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AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel( "models/press-plates/press_handle.mdl" )
self:PhysicsInit( SOLID_VPHYSICS )
self:SetMoveType( MOVETYPE_NONE )
self:SetSolid( SOLID_VPHYSICS )
self:SetUseType(SIMPLE_USE)
local phys = self:GetPhysicsObject()
end
function ENT:Use(call)
if not call:isArrested() then
call:ChatPrint("This job is only for people who are arrested.")
return
end
self:GetParent():OnHandlePressed(self)
end
|
local state = {}
state._NAME = ...
local Body = require'Body'
local t_entry, t_update, t_exit
local timeout = 10.0
require'hcm'
require'wcm'
local movement_stage=0
local t_next
local timeout_min=2
local timeout_max=9
local table_dist_max = 0.7
local table_depth_max = 0.25
head_move={
{{0,0,1},3,4.5},
{{0,-15,1},3,6.5},
}
function state.entry()
print(state._NAME..' Entry' )
local t_entry_prev = t_entry
t_entry = Body.get_time()
t_update = t_entry
movement_stage=1
wcm.set_object_reset(1)
wcm.set_object_detection_enable(0)
hcm.set_head_target(head_move[movement_stage][1])
hcm.set_head_execute(1)
t_observe=t_entry+head_move[movement_stage][2]+Config.t_movement_delay
t_next=t_entry+head_move[movement_stage][3]+Config.t_movement_delay
end
function update_shelf_objects()
local obj_num=wcm.get_object_num()
local obj_posex=wcm.get_object_posex()
local obj_posey=wcm.get_object_posey()
local obj_posez=wcm.get_object_posez()
local obj_type=wcm.get_object_type()
local shelf_pose=wcm.get_shelf_pose()
local shelf_obj_num=0
local obj_levels=wcm.get_shelfobject_level()
local shelf_obj_dy=wcm.get_shelfobject_dy()
local shelf_obj_dx=wcm.get_shelfobject_dx()
local shelf_obj_type=wcm.get_shelfobject_type()
local shelf_obj_posex=wcm.get_shelfobject_posex()
local shelf_obj_posey=wcm.get_shelfobject_posey()
local shelf_obj_posez=wcm.get_shelfobject_posez()
for i=1,obj_num do
local level=-1
if obj_posez[i]>Config.shelf_heights[3]+0.30 then
elseif obj_posez[i]>Config.shelf_heights[3] then level=3
elseif obj_posez[i]>Config.shelf_heights[2] then level=2
elseif obj_posez[i]>Config.shelf_heights[1] then level=1
end
print(string.format("Shelf object %d: (%.2f %.2f %.2f)",
i,obj_posex[i],i,obj_posey[i],i,obj_posez[i]
))
if level>0 then
local rel_obj=util.pose_relative({obj_posex[i],obj_posey[i],0},shelf_pose)
if math.abs(rel_obj[2]) <Config.shelfitem_maxy and
math.abs(rel_obj[1]) <Config.shelfitem_maxx then
shelf_obj_num=shelf_obj_num+1
obj_levels[shelf_obj_num]=level
shelf_obj_dx[shelf_obj_num]=rel_obj[1]
shelf_obj_dy[shelf_obj_num]=rel_obj[2]
shelf_obj_type[shelf_obj_num]=obj_type[i]
shelf_obj_posex[shelf_obj_num]=obj_posex[i]
shelf_obj_posey[shelf_obj_num]=obj_posey[i]
shelf_obj_posez[shelf_obj_num]=obj_posez[i]
print(string.format("Object %d: %s height %.2f level %d relpos (%.2f, %.2f)\n",
shelf_obj_num,
Config.object_name_list[obj_type[i]][1],
obj_posez[i],
level, rel_obj[1], rel_obj[2]
))
end
end
end
print("Total shelf objects:",shelf_obj_num)
wcm.set_shelfobject_num(shelf_obj_num)
wcm.set_shelfobject_level(obj_levels)
wcm.set_shelfobject_dx(shelf_obj_dx)
wcm.set_shelfobject_dy(shelf_obj_dy)
wcm.set_shelfobject_posex(shelf_obj_posex)
wcm.set_shelfobject_posey(shelf_obj_posey)
wcm.set_shelfobject_posez(shelf_obj_posez)
wcm.set_shelfobject_type(shelf_obj_type)
wcm.set_shelfobject_scanned(1)
end
function state.update()
local t = Body.get_time()
local dt = t - t_update
if t>t_observe then
if t<t_next then
wcm.set_object_detection_enable(1)
else
wcm.set_object_detection_enable(0)
movement_stage=movement_stage+1
print("NEXT")
if movement_stage>#head_move then
update_shelf_objects()
return 'done'
else
hcm.set_head_target(head_move[movement_stage][1])
hcm.set_head_execute(1)
t_observe=t+head_move[movement_stage][2]
t_next=t+head_move[movement_stage][3]
end
end
end
end
function state.exit()
print(state._NAME..' Exit' )
-- wcm.set_object_detection_enable(0)
end
return state
|
local ActiveRecord = require 'charon.ActiveRecord'
local test = {}
test.should_error_if_file_not_exists = function()
ActiveRecord.reset()
ActiveRecord.config = "config/file_not_exists.json"
local status, message = pcall(ActiveRecord.loadConfig)
assert( status == false )
assert( message:contains('file config/file_not_exists.json not exists') == true, message )
end
test.should_error_if_file_not_contain_json_table = function()
ActiveRecord.config = "util/config/active-record-not-valid.json"
local status, message = pcall(ActiveRecord.loadConfig)
assert( status == false )
assert( message:contains('util/config/active-record-not-valid.json invalid') == true, message )
end
test.should_return_test_environment = function()
ActiveRecord.config = "util/config/active-record-valid.json"
local config = ActiveRecord.loadConfig()
assert(config.database == ':memory:', config.database )
end
return test
|
return {
pfsoundsample = {
-- not sure if this should be in the fmodtypes unit
type = 'pfsoundsample',
fields = {
}
},
fsound_free = {
-- not sure if this should be in the fmodtypes unit
type = 'integer'
},
fsound_all = {
-- not sure if this should be in the fmodtypes unit
type = 'integer'
}
}
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---@class CS.FairyEditor.FButton : CS.FairyEditor.ComExtention
---@field public changeStageOnClick boolean
---@field public COMMON string
---@field public CHECK string
---@field public RADIO string
---@field public UP string
---@field public DOWN string
---@field public OVER string
---@field public SELECTED_OVER string
---@field public DISABLED string
---@field public SELECTED_DISABLED string
---@field public icon string
---@field public selectedIcon string
---@field public title string
---@field public text string
---@field public selectedTitle string
---@field public titleColor CS.UnityEngine.Color
---@field public titleColorSet boolean
---@field public titleFontSize number
---@field public titleFontSizeSet boolean
---@field public sound string
---@field public volume number
---@field public soundSet boolean
---@field public soundVolumeSet boolean
---@field public downEffect string
---@field public downEffectValue number
---@field public selected boolean
---@field public mode string
---@field public controller string
---@field public controllerObj CS.FairyEditor.FController
---@field public page string
---@type CS.FairyEditor.FButton
CS.FairyEditor.FButton = { }
---@return CS.FairyEditor.FButton
function CS.FairyEditor.FButton.New() end
---@return CS.FairyEditor.FTextField
function CS.FairyEditor.FButton:GetTextField() end
---@return boolean
function CS.FairyEditor.FButton:HandleGrayChanged() end
---@param c CS.FairyEditor.FController
function CS.FairyEditor.FButton:HandleControllerChanged(c) end
function CS.FairyEditor.FButton:Create() end
function CS.FairyEditor.FButton:Dispose() end
---@return CS.System.Object
---@param index number
function CS.FairyEditor.FButton:GetProp(index) end
---@param index number
---@param value CS.System.Object
function CS.FairyEditor.FButton:SetProp(index, value) end
---@param xml CS.FairyGUI.Utils.XML
function CS.FairyEditor.FButton:Read_editMode(xml) end
---@return CS.FairyGUI.Utils.XML
function CS.FairyEditor.FButton:Write_editMode() end
---@param xml CS.FairyGUI.Utils.XML
---@param strings CS.System.Collections.Generic.Dictionary_CS.System.String_CS.System.String
function CS.FairyEditor.FButton:Read(xml, strings) end
---@return CS.FairyGUI.Utils.XML
function CS.FairyEditor.FButton:Write() end
return CS.FairyEditor.FButton
|
Inherit = 'ScrollView'
UpdateDrawBlacklist = {['NeedsItemUpdate']=true}
TextColour = colours.black
BackgroundColour = colours.white
HeadingColour = colours.lightGrey
SelectionBackgroundColour = colours.blue
SelectionTextColour = colours.white
Items = false
CanSelect = false
Selected = nil
NeedsItemUpdate = false
ItemMargin = 1
HeadingMargin = 0
TopMargin = 0
OnDraw = function(self, x, y)
if self.NeedsItemUpdate then
self:UpdateItems()
end
Drawing.DrawBlankArea(x, y, self.Width, self.Height, self.BackgroundColour)
end
local function AddItem(self, v, x, y, group)
local toggle = false
if not self.CanSelect then
toggle = nil
elseif v.Selected then
toggle = true
end
local item = {
["Width"]=self.Width,
["X"]=x,
["Y"]=y,
["Name"]="ListViewItem",
["Type"]="Button",
["TextColour"]=self.TextColour,
["BackgroundColour"]=0,
["ActiveTextColour"]=self.SelectionTextColour,
["ActiveBackgroundColour"]=self.SelectionBackgroundColour,
["Align"]='Left',
["Toggle"]=toggle,
["Group"]=group,
OnClick = function(itm)
if self.CanSelect then
self:SelectItem(itm)
elseif self.OnSelect then
self:OnSelect(itm.Text)
end
end
}
if type(v) == 'table' then
for k, _v in pairs(v) do
item[k] = _v
end
else
item.Text = v
end
local itm = self:AddObject(item)
if v.Selected then
self:SelectItem(itm)
end
end
UpdateItems = function(self)
if not self.Items or type(self.Items) ~= 'table' then
self.Items = {}
end
self.Selected = nil
self:RemoveAllObjects()
local groupMode = false
for k, v in pairs(self.Items) do
if type(k) == 'string' then
groupMode = true
break
end
end
if not groupMode then
for i, v in ipairs(self.Items) do
AddItem(self, v, self.ItemMargin, i)
end
else
local y = self.TopMargin
for k, v in pairs(self.Items) do
y = y + 1
AddItem(self, {Text = k, TextColour = self.HeadingColour, IgnoreClick = true}, self.HeadingMargin, y)
for i, _v in ipairs(v) do
y = y + 1
AddItem(self, _v, 1, y, k)
end
y = y + 1
end
end
self:UpdateScroll()
self.NeedsItemUpdate = false
end
OnKeyChar = function(self, event, keychar)
if keychar == keys.up or keychar == keys.down then
local n = self:GetIndex(self.Selected)
if keychar == keys.up then
n = n - 1
else
n = n + 1
end
local new = self:GetNth(n)
if new then
self:SelectItem(new)
end
elseif keychar == keys.enter and self.Selected then
self.Selected:Click('mouse_click', 1, 1, 1)
end
end
--returns the index/'n' of the given item
GetIndex = function(self, obj)
local n = 1
for i, v in ipairs(self.Children) do
if not v.IgnoreClick then
if obj == v then
return n
end
n = n + 1
end
end
end
--gets the 'nth' list item (does not include headings)
GetNth = function(self, n)
local _n = 1
for i, v in ipairs(self.Children) do
if not v.IgnoreClick then
if n == _n then
return v
end
_n = _n + 1
end
end
end
SelectItem = function(self, item)
for i, v in ipairs(self.Children) do
v.Toggle = false
end
self.Selected = item
item.Toggle = true
if self.OnSelect then
self:OnSelect(item.Text)
end
end
OnUpdate = function(self, value)
if value == 'Items' then
self.NeedsItemUpdate = true
end
end |
Button = File.LoadLua("button/button.lua")()
Global = File.LoadLua("global/global.lua")()
Fonts = File.LoadLua("global/fonts.lua")()
Colors = File.LoadLua("global/colors.lua")()
Popup = File.LoadLua("global/popup.lua")()
Control = File.LoadLua("global/control.lua")()
Context = File.LoadLua("global/context.lua")()
context = Context.create_context()
introscreenversion = "introscreen alpha v0.05 "
Login_state= Screen.GetState("Login state")
-------------------------------------------------------
--[[ SUPER IMPORTANT OBJECT ---
Loginstate_container will hold the data associated with the current login stage
from it you can get data that is only available when you are in that state.
The "Logged out" state currently has two values: An event sink to start the login process and whether or not there was an error (set to "Yes" if a previous login failed)
The "Logging in" state contains data about the current step in the login process
and "Logged in" contains the serverlist - used in the missionscreen function.
]]
Loginstate_container = Loginstate_container
------------------------------------------------------------------
resolution = Screen.GetResolution()
xres = Point.X(resolution)
yres = Point.Y(resolution)
UIScaleFactor = Number.Min(Number.Clamp(xres/1366,0.6,1.1), Number.Clamp(yres/768,0.6, 1.1))
checktext = Number.ToString(UIScaleFactor*1000)
fontheader1 = Fonts.create_scaled("Trebuchet MS", 26*UIScaleFactor, {Bold=true})
fontheader2 = Fonts.create_scaled("Trebuchet MS", 23*UIScaleFactor, {Italic=true, Bold=true})
fontheader4 = Fonts.create_scaled("Trebuchet MS", 19*UIScaleFactor, {Bold=true})
e_errormessage = String.CreateEventSink("")
-- declare recurring variables used by multiple functions
button_width = UIScaleFactor*200 -- used below and in render_list()
button_normal_color = Color.Create(0.9, 0.9, 1, 0.8)
button_hover_color = Color.Create(1, 0.9, 0.8, 0.8)
button_selected_color = Color.Create(1,1,0.9, 0.95)
button_shadow_color = Color.Create(0.4,0.4,0.4,0.7)
logo = Image.Group({
Image.Justify(
Image.Multiply(Image.File("menuintroscreen/images/menuintroscreen_logo.png"),button_normal_color),
Point.Create(278,78),
Justify.Topright
),
})
-- -- declare recurring variables outside of function
mainbtn_bg1 = Image.File("menuintroscreen/images/introBtn_border.png")
--btnimage_position = Point.Create(0,0)
local e_hovertext = String.CreateEventSink("")
function updatehovertext()
end
function create_mainbutton(event_sink, argimage, arglabel, arghovertext, argfunction)
argimageheight = Point.Y(Image.Size(argimage))
scaledpt = Point.Create(UIScaleFactor, UIScaleFactor)
function create_stringimages(label)
--labelsize = 25*UIScaleFactor
return {
normal = Image.String(fontheader1, button_normal_color, label),
shadow = Image.String(fontheader1, button_shadow_color, label),
hover = Image.String(fontheader1, button_hover_color, label),
selected = Image.String(fontheader1, button_selected_color, label),
}
end
label = create_stringimages(arglabel)
btnsize = Point.Create(button_width, UIScaleFactor*(argimageheight+25+1)) -- 25 is 25px height of h1 font, 1px is for text shadow offset.
image_n = Image.Group({
Image.Justify(Image.Scale(Image.Multiply(argimage, button_normal_color),scaledpt),btnsize, Justify.Top),
Image.Justify(Image.Group({
Image.Translate(label.shadow, Point.Create(1,1)),
label.normal,
}), btnsize, Justify.Bottom),
})
image_h = Image.Group({
Image.Justify(Image.Scale(Image.Multiply(mainbtn_bg1, button_hover_color),scaledpt),btnsize, Justify.Top),
Image.Justify(Image.Scale(Image.Multiply(argimage, button_hover_color),scaledpt),btnsize, Justify.Top),
Image.Justify(Image.Group({
Image.Translate(label.shadow, Point.Create(1,1)),
label.hover,
}),
btnsize, Justify.Bottom)
})
-- selected doesnt need color multiply.
image_s = Image.Group({
Image.Justify(Image.Scale(mainbtn_bg1,scaledpt), btnsize, Justify.Top),
Image.Justify(Image.Scale(argimage,scaledpt), btnsize, Justify.Top),
Image.Justify(Image.Group({
Image.Translate(label.shadow, Point.Create(1,1)),
label.selected,
}),
btnsize, Justify.Bottom)
})
button = Button.create_image_button(image_n, image_h, image_s, arghovertext)
--hovertext = hovertext .. button.hovertext --[[ concatenates the hoverstring with the contents of the toplevel one. Since there's only one non-empty string we should wind up with only the text for the button currently hovered over... ]]
Event.OnEvent(e_hovertext, button.events.enter, function() return arghovertext end)
Event.OnEvent(e_hovertext, button.events.leave, function() return "" end)
Event.OnEvent(e_hovertext, button.events.click, function() return "" end)
if argfunction then
Event.OnEvent(event_sink, button.events.click, argfunction)
else
Event.OnEvent(event_sink, button.events.click)
end
return button.image
end
function render_list(list)
translated_list = {}
offset = button_width -- this number indicates the spaces between buttons
offset_x = #list * offset
for i, item in pairs(list) do
offset_x = offset_x - offset
translated_list[#translated_list+1] = Image.Translate(item, Point.Create(offset_x, 0))
end
return Image.Group(translated_list)
end
------- INTROSCREEN --------
----------------------------------------------
function make_introscreen(Loginstate_container)
function create_button_list()
list = {}
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.exit"), Image.File("menuintroscreen/images/introBtnExit.png"), "EXIT", "Exit the game.")
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.options"), Image.File("menuintroscreen/images/introBtnSettings.png"), "OPTIONS", "Change your graphics, audio and game settings.")
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.training"), Image.File("menuintroscreen/images/introBtnHelp.png"), "TRAINING", "Learn how to play the game.")
list[#list+1] = create_mainbutton(Screen.CreateOpenWebsiteSink("https://discord.gg/WcEJ9VH"), Image.File("menuintroscreen/images/introBtnDiscord.png"), "DISCORD", "Join the community Discord server.")
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.lan"), Image.File("menuintroscreen/images/introBtnLan.png"), "LAN", "Play on a Local Area Network.")
list[#list+1] = create_mainbutton(Loginstate_container:GetEventSink("Login"), Image.File("menuintroscreen/images/introBtnOnline.png"), "PLAY", "Play Allegiance.")
return list
end
function errortextImg()
return Image.Switch(
Loginstate_container:GetState("Has error"), {
["No"] = function(Loginstate_container) return Image.Empty() end,
["Yes"] = function (Loginstate_container)
errMsg = Loginstate_container:GetString("Message")
errimg = Image.String(fontheader2, Colors.white, Number.Divide(xres,2), errMsg, Justify.Center)
return errimg
end,
})
end
return Image.Group({
Image.Translate(Image.Justify(render_list(create_button_list()), resolution, Justify.Bottom), Point.Create(0,-30)),
Image.Justify(logo, resolution,Justify.Center),
Image.Translate(Image.Justify(errortextImg(), resolution, Justify.Bottom),Point.Create(0, -175)),
-- Image.Translate(Image.Justify(create_hovertextimg(hovertext), resolution, Justify.Bottom),Point.Create(0, -150)),
})
end
---------------------- Connecting ----------------
----------------------------------------------------------------------------------------------------------------------------------
function make_spinner(Loginstate_container)
local spinner = File.LoadLua("global/loading_icon.lua")()
stepMsg = Loginstate_container:GetString("Step message")
stepMsgImg = Image.String(fontheader2, button_normal_color, stepMsg, {Width=Number.Divide(xres,2), Justification=Justify.Center})
return Image.Group({
Image.Justify(spinner, resolution,Justify.Center),
--spinner,
Image.Translate(Image.Justify(stepMsgImg, resolution, Justify.Bottom),Point.Create(0, -150)),
})
end
--------------- mission SCREEN --------------------------
------------------------------------------------------
function make_missionscreen(Loginstate_container)
hovertext = "" -- this will hold the eventual text for other functions to use
cardwidth = 250
cardheight = 280
scaledcardwidth = cardwidth*UIScaleFactor
scaledcardheight =cardheight*UIScaleFactor
xmargin = Number.Multiply(xres,0.1)*UIScaleFactor
ytopmargin = 100*UIScaleFactor --Number.Round(Number.Multiply(yres,0.10),0)
ybottommargin = 180*UIScaleFactor
scrollbarwidth = 26
xcardsarea = (xres-scrollbarwidth)-(2*xmargin) -- Number.Subtract(xres,Global.list_sum({xmargin, xmargin}))
ycardsarea = yres-(ybottommargin+ytopmargin) -- Number.Subtract(yres,Number.Add(ybottommargin,ytopmargin))
cardsarea = Point.Create(xcardsarea+scrollbarwidth,ycardsarea)
cardsinnermargin = 15*UIScaleFactor
cardsoutermargin = 10*UIScaleFactor
--calculate the number of cards that fit into a horizontal row on the screen
-- we're using pre-scaled dimensions since we can't render the whole thing in one size
-- and scale down/up as needed, because the number of cards we can show
-- varies with the screen ratio.
cardsrowlen_fl = xcardsarea/(scaledcardwidth+(2*cardsoutermargin))
-- and round down by subtracting the Modulo.
cardsrowlen = cardsrowlen_fl - Number.Mod(cardsrowlen_fl,1)
--checktext = Number.ToString(cardsrowlen)
cardbackground_n = Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_normal_color})
cardbackground_h = Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_hover_color, src=Image.File("/global/images/backgroundpane_highlight.png")})
cardbackground_s = Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_selected_color})
function write(str,fnt,c)
fnt = fnt or Fonts.p
color = c or Colors.white
textblock = Point.Create(scaledcardwidth-cardsinnermargin, 5)
return Image.Group({
Image.Extent(textblock, Colors.transparent),
Image.Justify(Image.String(fnt, color, str), textblock, Justify.Top),
})
end
function pos(img, x,y)
return Image.Translate(img, Point.Create(x,y))
end
-- create the mission creation dialog
function create_mission_screen()
-- regularlist = {"alpha", "bravo", "charlie", "delta", "echo"}
c_servers = Loginstate_container:GetList("Server list")
c_cores = Loginstate_container:GetList("Core list")
ChosenServer_eventsink = String.CreateEventSink("")
ChosenCore_eventsink = String.CreateEventSink("")
mission_name = String.CreateEventSink(Loginstate_container:Get("Callsign") .. "'s game")
local create_btn = Button.create_standard_textbutton("CREATE", Fonts.h1, 120, 40)
Event.OnEvent(Loginstate_container:Get("Create mission"), create_btn.events.click, function ()
return ChosenServer_eventsink, ChosenCore_eventsink, mission_name
end)
-- dimensions
serverlistboxwidth = 110
listboxheight = 100 -- Point.Y(Image.Size(serverlistbox))
corelistboxwidth = 110
-- functions to pass as arguments to the listboxmaker function
local function entry_to_string (c_item)
return c_item:GetString("Name")
end
function entry_renderer(entry, index, target)
entryWidth = 100
listboxWidth = 110
entryHeight = 20
string = entry_to_string(entry)
is_selected = String.Equals(string, target)
return Image.Switch(is_selected, {
[ false ] = Image.Group({
Image.Translate(Image.Extent(Point.Create(listboxWidth, entryHeight), Colors.transparent),Point.Create(-10,0)),
Image.String(Fonts.p, Colors.white, string, {Width=entryWidth}),
}),
[ true ] = Image.Group({
Image.Translate(Image.Extent(Point.Create(listboxWidth, entryHeight), Color.Create(0.6,0.6,0.6,0.6)),Point.Create(-10,0)),
Image.String(Fonts.pbold, Colors.white, string, {Width=entryWidth}),
}),
})
end
-- make the listboxes
serverlistbox = Image.Group({
Image.Translate(Global.create_box(serverlistboxwidth, listboxheight, {background_color=Colors.dark}), Point.Create(-5,0)),
Image.Translate(
Global.create_vertical_scrolling_container(
Control.string.create_listbox(ChosenServer_eventsink, c_servers,{entry_to_label=entry_to_string,entry_to_value=entry_to_string,entry_renderer= entry_renderer}),
Point.Create(serverlistboxwidth, listboxheight),
button_normal_color
),
Point.Create(5, 2)
),
})
corelistbox = Image.Group({
Image.Translate(Global.create_box(corelistboxwidth, listboxheight, {background_color=Colors.dark}), Point.Create(-5,0)),
Image.Translate(
Global.create_vertical_scrolling_container(
Control.string.create_listbox(ChosenCore_eventsink, c_cores, {entry_to_label=entry_to_string,entry_to_value=entry_to_string,entry_renderer= entry_renderer}),
Point.Create(corelistboxwidth, listboxheight),
button_normal_color
),
Point.Create(5, 2)
),
})
dialogwidth = 450
dialogheight = 400
return Image.Group({
Image.Extent(Point.Create(dialogwidth,dialogheight), Colors.transparent),
--Global.create_box(450,400),
Image.Justify(
Image.StackVertical({
Image.Justify(Image.String(fontheader1, Colors.white, "CREATE MISSION"), Point.Create(dialogwidth, 20),Justify.Center),
Image.Justify(Image.String(Fonts.create_scaled("Trebuchet MS", 23, {Bold=true}), Colors.white, "MISSION NAME:", {Width=140}), Point.Create(dialogwidth, 20),Justify.Center),
Image.Justify(Control.string.create_input(context, mission_name, {width=dialogwidth-40}), Point.Create(dialogwidth-20, 20), Justify.Center),
Image.Extent(Point.Create(0, 10), Colors.transparent),
Image.String(fontheader4, Colors.white, "Select a server near your physical location to play on. Then select a game core. \n \n Cores are sets of game rules. Different cores may have different factions, weapons and balance values.",
{Width=dialogwidth, Justification=Justify.Center}
),
Image.Extent(Point.Create(dialogwidth, 30), Colors.transparent),
Image.Justify(
Image.Group({
Image.Extent(Point.Create(dialogwidth-200, 30), Colors.transparent),
Image.Justify(
Image.StackVertical({
Image.String(fontheader4, Colors.white, "Servers"),
serverlistbox,
}),
Point.Create(dialogwidth-200, listboxheight+35),
Justify.Left
),
Image.Justify(
Image.StackVertical({
Image.String(fontheader4, Colors.white, "Cores"),
corelistbox,
}),
Point.Create(dialogwidth-200, listboxheight+35),
Justify.Right
),
}),
Point.Create(dialogwidth, listboxheight+35),
Justify.Top
),
Image.Switch(Loginstate_container:Get("Server has core")(ChosenServer_eventsink, ChosenCore_eventsink), {
[ true ]=create_btn.image
}),
}),
Point.Create(dialogwidth, dialogheight),
Justify.Top
),
})
end
local create_mission_window = Popup.create_popup_window(Image.Lazy(create_mission_screen))
local create_mission_popup = context.create_popup(create_mission_window.image);
create_mission_popup.add_close_source(create_mission_window.close_source)
local currentpassword = String.CreateEventSink("")
function create_joining_popup()
function with_transparent_background(img)
return Image.Group({
-- make sure we can't click on anything else by having a transparent background
Image.Extent(cardsarea, Color.Create(0, 0, 0, 0)),
Image.Justify(img, cardsarea, Justify.Center),
})
end
return Image.Switch(Loginstate_container:GetState("Join mission state"), {
Joining=function ()
return with_transparent_background(Image.String(Fonts.h1, Color.Create(0.8, 0.8, 0.8), "Joining mission..."))
end,
Idle=function (obj)
return Image.Switch(obj:Get("Has error"), {
Yes = function (error_obj)
local show_error = Boolean.CreateEventSink(true)
local cancel_button = Button.create_standard_textbutton("Cancel", Fonts.h1, 120, 40)
Event.OnEvent(show_error, cancel_button.events.click, function () return false end)
local retry_button = Button.create_standard_textbutton("Retry", Fonts.h1, 120, 40)
Event.OnEvent(error_obj:Get("Retry"), retry_button.events.click, function ()
return currentpassword
end)
return Image.Switch(show_error, {
[ true ]=with_transparent_background(Image.StackVertical({
Image.String(Fonts.h1, Color.Create(0.8, 0.8, 0.8), "Failed: " .. error_obj:Get("Reason")),
Image.Switch(error_obj:Get("Reason is incorrect password"), {
[ true ] = Image.StackVertical({
Image.StackHorizontal({
Image.String(Fonts.h1, Color.Create(0.8, 0.8, 0.8), "Password: "),
Control.string.create_input(context, currentpassword),
}),
retry_button.image,
})
}),
cancel_button.image,
}))
})
end,
})
end
})
end
----------
---- MISSION CARDS SECTION
----------
mission_container = Loginstate_container:GetList("Mission list")
cardslistImg = Image.Group(
List.Map(
List.Sort(
mission_container,
function (mission)
-- Negate the count to turn it from asc to desc
return 0 - mission:Get("Player count")
end
),
function (mission, i)
j=i+1
row_fl = j/cardsrowlen -- calculate how many rows are needed to display this mission
row = row_fl-Number.Mod(row_fl,1) -- rounddown that number because we don't want half a card in view
col = j - (row*cardsrowlen) -- calculate the column this mission would be in.
missionname = mission:GetString("Name")
missionplayercount = mission:GetNumber("Player count")
missionnoat = mission:GetNumber("Player noat count")
missiont = mission:GetNumber("Time in progress")
missionhours = missiont/3600
missionminutes = Number.Mod(missionhours,1)
missionhours = missionhours-missionminutes
missionminutes = missionminutes*60
missionminutes = missionminutes-Number.Mod(missionminutes,1)
missiontime = String.Switch(
Number.Clamp(missionminutes-9, 0, 1),
{
[0]=Number.ToString(missionhours) .. ":0" .. Number.ToString(missionminutes),
[1]=Number.ToString(missionhours) .. ":" .. Number.ToString(missionminutes),
})
missionserver = mission:GetString("Server name")
missioncore = mission:GetString("Core name")
mission_playercount_string = Number.ToString(missionplayercount - missionnoat) .. "/" .. Number.ToString(missionplayercount)
missionstate = String.Switch(
mission:GetBool("Is in progress"),{
[true]="In Progress: " .. missiontime .. " (" .. mission_playercount_string .. ")",
[false]="Building Teams" .. " (" .. mission_playercount_string .. ")",
})
-- figure out whether there is a single or multiple win condition set for the mission
-- first collect all the booleans from the mission container
function missionstylebools()
lst = {}
lst[#lst+1] = { name="CONQUEST", boolval = mission:GetBool("Has goal conquest")}
lst[#lst+1] = { name="TERRITORY", boolval = mission:GetBool("Has goal territory")}
lst[#lst+1] = { name="PROSPERITY", boolval = mission:GetBool("Has goal prosperity")}
lst[#lst+1] = { name="ARTIFACTS", boolval = mission:GetBool("Has goal artifacts")}
lst[#lst+1] = { name="FLAGS", boolval = mission:GetBool("Has goal flags")}
lst[#lst+1] = { name="DEATHMATCH", boolval = mission:GetBool("Has goal deathmatch")}
lst[#lst+1] = { name="COUNTDOWN", boolval = mission:GetBool("Has goal countdown")}
-- now loop through the list of booleans. On true concat the list index and add 1 to the counter.
selectedstyle = ""
trueCount = 0
for k, thing in ipairs(lst) do
str = String.Switch(
thing.boolval,
{
[true]=thing.name,
[false]="",
}
)
selectedstyle = selectedstyle .. str
trueCount = trueCount + Boolean.ToNumber(thing.boolval)
end
return {
trueCount = trueCount,
selected = selectedstyle,
}
end
missionstyledata = missionstylebools()
missionstyle = String.Switch(
Number.Min(missionstyledata.trueCount,2),{
[0] = "UNKNOWN",
[1] = missionstyledata.selected,
[2] = "CUSTOM MISSION",
}
)
function makemissioncardface(cardcolor)
carddims = Point.Create(scaledcardwidth, scaledcardheight)
missioncardface = Image.Group({
Image.Extent(carddims, Colors.transparent),
pos(Image.StackVertical({
write(missionstyle, fontheader1, cardcolor),
write(missionstate, fontheader4, cardcolor),
write(missionname, fontheader1, cardcolor),
write("Server: "..missionserver, fontheader4, cardcolor),
write("Core: "..missioncore, fontheader4, cardcolor),
}),
cardsinnermargin,
cardsinnermargin
)
})
return missioncardface
end
joinbtn_n = Image.Group({
--Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_normal_color}),
cardbackground_n,
makemissioncardface(button_normal_color)
})
joinbtn_h = Image.Group({
--Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_hover_color, src=Image.File("/global/images/backgroundpane_highlight.png")}),
cardbackground_h,
makemissioncardface(button_hover_color)
})
joinbtn_s = Image.Group({
--Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_selected_color}),
cardbackground_s,
makemissioncardface(button_selected_color)
})
missionhovertext = String.Switch(
mission:GetBool("Is in progress"),{
[true]="Join This Mission." ,
[false]="Connect To The Lobby For This Mission.",
})
checktext = "what the hell?"
card = Button.create_image_button(joinbtn_n, joinbtn_h, joinbtn_s)
-- hovertext = hovertext .. card.hovertext --concatenates the hoverstring with the contents of the toplevel one.
Event.OnEvent(e_hovertext, card.events.enter, function() return missionhovertext end)
Event.OnEvent(e_hovertext, card.events.leave, function() return "" end)
Event.OnEvent(e_hovertext, card.events.click, function() return "" end)
Event.OnEvent(mission:Get("Join"), card.events.click, function ()
return currentpassword
end)
--positioning
-- we're using pre-scaled dimension because this is also about the space between the cards.
posx = col*(scaledcardwidth+cardsoutermargin+cardsoutermargin) --
posy = row*(scaledcardheight+cardsoutermargin+cardsoutermargin)
function make_create_missioncard()
missionstyle = "NEW MISSION"
missionstate = ""
missionname = "CREATE NEW MISSION"
missionserver = " - "
missioncore = " - "
joinbtn_n = Image.Group({
Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_normal_color}),
makemissioncardface(button_normal_color)
})
joinbtn_h = Image.Group({
Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_hover_color, src=Image.File("/global/images/backgroundpane_highlight.png")}),
makemissioncardface(button_hover_color)
})
joinbtn_s = Image.Group({
Global.create_backgroundpane(scaledcardwidth, scaledcardheight, {color=button_selected_color}),
makemissioncardface(button_selected_color)
})
create_missioncard = Button.create_image_button(joinbtn_n, joinbtn_h, joinbtn_s)
create_mission_hovertext = "Create your own game on a server."
--hovertext = hovertext .. create_missioncard.hovertext --concatenates the hoverstring with the contents of the toplevel one.
Event.OnEvent(e_hovertext, create_missioncard.events.enter, function() return create_mission_hovertext end)
Event.OnEvent(e_hovertext, create_missioncard.events.leave, function() return "" end)
Event.OnEvent(e_hovertext, create_missioncard.events.click, function() return "" end)
create_mission_popup.add_open_source(create_missioncard.events.click)
return create_missioncard.image
end
missioncard = Image.Switch(
Number.Clamp(i, 0,1),
{
[0] = Image.Group({
make_create_missioncard(),
pos(card.image,posx,posy),
}),
[1] = pos(card.image,posx,posy)
})
return missioncard
end
)
)
-- cardslistImg =Image.Extent(Point.Create(xcardsarea, 1250), Colors.transparent)
--if the vertical size of the cardimage < cardsarea (if it fits) return 0, otherwise return 1,
doWeNeedaScrollbar = Number.Clamp(Point.Y(Image.Size(cardslistImg))-ycardsarea,0,1)
missioncards = Image.Group({
Image.Extent(cardsarea, Colors.transparent),
Image.Switch(
doWeNeedaScrollbar,
{
[0] = Image.Group({
Image.Translate(Image.Justify(Image.Extent(Point.Create(xcardsarea, 3), button_normal_color), cardsarea, Justify.Top), Point.Create(0,-5)),
Image.Justify(cardslistImg,cardsarea, Justify.Center),
}), -- then just show the cardsimage, else
[1] = Image.Group({
Image.Translate(Global.create_backgroundpane(xcardsarea+50,ycardsarea+20, {color=button_normal_color}), Point.Create(0,-15)),
Global.create_vertical_scrolling_container(
Image.Justify(cardslistImg,Point.Create(xcardsarea+scrollbarwidth,ycardsarea), Justify.Top),
Point.Create(xcardsarea+scrollbarwidth,ycardsarea-10),
button_normal_color
),
})
}), -- make a scrolling pane image
})
function button_list()
list = {}
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.exit"), Image.File("menuintroscreen/images/introBtnExit.png"), "EXIT", "Exit the game.")
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.options"), Image.File("menuintroscreen/images/introBtnSettings.png"), "OPTIONS", "Change your graphics, audio and game settings.")
list[#list+1] = create_mainbutton(Screen.GetExternalEventSink("open.training"), Image.File("menuintroscreen/images/introBtnHelp.png"), "TRAINING", "Learn how to play the game.")
list[#list+1] = create_mainbutton(Screen.CreateOpenWebsiteSink("https://discord.gg/WcEJ9VH"), Image.File("menuintroscreen/images/introBtnDiscord.png"), "DISCORD", "Join the community Discord server.")
list[#list+1] = create_mainbutton(Loginstate_container:GetEventSink("Logout"), Image.File("menuintroscreen/images/introBtnBack.png"), "BACK", "Go Back To The Main Screen.")
return list
end
return Image.Group({
-- logo at top
Image.Translate(Image.Justify(Image.Scale(logo, Point.Create(UIScaleFactor,UIScaleFactor)), resolution, Justify.Top), Point.Create(0,15*UIScaleFactor)),
-- mission list
Image.Translate(missioncards, Point.Create(xmargin, ytopmargin)),
--buttonbar
Image.Translate(Image.Justify(render_list(button_list()), resolution, Justify.Bottom), Point.Create(0,-30*UIScaleFactor)),
-- hovertext
-- Image.Translate(Image.Justify(create_hovertextimg("hovertext"..hovertext), resolution, Justify.Bottom),Point.Create(0, -150*UIScaleFactor)),
-- popups
Image.Justify(create_joining_popup(), resolution, Justify.Center),
})
end
---- background image --------
-- combine background image and logo
function make_background()
bgimageuncut = Image.File("menuintroscreen/images/menuintroscreen_bg.jpg")
-- calculate how much of the edges need to be trimmed to fit the resolution
xbgcutout = Number.Min(xres,1920) -- less than or equal to 1920
ybgcutout = Number.Min(yres,1080) -- less than or equal to 1080
xbgoffset = Number.Divide(Number.Subtract(1920, xbgcutout),2)
ybgoffset = Number.Divide(Number.Subtract(1080, ybgcutout),2)
bgimagefileRect = Rect.Create(xbgoffset,ybgoffset, Number.Add(xbgoffset, xbgcutout), Number.Add(ybgoffset, ybgcutout))
-- trim the background image to size
return Image.Cut(bgimageuncut, bgimagefileRect)
end
---------------------- Final Screen Switch Section ---------
function create_credits_button()
local credits_window = Popup.create_popup_window(Image.Lazy(function ()
return File.LoadLua("menuintroscreen/credits.lua")().create(context)
end))
local credits_popup = context.create_popup(credits_window.image);
local credits_button = Popup.create_simple_text_button("Credits", 14);
credits_popup.add_open_source(credits_button.event_click)
credits_popup.add_close_source(credits_window.close_source)
return credits_button.image
end
function create_hovertextimg(str)
return Image.String(fontheader2, Colors.standard_ui, str, {Width=Number.Divide(xres,2), Justification=Justify.Center})
end
statescreen = Image.Switch(
Login_state,{
["Logged out"]=make_introscreen,
["Logging in"]=make_spinner,
["Logged in"]=make_missionscreen,
})
return context.create_result_image(
resolution,
Image.Group({
Image.ScaleFill(make_background(), resolution, Justify.Center), -- we use the same background image for all of them.
statescreen,
-- credits_popup.get_area(Point.Create(
-- Point.X(resolution),
-- Point.Y(resolution) - 200
-- )),
Image.Translate(Image.Justify(create_hovertextimg(e_hovertext), resolution, Justify.Bottom),Point.Create(0, -150*UIScaleFactor)),
Image.Justify(Image.String(Font.Create("Verdana",12), button_normal_color, Button.version.."\n"..introscreenversion.."\n"..Global.version .."\n".. checktext, {Width=200, Justification=Justify.Right}), resolution, Justify.Topright),
Image.Justify(create_credits_button(), resolution, Justify.Bottomright),
})
)
|
---@class IsoChunkRegion : zombie.iso.areas.isoregion.regions.IsoChunkRegion
---@field private manager IsoRegionManager
---@field private isInPool boolean
---@field private color Color
---@field private ID int
---@field private zLayer byte
---@field private squareSize byte
---@field private roofCnt byte
---@field private chunkBorderSquaresCnt byte
---@field private enclosed boolean[]
---@field private enclosedCache boolean
---@field private connectedNeighbors ArrayList|Unknown
---@field private allNeighbors ArrayList|Unknown
---@field private isDirtyEnclosed boolean
---@field private isoWorldRegion IsoWorldRegion
IsoChunkRegion = {}
---@public
---@return int
function IsoChunkRegion:getID() end
---@public
---@return int
function IsoChunkRegion:getSquareSize() end
---@protected
---@param arg0 IsoChunkRegion
---@return void
function IsoChunkRegion:removeConnectedNeighbor(arg0) end
---@protected
---@return void
function IsoChunkRegion:resetChunkBorderSquaresCnt() end
---@public
---@param arg0 IsoChunkRegion
---@return void
function IsoChunkRegion:addNeighbor(arg0) end
---@public
---@param arg0 int
---@return boolean
function IsoChunkRegion:containsConnectedNeighborID(arg0) end
---@protected
---@return boolean
function IsoChunkRegion:isInPool() end
---@public
---@return IsoWorldRegion
function IsoChunkRegion:getIsoWorldRegion() end
---@public
---@return void
function IsoChunkRegion:addRoof() end
---@protected
---@return void
function IsoChunkRegion:removeChunkBorderSquaresCnt() end
---@public
---@param arg0 IsoChunkRegion
---@return void
function IsoChunkRegion:addConnectedNeighbor(arg0) end
---@private
---@return void
function IsoChunkRegion:resetEnclosed() end
---@public
---@return void
function IsoChunkRegion:addChunkBorderSquaresCnt() end
---@public
---@return ArrayList|Unknown
function IsoChunkRegion:getDebugConnectedNeighborCopy() end
---@public
---@return void
function IsoChunkRegion:addSquareCount() end
---@public
---@return int
function IsoChunkRegion:getRoofCnt() end
---@public
---@return boolean
function IsoChunkRegion:getIsEnclosed() end
---@public
---@return ArrayList|Unknown
function IsoChunkRegion:getConnectedNeighbors() end
---@public
---@return Color
function IsoChunkRegion:getColor() end
---@public
---@return void
function IsoChunkRegion:resetRoofCnt() end
---@public
---@param arg0 byte
---@param arg1 boolean
---@return void
function IsoChunkRegion:setEnclosed(arg0, arg1) end
---@public
---@return int
function IsoChunkRegion:getChunkBorderSquaresCnt() end
---@public
---@return int
function IsoChunkRegion:getzLayer() end
---@public
---@param arg0 IsoWorldRegion
---@return void
function IsoChunkRegion:setIsoWorldRegion(arg0) end
---@protected
---@return IsoChunkRegion
function IsoChunkRegion:getFirstNeighborWithIsoWorldRegion() end
---@public
---@param arg0 IsoChunkRegion
---@return boolean
function IsoChunkRegion:containsConnectedNeighbor(arg0) end
---@protected
---@return void
function IsoChunkRegion:setDirtyEnclosed() end
---@public
---@return int
function IsoChunkRegion:getNeighborCount() end
---@public
---@return IsoChunkRegion
function IsoChunkRegion:getConnectedNeighborWithLargestIsoWorldRegion() end
---@protected
---@param arg0 IsoChunkRegion
---@return void
function IsoChunkRegion:removeNeighbor(arg0) end
---@protected
---@return void
function IsoChunkRegion:unlinkNeighbors() end
---@protected
---@return IsoChunkRegion
function IsoChunkRegion:reset() end
---@protected
---@param arg0 int
---@param arg1 int
---@return void
function IsoChunkRegion:init(arg0, arg1) end
---@protected
---@return ArrayList|Unknown
function IsoChunkRegion:getAllNeighbors() end
---@public
---@return IsoWorldRegion
function IsoChunkRegion:unlinkFromIsoWorldRegion() end
|
---
-- unit_types
local UnitTypes = {
trooper = "trooper"
}
return UnitTypes
|
local ParentEquipment = script:GetCustomProperty("ParentEquipment"):WaitForObject()
local HidePlayer = script:GetCustomProperty("HidePlayer")
local CLASS_ID = ParentEquipment:GetCustomProperty("ClassID")
local AnimationStance = ParentEquipment:GetCustomProperty("AnimationStance")
function OnEquipped(thisEquipment, player)
if HidePlayer then
player:SetVisibility(false, false)
end
player:SetResource("CLASS_MAP", CLASS_ID)
player.animationStance = AnimationStance
end
function OnUnequipped(thisEquipment, player)
if HidePlayer then
player:SetVisibility(true, false)
end
player.animationStance = "unarmed_stance"
end
ParentEquipment.equippedEvent:Connect( OnEquipped )
ParentEquipment.unequippedEvent:Connect( OnUnequipped )
|
--[[
Copyright 2008-2020 João Cardoso
Sushi is distributed under the terms of the GNU General Public License (or the Lesser GPL).
This file is part of Sushi.
Sushi is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Sushi 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Sushi. If not, see <http://www.gnu.org/licenses/>.
--]]
local Header = LibStub('Sushi-3.1').Clickable:NewSushi('Header', 1, 'Button')
if not Header then return end
--[[ Construct ]]--
function Header:Construct()
local b = self:Super(Header):Construct()
local string = b:CreateFontString()
string:SetJustifyH('LEFT')
string:SetPoint('TOPLEFT')
local line = b:CreateTexture()
line:SetColorTexture(1,1,1, .2)
line:SetPoint('BOTTOMRIGHT')
line:SetPoint('BOTTOMLEFT')
line:SetHeight(1.2)
b.Line = line
b:SetFontString(string)
return b
end
function Header:New(parent, text, font, underlined)
local b = self:Super(Header):New(parent)
b:SetUnderlined(underlined)
b:SetNormalFontObject(font)
b:SetText(text)
b:UpdateWidth()
if parent.SetCall then
parent:SetCall('OnResize', function() b:UpdateWidth() end)
end
return b
end
function Header:OnEnter()
self:Super(Header):OnEnter()
self:GetFontString():SetText(self:GetText():gsub('|c(' .. strrep('%x', 8) .. ')', function(value)
return '|c' .. value:gsub('(%x%x)', function(v) return format('%x', min(255, tonumber(v, 16) * self:GetHighlightFactor())) end)
end))
end
function Header:OnLeave()
self:Super(Header):OnLeave()
self:GetFontString():SetText(self:GetText())
end
--[[ API ]]--
function Header:SetWidth(width)
self.manual = true
self:Super(Header):SetWidth(width)
self:UpdateHeight()
end
function Header:SetText(text)
self.text = text
self:Super(Header):SetText(text)
self:UpdateHeight()
end
function Header:GetText()
return self.text
end
function Header:SetNormalFontObject(font)
self:Super(Header):SetNormalFontObject(font or GameFontNormal)
self:UpdateHeight()
end
function Header:SetUnderlined(enable)
self.Line:SetShown(enable)
self:UpdateHeight()
end
function Header:IsUnderlined()
return self.Line:IsShown()
end
function Header:SetHighlightFactor(factor)
self.highlight = factor
end
function Header:GetHighlightFactor()
return self.highlight
end
--[[ Resize ]]--
function Header:UpdateWidth()
if not self.manual and self:GetParent() then
self:Super(Header):SetWidth(self:GetParent():GetWidth() - self.left - self.right)
self:UpdateHeight()
end
end
function Header:UpdateHeight()
self:GetFontString():SetWidth(self:GetWidth())
self:SetHeight(self:GetTextHeight() + (self:IsUnderlined() and 3 or 0))
end
--[[ Proprieties ]]--
Header.SetLabel = Header.SetText
Header.GetLabel = Header.GetText
Header.highlight = 1
Header.bottom = 5
Header.right = 12
Header.left = 12
Header.top = 5
|
local class = require('opus.class')
local UI = require('opus.ui')
local colors = _G.colors
--[[-- TabBarMenuItem --]]--
UI.TabBarMenuItem = class(UI.Button)
UI.TabBarMenuItem.defaults = {
UIElement = 'TabBarMenuItem',
event = 'tab_select',
textColor = colors.black,
selectedBackgroundColor = colors.cyan,
unselectedBackgroundColor = colors.lightGray,
backgroundColor = colors.lightGray,
}
function UI.TabBarMenuItem:draw()
if self.selected then
self.backgroundColor = self.selectedBackgroundColor
self.backgroundFocusColor = self.selectedBackgroundColor
else
self.backgroundColor = self.unselectedBackgroundColor
self.backgroundFocusColor = self.unselectedBackgroundColor
end
UI.Button.draw(self)
end
|
local uv = require'lluv'
local loop = {}
local timeout, default_timeout, active_timer, debug_traceback
local function close_all_handles()
uv.handles(function(handle)
if not(handle:closed() or handle:closing()) then
return handle:close()
end
end)
end
loop.create_timer = function(secs, on_timeout)
local timer
default_timeout = secs
timer = uv.timer():start((timeout or secs) * 1000, function(self)
close_all_handles()
assert(timer:closed() or timer:closing())
timer = nil
on_timeout()
end)
active_timer = timer
return {
stop = function()
if timer then
timer:stop()
active_timer, timer = nil
end
end
}
end
-- !extension to overwrite busted hardcoded value (1s)
loop.set_timeout = function(secs)
local old = timeout
timeout = secs or default_timeout or 1
if active_timer and active_timer:active() then
active_timer:again(timeout * 1000)
end
return old
end
-- !extension to check either after test end there exists handles
-- which may prevent to stop libuv loop
-- @usage
-- after_each(function(done) async()
-- loop.verify_after()
-- done()
-- end)
loop.verify_after = function ()
uv.handles(function(handle)
if not(handle:closed() or handle:closing()) then
if handle:active() and handle:has_ref() then
assert.truthy(false, 'Test left active handle: ' .. tostring(handle))
end
-- we has no reference so assume we just can close it
-- and it is not error in test
return handle:close()
end
end)
end
loop.set_traceback = function(traceback)
debug_traceback = traceback
end
loop.step = function()
uv.run(debug_traceback)
end
loop.pcall = pcall
return loop
|
-- CmdHandler.lua
-- Contains all the command handlers
function HandleCatastropheCommand(a_Split, a_Player)
-- /catastrophe <catastrophe>
-- No name was given. Send the usage of the catastrophe plugin, and a list of available catastrophes.
if (not a_Split[2]) then
a_Player:SendMessage("Usage: " .. a_Split[1] .. " <catastrophe>")
local msg = " Catastrophes: "
for Catastrophe in pairs(g_Catastrophes) do
msg = msg .. Catastrophe .. ", "
end
msg = msg:sub(1, -3)
a_Player:SendMessage(msg)
return true
end
local CatastropheName = table.concat(a_Split, " ", 2)
local Catastrophe = g_Catastrophes[CatastropheName:lower()]
if (not Catastrophe) then
a_Player:SendMessage("Unknown catastrophe")
return true
end
local CurrentPosition = a_Player:GetPosition():Floor()
local CatastropheObj = Catastrophe:new()
CatastropheObj:SetPosition(CurrentPosition.x, CurrentPosition.z)
CatastropheObj:ImportInWorld(a_Player:GetWorld())
a_Player:SendMessage("You summoned a catastrophe")
return true
end
|
local _M = {}
function _M:new()
return setmetatable({
children = {},
}, {__index = self})
end
function _M:append_child(child_key, trie_node)
self.children[child_key] = trie_node
end
function _M:set_value(value)
self.value = value
end
function _M:find_child_by_key(key)
if not self.children[key] then
for child_key, child in pairs(self.children) do
if string.char(string.byte(child_key)) == '{' then
return child, key
end
end
return nil
end
return self.children[key]
end
function _M:find_child_with_pattern(key)
if string.char(string.byte(key)) == '{' then
for child_key, child in pairs(self.children) do
if string.char(string.byte(child_key)) == '{' then
return child, key
end
end
end
if not self.children[key] then
return nil
end
return self.children[key]
end
return _M |
-----------------------------------
-- Area: Port Bastok
-- NPC: Numa
-- Standard Merchant NPC
-----------------------------------
local ID = require("scripts/zones/Port_Bastok/IDs")
require("scripts/globals/shop")
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
local stock =
{
12457, 5079, 1, -- Cotton Hachimaki
12585, 7654, 1, -- Cotton Dogi
12713, 4212, 1, -- Cotton Tekko
12841, 6133, 1, -- Cotton Sitabaki
12969, 3924, 1, -- Cotton Kyahan
13205, 3825, 1, -- Silver Obi
12456, 759, 2, -- Hachimaki
12584, 1145, 2, -- Kenpogi
12712, 630, 2, -- Tekko
12840, 915, 2, -- Sitabaki
12968, 584, 2, -- Kyahan
704, 132, 2, -- Bamboo Stick
605, 180, 3, -- Pickaxe
5867, 13500, 3, -- Toolbag (Ino)
5868, 18000, 3, -- Toolbag (Shika)
5869, 18000, 3, -- Toolbag (Cho)
}
player:showText(npc, ID.text.NUMA_SHOP_DIALOG)
tpz.shop.nation(player, stock, tpz.nation.BASTOK)
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
|
local Column = require('modutram.grid.Column')
local Slot = require('modutram.slot.Slot')
local GridModule = require('modutram.grid_module.Base')
local t = require('modutram.types')
local Grid = {}
function Grid:new(o)
o = o or {}
if not o.config then
error('Grid MUST have a config attribute')
end
o.columns = o.columns or {}
o.bounds = o.bounds or {
top = 0,
bottom = 0,
left = 0,
right = 0
}
setmetatable(o, self)
self.__index = self
return o
end
function Grid:isEmpty()
return next(self.columns) == nil
end
function Grid:hasAnyModulesAtGridX(gridX)
return self:getColumn(gridX) ~= nil
end
function Grid:getColumn(gridX)
return self.columns[gridX]
end
function Grid:hasColumn(gridX)
return self:getColumn(gridX) ~= nil
end
function Grid:updateBounds(gridX, gridY)
self.bounds.left = math.min(self.bounds.left, gridX)
self.bounds.right = math.max(self.bounds.right, gridX)
self.bounds.top = math.max(self.bounds.top, gridY)
self.bounds.bottom = math.min(self.bounds.bottom, gridY)
end
function Grid:set(gridModule)
if self:hasAnyModulesAtGridX(gridModule:getGridX()) then
self:getColumn(gridModule:getGridX()):addGridModule(gridModule)
else
self.columns[gridModule:getGridX()] = Column:new{initialModule = gridModule}
end
self:updateBounds(gridModule:getGridX(), gridModule:getGridY())
end
function Grid:makeVoidModule(gridX, gridY)
local slot = Slot:new{id = Slot.makeId({type = t.VOID, gridX = gridX, gridY = gridY})}
return GridModule:new{slot = slot}
end
function Grid:get(gridX, gridY)
return self:getColumn(gridX) and self:getColumn(gridX):getGridModule(gridY) or self:makeVoidModule(gridX, gridY)
end
function Grid:has(gridX, gridY)
return self:hasAnyModulesAtGridX(gridX) and self:getColumn(gridX):hasGridModule(gridY)
end
function Grid:isInBounds(gridX, gridY)
return gridX >= -self.config.gridMaxXyPosition
and gridX <= self.config.gridMaxXyPosition
and gridY >= -self.config.gridMaxXyPosition
and gridY <= self.config.gridMaxXyPosition
end
function Grid:getActiveGridBounds()
return self.bounds
end
function Grid:getActiveGridSlotBounds()
return {
left = self.bounds.left - 1,
right = self.bounds.right + 1,
top = self.bounds.top + 1,
bottom = self.bounds.bottom - 1,
}
end
function Grid:each(callable)
self:eachColumn(function (column)
column:eachGridModule(callable)
end)
end
function Grid:eachColumn(callable)
for i = self.bounds.left, self.bounds.right do
if self:getColumn(i) then
callable(self:getColumn(i))
end
end
end
return Grid |
SLASH_ARMYDATA1 = "/army"
local frame = CreateFrame("FRAME", "ArmyData")
frame:RegisterEvent("PLAYER_LOGIN")
frame:RegisterEvent("VARIABLES_LOADED")
frame:RegisterEvent("PLAYER_MONEY")
frame:RegisterEvent("CURRENCY_DISPLAY_UPDATE")
frame:RegisterEvent("PLAYER_LOOT_SPEC_UPDATED")
local currencies = {
-- Resources
["Garrison Resources"] = 824,
["Oil"] = 1101,
["Order Resources"] = 1220,
["War Resources"] = 1560,
["Reservoir Anima"] = 1813,
-- Dungeon and Raid
["Valor"] = 1191,
-- Player vs. Player
["Honor"] = 1792,
["Conquest"] = 1602,
-- Bonus Rolls
["Lesser Charm of Good Fortune"] = 738,
["Elder Charm of Good Fortune"] = 697,
["Mogu Rune of Fate"] = 752,
["Warforged Seal"] = 776,
["Seal of Tempered Fate"] = 994,
["Seal of Inevitable Fate"] = 1129,
["Seal of Broken Fate"] = 1273,
["Seal of Wartorn Fate"] = 1580,
-- Events
["Timewarped Badge"] = 1166,
["Darkmoon Prize Ticket"] = 515,
["Trial of Style Token"] = 1379,
["Brawler's Gold"] = 1299,
-- Burning Crusade
["Spirit Shard"] = 1704,
-- Wrath of the Lich King
["Champion's Seal"] = 241,
-- Cataclysm
["Tol Barad Commendation"] = 391,
["Mark of the World Tree"] = 416,
["Mote of Darkness"] = 614,
["Essence of Corrupted Deathwing"] = 615,
-- Mists of Pandaria
["Timeless Coin"] = 777,
-- Warlords of Draenor
["Apexis Crystal"] = 823,
-- Legion
["Curious Coin"] = 1275,
["Sightless Eye"] = 1149,
["Ancient Mana"] = 1155,
["Nethershard"] = 1226,
["Legionfall War Supplies"] = 1342,
["Veiled Argunite"] = 1508,
["Wakening Essence"] = 1533,
-- Battle for Azeroth
["Seafarer's Dubloon"] = 1710,
["7th Legion Service Medal"] = 1717,
["Honorbound Service Medal"] = 1716,
["Prismatic Manapearl"] = 1721,
["Titan Residuum"] = 1718,
["Coalescing Visions"] = 1755,
["Corrupted Memento"] = 1744,
["Echoes of Nyalotha"] = 1803,
-- Shadowlands
["Grateful Offering"] = 1885,
["Redeemed Soul"] = 1810,
["Stygia"] = 1767,
["Infused Ruby"] = 1820,
["Sinstone Fragments"] = 1816,
["Medallion of Service"] = 1819,
["Cataloged Research"] = 1931,
["Soul Ash"] = 1828,
["Soul Cinders"] = 1906,
["Cosmic Flux"] = 2009,
["Cyphers of the First Ones"] = 1979,
-- Cooking
["Epicurean's Award"] = 81,
["Ironpaw Token"] = 402,
-- Jewelcrafting
["Dalaran Jewelcrafter's Token"] = 61,
["Illustrious Jewelcrafter's Token"] = 361,
-- Pick Pocketing
["Dingy Iron Coins"] = 980,
["Coins of Air"] = 1416,
}
local items = {
-- Legion
["Blood of Sargeras"] = 124124,
-- PvP
["Mark of Honor"] = 137642,
-- Battle Pets
["Polished Pet Charm"] = 163036,
["Shiny Pet Charm"] = 116415,
}
local function getKeysSortedByValue(tbl, sortFunction)
local keys = {}
for key in pairs(tbl) do
table.insert(keys, key)
end
table.sort(keys, function(a, b)
return sortFunction(tbl[a], tbl[b])
end)
return keys
end
local function updateData()
local name = UnitName("player")
local realm = GetRealmName()
local _, class, _ = UnitClass("player")
local faction,_ = UnitFactionGroup("player")
if ArmyDB and realm then
local profession, professionIcon = "", 0
local prof1, prof2, archaeology, fishing, cooking = GetProfessions()
local prof1Name, prof1Icon, prof2Name, prof2Icon = "", 0, "", 0
if prof1 then
prof1Name, prof1Icon = GetProfessionInfo(prof1)
end
if prof2 then
prof2Name, prof2Icon = GetProfessionInfo(prof2)
end
if prof1Name and prof1Name ~= "Engineering" then
profession, professionIcon = prof1Name, prof1Icon
elseif prof2Name and prof2Name ~= "Engineering" then
profession, professionIcon = prof2Name, prof2Icon
end
ArmyDB[name.."-"..realm] = {
["Name"] = name,
["Realm"] = realm,
["Faction"] = faction,
["Class"] = class,
["Money"] = GetMoney() or 0,
["Specialization"] = GetLootSpecialization() or 0,
["Profession"] = profession,
["Covenant"] = C_Covenants and C_Covenants.GetActiveCovenantID() or 0,
["Renown"] = C_CovenantSanctumUI and C_CovenantSanctumUI.GetRenownLevel() or 1,
["Currencies"] = {},
["Items"] = {},
}
for currencyName, currencyID in pairs(currencies) do
local currencyInfo = C_CurrencyInfo.GetCurrencyInfo(currencyID) or {}
ArmyDB[name.."-"..realm]["Currencies"][currencyName] = currencyInfo["quantity"] or 0
end
for itemName, itemID in pairs(items) do
local amount = GetItemCount(itemID, true)
ArmyDB[name.."-"..realm]["Items"][itemName] = amount or 0
end
end
end
function GetSimpleItemInfo(id)
if id == 124124 then return "|cff0070ddBlood of Sargeras|r", 1417744
elseif id == 137642 then return "|cff0070ddMark of Honor|r", 1322720
elseif id == 116415 then return "Shiny Pet Charm", 413584
elseif id == 163036 then return "Polished Pet Charm", 2004597
else return id, 134400
end
end
-- Slash Commands
function SlashCmdList.ARMYDATA(msg, editbox)
updateData()
if currencies[msg] then
local currencyName = msg
local currencyTable = {}
local currencyInfo = C_CurrencyInfo.GetCurrencyInfo(currencies[currencyName]) or {}
local name = currencyInfo["name"] or "Unknown"
local icon = currencyInfo["iconFileID"] or 0
for character in pairs(ArmyDB) do
currencyTable[character] = ArmyDB[character].Currencies[currencyName] or 0
end
-- Sort the table
local sortedCurrencyTable = getKeysSortedByValue(currencyTable, function(a, b) return a > b end)
DEFAULT_CHAT_FRAME:AddMessage("---")
DEFAULT_CHAT_FRAME:AddMessage("|T" .. icon .. ":0|t " .. name)
for i, k in ipairs(sortedCurrencyTable) do
if i <= 7 then
DEFAULT_CHAT_FRAME:AddMessage(i .. " - " .. k .. ": " .. FormatLargeNumber(currencyTable[k] or 0))
end
end
elseif items[msg] then
local itemName = msg
local itemTable = {}
local name, icon = GetSimpleItemInfo(items[itemName])
for character in pairs(ArmyDB) do
itemTable[character] = ArmyDB[character].Items[itemName] or 0
end
-- Sort the table
local sortedItemTable = getKeysSortedByValue(itemTable, function(a, b) return a > b end)
DEFAULT_CHAT_FRAME:AddMessage("---")
DEFAULT_CHAT_FRAME:AddMessage("|T" .. icon .. ":0|t " .. name)
for i, k in ipairs(sortedItemTable) do
if i <= 7 then
DEFAULT_CHAT_FRAME:AddMessage(i .. " - " .. k .. ": " .. FormatLargeNumber(itemTable[k] or 0))
end
end
else
local totalMoney, realmMoney = 0, 0
local faction,_ = UnitFactionGroup("player")
local name = UnitName("player")
local realm = GetRealmName()
local currencyTable = {}
local connectedRealms = {
["Ravenholdt"] = "Ravenholdt",
["Sporeggar"] = "Ravenholdt",
["Scarshield Legion"] = "Ravenholdt",
["The Venture Co"] = "Ravenholdt",
["Defias Brotherhood"] = "Ravenholdt",
["Earthen Ring"] = "Ravenholdt",
["Darkmoon Faire"] = "Ravenholdt",
["Xavius"] = "Xavius",
["Al'Akir"] = "Xavius",
["Skullcrusher"] = "Xavius",
["Burning Legion"] = "Xavius",
["The Sha'tar"] = "Moonglade",
["Moonglade"] = "Moonglade",
["Steamwheedle Cartel"] = "Moonglade",
["Bloodfeather"] = "Bloodfeather",
["Kor'gall"] = "Bloodfeather",
["Executus"] = "Bloodfeather",
["Burning Steppes"] = "Bloodfeather",
["Shattered Hand"] = "Bloodfeather",
["Terokkar"] = "Bloodfeather",
["Saurfang"] = "Bloodfeather",
["Darkspear"] = "Bloodfeather",
}
if connectedRealms[realm] then realm = connectedRealms[realm] end
for k, v in pairs(ArmyDB) do
local c = ArmyDB[k]
if connectedRealms[c["Realm"]] == realm or c["Realm"] == realm then
currencyTable[k] = c["Money"] or 0
realmMoney = realmMoney + c["Money"]
end
totalMoney = totalMoney + c["Money"]
--print(c["Name"], c["Money"])
end
-- Sort the table
local sortedCurrencyTable = getKeysSortedByValue(currencyTable, function(a, b) return a > b end)
DEFAULT_CHAT_FRAME:AddMessage(" ")
DEFAULT_CHAT_FRAME:AddMessage("|TInterface/MoneyFrame/UI-GoldIcon:14:14|t Gold (Connected " .. realm .. ")")
for i, k in ipairs(sortedCurrencyTable) do
if i <= 5 then
DEFAULT_CHAT_FRAME:AddMessage(i .. " - " .. k .. ": " .. (currencyTable[k] >= 100000 and FormatLargeNumber(floor((currencyTable[k]) / 10000)) .. " |TInterface/MoneyFrame/UI-GoldIcon:14:14|t" or GetCoinTextureString(currencyTable[k] or 0)))
end
end
DEFAULT_CHAT_FRAME:AddMessage("Connected " .. realm .. ": " .. FormatLargeNumber(floor(realmMoney / 10000)) .. " |TInterface/MoneyFrame/UI-GoldIcon:14:14|t")
DEFAULT_CHAT_FRAME:AddMessage("Account Total: " .. FormatLargeNumber(floor(totalMoney / 10000)) .. " |TInterface/MoneyFrame/UI-GoldIcon:14:14|t")
end
end
local function eventHandler(self, event)
if event == "VARIABLES_LOADED" then
-- Make sure defaults are set
if not ArmyDB then ArmyDB = { } end
else
updateData()
end
end
frame:SetScript("OnEvent", eventHandler)
|
require("lbase/global")
require("lbase/extend")
local LBase = {
Class = require("lbase/class"),
Utils = require("lbase/utils"),
Log = require("lbase/log"),
LinkedList = require("lbase/linked_list"),
Queue = require("lbase/queue"),
MinHeap = require("lbase/min_heap"),
LruCache = require("lbase/lru_cache"),
Event = require("lbase/event"),
ModificationCollector = require("lbase/modification_collector"),
Debugger = require("lbase/debugger"),
WordsSearcher = require("lbase/words_searcher"),
}
return LBase
|
local colors = require("colors")
local drawing = require("drawing")
local missing = {}
function missing.draw(room, entity)
local x = entity.x or 0
local y = entity.y or 0
drawing.callKeepOriginalColor(function()
love.graphics.setColor(colors.entityMissingColor)
love.graphics.rectangle("fill", x - 2, y - 2, 5, 5)
end)
end
return missing |
object_draft_schematic_droid_droid_super_battle_droid = object_draft_schematic_droid_shared_droid_super_battle_droid:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_droid_droid_super_battle_droid, "object/draft_schematic/droid/droid_super_battle_droid.iff")
|
splash = {}
splash.list = {}
splash.toRemove = {}
function splash.new(xPos, yPos, radius)
if splash.newSilent(xPos, yPos, radius) then
sounds.splash()
end
end
function splash.newSilent(xPos, yPos, radius)
if collisions.isLand(xPos, yPos) then
return false
end
local s = {
x = xPos,
y = yPos,
r = radius,
vr = radius / 10,
alpha = 1,
frames = 0,
maxFrames = math.random() * 10 + 60
}
table.insert(splash.list, s)
end
function splash.draw()
love.graphics.setLineWidth(4)
for i, s in ipairs(splash.list) do
love.graphics.setColor(1, 1, 1, s.alpha * s.alpha)
love.graphics.circle("line", s.x, s.y, s.r)
end
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setLineWidth(1)
end
function splash.update()
for i, s in ipairs(splash.list) do
s.r = s.r + s.vr
s.frames = s.frames + 1
if s.frames > s.maxFrames then splash.remove(s) end
s.alpha = 1 - (s.frames / s.maxFrames)
end
if #splash.toRemove > 0 then
for index, splashToRemove in ipairs(splash.toRemove) do
local foundIndex = -1
for i, s in ipairs(splash.list) do
if s == splashToRemove then
foundIndex = i
break
end
end
if foundIndex > -1 then table.remove(splash.list, foundIndex) end
end
splash.toRemove = {}
end
end
function splash.remove(s)
table.insert(splash.toRemove, s)
end
function splash.removeAll()
splash.list = {}
splash.toRemove = {}
end |
-- title: Benchmark
-- author: MonstersGoBoom
-- desc: several performance tests
-- script: lua
local runningTime = 0
local t = 0
local RUNNER = {}
-- predictable random
-- give the same sequence every time
local random = {}
random.max = 8000
random.count = 0
for x=0,random.max do
random[x+1] = math.random(100)/100
end
function Random(v)
random.count = random.count+1
return random[(random.count%random.max)+1] * v
end
-- epilepsy warning
local Warning = [[
A very small percentage of individuals
may experience epileptic seizures
or blackouts when exposed to
certain light patterns or flashing lights.
Exposure to certain patterns or backgrounds
on a television screen or when playing
video games may trigger epileptic seizures
or blackouts in these individuals.
These conditions may trigger previously
undetected epileptic symptoms or seizures
in persons who have no history of prior seizures
or epilepsy.
If you, or anyone in your family has an
epileptic condition or has had
seizures of any kind,
consult your physician before playing.
]]
-- UI stuff
local UI = {currentOption=1}
-- default UI for each test
function UI:bench()
print("Press Z",170,130,15)
-- back to menu
if btnp(4) then
RUNNER = nil
end
end
-- main UI
function UI:mainmenu()
cls(1)
print("Let the test run until the bar is full",0,0,15)
-- print position
local yp = 68-((#UI.options*8)/2)
-- what is selected
local currentOption = 1+(UI.currentOption % (#UI.options))
-- display options
for o=1,#UI.options do
color = 6
opt = UI.options[o]
if o==currentOption then
color = 15
-- if highlighted and press Z
-- then start it
-- and set to white
if btnp(4) then
RUNNER = opt[2]
-- if we have an INIT then run it
random.count = 0
if RUNNER.init ~= nil then
RUNNER:init()
end
RUNNER.count = 0
end
end
-- display text and results
if opt[2]~=nil then
if opt[2].count==nil then opt[2].count=0 end
s = opt[1] .. ":" .. (opt[2].count * opt[2].callmult)
else
s = opt[1]
end
print(s,xp,yp,color)
yp=yp+6
end
if btnp(0) then UI.currentOption=UI.currentOption-1 end
if btnp(1) then UI.currentOption=UI.currentOption+1 end
end
-- SQRT test
local SQRT = { add = 1 , callmult = 2}
function SQRT:init()
end
function SQRT:run()
cls(0)
local wiggle= t/20 % 20
for y=0,136 do
for x=0,RUNNER.count do
pix(x%240,y,16-(math.sqrt(wiggle+(x*x + y*y)/136)%16))
end
end
end
-- SINCOS test
local SINCOS = { add = 1 , callmult = 5}
function SINCOS:init()
end
function SINCOS:run()
cls(0)
local wiggle= t/20 % 20
for y=0,136 do
for x=0,RUNNER.count do
local v = 0
v = v + math.sin(wiggle+x) + math.cos(wiggle+y)
v = v + math.cos(wiggle-y) + math.sin(wiggle-x)
pix(x%240,y,v%16)
end
end
end
-- READ WRITE TEST
local PIXELRW = { add = 1 , callmult = 1}
function PIXELRW:init()
print(Warning,0,0,15)
end
function PIXELRW:run()
local wiggle= t/20 % 120
for y=0,136 do
for x=0,RUNNER.count do
local a = pix(x+wiggle,y)
local b = Random(100)
if b<25 then
pix(x,y,a)
else
circb(x,y,4,a+1)
end
end
end
end
-- WRITE TEST
local PIXELW = { add = 5 , callmult = 1}
function PIXELW:init()
end
function PIXELW:run()
for y=0,136 do
for x=0,RUNNER.count do
pix(x&0xff,y,32+(x+(y*8)))
end
end
end
-- math.random
local MATHRANDOM = { add = 1000 , callmult = 2}
function MATHRANDOM:run()
cls(0)
for rc=0,RUNNER.count do
pix(math.random(240),math.random(136),math.random(15))
end
end
-- circles
local SHAPES = { add = 25, callmult = 1}
function SHAPES:run()
cls(2)
for x=0,RUNNER.count do
circ(Random(240),Random(136),Random(16),x&1)
end
end
-- map
local MAP = { add = 1 , callmult = 1}
function MAP:run()
cls(10)
for x=0,RUNNER.count do
map(0,0,30,18,-x,0,10)
end
end
-- sprites
local Sprites = { add = 100 , callmult = 1}
function Sprites:run()
local a = t + 1/RUNNER.count
cls(0)
for x=0,RUNNER.count do
spr(1,120+math.sin(x+a)*120,68+math.cos(x-a)*68)
end
end
-- falling dots
local Particles = { add = 0 , callmult = 1}
function Particles:init()
Particles.list = {}
end
function Particles:run()
cls(0)
table.sort(Particles, function(a,b) return a.y>b.y end)
if (t//40)&1==0 then
if runningTime<16.2 then
for x=1,100 do
table.insert(Particles.list,{x=Random(240),y=-Random(32),c=1+((x//10)%14),fs=0.5+Random(5)/10.0})
end
end
end
Particles.count = #Particles.list
for x=1,#Particles.list do
p = Particles.list[x]
if p.y<100 then
if (pix(p.x,(p.y+p.fs)//1)==0) then
p.y=p.y+p.fs
else
if Random(100)>80 then
if (pix(p.x-1,p.y+1)==0) then
p.x = p.x-1
elseif (pix(p.x+1,p.y+1)==0) then
p.x = p.x+1
end
end
end
end
pix(p.x,p.y,p.c)
end
end
-- options
UI.options = {
{"Shapes",SHAPES},
{"MAP",MAP},
{"Sprites",Sprites},
{"Particles",Particles},
{"Write Screen",PIXELW},
{"Read and Write Screen",PIXELRW},
{"Math.Random",MATHRANDOM},
{"Math.SquareRoot",SQRT},
{"Math.SinCos",SINCOS},
-- {"Packer",test_shapes},
}
RUNNER = nil
function MAINTIC()
local stime = time()
if RUNNER~=nil then
if RUNNER.count~=nil then
if runningTime<16.6 then
RUNNER.count=RUNNER.count + RUNNER.add
end
if runningTime>18.0 then
RUNNER.count=RUNNER.count - RUNNER.add
end
print(RUNNER.count,0,110,15)
end
if RUNNER.run~=nil then
RUNNER.run()
runningTime = time() - stime
rect(0,119,240,6,0)
rect(0,120,runningTime*14.20,4,15)
print(string.format("runTime %.2f",runningTime),1,127,0)
print(string.format("runTime %.2f",runningTime),0,126,15)
if runningTime>16 then
UI:bench()
end
end
else
UI:mainmenu()
end
t=t+1
end
t=0
function TIC()
cls(0)
local y = 136-(t/3)
if y<0 then y=0 end
print(Warning,0,y,15)
t=t+1
if (t>60*2) then
UI:bench()
if btnp(4) then
TIC=MAINTIC
end
end
end
-- <TILES>
-- 000:aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa
-- 001:0333333033777733377aa77337affa7337affa73377aa7733377773303333330
-- 002:fffffeee2222ffee88880fee22280feefff80fff0ff80f0f0ff80f0f0ff80f0f
-- 003:efffffffff222222f8888888f8222222f8fffffff8fffffff8ff0ffff8ff0fff
-- 004:fffffeee2222ffee88880fee22280feefff80ffffff80f0f0ff80f0f0ff80f0f
-- 005:efffffffff222222f8888888f8222222f8fffffff8ff0ffff8ff0ffff8ff0fff
-- 006:fffffeee2222ffee88880fee22280feefff80fff0ff80f0f0ff80f0f0ff80f0f
-- 007:efffffffff222222f8888888f8222222f8fffffff8ff0ffff8ff0ffff8ff0fff
-- 008:fffffeee2222ffee88880fee22280feefff80fff0ff80f0f0ff80f0f0ff80f0f
-- 009:efffffffff222222f8888888f8222222f8fffffff8ff0ffff8ff0ffff8ff0fff
-- 010:fffffeee2222ffee88880fee22280feefff80fff0ff80f0f0ff80f0f0ff80f0f
-- 016:2222222222222222222222222222222222222222222222222222222222222222
-- 017:f8fffffff8888888f888f888f8888ffff8888888f2222222ff000fffefffffef
-- 018:fff800ff88880ffef8880fee88880fee88880fee2222ffee000ffeeeffffeeee
-- 019:f8fffffff8888888f888f888f8888ffff8888888f2222222ff000fffefffffef
-- 020:fff800ff88880ffef8880fee88880fee88880fee2222ffee000ffeeeffffeeee
-- 021:f8fffffff8888888f888f888f8888ffff8888888f2222222ff000fffefffffef
-- 022:fff800ff88880ffef8880fee88880fee88880fee2222ffee000ffeeeffffeeee
-- 023:f8fffffff8888888f888f888f8888ffff8888888f2222222ff000fffefffffef
-- 024:fff800ff88880ffef8880fee88880fee88880fee2222ffee000ffeeeffffeeee
-- 025:f8fffffff8888888f888f888f8888ffff8888888f2222222ff000fffefffffef
-- 026:fff800ff88880ffef8880fee88880fee88880fee2222ffee000ffeeeffffeeee
-- 032:0f0f0f0ff0f0f0f00f0f0f0ff0f0f0f00f0f0f0ff0f0f0f00f0f0f0ff0f0f0f0
-- </TILES>
-- <MAP>
-- 000:010101010101010101010101010101010101010101010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 001:010101010101010101010101010101010101010101010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 002:010101010101010101010101010101010101010101010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 003:010100000000000000000000000000000000000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 004:010100000000000000000000000000000000000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 005:010100000000000000000000000000000000000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 006:010100010101000000000000000001010100000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 007:010100010101000000000000000001010100000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 008:010100000000000000000000000000000000000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 009:010100000000000000000000000000000000000000000000000000000101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 010:010100000000000000000000000000000000000000000000000000010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 011:010101010101010101000000000001010101010101010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 012:010000000000000000000000000000000000000000000000000001010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 013:010000000000000000000000000000000000000000000000000000010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 014:010100000000000000000000000000000000000000000000000000010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 015:010100000000010101010100000000000000000000010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- 016:010101010101010101010101010101010101010101010101010101010101000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000
-- </MAP>
-- <WAVES>
-- 000:00000000ffffffff00000000ffffffff
-- 001:0123456789abcdeffedcba9876543210
-- 002:0123456789abcdef0123456789abcdef
-- </WAVES>
-- <SFX>
-- 000:000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000000304000000000
-- </SFX>
-- <PALETTE>
-- 000:140c1c44243430346d4e4a4e854c30346524d04648757161597dced27d2c8595a16daa2cd2aa996dc2cadad45edeeed6
-- </PALETTE>
|
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local RunService = game:GetService("RunService")
local UserInputService = game:GetService("UserInputService")
local GuiService = game:GetService("GuiService")
local Roact = require(ReplicatedStorage.Packages.Roact)
local Hooks = require(ReplicatedStorage.Packages.Hooks)
local RoactSpring = require(ReplicatedStorage.Packages.RoactSpring)
local e = Roact.createElement
local buttonProps = {
{
text = "LOREM",
gradient = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(240, 215, 72)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(236, 147, 57)),
}),
}, {
text = "IPSUM",
gradient = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(241, 108, 230)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(238, 71, 130)),
}),
}, {
text = "DOLOR",
gradient = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(138, 223, 240)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(172, 119, 224)),
}),
}, {
text = "SIT",
gradient = ColorSequence.new({
ColorSequenceKeypoint.new(0, Color3.fromRGB(177, 223, 233)),
ColorSequenceKeypoint.new(1, Color3.fromRGB(151, 182, 224)),
}),
}
}
local function Button(props, hooks)
local springs, api = RoactSpring.useSprings(hooks, #buttonProps, function(i)
return {
from = {
Position = UDim2.fromScale(0.5, i * 0.16),
Size = UDim2.fromScale(1, 0.13),
ZIndex = 1,
},
}
end)
local connection = hooks.useValue()
local buttons = {}
for index, buttonProp in ipairs(buttonProps) do
buttons[index] = e("ImageButton", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = springs[index].Position,
Size = springs[index].Size,
BackgroundColor3 = Color3.fromRGB(255, 255, 255),
AutoButtonColor = false,
ZIndex = springs[index].ZIndex,
[Roact.Event.InputBegan] = function(button, input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
connection.value = RunService.Heartbeat:Connect(function()
local mousePos = UserInputService:GetMouseLocation() - Vector2.new(0, GuiService:GetGuiInset().Y)
local yPos = mousePos.Y
local frame = button.Parent
api.start(function(i)
if i == index then
return {
Position = UDim2.fromScale(0.5, (yPos - frame.AbsolutePosition.Y) / frame.AbsoluteSize.Y),
ZIndex = 10,
}, { immediate = true, }
end
return {
ZIndex = 1,
}, { immediate = true, }
end)
api.start(function(i)
if i == index then
return {
Size = UDim2.new(1, 15, 0.13, 15),
}, RoactSpring.config.stiff
end
return {}
end)
local buttons = frame:GetChildren()
table.sort(buttons, function(a, b)
return a.AbsolutePosition.Y < b.AbsolutePosition.Y
end)
local sortedButtonNums = {}
for _, v in ipairs(buttons) do
table.insert(sortedButtonNums, tonumber(v.Name))
end
api.start(function(i)
if i ~= index then
return {
Position = UDim2.fromScale(0.5, (table.find(sortedButtonNums, i) - 1) * 0.16 + 0.16),
}
end
return {}
end)
end)
end
end,
[Roact.Event.InputEnded] = function(button,input)
if input.UserInputType == Enum.UserInputType.MouseButton1 or input.UserInputType == Enum.UserInputType.Touch then
if connection.value then
connection.value:Disconnect()
connection.value = nil
end
local buttons = button.Parent:GetChildren()
table.sort(buttons, function(a, b)
return a.AbsolutePosition.Y < b.AbsolutePosition.Y
end)
local sortedButtonNums = {}
for _, v in ipairs(buttons) do
table.insert(sortedButtonNums, tonumber(v.Name))
end
api.start(function(i)
return {
Position = UDim2.fromScale(0.5, (table.find(sortedButtonNums, i) - 1) * 0.16 + 0.16),
Size = UDim2.fromScale(1, 0.13),
}
end)
end
end
}, {
UICorner = e("UICorner"),
UIGradient = e("UIGradient", {
Color = buttonProp.gradient,
}),
UIStroke = e("UIStroke", {
ApplyStrokeMode = Enum.ApplyStrokeMode.Border,
Color = Color3.fromRGB(95, 95, 95),
Thickness = 2,
Transparency = 0,
}, {
UIGradient = e("UIGradient", {
Rotation = -90,
Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0, 0.85),
NumberSequenceKeypoint.new(1, 1),
}),
}),
}),
Label = e("TextLabel", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.fromScale(0.5, 0.5),
Size = UDim2.fromScale(0.7, 0.7),
BackgroundTransparency = 1,
TextColor3 = Color3.fromRGB(255, 255, 255),
Text = buttonProp.text,
TextSize = 22,
TextXAlignment = Enum.TextXAlignment.Left,
ZIndex = springs[index].ZIndex,
}),
})
end
return e("Frame", {
AnchorPoint = Vector2.new(0.5, 0.5),
Position = UDim2.fromScale(0.5, 0.5),
Size = UDim2.fromScale(0.3, 0.7),
BackgroundTransparency = 1,
}, buttons)
end
Button = Hooks.new(Roact)(Button)
return function(target)
local handle = Roact.mount(e(Button), target, "Button")
return function()
Roact.unmount(handle)
end
end
|
local Runner = require "nvim-test.runner"
local cmd = "pytest"
if vim.env.VIRTUAL_ENV and vim.fn.filereadable(vim.env.VIRTUAL_ENV .. "/bin/pytest") then
cmd = vim.env.VIRTUAL_ENV .. "/bin/pytest"
end
local pytest = Runner:init({
command = cmd,
}, {
python = [[
; Class
((class_definition
name: (identifier) @class-name) @scope-root)
; Function
((function_definition
name: (identifier) @function-name) @scope-root)
]],
})
function pytest:is_test(name)
return string.match(name, "[Tt]est") and true
end
function pytest:build_test_args(tests)
return "::" .. table.concat(tests, "::")
end
return pytest
|
--
-- xcode11.lua
-- Define the Apple XCode 11.0 action and support functions.
--
local premake = premake
premake.xcode11 = { }
local xcode = premake.xcode
local xcode10 = premake.xcode10
local xcode11 = premake.xcode11
function xcode11.XCBuildConfiguration_Target(tr, target, cfg)
local options = xcode10.XCBuildConfiguration_Target(tr, target, cfg)
options.CODE_SIGN_IDENTITY = "-"
return options
end
function xcode11.project(prj)
local tr = xcode.buildprjtree(prj)
xcode.Header(tr, 48)
xcode.PBXBuildFile(tr)
xcode.PBXContainerItemProxy(tr)
xcode.PBXFileReference(tr,prj)
xcode.PBXFrameworksBuildPhase(tr)
xcode.PBXGroup(tr)
xcode.PBXNativeTarget(tr)
xcode.PBXProject(tr, "8.0")
xcode.PBXReferenceProxy(tr)
xcode.PBXResourcesBuildPhase(tr)
xcode.PBXShellScriptBuildPhase(tr)
xcode.PBXCopyFilesBuildPhase(tr)
xcode.PBXSourcesBuildPhase(tr,prj)
xcode.PBXVariantGroup(tr)
xcode.PBXTargetDependency(tr)
xcode.XCBuildConfiguration(tr, prj, {
ontarget = xcode11.XCBuildConfiguration_Target,
onproject = xcode10.XCBuildConfiguration_Project,
})
xcode.XCBuildConfigurationList(tr)
xcode.Footer(tr)
end
--]]
--
-- xcode11 action
--
newaction
{
trigger = "xcode11",
shortname = "Xcode 11",
description = "Generate Apple Xcode 11 project files",
os = "macosx",
valid_kinds = { "ConsoleApp", "WindowedApp", "StaticLib", "SharedLib", "Bundle" },
valid_languages = { "C", "C++" },
valid_tools = {
cc = { "gcc" },
},
valid_platforms = { Native = "Native" },
default_platform = "Native",
onsolution = function(sln)
premake.generate(sln, "%%.xcworkspace/contents.xcworkspacedata", xcode.workspace_generate)
premake.generate(sln, "%%.xcworkspace/xcshareddata/WorkspaceSettings.xcsettings", xcode.workspace_settings)
premake.generate(sln, "%%.xcworkspace/xcshareddata/xcschemes/-ALL-.xcscheme", xcode.workspace_scheme)
end,
onproject = function(prj)
premake.generate(prj, "%%.xcodeproj/project.pbxproj", xcode11.project)
xcode.generate_schemes(prj, "%%.xcodeproj/xcshareddata/xcschemes")
end,
oncleanproject = function(prj)
premake.clean.directory(prj, "%%.xcodeproj")
premake.clean.directory(prj, "%%.xcworkspace")
end,
oncheckproject = xcode.checkproject,
xcode = {
iOSTargetPlatformVersion = nil,
macOSTargetPlatformVersion = nil,
tvOSTargetPlatformVersion = nil,
},
}
|
-- Minetest: builtin/features.lua
core.features = {
glasslike_framed = true,
nodebox_as_selectionbox = true,
chat_send_player_param3 = true,
get_all_craft_recipes_works = true,
use_texture_alpha = true,
no_legacy_abms = true,
texture_names_parens = true,
area_store_custom_ids = true,
}
function core.has_feature(arg)
if type(arg) == "table" then
local missing_features = {}
local result = true
for ftr in pairs(arg) do
if not core.features[ftr] then
missing_features[ftr] = true
result = false
end
end
return result, missing_features
elseif type(arg) == "string" then
if not core.features[arg] then
return false, {[arg]=true}
end
return true, {}
end
end
|
QhunCore.AbstractMessage = {}
QhunCore.AbstractMessage.__index = QhunCore.AbstractMessage
-- constructor
function QhunCore.AbstractMessage.new()
-- private properties
local instance = {
_channel = nil,
_text = "",
_sender = nil
}
setmetatable(instance, QhunCore.AbstractMessage)
return instance
end
--[[
PUBLIC ABSTRACT FUNCTIONS
]]
-- get the current channel
function QhunCore.AbstractMessage:getChannel()
return self._channel
end
-- send the message
function QhunCore.AbstractMessage:send()
-- using the given sender function from the client class
if type(self._sender) ~= "function" then
return
end
return self._sender(self._text)
end
|
/*******************************
Adv. Consolescreen Wrapper
for Wiremod
(C) Sebastian J.
********************************/
TOOL.Category = "Wire Extras/Memory"
TOOL.Name = "Dynamic Memory"
TOOL.Command = nil
TOOL.ConfigName = ""
TOOL.Tab = "Wire"
if ( CLIENT ) then
language.Add( "Tool.wire_dynmemory.name", "Dynamic Memory Chip Tool (Wire)" )
language.Add( "Tool.wire_dynmemory.desc", "Spawns a Dynamic Memory Chip" )
language.Add( "Tool.wire_dynmemory.pers", "Persistant Memory" )
language.Add( "Tool.wire_dynmemory.0", "Primary: Create/Update Memory Chip" )
language.Add( "sboxlimit_wire_dynmemorys", "You've hit the Dynamic Memory Chips limit!" )
language.Add( "Undone_WireDynMemory", "Dynamic Memory Chip undone" )
end
if (SERVER) then
CreateConVar('sbox_maxwire_dynmemorys', 2)
end
TOOL.ClientConVar[ "model" ] = "models/jaanus/wiretool/wiretool_gate.mdl"
TOOL.ClientConVar[ "size" ] = 1
TOOL.ClientConVar[ "persistant" ] = 0
cleanup.Register( "wire_dynmemorys" )
function TOOL:LeftClick( trace )
if trace.Entity:IsPlayer() then return false end
if (CLIENT) then return true end
local Model = self:GetClientInfo( "model" )
local Size = math.floor(self:GetClientNumber( "size" ))
local Pers = self:GetClientNumber( "persistant" )
if ( Size < 1 ) then Size = 1 end
if (!self:GetSWEP():CheckLimit( "wire_dynmemorys" ) ) then return false end
if (!util.IsValidModel(Model)) then return false end
if (!util.IsValidProp(Model)) then return false end
local ply = self:GetOwner()
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
ent = MakeWireDynMemory( ply, trace.HitPos, Ang, Size,Model )
if (!ent || !ent:IsValid()) then return false end
local min = ent:OBBMins()
ent:SetPos( trace.HitPos - trace.HitNormal * min.z )
ent:SetPersistant( Pers > 0 )
local const = WireLib.Weld( ent, trace.Entity, trace.PhysicsBone, true )
undo.Create("WireDynMemory")
undo.AddEntity( ent )
undo.AddEntity( const )
undo.SetPlayer( ply )
undo.Finish()
ply:AddCleanup( "wire_dynmemorys", ent )
return true
end
function TOOL:RightClick( trace )
return false
end
function TOOL:Think()
if (!self.GhostEntity || !self.GhostEntity:IsValid() || !self.GhostEntity:GetModel() || self.GhostEntity:GetModel() != self:GetClientInfo( "model" ) ) then
self:MakeGhostEntity( self:GetClientInfo( "model" ), Vector(0,0,0), Angle(0,0,0) )
end
self:UpdateGhost( self.GhostEntity, self:GetOwner() )
end
function TOOL:UpdateGhost( ent, player )
if ( !ent ) then return end
if ( !ent:IsValid() ) then return end
local trace = player:GetEyeTrace()
if (!trace.Hit) then return end
if ( trace.Entity && trace.Entity:GetClass() == "gmod_wire_dynamicmemory" || trace.Entity:IsPlayer() ) then
ent:SetNoDraw( true )
return
end
local Ang = trace.HitNormal:Angle()
Ang.pitch = Ang.pitch + 90
local min = ent:OBBMins()
ent:SetPos( trace.HitPos - trace.HitNormal * min.z )
ent:SetAngles( Ang )
ent:SetNoDraw( false )
end
if ( SERVER ) then
function MakeWireDynMemory( ply, Pos, Ang, Size, Model )
if ( !ply:CheckLimit( "wire_dynmemorys" ) ) then return false end
local ent = ents.Create( "gmod_wire_dynamicmemory" )
if (!ent:IsValid()) then return false end
ent:SetModel(Model)
ent:SetAngles( Ang )
ent:SetPos( Pos )
ent:Spawn()
ent:Setup( Size )
ent:SetPlayer( ply )
local ttable = {
ply = ply,
Model = Model,
Size = Size
}
table.Merge(ent:GetTable(), ttable )
ply:AddCount( "wire_dynmemorys", ent )
return ent
end
duplicator.RegisterEntityClass("gmod_wire_dynamicmemory", MakeWireDynMemory, "Pos", "Ang", "Size", "Model")
end
function TOOL.BuildCPanel(panel)
panel:AddControl("Slider", {
Label = "Memory Size",
Type = "Integer",
Min = "1",
Max = "2097152",
Command = "wire_dynmemory_size"
})
ModelPlug_AddToCPanel(panel, "gate", "wire_dynmemory", "model:", nil, "Model:")
panel:AddControl("Checkbox", {
Label = "#Tool.wire_dynmemory.pers",
Description = "Saves memory content in duplicator saves!",
Command = "wire_dynmemory_persistant"
})
end
|
local a=require("filesystem")local b=require("shell")local c,d=b.parse(...)local e=table.remove(c,1)local f=_G._XAF;local g=f and f._VERSION or''if e then local h="io.github.aquaver"local i="xaf-framework"local j="scripts"local k="pm"if f then if a.exists(a.concat(h,i,j,k,e..".lua"))==true then local l=a.open(a.concat(h,i,j,k,e..".lua"),'r')local m=nil;local n=''local o=l:read(math.huge)local p={}while o do n=n..o;o=l:read(math.huge)end;l:close()m=load(n)p={m(c,d)}return table.unpack(p)else print("--------------------------------------")print("-- XAF Package Manager - Controller --")print("--------------------------------------")print(" >> Cannot find following command 'xaf-pm "..e.."'")print(" >> Use 'xaf-pm list' - for available command list")end else print("--------------------------------------")print("-- XAF Package Manager - Controller --")print("--------------------------------------")print(" >> Cannot execute following command 'xaf-pm "..e.."'")print(" >> Please initialize the API first using 'xaf init'")end else if f then print("--------------------------------------")print("-- XAF Package Manager - Controller --")print("--------------------------------------")print(" >> Successfully detected XAF installed on this computer")print(" >> Package global API version: "..g)print(" >> Use 'xaf-pm list' - for available command list")else print("--------------------------------------")print("-- XAF Package Manager - Controller --")print("--------------------------------------")print(" >> XAF has not been initialized yet...")print(" >> Use 'xaf init' - to initialize the API")end end
|
--[[
Copyright 2019 The Nakama Authors
Licensed under the Apache License, Version 2.0 (the "License");
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
local nk = require("nakama")
local ud = {}
local function is_initialized(context)
local data = {
collection = "personal",
key = "player_data",
user_id = context.user_id,
}
local result = nk.storage_read({ data })
if next(result) == nil then
return false
else
return true
end
end
local function initialize(context)
local data = {
level = math.random(100),
wins = math.random(100),
gamesPlayed = math.random(100)
}
local data = {
collection = "personal",
key = "player_data",
value = data,
user_id = context.user_id,
permission_read = 2,
permission_write = 1
}
nk.storage_write({ data })
end
function ud.initialize_data(context)
if is_initialized(context) == false then
initialize(context)
end
end
return ud
|
local hud_deathnotice_time = CreateConVar( "hud_deathnotice_time", "6", FCVAR_REPLICATED, "Amount of time to show death notice" )
-- These are our kill icons
local Color_Icon = Color( 255, 80, 0, 255 )
local NPC_Color = Color( 250, 50, 50, 255 )
killicon.AddFont( "prop_physics", "HL2MPTypeDeath", "9", Color_Icon )
killicon.AddFont( "weapon_smg1", "HL2MPTypeDeath", "/", Color_Icon )
killicon.AddFont( "weapon_357", "HL2MPTypeDeath", ".", Color_Icon )
killicon.AddFont( "weapon_ar2", "HL2MPTypeDeath", "2", Color_Icon )
killicon.AddFont( "crossbow_bolt", "HL2MPTypeDeath", "1", Color_Icon )
killicon.AddFont( "weapon_shotgun", "HL2MPTypeDeath", "0", Color_Icon )
killicon.AddFont( "rpg_missile", "HL2MPTypeDeath", "3", Color_Icon )
killicon.AddFont( "npc_grenade_frag", "HL2MPTypeDeath", "4", Color_Icon )
killicon.AddFont( "weapon_pistol", "HL2MPTypeDeath", "-", Color_Icon )
killicon.AddFont( "prop_combine_ball", "HL2MPTypeDeath", "8", Color_Icon )
killicon.AddFont( "grenade_ar2", "HL2MPTypeDeath", "7", Color_Icon )
killicon.AddFont( "weapon_stunstick", "HL2MPTypeDeath", "!", Color_Icon )
killicon.AddFont( "npc_satchel", "HL2MPTypeDeath", "*", Color_Icon )
killicon.AddFont( "npc_tripmine", "HL2MPTypeDeath", "*", Color_Icon )
killicon.AddFont( "weapon_crowbar", "HL2MPTypeDeath", "6", Color_Icon )
killicon.AddFont( "weapon_physcannon", "HL2MPTypeDeath", ",", Color_Icon )
local Deaths = {}
local function PlayerIDOrNameToString( var )
if ( type( var ) == "string" ) then
if ( var == "" ) then return "" end
return "#" .. var
end
local ply = Entity( var )
if ( !IsValid( ply ) ) then return "NULL!" end
return ply:Name()
end
local function RecvPlayerKilledByPlayer()
local victim = net.ReadEntity()
local inflictor = net.ReadString()
local attacker = net.ReadEntity()
if ( !IsValid( attacker ) ) then return end
if ( !IsValid( victim ) ) then return end
GAMEMODE:AddDeathNotice( attacker:Name(), attacker:Team(), inflictor, victim:Name(), victim:Team() )
end
net.Receive( "PlayerKilledByPlayer", RecvPlayerKilledByPlayer )
local function RecvPlayerKilledSelf()
local victim = net.ReadEntity()
if ( !IsValid( victim ) ) then return end
GAMEMODE:AddDeathNotice( nil, 0, "suicide", victim:Name(), victim:Team() )
end
net.Receive( "PlayerKilledSelf", RecvPlayerKilledSelf )
local function RecvPlayerKilled()
local victim = net.ReadEntity()
if ( !IsValid( victim ) ) then return end
local inflictor = net.ReadString()
local attacker = "#" .. net.ReadString()
GAMEMODE:AddDeathNotice( attacker, -1, inflictor, victim:Name(), victim:Team() )
end
net.Receive( "PlayerKilled", RecvPlayerKilled )
local function RecvPlayerKilledNPC()
local victimtype = net.ReadString()
local victim = "#" .. victimtype
local inflictor = net.ReadString()
local attacker = net.ReadEntity()
--
-- For some reason the killer isn't known to us, so don't proceed.
--
if ( !IsValid( attacker ) ) then return end
GAMEMODE:AddDeathNotice( attacker:Name(), attacker:Team(), inflictor, victim, -1 )
local bIsLocalPlayer = ( IsValid(attacker) && attacker == LocalPlayer() )
local bIsEnemy = IsEnemyEntityName( victimtype )
local bIsFriend = IsFriendEntityName( victimtype )
if ( bIsLocalPlayer && bIsEnemy ) then
achievements.IncBaddies()
end
if ( bIsLocalPlayer && bIsFriend ) then
achievements.IncGoodies()
end
if ( bIsLocalPlayer && ( !bIsFriend && !bIsEnemy ) ) then
achievements.IncBystander()
end
end
net.Receive( "PlayerKilledNPC", RecvPlayerKilledNPC )
local function RecvNPCKilledNPC()
local victim = "#" .. net.ReadString()
local inflictor = net.ReadString()
local attacker = "#" .. net.ReadString()
GAMEMODE:AddDeathNotice( attacker, -1, inflictor, victim, -1 )
end
net.Receive( "NPCKilledNPC", RecvNPCKilledNPC )
--[[---------------------------------------------------------
Name: gamemode:AddDeathNotice( Attacker, team1, Inflictor, Victim, team2 )
Desc: Adds an death notice entry
-----------------------------------------------------------]]
function GM:AddDeathNotice( Attacker, team1, Inflictor, Victim, team2 )
local Death = {}
Death.time = CurTime()
Death.left = Attacker
Death.right = Victim
Death.icon = Inflictor
if ( team1 == -1 ) then Death.color1 = table.Copy( NPC_Color )
else Death.color1 = table.Copy( team.GetColor( team1 ) ) end
if ( team2 == -1 ) then Death.color2 = table.Copy( NPC_Color )
else Death.color2 = table.Copy( team.GetColor( team2 ) ) end
if (Death.left == Death.right) then
Death.left = nil
Death.icon = "suicide"
end
table.insert( Deaths, Death )
end
local function DrawDeath( x, y, death, hud_deathnotice_time )
local w, h = killicon.GetSize( death.icon )
if ( !w || !h ) then return end
local fadeout = ( death.time + hud_deathnotice_time ) - CurTime()
local alpha = math.Clamp( fadeout * 255, 0, 255 )
death.color1.a = alpha
death.color2.a = alpha
-- Draw Icon
killicon.Draw( x, y, death.icon, alpha )
-- Draw KILLER
if ( death.left ) then
draw.SimpleText( death.left, "ChatFont", x - ( w / 2 ) - 16, y, death.color1, TEXT_ALIGN_RIGHT )
end
-- Draw VICTIM
draw.SimpleText( death.right, "ChatFont", x + ( w / 2 ) + 16, y, death.color2, TEXT_ALIGN_LEFT )
return ( y + h * 0.70 )
end
function GM:DrawDeathNotice( x, y )
if ( GetConVarNumber( "cl_drawhud" ) == 0 ) then return end
local hud_deathnotice_time = hud_deathnotice_time:GetFloat()
x = x * ScrW()
y = y * ScrH()
-- Draw
for k, Death in pairs( Deaths ) do
if ( Death.time + hud_deathnotice_time > CurTime() ) then
if ( Death.lerp ) then
x = x * 0.3 + Death.lerp.x * 0.7
y = y * 0.3 + Death.lerp.y * 0.7
end
Death.lerp = Death.lerp or {}
Death.lerp.x = x
Death.lerp.y = y
y = DrawDeath( x, y, Death, hud_deathnotice_time )
end
end
-- We want to maintain the order of the table so instead of removing
-- expired entries one by one we will just clear the entire table
-- once everything is expired.
for k, Death in pairs( Deaths ) do
if ( Death.time + hud_deathnotice_time > CurTime() ) then
return
end
end
Deaths = {}
end
|
function setToClipboard(content)
setClipboard(content)
end
addEvent("official-interiors:copytoclipboard", true)
addEventHandler("official-interiors:copytoclipboard", getLocalPlayer(), setToClipboard) |
return {'kultuurkamer','kul','kulas','kulkoek','kullen','kulk','kulik','kuling','kulsdom','kulassen','kulde','kulden','kult'} |
--[[
Copyright 2012 The Luvit Authors. All Rights Reserved.
Licensed under the Apache License, Version 2.0 (the "License")
you may not use this file except in compliance with the License.
You may obtain a copy of the License at
http://www.apache.org/licenses/LICENSE-2.0
Unless required by applicable law or agreed to in writing, software
distributed under the License is distributed on an "AS-IS" BASIS,
WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
See the License for the specific language governing permissions and
limitations under the License.
--]]
require("helper")
local FS = require('fs')
local Path = require('path')
local Buffer = require('buffer').Buffer
local string = require('string')
local filename = Path.join(__dirname, 'tmp', 'truncate-file.txt')
local data = string.rep('x', 1024 * 16)
local stat
-- truncateSync
FS.writeFileSync(filename, data)
stat = FS.statSync(filename)
assert(stat.size == 1024 * 16)
FS.truncateSync(filename, 1024)
stat = FS.statSync(filename)
assert(stat.size == 1024)
FS.truncateSync(filename)
stat = FS.statSync(filename)
assert(stat.size == 0)
-- ftruncateSync
FS.writeFileSync(filename, data)
local fd = FS.openSync(filename, 'a')
stat = FS.statSync(filename)
assert(stat.size == 1024 * 16)
FS.ftruncateSync(fd, 1024)
stat = FS.statSync(filename)
assert(stat.size == 1024)
FS.ftruncateSync(fd)
stat = FS.statSync(filename)
assert(stat.size == 0)
FS.closeSync(fd)
function testTruncate(cb)
FS.writeFile(filename, data, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 1024 * 16)
FS.truncate(filename, 1024, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 1024)
FS.truncate(filename, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 0)
cb()
end)
end)
end)
end)
end)
end)
end
function testFtruncate(cb)
FS.writeFile(filename, data, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 1024 * 16)
FS.open(filename, 'w', function(er, fd)
if er then
return cb(er)
end
FS.ftruncate(fd, 1024, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 1024)
FS.ftruncate(fd, function(er)
if er then
return cb(er)
end
FS.stat(filename, function(er, stat)
if er then
return cb(er)
end
assert(stat.size == 0)
FS.close(fd, cb)
end)
end)
end)
end)
end)
end)
end)
end
-- async tests
local success = 0
testTruncate(function(er)
if er then
return er
end
success = success + 1
testFtruncate(function(er)
if er then
return er
end
success = success + 1
end)
end)
process:on('exit', function()
assert(success == 2)
p('ok')
end)
|
--------------------------------------------------------------------------------
-- Module Declaration
--
local mod, CL = BigWigs:NewBoss("Archdruid Glaidalis", 1466, 1654)
if not mod then return end
mod:RegisterEnableMob(96512)
mod.engageId = 1836
--------------------------------------------------------------------------------
-- Initialization
--
function mod:GetOptions()
return {
198379, -- Primal Rampage
198408, -- Nightfall
{196376, "FLASH"}, -- Grievous Tear
}
end
function mod:OnBossEnable()
self:Log("SPELL_CAST_START", "PrimalRampage", 198379)
self:Log("SPELL_AURA_APPLIED", "NightfallDamage", 198408)
self:Log("SPELL_PERIODIC_DAMAGE", "NightfallDamage", 198408)
self:Log("SPELL_PERIODIC_MISSED", "NightfallDamage", 198408)
self:Log("SPELL_AURA_APPLIED", "GrievousTearApplied", 196376)
end
function mod:OnEngage()
self:CDBar(198379, 12) -- Primal Rampage
self:CDBar(196376, 5) -- Grievous Tear
end
--------------------------------------------------------------------------------
-- Event Handlers
--
function mod:PrimalRampage(args)
self:Message(args.spellId, "red", "Warning")
self:CDBar(args.spellId, 30) -- pull:12.7, 30.3 / m pull:12.6, 31.6, 29.9, 27.9
end
do
local prev = 0
function mod:NightfallDamage(args)
if self:Me(args.destGUID) then
local t = GetTime()
if t-prev > 2 then
prev = t
self:Message(args.spellId, "blue", "Alarm", CL.underyou:format(args.spellName))
end
end
end
end
function mod:GrievousTearApplied(args)
if self:Me(args.destGUID) then
self:Flash(args.spellId)
end
self:TargetMessage(args.spellId, args.destName, "yellow")
self:CDBar(args.spellId, 13) -- pull:5.7, 14.5, 13.3 / m pull:6.8, 15.5, 16.1, 15.3, 12.5, 14.3
end
|
--
-- Copyright 2010-2014 Branimir Karadzic. All rights reserved.
-- License: http://www.opensource.org/licenses/BSD-2-Clause
--
project "geometryc"
uuid "8794dc3a-2d57-11e2-ba18-368d09e48fda"
kind "ConsoleApp"
includedirs {
BX_DIR .. "include",
BGFX_DIR .. "include",
BGFX_DIR .. "3rdparty/forsyth-too",
BGFX_DIR .. "examples/common",
}
files {
BGFX_DIR .. "3rdparty/forsyth-too/**.cpp",
BGFX_DIR .. "3rdparty/forsyth-too/**.h",
BGFX_DIR .. "src/vertexdecl.**",
BGFX_DIR .. "tools/geometryc/**.cpp",
BGFX_DIR .. "tools/geometryc/**.h",
BGFX_DIR .. "examples/common/bounds.**",
}
configuration { "osx" }
links {
"Cocoa.framework",
}
strip()
|
----------------------------------------
--
-- Copyright (c) 2015, 128 Technology, Inc.
--
-- author: Hadriel Kaplan <[email protected]>
--
-- This code is licensed under the MIT license.
--
-- Version: 1.0
--
------------------------------------------
--[[
This script is a Lua module (not stand-alone) for handling proto files.
This module follows the classic Lua module method of storing
its public methods/functions in a table and passing back the
table to the caller of this module file.
]]----------------------------------------
-- prevent wireshark loading this file as a plugin
if not _G['protbuf_dissector'] then return end
-- make sure wireshark is new enough
if not GRegex then
return nil, "Wireshark is too old: no GRegex library"
end
local Settings = require "settings"
local dprint = Settings.dprint
local dprint2 = Settings.dprint2
local dassert = Settings.dassert
----------------------------------------
-- our module table that we return to the caller of this script
local FileReader = {}
function FileReader:reset()
self.results = {}
end
function FileReader:read(name)
end
local filepath_rgx = GRegex.new("^(.*)([^/\\\\]+)$", "U")
--------------------------------------------------------------------------------
-- the public functions of the module
-- returns a separated path and file name
function FileReader:getPathFileNames(filename)
return filepath_rgx:match(filename)
end
-- opens and reads a single filename, returns chunk
function FileReader:loadFile(name)
local file, err = io.open(name, "r")
dassert(file, "Error opening file:", name, "\nError message:", err)
local output, err2 = file:read("*all")
dassert(output, "Error reading file:", name, "\nError message:", err2)
file:close()
-- remove carriage-return, so it's just linefeeds, and save it
return string.gsub(output, "\r", "")
end
-- opens and reads the files identified in the filenames table
-- returns a table of the string contents, indexed by filename
-- with the string chunk in a "chunk" sub-table entry
function FileReader:loadFiles(filenames)
local proto_files = {}
for _, name in ipairs(filenames) do
local path, filename = self:getPathFileNames(name)
dprint2("Got path=", path, "filename=", filename)
dassert(filename, "Could not determine filename portion of:", name)
dassert(not proto_files[filename], "Asked to read a filename that's already been read")
proto_files[filename] = { chunk = self:loadFile(name), ["path"] = path }
end
return proto_files
end
return FileReader
|
-- http://stackoverflow.com/questions/12674345/lua-retrieve-list-of-keys-in-a-table
local function keys(tbl)
local n = 0
local keyset = {}
for k,_ in pairs(tbl) do
n = n + 1
keyset[n]=k
end
return keyset
end
return keys
|
----------------------------------------------------------
-- Load RayUI Environment
----------------------------------------------------------
RayUI:LoadEnv("Misc")
local M = _Misc
local mod = M:NewModule("ObjectiveTracker", "AceEvent-3.0")
function mod:Initialize()
local screenheight = GetScreenHeight()
local ObjectiveTrackerFrameHolder = CreateFrame("Frame", "ObjectiveTrackerFrameHolder", R.UIParent)
ObjectiveTrackerFrameHolder:SetWidth(260)
ObjectiveTrackerFrameHolder:SetHeight(22)
ObjectiveTrackerFrameHolder:SetPoint("RIGHT", R.UIParent, "RIGHT", -80, 290)
R:CreateMover(ObjectiveTrackerFrameHolder, "WatchFrameMover", L["任务追踪锚点"], true)
ObjectiveTrackerFrameHolder:SetAllPoints(WatchFrameMover)
ObjectiveTrackerFrame:ClearAllPoints()
ObjectiveTrackerFrame:SetPoint("TOPRIGHT", ObjectiveTrackerFrameHolder, "TOPRIGHT")
ObjectiveTrackerFrame:Height(screenheight / 2)
hooksecurefunc(ObjectiveTrackerFrame,"SetPoint",function(_,_,parent)
if parent ~= ObjectiveTrackerFrameHolder then
ObjectiveTrackerFrame:ClearAllPoints()
ObjectiveTrackerFrame:SetPoint("TOPRIGHT", ObjectiveTrackerFrameHolder, "TOPRIGHT")
end
end)
end
M:RegisterMiscModule(mod:GetName())
|
-----------------------------------
-- Area: Southern San d'Oria
-- NPC: Maugie
-- Type: General Info NPC
-------------------------------------
local ID = require("scripts/zones/Southern_San_dOria/IDs")
require("scripts/quests/flyers_for_regine")
require("scripts/globals/settings")
require("scripts/globals/quests")
-------------------------------------
function onTrade(player, npc, trade)
quests.ffr.onTrade(player, npc, trade, 12) -- FLYERS FOR REGINE
end
function onTrigger(player, npc)
local grimySignpost = player:getQuestStatus(SANDORIA, tpz.quest.id.sandoria.GRIMY_SIGNPOSTS)
if (grimySignpost == QUEST_AVAILABLE and player:getFameLevel(SANDORIA) >= 2) then
player:startEvent(45)
elseif (grimySignpost == QUEST_ACCEPTED) then
if (player:getCharVar("CleanSignPost") == 15) then
player:startEvent(44)
else
player:startEvent(43)
end
elseif (grimySignpost == QUEST_COMPLETED) then
player:startEvent(42)
else
player:startEvent(46) -- default text
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 45 and option == 0) then
player:addQuest(SANDORIA, tpz.quest.id.sandoria.GRIMY_SIGNPOSTS)
elseif (csid == 44) then
player:setCharVar("CleanSignPost", 0)
player:addFame(SANDORIA, 30)
player:addGil(GIL_RATE*1500)
player:messageSpecial(ID.text.GIL_OBTAINED, GIL_RATE*1500)
player:completeQuest(SANDORIA, tpz.quest.id.sandoria.GRIMY_SIGNPOSTS)
end
end
|
--[[
shuffles the playlist and moves the currently playing file to the start of the playlist
available at: https://github.com/CogentRedTester/mpv-scripts
]]--
function main()
mp.command('playlist-shuffle')
local pos = mp.get_property_number('playlist-pos')
mp.commandv('playlist-move', pos, 0)
mp.osd_message('playlist shuffled')
end
mp.register_script_message('playlist-shuffle', main) |
local skynet = require "skynet"
local cluster = require "skynet.cluster"
local log =require "skynet.log"
skynet.start(function()
log.info("Server start")
local console_port = skynet.getenv("console_port")
skynet.uniqueservice("debug_console",console_port)
skynet.uniqueservice("static_data")
skynet.uniqueservice("replay_cord")
skynet.uniqueservice("mysql_pool")
-- skynet.uniqueservice("redis_center")
skynet.uniqueservice("agent_manager")
skynet.exit()
end)
|
local helpers = require "spec.helpers"
local cjson = require "cjson"
local client = require "resty.websocket.client"
local PLUGIN_NAME = "connections-quota"
local auth_key = "kong"
local auth_key2 = "godzilla"
local redis_host = helpers.redis_host
local redis_port = 6379
local strategy = "postgres"
describe("Websockets [#" .. strategy .. "]", function()
local proxy_client
lazy_setup(function()
local bp = helpers.get_db_utils(strategy, {
"routes",
"services",
"plugins",
"consumers",
"keyauth_credentials",
}, { PLUGIN_NAME })
local service = bp.services:insert {
name = "ws",
path = "/ws",
}
bp.routes:insert {
protocols = { "http" },
paths = { "/up-ws" },
service = service,
strip_path = true,
}
local consumer = bp.consumers:insert {
username = "bob"
}
bp.keyauth_credentials:insert {
key = auth_key,
consumer = { id = consumer.id },
}
local consumer2 = bp.consumers:insert {
username = "go"
}
bp.keyauth_credentials:insert {
key = auth_key2,
consumer = { id = consumer2.id },
}
bp.plugins:insert {
name = PLUGIN_NAME,
consumer = { id = consumer.id },
config = {
minute = 10,
limit = 1,
policy = "redis",
redis_host = redis_host,
redis_port = redis_port
}
}
bp.plugins:insert {
name = PLUGIN_NAME,
consumer = { id = consumer2.id },
config = {
limit = 1,
policy = "redis",
redis_host = redis_host,
redis_port = redis_port
}
}
bp.plugins:insert {
name = "key-auth",
service = { id = service.id },
config = {
key_names = { "apikey", "Authorization", "X-Api-Key" },
hide_credentials = false,
}
}
-- http route
local route1 = bp.routes:insert {
hosts = { "test1.com" },
}
bp.plugins:insert {
name = PLUGIN_NAME,
route = { id = route1.id },
config = {
limit = 1,
policy = "redis",
redis_host = redis_host,
redis_port = redis_port
}
}
assert(helpers.start_kong({
database = strategy,
nginx_conf = "spec/fixtures/custom_nginx.template",
plugins = "bundled," .. PLUGIN_NAME,
}))
end)
lazy_teardown(function()
helpers.stop_kong(nil, true)
end)
local function open_socket(uri, auth_key)
local wc = assert(client:new())
assert(wc:connect(uri, {
headers = { "apikey:" .. auth_key }
}))
return wc
end
before_each(function()
proxy_client = helpers.proxy_client()
end)
after_each(function()
if proxy_client then proxy_client:close() end
end)
it("no X-Concurrent-Quota headers in response for regular request", function()
local res = proxy_client:get("/status/200", {
headers = {
Host = "test1.com"
},
})
assert.res_status(200, res)
assert.equal(nil, res.headers["X-Concurrent-Quota-Limit"])
assert.equal(nil, res.headers["X-Concurrent-Quota-Remaining"])
end)
describe("text over ws", function()
local function send_text_and_get_echo(uri)
local payload = { message = "hello websocket" }
local wc = open_socket(uri, auth_key)
assert(wc:send_text(cjson.encode(payload)))
local frame, typ, err = wc:recv_frame()
assert.is_nil(wc.fatal)
assert(frame, err)
assert.equal("text", typ)
assert.same(payload, cjson.decode(frame))
assert(wc:send_close())
end
it("sends and gets text without Kong", function()
send_text_and_get_echo("ws://127.0.0.1:15555/ws")
end)
it("sends and gets text with Kong", function()
send_text_and_get_echo("ws://" .. helpers.get_proxy_ip(false) ..
":" .. helpers.get_proxy_port(false) .. "/up-ws")
end)
it("sends and gets text with kong under HTTPS", function()
send_text_and_get_echo("wss://" .. helpers.get_proxy_ip(true) ..
":" .. helpers.get_proxy_port(true) .. "/up-ws")
end)
end)
describe("ping pong over ws", function()
local function send_ping_and_get_pong(uri)
local payload = { message = "give me a pong" }
local wc = open_socket(uri, auth_key)
assert(wc:send_ping(cjson.encode(payload)))
local frame, typ, err = wc:recv_frame()
assert.is_nil(wc.fatal)
assert(frame, err)
assert.equal("pong", typ)
assert.same(payload, cjson.decode(frame))
assert(wc:send_close())
end
it("plays ping-pong without Kong", function()
send_ping_and_get_pong("ws://127.0.0.1:15555/ws")
end)
it("plays ping-pong with Kong", function()
send_ping_and_get_pong("ws://" .. helpers.get_proxy_ip(false) ..
":" .. helpers.get_proxy_port(false) .. "/up-ws")
end)
it("plays ping-pong with kong under HTTPS", function()
send_ping_and_get_pong("wss://" .. helpers.get_proxy_ip(true) ..
":" .. helpers.get_proxy_port(true) .. "/up-ws")
end)
end)
describe("multiple users", function()
it("has own quota", function()
local payload = { message = "give me a pong" }
local uri = "ws://" .. helpers.get_proxy_ip(false) .. ":" .. helpers.get_proxy_port(false) .. "/up-ws"
local wc1 = open_socket(uri, auth_key)
local wc2 = open_socket(uri, auth_key2)
assert(wc1:send_ping(cjson.encode(payload)))
local frame, typ, err = wc1:recv_frame()
assert.is_nil(wc1.fatal)
assert(frame, err)
assert.equal("pong", typ)
assert(wc2:send_ping(cjson.encode(payload)))
frame, typ, err = wc2:recv_frame()
assert.is_nil(wc1.fatal)
assert(frame, err)
assert.equal("pong", typ)
wc1:close()
wc2:close()
end)
end)
-- NOTE: there is no way to get response headers on websocket connection
describe("quota used", function()
it("send 429 error code", function()
local payload = { message = "give me a pong" }
local uri = "ws://" .. helpers.get_proxy_ip(false) .. ":" .. helpers.get_proxy_port(false) .. "/up-ws"
local wc1 = open_socket(uri, auth_key)
local wc2 = open_socket(uri, auth_key)
assert(wc1:send_ping(cjson.encode(payload)))
local frame, typ, err = wc1:recv_frame()
assert.is_nil(wc1.fatal)
assert(frame, err)
assert.equal("pong", typ)
assert(wc2:send_ping(cjson.encode(payload)))
wc2:recv_frame()
assert.is_not_nil(wc2.fatal)
wc1:close()
wc2:close()
wc1 = open_socket(uri, auth_key)
assert(wc1:send_ping(cjson.encode(payload)))
local frame, typ, err = wc1:recv_frame()
assert.is_nil(wc1.fatal)
assert(frame, err)
assert.equal("pong", typ)
wc1:close()
end)
it("send 429 error code under HTTPS", function()
local payload = { message = "give me a pong" }
local uri = "wss://" .. helpers.get_proxy_ip(true) .. ":" .. helpers.get_proxy_port(true) .. "/up-ws"
local wc1 = open_socket(uri, auth_key)
local wc2 = open_socket(uri, auth_key)
assert(wc1:send_ping(cjson.encode(payload)))
local frame, typ, err = wc1:recv_frame()
assert.is_nil(wc1.fatal)
assert(frame, err)
assert.equal("pong", typ)
assert(wc2:send_ping(cjson.encode(payload)))
wc2:recv_frame()
assert.is_not_nil(wc2.fatal)
wc1:close()
wc2:close()
end)
end)
end)
|
object_tangible_quest_legacy_valarian_pallet4_datapad = object_tangible_quest_shared_legacy_valarian_pallet4_datapad:new {
}
ObjectTemplates:addTemplate(object_tangible_quest_legacy_valarian_pallet4_datapad, "object/tangible/quest/legacy_valarian_pallet4_datapad.iff")
|
mobs:register_mob("dmobs:badger", {
type = "animal",
passive = false,
reach = 1,
damage = 2,
attack_type = "dogfight",
hp_min = 12,
hp_max = 22,
armor = 130,
collisionbox = {-0.3, -0.15, -0.3, 0.3, 0.4, 0.3},
visual = "mesh",
mesh = "badger.b3d",
textures = {
{"dmobs_badger.png"},
},
blood_texture = "mobs_blood.png",
visual_size = {x=2, y=2},
makes_footstep_sound = true,
walk_velocity = 0.7,
run_velocity = 1,
jump = true,
drops = {
{name = "mobs:meat_raw", chance = 1, min = 1, max = 1},
},
water_damage = 0,
lava_damage = 2,
fire_damage = 2,
light_damage = 0,
fall_damage = 1,
fall_speed = -8,
fear_height = 4,
follow = {"mobs:meat_raw"},
view_range = 14,
animation = {
speed_normal = 12,
speed_run = 18,
walk_start = 34,
walk_end = 58,
stand_start = 1,
stand_end = 30,
run_start = 34,
run_end = 58,
punch_start = 60,
punch_end = 80,
},
on_rightclick = function(self, clicker)
if mobs:feed_tame(self, clicker, 8, true, true) then
return
end
mobs:capture_mob(self, clicker, 0, 5, 50, false, nil)
end,
})
mobs:register_egg("dmobs:badger", "Badger", "default_obsidian.png", 1)
|
function table.clone(org)
return {unpack(org)}
end
function Event ()
local state = {
listeners = {}
}
local api = {
debug = false
}
local function listen (fn)
if api.debug then
DebugPrint('Adding listener')
end
local handler = {
fn = fn,
removed = false
}
table.insert(state.listeners, handler)
local function unlisten ()
for index = 1,#state.listeners do
if state.listeners[index] == handler then
table.remove(state.listeners, index)
handler.removed = true
return
end
end
end
return unlisten
end
local function broadcast ( ... )
if api.debug then
DebugPrint('Triggering ' .. #state.listeners .. ' listener')
end
if #state.listeners == 0 then
return
end
local handlers = table.clone(state.listeners)
local data = {...}
local errors = {}
for index = 1,#handlers do
local handler = handlers[index]
if handler and not handler.removed then
local status, err = pcall(function ()
handler.fn(unpack(data))
end)
if err then
print(err)
table.insert(errors, err)
end
end
end
for index = 1,#errors do
-- this will throw and not print any of the others, but whatever
error(errors[index])
end
end
api.broadcast = broadcast
api.listen = listen
return api
end
|
SellOrnateItems = {}
SellOrnateItems.name = "SellOrnateItems"
function SellOrnateItems:Initialize()
EVENT_MANAGER:RegisterForEvent(self.name, EVENT_OPEN_STORE, self.OnVendorOpen)
EVENT_MANAGER:RegisterForEvent(self.name, EVENT_CLOSE_STORE, self.OnVendorClose)
end
function SellOrnateItems.OnAddOnLoaded(event, addonName)
if addonName == SellOrnateItems.name then
SellOrnateItems:Initialize()
SellOrnateItemsIndicator:SetHidden(true)
end
end
function SellOrnateItems.OnVendorOpen(event)
SellOrnateItemsIndicator:SetHidden(false)
end
function SellOrnateItems.OnVendorClose(event)
SellOrnateItemsIndicator:SetHidden(true)
end
function SellOrnateItems.SellTrash()
local slotId = 0
local bagsize = GetBagSize(1)
local totalAmount = 0
local itemCount = 0
local goldIcon = ZO_Currency_GetPlatformFormattedGoldIcon()
for slotId = 0,bagsize do
if GetItemTrait(1,slotId)==ITEM_TRAIT_TYPE_ARMOR_ORNATE or GetItemTrait(1,slotId)==ITEM_TRAIT_TYPE_WEAPON_ORNATE or GetString("SI_ITEMTRAITTYPE",GetItemTrait(1,slotId))=="Ornate" then
SellInventoryItem(1,slotId,1)
local value = GetItemSellValueWithBonuses(1,slotId)
totalAmount = totalAmount + value
itemCount = itemCount + 1
d("Sold: " .. GetItemLink(1,slotId,1) .. " for " .. value .. goldIcon)
end
end
d("Sold " .. itemCount .. " items for a total of " .. totalAmount .. goldIcon)
end
EVENT_MANAGER:RegisterForEvent(SellOrnateItems.name, EVENT_ADD_ON_LOADED, SellOrnateItems.OnAddOnLoaded)
|
---@meta
---@class cc.ShuffleTiles :cc.TiledGrid3DAction
local ShuffleTiles={ }
cc.ShuffleTiles=ShuffleTiles
---* brief Initializes the action with grid size, random seed and duration.<br>
---* param duration Specify the duration of the ShuffleTiles action. It's a value in seconds.<br>
---* param gridSize Specify the size of the grid.<br>
---* param seed Specify the random seed.<br>
---* return If the Initialization success, return true; otherwise, return false.
---@param duration float
---@param gridSize size_table
---@param seed unsigned_int
---@return boolean
function ShuffleTiles:initWithDuration (duration,gridSize,seed) end
---*
---@param pos size_table
---@return size_table
function ShuffleTiles:getDelta (pos) end
---* brief Create the action with grid size, random seed and duration.<br>
---* param duration Specify the duration of the ShuffleTiles action. It's a value in seconds.<br>
---* param gridSize Specify the size of the grid.<br>
---* param seed Specify the random seed.<br>
---* return If the creation success, return a pointer of ShuffleTiles action; otherwise, return nil.
---@param duration float
---@param gridSize size_table
---@param seed unsigned_int
---@return self
function ShuffleTiles:create (duration,gridSize,seed) end
---*
---@param target cc.Node
---@return self
function ShuffleTiles:startWithTarget (target) end
---*
---@return self
function ShuffleTiles:clone () end
---*
---@param time float
---@return self
function ShuffleTiles:update (time) end
---*
---@return self
function ShuffleTiles:ShuffleTiles () end |
-- // Libraries
local Library = loadstring(game:HttpGet("https://raw.githubusercontent.com/wally-rblx/uwuware-ui/main/main.lua"))()
local EspLibrary = loadstring(game:HttpGet("https://kiriot22.com/releases/ESP.lua"))()
-- // Destroy excess GUIS
for _, v in ipairs(game.CoreGui:GetChildren()) do
if v.Name == "ScreenGui" then
v:Destroy()
end
end
-- // Services
local players = game:GetService("Players")
local runService = game:GetService("RunService")
-- // Variables
local localPlayer = players.LocalPlayer
local playerChar = localPlayer.Character or localPlayer.Character:Wait()
-- // UI Components
local window = Library:CreateWindow("Floppa Hub - SD")
local mainFolder = window:AddFolder("Main")
do
mainFolder:AddToggle(
{
text = "No Rocket Cooldown",
flag = "rocketCool",
callback = function()
local m = require(game:GetService("ReplicatedStorage").Shared.Data.WeaponConstants)
for k, v in pairs(m) do
if string.find(k, "RELOAD_TIME") and type(v) == "function" then
print "Ass"
local upval = debug.getupvalues(v)
for a, val in pairs(upval) do
print(a, val)
debug.setupvalue(v, 3, Library.flags.rocketCool and 0.00001 or 6)
end
end
end
end
}
)
mainFolder:AddToggle(
{
text = "Super Lunge",
flag = "superLunge",
callback = function()
local m = require(game:GetService("StarterPlayer").StarterPlayerScripts.ToolBehaviors.Sword)
local upval = debug.getupvalues(m.lunge)
for valIdx, val in pairs(upval) do
print("INDEX: ", valIdx, "| VALUE: ", val)
end
debug.setupvalue(m.lunge, 2, Library.flags.superLunge and 0.00001 or 2)
end
}
)
end
Library:Init()
|
-- add your own keymappings here
local M = {}
M.config = function()
lvim.keys.normal_mode["<C-s>"] = ":w<cr>"
-- unmap a default keymapping
-- lvim.keys.normal_mode["<C-Up>"] = false
-- edit a default keymapping
-- lvim.keys.normal_mode["<C-q>"] = ":q<cr>"
-- or this style...
lvim.keys.normal_mode = {
-- Page down/up
-- ["[d"] = "<PageUp>",
-- ["]d"] = "<PageDown>",
-- gwap (as opposed to gqap) reflows and restores cursor position
["<M-q>"] = "gwap",
-- Navigate buffers
["<Tab>"] = ":bnext<CR>",
["<S-Tab>"] = ":bprevious<CR>",
}
-- Change Telescope navigation to use j and k for navigation and n and p for history in both input and normal mode.
-- we use protected-mode (pcall) just in case the plugin wasn't loaded yet.
-- local _, actions = pcall(require, "telescope.actions")
-- lvim.builtin.telescope.defaults.mappings = {
-- -- for input mode
-- i = {
-- ["<C-j>"] = actions.move_selection_next,
-- ["<C-k>"] = actions.move_selection_previous,
-- ["<C-n>"] = actions.cycle_history_next,
-- ["<C-p>"] = actions.cycle_history_prev,
-- },
-- -- for normal mode
-- n = {
-- ["<C-j>"] = actions.move_selection_next,
-- ["<C-k>"] = actions.move_selection_previous,
-- },
-- }
-- Use which-key to add extra bindings with the leader-key prefix
-- lvim.builtin.which_key.mappings["P"] = { "<cmd>Telescope projects<CR>", "Projects" }
-- lvim.builtin.which_key.mappings["t"] = {
-- name = "+Trouble",
-- r = { "<cmd>Trouble lsp_references<cr>", "References" },
-- f = { "<cmd>Trouble lsp_definitions<cr>", "Definitions" },
-- d = { "<cmd>Trouble document_diagnostics<cr>", "Diagnostics" },
-- q = { "<cmd>Trouble quickfix<cr>", "QuickFix" },
-- l = { "<cmd>Trouble loclist<cr>", "LocationList" },
-- w = { "<cmd>Trouble workspace_diagnostics<cr>", "Wordspace Diagnostics" },
-- }
end
return M
|
GLib.Resources.ResourceState = GLib.Enum (
{
Available = 1, -- Available locally (may have been received from the server)
Unknown = 2, -- Not available locally, may be in cache, request needs to be sent to server
Requested = 3, -- Requested from server, waiting for response
Unavailable = 4, -- Server does not have the resource
Receiving = 5 -- Server is sending the resource to us
}
) |
-----------------------------------
-- Area: Attohwa Chasm
-- NPC: Cradle_of_Rebirth
-----------------------------------
local ID = require("scripts/zones/Attohwa_Chasm/IDs")
require("scripts/globals/settings")
require("scripts/globals/keyitems")
-----------------------------------
function onTrade(player, npc, trade)
-- Trade Flaxen Pouch
if (trade:hasItemQty(1777, 1) and trade:getItemCount() == 1) then
if (player:getFreeSlotsCount() == 0) then
player:messageSpecial(ID.text.ITEM_CANNOT_BE_OBTAINED, 1778) -- Parradamo Stones
else
player:tradeComplete()
player:addItem(1778)
player:messageSpecial(ID.text.ITEM_OBTAINED, 1778) -- Parradamo Stones
end
end
end
function onTrigger(player, npc)
if (player:hasKeyItem(tpz.ki.MIMEO_JEWEL) == true) then
player:delKeyItem(tpz.ki.MIMEO_JEWEL)
player:messageSpecial(ID.text.KEYITEM_LOST, tpz.ki.MIMEO_JEWEL)
player:addKeyItem(tpz.ki.MIMEO_FEATHER)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.MIMEO_FEATHER)
player:addKeyItem(tpz.ki.SECOND_MIMEO_FEATHER)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.SECOND_MIMEO_FEATHER)
player:addKeyItem(tpz.ki.THIRD_MIMEO_FEATHER)
player:messageSpecial(ID.text.KEYITEM_OBTAINED, tpz.ki.THIRD_MIMEO_FEATHER)
else
player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
end
|
SCONFIG = L2TConfig.GetConfig();
SCONFIG_FILE = GetDir() .. '\\scripts\\giranToDion.l2b';
L2TConfig.SaveConfig(SCONFIG_FILE);
moveDistance = 30;
TargetNpc("Кларисса", 30080);
MoveTo(83378, 147935, -3406, moveDistance);
Talk();
ClickAndWait("teleport_request", "Teleport");
ClickAndWait("teleport_3547261648_2_57_1209030033_3", "1010006");
WaitForTeleport();
MoveTo(15477, 142875, -2702, moveDistance);
Target("djoo1");
MoveTo(15474, 142931, -2701, moveDistance);
MoveTo(15518, 143041, -2702, moveDistance);
MoveTo(15480, 143024, -2699, moveDistance);
L2TConfig.LoadConfig(SCONFIG_FILE);
|
OBJECT.Name = "Bridge"
OBJECT.Creator = "Robin Wellner"
OBJECT.Version = 0.0
OBJECT.Resources = { texture = "snakeface/longblock" }
OBJECT.TextureScale = { x = 1 , y = 1}
OBJECT.Static = false
OBJECT.Polygon = { {-1.4, -.4, -1.4, .4, 1.4, .4, 1.4, -.4} }
function OBJECT:collision(a)
end
|
---------------------------------------------
-- Arrow Deluge
-- Description: Delivers a threefold ranged attack to targets in an area of effect.
-- Type: Physical
-- Utsusemi/Blink absorb: 2-3 shadows
-- Range: Unknown
---------------------------------------------
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/monstertpmoves")
---------------------------------------------
function onMobSkillCheck(target, mob, skill)
if mob:getMainJob() == tpz.job.RNG then
return 0
else
return 1
end
end
function onMobWeaponSkill(target, mob, skill)
local numhits = 1
local accmod = 1
local dmgmod = 2
local info = MobPhysicalMove(mob, target, skill, numhits, accmod, dmgmod, TP_NO_EFFECT)
local dmg = MobFinalAdjustments(info.dmg, mob, skill, target, tpz.attackType.RANGED, tpz.damageType.PIERCING, MOBPARAM_3_SHADOW)
target:takeDamage(dmg, mob, tpz.attackType.RANGED, tpz.damageType.PIERCING)
return dmg
end
|
--------------------------------
-- @module TiledGrid3D
-- @extend GridBase
-- @parent_module cc
--------------------------------
-- overload function: create(size_table)
--
-- overload function: create(size_table, cc.Texture2D, bool)
--
-- @function [parent=#TiledGrid3D] create
-- @param self
-- @param #size_table size
-- @param #cc.Texture2D texture2d
-- @param #bool bool
-- @return TiledGrid3D#TiledGrid3D ret (retunr value: cc.TiledGrid3D)
--------------------------------
-- @function [parent=#TiledGrid3D] calculateVertexPoints
-- @param self
--------------------------------
-- @function [parent=#TiledGrid3D] blit
-- @param self
--------------------------------
-- @function [parent=#TiledGrid3D] reuse
-- @param self
--------------------------------
-- @function [parent=#TiledGrid3D] TiledGrid3D
-- @param self
return nil
|
--[[-------------------------------------------------------------------]]--[[
Copyright wiltOS Technologies LLC, 2020
Contact: www.wiltostech.com
----------------------------------------]]--
wOS = wOS or {}
wOS.ForcePowers:RegisterNewPower({
name = "Saut De Force",
icon = "L",
image = "wos/forceicons/leap.png",
cooldown = 2,
manualaim = false,
description = "Sautez plus haut et plus loin grâce à la Force.",
action = function( self )
if ( self:GetForce() < 10 || !self.Owner:IsOnGround() ) then return end
self:SetForce( self:GetForce() - 10 )
self:SetNextAttack( 0.5 )
self.Owner:SetVelocity( self.Owner:GetAimVector() * 512 + Vector( 0, 0, 512 ) )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
// Trigger the jump animation, yay
self:CallOnClient( "ForceJumpAnim", "" )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Charge",
icon = "CH",
distance = 600,
image = "wos/forceicons/charge.png",
target = 1,
cooldown = 0,
manualaim = false,
description = "Foncez sur votre ennemis.",
action = function( self )
local ent = self:SelectTargets( 1, 600 )[ 1 ]
if !IsValid( ent ) then self:SetNextAttack( 0.2 ) return end
if ( self:GetForce() < 20 ) then self:SetNextAttack( 0.2 ) return end
local newpos = ( ent:GetPos() - self.Owner:GetPos() )
newpos = newpos / newpos:Length()
self.Owner:SetLocalVelocity( newpos*700 + Vector( 0, 0, 300 ) )
self:SetForce( self:GetForce() - 20 )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
self.Owner:SetSequenceOverride( "phalanx_a_s2_t1", 5 )
self:SetNextAttack( 1 )
self.AerialLand = true
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Absorption De Force",
icon = "A",
image = "wos/forceicons/eshell.png",
cooldown = 0,
description = "Maintenez Click Droit pour vous protéger.",
action = function( self )
if ( self:GetForce() < 1 ) then return end
self:SetForce( self:GetForce() - 0.1 )
self.Owner:SetNW2Float( "wOS.ForceAnim", CurTime() + 0.6 )
self:SetNextAttack( 0.3 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Lancée De Sabre",
icon = "T",
image = "wos/forceicons/throw.png",
cooldown = 0,
manualaim = false,
description = "Envoie votre sabre laser qui reviendra vers vous.",
action = function(self)
if self:GetForce() < 20 then return end
self:SetForce( self:GetForce() - 20 )
self:SetEnabled(false)
self:SetBladeLength(0)
self:SetNextAttack( 1 )
self:GetOwner():DrawWorldModel(false)
local ent = ents.Create("ent_lightsaber_thrown")
ent:SetModel(self:GetWorldModel())
ent:Spawn()
ent.CustomSettings = table.Copy( self.CustomSettings )
ent:SetBladeLength(self:GetMaxLength())
ent:SetMaxLength(self:GetMaxLength())
ent:SetBladeWidth( self:GetBladeWidth() )
ent:SetCrystalColor(self:GetCrystalColor())
ent:SetInnerColor( self:GetInnerColor() )
ent:SetDarkInner( self:GetDarkInner() )
ent:SetWorldModel( self:GetWorldModel() )
ent.SaberThrowDamage = self.SaberThrowDamage
local pos = self:GetSaberPosAng()
ent:SetPos(pos)
pos = pos + self.Owner:GetAimVector() * 750
ent:SetEndPos(pos)
ent:SetOwner(self.Owner)
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Soin De Force",
icon = "H",
image = "wos/forceicons/heal.png",
cooldown = 0,
target = 1,
manualaim = false,
description = "Soigne votre cible.",
action = function( self )
if ( self:GetForce() < 10 ) then return end
local foundents = 0
for k, v in pairs( self:SelectTargets( 1 ) ) do
if ( !IsValid( v ) ) then continue end
foundents = foundents + 1
local ed = EffectData()
ed:SetOrigin( self:GetSaberPosAng() )
ed:SetEntity( v )
util.Effect( "rb655_force_heal", ed, true, true )
v:SetHealth( math.Clamp( v:Health() + 25, 0, v:GetMaxHealth() ) )
end
if ( foundents > 0 ) then
self:SetForce( self:GetForce() - 3 )
local tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ]
if not tbl then
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ "Default" ].XPPerHeal
else
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ].XPPerHeal
end
self.Owner:AddSkillXP( tbl )
end
self.Owner:SetNW2Float( "wOS.ForceAnim", CurTime() + 0.5 )
self:SetNextAttack( 0.25 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Soin De Groupe",
icon = "GH",
image = "wos/forceicons/group_heal.png",
cooldown = 0,
manualaim = false,
description = "Soigne les personnes autour de vous et vous-même.",
action = function( self )
if ( self:GetForce() < 75 ) then return end
local players = 0
for _, ply in pairs( ents.FindInSphere( self.Owner:GetPos(), 200 ) ) do
if not IsValid( ply ) then continue end
if not ply:IsPlayer() then continue end
if not ply:Alive() then continue end
if players >= 8 then break end
ply:SetHealth( math.Clamp( ply:Health() + 500, 0, ply:GetMaxHealth() ) )
local ed = EffectData()
ed:SetOrigin( self:GetSaberPosAng() )
ed:SetEntity( ply )
util.Effect( "rb655_force_heal", ed, true, true )
players = players + 1
end
self.Owner:SetNW2Float( "wOS.ForceAnim", CurTime() + 0.6 )
self:SetForce( self:GetForce() - 75 )
local tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ]
if not tbl then
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ "Default" ].XPPerHeal
else
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ].XPPerHeal
end
self.Owner:AddSkillXP( tbl )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Invisibilité",
icon = "C",
image = "wos/forceicons/cloak.png",
cooldown = 0,
description = "Vous rend invisible pendant 15 secondes.",
action = function( self )
if ( self:GetForce() < 50 || !self.Owner:IsOnGround() ) then return end
if self:GetCloaking() then return end
self:SetForce( self:GetForce() - 50 )
self:SetNextAttack( 0.7 )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
self.CloakTime = CurTime() + 15
self.Owner:SetNoTarget( true )
local stean = self.Owner:SteamID64()
local ply = self.Owner
if timer.Exists( "ALCS_CLOAK_" .. stean ) then
timer.Destroy( "ALCS_CLOAK_" .. stean )
end
timer.Create( "ALCS_CLOAK_" .. stean, 0.5, 20, function()
if not IsValid( ply ) then
timer.Destroy( "ALCS_CLOAK_" .. stean )
end
if not IsValid( self ) or not ply:Alive() or self.CloakTime < CurTime() then
timer.Destroy( "ALCS_CLOAK_" .. stean )
ply:SetNoTarget( false )
end
ply:SetNoTarget( ply:GetActiveWeapon() == self )
end )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Réflexion de Force",
icon = "FR",
image = "wos/forceicons/reflect.png",
cooldown = 0,
description = "Renvoie toutes les attaques de votre adversaire",
action = function( self )
if ( self:GetForce() < 50 || !self.Owner:IsOnGround() ) then return end
if self.Owner:GetNW2Float( "ReflectTime", 0 ) >= CurTime() then return end
self:SetForce( self:GetForce() - 50 )
self:SetNextAttack( 0.7 )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
self.Owner:SetNW2Float( "ReflectTime", CurTime() + 2 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Rage",
icon = "RA",
image = "wos/forceicons/icefuse/adrenaline.png",
cooldown = 0,
description = "Augmente vos dégats en libérant votre rage",
action = function( self )
if ( self:GetForce() < 50 || !self.Owner:IsOnGround() ) then return end
if self.Owner:GetNW2Float( "RageTime", 0 ) >= CurTime() then return end
self:SetForce( self:GetForce() - 50 )
self:SetNextAttack( 0.7 )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
self.Owner:SetNW2Float( "RageTime", CurTime() + 10 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Frappe De l'Ombre",
icon = "SS",
distance = 30,
image = "wos/forceicons/cripple.png",
cooldown = 0,
target = 1,
manualaim = false,
description = "Assène un coup puissant en visant les points vitaux de l'ennemis tout en étant invisible",
action = function( self )
if !self:GetCloaking() then return end
local ent = self:SelectTargets( 1, 30 )[ 1 ]
if !IsValid( ent ) then self:SetNextAttack( 0.2 ) return end
if ( self:GetForce() < 50 ) then self:SetNextAttack( 0.2 ) return end
self.Owner:SetSequenceOverride("b_c3_t2", 1)
self:SetForce( self:GetForce() - 50 )
self.Owner:EmitSound( "lightsaber/saber_hit_laser" .. math.random( 1, 4 ) .. ".wav" )
self.Owner:AnimResetGestureSlot( GESTURE_SLOT_CUSTOM )
self.Owner:SetAnimation( PLAYER_ATTACK1 )
ent:TakeDamage( 500, self.Owner, self )
self.CloakTime = CurTime() + 0.5
self:SetNextAttack( 0.7 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Attraction De Force",
icon = "PL",
target = 1,
description = "Ramène la cible vers vous",
image = "wos/forceicons/pull.png",
cooldown = 0,
manualaim = false,
action = function( self )
if ( self:GetForce() < 20 ) then return end
local ent = self:SelectTargets( 1 )[ 1 ]
if not IsValid( ent ) then return end
self:PlayWeaponSound( "lightsaber/force_repulse.wav" )
local newpos = ( self.Owner:GetPos() - ent:GetPos() )
newpos = newpos / newpos:Length()
ent:SetVelocity( newpos*700 + Vector( 0, 0, 300 ) )
self:SetForce( self:GetForce() - 20 )
self.Owner:SetNW2Float( "wOS.ForceAnim", CurTime() + 0.3 )
self:SetNextAttack( 1.5 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Poussée De Force",
icon = "PH",
target = 1,
distance = 150,
description = "Pousse l'ennemis avec la Force",
image = "wos/forceicons/push.png",
cooldown = 0,
manualaim = false,
action = function( self )
if ( self:GetForce() < 20 ) then return end
local ent = self:SelectTargets( 1 )[ 1 ]
if not IsValid( ent ) then return end
self:PlayWeaponSound( "lightsaber/force_repulse.wav" )
local newpos = ( self.Owner:GetPos() - ent:GetPos() )
newpos = newpos / newpos:Length()
ent:SetVelocity( newpos*-700 + Vector( 0, 0, 300 ) )
self:SetForce( self:GetForce() - 20 )
self.Owner:SetNW2Float( "wOS.ForceAnim", CurTime() + 0.3 )
self:SetNextAttack( 1.5 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Frappe D'Éclair",
icon = "LS",
distance = 600,
image = "wos/forceicons/lightningstrike.png",
cooldown = 0,
target = 1,
manualaim = false,
description = "Une charge d'éclair concentrée puissante",
action = function( self )
local ent = self:SelectTargets( 1, 600 )[ 1 ]
if !IsValid( ent ) then self:SetNextAttack( 0.2 ) return end
if ( self:GetForce() < 20 ) then self:SetNextAttack( 0.2 ) return end
self:SetForce( self:GetForce() - 20 )
local ed = EffectData()
ed:SetOrigin( self:GetSaberPosAng() )
ed:SetEntity( ent )
util.Effect( "rb655_force_lighting", ed, true, true )
local dmg = DamageInfo()
dmg:SetAttacker( self.Owner || self )
dmg:SetInflictor( self.Owner || self )
dmg:SetDamage( 150 )
ent:TakeDamageInfo( dmg )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:EmitSound( Sound( "ambient/atmosphere/thunder1.wav" ) )
if ( !self.SoundLightning ) then
self.SoundLightning = CreateSound( self.Owner, "lightsaber/force_lightning" .. math.random( 1, 2 ) .. ".wav" )
self.SoundLightning:Play()
else
self.SoundLightning:Play()
end
local bullet = {}
bullet.Num = 1
bullet.Src = self.Owner:GetPos() + Vector( 0, 0, 10 )
bullet.Dir = ( ent:GetPos() - ( self.Owner:GetPos() + Vector( 0, 0, 10 ) ) )
bullet.Spread = 0
bullet.Tracer = 1
bullet.Force = 0
bullet.Damage = 0
bullet.AmmoType = "Pistol"
bullet.Entity = self.Owner
bullet.TracerName = "thor_thunder"
self:SetNextAttack( 2 )
self.Owner:FireBullets( bullet )
timer.Create( "test" .. self:EntIndex(), 0.2, 1, function() if ( self.SoundLightning ) then self.SoundLightning:Stop() self.SoundLightning = nil end end )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Invisibilté avancé",
icon = "AC",
image = "wos/forceicons/advanced_cloak.png",
cooldown = 0,
manualaim = false,
description = "Shrowd yourself with the force for 25 seconds",
action = function( self )
if ( self:GetForce() < 50 || !self.Owner:IsOnGround() ) then return end
if self:GetCloaking() then return end
self:SetForce( self:GetForce() - 50 )
self:SetNextAttack( 0.7 )
self:PlayWeaponSound( "lightsaber/force_leap.wav" )
self.CloakTime = CurTime() + 45
self.Owner:SetNoTarget( true )
local stean = self.Owner:SteamID64()
local ply = self.Owner
if timer.Exists( "ALCS_CLOAK_" .. stean ) then
timer.Destroy( "ALCS_CLOAK_" .. stean )
end
timer.Create( "ALCS_CLOAK_" .. stean, 0.5, 50, function()
if not IsValid( ply ) then
timer.Destroy( "ALCS_CLOAK_" .. stean )
end
if not IsValid( self ) or not ply:Alive() or self.CloakTime < CurTime() then
timer.Destroy( "ALCS_CLOAK_" .. stean )
ply:SetNoTarget( false )
end
ply:SetNoTarget( ply:GetActiveWeapon() == self )
end )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Éclair De Force",
icon = "L",
target = 1,
image = "wos/forceicons/lightning.png",
cooldown = 0,
manualaim = false,
description = "Torture les personnes et monstres à volonté.",
action = function( self )
if ( self:GetForce() < 1 ) then return end
local foundents = 0
for id, ent in pairs( self:SelectTargets( 1 ) ) do
if ( !IsValid( ent ) ) then continue end
foundents = foundents + 1
local ed = EffectData()
ed:SetOrigin( self:GetSaberPosAng() )
ed:SetEntity( ent )
util.Effect( "rb655_force_lighting", ed, true, true )
local dmg = DamageInfo()
dmg:SetAttacker( self.Owner || self )
dmg:SetInflictor( self.Owner || self )
dmg:SetDamage( 8 )
local wep = ent:GetActiveWeapon()
if IsValid( wep ) and wep.IsLightsaber and wep:GetBlocking() then
ent:EmitSound( "lightsaber/saber_hit_laser" .. math.random( 1, 4 ) .. ".wav" )
if wOS.ALCS.Config.EnableStamina then
wep:AddStamina( -5 )
else
wep:SetForce( wep:GetForce() - 1 )
end
ent:SetSequenceOverride( "h_block", 0.5 )
else
if ent:IsNPC() then dmg:SetDamage( 1.6 ) end
ent:TakeDamageInfo( dmg )
end
end
if ( foundents > 0 ) then
self:SetForce( self:GetForce() - foundents )
if ( !self.SoundLightning ) then
self.SoundLightning = CreateSound( self.Owner, "lightsaber/force_lightning" .. math.random( 1, 2 ) .. ".wav" )
self.SoundLightning:Play()
else
self.SoundLightning:Play()
end
timer.Create( "test" .. self:EntIndex(), 0.2, 1, function() if ( self.SoundLightning ) then self.SoundLightning:Stop() self.SoundLightning = nil end end )
end
self:SetNextAttack( 0.1 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Combustion De Force",
icon = "C",
target = 1,
description = "Enflamme les choses devant vous.",
image = "wos/forceicons/combust.png",
cooldown = 0,
manualaim = false,
action = function( self )
local ent = self:SelectTargets( 1 )[ 1 ]
if ( !IsValid( ent ) or ent:IsOnFire() ) then self:SetNextAttack( 0.2 ) return end
local time = math.Clamp( 512 / self.Owner:GetPos():Distance( ent:GetPos() ), 1, 16 )
local neededForce = math.ceil( math.Clamp( time * 2, 10, 32 ) )
if ( self:GetForce() < neededForce ) then self:SetNextAttack( 0.2 ) return end
ent:Ignite( time, 0 )
self:SetForce( self:GetForce() - neededForce )
self:SetNextAttack( 1 )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Répulsion De Force",
icon = "R",
image = "wos/forceicons/repulse.png",
description = "Maintenir pour une meilleur distance/dégats. Pousse tout ce qu'il y a autour de vous.",
think = function( self )
if ( self:GetNextSecondaryFire() > CurTime() ) then return end
if ( self:GetForce() < 1 ) then return end
if ( !self.Owner:KeyDown( IN_ATTACK2 ) && !self.Owner:KeyReleased( IN_ATTACK2 ) ) then return end
if ( !self._ForceRepulse && self:GetForce() < 16 ) then return end
if ( !self.Owner:KeyReleased( IN_ATTACK2 ) ) then
if ( !self._ForceRepulse ) then self:SetForce( self:GetForce() - 16 ) self._ForceRepulse = 1 end
if ( !self.NextForceEffect or self.NextForceEffect < CurTime() ) then
local ed = EffectData()
ed:SetOrigin( self.Owner:GetPos() + Vector( 0, 0, 36 ) )
ed:SetRadius( 128 * self._ForceRepulse )
util.Effect( "rb655_force_repulse_in", ed, true, true )
self.NextForceEffect = CurTime() + math.Clamp( self._ForceRepulse / 20, 0.1, 0.5 )
end
self._ForceRepulse = self._ForceRepulse + 0.025
self:SetForce( self:GetForce() - 0.5 )
if ( self:GetForce() > 0.99 ) then return end
else
if ( !self._ForceRepulse ) then return end
end
local maxdist = 128 * self._ForceRepulse
for i, e in pairs( ents.FindInSphere( self.Owner:GetPos(), maxdist ) ) do
if ( e == self.Owner ) then continue end
local dist = self.Owner:GetPos():Distance( e:GetPos() )
local mul = ( maxdist - dist ) / 256
local v = ( self.Owner:GetPos() - e:GetPos() ):GetNormalized()
v.z = 0
if ( e:IsNPC() && util.IsValidRagdoll( e:GetModel() or "" ) ) then
local dmg = DamageInfo()
dmg:SetDamagePosition( e:GetPos() + e:OBBCenter() )
dmg:SetDamage( 48 * mul )
dmg:SetDamageType( DMG_GENERIC )
if ( ( 1 - dist / maxdist ) > 0.8 ) then
dmg:SetDamageType( DMG_DISSOLVE )
dmg:SetDamage( e:Health() * 3 )
end
dmg:SetDamageForce( -v * math.min( mul * 40000, 80000 ) )
dmg:SetInflictor( self.Owner )
dmg:SetAttacker( self.Owner )
e:TakeDamageInfo( dmg )
if ( e:IsOnGround() ) then
e:SetVelocity( v * mul * -2048 + Vector( 0, 0, 64 ) )
elseif ( !e:IsOnGround() ) then
e:SetVelocity( v * mul * -1024 + Vector( 0, 0, 64 ) )
end
elseif ( e:IsPlayer() && e:IsOnGround() ) then
e:SetVelocity( v * mul * -2048 + Vector( 0, 0, 64 ) )
elseif ( e:IsPlayer() && !e:IsOnGround() ) then
e:SetVelocity( v * mul * -384 + Vector( 0, 0, 64 ) )
elseif ( e:GetPhysicsObjectCount() > 0 ) then
for i = 0, e:GetPhysicsObjectCount() - 1 do
e:GetPhysicsObjectNum( i ):ApplyForceCenter( v * mul * -512 * math.min( e:GetPhysicsObject():GetMass(), 256 ) + Vector( 0, 0, 64 ) )
end
end
end
local ed = EffectData()
ed:SetOrigin( self.Owner:GetPos() + Vector( 0, 0, 36 ) )
ed:SetRadius( maxdist )
util.Effect( "rb655_force_repulse_out", ed, true, true )
self._ForceRepulse = nil
self:SetNextAttack( 1 )
self:PlayWeaponSound( "lightsaber/force_repulse.wav" )
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Tempête De Force",
icon = "STR",
image = "wos/forceicons/storm.png",
cooldown = 0,
description = "Se charge pendant 2 secondes. Libère une tempête de Force sur vos ennemis.",
action = function( self )
if ( self:GetForce() < 100 ) then self:SetNextAttack( 0.2 ) return end
if self:GetAttackDelay() >= CurTime() then return end
self:SetForce( self:GetForce() - 100 )
self.Owner:EmitSound( Sound( "npc/strider/charging.wav" ) )
self:SetAttackDelay( CurTime() + 2 )
local tr = util.TraceLine( util.GetPlayerTrace( self.Owner ) )
local pos = tr.HitPos + Vector( 0, 0, 600 )
local pi = math.pi
local bullet = {}
bullet.Num = 1
bullet.Spread = 0
bullet.Tracer = 1
bullet.Force = 0
bullet.Damage = 500
bullet.AmmoType = "Pistol"
bullet.Entity = self.Owner
bullet.TracerName = "thor_storm"
timer.Simple( 2, function()
if not IsValid( self.Owner ) then return end
self.Owner:EmitSound( Sound( "ambient/atmosphere/thunder1.wav" ) )
bullet.Src = pos
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
timer.Simple( 0.1, function()
if not IsValid( self.Owner ) then return end
bullet.Src = pos + Vector( 65*math.sin( pi*2/5 ), 65*math.cos( pi*2/5 ), 0 )
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
end )
timer.Simple( 0.2, function()
if not IsValid( self.Owner ) then return end
bullet.Src = pos + Vector( 65*math.sin( pi*4/5 ), 65*math.cos( pi*4/5 ), 0 )
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
end )
timer.Simple( 0.3, function()
if not IsValid( self.Owner ) then return end
bullet.Src = pos + Vector( 65*math.sin( pi*6/5 ), 65*math.cos( pi*6/5 ), 0 )
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
end )
timer.Simple( 0.4, function()
if not IsValid( self.Owner ) then return end
bullet.Src = pos + Vector( 65*math.sin( pi*8/5 ), 65*math.cos( pi*8/5 ), 0 )
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
end )
timer.Simple( 0.5, function()
if not IsValid( self.Owner ) then return end
bullet.Src = pos + Vector( 65*math.sin( 2*pi ), 65*math.cos( 2*pi ), 0 )
bullet.Dir = Vector( 0, 0, -1 )
self.Owner:EmitSound( Sound( "npc/strider/fire.wav" ) )
self.Owner:FireBullets( bullet )
end )
end )
return true
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Méditation",
icon = "M",
image = "wos/forceicons/meditate.png",
description = "Relaxez-vous pour vous soigner et afin de déployer une grande puissance.",
think = function( self )
if self.MeditateCooldown and self.MeditateCooldown >= CurTime() then return end
if ( self.Owner:KeyDown( IN_ATTACK2 ) ) and !self:GetEnabled() and self.Owner:OnGround() then
self._ForceMeditating = true
else
self._ForceMeditating = false
end
if self._ForceMeditating then
self:SetMeditateMode( 1 )
if not self._NextMeditateHeal then self._NextMeditateHeal = 0 end
if self._NextMeditateHeal < CurTime() then
self.Owner:SetHealth( math.min( self.Owner:Health() + ( self.Owner:GetMaxHealth()*0.01 ), self.Owner:GetMaxHealth() ) )
if #self.DevestatorList > 0 then
self:SetDevEnergy( self:GetDevEnergy() + self.DevCharge )
end
local tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ]
if not tbl then
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ "Default" ].Meditation
else
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ].Meditation
end
self.Owner:AddSkillXP( tbl )
self._NextMeditateHeal = CurTime() + 3
end
self.Owner:SetLocalVelocity(Vector(0, 0, 0))
self.Owner:SetMoveType(MOVETYPE_NONE)
else
self:SetMeditateMode( 0 )
if self:GetMoveType() != MOVETYPE_WALK and self.Owner:GetNW2Float( "wOS.DevestatorTime", 0 ) < CurTime() then
self.Owner:SetMoveType(MOVETYPE_WALK)
end
end
if self.Owner:KeyReleased( IN_ATTACK2 ) then
self.MeditateCooldown = CurTime() + 3
end
end
})
wOS.ForcePowers:RegisterNewPower({
name = "Canalisation",
icon = "HT",
image = "wos/forceicons/channel_hatred.png",
description = "Concentrez votre haine pour vous soigner et emmagasinez là afin de déployer une grande puissance",
think = function( self )
if self.ChannelCooldown and self.ChannelCooldown >= CurTime() then return end
if ( self.Owner:KeyDown( IN_ATTACK2 ) ) and !self:GetEnabled() and self.Owner:OnGround() then
self._ForceChanneling = true
else
self._ForceChanneling = false
end
if self.Owner:KeyReleased( IN_ATTACK2 ) then
self.ChannelCooldown = CurTime() + 3
end
if self._ForceChanneling then
if not self._NextChannelHeal then self._NextChannelHeal = 0 end
self:SetMeditateMode( 2 )
if self._NextChannelHeal < CurTime() then
self.Owner:SetHealth( math.min( self.Owner:Health() + ( self.Owner:GetMaxHealth()*0.01 ), self.Owner:GetMaxHealth() ) )
if #self.DevestatorList > 0 then
self:SetDevEnergy( self:GetDevEnergy() + self.DevCharge )
end
local tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ]
if not tbl then
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ "Default" ].Meditation
else
tbl = wOS.ALCS.Config.Skills.ExperienceTable[ self.Owner:GetUserGroup() ].Meditation
end
self.Owner:AddSkillXP( tbl )
self._NextChannelHeal = CurTime() + 3
end
self.Owner:SetLocalVelocity(Vector(0, 0, 0))
self.Owner:SetMoveType(MOVETYPE_NONE)
if ( !self.SoundChanneling ) then
self.SoundChanneling = CreateSound( self.Owner, "ambient/levels/citadel/field_loop1.wav" )
self.SoundChanneling:Play()
else
self.SoundChanneling:Play()
end
timer.Create( "test" .. self:EntIndex(), 0.2, 1, function() if ( self.SoundChanneling ) then self.SoundChanneling:Stop() self.SoundChanneling = nil end end )
else
self:SetMeditateMode( 0 )
if self:GetMoveType() != MOVETYPE_WALK and self.Owner:GetNW2Float( "wOS.DevestatorTime", 0 ) < CurTime() then
self.Owner:SetMoveType(MOVETYPE_WALK)
end
end
if self.Owner:KeyReleased( IN_ATTACK2 ) then
self.ChannelCooldown = CurTime() + 3
end
end
})
|
--[[
BLACK TEA ICON LIBRARY FOR NUTSCRIPT 1.1
The MIT License (MIT)
Copyright (c) 2017, Kyu Yeon Lee(Black Tea Za rebel1324)
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 thispermission 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.
TL;DR: https://tldrlegal.com/license/mit-license
OK -
Commercial Use
Modify
Distribute
Sublicense
Private Use
NOT OK -
Hold Liable
MUST -
Include Copyright
Include License
]]--
--[[
Default Tables.
]]--
ikon = ikon or {}
ikon.cache = ikon.cache or {}
ikon.requestList = ikon.requestList or {}
ikon.dev = false
ikon.maxSize = 8 -- 8x8 (512^2) is max icon size.
IKON_BUSY = 1
IKON_PROCESSING = 0
IKON_SOMETHINGWRONG = -1
local schemaName = schemaName or (Schema and Schema.folder)
--[[
Initialize hooks and RT Screens.
returns nothing
]]--
function ikon:init()
if (self.dev) then
hook.Add("HUDPaint", "ikon_dev2", ikon.showResult)
else
hook.Remove("HUDPaint", "ikon_dev2")
end
--[[
Being good at gmod is knowing all of stinky hacks
- Black Tea (2017)
]]--
ikon.haloAdd = ikon.haloAdd or halo.Add
function halo.Add(...)
if (ikon.rendering != true) then
ikon.haloAdd(...)
end
end
ikon.haloRender = ikon.haloRender or halo.Render
function halo.Render(...)
if (ikon.rendering != true) then
ikon.haloRender(...)
end
end
file.CreateDir("helix/icons")
file.CreateDir("helix/icons/" .. schemaName)
end
--[[
IKON Library Essential Material/Texture Declare
]]--
local TEXTURE_FLAGS_CLAMP_S = 0x0004
local TEXTURE_FLAGS_CLAMP_T = 0x0008
ikon.max = ikon.maxSize * 64
ikon.RT = GetRenderTargetEx("ixIconRendered",
ikon.max,
ikon.max,
RT_SIZE_NO_CHANGE,
MATERIAL_RT_DEPTH_SHARED,
bit.bor(TEXTURE_FLAGS_CLAMP_S, TEXTURE_FLAGS_CLAMP_T),
CREATERENDERTARGETFLAGS_UNFILTERABLE_OK,
IMAGE_FORMAT_RGBA8888
)
local tex_effect = GetRenderTarget("ixIconRenderedOutline", ikon.max, ikon.max)
local mat_outline = CreateMaterial("ixIconRenderedTemp", "UnlitGeneric", {
["$basetexture"] = tex_effect:GetName(),
["$translucent"] = 1
})
local lightPositions = {
BOX_TOP = Color(255, 255, 255),
BOX_FRONT = Color(255, 255, 255),
}
function ikon:renderHook()
local entity = ikon.renderEntity
if (halo.RenderedEntity() == entity) then
return
end
local w, h = ikon.curWidth * 64, ikon.curHeight * 64
local x, y = 0, 0
local tab
if (ikon.info) then
tab = {
origin = ikon.info.pos,
angles = ikon.info.ang,
fov = ikon.info.fov,
outline = ikon.info.outline,
outCol = ikon.info.outlineColor
}
if (!tab.origin and !tab.angles and !tab.fov) then
table.Merge(tab, PositionSpawnIcon(entity, entity:GetPos(), true))
end
else
tab = PositionSpawnIcon(entity, entity:GetPos(), true)
end
-- Taking MDave's Tip
xpcall(function()
render.OverrideAlphaWriteEnable(true, true) -- some playermodel eyeballs will not render without this
render.SetWriteDepthToDestAlpha(false)
render.OverrideBlend(true, BLEND_ONE, BLEND_ONE, BLENDFUNC_ADD, BLEND_ONE, BLEND_ONE, BLENDFUNC_ADD)
render.SuppressEngineLighting(true)
render.Clear(0, 0, 0, 0, true, true)
render.SetLightingOrigin(vector_origin)
render.ResetModelLighting(200 / 255, 200 / 255, 200 / 255)
render.SetColorModulation(1, 1, 1)
for i = 0, 6 do
local col = lightPositions[i]
if (col) then
render.SetModelLighting(i, col.r / 255, col.g / 255, col.b / 255)
end
end
if (tab.outline) then
ix.util.ResetStencilValues()
render.SetStencilEnable(true)
render.SetStencilWriteMask(137) -- yeah random number to avoid confliction
render.SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_ALWAYS)
render.SetStencilPassOperation(STENCILOPERATION_REPLACE)
render.SetStencilFailOperation(STENCILOPERATION_REPLACE)
end
--[[
Add more effects on the Models!
]]--
if (ikon.info and ikon.info.drawHook) then
ikon.info.drawHook(entity)
end
cam.Start3D(tab.origin, tab.angles, tab.fov, 0, 0, w, h)
render.SetBlend(1)
entity:DrawModel()
cam.End3D()
if (tab.outline) then
render.PushRenderTarget(tex_effect)
render.Clear(0, 0, 0, 0)
render.ClearDepth()
cam.Start2D()
cam.Start3D(tab.origin, tab.angles, tab.fov, 0, 0, w, h)
render.SetBlend(0)
entity:DrawModel()
render.SetStencilWriteMask(138) -- could you please?
render.SetStencilTestMask(1)
render.SetStencilReferenceValue(1)
render.SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_EQUAL)
render.SetStencilPassOperation(STENCILOPERATION_KEEP)
render.SetStencilFailOperation(STENCILOPERATION_KEEP)
cam.Start2D()
surface.SetDrawColor(tab.outCol or color_white)
surface.DrawRect(0, 0, ScrW(), ScrH())
cam.End2D()
cam.End3D()
cam.End2D()
render.PopRenderTarget()
render.SetBlend(1)
render.SetStencilCompareFunction(STENCILCOMPARISONFUNCTION_NOTEQUAL)
--[[
Thanks for Noiwex
NxServ.eu
]]--
cam.Start2D()
surface.SetMaterial(mat_outline)
surface.DrawTexturedRectUV(-2, 0, w, h, 0, 0, w / ikon.max, h / ikon.max)
surface.DrawTexturedRectUV(2, 0, w, h, 0, 0, w / ikon.max, h / ikon.max)
surface.DrawTexturedRectUV(0, 2, w, h, 0, 0, w / ikon.max, h / ikon.max)
surface.DrawTexturedRectUV(0, -2, w, h, 0, 0, w / ikon.max, h / ikon.max)
cam.End2D()
render.SetStencilEnable(false)
end
render.SuppressEngineLighting(false)
render.SetWriteDepthToDestAlpha(true)
render.OverrideAlphaWriteEnable(false)
end, function(message)
print(message)
end)
end
function ikon:showResult()
local x, y = ScrW() / 2, ScrH() / 2
local w, h = ikon.curWidth * 64, ikon.curHeight * 64
surface.SetDrawColor(255, 255, 255, 255)
surface.DrawOutlinedRect(x, 0, w, h)
surface.SetMaterial(mat_outline)
surface.DrawTexturedRect(x, 0, w, h)
end
--[[
Renders the Icon with given arguments.
returns nothing
]]--
function ikon:renderIcon(name, w, h, mdl, material, camInfo, updateCache)
if (#ikon.requestList > 0) then return IKON_BUSY end
if (ikon.requestList[name]) then return IKON_PROCESSING end
if (!w or !h or !mdl) then return IKON_SOMETHINGWRONG end
local capturedIcon
ikon.curWidth = w or 1
ikon.curHeight = h or 1
ikon.renderModel = mdl
ikon.renderMaterial = material or ""
if (camInfo) then
ikon.info = camInfo
end
local w, h = ikon.curWidth * 64, ikon.curHeight * 64
local sw, sh = ScrW(), ScrH()
if (ikon.renderModel) then
if (!IsValid(ikon.renderEntity)) then
ikon.renderEntity = ClientsideModel(ikon.renderModel, RENDERGROUP_BOTH)
ikon.renderEntity:SetNoDraw(true)
end
end
ikon.renderEntity:SetModel(ikon.renderModel)
ikon.renderEntity:SetMaterial(ikon.renderMaterial)
local bone = ikon.renderEntity:LookupBone("ValveBiped.Bip01_Head1")
if (bone) then
ikon.renderEntity:SetEyeTarget(ikon.renderEntity:GetBonePosition(bone) + ikon.renderEntity:GetForward() * 32)
end
local oldRT = render.GetRenderTarget()
render.PushRenderTarget(ikon.RT)
ikon.rendering = true
ikon:renderHook()
ikon.rendering = nil
capturedIcon = render.Capture({
format = "png",
alpha = true,
x = 0,
y = 0,
w = w,
h = h
})
file.Write("helix/icons/" .. schemaName .. "/" .. name .. ".png", capturedIcon)
ikon.info = nil
render.PopRenderTarget()
if (updateCache) then
local materialID = tostring(os.time())
file.Write(materialID .. ".png", capturedIcon)
timer.Simple(0, function()
local material = Material("../data/".. materialID ..".png")
ikon.cache[name] = material
file.Delete(materialID .. ".png")
end)
end
ikon.requestList[name] = nil
return true
end
--[[
Gets rendered icon with given unique name.
returns IMaterial
]]--
function ikon:GetIcon(name)
if (ikon.cache[name]) then
return ikon.cache[name] -- yeah return cache
end
if (file.Exists("helix/icons/" .. schemaName .. "/" .. name .. ".png", "DATA")) then
ikon.cache[name] = Material("../data/helix/icons/" .. schemaName .. "/".. name ..".png")
return ikon.cache[name] -- yeah return cache
else
return false -- retryd
end
end
concommand.Add("ix_flushicon", function()
local root = "helix/icons/" .. schemaName
for _, v in pairs(file.Find(root .. "/*.png", "DATA")) do
file.Delete(root .. "/" .. v)
end
ikon.cache = {}
end)
hook.Add("InitializedSchema", "updatePath", function()
schemaName = Schema.folder
ikon:init()
end)
if (schemaName) then
ikon:init()
end |
package.path = package.path .. ";data/scripts/lib/?.lua"
package.path = package.path .. ";data/scripts/systems/?.lua"
include("basesystem")
include("stringutility")
include("randomext")
include("utility")
include("callable")
local Azimuth = include("azimuthlib-basic")
if not Azimuth then return end
local Log, config
-- optimization so that energy requirement doesn't have to be read every frame
FixedEnergyRequirement = true
--data
local seed, rarity, permanent
local isScanning = false
local scanningProgress = 0
local playerList
local foundPlayers = {}
local additionalEnergyUsage = 0
local myRandom = Random(Seed(appTimeMs()))
local origProductionRate = 0
--UI
local uiInitialized = false
local window
local nameList = {}
local coordList = {}
local labelcontent = {}
local scanButton
local progressBar
local oldLabelList = {}
local fakeUpdateCounter = 0
local old_initialize = initialize
function initialize(seed, rarity, permanent_in)
old_initialize(seed, rarity, permanent_in)
-- load config
local configOptions = {
_version = {default = "1.2", comment = "Config version. Don't touch"},
LogLevel = {default = 2, min = 0, max = 4, format = "floor", comment = "0 - Disable, 1 - Errors, 2 - Warnings, 3 - Info, 4 - Debug."}
}
if onClient() then
configOptions["UIRows"] = {default = 15, min = 1, max = 100, format = "floor", comment = "Amount of UI rows for displaying players."}
else
configOptions["GeneratedEnergyDebuff"] = {default = 0.5, min = 0, max = 1, comment = "Reduce energy generation while scanning. 1 to disable."}
configOptions["ShieldDurabilityDebuff"] = {default = 0.5, min = 0, max = 1, comment = "Reduce shield current durability when scanning starts. 1 to disable."}
configOptions["HyperspaceCooldownDebuff"] = {default = 50, min = 0, format = "floor", comment = "Apply hyperspace cooldown when scanning starts. 0 to disable."}
configOptions["ScanningTime"] = {default = 25, min = 1, max = 100, comment = "How long in seconds scanning will take."}
configOptions["PVPZoneRange"] = {default = -1, min = -1, comment = "System only detects players in PVP area. Here you can specify PVP area radius from center of galaxy. -1 means that system can detect players anywhere."}
configOptions["UpgradeWeight"] = {default = 0.5, min = 0, max = 1000, comment = "Relative chance of getting this upgrade from 0.0 to 1000."}
end
local isModified
config, isModified = Azimuth.loadConfig("PVPScanner", configOptions)
if isModified then
Azimuth.saveConfig("PVPScanner", config, configOptions)
end
Log = Azimuth.logs("PVPScanner", config.LogLevel)
-- If scanner was started and then the game was closed or sector was unloaded, we'll need to remove energy production debuff
if onServer() then
restoreProductionRate()
end
end
function onInstalled(pSeed, pRarity, pPermanent)
seed, rarity, permanent = pSeed, pRarity, pPermanent
if onServer() then
-- When user get moved in other sector while scanning, search MUST be stopped
Entity():registerCallback("onJump", "stopScanning")
else
-- Just update the button tooltip
if scanButton then
scanButton.tooltip = string.format("Scan up to %i sectors away."%_t, getPlayerScannerRange(seed, rarity, permanent))
end
end
end
function onUninstalled(seed, rarity, permanent)
if onServer() and isScanning then
restoreProductionRate()
end
end
function interactionPossible(playerIndex, option)
return Player(playerIndex).craft.index == Entity().index
end
-- create all required UI elements for the client side
function initUI()
-- UI should be created immediately, we can update button tooltip later
local res = getResolution()
local size = vec2(800, 600)
local menu = ScriptUI()
window = menu:createWindow(Rect(res * 0.5 - size * 0.5, res * 0.5 + size * 0.5))
menu:registerWindow(window, "Scan for players"%_t)
window.caption = "Player Scanner"%_t
window.showCloseButton = 1
window.moveable = 1
local size = window.size
local scanButtonSize = 200
local y = 20
local buttonRect = Rect(size.x / 2 - scanButtonSize / 2 - 15, y, size.x / 2 + scanButtonSize / 2 - 15, y + 35)
scanButton = window:createButton(buttonRect, "Start Scanning"%_t, "onStartScanning")
if seed then
scanButton.tooltip = string.format("Scan up to %i sectors away."%_t, getPlayerScannerRange(seed, rarity, permanent))
end
y = y + 45
local rect = Rect(size.x / 2 - scanButtonSize - 15, size.y - 20 - 25, size.x / 2 + scanButtonSize - 15, size.y - 20)
progressBar = window:createNumbersBar(rect)
progressBar:setRange(0, 1) -- Receive ScanningTime later from server
uiInitialized = true
-- Create player rows
local nameLabelSizeX = 400
local coordLabelSize = 150
local oldnameLabel, nameLabel, coordLabel
for i = 1, config.UIRows do
oldnameLabel = window:createLabel(vec2(10, y+1), "", 15)
oldnameLabel.color = ColorARGB(0.9, 0.1, 0.5, 0.1)
oldnameLabel.size = vec2(nameLabelSizeX, 25)
oldnameLabel.wordBreak = false
nameLabel = window:createLabel(vec2(10, y), "", 15)
nameLabel.color = ColorARGB(1.0, 0.1, 0.8, 0.1)
nameLabel.size = vec2(nameLabelSizeX, 25)
nameLabel.caption = ""
nameLabel.wordBreak = false
coordLabel = window:createLabel(vec2(nameLabelSizeX + 10 + 20, y), "", 15)
coordLabel.tooltip = nil
coordLabel.mouseDownFunction = ""
coordLabel.size = vec2(coordLabelSize, 25)
coordLabel.mouseDownFunction = "onCoordClicked"
oldLabelList[#oldLabelList+1] = oldnameLabel
nameList[#nameList+1] = nameLabel
coordList[#coordList+1] = coordLabel
y = y + 35
end
end
function getName(seed, rarity)
return "Player Scanner"%_t
end
function getIcon(seed, rarity)
return "data/textures/icons/aggressive.png"
end
function getEnergy(seed, rarity, permanent)
math.randomseed(seed)
local scannerRange = getPlayerScannerRange(seed, rarity, permanent)
local energy = scannerRange * 1e8 + scannerRange * 1e6 * (math.random() + 0.5)
return energy * 4.5 ^ rarity.value + additionalEnergyUsage
end
function getPrice(seed, rarity)
math.randomseed(seed)
local scannerRange = getPlayerScannerRange(seed, rarity, false)
local price = scannerRange * 1e4 + scannerRange * 1e4 * (math.random() + 0.5)
return price * 2.5 ^ rarity.value
end
function getPlayerBonusScannerRange(seed, rarity, permanent)
if not permanent then return 0 end
math.randomseed(seed)
local range = math.floor((3 * rarity.value + 2 + math.random() * 3) / 2)
if range < 0 then
range = 0
end
return range
end
function getPlayerScannerRange(seed, rarity, permanent)
math.randomseed(seed)
local range = 3 * rarity.value + 3 + math.floor(math.random() * 2.5 + 0.5)
if range <= 0 then
range = 1
end
return range + getPlayerBonusScannerRange(seed, rarity, permanent)
end
function getTooltipLines(seed, rarity, permanent)
local texts = {}
local bonuses = {}
table.insert(texts, {ltext = "Player scanning range"%_t, rtext = getPlayerScannerRange(seed, rarity, permanent), icon = "data/textures/icons/rss.png", boosted = permanent})
table.insert(bonuses, {ltext = "Player scanning range"%_t, rtext = "+"..getPlayerBonusScannerRange(seed, rarity, true), icon = "data/textures/icons/rss.png"})
return texts, bonuses
end
function getDescriptionLines(seed, rarity, permanent)
return
{
{ltext = "Adds a scanner for Players."%_t, rtext = "", icon = ""}
}
end
-- Reduce update rate. We don't want to kill server performance
if onClient() then
function getUpdateInterval()
return 0.25
end
else -- onServer
function getUpdateInterval()
return 1
end
end
-- Moving name and coordinates 'decoding' to the serverside, otherwise it's super easy to cheat
function updateServer(timestep)
if not isScanning then return end
-- scan lasts longer when there is not enough energy
local energySystem = EnergySystem()
local step = timestep
if energySystem.consumableEnergy == 0 then
-- multiplier value depending on energy: 0.05 - 1
local multiplier = math.max(1 - ((energySystem.requiredEnergy - energySystem.productionRate) / (origProductionRate * 0.5)), 0.05)
multiplier = math.min(multiplier, 1)
step = timestep * multiplier
end
scanningProgress = scanningProgress + step
if scanningProgress >= config.ScanningTime then
-- stop scanning
stopScanning()
scanningProgress = config.ScanningTime
end
local percProgress = scanningProgress / config.ScanningTime
local foundIndex, dX, dY
if playerList then
for i, playerData in ipairs(playerList) do
if playerList[i].foundIndex then
foundIndex = playerList[i].foundIndex
foundPlayers[foundIndex].name = getRandomName(playerData.name, foundPlayers[foundIndex].name, percProgress)
dX, dY = getRandomCoord(playerData.x, playerData.y, foundPlayers[foundIndex].x, foundPlayers[foundIndex].y, percProgress)
foundPlayers[foundIndex].x = dX
foundPlayers[foundIndex].y = dY
foundPlayers[foundIndex].correct = (dX == playerData.x and dY == playerData.y)
foundPlayers[foundIndex].correctName = foundPlayers[foundIndex].name == playerData.name
Log.Debug("updateServer - decode: %s (%i:%i)", foundPlayers[foundIndex].name, dX, dY)
elseif findPlayer(i, percProgress) then
foundPlayers[#foundPlayers+1] = {}
playerList[i].foundIndex = #foundPlayers
foundIndex = playerList[i].foundIndex
foundPlayers[foundIndex].name = getRandomName(playerData.name, nil, percProgress)
dX, dY = getRandomCoord(playerData.x, playerData.y, nil, nil, percProgress)
foundPlayers[foundIndex].x = dX
foundPlayers[foundIndex].y = dY
foundPlayers[foundIndex].correct = (dX == playerData.x and dY == playerData.y)
foundPlayers[foundIndex].correctName = foundPlayers[foundIndex].name == playerData.name
Player(playerData.index):sendChatMessage("", 2, "Another ship located your position!"%_t)
Log.Debug("updateServer - register: %s (%i:%i)", foundPlayers[foundIndex].name, dX, dY)
end
end
end
if percProgress >= 1 then
-- notify ship pilots on finish
for _, playerId in pairs({Entity():getPilotIndices()}) do
invokeClientFunction(Player(playerId), "receivePlayersInRange", foundPlayers, scanningProgress, config.ScanningTime, origProductionRate)
end
end
end
-- Moving name and coordinates 'decoding' to the serverside, otherwise it's super easy to cheat
function updateClient(timestep)
if Player().craft.index ~= Entity().index then return end
if not isScanning then return end
-- request decoded data
if fakeUpdateCounter == 0 then
invokeServerFunction("getPlayersInRange")
else -- perform fake updates between real ones to make 'decoding' look smoother
fakeUpdate(timestep)
end
fakeUpdateCounter = fakeUpdateCounter + timestep
if fakeUpdateCounter >= 1 then
fakeUpdateCounter = 0
end
end
function fakeUpdate(timestep)
local energySystem = EnergySystem()
local step = timestep
if energySystem.consumableEnergy == 0 then
-- multiplier value depending on energy: 0.05 - 1
local multiplier = math.max(1 - ((energySystem.requiredEnergy - energySystem.productionRate) / (origProductionRate * 0.5)), 0.05)
multiplier = math.min(multiplier, 1)
step = timestep * multiplier
end
scanningProgress = scanningProgress + step
local percProgress = scanningProgress / config.ScanningTime
Log.Debug("Fake update")
-- update UI
progressBar:clear()
progressBar:setRange(0, config.ScanningTime)
progressBar:addEntry(scanningProgress, string.format("Progress: %i%%"%_t, round(percProgress * 100, 2)), ColorARGB(0.9, 1 - percProgress, percProgress, 0.1))
if foundPlayers then
local oldnameLabel, nameLabel, coordLabel, pseudoName, playerName, pseudoX, pseudoY, dX, dY
for i, playerData in ipairs(foundPlayers) do
local coordIndex = coordList[i].index
oldnameLabel = oldLabelList[i]
nameLabel = nameList[i]
coordLabel = coordList[i]
if playerData.correctName then
playerName = playerData.name
oldnameLabel.caption = ""
else
playerName = getRandomName(playerData.name, nil, 0.7 + percProgress / 5)
oldnameLabel.caption = playerData.name
end
nameLabel.caption = playerData.name
if playerData.correct then -- no need to make everything complicated if RNG found the coordinates already
dX, dY = playerData.x, playerData.y
coordLabel.color = ColorRGB(0.3, 0.9, 0.1)
else
dX, dY = getRandomCoord(playerData.x, playerData.y, nil, nil, 0.7 + percProgress / 5)
coordLabel.color = ColorRGB(1.0, 1.0, 1.0)
end
coordLabel.caption = "("..dX..":"..dY..")"
coordLabel.tooltip = string.format("Click to show %s on Galaxy Map"%_t, playerName)
if labelcontent[coordIndex] then
labelcontent[coordIndex].x = dX
labelcontent[coordIndex].y = dY
end
oldnameLabel.visible = true
nameLabel.visible = true
coordLabel.visible = true
end
-- hide other rows
for i = #foundPlayers+1, config.UIRows do
oldLabelList[i].visible = false
nameList[i].visible = false
coordList[i].visible = false
end
end
end
function findPlayer(i, percProgress)
return myRandom:getFloat(0.0, 1.0)-0.7 > (0.5-percProgress)
end
function getRandomCoord(pX, pY, lastX, lastY, percProgress)
lastX = lastX or myRandom:getInt(-500,500)
lastY = lastY or myRandom:getInt(-500,500)
local x, y
if percProgress > 0.2 then
if pX ~= lastX then
local dist = math.min(50, math.sqrt(pX^2 - lastX^2))
dist = dist * (1 - percProgress)
x = myRandom:getInt(pX - dist, pX + dist)
else
x = pX
end
if pY ~= lastY then
local dist = math.min(50, math.sqrt(pY^2-lastY^2))
dist = dist * (1 - percProgress)
y = myRandom:getInt(pY - dist, pY + dist)
else
y = pY
end
else
x,y = myRandom:getInt(-500,500), myRandom:getInt(-500,500)
end
return x, y
end
function getRandomName(name, lastName, percProgress)
if percProgress >= 1.0 then
return name
end
lastName = lastName or ""
local newName = ""
for i=1, 25 do
if percProgress > 0.2 then
local nameChar = name:byte(i) or 32 -- " "
local lastNameChar = lastName:byte(i) or myRandom:getInt(48,57)
if lastNameChar ~= nameChar then
if percProgress + myRandom:getFloat(0.0, 0.4) >= 1 then
newName = newName..string.char(nameChar)
else
local char = myRandom:getInt(48,57)
newName = newName..string.char(char)
end
else
newName = newName..string.char(nameChar)
end
end
end
return newName
end
function restoreProductionRate()
local entity = Entity()
local scannerDebuffKey = entity:getValue("pvpScannerDebuff")
if scannerDebuffKey then
removeBonus(scannerDebuffKey)
entity:setValue("pvpScannerDebuff") -- remove value
end
end
function startScanning()
Log.Debug("startScanning")
if isScanning then return end
if onServer() then
local player = Player(callingPlayer)
local entity = Entity()
if player.craft.index ~= entity.index then return end
-- Apply debuffs
-- Modifying productionRate directly is a bad idea. Let's use multiplier. We still need origProductionRate for calculations
local energySystem = EnergySystem()
origProductionRate = energySystem.productionRate
if config.GeneratedEnergyDebuff < 1 then
local scannerDebuffKey = addMultiplier(StatsBonuses.GeneratedEnergy, config.GeneratedEnergyDebuff)
entity:setValue("pvpScannerDebuff", scannerDebuffKey)
end
-- Apply debuffs immediately
local entity = Entity()
if entity.shieldDurability and config.ShieldDurabilityDebuff < 1 then
local damage = entity.shieldDurability * config.ShieldDurabilityDebuff
entity:damageShield(damage, entity.translationf, player.craftIndex)
end
if config.HyperspaceCooldownDebuff > 0 then
entity.hyperspaceCooldown = math.max(entity.hyperspaceCooldown, config.HyperspaceCooldownDebuff)
end
-- find players
scanningProgress = 0
foundPlayers = {}
playerList = {}
local onlineplayers = {Server():getOnlinePlayers()}
local range = getPlayerScannerRange(seed, rarity, permanent)
local playerposX, playerposY = Sector():getCoordinates()
local pX, pY, dist, distToCore
for _, player in pairs(onlineplayers) do
if player then
pX, pY = player:getSectorCoordinates()
if not (pX == playerposX and pY == playerposY) then -- Exclude players in current sector
dist = math.sqrt((playerposX - pX)^2 + (playerposY - pY)^2)
distToCore = length(vec2(pX, pY))
-- Show only players in the module range
if dist <= range and (config.PVPZoneRange < 0 or distToCore <= config.PVPZoneRange) then
playerList[#playerList+1] = {index = player.index, name = player.name, x = pX, y = pY}
end
end
end
end
broadcastInvokeClientFunction("onStartScanning", nil, true) -- sync UI
end
myRandom = Random(Seed(appTimeMs()))
isScanning = true
fakeUpdateCounter = 0
end
callable(nil, "startScanning")
function stopScanning(broadcast)
Log.Debug("stopScanning")
if not isScanning then return end
if onServer() then
-- Never trust client
if not callingPlayer or Player(callingPlayer).craft.index == Entity().index then
callingPlayer = nil
restoreProductionRate()
broadcastInvokeClientFunction("onStopScanning", nil, true) -- sync UI
end
end
isScanning = false
end
callable(nil, "stopScanning")
function onStartScanning(button, isInvoked)
Log.Debug("onStartScanning")
-- This function may be executed when already scanning. This should be skipped.
if not isScanning then
if scanButton then
scanButton.onPressedFunction = "onStopScanning"
scanButton.caption = "Stop Scanning"%_t
progressBar:clear()
end
scanningProgress = 0
foundPlayers = {}
startScanning()
if not isInvoked then
invokeServerFunction("startScanning")
end
-- Clear old data
labelcontent = {}
end
end
function onStopScanning(button, isInvoked)
Log.Debug("onStopScanning")
if scanButton then
scanButton.onPressedFunction = "onStartScanning"
scanButton.caption = "Start Scanning"%_t
end
stopScanning()
if not isInvoked then
invokeServerFunction("stopScanning")
end
end
function getPlayersInRange() -- Now this function will be called every second by client and will send 'decoded' data
if not isScanning then return end
local player = Player(callingPlayer)
if player.craft.index ~= Entity().index then return end
invokeClientFunction(player, "receivePlayersInRange", foundPlayers, scanningProgress, config.ScanningTime, origProductionRate)
end
callable(nil, "getPlayersInRange")
-- Now we're using this function to process 'decoded' data every second
function receivePlayersInRange(decodedPlayers, scanProgress, scanTime, origProduction)
foundPlayers = decodedPlayers
scanningProgress = scanProgress
config.ScanningTime = scanTime
origProductionRate = origProduction
-- update UI
local percProgress = scanningProgress / config.ScanningTime
progressBar:clear()
progressBar:setRange(0, config.ScanningTime)
progressBar:addEntry(scanningProgress, string.format("Progress: %i%%"%_t, round(percProgress * 100, 2)), ColorARGB(0.9, 1 - percProgress, percProgress, 0.1))
Log.Debug("Real update")
if foundPlayers then
local oldnameLabel, nameLabel, coordLabel
for i, playerData in ipairs(foundPlayers) do
local coordIndex = coordList[i].index
oldnameLabel = oldLabelList[i]
nameLabel = nameList[i]
coordLabel = coordList[i]
if percProgress < 1 and labelcontent[coordIndex] then
oldnameLabel.caption = labelcontent[coordIndex].name
end
if percProgress >= 1 or playerData.correctName then
oldnameLabel.caption = ""
end
nameLabel.caption = playerData.name
coordLabel.caption = "("..playerData.x..":"..playerData.y..")"
coordLabel.tooltip = string.format("Click to show %s on Galaxy Map"%_t, playerData.name)
coordLabel.color = playerData.correct and ColorRGB(0.3, 0.9, 0.1) or ColorRGB(1.0, 1.0, 1.0)
labelcontent[coordIndex] = {x = playerData.x, y = playerData.y, name = playerData.name, correct = playerData.correct, playerData.index}
oldnameLabel.visible = true
nameLabel.visible = true
coordLabel.visible = true
end
-- hide other rows
for i = #foundPlayers+1, config.UIRows do
oldLabelList[i].visible = false
nameList[i].visible = false
coordList[i].visible = false
end
end
end
function onCoordClicked(labelIndex)
local x, y = labelcontent[labelIndex].x, labelcontent[labelIndex].y
GalaxyMap():show(x, y)
end |
-- torch reimplementation of deepRotator: https://github.com/jimeiyang/deepRotator.git
require 'torch'
require 'nn'
require 'cunn'
--require 'cudnn'
require 'nngraph'
require 'optim'
require 'image'
model_utils = require 'utils.model_utils'
optim_utils = require 'utils.adam_v2'
opt = lapp[[
--save_every (default 40)
--print_every (default 1)
--data_root (default 'data')
--data_id_path (default 'data/shapenetcore_ids')
--data_view_path (default 'data/shapenetcore_viewdata')
--dataset (default 'dataset_rotatorRNN_base')
--gpu (default 0)
--nz (default 512)
--na (default 3)
--nview (default 24)
--nThreads (default 4)
--niter (default 160)
--display (default 1)
--checkpoint_dir (default 'models/')
--lambda (default 10)
--kstep (default 1)
--batch_size (default 32)
--adam (default 1)
--arch_name (default 'arch_rotatorRNN')
--weight_decay (default 0.001)
--exp_list (default 'singleclass')
--load_size (default 64)
]]
opt.ntrain = math.huge
for k,v in pairs(opt) do opt[k] = tonumber(os.getenv(k)) or os.getenv(k) or opt[k] end
print(opt)
if opt.display == 0 then opt.display = false end
if opt.gpu > 0 then
ok, cunn = pcall(require, 'cunn')
ok2, cutorch = pcall(require, 'cutorch')
cutorch.setDevice(opt.gpu)
end
opt.manualSeed = torch.random(1, 10000) -- fix seed
print("Random Seed: " .. opt.manualSeed)
torch.manualSeed(opt.manualSeed)
torch.setnumthreads(1)
torch.setdefaulttensortype('torch.FloatTensor')
-- create data loader
local TrainLoader = require 'utils/data.lua'
local ValLoader = require 'utils/data_val.lua'
local data = TrainLoader.new(opt.nThreads, opt.dataset, opt)
local data_val = ValLoader.new(opt.nThreads, opt.dataset, opt)
print("dataset: " .. opt.dataset, "train size: ", data:size(), "val size: ", data_val:size())
----------------------------------------------------------------
local function weights_init(m)
local name = torch.type(m)
if name:find('Convolution') and name:find('Spatial') then
local nin = m.nInputPlane*m.kH*m.kW
m.weight:uniform(-0.08, 0.08):mul(math.sqrt(1/nin))
m.bias:fill(0)
elseif name:find('Convolution') and name:find('Volumetric') then
local nin = m.nInputPlane*m.kT*m.kH*m.kW
m.weight:uniform(-0.08, 0.08):mul(math.sqrt(1/nin))
m.bias:fill(0)
elseif name:find('Linear') then
local nin = m.weight:size(2)
m.weight:uniform(-0.08, 0.08):mul(math.sqrt(1/nin))
m.bias:fill(0)
elseif name:find('BatchNormalization') then
if m.weight then m.weight:normal(1.0, 0.02) end
if m.bias then m.bias:fill(0) end
end
end
opt.model_name = string.format('%s_%s_nv%d_adam%d_bs%d_nz%d_wd%g_lbg%g_ks%d',
opt.arch_name, opt.exp_list, opt.nview, opt.adam, opt.batch_size, opt.nz,
opt.weight_decay, opt.lambda, opt.kstep)
-- initialize parameters
init_models = dofile('scripts/' .. opt.arch_name .. '.lua')
encoder, actor, mixer, decoder_msk, decoder_im = init_models.create(opt)
encoder:apply(weights_init)
actor:apply(weights_init)
mixer:apply(weights_init)
decoder_msk:apply(weights_init)
decoder_im:apply(weights_init)
opt.model_path = opt.checkpoint_dir .. opt.model_name
if not paths.dirp(opt.model_path) then
paths.mkdir(opt.model_path)
end
prev_iter = 0
-- load model from previous iterations
for i = opt.niter, 1, -opt.save_every do
print(opt.model_path .. string.format('/net-epoch-%d.t7', i))
if paths.filep(opt.model_path .. string.format('/net-epoch-%d.t7', i)) then
prev_iter = i
loader = torch.load(opt.model_path .. string.format('/net-epoch-%d.t7', i))
state = torch.load(opt.model_path .. '/state.t7')
print(string.format('resuming from epoch %d', i))
break
end
end
-- build nngraph
if prev_iter > 0 then
encoder = loader.encoder
actor = loader.actor
mixer = loader.mixer
decoder_msk = loader.decoder_msk
decoder_im = loader.decoder_im
end
-- criterion
local criterion_im = nn.MSECriterion()
criterion_im.sizeAverage = false
local criterion_msk = nn.MSECriterion()
criterion_msk.sizeAverage = false
-- hyperparams
function getAdamParams(opt)
config = {}
if opt.adam == 1 then
config.learningRate = 0.0001
config.epsilon = 1e-8
config.beta1 = 0.9
config.beta2 = 0.999
config.weightDecay = opt.weight_decay
end
return config
end
config = getAdamParams(opt)
print(config)
-------------------------------------------------
local batch_im_in = torch.Tensor(opt.batch_size, 3, opt.load_size, opt.load_size)
local batch_rot = torch.Tensor(opt.batch_size, opt.na):zero()
local batch_outputs = {}
for k = 1, opt.kstep do
batch_outputs[2*k-1] = torch.Tensor(opt.batch_size, 3, opt.load_size, opt.load_size)
batch_outputs[2*k] = torch.Tensor(opt.batch_size, 1, opt.load_size, opt.load_size)
end
local preds = {}
for k = 1, opt.kstep do
preds[2*k-1] = torch.Tensor(opt.batch_size, 3, opt.load_size, opt.load_size)
preds[2*k] = torch.Tensor(opt.batch_size, 1, opt.load_size, opt.load_size)
end
local errIM, errMSK
local epoch_tm = torch.Timer()
local tm = torch.Timer()
local data_tm = torch.Timer()
------------------------------------------------
if opt.gpu > 0 then
batch_im_in = batch_im_in:cuda()
batch_rot = batch_rot:cuda()
for k = 1, opt.kstep do
batch_outputs[2*k-1] = batch_outputs[2*k-1]:cuda()
batch_outputs[2*k] = batch_outputs[2*k]:cuda()
end
encoder:cuda()
actor:cuda()
mixer:cuda()
decoder_msk:cuda()
decoder_im:cuda()
criterion_im:cuda()
criterion_msk:cuda()
end
local inputs = {nn.Identity()(), nn.Identity()()}
local h_enc_id, h_enc_rot = encoder(inputs[1]):split(2)
local outputs = {}
local h_dec_rot = actor({h_enc_rot, inputs[2]})
local h_mix = mixer({h_enc_id, h_dec_rot})
local h_dec_msk = decoder_msk(h_mix)
local h_dec_im = decoder_im(h_mix)
table.insert(outputs, h_dec_im)
table.insert(outputs, h_dec_msk)
rotatorRNN = nn.gModule(inputs, outputs)
params, grads = rotatorRNN:getParameters()
local opfunc = function(x)
collectgarbage()
if x ~= params then
params:copy(x)
end
grads:zero()
-- train
data_tm:reset(); data_tm:resume()
cur_im_in, cur_outputs, cur_rot, _ = data:getBatch()
data_tm:stop()
batch_im_in:copy(cur_im_in:mul(2):add(-1))
for k = 1, opt.kstep do
batch_outputs[k*2-1]:copy(cur_outputs[k*2-1]:mul(2):add(-1))
batch_outputs[k*2]:copy(cur_outputs[k*2])
end
batch_rot:copy(cur_rot)
local f = rotatorRNN:forward({batch_im_in, batch_rot})
errIM = 0
errMSK = 0
local df_dw = {}
for k = 1, opt.kstep do
-- fast forward (actor, mixer, decoder)
errIM = errIM + criterion_im:forward(f[2*k-1], batch_outputs[2*k-1]) / (8 * opt.batch_size)
errMSK = errMSK + criterion_msk:forward(f[2*k], batch_outputs[2*k]) / (2 * opt.batch_size)
local df_dIM = criterion_im:backward(f[2*k-1], batch_outputs[2*k-1]):mul(opt.lambda):div(8 * opt.batch_size)
local df_dMSK = criterion_msk:backward(f[2*k], batch_outputs[2*k]):div(2 * opt.batch_size)
df_dw[2*k-1] = df_dIM:clone()
df_dw[2*k] = df_dMSK:clone()
end
rotatorRNN:backward({batch_im_in, batch_rot}, df_dw)
local err = errIM * opt.lambda + errMSK
return err, grads
end
-------------------------------------------------
local feedforward = function(x)
collectgarbage()
if x ~= params then
params:copy(x)
end
grads:zero()
-- val
data_tm:reset(); data_tm:resume()
cur_im_in, cur_outputs, cur_rot, _ = data_val:getBatch()
data_tm:stop()
batch_im_in:copy(cur_im_in:mul(2):add(-1))
for k = 1, opt.kstep do
batch_outputs[k*2-1]:copy(cur_outputs[k*2-1]:mul(2):add(-1))
batch_outputs[k*2]:copy(cur_outputs[k*2])
end
batch_rot:copy(cur_rot)
local f = rotatorRNN:forward({batch_im_in, batch_rot})
errIM = 0
errMSK = 0
for k = 1, opt.kstep do
errIM = errIM + criterion_im:forward(f[2*k-1], batch_outputs[2*k-1]) / (8 * opt.batch_size)
errMSK = errMSK + criterion_msk:forward(f[2*k], batch_outputs[2*k]) / (2 * opt.batch_size)
preds[2*k-1] = f[2*k-1]:float():clone()
preds[2*k] = f[2*k]:float():clone()
end
local err = errIM * opt.lambda + errMSK
return err
end
--------------------------------------------------
-- train & val
for epoch = prev_iter + 1, opt.niter do
epoch_tm:reset()
local counter = 0
-- train
rotatorRNN:training()
for i = 1, math.min(data:size() * opt.nview / 2 , opt.ntrain), opt.batch_size do
tm:reset()
optim_utils.adam_v2(opfunc, params, config, state)
counter = counter + 1
print(string.format('Epoch: [%d][%8d / %8d]\t Time: %.3f DataTime: %.3f '
.. ' Err_Im: %.4f , Err_Msk: %.4f', epoch, ((i-1) / opt.batch_size),
math.floor(math.min(data:size() * opt.nview / 2, opt.ntrain) / opt.batch_size),
tm:time().real, data_tm:time().real,
errIM and errIM or -1, errMSK and errMSK or -1))
end
-- val
rotatorRNN:evaluate()
for i = 1, opt.batch_size do
tm:reset()
local err = feedforward(params)
end
-- plot
local to_plot = {}
for i = 1, 32 do
for k = 1, opt.kstep do
local res = batch_im_in[i]:float():clone()
res = torch.squeeze(res)
res:add(1):mul(0.5)
to_plot[#to_plot+1] = res:clone()
local res = preds[2*k][i]:float()
res = torch.squeeze(res)
res = res:repeatTensor(3, 1, 1)
res:mul(-1):add(1)
to_plot[#to_plot+1] = res:clone()
local res = preds[2*k-1][i]:float()
res = torch.squeeze(res)
res:add(1):mul(0.5)
to_plot[#to_plot+1] = res:clone()
local res = batch_outputs[2*k-1][i]:float():clone()
res = torch.squeeze(res)
res:add(1):mul(0.5)
to_plot[#to_plot+1] = res:clone()
end
end
local formatted = image.toDisplayTensor({input=to_plot, nrow = 16})
formatted = formatted:double()
formatted:mul(255)
formatted = formatted:byte()
image.save(opt.model_path .. string.format('/sample-%03d.jpg', epoch), formatted)
if epoch % opt.save_every == 0 then
torch.save((opt.model_path .. string.format('/net-epoch-%d.t7', epoch)),
{encoder = encoder, actor = actor, mixer = mixer,
decoder_msk = decoder_msk, decoder_im = decoder_im})
torch.save((opt.model_path .. '/state.t7'), state)
end
end
|
local local0 = 0.4
local local1 = 2.4 - local0
local local2 = 20.6 - local0
local local3 = 4 - local0
local local4 = 20.6 - local0
local local5 = 2.3 - local0
local local6 = 4.6 - local0
function OnIf_210010(arg0, arg1, arg2)
if arg2 == 0 then
EyeCollector210010_ActAfter_RealTime(arg0, arg1)
end
return
end
function EyeCollector210010Battle_Activate(arg0, arg1)
local local0 = {}
local local1 = {}
local local2 = {}
Common_Clear_Param(local0, local1, local2)
local local3 = arg0:GetDist(TARGET_ENE_0)
local local4 = arg0:GetRandam_Int(1, 100)
local local5 = arg0:GetExcelParam(AI_EXCEL_THINK_PARAM_TYPE__thinkAttr_doAdmirer)
if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_B, 120) then
local0[20] = 100
elseif not arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_F, 90) then
if local3 <= 3.2 then
local0[3] = 100
local0[20] = 100
else
local0[20] = 100
end
elseif 8 <= local3 then
local0[1] = 0
local0[2] = 30
local0[3] = 0
local0[4] = 0
local0[5] = 30
local0[10] = 0
local0[11] = 30
elseif 5 <= local3 then
local0[1] = 0
local0[2] = 50
local0[3] = 0
local0[4] = 0
local0[5] = 0
local0[10] = 0
local0[11] = 50
elseif 3.2 <= local3 then
local0[1] = 0
local0[2] = 25
local0[3] = 25
local0[4] = 0
local0[5] = 0
local0[10] = 0
local0[11] = 50
elseif 2.4 <= local3 then
local0[1] = 0
local0[2] = 30
local0[3] = 40
local0[4] = 0
local0[5] = 0
local0[10] = 30
local0[11] = 0
else
local0[1] = 50
local0[2] = 0
local0[3] = 30
local0[4] = 0
local0[5] = 0
local0[10] = 30
local0[11] = 0
end
if 0.1 <= arg0:GetDistY(TARGET_ENE_0) then
local0[10] = 0
local0[11] = 0
end
local1[1] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act01)
local1[2] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act02)
local1[3] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act03)
local1[4] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act04)
local1[5] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act05)
local1[10] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act10)
local1[11] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act11)
local1[15] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act15)
local1[20] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act20)
local1[30] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act30)
local1[31] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act31)
local1[32] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act32)
local1[33] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act33)
local1[34] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act34)
local1[35] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act35)
local1[36] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act36)
local1[37] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act37)
local1[38] = REGIST_FUNC(arg0, arg1, EyeCollector210010_Act38)
Common_Battle_Activate(arg0, arg1, local0, local1, REGIST_FUNC(arg0, arg1, EyeCollector210010_ActAfter_AdjustSpace), local2)
return
end
local0 = local1
function EyeCollector210010_Act01(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = UPVAL0
local local2 = 9999
local local3 = 0
if arg0:GetRandam_Int(1, 100) <= 50 then
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, UPVAL0, 0, -1)
else
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3000, TARGET_ENE_0, AttDist0, 0, 120)
arg1:AddSubGoal(GOAL_COMMON_ComboRepeat, 10, 3001, TARGET_ENE_0, AttDist1_8, 0)
arg1:AddSubGoal(GOAL_COMMON_ComboFinal, 10, 3008, TARGET_ENE_0, AttDist8, 0)
end
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
local0 = local2
function EyeCollector210010_Act02(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL0
local local3 = 9999
local local4 = 0
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3002, TARGET_ENE_0, UPVAL0, 0, 120)
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
local0 = local3
function EyeCollector210010_Act03(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL0
local local3 = 9999
local local4 = 0
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3003, TARGET_ENE_0, UPVAL0, 0, 120)
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
local0 = local4
function EyeCollector210010_Act04(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL0
local local3 = 9999
local local4 = 0
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3004, TARGET_ENE_0, UPVAL0, 0, 0)
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
local0 = local4
function EyeCollector210010_Act05(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL0
local local3 = 9999
local local4 = 0
local local5 = UPVAL0
local local6 = arg0:GetRandam_Int(0, 1)
local local7 = arg0:GetRandam_Float(2, 3)
if local1 <= 60 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local7, TARGET_ENE_0, local6, arg0:GetRandam_Int(120, 120), true, true, -1)
elseif local1 <= 75 then
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, arg0:GetRandam_Float(2, 3.5), TARGET_ENE_0, 6, TARGET_ENE_0, true, -1)
elseif local1 <= 90 then
arg1:AddSubGoal(GOAL_COMMON_LeaveTarget, 1, TARGET_ENE_0, 10, TARGET_ENE_0, true, -1)
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, local7, TARGET_ENE_0, local6, arg0:GetRandam_Int(120, 120), true, true, -1)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local5
function EyeCollector210010_Act10(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 5)
end
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3005, TARGET_ENE_0, UPVAL0, 0, 0)
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
local0 = local6
function EyeCollector210010_Act11(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = UPVAL0
if local1 <= arg0:GetDist(TARGET_ENE_0) then
Approach_Act(arg0, arg1, local1, 0, 0, 5)
end
arg1:AddSubGoal(GOAL_COMMON_ComboAttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0, 0, 0)
GetWellSpace_Odds = 70
return GetWellSpace_Odds
end
function EyeCollector210010_Act15(arg0, arg1, arg2)
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = arg0:GetDist(TARGET_ENE_0)
if arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_R, 180) then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 10, 702, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
elseif arg0:IsInsideTarget(TARGET_ENE_0, AI_DIR_TYPE_L, 180) then
arg1:AddSubGoal(GOAL_COMMON_SpinStep, 10, 703, TARGET_ENE_0, 0, AI_DIR_TYPE_B, 0)
end
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210010_Act20(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_Turn, 2.5, TARGET_ENE_0, 30, 0, 0)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local1
local0 = 0 - local0
function EyeCollector210010_Act30(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3000, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = 2.3 - local0
local0 = 0 - local0
function EyeCollector210010_Act31(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3001, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local2
local0 = 0 - local0
function EyeCollector210010_Act32(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3002, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local3
local0 = 0 - local0
function EyeCollector210010_Act33(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3003, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local4
local0 = 0 - local0
function EyeCollector210010_Act34(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3004, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local5
local0 = 0 - local0
function EyeCollector210010_Act35(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3005, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
local0 = local6
local0 = 0 - local0
function EyeCollector210010_Act36(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = UPVAL1
Approach_Act(arg0, arg1, UPVAL0, UPVAL0 + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3006, TARGET_ENE_0, UPVAL0 + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210010_Act37(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = Att3007_Dist_min
Approach_Act(arg0, arg1, Att3007_Dist_max - 0.5, Att3007_Dist_max + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3007, TARGET_ENE_0, Att3007_Dist_max + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210010_Act38(arg0, arg1, arg2)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = Att3008_Dist_min
Approach_Act(arg0, arg1, Att3008_Dist_max, Att3008_Dist_max + 10, 0, 2)
arg1:AddSubGoal(GOAL_COMMON_AttackTunableSpin, 10, 3008, TARGET_ENE_0, Att3008_Dist_max + 1, 0, -1)
GetWellSpace_Odds = 0
return GetWellSpace_Odds
end
function EyeCollector210010_ActAfter_RealTime(arg0, arg1)
local local0 = arg0:GetDist(TARGET_ENE_0)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(1, 100)
local local3 = arg0:GetRandam_Int(0, 1)
local local4 = arg0:GetRandam_Float(2, 3.5)
local local5 = arg0:GetRandam_Float(2, 3)
local local6 = 0
if local0 <= 3 then
if local1 <= 60 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, arg0:GetRandam_Int(0, 1), arg0:GetRandam_Int(120, 120), true, true, -1)
end
elseif local0 <= 8 then
if local1 <= 60 then
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, 2, TARGET_ENE_0, arg0:GetRandam_Int(0, 1), arg0:GetRandam_Int(120, 120), true, true, -1)
end
elseif local0 <= 30 then
if local1 <= 50 then
arg1:AddSubGoal(GOAL_COMMON_ApproachTarget, 10, TARGET_ENE_0, 3, TARGET_SELF, true, -1)
else
arg1:AddSubGoal(GOAL_COMMON_SidewayMove, 3, TARGET_ENE_0, arg0:GetRandam_Int(0, 1), arg0:GetRandam_Int(120, 120), true, true, -1)
end
end
return
end
function EyeCollector210010_ActAfter_AdjustSpace(arg0, arg1, arg2)
arg1:AddSubGoal(GOAL_COMMON_If, 10, 0)
return
end
function EyeCollector210010Battle_Update(arg0, arg1)
return GOAL_RESULT_Continue
end
function EyeCollector210010Battle_Terminate(arg0, arg1)
return
end
function EyeCollector210010Battle_Interupt(arg0, arg1)
if arg0:IsLadderAct(TARGET_SELF) then
return false
else
local local0 = arg0:GetRandam_Int(1, 100)
local local1 = arg0:GetRandam_Int(1, 100)
local local2 = arg0:GetRandam_Int(1, 100)
local local3 = arg0:GetDist(TARGET_ENE_0)
return false
end
end
return
|
-- Gkyl ------------------------------------------------------------------------
local Plasma = require("App.PlasmaOnCartGrid").VlasovMaxwell
local Constants = require "Lib.Constants" --contains universal constants taken from NIST's website
-- ******************************
-- INPUT PARAMETERS
-- ******************************
-- normalization parameters, working in SI units
epsilon0 = Constants.EPSILON0 -- permittivity of free space
mu0 = Constants.MU0 -- pemiability of free space
lightSpeed = Constants.SPEED_OF_LIGHT -- speed of light
unitCharge = Constants.ELEMENTARY_CHARGE
elcMass = Constants.ELECTRON_MASS -- electron mass
elcCharge = -1.0 * unitCharge -- electron charge
ionMass = Constants.PROTON_MASS -- assuming proton mass
ionCharge = 1.0 * unitCharge -- assuming proton charge
eVJ = 1.0 * unitCharge -- 1 eV in Joules
-- input quantities
TeeV = 1000 -- Te in eV
TieV = 1000 -- Ti in eV
M0 = 0.35 -- Mach number at scale L0. u0 = M*cs
ne = 2.30235e+28 -- electron density
k0 = 822500.0 -- inverse of the length-scale L0
lnLambda = 10 -- Coulomb logarithm
-- Noise generation parameters
BNoiseAmpl = 10.0 -- Amplitude of B noise (in Tesla)
nmodes = 4 -- Number of modes (mode 1 has a wave length comparable to the box)
-- Forcing related quantities (Here only ions are forced)
forcefactor = 3.0 -- Forcing is set to be Force = forceFactor * u * m / tstreamIon,
-- (note that due to normalization m is not in the forcing function)
-- We assume that the ions loose their momentum on the ion streaming time scale
-- derived quantities
Te = eVJ*TeeV -- Te in Joules
Ti = eVJ*TieV -- Ti in Joules
vte = math.sqrt(2*Te / elcMass) -- electron thermal speed
vti = math.sqrt(2*Ti / ionMass) -- ion thermal speed
cs = math.sqrt(Te / ionMass) -- proxy for sound speed
u0 = cs*M0 -- flow velocity size at scale L0
tauei = 47.2488 * math.sqrt(elcMass)*(Te)^(3/2)*epsilon0^2/(ne*unitCharge^4*lnLambda) -- e-i collision time
nuei = 1.0* 1.0/tauei -- collision frequency is inverse of collision time
nuee = 1.0* 2.0*nuei -- estimating electron-electron collision time from electron-ion collision time
sigma = 1.96928 * ne * unitCharge^2 * tauei / elcMass -- Spitzer conductivity
eta = 1/(sigma*mu0) -- Magnetic diffusivity
nuii = 1.0* ne*unitCharge^4*lnLambda/(4*math.pi*epsilon0^2*ionMass^2*vti^3) -- i-i collision frequency
nuie = 1.0* nuei*elcMass/ionMass -- estimating ion-electron collision frequency from ion-electron collision frequency
nu = 1.80477*Ti/(nuii*ionMass) -- kinematic viscosity
Re = u0 / (nu*k0) -- Reynolds number at scale L0
Rm = u0 / (eta*k0) -- Magnetic Reynolds number at scale L0
L0 = 1/k0 -- System size
tstreamIon = L0/vti -- Thermal ion streaming time across simulation domain
tLightCrossing = L0/lightSpeed -- Light crossing time for simulation domain
tEnd = 3.0 * tstreamIon -- end of simulation time (now: fraction of the ion thermal streaming time)
rLe = - vte / (elcCharge * BNoiseAmpl / elcMass) -- thermal electron Larmor radius at B noise amplitude
rLi = - vti / (ionCharge * BNoiseAmpl / ionMass) -- thermal ion Larmor radius at B noise amplitude
-- domain size and simulation time
LX = 1*L0
LY = 1*L0
LZ = 1*L0
-- Printing some information
print("Te in eV")
print(TeeV)
print("Mach number")
print(M0)
print("Electron density")
print(ne)
print("System size")
print(L0)
print("Sound speed")
print(cs)
print("e-i collision time")
print(tauei)
print("Reynolds number")
print(Re)
print("Magnetic Reynolds number")
print(Rm)
print("Thermal ion crossing time")
print(tstreamIon)
print("Light crossing time")
print(tLightCrossing)
print("Noise B amplitude")
print(BNoiseAmpl)
print("ELectron Larmor radius")
print(rLe)
-- ******************************
-- FUNCTIONS
-- ******************************
-- Maxwellian in 3 velocity dimensions (assumes temperature in Joules)
local function maxwellian3D(n, vx, vy, vz, ux, uy, uz, mass, temp)
local v2 = (vx - ux)^2 + (vy - uy)^2 + (vz - uz)^2
return n*(mass/(2*math.pi*temp))^(3/2)*math.exp(-mass*v2/(2*temp))
end
-- Noise generator
local function noiseGenerator(BNoiseAmpl,nmodes,x,y,z)
local Pi = math.pi
local _2pi = 2.0 * math.pi
local sin = math.sin
local cos = math.cos
local sqrt = math.sqrt
local Bx = 0.0
local By = 0.0
local Bz = 0.0
local Jx = 0.0
local Jy = 0.0
local Jz = 0.0
local B_xy = 0.0
local B_xz = 0.0
local B_yx = 0.0
local B_yz = 0.0
local B_zx = 0.0
local B_zz = 0.0
local phase_xy = 0.0
local phase_xz = 0.0
local phase_yx = 0.0
local phase_yz = 0.0
local phase_zx = 0.0
local phase_zz = 0.0
local seed = 120387
for i = 1, nmodes do
seed = seed + 1
math.randomseed(seed)
B_xy = math.random()
B_xz = math.random()
B_yx = math.random()
B_yz = math.random()
B_zx = math.random()
B_zy = math.random()
phase_xy = math.random()
phase_xz = math.random()
phase_yx = math.random()
phase_yz = math.random()
phase_zx = math.random()
phase_zy = math.random()
Bx = Bx + B_xy*cos(_2pi*i*(y/LY+phase_xy)) + B_xz*cos(_2pi*i*(z/LZ+phase_xz))
By = By + B_yx*cos(_2pi*i*(x/LX+phase_yx)) + B_yz*cos(_2pi*i*(z/LZ+phase_yz))
Bz = Bz + B_zx*cos(_2pi*i*(x/LX+phase_zx)) + B_zy*cos(_2pi*i*(y/LY+phase_zy))
Jx = Jx + i*( B_yz*sin( _2pi*i*(z/LZ+phase_yz) )/LZ - B_zy*sin( _2pi*i*(y/LY+phase_zy) )/LY )
Jy = Jy - i*( B_xz*sin( _2pi*i*(z/LZ+phase_xz) )/LZ + B_zx*sin( _2pi*i*(x/LX+phase_zx) )/LX )
Jz = Jz + i*( B_xy*sin( _2pi*i*(y/LY+phase_xy) )/LY - B_yx*sin( _2pi*i*(x/LX+phase_yx) )/LX )
end
Bx = Bx * BNoiseAmpl
By = By * BNoiseAmpl
Bz = Bz * BNoiseAmpl
Jx = Jx * BNoiseAmpl * _2pi/mu0
Jy = Jy * BNoiseAmpl * _2pi/mu0
Jz = Jz * BNoiseAmpl * _2pi/mu0
return Bx, By, Bz, Jx, Jy, Jz
end
-- Generates Roberts flow 1 on cubic domain, flow speed is called u0
local function robertsFlow(x,y,z) -- Assumes that LX=LY=LZ and the flow speed u0 are defined
local Pi = math.pi
local _2pi = 2.0 * math.pi
local sin = math.sin
local cos = math.cos
local uRx, uRy, uRz = 0.0, 0.0, 0.0
uRx = u0 * ( cos(_2pi*y/LY) - cos(_2pi*z/LZ) )
uRy = u0 * sin(_2pi*z/LZ)
uRz = u0 * sin(_2pi*y/LY)
return uRx, uRy, uRz
end
-- ******************************
-- VLASOV APP
-- ******************************
vlasovApp = Plasma.App {
logToFile = true,
tEnd = tEnd, -- end time
suggestedDt = tLightCrossing/(10*5), -- suggested time step (here: some fraction of the light crossing time across cell)
nFrame = 200, -- number of output frames
lower = {0.0, 0.0, 0.0}, -- configuration space lower left
upper = {LX, LY, LZ}, -- configuration space upper right
cells = {10, 10, 10}, -- configuration space cells
basis = "serendipity", -- one of "serendipity" or "maximal-order"
polyOrder = 1, -- polynomial order
timeStepper = "rk3", -- one of "rk2" or "rk3"
-- restartFrameEvery = 0.1, -- not using restart frames for the dime being
-- decomposition for configuration space
decompCuts = {2, 2, 2}, -- cuts in each configuration direction
useShared = true, -- if to use shared memory
periodicDirs ={1, 2, 3},
-- electrons
elc = Plasma.Species {
nDistFuncFrame = 10,
charge = elcCharge, mass = elcMass,
-- velocity space grid
lower = {-3.0*vte, -3.0*vte, -3.0*vte},
upper = {3.0*vte, 3.0*vte, 3.0*vte},
cells = {10, 10, 10},
decompCuts = {1, 1, 1}, -- do not change, no parallelization in velocity space currently
-- initial conditions
init = function (t, xn)
local x, y, z, vx, vy, vz = xn[1], xn[2], xn[3], xn[4], xn[5], xn[6]
local ux, uy, uz = 0.0, 0.0, 0.0
local Bx, By, Bz, Jx, Jy, Jz = noiseGenerator(BNoiseAmpl,nmodes,x,y,z)
local uRx, uRy, uRz = robertsFlow(x,y,z)
ux = Jx/(elcCharge*ne) + uRx -- uR assumes singly charged ions to cancel current
uy = Jy/(elcCharge*ne) + uRy
uz = Jz/(elcCharge*ne) + uRz
local fv = maxwellian3D(ne, vx, vy, vz, ux, uy, uz, elcMass, Te)
return fv
end,
evolve = true, -- evolve species?
-- write out density, flow, total energy, and heat flux moments
diagnosticMoments = { "M0", "M1i", "M2" },
-- Collisions.
-- coll = Plasma.LBOCollisions {
-- collideWith = { "elc", "ion", },
-- frequencies = { nuee, nuei, },
-- Optional arguments:
-- crossOption = "Greene", -- Or crossOption="HeavyIons".
-- betaGreene = 1.0,
-- },
},
-- protons
ion = Plasma.Species {
nDistFuncFrame = 10,
charge = ionCharge, mass = ionMass,
-- velocity space grid
lower = {-3.0*vti, -3.0*vti, -3.0*vti},
upper = {3.0*vti, 3.0*vti, 3.0*vti},
cells = {10, 10, 10},
decompCuts = {1, 1, 1}, -- do not change, no parallelization in velocity space currently
-- initial conditions
init = function (t, xn)
local x, y, z, vx, vy, vz = xn[1], xn[2], xn[3], xn[4], xn[5], xn[6]
local ux, uy, uz = 0.0, 0.0, 0.0
local uRx, uRy, uRz = robertsFlow(x,y,z)
ux = uRx
uy = uRy
uz = uRz
local fv = maxwellian3D(ne, vx, vy, vz, ux, uy, uz, ionMass, Ti)
return fv
end,
-- Forcing (set to be proportional to the Roberts flow.)
vlasovExtForceFunc = function(t, xn)
x, y, z = xn[1], xn[2], xn[3]
local ux, uy, uz = 0.0, 0.0, 0.0
local uRx, uRy, uRz = robertsFlow(x,y,z)
force_x = forcefactor*uRx / tstreamIon
force_y = forcefactor*uRy / tstreamIon
force_z = forcefactor*uRz / tstreamIon
return force_x, force_y, force_z
end,
evolve = true, -- evolve species?
-- write out density, flow, total energy, and heat flux moments
diagnosticMoments = { "M0", "M1i", "M2" },
-- Collisions.
-- coll = Plasma.LBOCollisions {
-- collideWith = { "ion", "elc", },
-- frequencies = { nuii, nuie, },
-- Optional arguments:
--crossOption = "Greene", -- Or crossOption="HeavyIons".
--betaGreene = 1.0,
-- },
},
-- field solver
field = Plasma.Field {
epsilon0 = epsilon0, mu0 = mu0,
init = function (t, xn)
local x, y, z = xn[1], xn[2], xn[3]
local Bx, By, Bz, Jx, Jy, Jz = noiseGenerator(BNoiseAmpl,nmodes,x,y,z)
local Ex, Ey, Ez = 0.0, 0.0, 0.0
return Ex, Ey, Ez, Bx, By, Bz
end,
evolve = true, -- evolve field?
},
-- ******************************
-- EXECUTING VLASOV APP
-- ******************************
}
-- run application
vlasovApp:run()
|
-- This is the background for a single row inside ScreenMiniMenuContext
-- which, so far in Simply Love, is only used for the faux-overlay menu
-- that pops up when editing local profiles.
--
-- The Quad is wrapped in an ActorFrame so that we can apply zoomto()
-- via OnCommand without having the engine say that the OnCommand for
-- the Frame is already defined in Metrics.ini
--
-- It is unclear why I once thought defining the height of a row in this menu
-- to be 1/20 of the screen's height was a good idea, but it works, so I
-- guess I'll just leave it alone for now...
return Def.ActorFrame{
Def.Quad {
OnCommand=function(self) self:zoomto(200,_screen.h*0.05) end
}
} |
local theme_config_default= {
AutoSetStyle= true,
LongFail= false,
ComboOnRolls= false,
FancyUIBG= false,
TimingDisplay= false,
GameplayFooter= false,
Use12HourClock= false,
}
theme_config= create_lua_config{
name= "theme_config", file= "theme_config.lua",
default= theme_config_default,
}
theme_config:load()
|
require("import") -- the import fn
import("smart_pointer_rename") -- import lib into global
spr=smart_pointer_rename --alias
-- catching undefined variables
local env = _ENV -- Lua 5.2
if not env then env = getfenv () end -- Lua 5.1
setmetatable(env, {__index=function (t,i) error("undefined global variable `"..i.."'",2) end})
foo = spr.Foo()
assert(foo:ftest1(1) == 1)
assert(foo:ftest2(1,2) == 2)
bar = spr.Bar(foo)
assert(bar:test() == 3)
assert(bar:ftest1(1) == 1)
assert(bar:ftest2(1,2) == 2)
|
if CLIENT then return end
DATA_BIT = "DATA_BIT"
DATA_BOOL = DATA_BIT
DATA_BYTE = "DATA_BYTE"
DATA_8BITS = DATA_BYTE
DATA_1BYTE = DATA_BYTE
DATA_DOUBLE = "DATA_DOUBLE"
DATA_64BITSDOUBLE = DATA_DOUBLE
DATA_8BYTESDOUBLE = DATA_DOUBLE
DATA_FLOAT = "DATA_FLOAT"
DATA_32BITSFLOAT = DATA_FLOAT
DATA_4BYTESFLOAT = DATA_FLOAT
DATA_LINE = "DATA_LINE"
DATA_LONG = "DATA_LONG"
DATA_32BITS = DATA_LONG
DATA_4BYTES = DATA_LONG
DATA_SHORT = "DATA_SHORT"
DATA_16BITS = DATA_SHORT
DATA_2BYTES = DATA_SHORT
DATA_ULONG = "DATA_ULONG"
DATA_U31BITS = DATA_ULONG
DATA_U4BYTES = DATA_ULONG
DATA_USHORT = "DATA_USHORT"
DATA_U16BITS = DATA_USHORT
DATA_U2BYTES = DATA_USHORT
DATA_STRING = "DATA_STRING"
DATA_NEXTZERO = DATA_STRING
local actions = {
DATA_BIT = function(file) return file:ReadByte() end,
DATA_BYTE = function(file) return file:ReadByte() end,
DATA_DOUBLE = function(file) return file:ReadDouble() end,
DATA_FLOAT = function(file) return file:ReadFloat() end,
DATA_LONG = function(file) return file:ReadLong() end,
DATA_SHORT = function(file) return file:ReadShort() end,
DATA_ULONG = function(file) return file:ReadULong() end,
DATA_USHORT = function(file) return file:ReadUShort() end,
DATA_STRING = function(file)
local byteTable = {}
while (true) do
local byte = file:ReadByte()
if byte == 0 then return table.concat(byteTable) end
local char = string.char(byte)
table.insert(byteTable, char)
end
end
}
local specialActions = {
DATA_LENSTRING = function(file, count) return file:Read(count) end,
DATA_SKIP = function(file, count)
file:Skip(count)
end
}
local function handleAction(action, file)
local _action = actions[action]
if _action then
return _action(file)
else
for k, v in pairs(specialActions) do
if string.StartWith(action, k) then
_action = k
break
end
end
if (_action) then
local numStr = string.Right(action, action:len() - _action:len())
local num = tostring(numStr)
return specialActions[_action](file, num)
end
end
Error(string.format("Action : %s isn't implemented", action))
end
function parseFile(path, struct)
local outTbl = {}
assert(file.Exists(path, "GAME"), string.format("File [%s] doesn't exist", path))
assert(istable(struct), "struct isn't a table")
local gma = file.Open(path, "rb", "GAME")
if not gma then return nil end
for k, v in pairs(struct) do
local key, value = next(v)
outTbl[key] = handleAction(value, gma)
end
return outTbl
end
local fileStruct = { -- i had to do this ugly shit to conserv the order
{HEADER = "DATA_LENSTRING4"},
{Version = DATA_BYTE},
{SteamID_Unused = "DATA_SKIP8"},
{TimeStamp = DATA_64BITSDOUBLE},
{Junk = "DATA_SKIP1"},
{Title = DATA_STRING},
{Description = DATA_STRING},
{Author_string = DATA_STRING},
{Addon_version = DATA_4BYTES},
}
local tbl = parseFile("data/test.gma", fileStruct)
PrintTable(tbl)
|
local tremove = table.remove
function ezlib.log.print(tbl, indent)
local freturn = 1
if not indent then
indent = 0
freturn = 0
end
local toprint = --[["\n" .. string.rep(" ", indent) .. ]]"{\r\n"
indent = indent + 1
if type(tbl) == "table" then
for k,v in pairs(tbl) do
toprint = toprint .. string.rep(" ", indent)
if (type(k) == "number") then
toprint = toprint .. "[" .. k .. "] = "
elseif (type(k) == "string") then
toprint = toprint .. k .. " = "
end
if (type(v) == "number") then
toprint = toprint .. v .. ",\r\n"
elseif (type(v) == "string") then
toprint = toprint .. '"' .. v .. '",\r\n'
elseif (type(v) == "table") then
local counter = 0
for _,_ in pairs(v) do
counter = counter + 1
end
if counter == 0 then
toprint = toprint .. "{ },\r\n"
else
toprint = toprint .. ezlib.log.print(v, indent) .. ",\r\n"
end
else
toprint = toprint .. "" .. tostring(v) .. ",\r\n"
end
end
toprint = toprint .. string.rep(" ", indent - 1) .. "}"
if freturn == 0 then
log(toprint)
else
return toprint
end
else
if freturn == 0 then
log(tbl)
else
return tbl
end
end
end
function ezlib.tbl.remove(list1, list2)
local print = "ezlib.tbl.remove\n---------------------------------------------------------------------------------------------\n"
if list1 ~= nil then
if list2 ~= nil then
local list3 = {}
for _, ing in pairs(list1) do
list3[#list3+1] = ing
end
local z = 0
for x, ing in pairs(list1) do
if type(list2) == "table" then
for _,ing2 in pairs(list2) do
if ing == ing2 then
tremove(list3, (x - z))
z = z + 1
break
end
end
else
if list1[x] == list2 then
tremove(list1, x)
end
end
end
if type(list2) ~= "string" then
print = print .. " Removed ".. (#list1 - #list3) .. " items.\n"
else
print = print .. " Removed string ".. list2 .. ".\n"
end
if ezlib.debug_self then
log(print .. " \n---------------------------------------------------------------------------------------------")
end
return list3
else
if ezlib.debug_self then
print = print .. " list2 is empty."
log(print .. "\n---------------------------------------------------------------------------------------------")
end
return list1
end
else
if ezlib.debug_self then
print = print .. " list1 is empty. Returning: nil"
log(print .. "\n---------------------------------------------------------------------------------------------")
end
return nil
end
end
function ezlib.tbl.add(list1, list2, list3, list4, list5)
local list = {}
local print = "ezlib.tbl.add\n---------------------------------------------------------------------------------------------\n"
if type(list1) == "table" then
for _,ing in pairs(list1) do
list[#list+1] = ing
end
print = print .. " Table_1 added as table\n"
elseif type(list1) == "string" then
list[#list+1] = list1
print = print .. " Table_1 added as string\n"
end
if type(list2) == "table" then
for _,ing in pairs(list2) do
list[#list+1] = ing
end
print = print .. " Table_2 added as table\n"
elseif type(list2) == "string" then
list[#list+1] = list2
print = print .. " Table_2 added as string\n"
end
if type(list3) == "table" then
for _,ing in pairs(list3) do
list[#list+1] = ing
end
print = print .. " Table_3 added as table\n"
elseif type(list3) == "string" then
list[#list+1] = list3
print = print .. " Table_3 added as string\n"
end
if type(list4) == "table" then
for _,ing in pairs(list4) do
list[#list+1] = ing
end
print = print .. " Table_4 added as table\n"
elseif type(list4) == "string" then
list[#list+1] = list4
print = print .. " Table_4 added as string\n"
end
if type(list5) == "table" then
for _,ing in pairs(list5) do
list[#list+1] = ing
end
print = print .. " Table_5 added as table\n"
elseif type(list5) == "string" then
list[#list+1] = list5
print = print .. " Table_5 added as string\n"
end
if ezlib.debug_self then
log(print .. "---------------------------------------------------------------------------------------------")
end
return list
end
function ezlib.string.add(string1, string2, string3, string4, string5)
local string = ""
local print = "ezlib.string.add\n---------------------------------------------------------------------------------------------\n"
if type(string1) == "string" then
string = string .. string1
end
if type(string2) == "string" then
string = string .. string2
end
if type(string3) == "string" then
string = string .. string3
end
if type(string4) == "string" then
string = string .. string4
end
if type(string5) == "string" then
string = string .. string5
end
if ezlib.debug_self then
print = print .. " Returning: " .. string
log(print .. "\n---------------------------------------------------------------------------------------------")
end
return string
end
function ezlib.remove(ftype, value)
local entites = data.raw[ftype]
if entites and entites[value] then
local entity = entites[value]
if not entity.icon and not entity.icons then
log(entity.icon)
entity.icon = "__core__/graphics/slot-icon-blueprint.png"
log(" [Warning] " .. ftype .. " with name " .. value .. " has no icon adding...")
entity.localised_description = "Icon not found"
end
if not entity.icon_size then
entity.icon_size = 32
log(" [Warning] " .. ftype .. " with name " .. value .. " has no icon_size adding...")
end
end
end |
local banks = {
["Bank1"] = { ["x"]=152.04, ["y"]=-1040.77, ["z"]= 29.37, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
["Bank2"] = { ["x"]=-1212.980, ["y"]=-330.841, ["z"]= 37.787, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
["Bank3"] = { ["x"]=-2962.582, ["y"]=482.627, ["z"]= 15.703, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
["Bank4"] = { ["x"]=314.187, ["y"]=-278.621, ["z"]= 54.170, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
["Bank5"] = { ["x"]=-351.534, ["y"]=-49.529, ["z"]= 49.042, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
["Bank6"] = { ["x"]=1176.04, ["y"]=2706.339, ["z"]= 37.15, ["robbing"] = false, ["robbingvault"] = false, ["lastRobbed"] = 1, ["rob"] = {}, ["started"] = false },
}
RegisterServerEvent("rob:doorOpen")
AddEventHandler("rob:doorOpen", function(bankId,robbing)
local src = source
local bank = "Bank"..bankId
if robbing == "robbingvault" then
local bankRob = banks[bank]
bankRob["started"] = false
bankRob["robbing"] = true
bankRob["robbingvault"] = true
TriggerClientEvent('robbery:openDoor',-1,"square")
TriggerClientEvent('robbery:scanbank',src, bankId, banks)
end
if robbing == "robbing" then
end
end)
RegisterServerEvent("robbery:checkSearch")
AddEventHandler("robbery:checkSearch", function(nearbank, inputType)
local src = source
TriggerClientEvent('robbery:giveleitem', source, nearbank, inputType)
local bank = "Bank"..nearbank
local bankRob = banks[bank]
table.insert(bankRob.rob, inputType)
TriggerClientEvent("robbery:scanbank",src,nearbank,banks)
end)
RegisterServerEvent("request:BankUpdate")
AddEventHandler("request:BankUpdate", function()
local src = source
local timers = {1,2,3,4,5,6}
TriggerClientEvent('robbery:timers',src, timers)
banks["started"] = true
for i=1,6 do
local bankRob = banks['Bank'..i]
bankRob["started"] = true
end
Citizen.Wait(1000)
TriggerClientEvent('updateBanksNow',src, banks)
end)
RegisterServerEvent("robbery:decrypt")
AddEventHandler("robbery:decrypt", function()
local src = source
TriggerClientEvent('send:email', src)
end)
RegisterServerEvent('robbery:shutdown')
AddEventHandler('robbery:shutdown', function(bankID)
TriggerClientEvent('robbery:shutdownBank',-1,bankID,true)
local bankSecured = banks[bank]
bankSecured["started"] = false
TriggerClientEvent("robbery:closeDoor", -1, "square")
end)
|
local Util = require("Util/Util")
local WikiText = require("Pages/World_of_Warcraft_API/WikiText")
Util:MakeDir("cache_lua")
local m = {}
local ignoredTags = {
DEPRECATED = true,
UI = true,
Lua = true,
}
function m:ParseWikitext(wikitext)
local api_names, tag_data = {}, {}
for s1, name in string.gmatch(wikitext, "\n:(.-)%[API (.-)|") do
table.insert(api_names, name) -- allow finding duplicates
local tag = s1:match("<small>''(.-)''</small>")
if tag then
tag_data[name] = tag
end
end
return api_names, tag_data
end
function m:GetGlobalApi()
local global_api = Util:DownloadAndRun(
"cache_lua/GlobalAPI.lua",
"https://raw.githubusercontent.com/Ketho/BlizzardInterfaceResources/mainline/Resources/GlobalAPI.lua"
)
return Util:ToMap(global_api[1])
end
function m:FindDuplicates(wowpedia)
print("-- duplicates")
local t = {}
for _, v in pairs(wowpedia) do
if t[v] then
print(v)
else
t[v] = true
end
end
end
function m:HasIgnoredTag(str)
local tags = Util:strsplit(str, ", ")
for _, tag in pairs(tags) do
if ignoredTags[tag] then
return true
end
end
end
function m:FindMissing(wowpedia, wowpedia_tags, global_api)
local map = Util:ToMap(wowpedia)
print("\n-- to add")
for _, k in pairs(Util:SortTable(global_api)) do
if not map[k] then
print(k)
end
end
print("\n-- to remove")
table.sort(wowpedia)
for _, k in pairs(wowpedia) do
local hasIgnoredTag = wowpedia_tags[k] and self:HasIgnoredTag(wowpedia_tags[k])
if not global_api[k] and not hasIgnoredTag then
print(k)
end
end
end
local function main()
WikiText:SaveExport()
local text = WikiText:GetWikitext(true)
local api, tags = m:ParseWikitext(text)
m:FindDuplicates(api)
local global_api = m:GetGlobalApi()
m:FindMissing(api, tags, global_api)
end
main()
print("done")
|
--[[
3p8_collector_rock
Uses: Collects 3p8_rock_s
Todo: perhaps make this be apart of a vehicle (or crane or something) in the future.
]]
AddCSLuaFile()
ENT.Base = "3p8_collector"
ENT.HeldObject = "3p8_rock_s"
ENT.ItemName = "Collector: Rocks"
ENT.ItemModel = "models/props_c17/oildrum001.mdl"
ENT.MaxCount = 5
ENT.Health = 100
|
<td>{{ ( " " ):rep( depth ) }}<a class="rare{{ weapon.rarity }}{{ weapon.create and " create" or "" }}" href="{{ U( ( "weapons/%s/%s" ):format( class.short, urlFromName( weapon.name ) ) ) }}">{{ T( weapon.name ) }}</a></td>
<td>{{ weapon.attack }}</td>
<td>{{ weapon.reload }}</td>
<td>{{ weapon.drift }}</td>
<td>{{ weapon.recoil }}</td>
<td{%
if weapon.affinity ~= 0 then
printf( [[ class="%s"]], weapon.affinity > 0 and "pos" or "neg" )
end
%}>{{ weapon.affinity }}%</td>
<td{{ weapon.slots == 0 and [[ class="none">-]] or ">" .. ( "O" ):rep( weapon.slots ) }}</td>
|
--Uk-P.U.N.K.アメイジング・ドラゴン
--Scripted by mallu11
function c100417008.initial_effect(c)
--synchro summon
aux.AddSynchroProcedure(c,nil,aux.NonTuner(nil),1)
c:EnableReviveLimit()
--tohand
local e1=Effect.CreateEffect(c)
e1:SetDescription(aux.Stringid(100417008,0))
e1:SetCategory(CATEGORY_TOHAND)
e1:SetType(EFFECT_TYPE_SINGLE+EFFECT_TYPE_TRIGGER_O)
e1:SetCode(EVENT_SPSUMMON_SUCCESS)
e1:SetProperty(EFFECT_FLAG_DELAY+EFFECT_FLAG_CARD_TARGET)
e1:SetCountLimit(1,100417008)
e1:SetCondition(c100417008.thcon)
e1:SetTarget(c100417008.thtg)
e1:SetOperation(c100417008.thop)
c:RegisterEffect(e1)
--special summon
local e2=Effect.CreateEffect(c)
e2:SetDescription(aux.Stringid(100417008,1))
e2:SetCategory(CATEGORY_SPECIAL_SUMMON)
e2:SetType(EFFECT_TYPE_IGNITION)
e2:SetProperty(EFFECT_FLAG_CARD_TARGET)
e2:SetRange(LOCATION_MZONE)
e2:SetCountLimit(1,100417008)
e2:SetTarget(c100417008.sptg)
e2:SetOperation(c100417008.spop)
c:RegisterEffect(e2)
end
function c100417008.thcon(e,tp,eg,ep,ev,re,r,rp)
return e:GetHandler():IsSummonType(SUMMON_TYPE_SYNCHRO)
end
function c100417008.thfilter(c)
return (c:IsFaceup() or c:IsLocation(LOCATION_GRAVE)) and c:IsRace(RACE_PSYCHO) and c:IsLevel(3)
end
function c100417008.thtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsOnField() and chkc:IsControler(1-tp) and chkc:IsAbleToHand() end
if chk==0 then return Duel.IsExistingMatchingCard(c100417008.thfilter,tp,LOCATION_MZONE+LOCATION_GRAVE,0,1,nil)
and Duel.IsExistingTarget(Card.IsAbleToHand,tp,0,LOCATION_ONFIELD,1,nil) end
local g=Duel.GetMatchingGroup(c100417008.thfilter,tp,LOCATION_MZONE+LOCATION_GRAVE,0,nil)
local ct=g:GetClassCount(Card.GetCode)
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_RTOHAND)
local sg=Duel.SelectTarget(tp,Card.IsAbleToHand,tp,0,LOCATION_ONFIELD,1,ct,nil)
Duel.SetOperationInfo(0,CATEGORY_TOHAND,sg,sg:GetCount(),0,0)
end
function c100417008.thop(e,tp,eg,ep,ev,re,r,rp)
local g=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS):Filter(Card.IsRelateToEffect,nil,e)
if g:GetCount()>0 then
Duel.SendtoHand(g,nil,REASON_EFFECT)
end
end
function c100417008.spfilter(c,e,tp)
return not c:IsCode(100417008) and c:IsSetCard(0x26f) and c:IsCanBeSpecialSummoned(e,0,tp,false,false)
end
function c100417008.sptg(e,tp,eg,ep,ev,re,r,rp,chk,chkc)
if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c100417008.spfilter(chkc,e,tp) end
if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0
and Duel.IsExistingTarget(c100417008.spfilter,tp,LOCATION_GRAVE,0,1,nil,e,tp) end
Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON)
local g=Duel.SelectTarget(tp,c100417008.spfilter,tp,LOCATION_GRAVE,0,1,1,nil,e,tp)
Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0)
end
function c100417008.spop(e,tp,eg,ep,ev,re,r,rp)
local tc=Duel.GetFirstTarget()
if tc:IsRelateToEffect(e) then
Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP)
end
end
|
engine_name = 'memtx'
iterations = 100000
math.randomseed(1)
delete_replace_update(engine_name, iterations)
math.randomseed(2)
delete_replace_update(engine_name, iterations)
math.randomseed(3)
delete_replace_update(engine_name, iterations)
math.randomseed(4)
delete_replace_update(engine_name, iterations)
math.randomseed(5)
delete_replace_update(engine_name, iterations)
|
#!/usr/bin/env lua
local ui = require "tek.ui"
ui.Application:new
{
AuthorStyles = [[
.huge {
width: free;
height: free;
font: ui-huge;
}
]],
Children =
{
ui.Window:new
{
Title = "Groups Demo",
HideOnEscape = true,
Children =
{
ui.ScrollGroup:new
{
Legend = "Virtual Group",
HSliderMode = "on",
VSliderMode = "on",
Child = ui.Canvas:new
{
AutoPosition = true,
MaxWidth = 500,
MaxHeight = 500,
CanvasWidth = 500,
CanvasHeight = 500,
Child = ui.Group:new
{
Columns = 2,
Children =
{
ui.Button:new { Text = "Foo", Class = "huge" },
ui.Button:new { Text = "Bar", Class = "huge" },
ui.Button:new { Text = "Baz", Class = "huge" },
ui.ScrollGroup:new
{
Legend = "Virtual Group",
Width = 500,
Height = 500,
MinWidth = 0,
MinHeight = 0,
HSliderMode = "on",
VSliderMode = "on",
Child = ui.Canvas:new
{
AutoPosition = true,
CanvasWidth = 500,
CanvasHeight = 500,
Child = ui.Group:new
{
Columns = 2,
Children =
{
ui.Button:new { Text = "Red", Class = "huge" },
ui.Button:new { Text = "Green", Class = "huge" },
ui.Button:new { Text = "Blue", Class = "huge" },
ui.ScrollGroup:new
{
Legend = "Virtual Group",
Width = 500,
Height = 500,
MinWidth = 0,
MinHeight = 0,
HSliderMode = "on",
VSliderMode = "on",
Child = ui.Canvas:new
{
AutoPosition = true,
CanvasWidth = 500,
CanvasHeight = 500,
Child = ui.Group:new
{
Columns = 2,
Children =
{
ui.Button:new { Text = "One", Class = "huge" },
ui.Button:new { Text = "Two", Class = "huge" },
ui.Button:new { Text = "Three", Class = "huge" },
ui.Button:new { Text = "Four", Class = "huge" },
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}
}:run()
|
local Commands = {}
Commands.util = {}
Commands.util.dontUse = {}
function Commands.become_god(self)
if self.util.allowedToUse() == false then return end
if game.player.character == nil then return end
local inventories = {
defines.inventory.character_main,
defines.inventory.character_guns,
defines.inventory.character_ammo,
defines.inventory.character_armor,
defines.inventory.character_tools,
defines.inventory.character_vehicle,
defines.inventory.character_trash
}
local playerCharacter = game.player.character
game.player.character = nil
for _, inv in pairs(inventories) do
self.util.transferInventory(playerCharacter, game.player, inv)
end
playerCharacter.destroy()
end
function Commands.become_mortal(self)
local position = self.player.position
if self.player.character == nil then
game.player.create_character()
self.player.teleport(position)
end
end
function Commands.cli_ext(self)
local availableCommands = "The following commands are added by "..mod_info.print_name.."\r"
for _, v in pairs(self.util.getCommands()) do
availableCommands = availableCommands .. " /" .. v
end
self.player.print(availableCommands);
end
function Commands.destroy_selected(self)
if self.util.allowedToUse() == false then return end
if self.player.selected ~= nil then self.player.selected.destroy() end
end
function Commands.empty_all_pipes(self)
if self.util.allowedToUse() == false then return end
local surface = self.player.surface
local deleted=0
for key, entity in pairs(surface.find_entities_filtered({force=self.player.force})) do
if string.find(entity.name, "pipe") or string.find(entity.name, "pump") or string.find(entity.name, "tank")
then
for i=1,#entity.fluidbox do
deleted = deleted + 1
entity.fluidbox[i] = nil;
end
end
end
self.player.print("Fluids removed from "..deleted .." entities")
end
function Commands.finish_current_tech(self)
if self.util.allowedToUse() == false then return end
if self.player.force.current_research ~= nil then self.player.force.current_research.researched = true end
end
function Commands.freeze(self)
if self.util.allowedToUse() == false then return end
self.player.surface.freeze_daytime = self.util.switchBool(self.player.surface.freeze_daytime, "Freezing")
end
function Commands.generate_ore_patch(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": ore name. Example usage '/generate_ore_patch iron ore'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local ore_name = self.util.join(self.parameters, "-")
if (game.item_prototypes[ore_name] == nil) then
game.print(ore_name.." was not found as a resource")
return
end
local surface=self.player.surface
local ore=nil
local size=math.random(10, 20)
local density=math.random(7, 20)
for y=-size, size do
for x=-size, size do
a=(size+1-math.abs(x))*10
b=(size+1-math.abs(y))*10
if a<=b then
ore=math.random(a*density-a*(density-8), a*density+a*(density-8))
end
if b<a then
ore=math.random(b*density-b*(density-8), b*density+b*(density-8))
end
surface.create_entity({name=ore_name, amount=ore, position={self.player.position.x+x, self.player.position.y+y}})
end
end
end
function Commands.generate_oil_patch (self)
if self.util.allowedToUse() == false then return end
local ore_name = "crude-oil"
if self.parameterCount > 0 then
local ore_name = self.util.join(self.parameters, "-")
end
if (game.entity_prototypes[ore_name] == nil) then
game.print(ore_name.." was not found as a resource")
return
end
local surface=self.player.surface
local position=nil
for i=1,9 do
position=game.player.surface.find_non_colliding_position("crude-oil", self.player.position, 0, i/2+1.5)
if position then
surface.create_entity({name=ore_name, amount=5000, position=position})
end
end
end
function Commands.give_stack(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": item name. Example usage '/give_stack iron plate'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local name = self.util.join(self.parameters, "-")
if game.item_prototypes[name] ~= nil then
local stack = game.item_prototypes[name].stack_size
self.player.insert({ name = name, count = stack })
end
end
function Commands.kill_enemies(self)
if self.util.allowedToUse() == false then return end
for key, entity in pairs(self.player.surface.find_entities_filtered({ force = "enemy" })) do
entity.destroy()
end
end
function Commands.lock_all_tech(self)
if self.util.allowedToUse() == false then return end
for _, tech in pairs(self.player.force.technologies) do
tech.researched = false
self.player.force.set_saved_technology_progress(tech, 0)
end
end
function Commands.lock_tech(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": nameOfResearch. Example usage '/lock_tech automation'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local techName = self.util.join(self.parameters, "-")
if self.player.force.current_research ~= nil then
if self.player.force.current_research.name == techName then self.player.force.current_research = nil end
end
self.player.print("Searching technology with the name: '" .. techName .. "' ")
for _, tech in pairs(self.player.force.technologies) do
if tech.name == techName then
self.player.print("Technology with the name: '" .. techName .. "' found")
selectedTech = tech
elseif tech.prerequisites[techName] ~= nil then
self.util.lockDependingTechs(tech)
end
end
if selectedTech == nil then
self.player.print("Technology with the name: '" .. techName .. "' was not found")
return
end
selectedTech.researched = false
self.player.force.set_saved_technology_progress(selectedTech, 0)
end
function Commands.map_cancel_reveal(self)
self.player.force.cancel_charting(self.player.surface)
end
function Commands.map_rechart(self)
if self.util.allowedToUse() == false then return end
self.player.force.rechart()
end
function Commands.map_reveal(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": distance. Example usage '/map_reveal 32'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local left_top, right_bottom = self.player.position, self.player.position
left_top.x = left_top.x - self.parameters[1]
left_top.y = left_top.y - self.parameters[1]
right_bottom.x = right_bottom.x + self.parameters[1]
right_bottom.y = right_bottom.y + self.parameters[1]
self.player.force.chart(self.player.surface, {left_top, right_bottom})
end
function Commands.pickup_dropped_items(self)
if self.util.allowedToUse() == false then return end
local radius = 32
if self.parameterCount > 0 then
radius = self.parameters[1]
end
local groundEntities = self.player.surface.find_entities_filtered({
area = {
{ self.player.position.x - radius, self.player.position.y - radius },
{ self.player.position.x + radius, self.player.position.y + radius }
},
name = "item-on-ground"
})
for _, entity in pairs(groundEntities) do
entity.to_be_looted = true
entity.teleport({ self.player.position.x, self.player.position.y })
end
end
function Commands.position(self)
local color = self.player.color
color.a = 0.5
self.player.print(self.player.name .. ": (" .. self.player.position.x .. ", " .. self.player.position.y .. ")", color)
end
function Commands.position_to_global_chat(self)
local color = self.player.color
color.a = 0.5
game.print(self.player.name .. ": (" .. game.player.position.x .. ", " .. game.player.position.y .. ")", color)
end
function Commands.position_to_player(self)
local parameterCountMessage = ": playerName, Example usage: /position_to_player " .. self.player.name
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[1])
if destinationPlayer == nil then
return
else
destinationPlayer = game.players[destinationPlayer]
end
local color = self.player.color
color.a = 0.5
destinationPlayer.print(self.player.name .. ": (" .. game.player.position.x .. ", " .. game.player.position.y .. ")", color)
end
function Commands.save(self)
if self.parameterCount > 0 then
local savename = self.util.join(self.parameters, " ")
game.print("saving as: " .. savename)
game.server_save(savename)
else
game.print("saving")
game.auto_save();
end
end
function Commands.set_crafting_speed(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": speed. Example usage '/set_crafting_speed 2'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local player = self.player
if self.parameters[2] ~= nil then
local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[2])
player = game.players[destinationPlayer]
end
player.character_crafting_speed_modifier = self.parameters[1]
end
function Commands.set_mining_speed(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": speed. Example usage '/set_mining_speed 2'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local player = self.player
if self.parameters[2] ~= nil then
local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[2])
player = game.players[destinationPlayer]
end
player.character_mining_speed_modifier = self.parameters[1]
end
function Commands.set_running_speed(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": speed. Example usage '/set_running_speed 2'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local player = self.player
if self.parameters[2] ~= nil then
local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[2])
player = game.players[destinationPlayer]
end
player.character_running_speed_modifier = self.parameters[1]
end
function Commands.speed(self)
if self.util.allowedToUse() == false then return end
if self.util.correctParameterCount(1) == false then
return
end
local speed = tonumber(self.parameters[1])
if speed < 1 then
self.player.print("Game can not run slower than 1% speed")
speed = 1
elseif speed > 10000 then
self.player.print("Game should not go faster then 10.000% speed. It can severly harm the performance of the game after that")
speed = 10000
end
speed = speed / 100
game.speed = speed
end
function Commands.teleport_to(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": x and y. Example usage '/teleport_to 0 0'"
if not self.util.correctParameterCount(2, parameterCountMessage) then
return
end
if tonumber(self.parameters[1]) ~= nil and tonumber(self.parameters[2]) ~= nil then
self.player.teleport(self.util.makeValidTeleportLocation({ x = tonumber(self.parameters[1]), y = tonumber(self.parameters[2]) }))
end
end
function Commands.teleport_to_player(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": player_name. Example usage '/teleport_to_player "..self.player.name.."'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[1])
if destinationPlayer == nil then
return
else
destinationPlayer = game.players[destinationPlayer]
end
local destinationPosition = destinationPlayer.position
self.player.teleport(self.util.makeValidTeleportLocation(destinationPosition))
end
--function Commands.teleport_us(self)
-- if self.util.allowedToUse() == false then return end
-- local parameterCountMessage = ": x, y, player_name,[player_name]. Example usage '/teleport_us 0, 0, jelmergu'"
-- if not self.util.correctParameterCount(3, parameterCountMessage) then
-- return
-- end
--
-- local destinationPosition, destinationPlayer = {x= tonumber(self.parameters[1]), y=tonumber(self.parameters[2])}
-- self.player.teleport(self.util.makeValidTeleportLocation(destinationPosition))
-- for i = 3, self.parameterCount do
-- local destinationPlayer = self.util.getPlayerIndexFromName(self.parameters[i])
-- if destinationPlayer ~= nil then
-- destinationPlayer = game.players[destinationPlayer]
-- game.players[destinationPlayers].teleport(self.util.makeValidTeleportLocation(destinationPosition))
-- destinationPlayer = nil
-- end
-- end
--end
function Commands.teleport_to_me(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": player_name. Example usage '/teleport_to_player "..self.player.name.."'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local sourcePlayer = self.util.getPlayerIndexFromName(self.parameters[1])
if sourcePlayer == nil then
return
else
sourcePlayer = game.players[sourcePlayer]
end
local destinationPosition = self.player.position
sourcePlayer.teleport(self.util.makeValidTeleportLocation(destinationPosition))
end
function Commands.toggle_cheat(self)
if self.util.allowedToUse() == false then return end
self.player.cheat_mode = self.util.switchBool(self.player.cheat_mode, "Cheat mode is now")
end
function Commands.toggle_expansion(self)
if self.util.allowedToUse() == false then return end
game.map_settings.enemy_expansion.enabled = self.util.switchBool(game.map_settings.enemy_expansion.enabled, "Enemy expansion is now")
end
function Commands.toggle_friendly_fire(self)
if self.util.allowedToUse() == false then return end
self.player.force.friendly_fire = self.util.switchBool(self.player.force.friendly_fire, "Friendly fire is now")
end
function Commands.toggle_night(self)
if self.util.allowedToUse() == false then return end
self.player.surface.always_day = self.util.switchBool(self.player.surface.always_day, "Turning always_day")
end
function Commands.toggle_peace(self)
if self.util.allowedToUse() == false then return end
self.player.surface.peaceful_mode = self.util.switchBool(self.player.surface.peaceful_mode, "Peace is now")
end
function Commands.unlock_all_tech(self)
if self.util.allowedToUse() == false then return end
self.player.force.research_all_technologies()
end
function Commands.unlock_tech(self)
if self.util.allowedToUse() == false then return end
local parameterCountMessage = ": nameOfResearch. Example usage '/unlock_tech automation'"
if not self.util.correctParameterCount(1, parameterCountMessage) then
return
end
local techName = self.util.join(self.parameters, "-")
self.player.print("Searching technology with the name: '" .. techName .. "' ")
for _, tech in pairs(self.player.force.technologies) do
if tech.name == techName then
self.player.print("Technology with the name: '" .. techName .. "' found")
selectedTech = tech
end
end
if selectedTech == nil then
self.player.print("Technology with the name: '" .. techName .. "' was not found")
return
end
self.util.unlockDependingTechs(selectedTech)
end
function Commands.zoom(self)
if not self.util.correctParameterCount(1) then
return
end
local zoom = tonumber(self.parameters[1])
if zoom < 4 then
self.player.print("zoom command is capped at 4, the game has a big potential to freeze with a zoom level that is smaller than that")
zoom = 4
elseif zoom > 1000 then
self.player.print("zoom command is capped at 1000, a level greater than that will be unable to completely display the player character")
zoom = 1000
end
zoom = zoom / 100
self.player.zoom = zoom
end
-- Util functions
-- Check if allowed to use a command
function Commands.util.allowedToUse()
if (settings.startup["cli-ext-adminOnly"] == false or Commands.admin == true) then
return true
end
game.print(Commands.player.name .. " tried to use " .. Commands.calledCommand .. " but was not allowed", Commands.player.color)
return false
end
-- The entry point of every command.
function Commands.util.command(event)
Commands.player = game.get_player(event.player_index)
Commands.parameters = Commands.util.explode(event.parameter, " ")
Commands.parameterCount = 0
Commands.admin = Commands.player.admin
for _, __ in pairs(Commands.parameters) do
Commands.parameterCount = Commands.parameterCount + 1
end
Commands.calledCommand = event.name
if in_table(Commands, Commands.calledCommand) then Commands[Commands.calledCommand](Commands) end
end
-- Check if the parameter count is the same or more as count. If not display a message
function Commands.util.correctParameterCount(count, message)
if message == nil then
message = ""
end
if Commands.parameterCount >= count then
return true
end
local argumentsText = count == 1 and " argument" or " arguments"
Commands.player.print(Commands.calledCommand .. " requires " .. count .. argumentsText .. message)
return false
end
-- Convert a string to a table, splitting the string at the delimiter
function Commands.util.explode(s, delimiter)
if type(s) ~= "string" then return {} end
result = {};
for match in (s .. delimiter):gmatch("(.-)" .. delimiter) do
table.insert(result, match);
end
return result;
end
-- Get all of the commands available
function Commands.util.getCommands()
local returnTable = {}
for k, _ in pairs(Commands) do
if in_table(Commands.util.dontUse, k) == false and type(_) == "function" then
table.insert(returnTable, k)
end
end
return returnTable
end
-- Find a player by name and return its index or nil if the player was not found
function Commands.util.getPlayerIndexFromName(name)
if name == nil then
Commands.player.print("Something went wrong. Please contact the writer of "..mod_info.print_name)
end
for k, v in pairs(game.players) do
if v.name == name then return k end
end
Commands.player.print("Player '" .. name .. "' not found. Make sure that the name is typed correctly(case sensitive)")
return nil
end
-- Get the help message of a command
Commands.util.help = require "help"
-- Join the elements of a table with the glue
function Commands.util.join(t, glue)
local string = ""
for _, v in pairs(t) do
if string ~= "" then
string = string .. glue .. v
else
string = string .. v
end
end
return string
end
-- Lock the techs that depend on the given tech
function Commands.util.lockDependingTechs(tech)
if Commands.player.force.current_research ~= nil then
if Commands.player.force.current_research.name == tech.name then Commands.player.force.current_research = nil end
end
for _, t in pairs(Commands.player.force.technologies) do
if t.prerequisites[tech.name] ~= nil then
Commands.util.lockDependingTechs(t)
end
end
tech.researched = false
Commands.player.force.set_saved_technology_progress(tech, 0)
end
-- Check the teleport target location for collisions
function Commands.util.makeValidTeleportLocation(position)
if Commands.player.surface.can_place_entity({ name = "character", position = position }) then
return position
else
if Commands.player.surface.can_place_entity({ name = "character", position = { position.x - 1, position.y } }) then
return { position.x - 2, position.y } -- left side of position
elseif Commands.player.surface.can_place_entity({ name = "character", position = { position.x + 1, position.y } }) then
return { position.x + 1, position.y } -- above position
elseif Commands.player.surface.can_place_entity({ name = "character", position = { position.x - 1, position.y + 1 } }) then
return { position.x - 1, position.y + 1 } -- above position
elseif Commands.player.surface.can_place_entity({ name = "character", position = { position.x - 1, position.y - 1 } }) then
return { position.x - 1, position.y - 1 } -- below position
else
return { position.x, position.y } -- same space as position
end
end
end
-- Change true to false and false to true, and display a message to the player if specified
function Commands.util.switchBool(value, message)
if value == true then
value = false
if message ~= nil then Commands.player.print(message .. " off") end
else
value = true
if message ~= nil then Commands.player.print(message .. " on") end
end
return value
end
-- Unlock the techs that the given tech depends on
function Commands.util.unlockDependingTechs(tech)
for _, t in pairs(tech.prerequisites) do
Commands.util.unlockDependingTechs(t)
end
tech.researched = true
end
-- Transfer all items from one inventory to the other
function Commands.util.transferInventory(origin, destination, inventory)
if origin.get_inventory(inventory) == nil then return end
for i, v in pairs(origin.get_inventory(inventory).get_contents()) do
destination.insert({ name = i, count = v })
origin.remove_item({ name = i, count = v })
end
end
return Commands
|
-----------------------------------
-- Area: Bastok Mines
-- NPC: Ranpi-Pappi
-- Type: Standard NPC
-- !pos -4.535 -1.044 49.881 234
--
-- Auto-Script: Requires Verification (Verified by Brando)
-----------------------------------
function onTrade(player,npc,trade)
end;
function onTrigger(player,npc)
player:startEvent(77);
end;
function onEventUpdate(player,csid,option)
end;
function onEventFinish(player,csid,option)
end;
|
-- 9.2.5.43971
KethoWowpedia.dbc.toy = {
[1] = {1973, 0, 0},
[4] = {32566, 0, 2},
[5] = {33223, 0, 2},
[7] = {38578, 0, 2},
[9] = {34480, 0, 6},
[12] = {67097, 0, 7},
[16] = {68806, 0, 2},
[17] = {70161, 0, 2},
[18] = {70722, 0, 6},
[19] = {72161, 0, 7},
[20] = {72231, 2, 0},
[21] = {86568, 0, 0},
[22] = {86571, 0, 0},
[23] = {72221, 2, 0},
[24] = {86575, 0, 0},
[25] = {72225, 2, 0},
[29] = {21540, 0, 1},
[30] = {33079, 2, 7},
[33] = {64651, 0, 3},
[34] = {43499, 0, 2},
[99] = {32782, 0, 0},
[100] = {34499, 0, 2},
[101] = {37254, 0, 0},
[102] = {38301, 0, 7},
[103] = {44430, 0, 5},
[109] = {46709, 0, 6},
[110] = {49703, 0, 7},
[111] = {49704, 2, 7},
[112] = {52201, 0, 1},
[114] = {52253, 0, 1},
[116] = {64358, 0, 3},
[117] = {64361, 0, 3},
[118] = {64373, 0, 3},
[119] = {64383, 0, 3},
[120] = {64456, 0, 3},
[121] = {64481, 0, 3},
[122] = {64482, 0, 3},
[123] = {64646, 0, 3},
[124] = {64881, 0, 3},
[125] = {66888, 4, 2},
[126] = {69895, 0, 2},
[127] = {72159, 0, 7},
[128] = {79769, 0, 7},
[129] = {86581, 0, 0},
[131] = {72224, 2, 0},
[132] = {86586, 0, 0},
[133] = {86588, 0, 0},
[134] = {86589, 0, 0},
[135] = {72229, 2, 0},
[136] = {72227, 2, 0},
[137] = {86593, 0, 0},
[139] = {86596, 0, 5},
[140] = {87528, 0, 5},
[142] = {90175, 4, 2},
[143] = {90883, 0, 6},
[144] = {90888, 0, 6},
[145] = {90899, 0, 6},
[147] = {72220, 2, 0},
[148] = {72226, 2, 0},
[151] = {98132, 0, 5},
[152] = {98136, 0, 0},
[153] = {72230, 2, 2},
[154] = {103685, 4, 2},
[155] = {104262, 0, 0},
[156] = {104302, 0, 0},
[157] = {104309, 0, 0},
[158] = {104318, 0, 6},
[159] = {104323, 0, 2},
[160] = {104324, 0, 2},
[161] = {72233, 2, 0},
[162] = {104331, 0, 0},
[164] = {105898, 0, 6},
[165] = {104294, 0, 0},
[168] = {54653, 2, 6},
[169] = {90000, 0, 6},
[170] = {90427, 0, 2},
[180] = {54651, 2, 6},
[181] = {72223, 2, 1},
[182] = {89999, 0, 6},
[183] = {54343, 0, 2},
[184] = {54438, 0, 2},
[185] = {54437, 0, 2},
[186] = {44606, 0, 2},
[187] = {45057, 0, 2},
[188] = {69776, 0, 3},
[189] = {46843, 0, 2},
[190] = {90067, 0, 0},
[191] = {97921, 0, 2},
[192] = {34686, 0, 6},
[193] = {33927, 0, 6},
[194] = {89222, 4, 2},
[195] = {37710, 0, 6},
[196] = {23767, 0, 3},
[197] = {88589, 0, 1},
[198] = {45021, 0, 2},
[199] = {36863, 0, 0},
[200] = {45020, 0, 2},
[201] = {88801, 0, 2},
[202] = {45063, 0, 2},
[203] = {69227, 0, 7},
[204] = {88802, 0, 2},
[205] = {44719, 0, 2},
[206] = {95589, 4, 1},
[207] = {95590, 4, 1},
[208] = {45019, 0, 2},
[209] = {40895, 0, 3},
[210] = {33219, 0, 2},
[211] = {88417, 0, 1},
[212] = {69777, 0, 3},
[213] = {88385, 0, 1},
[214] = {32542, 0, 2},
[215] = {54212, 0, 7},
[216] = {88587, 2, 1},
[217] = {45018, 0, 2},
[218] = {88579, 0, 1},
[219] = {88580, 0, 1},
[220] = {88566, 0, 0},
[221] = {88531, 0, 1},
[222] = {71259, 0, 1},
[223] = {63269, 0, 0},
[224] = {101571, 0, 6},
[225] = {70159, 0, 2},
[226] = {46780, 0, 2},
[227] = {35275, 0, 0},
[228] = {45014, 0, 2},
[229] = {89869, 4, 2},
[230] = {30690, 0, 1},
[231] = {108739, 0, 0},
[232] = {88370, 0, 1},
[233] = {71628, 0, 7},
[234] = {45015, 0, 2},
[235] = {97942, 0, 2},
[236] = {88387, 0, 1},
[237] = {45017, 0, 2},
[238] = {88381, 0, 1},
[239] = {17716, 0, 3},
[240] = {91904, 0, 2},
[241] = {45011, 0, 2},
[242] = {80822, 0, 1},
[243] = {50471, 0, 6},
[244] = {45013, 0, 2},
[245] = {64997, 4, 2},
[246] = {63141, 4, 2},
[247] = {88584, 0, 1},
[248] = {88377, 0, 1},
[249] = {45016, 0, 2},
[250] = {45984, 0, 0},
[251] = {69775, 0, 3},
[252] = {69215, 0, 7},
[253] = {35227, 0, 2},
[254] = {97919, 0, 2},
[255] = {17712, 0, 6},
[256] = {18660, 0, 3},
[257] = {36862, 0, 0},
[258] = {98552, 0, 2},
[264] = {116139, 0, 6},
[265] = {116067, 0, 6},
[269] = {71137, 0, 6},
[270] = {116125, 0, 0},
[271] = {113570, 0, 0},
[272] = {111476, 0, 0},
[273] = {116115, 0, 6},
[275] = {75042, 0, 6},
[278] = {118191, 2, 0},
[279] = {113096, 0, 2},
[280] = {109183, 0, 3},
[281] = {112324, 0, 7},
[282] = {118427, 0, 0},
[283] = {53057, 0, 1},
[285] = {119144, 0, 1},
[286] = {119432, 0, 0},
[287] = {119178, 0, 0},
[289] = {108743, 0, 0},
[290] = {110586, 2, 0},
[293] = {115468, 4, 2},
[294] = {115503, 0, 1},
[295] = {117550, 0, 0},
[296] = {117569, 0, 0},
[297] = {117573, 0, 0},
[298] = {118221, 0, 0},
[299] = {118244, 0, 0},
[301] = {119145, 0, 1},
[302] = {119160, 4, 2},
[303] = {72222, 2, -1},
[304] = {72228, 2, 0},
[305] = {119182, 4, 2},
[306] = {119215, 0, 5},
[307] = {119217, 0, 0},
[308] = {119218, 0, 0},
[309] = {119219, 0, 0},
[310] = {119220, 2, -1},
[311] = {119221, 2, -1},
[312] = {119421, 4, 2},
[319] = {109739, 0, 0},
[320] = {116122, 0, 0},
[322] = {119212, 0, 2},
[324] = {119210, 0, 2},
[325] = {118222, 0, 0},
[327] = {120276, 0, 0},
[328] = {108735, 0, 0},
[329] = {113670, 0, 0},
[330] = {113631, 0, 0},
[331] = {113375, 0, 0},
[332] = {118716, 0, 0},
[333] = {114227, 0, 0},
[334] = {116651, 0, 6},
[335] = {116758, 0, 6},
[336] = {116763, 0, 6},
[337] = {116400, 0, 6},
[338] = {118937, 0, 0},
[339] = {118938, 0, 0},
[340] = {119003, 0, 0},
[341] = {119039, 0, 0},
[342] = {119083, 0, 0},
[343] = {72232, 2, -1},
[344] = {116440, 0, 2},
[345] = {116435, 0, 6},
[346] = {116757, 0, 6},
[347] = {116689, 0, 6},
[348] = {116690, 0, 6},
[349] = {116691, 0, 6},
[350] = {116692, 0, 6},
[351] = {119134, 0, 1},
[352] = {120857, 2, 0},
[357] = {119092, 0, 0},
[359] = {89205, 2, 5},
[360] = {108745, 0, 3},
[361] = {122293, 0, 5},
[365] = {122304, 0, 0},
[366] = {122283, 6, -1},
[367] = {116456, 0, 6},
[368] = {122129, 0, 5},
[369] = {122126, 0, 5},
[371] = {122120, 0, 5},
[372] = {122122, 0, 5},
[373] = {122123, 0, 5},
[374] = {122674, 0, 1},
[375] = {122700, 0, 5},
[376] = {119163, 0, 0},
[377] = {82467, 0, 1},
[378] = {13379, 0, 0},
[379] = {123851, 0, 0},
[381] = {122119, 0, 5},
[383] = {116856, 0, 6},
[384] = {116888, 0, 6},
[385] = {116889, 0, 6},
[386] = {116890, 0, 6},
[387] = {116891, 0, 6},
[388] = {126931, 0, 2},
[389] = {127670, 0, 0},
[390] = {127668, 0, 0},
[391] = {119001, 0, 1},
[392] = {127695, 0, 2},
[393] = {127696, 0, 2},
[394] = {127707, 0, 2},
[395] = {127766, 0, 0},
[396] = {127394, 0, -1},
[398] = {127859, 0, 0},
[399] = {127864, 0, 2},
[400] = {127659, 0, 0},
[401] = {127652, 0, 0},
[402] = {127666, 0, 0},
[403] = {128310, 0, 0},
[404] = {69896, 0, 6},
[405] = {128328, 0, 4},
[406] = {122121, 0, 5},
[408] = {128471, 4, 2},
[409] = {128462, 4, 2},
[410] = {128536, 0, 3},
[411] = {97994, 0, 2},
[412] = {108635, 0, 6},
[413] = {108634, 0, 0},
[415] = {108633, 0, 0},
[416] = {108632, 0, 6},
[417] = {108631, 0, 0},
[418] = {86573, 0, 0},
[420] = {128776, 0, 6},
[421] = {128794, 0, 6},
[422] = {128807, 0, 6},
[425] = {122117, 0, 0},
[428] = {127709, 0, 0},
[429] = {92738, 0, -1},
[431] = {129926, 0, -1},
[432] = {129938, 0, -1},
[433] = {129952, 0, -1},
[434] = {129956, 0, 3},
[435] = {129057, 0, 2},
[436] = {129929, 0, 2},
[437] = {130199, 4, 2},
[438] = {130194, 2, -1},
[439] = {130147, 0, 0},
[440] = {129055, 0, 0},
[441] = {129093, 0, 1},
[442] = {86565, 0, -1},
[443] = {129111, 2, -1},
[444] = {133511, 0, 2},
[445] = {133542, 0, -1},
[446] = {131812, 4, 2},
[447] = {131811, 0, -1},
[448] = {93672, 2, -1},
[449] = {119093, 0, 0},
[451] = {86590, 0, 0},
[452] = {86582, 0, 0},
[453] = {134024, 0, 0},
[454] = {86583, 0, 0},
[455] = {64488, 0, 3},
[456] = {134023, 0, 0},
[457] = {86578, 0, 0},
[458] = {113540, 0, 0},
[459] = {116120, 0, 0},
[460] = {118935, 0, -1},
[461] = {128223, 0, -1},
[462] = {86594, 0, 0},
[463] = {88375, 0, 1},
[464] = {89614, 0, 3},
[465] = {43824, 0, 5},
[466] = {115506, 0, 0},
[467] = {102467, 0, 2},
[468] = {86584, 0, 0},
[469] = {113543, 0, -1},
[470] = {104329, 0, 0},
[471] = {54452, 2, -1},
[472] = {134020, 0, 2},
[473] = {60854, 2, 3},
[474] = {87214, 2, 3},
[475] = {111821, 2, 3},
[476] = {40768, 2, 3},
[477] = {48933, 2, 3},
[478] = {87215, 2, 3},
[479] = {112059, 2, 3},
[480] = {18986, 2, 3},
[481] = {30544, 2, 3},
[482] = {18984, 2, 3},
[483] = {30542, 2, 3},
[484] = {40727, 2, 3},
[485] = {85973, 2, 0},
[486] = {85500, 6, 2},
[487] = {134019, 0, 0},
[488] = {134022, 0, 0},
[489] = {134021, 0, 1},
[490] = {133997, 0, -1},
[491] = {133998, 0, 1},
[492] = {122298, 0, 2},
[493] = {113542, 0, 0},
[494] = {118224, 0, 0},
[495] = {116113, 0, 0},
[496] = {119180, 0, 0},
[497] = {95567, 0, 1},
[498] = {95568, 0, 1},
[499] = {127655, 0, 0},
[500] = {127669, 0, 0},
[501] = {134007, 0, 2},
[502] = {134004, 0, 2},
[503] = {130169, 0, 0},
[504] = {130157, 4, 2},
[505] = {130158, 4, 2},
[506] = {130171, 0, 0},
[507] = {130170, 4, 2},
[508] = {130191, 4, 2},
[509] = {130232, 4, 2},
[510] = {130214, 0, 0},
[511] = {130249, 2, 0},
[512] = {129045, 2, 0},
[513] = {129165, 0, 0},
[514] = {37460, 0, -1},
[515] = {44820, 0, -1},
[516] = {89139, 0, 0},
[520] = {131724, 0, 1},
[521] = {136849, 2, -1},
[522] = {136846, 2, -1},
[525] = {136927, 2, -1},
[526] = {136855, 2, -1},
[527] = {136928, 2, -1},
[528] = {136934, 2, -1},
[529] = {136935, 2, -1},
[530] = {136937, 2, -1},
[531] = {129211, 0, 3},
[532] = {137294, 2, -1},
[533] = {129958, 0, 3},
[534] = {129960, 0, 3},
[535] = {129961, 0, 3},
[536] = {137663, 0, -1},
[537] = {138202, 0, 2},
[538] = {138415, 0, 6},
[539] = {138490, 2, -1},
[540] = {138876, 0, 1},
[541] = {138873, 0, 1},
[542] = {115472, 4, 2},
[543] = {129279, 4, 2},
[544] = {129149, 4, 2},
[545] = {139337, 0, 6},
[546] = {128636, 0, 6},
[547] = {130254, 0, 3},
[548] = {138900, 0, 2},
[549] = {139773, 0, 0},
[550] = {139587, 0, -1},
[551] = {140160, 0, -1},
[552] = {140231, 0, 2},
[553] = {140309, 0, 2},
[554] = {140363, 0, 0},
[557] = {131814, 4, 2},
[558] = {134831, 0, 0},
[559] = {140325, 4, 2},
[560] = {140324, 4, 2},
[561] = {132518, 0, 3},
[562] = {130151, 0, 2},
[563] = {140632, 2, 0},
[564] = {140336, 0, 2},
[565] = {138878, 0, 1},
[566] = {129113, 0, 0},
[567] = {140779, 2, -1},
[568] = {140780, 0, -1},
[569] = {130251, 0, 3},
[570] = {122681, 0, 0},
[571] = {130209, 0, 1},
[572] = {119211, 2, 0},
[573] = {109167, 0, 3},
[574] = {140786, 0, -1},
[575] = {141297, 0, -1},
[576] = {141300, 2, -1},
[577] = {141298, 0, -1},
[578] = {141301, 0, -1},
[579] = {141306, 0, -1},
[580] = {141299, 0, -1},
[581] = {141296, 0, -1},
[582] = {141331, 2, 0},
[584] = {131933, 0, 1},
[585] = {131900, 0, 0},
[586] = {141649, 0, 6},
[587] = {141879, 0, 1},
[588] = {140314, 0, 0},
[589] = {142265, 0, 0},
[590] = {142341, 0, 6},
[593] = {142497, 0, 1},
[594] = {142496, 0, 1},
[595] = {142495, 0, 1},
[596] = {142494, 0, 1},
[597] = {142528, 0, 0},
[598] = {142529, 0, 0},
[599] = {142530, 0, 0},
[600] = {142531, 4, -1},
[601] = {142532, 4, -1},
[602] = {142536, 0, 1},
[603] = {143545, 2, -1},
[604] = {143544, 0, 0},
[605] = {143543, 2, 6},
[606] = {141862, 0, 2},
[607] = {129965, 0, 2},
[608] = {143534, 2, -1},
[609] = {142542, 2, 6},
[610] = {143662, 0, 0},
[611] = {130102, 0, -1},
[612] = {143727, 0, 1},
[613] = {143660, 0, 5},
[614] = {143827, 0, 6},
[615] = {143828, 0, 6},
[616] = {143829, 0, 6},
[618] = {144339, 0, 6},
[619] = {144393, 0, 2},
[621] = {147308, 0, 2},
[622] = {147312, 0, 2},
[623] = {147310, 0, 2},
[624] = {147307, 0, 2},
[625] = {147311, 0, 2},
[626] = {147309, 0, 2},
[627] = {147537, 0, 2},
[628] = {147832, 0, 2},
[629] = {147838, 0, -1},
[630] = {147843, 0, 0},
[631] = {147867, 0, 0},
[632] = {147708, 4, 2},
[633] = {144072, 0, 2},
[634] = {142452, 0, 2},
[639] = {150547, 2, 6},
[640] = {151016, 0, 2},
[641] = {151271, 0, 6},
[642] = {151270, 0, 6},
[643] = {151344, 0, 6},
[644] = {151343, 0, 6},
[645] = {151265, 0, 0},
[646] = {151184, 0, 2},
[647] = {150743, 0, -1},
[651] = {150746, 0, -1},
[652] = {134026, 0, 5},
[653] = {134031, 0, 5},
[654] = {134032, 0, 5},
[655] = {134034, 0, 5},
[656] = {150744, 0, -1},
[657] = {150745, 0, -1},
[658] = {151877, 2, 0},
[659] = {152556, 0, 2},
[660] = {152574, 0, 2},
[661] = {151349, 0, 6},
[662] = {151348, 0, 6},
[663] = {129367, 0, 2},
[664] = {152982, 2, 0},
[665] = {153004, 2, 0},
[666] = {153039, 4, -1},
[667] = {153124, 0, 0},
[668] = {153126, 0, 0},
[669] = {153180, 0, 0},
[670] = {153179, 0, 0},
[671] = {153181, 0, 0},
[672] = {153182, 0, 0},
[673] = {153183, 0, 0},
[674] = {153193, 0, 0},
[675] = {153204, 0, 2},
[676] = {151652, 2, 3},
[677] = {153253, 0, -1},
[678] = {153194, 0, 0},
[679] = {153293, 0, 0},
[680] = {156649, 0, 6},
[681] = {156833, 0, 5},
[682] = {156871, 0, 1},
[683] = {158149, 0, 6},
[684] = {160740, 0, 3},
[685] = {160751, 0, 3},
[686] = {161342, 2, -1},
[787] = {162539, 0, 2},
[788] = {159749, 0, 2},
[789] = {162643, 0, 6},
[790] = {162642, 0, 6},
[791] = {162973, 0, 6},
[792] = {163045, 0, 6},
[793] = {163211, 4, 2},
[795] = {163210, 4, 2},
[796] = {163206, 2, 2},
[797] = {163201, 4, 2},
[798] = {163200, 4, 2},
[799] = {159753, 4, 2},
[800] = {163565, 2, 2},
[801] = {163566, 2, 2},
[802] = {163603, 2, 0},
[803] = {163607, 0, 1},
[804] = {163697, 0, 5},
[805] = {163713, 0, -1},
[806] = {163735, 0, -1},
[807] = {163736, 0, -1},
[808] = {163738, 0, -1},
[809] = {163741, 0, -1},
[810] = {163744, 0, -1},
[811] = {163745, 0, -1},
[812] = {163750, 0, -1},
[813] = {163775, 0, -1},
[814] = {163742, 0, 0},
[815] = {163740, 0, 0},
[816] = {163704, 0, -1},
[817] = {163705, 0, -1},
[819] = {163795, 0, 0},
[820] = {163828, 0, 0},
[821] = {163829, 0, 0},
[822] = {163924, 0, 0},
[823] = {163987, 2, 7},
[824] = {163986, 2, 7},
[827] = {160509, 0, 1},
[828] = {164375, 0, 0},
[829] = {164374, 0, 0},
[832] = {164373, 0, 0},
[834] = {163463, 4, 2},
[890] = {164310, 0, 5},
[891] = {164983, 0, 6},
[892] = {165021, 4, 6},
[893] = {165671, 0, 6},
[894] = {165672, 0, 6},
[895] = {165673, 0, 6},
[896] = {165674, 0, 6},
[897] = {165675, 0, 6},
[898] = {165676, 0, 6},
[899] = {165791, 0, 1},
[900] = {166308, 0, 0},
[901] = {166247, 0, 5},
[902] = {166461, 0, 2},
[903] = {166662, 0, 2},
[904] = {166663, 0, 2},
[905] = {166678, 0, 1},
[906] = {166544, 0, 1},
[907] = {166701, 0, -1},
[908] = {166702, 0, -1},
[909] = {166703, 0, -1},
[910] = {166704, 0, -1},
[911] = {166744, 0, 2},
[912] = {166743, 0, 2},
[913] = {166778, 2, 9},
[914] = {166777, 2, 9},
[916] = {165669, 0, -1},
[917] = {165670, 0, -1},
[918] = {165802, 0, -1},
[919] = {166746, 0, -1},
[920] = {166747, 0, -1},
[921] = {166784, 0, 0},
[922] = {166785, 0, 0},
[923] = {166787, 0, 0},
[924] = {166788, 0, -1},
[925] = {166790, 0, 0},
[926] = {166779, 0, 9},
[927] = {166880, 0, 0},
[928] = {166808, 0, 0},
[929] = {166851, 2, 0},
[930] = {166877, 0, 0},
[931] = {166879, 0, 0},
[940] = {167931, 0, 0},
[941] = {168012, 0, 2},
[942] = {168014, 0, 2},
[943] = {168123, 0, -1},
[944] = {168016, 0, 5},
[945] = {115501, 0, -1},
[946] = {116396, 0, -1},
[947] = {115505, 0, -1},
[948] = {168807, 2, 3},
[949] = {168808, 2, 3},
[950] = {168824, 0, 0},
[953] = {168836, 2, -1},
[955] = {168907, 0, -1},
[956] = {169275, 0, 2},
[957] = {169276, 0, 2},
[958] = {169278, 0, 2},
[959] = {169277, 0, 2},
[960] = {169297, 0, -1},
[961] = {169298, 0, -1},
[964] = {169347, 0, 0},
[965] = {169768, 0, 1},
[966] = {169796, 0, 1},
[967] = {169865, 0, 0},
[968] = {170155, 2, 1},
[969] = {170154, 2, 1},
[970] = {170187, 0, 0},
[971] = {170380, 0, 2},
[972] = {170204, 0, 2},
[973] = {170198, 0, 0},
[974] = {170203, 0, 0},
[975] = {170199, 0, 0},
[976] = {170196, 0, 0},
[977] = {168667, 2, 3},
[978] = {170476, 0, 0},
[979] = {170469, 4, -1},
[980] = {169108, 4, 2},
[981] = {172179, 0, 7},
[982] = {172223, 0, 6},
[983] = {172222, 0, 6},
[984] = {172219, 0, 6},
[985] = {173727, 2, -1},
[986] = {173951, 0, -1},
[992] = {173984, 0, 0},
[993] = {174445, 2, 0},
[994] = {174830, 0, 5},
[995] = {174871, 0, 5},
[996] = {174873, 0, 0},
[997] = {174874, 0, 0},
[998] = {169303, 0, 0},
[999] = {174920, 0, -1},
[1000] = {174928, 0, -1},
[1001] = {174926, 0, -1},
[1002] = {174924, 0, -1},
[1003] = {174921, 0, -1},
[1005] = {174995, 4, 2},
[1006] = {175140, 0, -1},
[1007] = {175063, 0, 1},
[1062] = {178530, 0, 6},
[1063] = {177951, 0, 1},
[1064] = {172924, 2, 3},
[1065] = {181794, 0, 0},
[1066] = {181825, 0, 0},
[1068] = {182729, 0, 0},
[1069] = {182732, 0, 0},
[1070] = {182773, 0, -1},
[1071] = {182694, 0, 0},
[1072] = {182696, 0, 0},
[1073] = {182695, 0, 5},
[1074] = {183847, 0, 1},
[1075] = {183856, 0, 1},
[1076] = {183900, 4, 2},
[1078] = {180993, 0, 0},
[1079] = {182780, 0, 0},
[1080] = {183876, 0, -1},
[1081] = {180947, 0, -1},
[1082] = {180873, 0, 0},
[1083] = {179393, 0, 0},
[1084] = {182890, 4, 2},
[1085] = {183903, 0, 5},
[1086] = {183989, 0, 2},
[1087] = {183986, 0, 0},
[1088] = {184075, 0, 0},
[1089] = {184218, 4, 2},
[1090] = {184223, 0, 5},
[1091] = {184292, 0, 0},
[1092] = {184312, 0, 0},
[1093] = {183716, 0, 2},
[1094] = {184318, 0, 0},
[1095] = {180290, 0, 2},
[1096] = {184353, 0, 2},
[1097] = {183988, 0, 0},
[1098] = {184449, 0, 5},
[1099] = {184447, 0, 0},
[1100] = {184476, 0, 0},
[1101] = {184508, 0, 5},
[1102] = {183810, 2, 0},
[1103] = {184495, 0, 0},
[1104] = {184396, 0, -1},
[1105] = {184487, 0, -1},
[1106] = {184489, 0, -1},
[1107] = {184490, 0, -1},
[1108] = {184410, 4, -1},
[1109] = {184404, 0, -1},
[1110] = {184415, 0, -1},
[1111] = {184418, 0, -1},
[1112] = {184413, 0, -1},
[1113] = {184435, 0, -1},
[1114] = {186501, 2, -1},
[1115] = {186686, 0, 3},
[1116] = {186702, 0, 3},
[1117] = {186973, 0, -1},
[1118] = {186985, 0, -1},
[1119] = {186974, 0, -1},
[1120] = {187075, 0, -1},
[1121] = {187176, 0, 0},
[1122] = {187184, 0, -1},
[1123] = {187185, 0, 0},
[1124] = {187416, 0, 0},
[1125] = {187417, 0, 0},
[1126] = {187113, 0, 0},
[1127] = {187159, 0, 1},
[1128] = {187154, 0, 1},
[1129] = {187155, 0, 1},
[1130] = {187140, 0, 1},
[1131] = {187344, 0, 0},
[1132] = {187339, 0, 0},
[1133] = {187174, 0, 0},
[1134] = {187051, 0, 0},
[1135] = {187139, 0, 0},
[1136] = {187419, 0, -1},
[1137] = {187420, 0, 0},
[1138] = {183901, 0, 0},
[1139] = {187422, 2, -1},
[1145] = {187512, 0, -1},
[1146] = {187591, 0, -1},
[1147] = {187705, 0, 0},
[1148] = {187834, 2, -1},
[1149] = {187840, 0, -1},
[1150] = {187793, 0, 5},
[1151] = {187861, 2, -1},
[1152] = {187869, 0, -1},
[1153] = {187875, 0, -1},
[1154] = {187895, 0, -1},
[1155] = {187896, 0, -1},
[1156] = {187897, 0, -1},
[1157] = {187898, 0, -1},
[1158] = {187899, 0, -1},
[1159] = {187900, 0, -1},
[1161] = {187913, 0, -1},
[1162] = {187957, 2, -1},
[1163] = {187958, 2, -1},
[1164] = {187959, 2, -1},
[1165] = {187860, 0, 5},
[1166] = {188680, 0, 2},
[1167] = {188694, 0, 2},
[1168] = {188695, 0, 2},
[1169] = {188698, 0, 2},
[1170] = {188699, 0, -1},
[1171] = {188701, 0, -1},
[1173] = {188952, 0, 5},
[1174] = {190177, 0, -1},
[1175] = {190196, 2, -1},
[1176] = {190237, 4, 2},
[1177] = {190238, 0, 0},
[1178] = {190333, 0, -1},
[1179] = {190457, 0, 0},
[1180] = {190734, 0, -1},
[1181] = {190754, 0, -1},
[1182] = {190853, 0, 0},
[1183] = {190926, 0, 0},
[1184] = {187689, 0, 5},
[1186] = {191937, 2, -1},
[1187] = {191925, 2, -1},
[1188] = {192099, 0, -1},
[1189] = {192485, 2, -1},
}
|
--------------------------------------------------------------------------------
-- Function......... : easeInOutBack
-- Author........... :
-- Description...... :
--------------------------------------------------------------------------------
--------------------------------------------------------------------------------
function Tweener.easeInOutBack ( t, b, c, d, s )
--------------------------------------------------------------------------------
if (s==nil) then s = 1.70158; end
t=t/d/2
if (t < 1) then
s = s * 1.525
return c/2*(t*t*((s+1)*t - s)) + b;
end
t=t-2
s = s * 1.525
return c/2*(t*t*((s+1)*t + s) + 2) + b;
--------------------------------------------------------------------------------
end
--------------------------------------------------------------------------------
|
Dummy = Entity:extend("Dummy", {
collider = nil,
tpos = vec2(),
tppos = vec2(),
axis = vec2(),
jump = false,
crouch = false,
controlmode = nil
})
function Dummy:init(data)
Base.init(self, data)
self.collider = CircleCollider{ radius = 32 }
self:setControlMode("Previous")
end
collision = nil
function Dummy:update(tl)
if self.controlmode == "Current" then
self.pos = self.pos + self.axis * 100 * tl
elseif self.controlmode == "Previous" then
self.ppos = self.ppos + self.axis * 100 * tl
end
self.vel = self.pos - self.ppos
self:updateCollider(tl)
local brush = debugState.brushes[1]
--bounds_self = self.collider:getCastBounds()
--bounds_other = brush:getCastBounds()
--bounds_check = self.collider:checkCastBounds(brush)
collision = self.collider:cast(brush)
if collision then
if collision.t >= 0 then
self.tppos = collision.self_pos
self.tpos = self.tppos + collision.tangent * (self.vel * collision.tangent) * collision.r
else collision = nil end
end
self:updateCollider(tl)
return false
end
function Dummy:draw()
lg.push("all")
lg.translate(self.ppos:split())
stache.setColor("white", 0.8)
lg.line(0, 0, self.vel:split())
lg.push()
lg.translate((self.vel.normal * self.collider.radius):split())
lg.line(0, 0, self.vel:split())
lg.pop()
lg.push()
lg.translate((-self.vel.normal * self.collider.radius):split())
lg.line(0, 0, self.vel:split())
lg.pop()
lg.pop()
stache.debugCircle(self.ppos, self.collider.radius, "red", 1)
stache.debugCircle(self.pos, self.collider.radius, "green", 1)
if collision then
stache.debugCircle(self.tppos, self.collider.radius, "red", 0.5)
stache.debugCircle(self.tpos, self.collider.radius, "green", 0.5)
stache.debugTangent(self.tppos, collision.tangent * 100, "white", 0.5)
end
if bounds_check then
local alpha = bounds_check and 0.4 or 0.2
stache.debugBounds(bounds_self, "white", alpha)
stache.debugBounds(bounds_other, "white", alpha)
end
end
function Dummy:setControlMode(mode)
stache.checkArg("mode", mode, "string", "Dummy:setControlMode")
if mode ~= "Current" and mode ~= "Previous" then
stache.formatError("Dummy:setControlMode() called with a 'mode' argument that does not correspond to a valid control mode: %q", mode)
end
self.controlmode = mode
end
function Dummy:toggleControlMode()
if self.controlmode == "Current" then
self:setControlMode("Previous")
elseif self.controlmode == "Previous" then
self:setControlMode("Current")
end
end
function Dummy:updateCollider(tl)
self.collider:update(tl, self.pos, self.ppos)
end
|
-- The Computer Language Shootout
-- http://shootout.alioth.debian.org/
-- contributed by Mike Pall
local gmatch, gsub, write = string.gmatch, string.gsub, io.write
local seq = io.read("*a")
local ilen = #seq
seq = gsub(seq, ">.-\n", "")
seq = gsub(seq, "\n", "")
local clen = #seq
local variants = {
"agggtaaa", "tttaccct",
"[cgt]gggtaaa", "tttaccc[acg]",
"a[act]ggtaaa", "tttacc[agt]t",
"ag[act]gtaaa", "tttac[agt]ct",
"agg[act]taaa", "ttta[agt]cct",
"aggg[acg]aaa", "ttt[cgt]ccct",
"agggt[cgt]aa", "tt[acg]accct",
"agggta[cgt]a", "t[acg]taccct",
"agggtaa[cgt]", "[acg]ttaccct",
}
local count, prev = 0
for i,pattern in ipairs(variants) do
for _ in gmatch(seq, pattern) do count = count + 1 end
if prev then
write(prev, "|", pattern, " ", count, "\n")
count = 0
prev = nil
else
prev = pattern
end
end
local subst = {
B = "(c|g|t)", D = "(a|g|t)", H = "(a|c|t)", K = "(g|t)",
M = "(a|c)", N = "(a|c|g|t)", R = "(a|g)", S = "(c|g)",
V = "(a|c|g)", W = "(a|t)", Y = "(c|t)",
}
-- Dumbing down forced by "the rules":
for k,v in pairs(subst) do seq = gsub(seq, k, v) end
-- Otherwise you're better off with: seq = gsub(seq, "[BDHKMNRSVWY]", subst)
write("\n", ilen, "\n", clen, "\n", #seq, "\n")
|
#!/usr/bin/env luajit
local ldb = require("lua-db")
local lfb = require("lua-fb")
print("creating db")
local db = ldb.new(100,100)
print("Got drawbuffer", db)
print("opening framebuffer")
local fb = lfb.new(arg[1] or "/dev/fb0")
print("Got framebuffer", fb)
print("getting varinfo")
local vinfo = fb:get_varinfo()
print("Framebuffer resolution ->", vinfo.xres .. "x" .. vinfo.yres)
print("getting fixinfo")
local finfo = fb:get_fixinfo()
print("clearing drawbuffer")
db:clear(0xFF,0x00,0xFF,0xFF)
print("drawing to framebuffer from drawbuffer")
fb:draw_from_drawbuffer(db, 0,0)
|
--[[------------------------------------------------------
mdns.Registration
-----------------
This class registers a service name for a give service
type and calls a callback when the service is announced.
(this is an implementation of the ZeroConf or Bonjour
registration).
--]]------------------------------------------------------
require 'mdns.core'
local lib = mdns.Registration_core
mdns.Registration = lib
local private = {}
local function dummy()
-- noop
end
local ctx = mdns.Context()
--- We should provide a socket to inform when registration is over (callback).
-- This socket could be the default zmq.REQ socket used to by lk.Service ?
local new = lib.new
function lib.new(service_type, name, port, txt, func)
if not func then
if type(txt) == 'function' then
func = txt
txt = nil
end
end
txt = private.buildTXT(txt)
local self = new(ctx, service_type, name, port, txt)
self.callback = func or dummy
self.txt = txt
self.thread = lk.Thread(function()
while true do
sched:waitRead(self:fd())
self:callback(self:getService())
end
end)
ctx:addRegistration(self)
return self
end
function lib:kill()
if self.thread then
self.thread:kill()
self.thread = nil
end
end
--=============================================== PRIVATE
local INVALID_KEY_CHARS = '[^a-zA-Z]'
--- Build a TXT record from a Lua table.
function private.buildTXT(dict)
if not dict then
return ''
elseif type(dict) ~= 'table' then
error('txt field is not a table')
end
local txt = ''
for key, value in pairs(dict) do
if type(value) == 'number' then
value = string.format('%i', value)
end
if type(key) == 'string' and type(value) == 'string' then
if string.match(key, INVALID_KEY_CHARS) then
error(string.format("Invalid key '%s' in TXT record (contains invalid characters).", key))
end
if string.len(key) + string.len(value) > 254 then
error(string.format("Invalid value '%s' in TXT record (value + key is too long).", value))
end
txt = txt .. string.char(string.len(key) + 1 + string.len(value)) .. key
.. '=' .. value
end
end
if string.len(txt) > 400 then
error(string.format("TXT record size is too big (%i bytes)", string.len(txt)))
end
return txt
end
|
-----------------------------
-- INIT
-----------------------------
--get the addon namespace
local addon, ns = ...
local cfg = ns.cfg
-----------------------------
-- CHARSPECIFIC REWRITES
-----------------------------
local playername, _ = UnitName("player")
local _, playerclass = UnitClass("player")
if playername == "Zörk" then
cfg.bars.stancebar.enable = false
cfg.bars.bar2.mouseover.enable = false
cfg.bars.bar3.mouseover.enable = false
cfg.bars.bar4.mouseover.fadeOut.alpha = 0
cfg.bars.bags.mouseover.fadeOut.alpha = 0
cfg.bars.micromenu.mouseover.fadeOut.alpha = 0
end
if playername == "Lishi" then
cfg.bars.bar1.uselayout2x6 = true
cfg.bars.bar2.uselayout2x6 = true
cfg.bars.bar4.mouseover.enable = false
cfg.bars.bar5.mouseover.enable = false
end
|
--
-- This file describes 'cursor action' regions, rectangular regions
-- in floating workspace mode where some action will be taken if you
-- drag a window around. They can be used to implement behavior like
-- "drag window to edge to resize to fixed size", trigger migration
-- to a specific screen and so on.
--
local cactions = {};
-- this example, if uncommented, would exec the overview tool if the
-- cursor in its non-drag state is moved to the top left corner. These
-- are always invisible.
--
-- table.insert(cactions, {
-- region = {0.0, 0.0, 0.001, 0.001},
-- on_over = function()
-- dispatch_symbol("!tools/overview/ws_tile")
-- end
--});
-- this example, if uncommented, would trigger a window center
-- if dropped to the left edge of the user area, with a preview on
-- how that would look. It's slightly more complicated as it needs
-- to create / manage the "center- preview".
-- table.insert(cactions, {
-- region = {0.0, 0.0, 0.05, 1.0},
-- visible = true,
-- on_drag_over = function(ctx, wnd, vid)
-- local nsrf = color_surface(wnd.width, wnd.height, 0, 255, 0);
-- blend_image(nsrf, 0.5, gconfig_get("transition"));
-- order_image(nsrf, 65532);
-- move_image(nsrf,
-- 0.5 * (wnd.wm.width - wnd.width), 0.5 * ( wnd.wm.height - wnd.height));
-- ctx.temp_vid = nsrf;
-- image_mask_set(nsrf, MASK_UNPICKABLE);
-- blend_image(vid, 0.7, gconfig_get("transition"));
-- end,
-- on_drag_out = function(ctx, wnd, vid)
-- if (valid_vid(ctx.temp_vid)) then
-- expire_image(ctx.temp_vid, 10);
-- blend_image(ctx.temp_vid, 0.0, 10);
-- ctx.temp_vid = nil;
-- end
-- end,
-- on_drop = function(ctx, wnd)
-- if (valid_vid(ctx.temp_vid)) then
-- expire_image(ctx.temp_vid, 10);
-- blend_image(ctx.temp_vid, 0.0, 10);
-- ctx.temp_vid = nil;
-- end
-- if (wnd.move) then
-- wnd:move(0.5*(wnd.wm.width - wnd.width),
-- 0.5*(wnd.wm.height - wnd.height), false, true);
-- end
-- end
--});
return cactions;
|
function isClient()
return getLocalPlayer and true
end
|
local t = require( "taptest" )
local frombase2 = require( "frombase2" )
-- reads data from a bitfields string
t( frombase2( "01000001010000110100010001000011" ), "ACDC" )
-- read data with o instead of 0
t( frombase2( "o1ooooo1o1oooo11" ), "AC" )
t( frombase2( "OioooooiOiooooii" ), "AC" )
-- allows to ignore characters in a bitfield string
t( frombase2( "o1ooooo1 o1oooo11", " " ), "AC" )
-- handles wrong characters without a crash
local res, err = frombase2( "o1oo*ooo1*o1oo*oo11" )
t( res, nil )
t( err, "unexpected character at position 5: '*'" )
t()
|
local ToolkitCI = script:FindFirstAncestor("ToolkitCI")
local Roact = require(ToolkitCI.vendor.Roact)
local RoactRodux = require(ToolkitCI.vendor.RoactRodux)
local Flipper = require(ToolkitCI.vendor.Flipper)
local RoactFlipper = require(ToolkitCI.vendor.RoactFlipper)
local HoverColorImageButton = require(script.Parent.Components.HoverColorImageButton)
local PagesTree = require(script.Parent.Parent.PagesTree)
local e = Roact.createElement
local Sidebar = Roact.Component:extend("Sidebar")
local function getPages(props)
local contents = {}
if props.category.subcategory ~= "" then
for pageName, _module in pairs(PagesTree[props.category.category][props.category.subcategory]) do
contents[pageName] = e("TextButton", {
BackgroundColor3 = Color3.fromRGB(84,84,84),
TextColor3 = Color3.fromRGB(255,255,255),
Font = Enum.Font.SourceSansBold,
TextSize = 27,
Text = pageName,
[Roact.Event.Activated] = function()
props.setCategory({
page = pageName,
})
props.sidebarMotor:setGoal(Flipper.Spring.new(0, { frequency = 3, dampingRatio = 1 }))
end
}, {
UICorner = e("UICorner", {
CornerRadius = UDim.new(0.3,0),
})
})
end
end
contents["UIGridLayout"] = e("UIGridLayout", {
CellPadding = UDim2.new(0,5,0,5),
CellSize = UDim2.new(1,0,0,30),
SortOrder = Enum.SortOrder.LayoutOrder,
})
return e("Frame", {
AnchorPoint = Vector2.new(0.5,0),
BackgroundTransparency = 1,
Position = props.Position,
Size = UDim2.fromOffset(190,360),
}, contents)
end
local function getCategories(props)
local contents = {}
local layoutOrder = 1
for categoryName, categoryTable in pairs(PagesTree) do
contents[categoryName .. " Title"] = e("Frame", {
BackgroundTransparency = 1,
Size = UDim2.new(1,0,0,25),
LayoutOrder = layoutOrder,
}, {
Title = e("TextLabel", {
BackgroundTransparency = 1,
Size = UDim2.new(1,0,0,20),
TextXAlignment = Enum.TextXAlignment.Left,
TextColor3 = Color3.fromRGB(213,213,213),
Font = Enum.Font.SourceSansBold,
TextSize = 17,
Text = categoryName,
}, {
UIPadding = e("UIPadding", {
PaddingLeft = UDim.new(0,7),
})
}),
Line = e("Frame", {
Position = UDim2.fromOffset(5,21),
Size = UDim2.new(0.5,0,0,2),
BackgroundColor3 = Color3.fromRGB(213,213,213),
BorderSizePixel = 0,
}),
})
-- Subcategory buttons
local subcategoryContents = {}
for subcategoryName, _ in pairs(categoryTable) do
subcategoryContents[subcategoryName] = e("TextButton", {
BackgroundColor3 = Color3.fromRGB(84,84,84),
TextColor3 = Color3.fromRGB(255,255,255),
Font = Enum.Font.SourceSans,
TextSize = 27,
Text = subcategoryName,
[Roact.Event.Activated] = function()
props.setCategory({
category = categoryName,
subcategory = subcategoryName,
page = "",
})
props.setSidebarPage("pages")
end,
}, {
UICorner = e("UICorner", {
CornerRadius = UDim.new(0.3,0),
})
})
end
subcategoryContents["UIGridLayout"] = e("UIGridLayout", {
CellPadding = UDim2.new(0,5,0,5),
CellSize = UDim2.new(1,0,0,30),
SortOrder = Enum.SortOrder.LayoutOrder,
})
contents[categoryName] = e("Frame", {
BackgroundTransparency = 1,
Size = UDim2.new(1,0,0,0),
AutomaticSize = Enum.AutomaticSize.Y,
LayoutOrder = layoutOrder + 1,
}, subcategoryContents)
layoutOrder += 2
end
contents["UIListLayout"] = e("UIListLayout", {
Padding = UDim.new(0,3),
SortOrder = Enum.SortOrder.LayoutOrder,
})
return e("Frame", {
AnchorPoint = Vector2.new(0.5,0),
BackgroundTransparency = 1,
Position = props.Position,
Size = UDim2.fromOffset(190,360),
}, contents)
end
function Sidebar:init()
-- 0 for hidden, 1 for shown sidebar
self.sidebarMotor = Flipper.SingleMotor.new(1)
self.sidebarBinding = RoactFlipper.getBinding(self.sidebarMotor)
end
function Sidebar:render()
return e("Frame", {
BackgroundColor3 = Color3.fromRGB(53,53,53),
BorderSizePixel = 0,
Size = UDim2.new(0,215,1,0),
Position = self.sidebarBinding:map(function(alpha)
return UDim2.new(0,-175,0,0):Lerp(UDim2.new(0,0,0,0), alpha)
end),
ZIndex = 1000,
}, {
Title = e("TextLabel", {
BackgroundTransparency = 1,
Size = UDim2.fromOffset(170,40),
TextColor3 = Color3.fromRGB(213,213,213),
Font = Enum.Font.SourceSans,
Position = self.sidebarBinding:map(function(alpha)
return UDim2.new(0,-35,0,0):Lerp(UDim2.new(0,0,0,0), alpha)
end),
TextSize = 18,
Text = "Crystal Isles dev toolkit",
}),
ShowHide = e(HoverColorImageButton, {
BackgroundTransparency = 1,
Position = UDim2.new(1,-30,0,6),
Size = UDim2.fromOffset(22,30),
Rotation = 90,
Image = "rbxassetid://6873094251",
onActivated = function()
self.sidebarMotor:setGoal(Flipper.Spring.new(self.sidebarBinding:getValue() == 0 and 1 or 0, { frequency = 3, dampingRatio = 1 }))
end,
}),
BackArrow = self.props.sidebarPage ~= "subcategory" and e(HoverColorImageButton, {
BackgroundTransparency = 1,
Position = self.sidebarBinding:map(function(alpha)
return UDim2.new(1,-90,0,9):Lerp(UDim2.new(1,-55,0,9), alpha)
end),
Size = UDim2.fromOffset(24,22),
Image = "rbxassetid://6994815425",
onActivated = function()
self.props.setSidebarPage("subcategory")
end,
}),
MainList = self.props.sidebarPage == "subcategory" and e(getCategories, {
Position = self.sidebarBinding:map(function(alpha)
return UDim2.new(0,0,0,45):Lerp(UDim2.new(0.5,0,0,45), alpha)
end),
sidebarPage = self.props.sidebarPage,
category = self.props.category,
setSidebarPage = self.props.setSidebarPage,
setCategory = self.props.setCategory,
}),
Pages = self.props.sidebarPage == "pages" and e(getPages, {
Position = self.sidebarBinding:map(function(alpha)
return UDim2.new(0,0,0,45):Lerp(UDim2.new(0.5,0,0,45), alpha)
end),
sidebarMotor = self.sidebarMotor,
sidebarPage = self.props.sidebarPage,
category = self.props.category,
setSidebarPage = self.props.setSidebarPage,
setCategory = self.props.setCategory,
}),
Shadow = e("Frame", {
Position = UDim2.fromScale(1,0),
Size = UDim2.new(0,10,1,0),
BackgroundColor3 = Color3.fromRGB(38,38,38),
BorderSizePixel = 0,
}, {
UIGradient = e("UIGradient", {
Transparency = NumberSequence.new({
NumberSequenceKeypoint.new(0,0),
NumberSequenceKeypoint.new(1,1),
})
})
})
})
end
return RoactRodux.connect(function(state)
return {
sidebarPage = state.sidebarPage,
category = state.category,
}
end, function(dispatch)
return {
setSidebarPage = function(newPage)
dispatch({
type = "SetSidebarPage",
sidebarPage = newPage,
})
end,
setCategory = function(newCategory)
dispatch({
type = "SetCategory",
newCategory = newCategory,
})
end,
goBack = function()
dispatch({
type = "RemoveLastCategory",
})
dispatch({
type = "SetSidebarPage",
sidebarPage = "subcategory",
})
end,
}
end)(Sidebar) |
local pretty = require("pl.pretty")
local widget = require("widget")
local scrollBar = {}
scrollBar.__index = scrollBar
function scrollBar.new(widget)
local self = {}
setmetatable(self, scrollBar)
scrollBar.init(self, widget)
return self
end
function scrollBar.calculateHandle(self)
local handleHeight = self.widget.height * self.widget.height / self.widget:getContentRect().height
handleHeight = math.max(handleHeight, self.minHandle)
handleHeight = math.min(self.bar.height, handleHeight)
self.handle.width=self.width;
self.handle.height=handleHeight;
end
function scrollBar.init(self, widget, callBack)
self.widget = widget
self.callBack = callBack
self.width = 10
self.pos = 0
self.bar = {x=self.widget.x + self.widget.width - self.width, y=self.widget.y, width=self.width, height=self.widget.height}
self.minHandle = self.width
self.handle = {x=self.widget.x + self.widget.width - self.width, y=self.widget.y, width=self.width, height=handleHeight}
self:calculateHandle()
self.diffX = 0
self.diffY = 0
self.dragging = false
return self
end
function scrollBar.draw(self)
self:calculateHandle()
--love.graphics.setColor(self.color.fill)
--love.graphics.rectangle("fill", self.x, self.y, self.width, self.height, self.radius.x, self.radius.y)
local currentColor = self.widget:getColor()
love.graphics.setColor(currentColor.stroke)
love.graphics.rectangle("line", self.widget.x + self.widget.width - self.width, self.widget.y, self.width, self.widget.height, self.widget.radius.x, self.widget.radius.y)
love.graphics.setColor(currentColor.fill)
love.graphics.rectangle("fill", self.widget.x + self.widget.width - self.width, self.widget.y, self.width, self.widget.height, self.widget.radius.x, self.widget.radius.y)
love.graphics.setColor(currentColor.stroke)
love.graphics.rectangle("fill", self.handle.x, self.handle.y, self.handle.width, self.handle.height, self.widget.radius.x, self.widget.radius.y)
end
function scrollBar.hit(self, x, y)
return x >= self.handle.x and x < self.handle.x + self.handle.width and y >= self.handle.y and y < self.handle.y + self.handle.height
end
function scrollBar.mousePressed(self, handled, x, y, button, isTouch)
if self:hit(x,y) then
--self.color = self.colors.pressed
self.dragging = true
self.diffX = x - self.handle.x
self.diffY = y - self.handle.y
return true
end
end
function scrollBar.mouseReleased(self, handled, x, y, button, isTouch)
if self:hit(x,y) and self.pressed then
self.focused = true
self.open = not self.open
--self.color = self.colors.focused
return true
else
self.focused = false
--self.color = self.colors.released
self.open = false
end
self.dragging = false
end
function scrollBar.update(self, dt)
if self.dragging then
--self.handle.x = love.mouse.getX() - self.diffX
self.handle.y = love.mouse.getY() - self.diffY
self.handle.y = math.max(self.handle.y, self.bar.y)
self.handle.y = math.min(self.handle.y, self.bar.y+self.bar.height-self.handle.height)
local contentPos = self.widget:getContentRect()
local posPercent = 0
if self.bar.height ~= self.handle.height then
posPercent = (self.handle.y - self.bar.y) / (self.bar.height - self.handle.height)
end
local ypos = self.widget.y
if(contentPos.height > self.widget.height) then
yPos = self.widget.y - (contentPos.height - self.widget.height) * posPercent
end
self.widget:setContentPosition({x=contentPos.x, y=yPos})
end
end
function scrollBar.wheelMoved(self, x, y)
end
return scrollBar
|
---------------------------------------------------------------------------
--- tmux hotkeys for awful.hotkeys_widget
--
-- @author nahsi [email protected]
-- @copyright 2017 nahsi
-- @submodule awful.hotkeys_popup
---------------------------------------------------------------------------
local hotkeys_popup = require("awful.hotkeys_popup.widget")
local tmux = {}
--- Add rules to match tmux session.
--
-- For example:
--
-- tmux.add_rules_for_terminal({ rule = { name = { "tmux" }}})
--
-- will show tmux hotkeys for any window that has 'tmux' in its title.
-- If no rules are provided then tmux hotkeys will be shown always!
-- @function add_rules_for_terminal
-- @see awful.rules.rules
-- @tparam table rule Rules to match a window containing a tmux session.
function tmux.add_rules_for_terminal(rule)
for group_name, group_data in pairs({
["tmux: sessions"] = rule,
["tmux: windows"] = rule,
["tmux: panes"] = rule,
["tmux: misc"] = rule,
}) do
hotkeys_popup.add_group_rules(group_name, group_data)
end
end
local tmux_keys = {
["tmux: sessions"] = {{
modifiers = {},
keys = {
s = "show all sessions",
['$'] = "rename the current session",
['('] = "move to previous session",
[')'] = "move to next session",
d = "detach from current session"
}
}},
["tmux: windows"] = {{
modifiers = {},
keys = {
c = "create window",
f = "find window",
[','] = "rename current window",
--['&'] = "close current window",
p = "previous window",
n = "next window",
['0...9'] = "select window by number"
}
}},
["tmux: panes"] = {{
modifiers = {},
keys = {
[';'] = "toggle last active pane",
['%'] = "split pane vertically",
['"'] = "split pane horizontally",
['{'] = "move the current pane left",
['}'] = "move the current pane right",
['q 0...9'] = "select pane by number",
o = "toggle between panes",
z = "toggle pane zoom",
['space'] = "toggle between layouts",
['!'] = "convert pane into a window",
x = "close current pane"
}
}},
["tmux: misc"] = {{
modifiers = {},
keys = {
[':'] = "enter command mode",
['?'] = "list shortcuts",
t = "show clock"
}
}}
}
hotkeys_popup.add_hotkeys(tmux_keys)
return tmux
-- vim: filetype=lua:expandtab:shiftwidth=4:tabstop=8:softtabstop=4:textwidth=80
|
-- Alternate movement bindings using the number keys, for numpad usage over telnet.
if BindMovementToNumKeys then
Keybindings["8"] = COMMAND_WALKNORTH
Keybindings["9"] = COMMAND_WALKNE
Keybindings["6"] = COMMAND_WALKEAST
Keybindings["3"] = COMMAND_WALKSE
Keybindings["2"] = COMMAND_WALKSOUTH
Keybindings["1"] = COMMAND_WALKSW
Keybindings["4"] = COMMAND_WALKWEST
Keybindings["7"] = COMMAND_WALKNW
Keybindings["5"] = COMMAND_WAIT
end
-- List of keys to set up as quickkeys.
local QuickKeys = {}
if BindQuickKeysTo == 'num-keys' then
QuickKeys = { '0', '1', '2', '3', '4', '5', '6', '7', '8', '9' }
elseif BindQuickKeysTo == 'f-keys' then
QuickKeys = { 'F1', 'F2', 'F3', 'F4', 'F5', 'F6', 'F7', 'F8', 'F11', 'F12' }
end
-- List of weapons to bind to those keys.
local QuickKeyWeapons = {
'chainsaw', 'knife', 'pistol', 'shotgun', 'ashotgun',
'dshotgun', 'chaingun', 'bazooka', 'plasma', 'bfg9000'
}
-- Given a weapon name, return a QuickKey function for it.
local function MakeQuickKey(weapon)
return function() command.quick_weapon(weapon) end
end
---- Begin QuickKey category support. ----
-- QuickKey weapon categories. Each key cycles through the corresponding category.
local QuickKeyCategories = {
{ name = 'melee weapons';
'knife', 'chainsaw', 'ubutcher', 'usubtle', 'umjoll', 'spear', 'uscythe' };
{ name = 'pistols';
'pistol', 'ucpistol', 'ublaster', 'utrigun', 'uberetta', 'ujackal' };
{ name = 'shotguns';
'shotgun', 'dshotgun', 'ashotgun', 'udshotgun', 'uashotgun', 'upshotgun', 'usjack', 'ufshotgun' };
{ name = 'rapid-fire weapons';
'chaingun', 'uminigun', 'plasma', 'unplasma', 'ulaser', 'umega' };
{ name = 'explosive weapons';
'bazooka', 'umbazooka', 'unapalm', 'urbazooka' };
{ name = 'BFGs';
'bfg9000', 'unbfg9000', 'ubfg10k' };
{ name = 'exotic weapons';
'utristar', 'utrans', 'urailgun', 'uacid', 'unullpointer' };
}
-- Get the last complete log message. Seeks backwards in the log until it either
-- runs out of logging or finds an empty line.
local function GetLastFullMessage()
local n,msg = 0,''
repeat
msg = ui.msg_history(n) .. msg
n = n+1
until ui.msg_history(n) == nil or not ui.msg_history(n):match('%S')
return msg
end
-- Attempt to equip a weapon and read the log to figure out if we succeeded or not.
-- Also attempts to clean up the log after itself on success.
local function TryEquip(weapon)
ui.msg_clear()
command.quick_weapon(weapon)
local msg = GetLastFullMessage()
local success_msg = msg:match("You prepare the .-[.!] ")
or msg:match("You already have the .-[.!] ")
or msg:match("You swap your weapons.-[.!] ")
if not success_msg then return false end
if msg ~= success_msg then
-- This means that there were additional messages appended to the equip message,
-- almost certainly "there is a %s lying here". Due to a bug in DoomRL, this
-- will get appended twice, once now and once when we return from the key handler.
-- So, we get rid of it here so it only appears once.
ui.msg_clear()
ui.msg(success_msg)
end
return true
end
-- QuickKey function builder for categories. Some ugly hacks in here (repeatedly
-- clearing the log, reading the log messages to figure out what happened)
-- because command.quick_weapon() doesn't return a value indicating whether
-- we successfully equipped a thing the way command.use_item does.
local current_category
local function MakeQuickKeyForCategory(category)
local index = 1
local max = #category
local function inc() index = index % #category + 1;
return index end
return function()
-- Player probably already has category[index] equipped.
-- Skip to the next weapon.
if current_category == category then inc() end
-- Search for the first weapon in this category that the player has.
local start = index
repeat
if TryEquip(category[index]) then
current_category = category
return
end
-- Proceed to the next weapon. Stop if we've looped all the way around
-- to the weapon we started with.
until inc() == start
-- We ran out of weapons to try. Clear any lingering "you don't have the" messages.
ui.msg_clear()
ui.msg("You don't have any "..category.name..".")
end
end
if QuickKeysUseCategories then
MakeQuickKey = MakeQuickKeyForCategory
QuickKeyWeapons = QuickKeyCategories
end
for i,key in ipairs(QuickKeys) do
if QuickKeyWeapons[i] then
Keybindings[key] = MakeQuickKey(QuickKeyWeapons[i])
end
end
|
local utils = require "kong.tools.utils"
local cache = require "kong.tools.database_cache"
local crypto = require "kong.plugins.basic-auth.crypto"
local singletons = require "kong.singletons"
local constants = require "kong.constants"
local responses = require "kong.tools.responses"
local ngx_set_header = ngx.req.set_header
local ngx_get_headers = ngx.req.get_headers
local realm = 'Basic realm="'.._KONG._NAME..'"'
local _M = {}
-- Fast lookup for credential retrieval depending on the type of the authentication
--
-- All methods must respect:
--
-- @param request ngx request object
-- @param {table} conf Plugin config
-- @return {string} public_key
-- @return {string} private_key
local function retrieve_credentials(request, header_name, conf)
local username, password
local authorization_header = request.get_headers()[header_name]
if authorization_header then
local iterator, iter_err = ngx.re.gmatch(authorization_header, "\\s*[Bb]asic\\s*(.+)")
if not iterator then
ngx.log(ngx.ERR, iter_err)
return
end
local m, err = iterator()
if err then
ngx.log(ngx.ERR, err)
return
end
if m and next(m) then
local decoded_basic = ngx.decode_base64(m[1])
if decoded_basic then
local basic_parts = utils.split(decoded_basic, ":")
username = basic_parts[1]
password = basic_parts[2]
end
end
end
if conf.hide_credentials then
request.clear_header(header_name)
end
return username, password
end
--- Validate a credential in the Authorization header against one fetched from the database.
-- @param credential The retrieved credential from the username passed in the request
-- @param given_password The password as given in the Authorization header
-- @return Success of authentication
local function validate_credentials(credential, given_password)
local digest, err = crypto.encrypt({consumer_id = credential.consumer_id, password = given_password})
if err then
ngx.log(ngx.ERR, "[basic-auth] "..err)
end
return credential.password == digest
end
local function load_credential_into_memory(username)
local credentials, err = singletons.dao.basicauth_credentials:find_all {username = username}
if err then
return nil, err
end
return credentials[1]
end
local function load_credential_from_db(username)
if not username then return end
local credential, err = cache.get_or_set(cache.basicauth_credential_key(username),
nil, load_credential_into_memory, username)
if err then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
return credential
end
local function load_consumer_into_memory(consumer_id, anonymous)
local result, err = singletons.dao.consumers:find { id = consumer_id }
if not result then
if anonymous and not err then
err = 'anonymous consumer "'..consumer_id..'" not found'
end
return nil, err
end
return result
end
local function set_consumer(consumer, credential)
ngx_set_header(constants.HEADERS.CONSUMER_ID, consumer.id)
ngx_set_header(constants.HEADERS.CONSUMER_CUSTOM_ID, consumer.custom_id)
ngx_set_header(constants.HEADERS.CONSUMER_USERNAME, consumer.username)
ngx.ctx.authenticated_consumer = consumer
if credential then
ngx_set_header(constants.HEADERS.CREDENTIAL_USERNAME, credential.username)
ngx.ctx.authenticated_credential = credential
ngx_set_header(constants.HEADERS.ANONYMOUS, nil) -- in case of auth plugins concatenation
else
ngx_set_header(constants.HEADERS.ANONYMOUS, true)
end
end
local function do_authentication(conf)
-- If both headers are missing, return 401
local headers = ngx_get_headers()
if not (headers["authorization"] or headers["proxy-authorization"]) then
ngx.header["WWW-Authenticate"] = realm
return false, {status = 401}
end
local credential
local given_username, given_password = retrieve_credentials(ngx.req, "proxy-authorization", conf)
if given_username then
credential = load_credential_from_db(given_username)
end
-- Try with the authorization header
if not credential then
given_username, given_password = retrieve_credentials(ngx.req, "authorization", conf)
credential = load_credential_from_db(given_username)
end
if not credential or not validate_credentials(credential, given_password) then
return false, {status = 403, message = "Invalid authentication credentials"}
end
-- Retrieve consumer
local consumer, err = cache.get_or_set(cache.consumer_key(credential.consumer_id),
nil, load_consumer_into_memory, credential.consumer_id, false)
if err then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
set_consumer(consumer, credential)
return true
end
function _M.execute(conf)
if ngx.ctx.authenticated_credential and conf.anonymous ~= "" then
-- we're already authenticated, and we're configured for using anonymous,
-- hence we're in a logical OR between auth methods and we're already done.
return
end
local ok, err = do_authentication(conf)
if not ok then
if conf.anonymous ~= "" then
-- get anonymous user
local consumer, err = cache.get_or_set(cache.consumer_key(conf.anonymous),
nil, load_consumer_into_memory, conf.anonymous, true)
if err then
return responses.send_HTTP_INTERNAL_SERVER_ERROR(err)
end
set_consumer(consumer, nil)
else
return responses.send(err.status, err.message)
end
end
end
return _M
|
require "Object"
require "AppContext"
require "NSDictionary"
class(NotificationObserver, Object);
function NotificationObserver:create()
self = self:get(runtime::invokeClassMethod("LINotificationObserver", "create:", AppContext.current()));
NotificationObserverEventProxyTable[self:id()] = self;
return self;
end
function NotificationObserver:dealloc()
NotificationObserverEventProxyTable[self:id()] = nil;
super:dealloc();
end
function NotificationObserver:observe(notificationName)
self.notificationName = notificationName;
runtime::invokeMethod(self:id(), "setNotificationName:func:", self.notificationName, "NotificationObserver_notification");
end
function NotificationObserver:cancel()
runtime::invokeMethod(self:id(), "setNotificationName:func:", "", "");
end
-- event
function NotificationObserver:didReceive(object, userInfo)--[[event]]
end
-- event proxy
NotificationObserverEventProxyTable = {};
function NotificationObserver_notification(noId, objectId, userInfoId)
local no = NotificationObserverEventProxyTable[noId];
if no then
local object = nil;
if string.len(objectId) ~= 0 then
object = Object:get(objectId);
end
local userInfo = nil;
if string.len(userInfoId) then
userInfo = NSDictionary:get(userInfoId);
end
no:didReceive(object, userInfo);
end
end |
local API_NPC = require(script:GetCustomProperty("API_NPC"))
local API_DS = require(script:GetCustomProperty("APIDifficultySystem"))
local API_D = require(script:GetCustomProperty("APIDamage"))
local API_RE = require(script:GetCustomProperty("APIReliableEvents"))
local RANGE = 0.0 -- This spell doesn't care where the player target is
local COOLDOWN = 17.0
local MAX_OFFSET = 700.0
local INNER_RADIUS = 250.0
local OUTER_RADIUS = 1200.0
local DAMAGE = 55.0
local DELAY = 2.5
local targets = {}
function GetPriority(npc, taskHistory)
if API_DS.GetDifficultyLevel() > 1 then
return 1.0
else
return 0.0
end
end
function OnTaskStart(npc, threatTable)
function GetRandomGroundedPointInCircle(center, radius)
for i = 1, 5 do
local t = 2 * math.pi * math.random()
local u = math.random() + math.random()
local r = radius * (1.0 - math.abs(u - 1.0))
local p = center + r * Vector3.New(math.cos(t), math.sin(t), 0.0)
local rayStart = p + Vector3.UP * 800.0
local rayEnd = p - Vector3.UP * 800.0
local hitResult = World.Raycast(rayStart, rayEnd, {ignorePlayers = true})
if hitResult then
return hitResult:GetImpactPosition()
end
end
end
local anchorPosition = API_NPC.GetRandomCharacterInThreatTable(threatTable):GetWorldPosition()
local target = GetRandomGroundedPointInCircle(anchorPosition, MAX_OFFSET)
if not target then
target = anchorPosition
end
API_NPC.LookAtTargetWithoutPitch(npc, target)
targets[npc] = target
return 1.5
end
function OnTaskEnd(npc, interrupted)
if not interrupted then
API_RE.BroadcastToAllPlayers("SMR", npc, targets[npc])
local target = targets[npc]
Task.Spawn(function()
Task.Wait(DELAY)
for _, player in pairs(Game.FindPlayersInSphere(target, OUTER_RADIUS, {ignoreDead = true})) do
local distance = (player:GetWorldPosition() - target).size
if distance > INNER_RADIUS then
API_D.ApplyDamage(npc, player, DAMAGE, API_D.TAG_AOE)
end
end
end)
end
targets[npc] = nil
end
API_NPC.RegisterTaskServer("swampmystic_ring", RANGE, COOLDOWN, GetPriority, OnTaskStart, OnTaskEnd)
|
-- Copyright (C) 2016 Libo Huang (huangnauh), UPYUN Inc.
local _M = {}
-- for lua-resty-checkups
_M.global = {
checkup_timer_interval = 5,
checkup_timer_overtime = 60,
default_heartbeat_enable = false,
shd_config_timer_interval = 1,
shd_config_prefix = "shd_v1",
}
_M.consul = {
config_key_prefix = "config/test/",
config_positive_ttl = 10,
config_negative_ttl = 5,
config_cache_enable = true,
cluster = {
{
servers = {
{ host = "10.0.5.108", port = 8500 },
},
},
},
}
-- for lua-resty-load
_M.load_init = {
module_name = "resty.consul.load"
}
return _M |
--Example2.lua
--
--Simple example of using IAP Badger to purchase an IAP for buying coins.
---------------------------------
--
-- IAP Badger initialisation
--
---------------------------------
--Load IAP Badger
local iap = require("iap_badger")
--Progress spinner
local spinner=nil
--Text object indicating how many coins the user is currently holding
local coinText=nil
--Forward declaration
local buyCoins10=nil
--Create the catalogue
local catalogue = {
--Information about the product on the app stores
products = {
--buy50coins is the product identifier.
--Always use this identifier to talk to IAP Badger about the purchase.
buy50coins = {
--A list of product names or identifiers specific to apple's App Store or Google Play.
productNames = { apple="buy50coins", google="50_coins", amazon="COINSx50"},
--The product type
productType = "consumable",
--This function is called when a purchase is complete.
onPurchase=function() iap.addToInventory("coins", 50) end,
--The function is called when a refund is made
onRefund=function() iap.removeFromInventory("coins", 50) end,
},
--buy100coins is the product identifier.
--Always use this identifier to talk to IAP Badger about the purchase.
buy100coins = {
--A list of product names or identifiers specific to apple's App Store or Google Play.
productNames = { apple="buy100coins", google="100_coins", amazon="COINSx100"},
--The product type
productType = "consumable",
--This function is called when a purchase is complete.
onPurchase=function() iap.addToInventory("coins", 100) end,
--The function is called when a refund is made
onRefund=function() iap.removeFromInventory("coins", 100) end,
},
},
--Information about how to handle the inventory item
inventoryItems = {
coins = { productType="consumable" }
}
}
--Called when a purchase fails
local function failedListener()
--If the spinner is on screen, remove it
if (spinner) then
spinner:removeSelf()
spinner=nil
end
end
local iapOptions = {
--The catalogue generated above
catalogue=catalogue,
--The filename in which to save the inventory
filename="example2.txt",
--Salt for the hashing algorithm
salt = "something tr1cky to gue55!",
--Listeners for failed and cancelled transactions will just remove the spinner from the screen
failedListener=failedListener,
cancelledListener=failedListener,
--Once the product has been purchased, it will remain in the inventory. Uncomment the following line
--to test the purchase functions again in future.
--doNotLoadInventory=true,
debugMode=true,
}
--Initialise IAP badger
iap.init(iapOptions)
local function purchaseListener(product)
--Remove the spinner
spinner:removeSelf()
spinner=nil
--Any changes to the value in 'coins' in the inventory has been taken care of.
--Update the text object to reflect how many coins are now in the user's inventory
coinText.text = iap.getInventoryValue("coins") .. " coins"
--Save the inventory change
iap.saveInventory()
--Tell user their purchase was successful
native.showAlert("Info", "Your purchase was successful", {"Okay"})
end
--Purchase function
buyCoins=function(event)
--Place a progress spinner on screen and tell the user the app is contating the store
local spinnerBackground = display.newRect(160,240,360,600)
spinnerBackground:setFillColor(1,1,1,0.75)
--Spinner consumes all taps so the user cannot tap the purchase button twice
spinnerBackground:addEventListener("tap", function() return true end)
local spinnerText = display.newText("Contacting " .. iap.getStoreName() .. "...", 160,180, native.systemFont, 18)
spinnerText:setFillColor(0,0,0)
--Add a little spinning rectangle
local spinnerRect = display.newRect(160,260,35,35)
spinnerRect:setFillColor(0.25,0.25,0.25)
transition.to(spinnerRect, { time=4000, rotation=360, iterations=999999, transition=easing.inOutQuad})
--Create a group and add all these objects to it
spinner=display.newGroup()
spinner:insert(spinnerBackground)
spinner:insert(spinnerText)
spinner:insert(spinnerRect)
--Tell IAP to initiate a purchase - the product name will be stored in target.product
iap.purchase(event.target.product, purchaseListener)
end
---------------------------------
--
-- Main game code
--
---------------------------------
--Remove status bar
display.setStatusBar( display.HiddenStatusBar )
--Background
local background = display.newRect(160,240,360,600)
background:setFillColor({type="gradient", color1={ 0,0,0 }, color2={ 0,0,0.4 }, direction="down"})
--Draw "buy 50 coins" button
--Create button background
local buy50Background = display.newRect(240, 400, 150, 50)
buy50Background.stroke = { 0.5, 0.5, 0.5 }
buy50Background.strokeWidth = 2
--Create "buy IAP" text object
local buy50Text = display.newText("Buy 50 coins", buy50Background.x, buy50Background.y, native.systemFont, 18)
buy50Text:setFillColor(0,0,0)
--Store the name of the product this button relates to
buy50Background.product="buy50coins"
--Create tap listener
buy50Background:addEventListener("tap", buyCoins)
--Draw "buy 100 coins" button
--Create button background
local buy100Background = display.newRect(80, 400, 150, 50)
buy100Background.stroke = { 0.5, 0.5, 0.5 }
buy100Background.strokeWidth = 2
--Create "buy IAP" text object
local buy100Text = display.newText("Buy 100 coins", buy100Background.x, buy100Background.y, native.systemFont, 18)
buy100Text:setFillColor(0,0,0)
--Store the name of the product this button relates to
buy100Background.product="buy100coins"
--Create tap listener
buy100Background:addEventListener("tap", buyCoins)
--Text indicating how many coins the player currently holds
--Get how many coins are currently being held by the player
local coinsHeld = iap.getInventoryValue("coins")
--If no coins are held in the inventory, nil will be returned - this equates to no coins
if (not coinsHeld) then coinsHeld=0 end
coinText = display.newText(coinsHeld .. " coins", 160, 20, native.systemFont, 18)
coinText:setFillColor(1,1,0)
|
UPGRADE = 1 // upgrade sprites or levels data
if UPGRADE
lua ;ALLPASS
function fileList(path)
return io.popen("dir \""..path.."\" /a /b", "r"):lines()
end
function save(data)
local file,err = io.open("sprites/storage.asm",'w')
if file then
file:write(tostring(data))
file:close()
else
print("error:", err) -- not so hard?
end
end
-- .PBM to asm
local path = "sprites/bmp/"
local data = ""
--// read path for names
for fileName in io.popen("dir \""..path.."\" /a /b", "r"):lines() do
local lines = {}
local file = assert(io.open(path..fileName, "rb"))
--// read lines from file.pbm 'PBM' format
for line in io.lines(path..fileName) do
--// [1] format
--// [2] width
--// [3] height
--// [4] sprite data
lines[#lines + 1] = line
end
--// reformat name for asm label
uppercaseName = string.upper(fileName)
dotUnderscore = string.gsub(string.upper(fileName),"%.", "_")
local strData = ""
for c in (lines[4] or ''):gmatch'.' do
strData = strData..c:byte()..","
end
data = data..dotUnderscore..':\tdb '..string.sub(strData, 1, #strData-1).."\n"
file:close()
end
save(data)
-- Tiled to asm
local mapsPath = "maps/"
for levelName in fileList(mapsPath) do
local file = assert(io.open(mapsPath..levelName, "r"))
local t = file:read("*a")
print(t)
file:close()
end
endlua
endif |
--[[
desc: Combo, A module of combo buff.
author: Musoucrow
since: 2019-1-15
]]--
local _Base = require("actor.buff.base")
---@class Actor.Buff.Combo : Actor.Buff
---@field protected _skill Actor.Skill
local _Combo = require("core.class")(_Base)
function _Combo:Ctor(entity, data)
_Base.Ctor(self, entity, data)
self._skill = data.skill
self._skill:Reset()
end
function _Combo:Exit()
if (_Base.Exit(self)) then
self._skill:CoolDown()
end
end
return _Combo |
--[[
© CloudSixteen.com
http://crowlite.com/license
--]]
Crow.nest:IncludeFile("sh_enum.lua");
Crow.nest:IncludeFile("sv_hooks.lua");
Crow.nest:IncludeFile("cl_hooks.lua");
CrowBall.build = "Alpha";
function CrowBall:CreateTeams()
team.SetUp(self._TEAM_BLUE, "Blue Team", Color(0, 100, 255, 255), true);
team.SetUp(self._TEAM_RED, "Red Team", Color(255, 0, 0, 255), true);
team.SetSpawnPoint(self._TEAM_BLUE, {"info_player_blue"});
team.SetSpawnPoint(self._TEAM_RED, {"info_player_red"});
end;
function CrowBall:PlayerNoClip(player, desired)
if (!player:IsAdmin() and desired == true) then
return false;
end;
end;
function CrowBall:GetOtherTeam(teamIndex)
local result = self._TEAM_BLUE;
if (teamIndex == result) then
result = self._TEAM_RED;
end;
return result;
end;
function CrowBall:OnInitialize()
--[[ Add The Simple Rounds --]]
CrowRounds:AddRound(1, "Time Attack", true, nil, nil, "Get the most amount of kills before the timer runs out to win!");
--[[ Temporary Options --]]
self._DEBUG = false;
self._MINIMUM_PLAYERS = 2;
self._BALL_NUMBER = 9;
self._SPAWN_IMMUNITY = 3;
self._RESPAWN_TIMER = 1;
self._ELIMINATION_LIVES = 1;
self._COMBO_TIME = 3;
if (!team.Valid(self._TEAM_BLUE) or team.GetName(self._TEAM_BLUE) != "Blue Team") then
self:CreateTeams();
end;
if (SERVER) then
util.AddNetworkString("CrowBallChangeTeam");
if (#_player.GetAll() >= self._MINIMUM_PLAYERS) then
CrowRounds:HandleStart();
else
self:AutoAssignTeams();
self:ResetGame();
end;
end;
end;
function CrowBall:OnUnloaded()
if (SERVER) then
game.CleanUpMap();
for k, v in pairs(_player.GetAll()) do
local color = v:GetColor();
v:SetColor(color.r, color.g, color.b, 255);
v:SetTeam(TEAM_UNASSIGNED);
end;
CrowRounds:StopRound();
end;
end; |
local pairs = pairs
local require = require
local setmetatable = setmetatable
local setup = require 'kit'.setup
local _M = {}
function _M.init(config)
for modname, modconfig in pairs(config) do
local module = require(modname)
setup(module, modconfig)
_M[modname] = module
end
end
return setmetatable(_M, { __call = setup })
|
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