequestBus.Event.GetCaster(self.entityId)
if unitId and unitId:IsValid() then
return Unit({ entityId = unitId });
end
return nil
end
function Ability:GetCursorTarget()
local unit_id = CastContextRequestBus.Event.GetCursorTarget(self.entityId);
if(unit_id:IsValid()) then return Unit({entityId=unit_id}); else return nil; end
end
function Ability:GetCursorPosition()
return CastContextRequestBus.Event.GetCursorPosition(self.entityId);
end
function Ability:GetBehaviorUsed()
return CastContextRequestBus.Event.GetBehaviorUsed(self.entityId);
end
function Ability:IsItem()
local result = StaticDataRequestBus.Event.GetValue(self.entityId, "IsItem")
Debug.Log('is item! ' .. tostring(result))
return StaticDataRequestBus.Event.GetValue(self.entityId, "IsItem") == "true"
end
function Ability:OnAbilityPhaseStart()
return true;
end
function Ability:OnSpellStart()
end
function Ability:OnAttached(unitId)
self:AttachModifiers(unitId)
end
function Ability:DetachModifiers ()
if not self.modifiers then
return
end
for i,m in ipairs(self.modifiers) do
m:Destroy()
end
self.modifiers = {}
end
function Ability:OnUpgrade ()
Debug.Log('This ability has been upgraded!!')
self:AttachModifiers(self:GetCaster())
end
function Ability:AttachModifiers (caster)
self:DetachModifiers()
if not caster or self:GetLevel() < 1 then
return
end
local modifiers = self:GetModifiers()
if not modifiers or #modifiers == 0 then
return
end
local unit = Unit({entityId = GetId(caster) })
self.modifiers = {}
for i,modifierName in ipairs(modifiers) do
Debug.Log('Attaching modifier ' .. modifierName)
local modifier = unit:AddNewModifier(caster, self, modifierName, {})
table.insert(self.modifiers, modifier)
end
end
function Ability:GetSpecialValue (name)
local value = StaticDataRequestBus.Event.GetSpecialValueLevel(self.entityId, name, self:GetLevel())
if value==nil or value=="" then
return nil
end
return tonumber(value) or value
end
function Ability:DetachAndDestroy()
local unitId = AbilityRequestBus.Event.GetCaster(self.entityId)
if( unitId and unitId:IsValid()) then
UnitAbilityRequestBus.Event.DetachAbility(unitId, self.entityId)
end
GameManagerRequestBus.Broadcast.DestroyEntity(self.entityId)
end
|
ITEM.name = "Фамильный длинный меч"
ITEM.desc = "Весь покрыт гравировками. Похож на семейную реликвию."
ITEM.class = "nut_long_family"
ITEM.weaponCategory = "primary"
ITEM.price = 600
ITEM.category = "Оружие"
ITEM.model = "models/morrowind/silver/longsword/w_silver_longsword.mdl"
ITEM.width = 5
ITEM.height = 1
ITEM.iconCam = {
pos = Vector(-0.5, 71.682510375977, 11.756512641907),
ang = Angle(0, 270, -98.883293151855),
fov = 45
}
ITEM.damage = {1, 8}
ITEM.permit = "melee"
ITEM.pacData = {[1] = {
["children"] = {
[1] = {
["children"] = {
[1] = {
["children"] = {
},
["self"] = {
["Event"] = "weapon_class",
["Arguments"] = "nut_long_family",
["UniqueID"] = "4011003967",
["ClassName"] = "event",
},
},
},
["self"] = {
["Angles"] = Angle(-5.4428701400757, 152.64366149902, 74.911987304688),
["UniqueID"] = "732790205",
["Position"] = Vector(3.51318359375, -4.351318359375, 1.10107421875),
["EditorExpand"] = true,
["Bone"] = "left thigh",
["Model"] = "models/morrowind/silver/longsword/w_silver_longsword.mdl",
["ClassName"] = "model",
},
},
},
["self"] = {
["EditorExpand"] = true,
["UniqueID"] = "2083764954",
["ClassName"] = "group",
["Name"] = "my outfit",
["Description"] = "add parts to me!",
},
},
} |
return {
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1300
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 3,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1380
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 3.5,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1460
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 4,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1560
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 4.5,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1680
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 5,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1800
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 5.5,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1950
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 6,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 2100
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 6.5,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 2300
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 7,
mul = 0
}
}
}
},
{
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 2500
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 8,
mul = 0
}
}
}
},
time = 0,
name = "完美的娇小女仆",
init_effect = "jinengchufablue",
color = "blue",
picture = "",
desc = "航速、机动提高",
stack = 1,
id = 11281,
icon = 11280,
last_effect = "",
blink = {
0,
0.7,
1,
0.3,
0.3
},
effect_list = {
{
type = "BattleBuffAddAttrRatio",
trigger = {
"onAttach"
},
arg_list = {
attr = "dodgeRate",
number = 1300
}
},
{
type = "BattleBuffFixVelocity",
trigger = {
"onAttach"
},
arg_list = {
add = 3,
mul = 0
}
}
}
}
|
local lib = {}
----------------
-- Meta stuff
--- same
function lib.same(x) return x end
-- meta
function lib.map(t,f, u)
u,f = {}, type(f)== "function" and f or _ENV[f]
for i,v in pairs(t or {}) do u[i] = f(v) end
return u
end
----------------
-- Column stuff
--- same
function lib.num () return {lo=math.maxinteger, hi=math.mininteger} end
-----------------
-- String stuff
--- oo
-- Recursive print of a table. Ignore keys starting with "_"
function lib.oo(t,pre, indent,fmt)
pre = pre or ""
indent = indent or 0
if indent < 10 then
for k, v in pairs(t or {}) do
if not (type(k)=='string' and k:match("^_")) then
if not (type(v)=='function') then
fmt = pre..string.rep("| ",indent)..tostring(k)..": "
if type(v) == "table" then
lib.oo(v, pre, indent+1)
else
print(fmt .. tostring(v)) end end end end end
end
--- trim
function trim(str)
return (str:gsub("^%s*(.-)%s*$", "%1")) end
--- words
function words(str,pat,fun, t)
t = {}
for x in str:gmatch(pat) do t[#t+1] = fun(x) or trim(x) end
return t
end
--- csv
function lib.csv(file, ch,fun, pat,stream,tmp,row)
stream = file and io.input(file) or io.input()
tmp = io.read()
pat = "([^".. (ch or ",") .."]+)"
fun = tonumber
return function()
if tmp then
row = words(tmp:gsub("[\t\r ]*",""),pat,fun)-- no spaces
tmp = io.read()
if #row > 0 then
for i,x in pairs(row) do
row[i] = tonumber(row[i]) or row[i] end
return row end
else
io.close(stream)
end end end
return lib
|
local name = string
local clock = os.clock
function sleep(n)
local start = clock()
while clock() - start <= n do end
end
for k, v in pairs(name) do
print(k .. " = " .. tostring(v))
end
sleep(1)
print("Erasing contents...")
sleep(1)
for k, v in pairs(name) do
if type(name[k]) == "function" then
name[k] = function(...)
print("No using this")
end
else
name[k] = nil
end
end
|
local HomeScreen = Class("HomeScreen")
SnakeBean=require "src/bean/SnakeBean"
function HomeScreen:init(game)
self.game = game
self.input = "home"
self.title = love.graphics.newImage("res/title.png")
self.began = love.graphics.newImage("res/began.png")
self.help = love.graphics.newImage("res/help.png")
self.quit = love.graphics.newImage("res/quit.png")
self.pmusic = love.graphics.newImage("res/pmusic.png")
self.nmusic = love.graphics.newImage("res/nmusic.png")
self.xiangji = love.graphics.newImage("res/xiangji.png")
self.snake1 = SnakeBean(300,300)
self.snake1:setDirction(1)
self.winWidth = love.graphics.getWidth()
self.winHeight = love.graphics.getHeight()
end
function HomeScreen:draw()
love.graphics.draw(self.title,20+self.winWidth/2,40,0,1,1,self.title:getWidth()/2,0)
love.graphics.draw(self.began,self.winWidth/2,(self.winHeight/3)+40,0,1,1,self.began:getWidth()/2,self.began:getHeight()/2)
love.graphics.draw(self.help,self.winWidth/2,(self.winHeight/3) +180,0,1,1,self.help:getWidth()/2,self.help:getHeight()/2)
love.graphics.draw(self.quit,self.winWidth/2,(self.winHeight/3) +320,0,1,1,self.quit:getWidth()/2,self.quit:getHeight()/2)
self.snake1:paint()
love.graphics.draw(self.xiangji,self.winWidth-200,self.winHeight/2+100)
if self.game.isPaly then
love.graphics.draw(self.pmusic,self.winWidth-200,self.winHeight/2-100)
else
love.graphics.draw(self.nmusic,self.winWidth-200,self.winHeight/2-100)
end
end
local i = 0
local dir = {4,2,3,1}
local j = 1
local p = 1
function HomeScreen:update(dt)
if self.input == "began" then
self.game.state = "fight"
elseif self.input == "help" then
self.game.state = "help"
elseif self.input == "changeBg" then
self.game.state = "changeBg"
elseif self.input == "quit" then
self.game.state = "quit"
end
self.input = "home"
if p == 5 then
self.snake1:move()
if i == 4 then
self.snake1:setDirction(dir[j])
j = j + 1
if j == 5 then
j = 1
end
i = 0
end
i = i + 1
p = 0
end
p = p + 1
end
function HomeScreen:keypressed(key)
end
function HomeScreen:mousepressed(x,y,button,istouch)
if (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3)+40 - 56)) and (y < ((self.winHeight/3)+40 + 56)) then
self.input = "began"
elseif (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3) +180 - 56)) and (y < ((self.winHeight/3) +180 + 56)) then
self.input = "help"
elseif x < (self.winWidth-100) and x > self.winWidth-200 and y<self.winHeight/2 +200 and y > self.winHeight/2 +100 then
self.input = "changeBg"
elseif (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3) +320 - 56)) and (y < ((self.winHeight/3) +320 + 56)) then
self.input = "quit"
end
if x < (self.winWidth-100) and x > self.winWidth-200 and y<self.winHeight/2 and y > self.winHeight/2-100 then
if self.game.isPaly == true then
self.game.isPaly = false
else
self.game.isPaly = true
end
end
end
function HomeScreen:touchmoved( id, x, y, dx, dy, pressure )
end
function HomeScreen:touchpressed( id, x, y, dx, dy, pressure )
if (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3)+40 - 56)) and (y < ((self.winHeight/3)+40 + 56)) then
self.input = "began"
elseif (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3) +180 - 56)) and (y < ((self.winHeight/3) +180 + 56)) then
self.input = "help"
elseif (x > (self.winWidth/2 - 175)) and (x < (self.winWidth/2 + 175)) and (y > ((self.winHeight/3) +320 - 56)) and (y < ((self.winHeight/3) +320 + 56)) then
self.input = "quit"
end
end
return HomeScreen |
GChroma_PlayerModuleLoaded = true
util.AddNetworkString( "GChromaPlayerInit" )
local function GChromaPlayerSpawn( ply )
if gchroma then
net.Start( "GChromaPlayerInit" )
net.WriteBool( false )
net.Send( ply )
end
end
hook.Add( "PlayerSpawn", "GChromaPlayerSpawn", GChromaPlayerSpawn )
local function GChromaPlayerInitSpawn( ply )
hook.Add( "SetupMove", ply, function( self, ply, _, cmd )
if self == ply and !cmd:IsForced() then
hook.Run( "PlayerFullLoad", self )
hook.Remove( "SetupMove", self )
end
end )
end
hook.Add( "PlayerInitialSpawn", "GChromaPlayerInitSpawn", GChromaPlayerInitSpawn )
local function GChromaFullyLoaded( ply )
if gchroma then
net.Start( "GChromaPlayerInit" )
net.WriteBool( true )
net.Send( ply )
end
end
hook.Add( "PlayerFullLoad", "GChromaFullyLoaded", GChromaFullyLoaded )
local function GChromaPlayerDeath( ply )
if gchroma then
local tbl = {
gchroma.ResetDevice( GCHROMA_DEVICE_ALL ),
gchroma.SetDeviceColor( GCHROMA_DEVICE_ALL, GCHROMA_COLOR_RED )
}
gchroma.SendFunctions( ply, tbl )
end
end
hook.Add( "PostPlayerDeath", "GChromaPlayerDeath", GChromaPlayerDeath )
util.AddNetworkString( "GChromaNoclip" )
local function GChromaPlayerNoclip( ply, enable )
if gchroma and IsFirstTimePredicted() then --This hook is predicted so it needs to be run server-side in order to work in singleplayer
net.Start( "GChromaNoclip" )
net.WriteBool( enable )
net.Send( ply )
end
end
hook.Add( "PlayerNoClip", "GChromaPlayerNoclip", GChromaPlayerNoclip )
util.AddNetworkString( "GChromaFlashlight" )
local function GChromaFlashlight( ply, enabled )
if gchroma then
net.Start( "GChromaFlashlight" )
net.WriteBool( enabled )
net.Send( ply )
end
end
hook.Add( "PlayerSwitchFlashlight", "GChromaFlashlight", GChromaFlashlight )
util.AddNetworkString( "GChromaUpdateSlots" )
local function GChromaPickupWeapon( weapon, ply )
if gchroma and ply:IsPlayer() then
timer.Simple( 0.1, function()
net.Start( "GChromaUpdateSlots" )
net.Send( ply )
end )
end
end
hook.Add( "WeaponEquip", "GChromaPickupWeapon", GChromaPickupWeapon )
local function GChromaDropWeapon( ply, weapon )
if gchroma and ply:IsPlayer() then
timer.Simple( 0.1, function()
net.Start( "GChromaUpdateSlots" )
net.Send( ply )
end )
end
end
hook.Add( "PlayerDroppedWeapon", "GChromaPickupWeapon", GChromaPickupWeapon )
|
BeanConfig = {
beans = {
ClearSanBoxCacheBean,
LoadStaticDataBean,
DeployManagersBean,
DeployTweenBean,
CheckSplashCompleteBean,
GaoFangBean,
CheckIpSkipBean,
CheckBandByAppStoreBean,
CheckFixGameStateBean,
CheckLoginBean,
AfterLoginBean,
CheckGameVersionBean,
CheckRelogingBean,
LoadPicesAsyncBean,
CheckInstallGamesBean,
CheckIosVerifyBean,
FakeLoadingBean,
DeployLbsBean,
CheckRoomResultBean,
CheckModuleStateBean,
CheckNewbieBean,
BeginGameBean,
BeginNewbieBean,
CheckGameSilenceDownloadBean,
CheckNoticeBean
}
}
return
|
-- Replace coal with carbon if bobs/angels is on
-- Prioritize angels's version
-- Rework technology to have a dependency on it |
-- plat
set_config("plat", os.host())
-- project
set_project("co")
-- set xmake minimum version
set_xmakever("2.2.5")
-- set common flags
set_languages("c++11")
set_optimize("faster") -- faster: -O2 fastest: -O3 none: -O0
set_warnings("all") -- -Wall
set_symbols("debug") -- dbg symbols
if is_plat("macosx", "linux") then
add_cxflags("-g3", "-Wno-narrowing", "-Wno-sign-compare", "-Wno-class-memaccess")
if is_plat("macosx") then
add_cxflags("-fno-pie")
end
add_syslinks("pthread", "dl")
end
if is_plat("windows") then
add_defines("_ITERATOR_DEBUG_LEVEL=0")
add_cxflags("-MD", "-EHsc")
end
---[[
--add_requires("zlib", {optional = true})
add_requires("openssl >=1.1.0", {optional = true})
add_requires("libcurl", {optional = true, configs = {openssl = true, zlib = true}})
if has_package("libcurl") then
add_defines("HAS_LIBCURL")
add_packages("libcurl")
end
--if has_package("zlib") then
-- add_defines("HAS_ZLIB")
-- add_packages("zlib")
--end
if has_package("openssl") then
add_defines("CO_SSL")
add_defines("HAS_OPENSSL")
add_packages("openssl")
end
--]]
-- include dir
add_includedirs("include")
-- install header files
add_installfiles("(include/**)", {prefixdir = ""})
add_installfiles("*.md", {prefixdir = "include/co"})
-- include sub-projects
includes("src", "gen", "test", "unitest")
|
function greetingScreen()
background(156, 222, 193)
pushStyle()
font("Verdana-BoldItalic")
fontSize(fontSize() * 3)
button("Hi!")
popStyle()
button("This is a SimpleButton!")
button("It sizes itself to fit any text...")
button([[
...it can even
accommodate
a text block...]] )
pushStyle()
fontSize(fontSize() * 0.9)
button([[
...and you can also manually
set the button dimensions
if you want.]], nil, WIDTH * 0.7, WIDTH * 0.18 )
popStyle()
button("next", function() currentScreen = actionsDemo end)
end
|
local DIR = (...) .. '/'
local World = require(DIR .. 'world')
local Husk = {}
-- initializes new spatial hash map
function Husk:newWorld(cell_size)
return setmetatable({
cell_size = cell_size or 128,
spatial_hash = {}
}, World)
end
return Husk
|
#!/usr/bin/env luajit
-- AUTHOR: Stephen McGill, 2017
-- Usage: ./test_pcan FILENAME.pcap
-- Description: Decode CAN messages from ethernet frames captured with the PEAK CAN-Ethernet device
---------------
-- Dependencies
local ffi = require("ffi")
local pcap = require("pcap")
local pcan = require("pcan")
---------------
-- "tcpdump -i any" implies offset of 44, else 42
local OFFSET0 = 44
local PCAN_SZ = 36
local MAX_SZ = PCAN_SZ * 15
local ID_COUNT = {}
local SHOW_COUNT = os.getenv'SHOW_COUNT'
if SHOW_COUNT then
io.stdout:write('ID', '\t', 'Count', '\t', 'name', '\n')
else
io.stdout:write('t', '\t', 'ID', '\t', 'DLC', '\n')
end
local filename = assert(arg[1], 'Please provide a filepath')
for t, pkt_n_len in pcap.entries(filename) do
local packet, len = unpack(pkt_n_len)
packet = packet + OFFSET0
len = len - OFFSET0
for offset=0,len-1,PCAN_SZ do
local id, msg, dlc = pcan.decode(packet + offset, PCAN_SZ)
if dlc > PCAN_SZ then
io.stderr:write(string.format(
"Bad PCAN packet size: %d > %d\n", dlc, PCAN_SZ))
else
-- Print the ID and message length
if not SHOW_COUNT then
io.stdout:write(string.format('%f\t0x%03x\t%d\n', t, id, dlc))
end
local str = ffi.string(msg, dlc)
if id<4096 then
ID_COUNT[id] = (ID_COUNT[id] or 0) + 1
else
io.stderr:write(string.format("Bad ID [too big]: 0x%x\n", id))
end
end
end
end
if SHOW_COUNT then
for id,count in pairs(ID_COUNT) do
io.stdout:write(string.format('0x%03x\t%d', id, count))
local name = libLexusLS.name[id]
if has_lexus and type(name)=='string' then
io.stdout:write('\t', name)
end
io.stdout:write('\n')
end
end
|
-- Minetest: builtin/common/chatcommands.lua
core.registered_chatcommands = {}
function core.register_chatcommand(cmd, def)
def = def or {}
def.params = def.params or ""
def.description = def.description or ""
def.privs = def.privs or {}
def.mod_origin = core.get_current_modname() or "??"
core.registered_chatcommands[cmd] = def
end
function core.unregister_chatcommand(name)
if core.registered_chatcommands[name] then
core.registered_chatcommands[name] = nil
else
core.log("warning", "Not unregistering chatcommand " ..name..
" because it doesn't exist.")
end
end
function core.override_chatcommand(name, redefinition)
local chatcommand = core.registered_chatcommands[name]
assert(chatcommand, "Attempt to override non-existent chatcommand "..name)
for k, v in pairs(redefinition) do
rawset(chatcommand, k, v)
end
core.registered_chatcommands[name] = chatcommand
end
local cmd_marker = "/"
local function gettext(...)
return ...
end
local function gettext_replace(text, replace)
return text:gsub("$1", replace)
end
if INIT == "client" then
cmd_marker = "."
gettext = core.gettext
gettext_replace = fgettext_ne
end
local function do_help_cmd(name, param)
local function format_help_line(cmd, def)
local msg = core.colorize("#00ffff", cmd_marker .. cmd)
if def.params and def.params ~= "" then
msg = msg .. " " .. def.params
end
if def.description and def.description ~= "" then
msg = msg .. ": " .. def.description
end
return msg
end
if param == "" then
local cmds = {}
for cmd, def in pairs(core.registered_chatcommands) do
if INIT == "client" or core.check_player_privs(name, def.privs) then
cmds[#cmds + 1] = cmd
end
end
table.sort(cmds)
return true, gettext("Available commands: ") .. table.concat(cmds, " ") .. "\n"
.. gettext_replace("Use '$1help <cmd>' to get more information,"
.. " or '$1help all' to list everything.", cmd_marker)
elseif param == "all" then
local cmds = {}
for cmd, def in pairs(core.registered_chatcommands) do
if INIT == "client" or core.check_player_privs(name, def.privs) then
cmds[#cmds + 1] = format_help_line(cmd, def)
end
end
table.sort(cmds)
return true, gettext("Available commands:").."\n"..table.concat(cmds, "\n")
elseif INIT == "game" and param == "privs" then
local privs = {}
for priv, def in pairs(core.registered_privileges) do
privs[#privs + 1] = priv .. ": " .. def.description
end
table.sort(privs)
return true, "Available privileges:\n"..table.concat(privs, "\n")
else
local cmd = param
local def = core.registered_chatcommands[cmd]
if not def then
return false, gettext("Command not available: ")..cmd
else
return true, format_help_line(cmd, def)
end
end
end
if INIT == "client" then
core.register_chatcommand("help", {
params = gettext("[all/<cmd>]"),
description = gettext("Get help for commands"),
func = function(param)
return do_help_cmd(nil, param)
end,
})
else
core.register_chatcommand("help", {
params = "[all/privs/<cmd>]",
description = "Get help for commands or list privileges",
func = do_help_cmd,
})
end
|
local http = require "http"
local ipOps = require "ipOps"
local stdnse = require "stdnse"
local string = require "string"
local table = require "table"
description = [[
Discovers hostnames that resolve to the target's IP address by querying the online Robtex service at http://ip.robtex.com/.
]]
---
-- @usage
-- nmap --script hostmap-robtex -sn -Pn scanme.nmap.org
--
-- @output
-- | hostmap-robtex:
-- | hosts:
-- |_ scanme.nmap.org
--
-- @xmloutput
-- <table key="hosts">
-- <elem>nmap.org</elem>
-- </table>
---
author = "Arturo 'Buanzo' Busleiman"
license = "Same as Nmap--See http://nmap.org/book/man-legal.html"
categories = {
"discovery",
"safe",
"external"
}
--- Scrape domains sharing target host ip from robtex website
-- @param data string containing the retrieved web page
-- @return table containing the host names sharing host.ip
function parse_robtex_response (data)
local result = {}
for domain in string.gmatch(data, "<span id=\"dns[0-9]+\"><a href=\"//[a-z]+.robtex.com/([^\"]-)%.html\"") do
if not table.contains(result, domain) then
table.insert(result, domain)
end
end
return result
end
hostrule = function (host)
return not ipOps.isPrivate(host.ip)
end
action = function (host)
local link = "http://ip.robtex.com/" .. host.ip .. ".html"
local htmldata = http.get_url(link)
local domains = parse_robtex_response(htmldata.body)
local output_tab = stdnse.output_table()
if (#domains > 0) then
output_tab.hosts = domains
end
return output_tab
end
function table.contains (table, element)
for _, value in pairs(table) do
if value == element then
return true
end
end
return false
end
|
-- =====================================================================
--
-- luasnip.lua -
--
-- Created by liubang on 2021/09/04 21:07
-- Last Modified: 2021/09/04 21:07
--
-- =====================================================================
local ls = require 'luasnip'
-- some shorthands...
local s = ls.snippet
local t = ls.text_node
local i = ls.insert_node
local f = ls.function_node
local c = ls.choice_node
local fmta = require('luasnip.extras.fmt').fmta
local calculate_comment_string = require('Comment.ft').calculate
local region = require('Comment.utils').get_region
ls.config.setup {
history = true,
updateevents = 'TextChanged,TextChangedI',
delete_check_events = 'TextChanged',
ext_opts = {},
}
local get_cstring = function(ctype)
local cstring = calculate_comment_string { ctype = ctype, range = region() } or ''
local cstring_table = vim.split(cstring, '%s', { plain = true, trimempty = true })
if #cstring_table == 0 then
return { '', '' }
end
return #cstring_table == 1 and { cstring_table[1], '' } or { cstring_table[1], cstring_table[2] }
end
local todo_snippet_nodes = function(aliases, opts)
local aliases_nodes = vim.tbl_map(function(alias)
return i(nil, alias)
end, aliases)
-- format them into the actual snippet
local comment_node = fmta('<> <>(liubang): <> <>', {
f(function()
return get_cstring(opts.ctype)[1]
end),
c(1, aliases_nodes),
i(2),
f(function()
return get_cstring(opts.ctype)[2]
end),
})
return comment_node
end
local todo_snippet = function(context, aliases, opts)
opts = opts or {}
aliases = type(aliases) == 'string' and { aliases } or aliases
context = context or {}
if not context.trig then
return error('context doesn\'t include a `trig` key which is mandatory', 2)
end
opts.ctype = opts.ctype or 1
local alias_string = table.concat(aliases, '|')
context.name = context.name or (alias_string .. ' comment')
context.dscr = context.dscr or (alias_string .. ' comment with a signature-mark')
local comment_node = todo_snippet_nodes(aliases, opts)
return s(context, comment_node, opts)
end
local todo_snippet_specs = {
{ { trig = 'todo' }, 'TODO' },
{ { trig = 'fix' }, { 'FIX', 'BUG', 'ISSUE', 'FIXIT' } },
{ { trig = 'hack' }, 'HACK' },
{ { trig = 'warn' }, { 'WARN', 'WARNING', 'XXX' } },
{ { trig = 'perf' }, { 'PERF', 'PERFORMANCE', 'OPTIM', 'OPTIMIZE' } },
{ { trig = 'note' }, { 'NOTE', 'INFO' } },
{ { trig = 'todob' }, 'TODO', { ctype = 2 } },
{ { trig = 'fixb' }, { 'FIX', 'BUG', 'ISSUE', 'FIXIT' }, { ctype = 2 } },
{ { trig = 'hackb' }, 'HACK', { ctype = 2 } },
{ { trig = 'warnb' }, { 'WARN', 'WARNING', 'XXX' }, { ctype = 2 } },
{ { trig = 'perfb' }, { 'PERF', 'PERFORMANCE', 'OPTIM', 'OPTIMIZE' }, { ctype = 2 } },
{ { trig = 'noteb' }, { 'NOTE', 'INFO' }, { ctype = 2 } },
}
local todo_comment_snippets = {}
for _, v in ipairs(todo_snippet_specs) do
table.insert(todo_comment_snippets, todo_snippet(v[1], v[2], v[3]))
end
ls.add_snippets('all', todo_comment_snippets, { type = 'snippets', key = 'todo_comments' })
ls.add_snippets('go', {
s({ trig = 'main' }, {
t { 'func main() {', '\t' },
i(1, '// put your code hare'),
t { '', '}' },
}),
s({ trig = 'pmain' }, {
t { 'package main', '', 'func main() {', '\t' },
i(1, '// put your code hare'),
t { '', '}' },
}),
}, { type = 'snippets', key = 'go' })
ls.add_snippets('cpp', {
s({ trig = 'pmain' }, {
t { '#include <iostream>', '', '' },
t { 'int main(int argc, char* argv[]) {', '\t' },
i(1, { '// put your code hare' }),
t { '', '\treturn 0;', '}' },
}),
s({ trig = 'main' }, {
t { 'int main(int argc, char* argv[]) {', '\t' },
i(1, { '// put your code hare' }),
t { '', '\treturn 0;', '}' },
}),
s({ trig = 'ignore' }, {
t { '// clang-format off', '' },
i(1, { '' }),
t { '', '// clang-format on' },
}),
}, { type = 'snippets', key = 'cpp' })
ls.add_snippets('c', {
s({ trig = 'pmain' }, {
t { '#include <stdio.h>', '', '' },
t { 'int main(int argc, char* argv[]) {', '\t' },
i(1, { '// put your code hare' }),
t { '', '\treturn 0;', '}' },
}),
s({ trig = 'main' }, {
t { 'int main(int argc, char* argv[]) {', '\t' },
i(1, { '// put your code hare' }),
t { '', '\treturn 0;', '}' },
}),
}, { type = 'snippets', key = 'c' })
ls.add_snippets('lua', {
s({ trig = 'ignore' }, {
t '-- stylua: ignore',
}),
s({ trig = 'fun' }, {
t 'function ',
i(1, 'function_name'),
t { '()', ' ' },
i(0),
t { '', 'end' },
}),
}, { type = 'snippets', key = 'lua' })
vim.keymap.set({ 'i', 's' }, '<C-n>', function()
if ls.choice_active() then
ls.change_choice(1)
end
end)
vim.keymap.set({ 'i', 's' }, '<C-p>', function()
if ls.choice_active() then
ls.change_choice(-1)
end
end)
|
--[[
Automatically apply profiles based on runtime conditions.
At least mpv 0.21.0 is required.
This script queries the list of loaded config profiles, and checks the
"profile-desc" field of each profile. If it starts with "cond:", the script
parses the string as Lua expression, and evaluates it. If the expression
returns true, the profile is applied, if it returns false, it is ignored.
Expressions can reference properties by accessing "p". For example, "p.pause"
would return the current pause status. If the variable name contains any "_"
characters, they are turned into "-". For example, "playback_time" would
return the property "playback-time". (Although you can also just write
p["playback-time"].)
Note that if a property is not available, it will return nil, which can cause
errors if used in expressions. These are printed and ignored, and the
expression is considered to be false. You can also write e.g.
get("playback-time", 0) instead of p.playback_time to default to 0.
Whenever a property referenced by a profile condition changes, the condition
is re-evaluated. If the return value of the condition changes from false or
error to true, the profile is applied.
Note that profiles cannot be "unapplied", so you may have to define inverse
profiles with inverse conditions do undo a profile.
Using profile-desc is just a hack - maybe it will be changed later.
Supported --script-opts:
auto-profiles: if set to "no", the script disables itself (but will still
listen to property notifications etc. - if you set it to
"yes" again, it will re-evaluate the current state)
Example profiles:
# the profile names aren't used (except for logging), but must not clash with
# other profiles
[test]
profile-desc=cond:p.playback_time>10
video-zoom=2
# you would need this to actually "unapply" the "test" profile
[test-revert]
profile-desc=cond:p.playback_time<=10
video-zoom=0
--]]
local utils = require 'mp.utils'
local msg = require 'mp.msg'
local profiles = {}
local watched_properties = {} -- indexed by property name (used as a set)
local cached_properties = {} -- property name -> last known raw value
local properties_to_profiles = {} -- property name -> set of profiles using it
local have_dirty_profiles = false -- at least one profile is marked dirty
-- Used during evaluation of the profile condition, and should contain the
-- profile the condition is evaluated for.
local current_profile = nil
local function evaluate(profile)
msg.verbose("Re-evaluate auto profile " .. profile.name)
current_profile = profile
local status, res = pcall(profile.cond)
current_profile = nil
if not status then
-- errors can be "normal", e.g. in case properties are unavailable
msg.info("Error evaluating: " .. res)
res = false
elseif type(res) ~= "boolean" then
msg.error("Profile '" .. profile.name .. "' did not return a boolean.")
res = false
end
if res ~= profile.status and res == true then
msg.info("Applying profile " .. profile.name)
mp.commandv("apply-profile", profile.name)
end
profile.status = res
profile.dirty = false
end
local function on_property_change(name, val)
cached_properties[name] = val
-- Mark all profiles reading this property as dirty, so they get re-evaluated
-- the next time the script goes back to sleep.
local dependent_profiles = properties_to_profiles[name]
if dependent_profiles then
for profile, _ in pairs(dependent_profiles) do
assert(profile.cond) -- must be a profile table
profile.dirty = true
have_dirty_profiles = true
end
end
end
local function on_idle()
if mp.get_opt("auto-profiles") == "no" then
return
end
-- When events and property notifications stop, re-evaluate all dirty profiles.
if have_dirty_profiles then
for _, profile in ipairs(profiles) do
if profile.dirty then
evaluate(profile)
end
end
end
have_dirty_profiles = false
end
mp.register_idle(on_idle)
local evil_meta_magic = {
__index = function(table, key)
-- interpret everything as property, unless it already exists as
-- a non-nil global value
local v = _G[key]
if type(v) ~= "nil" then
return v
end
-- Lua identifiers can't contain "-", so in order to match with mpv
-- property conventions, replace "_" to "-"
key = string.gsub(key, "_", "-")
-- Normally, we use the cached value only (to reduce CPU usage I guess?)
if not watched_properties[key] then
watched_properties[key] = true
mp.observe_property(key, "native", on_property_change)
cached_properties[key] = mp.get_property_native(key)
end
-- The first time the property is read we need add it to the
-- properties_to_profiles table, which will be used to mark the profile
-- dirty if a property referenced by it changes.
if current_profile then
local map = properties_to_profiles[key]
if not map then
map = {}
properties_to_profiles[key] = map
end
map[current_profile] = true
end
return cached_properties[key]
end,
}
local evil_magic = {}
setmetatable(evil_magic, evil_meta_magic)
local function compile_cond(name, s)
chunk, err = loadstring("return " .. s, "profile " .. name .. " condition")
if not chunk then
msg.error("Profile '" .. name .. "' condition: " .. err)
return function() return false end
end
return chunk
end
for i, v in ipairs(mp.get_property_native("profile-list")) do
local desc = v["profile-desc"]
if desc and desc:sub(1, 5) == "cond:" then
local profile = {
name = v.name,
cond = compile_cond(v.name, desc:sub(6)),
properties = {},
status = nil,
dirty = true, -- need re-evaluate
}
profiles[#profiles + 1] = profile
have_dirty_profiles = true
end
end
-- these definitions are for use by the condition expressions
p = evil_magic
function get(property_name, default)
local val = p[property_name]
if val == nil then
val = default
end
return val
end
-- re-evaluate all profiles immediately
on_idle()
|
SB.Include(Path.Join(SB.DIRS.SRC, 'view/editor.lua'))
HeightmapEditor = Editor:extends{}
HeightmapEditor:Register({
name = "heightmapEditor",
tab = "Map",
caption = "Terrain",
tooltip = "Edit heightmap",
image = Path.Join(SB.DIRS.IMG, 'peaks.png'),
order = 0,
})
function HeightmapEditor:init()
self:super("init")
self:AddField(AssetField({
name = "patternTexture",
title = "Pattern:",
rootDir = "brush_patterns/terrain/",
expand = true,
itemWidth = 65,
itemHeight = 65,
Validate = function(obj, value)
if value == nil then
return true
end
if not AssetField.Validate(obj, value) then
return false
end
local ext = Path.GetExt(value) or ""
return table.ifind(SB_IMG_EXTS, ext), value
end,
Update = function(...)
AssetField.Update(...)
local texture = self.fields["patternTexture"].value
SB.model.terrainManager:generateShape(texture)
end
}))
self.btnAddState = TabbedPanelButton({
x = 0,
y = 0,
tooltip = "Left Click to add height, Right Click to remove height",
children = {
TabbedPanelImage({ file = Path.Join(SB.DIRS.IMG, 'up-card.png') }),
TabbedPanelLabel({ caption = "Add" }),
},
OnClick = {
function()
SB.stateManager:SetState(TerrainShapeModifyState(self))
end
},
})
self.btnSetState = TabbedPanelButton({
x = 70,
y = 0,
tooltip = "Left Click to set height. Right click to sample height",
children = {
TabbedPanelImage({ file = Path.Join(SB.DIRS.IMG, 'terrain-set.png') }),
TabbedPanelLabel({ caption = "Set" }),
},
OnClick = {
function()
SB.stateManager:SetState(TerrainSetState(self))
end
},
})
self.btnSmoothState = TabbedPanelButton({
x = 140,
y = 0,
tooltip = "Click to smooth terrain",
children = {
TabbedPanelImage({ file = Path.Join(SB.DIRS.IMG, 'terrain-smooth.png') }),
TabbedPanelLabel({ caption = "Smooth" }),
},
OnClick = {
function()
SB.stateManager:SetState(TerrainSmoothState(self))
end
},
})
self:AddDefaultKeybinding({
self.btnAddState,
self.btnSetState,
self.btnSmoothState
})
self:AddControl("btn-show-elevation", {
Button:New {
caption = "Show elevation",
width = 200,
height = 40,
OnClick = {
function()
Spring.SendCommands('showelevation')
end
}
},
})
self:AddField(NumericField({
name = "size",
value = 100,
minValue = 10,
maxValue = 5000,
title = "Size:",
tooltip = "Size of the height brush",
}))
self:AddField(NumericField({
name = "rotation",
value = 0,
minValue = -360,
maxValue = 360,
title = "Rotation:",
tooltip = "Rotation of the shape",
}))
self:AddField(NumericField({
name = "strength",
value = 10,
step = 0.1,
title = "Strength:",
tooltip = "Strength of the height map tool",
}))
self:AddField(NumericField({
name = "height",
value = 10,
step = 0.1,
title = "Height:",
tooltip = "Goal height",
}))
self:AddField(ChoiceField({
name = "applyDir",
items = {"Both", "Only Raise", "Only Lower"},
tooltip = "Whether terrain should be only lowered, raised or both.",
}))
self:Update("size")
self:SetInvisibleFields("applyDir")
local children = {
self.btnAddState,
self.btnSetState,
self.btnSmoothState,
ScrollPanel:New {
x = 0,
y = 70,
bottom = 30,
right = 0,
borderColor = {0,0,0,0},
horizontalScrollbar = false,
children = { self.stackPanel },
},
}
self:Finalize(children)
end
function HeightmapEditor:OnLeaveState(state)
for _, btn in pairs({self.btnAddState, self.btnSmoothState, self.btnSetState}) do
btn:SetPressedState(false)
end
end
function HeightmapEditor:OnEnterState(state)
local btn
if state:is_A(TerrainShapeModifyState) then
self:SetInvisibleFields("applyDir")
btn = self.btnAddState
elseif state:is_A(TerrainSetState) then
self:SetInvisibleFields()
btn = self.btnSetState
elseif state:is_A(TerrainSmoothState) then
self:SetInvisibleFields("applyDir")
btn = self.btnSmoothState
end
btn:SetPressedState(true)
end
function HeightmapEditor:IsValidState(state)
return state:is_A(AbstractHeightmapEditingState)
end
|
local this = Class.inherit(DecoSolid)
function this:new(color, size)
DecoSolid.new(self, color)
self.size = size
end
function this:draw(screen, widget)
if self.color ~= nil and widget.rect ~= nil then
local r = widget.rect
r = sdl.rect(r.x, r.y, r.w, r.h)
if self.size then
r.w = self.size.w
r.h = self.size.h
end
r.x = r.x + widget.decorationx
r.y = r.y + widget.decorationy
screen:drawrect(self.color, r)
end
end
return this |
--Minetest
--Copyright (C) 2013 sapier
--
--This program is free software; you can redistribute it and/or modify
--it under the terms of the GNU Lesser General Public License as published by
--the Free Software Foundation; either version 2.1 of the License, or
--(at your option) any later version.
--
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
--GNU Lesser General Public License for more details.
--
--You should have received a copy of the GNU Lesser General Public License along
--with this program; if not, write to the Free Software Foundation, Inc.,
--51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA.
--------------------------------------------------------------------------------
local function get_formspec(tabview, name, tabdata)
-- Update the cached supported proto info,
-- it may have changed after a change by the settings menu.
common_update_cached_supp_proto()
local fav_selected = menudata.favorites[tabdata.fav_selected]
local retval =
"label[9.5,0;".. fgettext("Name / Password") .. "]" ..
"field[0.25,3.35;5.5,0.5;te_address;;" ..
core.formspec_escape(core.settings:get("address")) .."]" ..
"field[5.75,3.35;2.25,0.5;te_port;;" ..
core.formspec_escape(core.settings:get("remote_port")) .."]" ..
"button[10,2.6;2,1.5;btn_mp_connect;".. fgettext("Connect") .. "]" ..
"field[9.8,1;2.6,0.5;te_name;;" ..
core.formspec_escape(core.settings:get("name")) .."]" ..
"pwdfield[9.8,2;2.6,0.5;te_pwd;]"
if tabdata.fav_selected and fav_selected then
if gamedata.fav then
retval = retval .. "button[7.7,2.6;2.3,1.5;btn_delete_favorite;" ..
fgettext("Del. Favorite") .. "]"
end
end
retval = retval .. "tablecolumns[" ..
image_column(fgettext("Favorite"), "favorite") .. ";" ..
image_column(fgettext("Ping"), "") .. ",padding=0.25;" ..
"color,span=3;" ..
"text,align=right;" .. -- clients
"text,align=center,padding=0.25;" .. -- "/"
"text,align=right,padding=0.25;" .. -- clients_max
image_column(fgettext("Creative mode"), "creative") .. ",padding=1;" ..
image_column(fgettext("Damage enabled"), "damage") .. ",padding=0.25;" ..
image_column(fgettext("PvP enabled"), "pvp") .. ",padding=0.25;" ..
"color,span=1;" ..
"text,padding=1]" .. -- name
"table[-0.05,0;9.2,2.75;favourites;"
if #menudata.favorites > 0 then
local favs = core.get_favorites("local")
if #favs > 0 then
for i = 1, #favs do
for j = 1, #menudata.favorites do
if menudata.favorites[j].address == favs[i].address and
menudata.favorites[j].port == favs[i].port then
table.insert(menudata.favorites, i,
table.remove(menudata.favorites, j))
end
end
if favs[i].address ~= menudata.favorites[i].address then
table.insert(menudata.favorites, i, favs[i])
end
end
end
retval = retval .. render_serverlist_row(menudata.favorites[1], (#favs > 0))
for i = 2, #menudata.favorites do
retval = retval .. "," .. render_serverlist_row(menudata.favorites[i], (i <= #favs))
end
end
if tabdata.fav_selected then
retval = retval .. ";" .. tabdata.fav_selected .. "]"
else
retval = retval .. ";0]"
end
-- separator
retval = retval .. "box[-0.28,3.75;12.4,0.1;#FFFFFF]"
-- checkboxes
retval = retval ..
"checkbox[8.0,3.9;cb_creative;".. fgettext("Creative Mode") .. ";" ..
dump(core.settings:get_bool("creative_mode")) .. "]"..
"checkbox[8.0,4.4;cb_damage;".. fgettext("Enable Damage") .. ";" ..
dump(core.settings:get_bool("enable_damage")) .. "]"
-- buttons
retval = retval ..
"button[0,3.7;8,1.5;btn_start_singleplayer;" .. fgettext("Start Singleplayer") .. "]" ..
"button[0,4.5;8,1.5;btn_config_sp_world;" .. fgettext("Config mods") .. "]"
return retval
end
--------------------------------------------------------------------------------
local function main_button_handler(tabview, fields, name, tabdata)
if fields.btn_start_singleplayer then
gamedata.selected_world = gamedata.worldindex
gamedata.singleplayer = true
core.start()
return true
end
if fields.favourites then
local event = core.explode_table_event(fields.favourites)
if event.type == "CHG" then
if event.row <= #menudata.favorites then
gamedata.fav = false
local favs = core.get_favorites("local")
local fav = menudata.favorites[event.row]
local address = fav.address
local port = fav.port
gamedata.serverdescription = fav.description
for i = 1, #favs do
if fav.address == favs[i].address and
fav.port == favs[i].port then
gamedata.fav = true
end
end
if address and port then
core.settings:set("address", address)
core.settings:set("remote_port", port)
end
tabdata.fav_selected = event.row
end
return true
end
end
if fields.btn_delete_favorite then
local current_favourite = core.get_table_index("favourites")
if not current_favourite then return end
core.delete_favorite(current_favourite)
asyncOnlineFavourites()
tabdata.fav_selected = nil
core.settings:set("address", "")
core.settings:set("remote_port", "30000")
return true
end
if fields.cb_creative then
core.settings:set("creative_mode", fields.cb_creative)
return true
end
if fields.cb_damage then
core.settings:set("enable_damage", fields.cb_damage)
return true
end
if fields.btn_mp_connect or fields.key_enter then
gamedata.playername = fields.te_name
gamedata.password = fields.te_pwd
gamedata.address = fields.te_address
gamedata.port = fields.te_port
local fav_idx = core.get_textlist_index("favourites")
if fav_idx and fav_idx <= #menudata.favorites and
menudata.favorites[fav_idx].address == fields.te_address and
menudata.favorites[fav_idx].port == fields.te_port then
local fav = menudata.favorites[fav_idx]
gamedata.servername = fav.name
gamedata.serverdescription = fav.description
if menudata.favorites_is_public and
not is_server_protocol_compat_or_error(
fav.proto_min, fav.proto_max) then
return true
end
else
gamedata.servername = ""
gamedata.serverdescription = ""
end
gamedata.selected_world = 0
core.settings:set("address", fields.te_address)
core.settings:set("remote_port", fields.te_port)
core.start()
return true
end
if fields.btn_config_sp_world then
local configdialog = create_configure_world_dlg(1)
if configdialog then
configdialog:set_parent(tabview)
tabview:hide()
configdialog:show()
end
return true
end
end
--------------------------------------------------------------------------------
local function on_activate(type,old_tab,new_tab)
if type == "LEAVE" then return end
asyncOnlineFavourites()
end
--------------------------------------------------------------------------------
return {
name = "main",
caption = fgettext("Main"),
cbf_formspec = get_formspec,
cbf_button_handler = main_button_handler,
on_change = on_activate
}
|
-- Huntpad extension pack for the Sandcat Browser
Huntpad = extensionpack:new()
Huntpad.filename = 'Huntpad.scx'
function Huntpad:init()
end
function Huntpad:afterinit()
self:dofile('quickinject/quickinject.lua')
quickinject:add()
end |
MySQL.createCommand("vRP/sell_vehicle_player","UPDATE vrp_user_vehicles SET user_id = @user_id, vehicle_plate = @registration WHERE user_id = @oldUser AND vehicle = @vehicle")
-- sell vehicle
veh_actions[lang.vehicle.sellTP.title()] = {function(playerID,player,vtype,name)
if playerID ~= nil then
vRPclient.getNearestPlayers(player,{15},function(nplayers)
usrList = ""
for k,v in pairs(nplayers) do
usrList = usrList .. "[" .. vRP.getUserId(k) .. "]" .. GetPlayerName(k) .. " | "
end
if usrList ~= "" then
vRP.prompt(player,"Players Nearby: " .. usrList .. "","",function(player,user_id)
user_id = user_id
if user_id ~= nil and user_id ~= "" then
local target = vRP.getUserSource(tonumber(user_id))
if target ~= nil then
vRP.prompt(player,"Price $: ","",function(player,amount)
if (tonumber(amount)) and (tonumber(amount) > 0) then
MySQL.query("vRP/get_vehicle", {user_id = user_id, vehicle = name}, function(pvehicle, affected)
if #pvehicle > 0 then
vRPclient.notify(player,{"~r~The player already has this vehicle type."})
else
local tmpdata = vRP.getUserTmpTable(playerID)
if tmpdata.rent_vehicles[name] == true then
vRPclient.notify(player,{"~r~You cannot sell a rented vehicle!"})
return
else
vRP.request(target,GetPlayerName(player).." wants to sell: " ..name.. " Price: $"..amount, 10, function(target,ok)
if ok then
local pID = vRP.getUserId(target)
local money = vRP.getMoney(pID)
if (tonumber(money) >= tonumber(amount)) then
vRPclient.despawnGarageVehicle(player,{vtype,15})
vRP.getUserIdentity(pID, function(identity)
MySQL.execute("vRP/sell_vehicle_player", {user_id = user_id, registration = "P "..identity.registration, oldUser = playerID, vehicle = name})
end)
vRP.giveMoney(playerID, amount)
vRP.setMoney(pID,money-amount)
vRPclient.notify(player,{"~g~You have successfully sold the vehicle to ".. GetPlayerName(target).." for $"..amount.."!"})
vRPclient.notify(target,{"~g~"..GetPlayerName(player).." has successfully sold you the car for $"..amount.."!"})
else
vRPclient.notify(player,{"~r~".. GetPlayerName(target).." doesn't have enough money!"})
vRPclient.notify(target,{"~r~You don't have enough money!"})
end
else
vRPclient.notify(player,{"~r~"..GetPlayerName(target).." has refused to buy the car."})
vRPclient.notify(target,{"~r~You have refused to buy "..GetPlayerName(player).."'s car."})
end
end)
end
vRP.closeMenu(player)
end
end)
else
vRPclient.notify(player,{"~r~The price of the car has to be a number."})
end
end)
else
vRPclient.notify(player,{"~r~That ID seems invalid."})
end
else
vRPclient.notify(player,{"~r~No player ID selected."})
end
end)
else
vRPclient.notify(player,{"~r~No player nearby."})
end
end)
end
end, lang.vehicle.sellTP.description()}
|
require('replserver')
visit_count = 0
function serve_index(conn)
visit_count = visit_count + 1
s = '<html><head><title>Hello, World</title></head><body>' ..
'<h1>Simple nodemcu page</h1>' ..
'<br>visits: ' .. visit_count ..
'<br>heap: ' .. node.heap() ..
'<br>time: ' .. tmr.time() ..
'</body></html>'
sendstring(conn, s)
end
start_server(function(conn, payload)
if http_match('GET', '/', payload) then
serve_index(conn)
else
basic_response(conn, 'Not much here...')
end
end)
|
local cell = require "cell"
cell.command {
ping = function()
cell.sleep(1)
return "pong"
end
}
function cell.main(...)
print("pingpong launched")
return ...
end |
include "freetype"
include "glew"
include "binpack"
include "jsoncpp"
include "stb_image"
include "sdl2"
include "lua" |
table.insert(data.raw["lab"]["lab"].inputs, "research-data")
table.insert(data.raw["technology"]["nuclear-fuel-reprocessing"].prerequisites, "uranium-processing")
data.raw["technology"]["uranium-processing"].prerequisites = {"graphite-fuel-reprocessing"}
data.raw["technology"]["nuclear-power"].prerequisites = {"graphite-processing"} |
-- Controllers
local edit_task_description = require "src.controller.edit_task_description"
return function(parser)
local edit_task_parser = parser:command("edit-task-description")
edit_task_parser:summary("Edit the description of a specific task")
edit_task_parser
:argument("id", "Id of the task to edit")
:convert(tonumber)
edit_task_parser
:argument("description", "The new description for the task")
edit_task_parser:action(function(args, name)
local _, err = edit_task_description(args.id, args.description)
if err then
print(err)
end
end)
end
|
local status = nil
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
local playerId = PlayerId()
local ped = PlayerPedId()
local health = GetEntityHealth(ped)
local armor = GetPedArmour(ped)
local show = IsPauseMenuActive()
Wait(250)
SendNUIMessage({
show = IsPauseMenuActive(),
health = (GetEntityHealth(PlayerPedId())-100),
heal = health,
armor = armor
})
end
end)
Heal = false
RegisterCommand('heal', function(source, args, rawCommand)
if Heal == false then
notify("~g~Healed")
SetEntityHealth(GetPlayerPed(-1), 200)
Heal = true
Wait(1)
Heal = false
end
if Heal == true then
notify("~r~ You have to wait 5 minutes since the last use of this command")
end
end)
Armor = false
RegisterCommand('armour', function(source, args, rawCommand)
if Armor == false then
notify("~b~60% armour applied - Wait 5 mins to apply again")
AddArmourToPed(GetPlayerPed(-1), 200)
Armor = true
Wait(1)
Armor = false
end
if Armor == true then
notify("~r~ You have to wait 5 minutes since the last use of this command")
end
end)
function notify(msg)
SetNotificationTextEntry("STRING")
AddTextComponentString(msg)
DrawNotification(true,false)
end
|
-- ======================================================================
-- Corruption Checksum
-- Advent of Code 2017 Day 02 -- Eric Wastl -- https://adventofcode.com
--
-- lua implementation by Dr. Dean Earl Wright III
-- ======================================================================
-- ======================================================================
-- c h e c k s u m . l u a
-- ======================================================================
-- A solver for the Advent of Code 2017 Day 02 puzzle
-- ----------------------------------------------------------------------
-- local
-- ----------------------------------------------------------------------
local Checksum = { part2 = false, text = {}, rows = {} }
-- ----------------------------------------------------------------------
-- constants
-- ----------------------------------------------------------------------
-- ======================================================================
-- Checksum
-- ======================================================================
-- Object for Corruption Checksum
function Checksum:Checksum (o)
-- 1. Set the initial values
o = o or {}
o.part2 = o.part2 or false
o.text = o.text or {}
o.rows = {}
-- 2. Create the object metatable
self.__index = self
setmetatable(o, self)
-- 3. Process text (if any)
if o.text ~= nil and #o.text > 0 then
o:_process_text(o.text)
end
return o
end
function Checksum:_process_text(text)
-- Assign values from text
-- 0. Precondition axioms
assert(text ~= nil and #text > 0)
-- 1. Loop for each line of the text
for _, line in ipairs(text) do
-- 2. Start a new row
row = {}
-- 3. Split up the row
for num in string.gmatch(line, "[0-9]+") do
-- 4. Add number to the row
table.insert(row, tonumber(num))
end
-- 5. Add the row of numbers
table.insert(self.rows, row)
end
end
function Checksum:row_min_max_diff(num)
-- Returns the minimum and maximum of the specified row
-- 1. Get the specified row
row = self.rows[num]
-- 2. Start with first value
row_min = row[1]
row_max = row[1]
-- 3. Loop for the values in the row
for indx = 2, #row do
value = row[indx]
-- 4. If higher or lower than saved values, set new value
if value < row_min then
row_min = value
end
if value > row_max then
row_max = value
end
end
-- 4 Return the difference between the minimum and maximum values of the row
return row_max - row_min
end
function Checksum:row_div_even(num)
-- Returns the result of dividing two numbers in the row evenly
-- 1. Get the specified row
row = self.rows[num]
-- 2. Loop for all of the numbers in the row
for indx, value in ipairs(row) do
-- 3. Loop for all of the rest of the numbers in the row
for indx2 = indx + 1, #row do
value2 = row[indx2]
-- 4. If they divide evenly, return the result
if value > value2 and value % value2 == 0 then
return value // value2
end
if value2 > value and value2 % value == 0 then
return value2 // value
end
end
end
-- 5. I was told that this wouldn't happen
return nil
end
function Checksum:total()
-- Returns the total of the row checksums
-- 1. Start with nothing
result = 0
-- 2. Loop for all of the rows
for indx = 1, #self.rows do
-- 3. Get the checksum for the row
if self.part2 then
chk = self:row_div_even(indx)
else
chk = self:row_min_max_diff(indx)
end
-- 4. Add it to the running total
result = result + chk
end
-- 5. Return the total checksum
return result
end
function Checksum:part_one(args)
-- Returns the solution for part one
-- 0. Precondition axioms
local verbose = args.verbose or false
local limit = args.limit or 0
assert(verbose == true or verbose == false)
assert(limit >= 0)
-- 1. Return the solution for part one
return self:total()
end
function Checksum:part_two(args)
-- Returns the solution for part two
-- 0. Precondition axioms
local verbose = args.verbose or false
local limit = args.limit or 0
assert(verbose == true or verbose == false)
assert(limit >= 0)
-- 1. Return the solution for part two
return self:total()
end
-- ----------------------------------------------------------------------
-- module initialization
-- ----------------------------------------------------------------------
return Checksum
-- ======================================================================
-- end c h e c k s u m . l u a end
-- ======================================================================
|
--[[--ldoc desc
@Module HomeScene.lua
@Author JrueZhu
Date: 2018-10-18 18:17:51
Last Modified by JrueZhu
Last Modified time 2018-11-01 20:46:02
]]
local appPath = "app.demo.JrueZhu"
local HomeScene = class("HomeScene", cc.load("mvc").ViewBase)
local ClockCountDown = require(appPath .. ".widget.ClockCountDown")
local function createBackground()
local visiblieSize = cc.Director:getInstance():getVisibleSize()
local background1 = cc.Sprite:create("Images/JrueZhu/background.png");
local spriteContentSize = background1:getTextureRect()
background1:setPosition(visiblieSize.width/2, visiblieSize.height/2)
background1:setScaleX(visiblieSize.width/spriteContentSize.width)
background1:setScaleY(visiblieSize.height/spriteContentSize.height)
local background2 = cc.Sprite:create("Images/JrueZhu/background.png");
local spriteContentSize = background2:getTextureRect()
background2:setPosition(visiblieSize.width/2, background1:getContentSize().height - 2)
background2:setScaleX(visiblieSize.width/spriteContentSize.width)
background2:setScaleY(visiblieSize.height/spriteContentSize.height)
-- 背景滚动
local function backgroundMove()
background1:setPositionY(background1:getPositionY()-2)
background2:setPositionY(background1:getPositionY() + background1:getContentSize().height - 2)
if background2:getPositionY() == 0 then
background1:setPositionY(0)
end
end
local backgroundEntry = cc.Director:getInstance():getScheduler():scheduleScriptFunc(backgroundMove, 0.01, false)
return background1, background2, backgroundEntry;
end
-- FIXME:
local function createTitle()
-- local title = cc.Label:createWithSystemFont("跳怪消星", "Arial", 30);
local title = cc.Label:create();
title:setString("跳怪消星");
title:move(display.cx, display.cy + 50);
return title;
end
local function createPlayBtn(backgroundEntry)
local button = ccui.Button:create("Images/JrueZhu/btn_play.png", "", "", 0);
button:move(display.cx, display.cy - 100)
button:addTouchEventListener(function(sender, eventType)
if (ccui.TouchEventType.began == eventType) then
print("pressed")
local playScene = require("PlayScene.lua")
-- local playScene = self:getApp():getSceneWithName("PlayScene");
print("playScene------>", playScene)
local transition = cc.TransitionTurnOffTiles:create( 0.5, playScene)
cc.Director:getInstance():replaceScene(transition);
-- 同时取消滚动
cc.Director:getInstance():getScheduler():unscheduleScriptEntry(backgroundEntry)
elseif (ccui.TouchEventType.moved == eventType) then
print("move")
elseif (ccui.TouchEventType.ended == eventType) then
print("up")
elseif (ccui.TouchEventType.canceled == eventType) then
print("cancel")
end
end)
return button;
end
local function createCard()
local frameCache = cc.SpriteFrameCache:getInstance();
frameCache:addSpriteFrames("Images/JrueZhu/CardResource/cards.plist")
local bg = cc.Sprite:createWithSpriteFrameName("bg.png");
local bgHeight = bg:getContentSize().height;
local bgWidth = bg:getContentSize().width;
local valueImage = cc.Sprite:createWithSpriteFrameName("black_1.png");
print("valueImage------>", valueImage)
valueImage:setAnchorPoint(0, 1);
valueImage:setPosition(10, bgHeight - 10);
local valueImageWith = valueImage:getContentSize().width;
local valueImageHeight = valueImage:getContentSize().height;
bg:addChild(valueImage);
local smallTypeImage = cc.Sprite:createWithSpriteFrameName("color_2_small.png");
smallTypeImage:setAnchorPoint(0, 1);
smallTypeImage:setPosition(10, bgHeight - valueImageHeight - 15);
bg:addChild(smallTypeImage);
local typeImage = cc.Sprite:createWithSpriteFrameName("color_2.png");
typeImage:setAnchorPoint(0.5, 0.5);
typeImage:setPosition(bgWidth/2, bgHeight/2);
bg:addChild(typeImage);
return bg;
end
local function main()
-- 创建主场景
local scene = cc.Scene:create()
-- add moveable background
-- local background1, background2, backgroundEntry = createBackground();
-- scene:addChild(background1);
-- scene:addChild(background2);
-- -- add play label
-- scene:addChild(createTitle());
-- -- add play button
-- scene:addChild(createPlayBtn(backgroundEntry));
-- scene:addChild(createCard())
local clock = ClockCountDown:create({timer = 60}):move(display.center);
clock.timer = 10;
clock:setTimeEndListener(function()
dump("timeout!!!!")
end)
scene:addChild(clock);
return scene;
end
return main;
|
AddCSLuaFile()
local DbgPrint = GetLogging("MapScript")
local MAPSCRIPT = {}
MAPSCRIPT.PlayersLocked = false
MAPSCRIPT.DefaultLoadout =
{
Weapons =
{
},
Ammo =
{
},
Armor = 0,
HEV = false,
}
MAPSCRIPT.InputFilters =
{
}
MAPSCRIPT.EntityFilterByClass =
{
--["env_global"] = true,
}
MAPSCRIPT.EntityFilterByName =
{
--["spawnitems_template"] = true,
}
function MAPSCRIPT:Init()
end
function MAPSCRIPT:PostInit()
if SERVER then
ents.WaitForEntityByName("goingdown", function(ent)
ent:Spawn()
end)
GAMEMODE:WaitForInput("upper1", "InPass", function(ent)
local goingdown = ents.FindFirstByName("goingdown")
local train = ents.FindFirstByName("train")
util.RunDelayed(function()
if not IsValid(goingdown) or not IsValid(train) then
return
end
goingdown:Input("Trigger", train, train)
print("Forcing down", train)
end, CurTime() + 2)
end)
end
end
function MAPSCRIPT:PostPlayerSpawn(ply)
-- Failsafe: Make sure players are in the train
ents.WaitForEntityByName("train", function(ent)
local pos = ent:LocalToWorld(Vector(50, 40, 8))
local ang = ent:LocalToWorldAngles(Angle(0, 0, 0))
ply:TeleportPlayer(pos, ang)
end)
end
return MAPSCRIPT
|
return 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|
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--=====================================================================================================--
Script Name: Replace Weapon Projectile (v1.1), for SAPP (PC & CE)
Description: This script will allow you to swap weapon projectiles for substitute projectiles
NOTE: The replacement projectile will still appear as the original projectile (but function properly).
Changes in v1.1:
- Added grenades and damage multipliers to the projectile table.
- Updated Tag lookup function.
Copyright (c) 2019, Jericho Crosby <[email protected]>
* Notice: You can use this document subject to the following conditions:
https://github.com/Chalwk77/Halo-Scripts-Phasor-V2-/blob/master/LICENSE
* Written by Jericho Crosby (Chalwk)
--=====================================================================================================--
]]--
api_version = "1.12.0.0"
local projectiles = {}
-- Configuration [starts] ------------------------------------------------------
projectiles = {
-- ORIGINAL TAG REPLACEMENT TAG DAMAGE MULTIPLIER (normal is 1, max 10)
[1] = { "vehicles\\banshee\\banshee bolt", "vehicles\\banshee\\banshee bolt", 1},
[2] = { "vehicles\\banshee\\mp_banshee fuel rod", "vehicles\\banshee\\mp_banshee fuel rod", 1},
[3] = { "vehicles\\c gun turret\\mp gun turret", "vehicles\\c gun turret\\mp gun turret", 1},
[4] = { "vehicles\\ghost\\ghost bolt", "vehicles\\ghost\\ghost bolt", 1},
[5] = { "vehicles\\scorpion\\bullet", "vehicles\\scorpion\\bullet", 1},
[6] = { "vehicles\\scorpion\\tank shell", "vehicles\\scorpion\\tank shell", 1},
[7] = { "vehicles\\warthog\\bullet", "vehicles\\warthog\\bullet", 1},
[8] = { "weapons\\assault rifle\\bullet", "weapons\\assault rifle\\bullet", 1},
[9] = { "weapons\\flamethrower\\flame", "weapons\\flamethrower\\flame", 1},
[10] = { "weapons\\needler\\mp_needle", "weapons\\needler\\mp_needle", 1},
[11] = { "weapons\\pistol\\bullet", "weapons\\pistol\\bullet", 1},
[12] = { "weapons\\plasma pistol\\bolt", "weapons\\plasma pistol\\bolt", 1},
[13] = { "weapons\\plasma rifle\\bolt", "weapons\\plasma rifle\\bolt", 1},
[14] = { "weapons\\plasma rifle\\charged bolt", "weapons\\plasma rifle\\charged bolt", 1},
[15] = { "weapons\\rocket launcher\\rocket", "weapons\\rocket launcher\\rocket", 1},
[16] = { "weapons\\shotgun\\pellet", "weapons\\shotgun\\pellet", 1},
[17] = { "weapons\\sniper rifle\\sniper bullet", "weapons\\sniper rifle\\sniper bullet", 1},
[18] = { "weapons\\plasma_cannon\\plasma_cannon", "weapons\\plasma_cannon\\plasma_cannon", 1},
-- grenades --
[19] = { "weapons\\frag grenade\\frag grenade", "weapons\\frag grenade\\frag grenade", 1},
[20] = { "weapons\\plasma grenade\\plasma grenade", "weapons\\plasma grenade\\plasma grenade", 1},
[21] = { "weapons\\frag grenade\\explosion", "weapons\\frag grenade\\explosion", 1},
[22] = { "weapons\\plasma grenade\\attached", "weapons\\plasma grenade\\attached", 1},
[23] = { "weapons\\plasma grenade\\explosion", "weapons\\plasma grenade\\explosion", 1},
-- See example below to lean how to swap the "sniper bullet" for "tank shell":
------- Change the following -------
-- from: [17] = { "weapons\\sniper rifle\\sniper bullet", "weapons\\sniper rifle\\sniper bullet"},
-- to: [17] = { "weapons\\sniper rifle\\sniper bullet", "vehicles\\scorpion\\tank shell"},
}
-- Configuration [ends] --------------------------------------------------------
function OnScriptLoad()
register_callback(cb['EVENT_OBJECT_SPAWN'], "OnObjectSpawn")
register_callback(cb['EVENT_DAMAGE_APPLICATION'], "OnDamageApplication")
end
local function getTag(a, b)
local tag = lookup_tag(a, b)
return tag ~= 0 and read_dword(tag + 0xC) or nil
end
function OnObjectSpawn(PlayerIndex, MapID, ParentID, ObjectID)
if (PlayerIndex) then
for i = 1, #projectiles do
local original = projectiles[i][1]
local replacement = projectiles[i][2]
if (MapID == getTag("proj", original)) then
return true, getTag("proj", replacement)
end
end
end
end
function OnDamageApplication(ReceiverIndex, CauserIndex, MetaID, Damage, HitString, Backtap)
if tonumber(CauserIndex) > 0 then
for i = 1, #projectiles do
local repl, mul = projectiles[i][2], projectiles[i][3]
if (MetaID == getTag("jpt!", repl)) then
return true, Damage * mul
end
end
end
end
|
------------------------------------------------------------------------
-- Copyright (C) 1994-2008 Lua.org, PUC-Rio. 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.
------------------------------------------------------------------------
-- Mathematical Functions http://www.lua.org/manual/5.3/manual.html#6.7
-- This library provides basic mathematical functions. It provides all its functions and constants inside the table math. Functions with the annotation "integer/float" give integer results for integer arguments and float results for float (or mixed) arguments. Rounding functions (math.ceil, math.floor, and math.modf) return an integer when the result fits in the range of an integer, or a float otherwise.
math = {}
-- The value of π.
math.pi = 3.1415
-- An integer with the minimum value for an integer.
math.mininteger = nil
-- Returns the absolute value of x. (integer/float)
function math.abs(x) return 0 end
-- Returns the arc cosine of x (in radians).
function math.acos(x) return 0 end
-- Returns the arc sine of x (in radians).
function math.asin(x) return 0 end
-- Returns the arc tangent of y/x (in radians), but uses the signs of both arguments to find the quadrant of the result. (It also handles correctly the case of x being zero.)
-- The default value for x is 1, so that the call math.atan(y) returns the arc tangent of y.
function math.atan(y, x) return 0 end
-- Returns the smallest integral value larger than or equal to x.
function math.ceil(x) return 0 end
-- Returns the cosine of x (assumed to be in radians).
function math.cos(x) return 0 end
-- Converts the angle x from radians to degrees.
function math.deg(x) return 0 end
--- Returns the value e^x (where e is the base of natural logarithms).
function math.exp(x) end
-- Returns the largest integral value smaller than or equal to x.
function math.floor(x) end
-- Returns the remainder of the division of x by y that rounds the quotient towards zero. (integer/float)
function math.fmod(x, y) end
-- The float value HUGE_VAL, a value larger than any other numeric value.
math.huge = nil
-- Returns the logarithm of x in the given base. The default for base is e (so that the function returns the natural logarithm of x).
function math.log(x, base) end
-- Returns the argument with the maximum value, according to the Lua operator <. (integer/float)
function math.max(x, ...) end
-- An integer with the maximum value for an integer.
math.maxinteger = nil
-- Returns the argument with the minimum value, according to the Lua operator <. (integer/float)
function math.min(x, ...) end
-- Returns the integral part of x and the fractional part of x. Its second result is always a float.
function math.modf(x) end
-- Converts the angle x from degrees to radians.
function math.rad(x) end
-- When called without arguments, returns a pseudo-random float with uniform distribution in the range [0,1). When called with two integers m and n, math.random returns a pseudo-random integer with uniform distribution in the range [m, n]. (The value n-m cannot be negative and must fit in a Lua integer.) The call math.random(n) is equivalent to math.random(1,n).
-- This function is an interface to the underling pseudo-random generator function provided by C.
function math.random(m, n) end
-- Sets x as the "seed" for the pseudo-random generator: equal seeds produce equal sequences of numbers.
function math.randomseed(x) end
-- Returns the sine of x (assumed to be in radians).
function math.sin(x) return 0 end
-- Returns the square root of x. (You can also use the expression x^0.5 to compute this value.)
function math.sqrt(x) return 0 end
-- Returns the tangent of x (assumed to be in radians).
function math.tan(x) return 0 end
-- If the value x is convertible to an integer, returns that integer. Otherwise, returns nil.
function math.tointeger(x) end
-- Returns "integer" if x is an integer, "float" if it is a float, or nil if x is not a number.
function math.type(x) end
-- Returns a boolean, true if and only if integer m is below integer n when they are compared as unsigned integers.
function math.ult(m, n) end |
---------------------------------------------------------------
-- Flyout.lua: Flyout frame
---------------------------------------------------------------
-- Adds custom frames to deal with multi-choice spell-casting,
-- such as portals/teleports, totems, pets, etc.
local _, db = ...
if not SpellFlyout then return end
local Flyout, Selector, GameTooltip = SpellFlyout, ConsolePortSpellFlyout, GameTooltip
local FadeIn = db.UIFrameFadeIn
---------------------------------------------------------------
do local Buttons = {
Up = 'CP_L_UP',
Down = 'CP_L_DOWN',
Left = 'CP_L_LEFT',
Right = 'CP_L_RIGHT',
}
-----------------------------------------------------------
Selector:Execute([[
Index = 1
DPAD = newtable()
]])
for name, binding in pairs(Buttons) do
Selector:Execute(format('DPAD.%s = \'%s\'', binding, name))
end
end
---------------------------------------------------------------
Selector.Buttons = {}
Selector:SetFrameRef('Flyout', Flyout)
Selector:Execute([[
Visible = 0
Spells = newtable()
Flyout = self:GetFrameRef('Flyout')
Selector = self
]])
Selector:SetAttribute('SelectSpell', [[
local key = ...
if key == 'Up' then
self:SetAttribute('macrotext', '/click '..Spells[Index]:GetName())
elseif key == 'Down' then
local owner = Flyout:GetParent()
owner:Hide()
owner:Show()
return
elseif key == 'Left' then
Index = Index > 1 and Index - 1 or Index
elseif key == 'Right' then
Index = Index < Visible and Index + 1 or Index
end
self:SetAttribute('index', Index)
]])
Selector:SetAttribute('ShowSpells', [[
Spells = newtable(Flyout:GetChildren())
for i, spell in pairs(Spells) do
if spell:IsVisible() then
Visible = i
end
end
self:SetWidth(Visible * 74)
if not Spells[Index]:IsVisible() then
Index = 1
self:SetAttribute('index', Index)
end
]])
Selector:WrapScript(Flyout, 'OnShow', [[
Selector:SetAttribute('macrotext', nil)
Selector:Show()
Flyout:ClearAllPoints()
for binding, name in pairs(DPAD) do
local key = GetBindingKey(binding)
if key then
Selector:SetBindingClick(true, key, Selector, name)
end
end
Selector:RunAttribute('ShowSpells')
local parentName = Flyout:GetParent():GetName()
if parentName and parentName:match('CPB') then
Flyout:SetScale(0.01)
Flyout:SetAlpha(0)
end
]])
Selector:WrapScript(Flyout, 'OnHide', [[
Selector:ClearBindings()
Selector:Hide()
Flyout:SetScale(1)
Flyout:SetAlpha(1)
]])
Selector:WrapScript(Selector, 'PreClick', [[
self:SetAttribute('macrotext', nil)
if (button == 'LeftButton' or button == 'RightButton') then
local x = self:GetMousePosition()
local width = self:GetWidth()
local newIndex = math.floor(1 + ((x * width) / 74))
if newIndex <= Visible and newIndex >= 1 then
Index = newIndex
self:SetAttribute('index', Index)
self:SetAttribute('macrotext', '/click '..Spells[Index]:GetName())
end
else
self:RunAttribute('SelectSpell', button)
end
]])
local function ShowFlyoutTooltip(self)
GameTooltip:SetOwner(self, 'ANCHOR_TOP', 0, 0)
GameTooltip:SetSpellByID(self.spellID)
end
function Selector:SetSelection(index)
for i, button in pairs(self.Buttons) do
button:UnlockHighlight()
FadeIn(button, 0.2, button:GetAlpha(), 1 - (abs(i - index) / #self.Buttons))
end
local selected = self.Buttons[index]
if selected then
selected:LockHighlight()
ShowFlyoutTooltip(selected)
end
end
function Selector:OnShow()
db.Hint:DisplayMessage(format(db.TOOLTIP.FLYOUT, BINDING_NAME_CP_L_UP, BINDING_NAME_CP_L_DOWN), 4, -200)
for i, spell in pairs({Flyout:GetChildren()}) do
local button = self.Buttons[i]
if spell:IsVisible() then
if not button then
button = db.Atlas.GetRoundActionButton('$parentFlyoutButton'..i, false, self, nil, nil, true)
button:SetButtonState('DISABLED')
button:SetID(i)
self.Buttons[i] = button
end
button.icon:SetTexture(spell.icon:GetTexture())
button.spellID = spell.spellID
button:SetPoint('LEFT', (i-1) * 74, 0)
button:Show()
local time, cooldown = GetSpellCooldown(spell.spellName)
if time and cooldown then
button.cooldown:SetCooldown(time, cooldown)
end
elseif button and button:IsVisible() then
button:Hide()
end
end
self:SetSelection(self:GetAttribute('index') or 1)
end
function Selector:OnHide()
GameTooltip:Hide()
end
function Selector:OnAttributeChanged(attribute, detail)
if attribute == 'index' then
self:SetSelection(detail)
end
end
---------------------------------------------------------------
Selector:HookScript('OnShow', Selector.OnShow)
Selector:HookScript('OnHide', Selector.OnHide)
Selector:HookScript('OnAttributeChanged', Selector.OnAttributeChanged)
---------------------------------------------------------------
-- add class colors
do local red, green, blue = db.Atlas.GetCC()
Selector.BG:SetVertexColor(red, green, blue, 0.25)
Selector.TopLine:SetVertexColor(red, green, blue, 1)
Selector.BottomLine:SetVertexColor(red, green, blue, 1)
end |
require "lib.classes.class"
local json = require("lib.file.json.json")
local DictFile = require("lib.file.DictFile")
--------------------------------------------------------------------------------------------------------
-- class: JsonDictFile
-- param: path:str -> the path of the file serving as a dictionary
-- An object to manage json files that contain dictionaries
local JsonDictFile = extend(DictFile, function(self, path)
-- Try opening the file
if pcall(function()
json.decode(love.filesystem.read(path))
end) then
-- If the file was opened load the file
self.dict = json.decode(love.filesystem.read(self.path))
else
-- Create a new file with an empty json dictionary otherwise
love.filesystem.write(path, "{}")
-- Assign the dictionary to a new empty dictionary
self.dict = {}
end
end,
function(path)
return DictFile.new(path)
end)
-- load: None -> None
-- loads the dictionary in the file in the local field
function JsonDictFile.load(self)
self.dict = json.decode(love.filesystem.read(self.path))
end
-- save: None -> None
-- saves the dictionary field in the file
function JsonDictFile.save(self)
love.filesystem.write(self.path, json.encode(self.dict))
end
return JsonDictFile |
if data.raw['resource-category'] then
data:extend(
{
{
name = 'mi-advanced',
type = 'resource-category'
},
{
name = 'mi-basic',
type = 'resource-category'
}
}
)
end
|
include("shared.lua")
local lib = include("psychedelics/libs/cl/ents_cl.lua")
function ENT:Draw()
self:DrawModel()
end
local tipText = "Press 'e' to use or 'e'+'shift' to add for selling"
function ENT:DrawTranslucent()
self:Draw(flags)
if lib.checkTip(tipText, self) then
lib.draw3D2DTip(tipText, self)
end
end |
local wibox = require("wibox")
local screen = require("awful.screen")
local helper = require("utils.helper")
local button = require("awful.button")
local table = require("gears.table")
local widget = require("utils.widget")
local modal = {}
function modal:init(s)
self.screen = s or screen.focused()
self.height = screen.focused().geometry.height
self.w = wibox({ x = 0, y = 0, visible = false, ontop = true, type = "splash", screen = self.screen })
self.w.bg = M.x.on_surface .. "0A" -- 4%
self.w.width = screen.focused().geometry.width
self.w.height = self.height
return self.w
end
function modal:add_buttons(f)
if type(f) ~= "function" then return end
self.w:buttons(table.join(
button({}, 2, function() f() end), -- middle click
button({}, 3, function() f() end) -- right click
))
end
-- place a widget at the center of the focused screen
function modal:run_center(w)
self.w:setup {
nil,
{
{
nil,
{
{
widget.centered(w, 'vertical'),
margins = 18,
widget = wibox.container.margin
},
shape = helper.rrect(18),
widget = wibox.container.background
},
nil,
expand = "none",
layout = wibox.layout.align.horizontal
},
layout = wibox.layout.fixed.vertical
},
nil,
expand = "none",
layout = wibox.layout.align.vertical
}
end
function modal:run_left(w)
self.w:setup {
nil,
{
{
w,
forced_height = self.height,
widget = wibox.container.background
},
nil,
nil,
expand = "none",
layout = wibox.layout.align.horizontal
},
expand = "none",
layout = wibox.layout.align.vertical
}
end
return setmetatable({}, { __index = modal })
|
local perlin_2d_module = require("perlin2d")
local perlin2d = perlin_2d_module.perlin2d
perlin_2d_module.seed = os.time()
for y = 0, 29, 1 do
for x = 0, 59, 1 do
if (perlin2d(x/30, y/30)) > 0 then
io.write(1)
else
io.write(0)
end
end
io.write("\n")
end
|
local map = require '_.utils.map'
local M = {}
function M.get_icon(icon_name)
local ICONS = {
paste = '⍴',
spell = '✎',
branch = vim.env.PURE_GIT_BRANCH ~= '' and vim.fn.trim(
vim.env.PURE_GIT_BRANCH
) or ' ',
error = '×',
info = '●',
warn = '!',
hint = '›',
lock = '',
success = ' ',
-- success = ' '
}
return ICONS[icon_name] or ''
end
function M.get_color(synID, what, mode)
return vim.fn.synIDattr(vim.fn.synIDtrans(vim.fn.hlID(synID)), what, mode)
end
function M.t(str)
return vim.api.nvim_replace_termcodes(str, true, true, true)
end
function M.urlencode(str)
str = string.gsub(
str,
"([^0-9a-zA-Z !'()*._~-])", -- locale independent
function(c)
return string.format('%%%02X', string.byte(c))
end
)
str = string.gsub(str, ' ', '%%20')
return str
end
function M.plugin_installed(name)
local has_packer = pcall(require, 'packer')
if not has_packer then
return
end
return has_packer and packer_plugins ~= nil and packer_plugins[name]
end
function M.plugin_loaded(name)
return M.plugin_installed(name) and packer_plugins[name].loaded
end
function M.notify(msg, level)
vim.notify(msg, level or vim.log.levels.INFO, { title = ':: Local ::' })
end
function M.plaintext()
vim.cmd [[setlocal spell]]
vim.cmd [[setlocal linebreak]]
vim.cmd [[setlocal nolist]]
vim.cmd [[setlocal wrap]]
if vim.bo.filetype == 'gitcommit' then
-- Git commit messages body are constraied to 72 characters
vim.cmd [[setlocal textwidth=72]]
else
vim.cmd [[setlocal textwidth=0]]
vim.cmd [[setlocal wrapmargin=0]]
end
-- Break undo sequences into chunks (after punctuation); see: `:h i_CTRL-G_u`
-- https://twitter.com/vimgifs/status/913390282242232320
map.inoremap('.', '.<c-g>u', { buffer = true })
map.inoremap('?', '?<c-g>u', { buffer = true })
map.inoremap('!', '!<c-g>u', { buffer = true })
map.inoremap(',', ',<c-g>u', { buffer = true })
end
return M
|
-------------------------------------------------------------------------------
-- Coroutine safe xpcall and pcall versions
--
-- Encapsulates the protected calls with a coroutine based loop, so errors can
-- be dealed without the usual Lua 5.x pcall/xpcall issues with coroutines
-- yielding inside the call to pcall or xpcall.
--
-- Authors: Roberto Ierusalimschy and Andre Carregal
-- Contributors: Thomas Harning Jr., Ignacio Burgueño, Fabio Mascarenhas
--
-- Copyright 2005 - Kepler Project
--
-- $Id: coxpcall.lua,v 1.13 2008/05/19 19:20:02 mascarenhas Exp $
-------------------------------------------------------------------------------
-------------------------------------------------------------------------------
-- Checks if (x)pcall function is coroutine safe
-------------------------------------------------------------------------------
local function isCoroutineSafe(func)
local co = coroutine.create(function()
return func(coroutine.yield, function() end)
end)
coroutine.resume(co)
return coroutine.resume(co)
end
-- No need to do anything if pcall and xpcall are already safe.
local copcall, coxpcall
if isCoroutineSafe(pcall) and isCoroutineSafe(xpcall) then
copcall = pcall
coxpcall = xpcall
return { pcall = pcall, xpcall = xpcall, running = coroutine.running }
end
-------------------------------------------------------------------------------
-- Implements xpcall with coroutines
-------------------------------------------------------------------------------
local performResume, handleReturnValue
local oldpcall, oldxpcall = pcall, xpcall
local pack = table.pack or function(...) return {n = select("#", ...), ...} end
local unpack = table.unpack or unpack
local running = coroutine.running
local coromap = setmetatable({}, { __mode = "k" })
function handleReturnValue(err, co, status, ...)
if not status then
return false, err(debug.traceback(co, (...)), ...)
end
if coroutine.status(co) == 'suspended' then
return performResume(err, co, coroutine.yield(...))
else
return true, ...
end
end
function performResume(err, co, ...)
return handleReturnValue(err, co, coroutine.resume(co, ...))
end
local function id(trace, ...)
return trace
end
function coxpcall(f, err, ...)
local current = running()
if not current then
if err == id then
return oldpcall(f, ...)
else
if select("#", ...) > 0 then
local oldf, params = f, pack(...)
f = function() return oldf(unpack(params, 1, params.n)) end
end
return oldxpcall(f, err)
end
else
local res, co = oldpcall(coroutine.create, f)
if not res then
local newf = function(...) return f(...) end
co = coroutine.create(newf)
end
coromap[co] = current
return performResume(err, co, ...)
end
end
local function corunning(coro)
if coro ~= nil then
assert(type(coro)=="thread", "Bad argument; expected thread, got: "..type(coro))
else
coro = running()
end
while coromap[coro] do
coro = coromap[coro]
end
if coro == "mainthread" then return nil end
return coro
end
-------------------------------------------------------------------------------
-- Implements pcall with coroutines
-------------------------------------------------------------------------------
function copcall(f, ...)
return coxpcall(f, id, ...)
end
return { pcall = copcall, xpcall = coxpcall, running = corunning }
|
me = game.Players.acb227.Character
pcall(function() me.Johnsen:remove() end)
mod = Instance.new("Model")
mod.Name = "Johnsen"
mod.Parent = me
part = Instance.new("Part")
part.Parent = mod
part.Size = Vector3.new(1, 1, 1)
part.Position = Vector3.new(1, 1, 1)
part.BrickColor = BrickColor.new("Light orange")
part:BreakJoints()
mesh = Instance.new("SpecialMesh")
mesh.Parent = part
mesh.MeshType = "Sphere"
mesh.Scale = Vector3.new(0.5, 0.5, 0.5)
we = Instance.new("Weld")
we.Parent = mod
we.Part0 = part
we.Part1 = me.Torso
we.C0 = CFrame.fromEulerAnglesXYZ(0.15, 0, 0) + Vector3.new(0.15, 1.25, 0.75)
we.C1 = CFrame.new()
part = Instance.new("Part")
part.Parent = mod
part.Size = Vector3.new(1, 1, 1)
part.Position = Vector3.new(1, 1, 1)
part.BrickColor = BrickColor.new("Light orange")
part:BreakJoints()
mesh = Instance.new("SpecialMesh")
mesh.Parent = part
mesh.MeshType = "Sphere"
mesh.Scale = Vector3.new(0.5, 0.5, 0.5)
we = Instance.new("Weld")
we.Parent = mod
we.Part0 = part
we.Part1 = me.Torso
we.C0 = CFrame.fromEulerAnglesXYZ(0.15, 0, 0) + Vector3.new(-0.15, 1.25, 0.75)
we.C1 = CFrame.new()
part2 = Instance.new("Part")
part2.Parent = mod
part2.Size = Vector3.new(1, 6, 1)
part2.Position = Vector3.new(1, 1, 1)
part2.BrickColor = BrickColor.new("Light orange")
part2:BreakJoints()
mesh3 = Instance.new("SpecialMesh")
mesh3.Parent = part2
mesh3.MeshType = "Head"
mesh3.Scale = Vector3.new(0.5, 1, 0.5)
we3 = Instance.new("Weld")
we3.Parent = mod
we3.Part0 = part2
we3.Part1 = me.Torso
we3.C0 = CFrame.fromEulerAnglesXYZ(1, 0, 0) + Vector3.new(0, -1.6, 1.25)
while true do
we3.C1 = CFrame.Angles(0.25, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(0.5, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(0.25, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(0, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(-0.25, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(-0.5, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(-0.25, 0, 0)
wait(0.25)
we3.C1 = CFrame.Angles(0, 0, 0)
wait(0.25)
end |
--[[Author: chirslotix/Pizzalol
Date: 10.01.2015.
Deals splash auto attack damage to nearby targets depending on distance]]
function Splash( keys )
-- Variables
local caster = keys.caster
local target = keys.target
local ability = keys.ability
local radius_small = ability:GetLevelSpecialValueFor("splash_radius", 0)
local radius_medium = ability:GetLevelSpecialValueFor("splash_radius", 1)
local radius_big = ability:GetLevelSpecialValueFor("splash_radius", 2)
local target_exists = false
local splash_damage_small = ability:GetLevelSpecialValueFor("splash_damage_percent", 0) / 100
local splash_damage_medium = ability:GetLevelSpecialValueFor("splash_damage_percent", 1) / 100
local splash_damage_big = ability:GetLevelSpecialValueFor("splash_damage_percent", 2) / 100
-- Finding the units for each radius
local splash_radius_small = FindUnitsInRadius(caster:GetTeam(), target:GetAbsOrigin() , nil, radius_small , DOTA_UNIT_TARGET_TEAM_ENEMY , DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, 0, 0, false)
local splash_radius_medium = FindUnitsInRadius(caster:GetTeam() , target:GetAbsOrigin() , nil, radius_medium, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, 0, 0, false)
local splash_radius_big = FindUnitsInRadius(caster:GetTeam(), target:GetAbsOrigin() , nil, radius_big, DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, 0, 0, false)
-- Initializing the damage table
local damage_table = {}
damage_table.attacker = caster
damage_table.damage_type = DAMAGE_TYPE_PHYSICAL
damage_table.damage = caster:GetAttackDamage() * splash_damage_small
--loop for doing the splash damage while ignoring the original target
for i,v in ipairs(splash_radius_small) do
if v ~= target then
damage_table.victim = v
ApplyDamage(damage_table)
end
end
--loop for doing the medium splash damage
for i,v in ipairs(splash_radius_medium) do
if v ~= target then
--loop for checking if the found target is in the splash_radius_small
for c,k in ipairs(splash_radius_small) do
if v == k then
target_exists = true
break
end
end
--if the target isn't in the splash_radius_small then do attack damage * splash_damage_medium
if not target_exists then
damage_table.damage = caster:GetAttackDamage() * splash_damage_medium
damage_table.victim = v
ApplyDamage(damage_table)
--resets the target check
else
target_exists = false
end
end
end
--loop for doing the damage if targets are found in the splash_damage_big but not in the splash_damage_medium
for i,v in ipairs(splash_radius_big) do
if v ~= target then
--loop for checking if the found target is in the splash_radius_medium
for c,k in ipairs(splash_radius_medium) do
if v == k then
target_exists = true
break
end
end
if not target_exists then
damage_table.damage = caster:GetAttackDamage() * splash_damage_big
damage_table.victim = v
ApplyDamage(damage_table)
else
target_exists = false
end
end
end
end
--[[Author: Pizzalol
Date: 10.01.2015.
It transforms the caster into a different dragon depending on the ability level]]
function Transform( keys )
local caster = keys.caster
local ability = keys.ability
local level = ability:GetLevel()
local modifier_one = keys.modifier_one
local modifier_two = keys.modifier_two
local modifier_three = keys.modifier_three
-- Deciding the transformation level
local modifier
if level == 1 then modifier = modifier_one
elseif level == 2 then modifier = modifier_two
else modifier = modifier_three end
ability:ApplyDataDrivenModifier(caster, caster, modifier, {})
end
--[[Author: Pizzalol/Noya
Date: 12.01.2015.
Swaps the auto attack projectile and the caster model]]
function ModelSwapStart( keys )
local caster = keys.caster
local model = keys.model
local projectile_model = keys.projectile_model
-- Saves the original model and attack capability
if caster.caster_model == nil then
caster.caster_model = caster:GetModelName()
end
caster.caster_attack = caster:GetAttackCapability()
-- Sets the new model and projectile
caster:SetOriginalModel(model)
caster:SetRangedProjectileName(projectile_model)
-- Sets the new attack type
caster:SetAttackCapability(DOTA_UNIT_CAP_RANGED_ATTACK)
end
--[[Author: Pizzalol/Noya
Date: 12.01.2015.
Reverts back to the original model and attack type]]
function ModelSwapEnd( keys )
local caster = keys.caster
caster:SetModel(caster.caster_model)
caster:SetOriginalModel(caster.caster_model)
caster:SetAttackCapability(caster.caster_attack)
end
--[[Author: Noya
Used by: Pizzalol
Date: 12.01.2015.
Hides all dem hats
]]
function HideWearables( event )
local hero = event.caster
local ability = event.ability
local duration = ability:GetLevelSpecialValueFor( "duration", ability:GetLevel() - 1 )
print("Hiding Wearables")
--hero:AddNoDraw() -- Doesn't work on classname dota_item_wearable
hero.wearableNames = {} -- In here we'll store the wearable names to revert the change
hero.hiddenWearables = {} -- Keep every wearable handle in a table, as its way better to iterate than in the MovePeer system
local model = hero:FirstMoveChild()
while model ~= nil do
if model:GetClassname() ~= "" and model:GetClassname() == "dota_item_wearable" then
local modelName = model:GetModelName()
if string.find(modelName, "invisiblebox") == nil then
-- Add the original model name to revert later
table.insert(hero.wearableNames,modelName)
print("Hidden "..modelName.."")
-- Set model invisible
model:SetModel("models/development/invisiblebox.vmdl")
table.insert(hero.hiddenWearables,model)
end
end
model = model:NextMovePeer()
if model ~= nil then
print("Next Peer:" .. model:GetModelName())
end
end
end
--[[Author: Noya
Used by: Pizzalol
Date: 12.01.2015.
Shows the hidden hero wearables
]]
function ShowWearables( event )
local hero = event.caster
print("Showing Wearables on ".. hero:GetModelName())
-- Iterate on both tables to set each item back to their original modelName
for i,v in ipairs(hero.hiddenWearables) do
for index,modelName in ipairs(hero.wearableNames) do
if i==index then
print("Changed "..v:GetModelName().. " back to "..modelName)
v:SetModel(modelName)
end
end
end
end |
--[[
Lua Cold Observables
MIT License
Copyright (c) 2019 Alexis Munsayac
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 M = require "LuaObservable.src.M"
local Observable = setmetatable({}, M)
M.__call = require "LuaObservable.src.new"
M.__index = {
is = require "LuaObservable.src.is",
subscribe = require "LuaObservable.src.subscribe",
}
local loaded = false
Observable.loadExtensions = function ()
if(not loaded) then
local status, err = pcall( function ()
local extPath = "LuaObservable.src.ext."
local function load(moduleName)
return require(extPath..moduleName)
end
--[[
Creating Observables
]]
Observable.from = load("from")
Observable.of = load("of")
Observable.empty = load("empty")
Observable.never = load("never")
Observable.throw = load("throw")
Observable.just = load("just")
Observable.range = load("range")
Observable.doRepeat = load("doRepeat")
Observable.zip = load("zip")
Observable.staticForkJoin = load("staticForkJoin")
Observable.amb = load("amb")
local index = M.__index
--[[
Creating Observables
]]
index.doWhile = load("doWhile")
--[[
Transforming Observables
]]
index.buffer = load("buffer")
index.concatMap = load("concatMap")
index.flatMap = load("flatMap")
index.flatMapLatest = load("flatMapLatest")
index.flatMapObserver = load("flatMapObserver")
index.map = load("map")
index.pluck = load("pluck")
index.scan = load("scan")
--[[
Filtering Observables
]]
index.distinct = load("distinct")
index.distinctUntilChanged = load("distinctUntilChanged")
index.elementAt = load("elementAt")
index.filter = load("filter")
index.first = load("first")
index.single = load("single")
index.find = load("find")
index.ignore = load("ignore")
index.last = load("last")
index.skip = load("skip")
index.skipLast = load("skipLast")
index.skipUntil = load("skipUntil")
index.skipWhile = load("skipWhile")
index.take = load("take")
index.takeLast = load("takeLast")
index.takeLastBuffer = load("takeLastBuffer")
index.takeUntil = load("takeUntil")
index.takeWhile = load("takeWhile")
--[[
Combining Observables
]]
index.concat = load("concat")
index.combineLatest = load("combineLatest")
index.withLatestFrom = load("withLatestFrom")
index.merge = load("merge")
index.startWith = load("startWith")
index.forkJoin = load("forkJoin")
--[[
Error handling
]]
index.catch = load("catch")
index.onErrorResumeNext = load("onErrorResumeNext")
--[[
Utility
]]
index.tap = load("tap")
index.tapOnNext = load("tapOnNext")
index.tapOnError = load("tapOnError")
index.tapOnComplete = load("tapOnComplete")
index.finally = load("finally")
--[[
Conditional and Boolean
]]
index.all = load("all")
index.sorted = load("sorted")
index.contains = load("contains")
index.indexOf = load("indexOf")
index.findIndex = load("findIndex")
index.isEmpty = load("isEmpty")
index.defaultIfEmpty = load("defaultIfEmpty")
--[[
Aggregates
]]
index.average = load("average")
index.count = load("count")
index.max = load("max")
index.min = load("min")
index.sum = load("sum")
index.reduce = load("reduce")
--[[
Infinite
]]
index.linear = load("linear")
index.exponential = load("exponential")
index.sieve = load("sieve")
index.fibonacci = load("fibonacci")
index.generator = load("generator")
end)
if(status) then
loaded = true
else
error(err)
end
end
end
return Observable
|
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