content
stringlengths 5
1.05M
|
---|
-- Copyright 2017 Michael Forney. See LICENSE
-- Myrddin LPeg lexer.
local l = require('lexer')
local token, word_match = l.token, l.word_match
local P, R, S, V = lpeg.P, lpeg.R, lpeg.S, lpeg.V
local M = {_NAME = 'myrddin'}
-- Whitespace.
local ws = token(l.WHITESPACE, l.space^1)
-- Comments.
local line_comment = '//' * l.nonnewline_esc^0
local block_comment = P{
V'part' * P'*/'^-1,
part = '/*' * (V'full' + (l.any - '/*' - '*/'))^0,
full = V'part' * '*/',
}
local comment = token(l.COMMENT, line_comment + block_comment)
-- Strings.
local sq_str = l.delimited_range("'", true)
local dq_str = l.delimited_range('"', true)
local string = token(l.STRING, sq_str + dq_str)
-- Numbers.
local digit = l.digit + '_'
local bdigit = R'01' + '_'
local xdigit = l.xdigit + '_'
local odigit = R'07' + '_'
local integer = '0x' * xdigit^1 + '0o' * odigit^1 + '0b' * bdigit^1 + digit^1
local float = digit^1 * (('.' * digit^1) * (S'eE' * S'+-'^-1 * digit^1)^-1 +
('.' * digit^1)^-1 * S'eE' * S'+-'^-1 * digit^1)
local number = token(l.NUMBER, float + integer)
-- Keywords.
local keyword = token(l.KEYWORD, word_match{
'break', 'const', 'continue', 'elif', 'else', 'extern', 'false', 'for',
'generic', 'goto', 'if', 'impl', 'in', 'match', 'pkg', 'pkglocal', 'sizeof',
'struct', 'trait', 'true', 'type', 'union', 'use', 'var', 'while',
})
-- Types.
local type = token(l.TYPE, word_match{
'void', 'bool', 'char', 'byte',
'int8', 'uint8',
'int16', 'uint16',
'int32', 'uint32',
'int64', 'uint64',
'int', 'uint',
'flt32', 'flt64',
} + '@' * l.word)
-- Identifiers.
local identifier = token(l.IDENTIFIER, l.word)
-- Operators.
local operator = token(l.OPERATOR, S'`#_+-/*%<>~!=^&|~:;,.()[]{}')
M._rules = {
{'whitespace', ws},
{'keyword', keyword},
{'type', type},
{'identifier', identifier},
{'string', string},
{'comment', comment},
{'number', number},
{'operator', operator},
}
return M
|
----
-- @file PhysicsShapeSphere
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:calculateSerializeBufferSize()
end
---- Brief description.
-- <#Description#>
-- @param btSerializer <#btSerializer description#>
-- @return <#return value description#>
function PhysicsShapeSphere:serialize(btSerializer)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getClassName()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getType()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getNumVertices()
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getNumEdges()
end
---- Brief description.
-- <#Description#>
-- @param i <#i description#>
-- @param pa <#pa description#>
-- @param pb <#pb description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getEdge(i, pa, pb)
end
---- Brief description.
-- <#Description#>
-- @param i <#i description#>
-- @param vtx <#vtx description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getVertex(i, vtx)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getNumPlanes()
end
---- Brief description.
-- <#Description#>
-- @param planeNormal <#planeNormal description#>
-- @param planeSupport <#planeSupport description#>
-- @param i <#i description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getPlane(planeNormal, planeSupport, i)
end
---- Brief description.
-- <#Description#>
-- @param pt <#pt description#>
-- @param tolerance <#tolerance description#>
-- @return <#return value description#>
function PhysicsShapeSphere:isInside(pt, tolerance)
end
---- Brief description.
-- <#Description#>
-- @param radius <#radius description#>
-- @return <#return value description#>
function PhysicsShapeSphere:setRadius(radius)
end
---- Brief description.
-- <#Description#>
-- @param mass <#mass description#>
-- @param inertia <#inertia description#>
-- @return <#return value description#>
function PhysicsShapeSphere:calculateLocalInertia(mass, inertia)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getRadius()
end
---- Brief description.
-- <#Description#>
-- @param radius <#radius description#>
-- @return <#return value description#>
function PhysicsShapeSphere:setUnscaledRadius(radius)
end
---- Brief description.
-- <#Description#>
-- @param margin <#margin description#>
-- @return <#return value description#>
function PhysicsShapeSphere:setMargin(margin)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function PhysicsShapeSphere:getMargin()
end
---- Brief description.
-- <#Description#>
-- @param size <#size description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.createArray(size)
end
---- Brief description.
-- <#Description#>
-- @param array <#array description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.destroyArray(array)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.create()
end
---- Brief description.
-- <#Description#>
-- @param builder <#builder description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.create(builder)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.clone(object)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.copy(object)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.destroy(object)
end
---- Brief description.
-- <#Description#>
-- @param object <#object description#>
-- @param L <#L description#>
-- @param stack_index <#stack_index description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.load(object, L, stack_index)
end
---- Brief description.
-- <#Description#>
-- @return <#return value description#>
function NJLI.PhysicsShapeSphere.type()
end
|
-- Assets for fonts
do
local asset = am.asset.new("basic")
:add_texture("data/textures/fontBasic.png")
am.gfx_engine.asset(asset)
asset = am.asset.new("arial")
:add_texture("data/textures/fontArial.png")
:texture_window_pixel({right_x = 256})
am.gfx_engine.asset(asset)
end |
-- local dbg = require("debugger")
-- dbg.auto_where = 2
local stub_vim = require'spec.helpers.stub_vim'.stub_vim
local complete = require'cccomplete'.complete
local api = require'nvimapi'
local r = require'spec.helpers.random'
insulate("default completion", function()
stub_vim{lines = {"", "# a comment", ""}, cursor = {2, 3}, ft = "elixir"}
complete()
it("has added and modified the lines", function()
assert.are.same({"", "# a comment do", " ", "end", ""}, api.lines(1, 5))
end)
end)
insulate("first pipe", function()
stub_vim{lines = {" hello >"}, cursor = {1, 999}, ft = "elixir"}
complete()
it("has added a pipe", function()
assert.are.same({" hello", " |> "}, api.lines(1, 999))
assert.are.same({2, 999}, api.cursor())
end)
end)
insulate("general case", function()
local now = r.random_string("time_")
local time_command = 'strftime("%F %T", localtime())'
stub_vim{lines = {" hello >", "it's now %datetime"}, cursor = {2, 999}, ft = "elixir", evaluation = {time_command, now}}
complete()
it("expands the %datetime word #wip", function()
assert.are.same({" hello >", "it's now " .. now}, api.buffer())
assert.are.same({2, 999}, api.cursor())
end)
end)
insulate("regression #1, iex> cccompletion", function()
stub_vim{lines = {" hello >", " iex>"}, cursor = {2, 100}, ft = "elixir"}
complete()
it("does not yet add another line", function()
assert.are.same({" hello >", " iex(0)> "}, api.buffer())
assert.are.same({2, 999}, api.cursor())
end)
end)
insulate("implementation #3 doc and moduledoc", function()
context("doc", function()
stub_vim{lines = {" hello >", " doc"}, cursor = {2, 100}, ft = "elixir"}
complete()
it("does not yet add another line", function()
assert.are.same({" hello >", ' @doc """', ' ', ' """'}, api.buffer())
assert.are.same({3, 999}, api.cursor())
end)
end)
context("moduledoc", function()
stub_vim{lines = {" hello >", " moduledoc"}, cursor = {2, 100}, ft = "elixir"}
complete()
it("does not yet add another line", function()
assert.are.same({" hello >", ' @moduledoc """', ' ', ' """'}, api.buffer())
assert.are.same({3, 999}, api.cursor())
end)
end)
end)
|
#!/usr/bin/env lua
-- Image filtering and texturing
local cl = require("mooncl")
local gl = require("moongl")
local glfw = require("moonglfw")
local mi = require("moonimage")
local sharpen = arg[1] == 'sharpen'
local kernelsourcefile = sharpen and "texture_filter.cl" or "transp_filter.cl"
if not sharpen then
print("To apply the sharpening filter, run as:\n$ "..arg[0].." sharpen")
end
local vshader = [[
#version 330 core
in vec3 in_coords;
in vec2 in_texcoords;
out vec2 texcoords;
void main(void) {
texcoords = in_texcoords;
gl_Position = vec4(in_coords, 1.0);
}
]]
local fshader = [[
#version 330 core
uniform sampler2D tex;
in vec2 texcoords;
out vec4 new_color;
void main() {
vec3 color = vec3(texture(tex, texcoords.st));
new_color = vec4(color, 1.0);
}
]]
local function select_device()
-- Search for a device in a platform that supports CL/GL interoperation.
local platforms = cl.get_platform_ids()
for _, platform in ipairs(platforms) do
if cl.is_extension_supported(platform, "cl_khr_gl_sharing") then
local device = cl.get_device_ids(platform, cl.DEVICE_TYPE_ALL)[1]
return device, platform
end
end
error("Cannot find OpenCL device that supports cl_khr_gl_sharing")
end
local function create_context(platform, devices, window)
-- Create a CL context tied to the window's GL context.
local glcontext, system = glfw.get_context(window)
local contextprops = { gl_context = glcontext }
if system == "glx" then
contextprops.glx_display = glfw.get_x11_display(window)
-- else if system == "wgl" then
-- contextprops.wgl_hdc = glfw.get_ @@?!?!
else
error("System '"..system.." is not supported by this example")
end
return cl.create_context(platform, devices, contextprops)
end
-- Initialize OpenGL ----------------------------------------------------------
glfw.version_hint(3, 3, 'core')
local window = glfw.create_window(233, 90, "Texture Filter")
glfw.make_context_current(window)
gl.init()
gl.enable('depth test')
gl.clear_color(1.0, 1.0, 1.0, 1.0)
-- Create and compile shaders
local prog, vs, fs = gl.make_program_s('vertex', vshader, 'fragment', fshader)
gl.bind_attrib_location(prog, 0, "in_coords")
gl.bind_attrib_location(prog, 1, "in_texcoords")
gl.delete_shaders(vs, fs)
gl.use_program(prog)
-- Initialize OpenCL ----------------------------------------------------------
local device, platform = select_device()
local context = create_context(platform, {device}, window)
--program = cl.create_program_with_sourcefile(context, "transp_filter.cl")
local program = cl.create_program_with_sourcefile(context, kernelsourcefile)
cl.build_program(program, {device})
local queue = cl.create_command_queue(context, device)
local kernel = cl.create_kernel(program, "texture_filter")
-- Read pixel data
local data, width, height = mi.load("car.png", 'y')
-- Create the input image object from the PNG data
local in_texture = cl.create_image(context, cl.MEM_READ_ONLY | cl.MEM_COPY_HOST_PTR,
{ channel_order = 'r', channel_type = 'unsigned int8' },
{ type = 'image2d', width = width, height =height },
data)
-- Create GL texture -----------------------------------------------------------
local texture = gl.new_texture('2d')
gl.pixel_store('unpack alignment', 1)
gl.texture_parameter('2d', 'wrap s', 'repeat')
gl.texture_parameter('2d', 'wrap t', 'repeat')
gl.texture_parameter('2d', 'mag filter', 'linear')
gl.texture_parameter('2d', 'min filter', 'linear')
-- Create GL buffers -----------------------------------------------------------
local vertex_coords = gl.pack('float', {
-1.0, -1.0, 0.0,
-1.0, 1.0, 0.0,
1.0, 1.0, 0.0,
1.0, -1.0, 0.0
})
local tex_coords = gl.pack('float', {
0.0, 1.0,
0.0, 0.0,
1.0, 0.0,
1.0, 1.0
})
local vao = gl.new_vertex_array()
-- VBO to hold vertex coordinates
local vbo1 = gl.new_buffer('array')
gl.buffer_data('array', vertex_coords, 'static draw')
gl.vertex_attrib_pointer(0, 3, 'float', false, 0, 0)
gl.enable_vertex_attrib_array(0)
-- VBO to hold texture coordinates
local vbo2 = gl.new_buffer('array')
gl.buffer_data('array', tex_coords, 'static draw')
gl.vertex_attrib_pointer(1, 2, 'float', false, 0, 0)
gl.enable_vertex_attrib_array(1)
gl.unbind_vertex_array()
-- Create and configure pixel buffer
local pbo = gl.new_buffer('array')
gl.buffer_data('array', width*height, 'static draw')
gl.unbind_buffer('array')
-- Create CL buffer from GL buffer ---------------------------------------------
local out_buffer = cl.create_from_gl_buffer(context, cl.MEM_WRITE_ONLY, pbo)
-- Execute the kernel ----------------------------------------------------------
local function execute_kernel()
-- Complete OpenGL processing
gl.finish()
-- Execute the kernel
cl.enqueue_acquire_gl_objects(queue, {out_buffer})
cl.set_kernel_arg(kernel, 0, in_texture)
cl.set_kernel_arg(kernel, 1, out_buffer)
local kernel_event = cl.enqueue_ndrange_kernel(queue, kernel, 2, nil,
{width, height}, nil, nil, true)
cl.wait_for_events({kernel_event})
cl.enqueue_release_gl_objects(queue, {out_buffer})
cl.finish(queue)
cl.release_event(kernel_event)
-- Copy pixels from pbo to texture
gl.bind_buffer('pixel unpack', pbo)
gl.texture_image('2d', 0, 'red', 'red', 'ubyte', 0, width, height)
gl.active_texture(0)
end
-- Set callback functions ------------------------------------------------------
glfw.set_window_size_callback(window, function(window, w, h)
gl.viewport(0, 0, w, h)
end)
glfw.set_key_callback(window, function(window, key, scancode, action)
if (key == 'escape' or key == 'q') and action == 'press' then
glfw.set_window_should_close(window, true) -- will cause exiting the loop
end
end)
-- Main loop -------------------------------------------------------------------
execute_kernel()
collectgarbage()
collectgarbage('stop')
while not glfw.window_should_close(window) do
glfw.wait_events_timeout(1/60)
gl.clear('color', 'depth')
gl.use_program(prog)
gl.bind_vertex_array(vao)
gl.bind_texture('2d', texture)
gl.draw_arrays('triangle fan', 0, 4)
gl.unbind_vertex_array()
gl.use_program(0)
glfw.swap_buffers(window)
collectgarbage('step')
end
|
-- Copyright (c) 2020 Trevor Redfern
--
-- This software is released under the MIT License.
-- https://opensource.org/licenses/MIT
describe("game.rules", function()
local rules = require "game.rules"
it("has rules for the start of the turn", function()
assert.is_function(rules.start_turn)
end)
it("has rules for the end of the turn", function()
assert.is_function(rules.end_turn)
end)
it("has rules for assigning hero to quest", function()
assert.is_function(rules.assign_hero_to_quest)
end)
end) |
ys = ys or {}
ys.Battle.BattleBuffHealingSteal = class("BattleBuffHealingSteal", ys.Battle.BattleBuffEffect)
ys.Battle.BattleBuffHealingSteal.__name = "BattleBuffHealingSteal"
ys.Battle.BattleBuffHealingSteal.FX_TYPE = ys.Battle.BattleBuffEffect.FX_TYPE_LINK
ys.Battle.BattleBuffHealingSteal.Ctor = function (slot0, slot1)
slot0.super.Ctor(slot0, slot1)
end
ys.Battle.BattleBuffHealingSteal.SetArgs = function (slot0, slot1, slot2)
slot0._stealRate = slot0._tempData.arg_list.stealingRate or 1
slot0._absorbRate = slot3.arsorbRate or 1
end
ys.Battle.BattleBuffHealingSteal.onTakeHealing = function (slot0, slot1, slot2, slot3)
slot4 = slot3.damage
if slot2:GetCaster() and slot5:IsAlive() and slot5 ~= slot1 then
slot3.damage = slot4 - math.ceil(slot4 * slot0._stealRate)
slot5:UpdateHP(math.ceil(slot5:GetAttrByName("healingRate") * math.ceil(slot4 * slot0._stealRate) * slot0._absorbRate), {
isMiss = false,
isCri = false,
isHeal = true,
isShare = false
})
end
end
return
|
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild
--
-- This file is compatible with Lua 5.3
local class = require("class")
require("kaitaistruct")
local enum = require("enum")
EnumIntRangeU = class.class(KaitaiStruct)
EnumIntRangeU.Constants = enum.Enum {
zero = 0,
int_max = 4294967295,
}
function EnumIntRangeU:_init(io, parent, root)
KaitaiStruct._init(self, io)
self._parent = parent
self._root = root or self
self:_read()
end
function EnumIntRangeU:_read()
self.f1 = EnumIntRangeU.Constants(self._io:read_u4be())
self.f2 = EnumIntRangeU.Constants(self._io:read_u4be())
end
|
-- Copyright 2021 SmartThings
--
-- 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 capabilities = require "st.capabilities"
--- @type st.utils
local utils = require "st.utils"
--- @type st.zwave.CommandClass
local cc = require "st.zwave.CommandClass"
--- @type st.zwave.CommandClass.Meter
local Meter = (require "st.zwave.CommandClass.Meter")({version=3})
--- @type st.zwave.CommandClass.SensorMultilevel
local SensorMultilevel = (require "st.zwave.CommandClass.SensorMultilevel")({version=5})
--- @type st.zwave.CommandClass.SwitchMultilevel
local SwitchMultilevel = (require "st.zwave.CommandClass.SwitchMultilevel")({version=4})
--- @type st.zwave.CommandClass.SwitchBinary
local SwitchBinary = (require "st.zwave.CommandClass.SwitchBinary")({version=1})
local constants = require "qubino-switches/constants/qubino-constants"
local QUBINO_FINGERPRINTS = {
{mfr = 0x0159, prod = 0x0001, model = 0x0051, deviceProfile = "qubino-flush-dimmer"}, -- Qubino Flush Dimmer
{mfr = 0x0159, prod = 0x0001, model = 0x0052, deviceProfile = "qubino-din-dimmer"}, -- Qubino DIN Dimmer
{mfr = 0x0159, prod = 0x0001, model = 0x0053, deviceProfile = "qubino-flush-dimmer-0-10V"}, -- Qubino Flush Dimmer 0-10V
{mfr = 0x0159, prod = 0x0001, model = 0x0055, deviceProfile = "qubino-mini-dimmer"}, -- Qubino Mini Dimmer
{mfr = 0x0159, prod = 0x0002, model = 0x0051, deviceProfile = "qubino-flush2-relay"}, -- Qubino Flush 2 Relay
{mfr = 0x0159, prod = 0x0002, model = 0x0052, deviceProfile = "qubino-flush1-relay"}, -- Qubino Flush 1 Relay
{mfr = 0x0159, prod = 0x0002, model = 0x0053, deviceProfile = "qubino-flush1d-relay"} -- Qubino Flush 1D Relay
}
local function getDeviceProfile(device, isTemperatureSensorOnboard)
local newDeviceProfile
for _, fingerprint in ipairs(QUBINO_FINGERPRINTS) do
if device:id_match(fingerprint.mfr, fingerprint.prod, fingerprint.model) then
newDeviceProfile = fingerprint.deviceProfile
if(isTemperatureSensorOnboard) then
return newDeviceProfile.."-temperature"
else
return newDeviceProfile
end
end
end
return nil
end
local function can_handle_qubino_flush_relay(opts, driver, device, cmd, ...)
return device.zwave_manufacturer_id == constants.QUBINO_MFR
end
local function add_temperature_sensor_if_needed(device)
if not (device:supports_capability_by_id(capabilities.temperatureMeasurement.ID)) then
local new_profile = getDeviceProfile(device, true)
device:try_update_metadata({profile = new_profile})
end
end
local function sensor_multilevel_report(self, device, cmd)
if (cmd.args.sensor_type == SensorMultilevel.sensor_type.TEMPERATURE) then
local scale = 'C'
if (cmd.args.sensor_value > constants.TEMP_SENSOR_WORK_THRESHOLD) then
add_temperature_sensor_if_needed(device)
if (cmd.args.scale == SensorMultilevel.scale.temperature.FARENHEIT) then
scale = 'F'
end
device:emit_event_for_endpoint(
cmd.src_channel,
capabilities.temperatureMeasurement.temperature({value = cmd.args.sensor_value, unit = scale})
)
end
end
end
local do_refresh = function(self, device)
if device:supports_capability_by_id(capabilities.switchLevel.ID) then
device:send(SwitchMultilevel:Get({}))
end
for component, _ in pairs(device.profile.components) do
if device:supports_capability_by_id(capabilities.powerMeter.ID, component) then
device:send_to_component(Meter:Get({scale = Meter.scale.electric_meter.WATTS}), component)
end
if device:supports_capability_by_id(capabilities.energyMeter.ID, component) then
device:send_to_component(Meter:Get({scale = Meter.scale.electric_meter.KILOWATT_HOURS}), component)
end
if device:supports_capability_by_id(capabilities.switch.ID, component) then
device:send_to_component(SwitchBinary:Get({}), component)
end
end
if device:supports_capability_by_id(capabilities.temperatureMeasurement.ID) then
if device.profile.components["extraTemperatureSensor"] ~= nil then
device:send_to_component(SensorMultilevel:Get({sensor_type = SensorMultilevel.sensor_type.TEMPERATURE}), "extraTemperatureSensor")
else
device:send(SensorMultilevel:Get({sensor_type = SensorMultilevel.sensor_type.TEMPERATURE}))
end
end
end
local function device_added(self, device)
do_refresh(self, device)
end
local qubino_relays = {
NAME = "Qubino Relays",
can_handle = can_handle_qubino_flush_relay,
zwave_handlers = {
[cc.SENSOR_MULTILEVEL] = {
[SensorMultilevel.REPORT] = sensor_multilevel_report
}
},
capability_handlers = {
[capabilities.refresh.ID] = {
[capabilities.refresh.commands.refresh.NAME] = do_refresh
}
},
lifecycle_handlers = {
added = device_added
},
sub_drivers = {
require("qubino-switches/qubino-relays"),
require("qubino-switches/qubino-dimmer")
}
}
return qubino_relays
|
function setPlayerScore(player,score)
if (player) and (score) then
triggerServerEvent("cSetPlayerScore",player,player,score)
end
end
function givePlayerScore(player,score)
if (player) and (score) then
triggerServerEvent("cGivePlayerScore",player,player,score)
end
end
function takePlayerScore(player,score)
if (player) and (score) then
triggerServerEvent("cGivePlayerScore",player,player,score)
end
end
function resetPlayerScore(player)
if (player) then
triggerServerEvent("cResetPlayerScore",player,player)
end
end
|
project "spdlog"
kind "StaticLib"
language "C++"
cppdialect "C++14"
targetdir "%{BUILD_DIRECTORY}/bin/%{cfg.buildcfg}"
objdir "%{BUILD_DIRECTORY}/bin/obj/%{cfg.buildcfg}"
files {
"include/**.h",
"src/**.cpp",
}
includedirs {
"%{DependencyIncludes.spdlog}",
}
defines {
"SPDLOG_COMPILED_LIB",
}
filter "configurations:Debug"
runtime "Debug"
symbols "On"
filter "configurations:Release"
defines { "NDEBUG" }
runtime "Release"
optimize "On"
|
local socket = require('socket')
local sys = require('posix.sys')
local zlog = require('zlog')
require('util')
function get_args()
local opts, args = getopt(arg, '', {'--local-address=', '--remote-address=', '--timeout='})
local addr = assert(opts['--local-address'], 'must have option --local-address')
local ip, port = assert(string.match(addr, '^([^:]+):(%d+)$'))
local_address = { ip, tonumber(port) }
addr = assert(opts['--remote-address'], 'must have option --remote-address')
ip, port = assert(string.match(addr, '^([^:]+):(%d+)$'))
remote_address = { ip, tonumber(port) }
timeout = tonumber(opts['--timeout'])
timeout = (timeout and timeout>0) and timeout or -1
end
xpcall(get_args,
function(errmsg)
print(errmsg)
print('usage: lua '..arg[0]..' --local-address=local-ip:port --remote-address=remote-ip:port [--timeout=-1]')
print('example:\nlua '..arg[0]..' --local-address=*:6666 --remote-address=192.168.17.234:5672 --timeout=30')
os.exit()
end)
local server = socket.socket()
assert(server:bind(local_address))
assert(server:listen())
sys.signal(sys.SIGCHLD, sys.SIG_IGN)
print('process running to background, pid save into tcp_proxy.pid')
sys.daemon()
local f_pid = io.open('tcp_proxy.pid', 'w')
if f_pid then
f_pid:write(sys.getpid())
f_pid:close()
end
zlog.init('zlog.cfg', 'tcp_proxy')
zlog.info('tcp_proxy process start ...')
function do_proxy(c)
local s = socket.socket()
local ok, err = s:connect(remote_address)
if not ok then
zlog.error('connect remote address failed: '..err)
c:close()
return -1
end
zlog.info('connect to '..table.concat(s:getpeername(), ':'))
local proxy = { [c:fileno()]={reader=c, writer=s}, [s:fileno()]={reader=s, writer=c} }
local poll, transfer = socket.PollSelector(), true
poll:register(c:fileno(), socket.POLLIN)
poll:register(s:fileno(), socket.POLLIN)
while transfer do
transfer = false
for fd,revent in poll:select(timeout) do
local buffer = proxy[fd].reader:recv(4096)
if not buffer or buffer=='' then
transfer = false
break
end
proxy[fd].writer:send(buffer)
transfer = true
zlog.debug(string.format('%s -> %s: %d bytes',
table.concat(proxy[fd].reader:getpeername(), ':'),
table.concat(proxy[fd].writer:getpeername(), ':'),
#buffer))
end
end
zlog.info('session end')
c:close()
s:close()
return 0
end
while true do
local client, addr = server:accept()
if client then
local pid, err = sys.fork()
if pid < 0 then
zlog.error('fork new session failed: '..err)
elseif pid == 0 then
server:close()
sys._exit(do_proxy(client))
else
zlog.info(string.format('session [%d] begin: accept socket %s', pid, table.concat(addr,':')))
end
client:close()
end
end
|
theaterManagerConvoTemplate = ConvoTemplate:new {
initialScreen = "",
templateType = "Lua",
luaClassHandler = "TheaterManagerConvoHandler",
screens = {}
}
init_not_entertainer = ConvoScreen:new {
id = "init_not_entertainer",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_2a8b6bf", -- Only entertainers and crew should be backstage. What are you doing here?
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_not_entertainer);
init_completed_both = ConvoScreen:new {
id = "init_completed_both",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_e5438cc6", -- Welcome back! I still can't tell you how impressed I am with your performances. You truly are a credit to the entertainment professions. Best of luck to you in the future, friend!
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_completed_both);
init_failed_audition_timer = ConvoScreen:new {
id = "init_failed_audition_timer",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_3936bc63", -- Oh, you didn't pass the audition? That's too bad. We can set you up with another audition, but not until twenty-four hours have passed since your last audition. Come back then and we'll talk.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_failed_audition_timer);
init_failed_performance_timer = ConvoScreen:new {
id = "init_failed_performance_timer",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_aa18ac6", -- It looks like your previous show didn't go over so well. That's too bad. You can try the performance again, but not until twenty-four hours have passed since your last one. Come back then and we'll talk.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_failed_performance_timer);
init_event_in_progress = ConvoScreen:new {
id = "init_event_in_progress",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_d66dc712", -- Too busy to talk right now. I'm very busy, sorry.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_event_in_progress);
init_completed_one = ConvoScreen:new {
id = "init_completed_one",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_95037778", -- Oh, hello! Welcome back, friend. Are you looking to participate in another performance?
stopConversation = "false",
options = {
-- Handled by convo handler
--{"@conversation/quest_crowd_pleaser_manager:s_dda95847", "full_on_dance or full_on_music"}, -- Is that possible?
--{"@conversation/quest_crowd_pleaser_manager:s_c5a66e82", "come_see_me"}, -- No, not really.
}
}
theaterManagerConvoTemplate:addScreen(init_completed_one);
come_see_me = ConvoScreen:new {
id = "come_see_me",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_67e4d556", -- OK... Well, if you ever need any more work, just come see me.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_see_me);
full_on_dance = ConvoScreen:new {
id = "full_on_dance",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_919f9d5a", -- Well, I'll be honest with you. Ever since your show, every hack that thinks he can dance a step has come here to perform. So we're all full on dance shows, but we still have a few spots open for a musical show if you're interested.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_39aa9593", "still_must_audition_music"}, -- Sure, I can give it a try.
{"@conversation/quest_crowd_pleaser_manager:s_2883b989", "ill_be_here"}, -- No, that's not really something I want to do.
}
}
theaterManagerConvoTemplate:addScreen(full_on_dance);
full_on_music = ConvoScreen:new {
id = "full_on_music",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_a84a3743", -- Well, I'll be honest with you. Ever since your show, every hack that thinks he can play a note has come here to perform. So we're all full on musical shows, but we still have a few spots open for a dance show if you're interested.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_39aa9593", "still_must_audition_dance"}, -- Sure, I can give it a try.
{"@conversation/quest_crowd_pleaser_manager:s_2883b989", "ill_be_here"}, -- No, that's not really something I want to do.
}
}
theaterManagerConvoTemplate:addScreen(full_on_music);
ill_be_here = ConvoScreen:new {
id = "ill_be_here",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_1b58131a", -- Alright. If you change your mind, I'll be here.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(ill_be_here);
still_must_audition_dance = ConvoScreen:new {
id = "still_must_audition_dance",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_70da1c6a", -- OK. You'll still need to audition though. Is that acceptable?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_9739cb4c", "prep_second_audition_dance"}, -- Yes, that's fine.
{"@conversation/quest_crowd_pleaser_manager:s_2883b989", "i_understand"}, -- No way. I don't want to go through that again.
}
}
theaterManagerConvoTemplate:addScreen(still_must_audition_dance);
still_must_audition_music = ConvoScreen:new {
id = "still_must_audition_music",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_70da1c6a", -- OK. You'll still need to audition though. Is that acceptable?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_9739cb4c", "prep_second_audition_music"}, -- Yes, that's fine.
{"@conversation/quest_crowd_pleaser_manager:s_2883b989", "i_understand"}, -- No way. I don't want to go through that again.
}
}
theaterManagerConvoTemplate:addScreen(still_must_audition_music);
prep_second_audition_dance = ConvoScreen:new {
id = "prep_second_audition_dance",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_14556b51", -- OK. Go ahead and make your preparations. You know the drill. Just come back and talk with me when you're ready to audition.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(prep_second_audition_dance);
prep_second_audition_music = ConvoScreen:new {
id = "prep_second_audition_music",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_14556b51", -- OK. Go ahead and make your preparations. You know the drill. Just come back and talk with me when you're ready to audition.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(prep_second_audition_music);
i_understand = ConvoScreen:new {
id = "i_understand",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_56d2a81f", -- I understand. Come back if you change your mind.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(i_understand);
init_start_second_audition = ConvoScreen:new {
id = "init_start_second_audition",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_472f2a5e", -- You're here for an audition, yes? Are you ready to get started now?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_4a1d2431", "second_audition_starts_in_30"}, -- Yes, I'm ready.
{"@conversation/quest_crowd_pleaser_manager:s_f3d46f0b", "come_back_when_ready"}, -- No, not quite yet.
}
}
theaterManagerConvoTemplate:addScreen(init_start_second_audition);
second_audition_starts_in_30 = ConvoScreen:new {
id = "second_audition_starts_in_30",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_274a8930", -- Alright, I'll go ahead and get things set up. You'd better hurry up and get onstage. The audition will start in thirty seconds.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(second_audition_starts_in_30);
init_first_time = ConvoScreen:new {
id = "init_first_time",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_37b822c1", -- Hello there! You're a member of the entertainment industry are you not? I've got an offer for you if you're interested.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_499afb89", "looking_for_acts"}, -- What is your offer?
{"@conversation/quest_crowd_pleaser_manager:s_2883b989", "suit_yourself"}, -- Not right now, thanks.
}
}
theaterManagerConvoTemplate:addScreen(init_first_time);
suit_yourself = ConvoScreen:new {
id = "suit_yourself",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_82b273a8", -- Suit yourself.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(suit_yourself);
looking_for_acts = ConvoScreen:new {
id = "looking_for_acts",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_c08ff946", -- I'm looking for some new solo acts to perform here at the theater. I've been scouring the city trying to find fresh new talent to put on some live shows. Would you possibly be interested in doing a performance series?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_a2fae368", "first_must_pass_audition"}, -- Sure, that sounds like a lot of fun.
{"@conversation/quest_crowd_pleaser_manager:s_388438a6", "youll_be_compensated"}, -- How much will I get paid?
{"@conversation/quest_crowd_pleaser_manager:s_1343b0ab", "suit_yourself"}, -- Nah, doesn't really sound like something I want to do.
}
}
theaterManagerConvoTemplate:addScreen(looking_for_acts);
first_must_pass_audition = ConvoScreen:new {
id = "first_must_pass_audition",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_7b9543aa", -- Let's not get ahead of ourselves. First, you must pass an audition. We can't just have anyone getting up on the stage now, can we?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_9288900f", "make_audition_preperations"}, -- I understand.
{"@conversation/quest_crowd_pleaser_manager:s_64d20f97", "suit_yourself"}, -- Audition? Uh, I'd rather not be judged.
}
}
theaterManagerConvoTemplate:addScreen(first_must_pass_audition);
make_audition_preperations = ConvoScreen:new {
id = "make_audition_preperations",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_705ff1a9", -- Excellent. Make whatever preparations you feel are necessary, and then come back to me when you are ready to start the audition.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(make_audition_preperations);
youll_be_compensated = ConvoScreen:new {
id = "youll_be_compensated",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_a2ce6dd9", -- That's all you youngsters are worried about these days, isn't it? Don't worry, you'll be compensated for your time.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_8e4955d6", "first_must_pass_audition"}, -- OK, count me in.
{"@conversation/quest_crowd_pleaser_manager:s_64d20f97", "suit_yourself"}, -- Nah, it's not for me.
}
}
theaterManagerConvoTemplate:addScreen(youll_be_compensated);
init_start_audition = ConvoScreen:new {
id = "init_start_audition",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_472f2a5e", -- You're here for an audition, yes? Are you ready to get started now?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_4a1d2431", "what_type_of_audition"}, -- Yes, I'm ready.
{"@conversation/quest_crowd_pleaser_manager:s_f3d46f0b", "come_back_when_ready"}, -- No, not quite yet.
}
}
theaterManagerConvoTemplate:addScreen(init_start_audition);
come_back_when_ready = ConvoScreen:new {
id = "come_back_when_ready",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_303aa95e", -- Alright. Come back when you're ready.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_back_when_ready);
what_type_of_audition = ConvoScreen:new {
id = "what_type_of_audition",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_1204a0c6", -- I see. Now, do you want to audition as a musician or a dancer?
stopConversation = "false",
options = {
-- Handled in convo handler, checks to see if player has skills needed
--{"@conversation/quest_crowd_pleaser_manager:s_183e8ee4", ""}, -- As a musician.
--{"@conversation/quest_crowd_pleaser_manager:s_9172f29c", ""}, -- As a dancer.
--{"@conversation/quest_crowd_pleaser_manager:s_c73756f7", "come_back_when_ready"}, -- On second thought, I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(what_type_of_audition);
not_skilled_enough = ConvoScreen:new {
id = "not_skilled_enough",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_1c296980", -- It doesn't look like you're skilled enough to perform yet. Go practice a little more and come back when you're ready to try again.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(not_skilled_enough);
someone_on_stage = ConvoScreen:new {
id = "someone_on_stage",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_57f90c0e", -- Hm... it looks like someone else is on stage right now. Try back again in a little while and we'll see if we can get you set up.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(someone_on_stage);
audition_starts_in_30_music = ConvoScreen:new {
id = "audition_starts_in_30_music",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_274a8930", -- Alright, I'll go ahead and get things set up. You'd better hurry up and get onstage. The audition will start in thirty seconds.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(audition_starts_in_30_music);
audition_starts_in_30_dance = ConvoScreen:new {
id = "audition_starts_in_30_dance",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_274a8930", -- Alright, I'll go ahead and get things set up. You'd better hurry up and get onstage. The audition will start in thirty seconds.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(audition_starts_in_30_dance);
init_passed_audition = ConvoScreen:new {
id = "init_passed_audition",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_857ede28", -- Hey! I hear that you passed the audition! That's fantastic. Here, let me give you a payment in advance for your up-coming performances. You deserve a break now, though. Come back later and we'll discuss what needs to be done next.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_passed_audition);
init_first_advertising = ConvoScreen:new {
id = "init_first_advertising",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_937f2001", -- Back already, huh? I don't blame you for wanting to get started.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_694f2644", "first_show_advertising"}, -- OK, so what do we do next?
{"@conversation/quest_crowd_pleaser_manager:s_414898b2", "come_back_when_you_are"}, -- I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(init_first_advertising);
come_back_when_you_are = ConvoScreen:new {
id = "come_back_when_you_are",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_fa31756f", -- OK, come back when you are.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_back_when_you_are);
first_show_advertising = ConvoScreen:new {
id = "first_show_advertising",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_353af024", -- Well, before you put on your first show, we need to do some advertising. You know, what good is a show if nobody comes to see it?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_8ddf8010", "go_out_and_promote"}, -- How do we do that?
{"@conversation/quest_crowd_pleaser_manager:s_e8276d66", "come_back_whenever"}, -- That sounds pretty hard, maybe I'll come back later.
}
}
theaterManagerConvoTemplate:addScreen(first_show_advertising);
come_back_whenever = ConvoScreen:new {
id = "come_back_whenever",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_f72be127", -- Alright. Come back whenever you're ready.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_back_whenever);
go_out_and_promote = ConvoScreen:new {
id = "go_out_and_promote",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_4dbb8ff6", -- I'll take care of all the promotions on this end, but you need to go out and promote yourself, if you know what I'm saying. Get your name out there on the streets... get people talking.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_34bf7b50", "should_be_simple"}, -- I see. Just tell me what I need to do.
{"@conversation/quest_crowd_pleaser_manager:s_e8276d66", "come_back_when_more_time"}, -- I don't really have time for that right now.
}
}
theaterManagerConvoTemplate:addScreen(go_out_and_promote);
come_back_when_more_time = ConvoScreen:new {
id = "come_back_when_more_time",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_b1522710", -- I see. Well, come back when you have more time and we'll get started.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_back_when_more_time);
should_be_simple = ConvoScreen:new {
id = "should_be_simple",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_2224e2b8", -- It should be quite simple. Just go out there and do a little performance routine for some people. I think that if you were to entertain ten people, that would be enough. Are you ready to do this now?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_7943785d", "go_entertain_ten"}, -- Sure, no time like the present.
{"@conversation/quest_crowd_pleaser_manager:s_350a3257", "come_back_when_more_time"}, -- Not right now, I've got some stuff to do first.
}
}
theaterManagerConvoTemplate:addScreen(should_be_simple);
go_entertain_ten = ConvoScreen:new {
id = "go_entertain_ten",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_8b00fbc4", -- OK, I'll get the promotions started, you just go out and entertain ten people. Then come back here and we'll talk about getting the concert started.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(go_entertain_ten);
init_hasnt_entertained_ten = ConvoScreen:new {
id = "init_hasnt_entertained_ten",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_810fffd0", -- Oh, you're back. But I don't think you've finished your promotional campaign have you? Come back when you're done and we'll talk about your show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_hasnt_entertained_ten);
init_entertained_ten = ConvoScreen:new {
id = "init_entertained_ten",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_2b8d253d", -- Excellent work. I'm starting to hear the buzz about your performance! We should be able to put on the show whenever you're ready. Go make your preparations, then come speak with me again when you want to begin.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_entertained_ten);
init_first_show = ConvoScreen:new {
id = "init_first_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_b5131941", -- Ready to start the show, are you? Don't worry if you're nervous. Everybody gets like that the first time they're on stage.
stopConversation = "false",
options = {
-- Handled by convo handler in case someone is on stage
--{"@conversation/quest_crowd_pleaser_manager:s_1377703a", "starts_in_two_min"}, -- Yes, I'm ready. Let's get this show on the road.
--{"@conversation/quest_crowd_pleaser_manager:s_4365b273", "stomach_of_steel"}, -- I'm not nervous.
--{"@conversation/quest_crowd_pleaser_manager:s_d730c5dd", "take_your_time"}, -- No, I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(init_first_show);
take_your_time = ConvoScreen:new {
id = "take_your_time",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_ab1c9c5f", -- That's fine. Take your time. Just come back when you're ready.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(take_your_time);
stomach_of_steel = ConvoScreen:new {
id = "stomach_of_steel",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_85b97ed7", -- Sure, sure. You've got a stomach of pure steel. So, are you ready to get started?
stopConversation = "false",
options = {
-- Handled by convo handler in case someone is on stage
--{"@conversation/quest_crowd_pleaser_manager:s_1377703a", "starts_in_two_min"}, -- Yes, I'm ready. Let's get this show on the road.
--{"@conversation/quest_crowd_pleaser_manager:s_d730c5dd", "take_your_time"}, -- No, I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(stomach_of_steel);
starts_in_two_min = ConvoScreen:new {
id = "starts_in_two_min",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_db3a3e40", -- Good. I'll let the crew know so that they can start setting up. The performance will start in two minutes. You may speak with the audience beforehand if you like, but you must be on the stage when the show starts, alright?
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(starts_in_two_min);
init_completed_first_show = ConvoScreen:new {
id = "init_completed_first_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_cad51774", -- You've completed your first show! Congratulations, the audience loved you. Let me give you another advance for your next performance. Come back and see me again when you're ready to talk about your next show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_completed_first_show);
init_second_advertising = ConvoScreen:new {
id = "init_second_advertising",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_ed9c9f8d", -- Oh yes. You're ready to get going for your next show. Let's not get too ahead of ourselves, though. You need to go out and do some more promotion before the next performance.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_847c3be4", "show_will_be_bigger"}, -- More promotion?
{"@conversation/quest_crowd_pleaser_manager:s_6b02387e", "ok_come_back"}, -- I see. I'm not ready for that yet.
}
}
theaterManagerConvoTemplate:addScreen(init_second_advertising);
ok_come_back = ConvoScreen:new {
id = "ok_come_back",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_fa31756f", -- OK, come back when you are.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(ok_come_back);
show_will_be_bigger = ConvoScreen:new {
id = "show_will_be_bigger",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_58ea419", -- Indeed! This show will be even bigger than the last one! If the next show is as good as the last, you'll be on your way to the top!
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_3e04f6f", "performance_for_twenty"}, -- Alright. What do I need to do this time?
{"@conversation/quest_crowd_pleaser_manager:s_11a3b43", "come_back_whenever"}, -- I'll have to come back later.
}
}
theaterManagerConvoTemplate:addScreen(show_will_be_bigger);
performance_for_twenty = ConvoScreen:new {
id = "performance_for_twenty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_c9770db7", -- I would think that if you were to go out and do a performance routine for at least twenty people, that would be sufficient. Remember, the more people that get a taste of your act, the more tickets we'll sell!
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_b6dac7cf", "go_entertain_twenty"}, -- OK, I'll get started on that now.
{"@conversation/quest_crowd_pleaser_manager:s_a820a6d1", "come_back_when_more_time"}, -- I'll have to come back later.
}
}
theaterManagerConvoTemplate:addScreen(performance_for_twenty);
come_back_when_more_time = ConvoScreen:new {
id = "come_back_when_more_time",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_b1522710", -- I see. Well, come back when you have more time and we'll get started.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(come_back_when_more_time);
go_entertain_twenty = ConvoScreen:new {
id = "go_entertain_twenty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_f66a7b69", -- Just go out and entertain twenty people. That should be enough. Then come back and we'll talk about your next show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(go_entertain_twenty);
init_hasnt_entertained_twenty = ConvoScreen:new {
id = "init_hasnt_entertained_twenty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_3d244a46", -- You haven't completed your promotional assignment have you? Come back when you're done and we'll talk about your next performance.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_hasnt_entertained_twenty);
init_entertained_twenty = ConvoScreen:new {
id = "init_entertained_twenty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_f29e46b6", -- Great work! Really great work! I'm starting to hear a lot of people talk about you! I've got a feeling that this show is going to be fantastic.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_7b58a334", "whenever_you_like"}, -- When can we get started with the next show?
}
}
theaterManagerConvoTemplate:addScreen(init_entertained_twenty);
whenever_you_like = ConvoScreen:new {
id = "whenever_you_like",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_1e0d968c", -- Whenever you like. Just go make yourself ready and speak to me again when you want to start.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(whenever_you_like);
init_second_show = ConvoScreen:new {
id = "init_second_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_3cdabd0e", -- What? Oh, hello there. I'm sorry, it's recently become rather busy. What can I do for you?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_1dc24a1", "open_slot_coming_up"}, -- I'm here to talk about my next performance.
{"@conversation/quest_crowd_pleaser_manager:s_3ef23ade", "ok_thats_fine"}, -- Sorry. I'll come back later.
}
}
theaterManagerConvoTemplate:addScreen(init_second_show);
ok_thats_fine = ConvoScreen:new {
id = "ok_thats_fine",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_a19891a9", -- OK, that's fine.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(ok_thats_fine);
open_slot_coming_up = ConvoScreen:new {
id = "open_slot_coming_up",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_250ebca6", -- Oh yes, I see, I see. Yes, we do have an open slot coming up here very shortly. Are you ready to get started with your show now?
stopConversation = "false",
options = {
-- Handled by convo handler in case someone is on stage
--{"@conversation/quest_crowd_pleaser_manager:s_59a59142", ""}, -- As ready as I'll ever be.
--{"@conversation/quest_crowd_pleaser_manager:s_fb55e1c0", "nervous_come_back"}, -- Actually I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(open_slot_coming_up);
nervous_come_back = ConvoScreen:new {
id = "nervous_come_back",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_38a3b1e2", -- Nervous? I understand. Just come back when you're ready and we'll get you up on stage.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(nervous_come_back);
starts_in_two_and_a_half = ConvoScreen:new {
id = "starts_in_two_and_a_half",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_e66da464", -- Good. I'll let the crew know so that they can start setting up. The performance will start in two and a half minutes. You may speak with the audience beforehand if you like, but you must be on the stage when the show starts, alright?
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(starts_in_two_and_a_half);
init_completed_second_show = ConvoScreen:new {
id = "init_completed_second_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_1a0fba4e", -- Wow, that was a great act! Really! Here, I'm supposed to give you an advance for your next performance. Go get some rest, and come see me whenever you want to talk about your next show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_completed_second_show);
init_third_advertising = ConvoScreen:new {
id = "init_third_advertising",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_ffa16d1d", -- You're here about your next show aren't you? Sure, sure, I understand. You'll need to go out and do some more promotion before you get started with the next performance, though. Is that alright?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_1dc24a1", "biggest_performance_ever"}, -- That's fine. I don't mind doing the promotions.
{"@conversation/quest_crowd_pleaser_manager:s_2f3d57d6", "part_of_the_business"}, -- I don't really like doing the promotions.
{"@conversation/quest_crowd_pleaser_manager:s_1fe0d27c", "alright_come_back_when_time"}, -- I don't have time for that stuff now.
}
}
theaterManagerConvoTemplate:addScreen(init_third_advertising);
alright_come_back_when_time = ConvoScreen:new {
id = "alright_come_back_when_time",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_942ddb10", -- Alright, come back when you have the time.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(alright_come_back_when_time);
part_of_the_business = ConvoScreen:new {
id = "part_of_the_business",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_fe82f47f", -- Advertising and promotion is part of the business kid. Now are you ready to go out there and spread the word, or not?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_a99397a", "biggest_performance_ever"}, -- Yeah, I guess so.
{"@conversation/quest_crowd_pleaser_manager:s_da9a29e9", "alright_come_back_when_ready"}, -- No, not yet.
}
}
theaterManagerConvoTemplate:addScreen(part_of_the_business);
alright_come_back_when_ready = ConvoScreen:new {
id = "alright_come_back_when_ready",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_f72be127", -- Alright. Come back whenever you're ready.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(alright_come_back_when_ready);
biggest_performance_ever = ConvoScreen:new {
id = "biggest_performance_ever",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_668b00bf", -- That's fantastic. This is going to be your biggest performance ever! I can feel it!
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_57c8489e", "performance_for_thirty"}, -- What should I do?
{"@conversation/quest_crowd_pleaser_manager:s_ad679858", "alright_come_back_when_ready"}, -- I changed my mind. I'm not ready yet.
}
}
theaterManagerConvoTemplate:addScreen(biggest_performance_ever);
performance_for_thirty = ConvoScreen:new {
id = "performance_for_thirty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_7cef0609", -- Here's what you do. Go out and do a small performance routine for thirty people. Soon, everybody should be talking about you, and if the word is good, we might even have a sell out show!
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_c6403b16", "go_entertain_thirty"}, -- OK, I'll go get started.
{"@conversation/quest_crowd_pleaser_manager:s_d0fc43d", "alright_come_back_when_time"}, -- Hm. I don't have time for that right now.
}
}
theaterManagerConvoTemplate:addScreen(performance_for_thirty);
go_entertain_thirty = ConvoScreen:new {
id = "go_entertain_thirty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_bba5f6f2", -- Excellent. Just go out and entertain thirty people. After that, no more promotional work, I promise. Then come back and we'll talk about your next show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(go_entertain_thirty);
init_hasnt_entertained_thirty = ConvoScreen:new {
id = "init_hasnt_entertained_thirty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_664ead2a", -- I'm hearing people talk about your upcoming show, but it's not enough. Go finish your promotional job, and then we'll discuss your performance.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_hasnt_entertained_thirty);
init_entertained_thirty = ConvoScreen:new {
id = "init_entertained_thirty",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_b5c6a62d", -- Wow... this is fantastic! Everybody in town is talking about you! We'll have a sold out show for sure! Go make your preparations and come back whenever you're ready to start the performance!
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_entertained_thirty);
init_third_show = ConvoScreen:new {
id = "init_third_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_16e98373", -- Ah, you're here about your last show?
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_36a4e374", "set_up_if_ready"}, -- Yes, I am.
{"@conversation/quest_crowd_pleaser_manager:s_55e428e8", "last_of_series"}, -- Last show?
{"@conversation/quest_crowd_pleaser_manager:s_3ef23ade", "ok_thats_fine"}, -- Sorry, I'll come back later.
}
}
theaterManagerConvoTemplate:addScreen(init_third_show);
last_of_series = ConvoScreen:new {
id = "last_of_series",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_2cf69669", -- That's right. This is the last show scheduled for your concert series. But don't worry, for an entertainer such as yourself, I'm sure that there will be many opportunities for you in the future.
stopConversation = "false",
options = {
{"@conversation/quest_crowd_pleaser_manager:s_61657d0f", "set_up_if_ready"}, -- I see.
{"@conversation/quest_crowd_pleaser_manager:s_fd047f06", "alright_come_back_when_ready"}, -- I'd better come back later then.
}
}
theaterManagerConvoTemplate:addScreen(last_of_series);
set_up_if_ready = ConvoScreen:new {
id = "set_up_if_ready",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_b751f222", -- If you're ready now, I'll go ahead and start getting things set up. What do you say?
stopConversation = "false",
options = {
-- Handled by convo handler in case someone is on stage
--{"@conversation/quest_crowd_pleaser_manager:s_dd4bb16d", "starts_in_three"}, -- Let's do it!
--{"@conversation/quest_crowd_pleaser_manager:s_d730c5dd", "take_your_time"}, -- No, I'm not quite ready yet.
}
}
theaterManagerConvoTemplate:addScreen(set_up_if_ready);
starts_in_three = ConvoScreen:new {
id = "starts_in_three",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_86731ce6", -- Good. I'll let the crew know so that they can start setting up. The performance will start in three minutes. You may speak with the audience beforehand if you like, but you must be on the stage when the show starts, alright?
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(starts_in_three);
init_completed_third_show = ConvoScreen:new {
id = "init_completed_third_show",
leftDialog = "@conversation/quest_crowd_pleaser_manager:s_7223d3c0", -- Amazing. Simply amazing. You truly are one of the best performers I've seen in a long time. Here's a bonus for doing so well. Also, one of our regular performers has offered to teach you a new act. Maybe you can use it at your next show.
stopConversation = "true",
options = {}
}
theaterManagerConvoTemplate:addScreen(init_completed_third_show);
addConversationTemplate("theaterManagerConvoTemplate", theaterManagerConvoTemplate); |
return PlaceObj("ModDef", {
"title", "Fix Project Morpheus Particle Fell Down",
"version", 1,
"version_major", 0,
"version_minor", 1,
"saved", 0,
"image", "Preview.png",
"id", "ChoGGi_FixProjectMorpheusParticleFellDown",
"steam_id", "1576281619",
"pops_any_uuid", "fed5b2b8-b74e-4e10-b2f1-190ad5c8b6ba",
"author", "ChoGGi",
"lua_revision", 249143,
"code", {
"Code/Script.lua",
},
"description", [[This one has been in since release...
On load, and once a day it'll check if the blue growing thing has fallen off any morph towers, and re-attach if any have.]],
})
|
return {'pks'} |
local NPC = {};
NPC.Name = "Genetec";
NPC.ID = 15;
NPC.Model = Model("models/players/perp2/m_4_01.mdl");
NPC.Invisible = false; // Used for ATM Machines, Casino Tables, etc.
NPC.Location = Vector(-9687.8604, 9193.0713, 72.0313);
NPC.Angles = Angle(0, 90, 0.000000);
NPC.ShowChatBubble = "Normal";
NPC.Sequence = 228;
// This is always local player.
function NPC.OnTalk ( )
GAMEMODE.DialogPanel:SetDialog("Welcome to GeneTech.");
GAMEMODE.DialogPanel:AddDialog('What do you guys do around here?', NPC.What)
GAMEMODE.DialogPanel:AddDialog("", LEAVE_DIALOG)
GAMEMODE.DialogPanel:Show();
end
function NPC.What ( )
GAMEMODE.DialogPanel:SetDialog("We manipulate your genes to allow you to choose what you'll be adept at. We can also insert specialized genes into your genome to allow you to be skilled in multiple fields.");
GAMEMODE.DialogPanel:AddDialog('Sounds expensive. How much are we talking?', NPC.Cost)
GAMEMODE.DialogPanel:AddDialog("I doubt I'm rich enough for this.", LEAVE_DIALOG)
end
function NPC.Cost ( )
local cost = (((GAMEMODE.MaxGenes - 5) - (GAMEMODE.MaxGenes - LocalPlayer():GetNumGenes())) + 1) * GAMEMODE.NewGenePrice
GAMEMODE.DialogPanel:SetDialog("Yes, it is quite. This cutting-edge technology will cost you no less than " .. DollarSign() .. GAMEMODE.GeneResetPrice .. " dollars to reset your genome, and " .. DollarSign() .. cost .. " to insert new genes. Also, every time we insert new genes, it will get more difficult, raising the price. We only take check or debit card.\n\n(This cost will be taken out of your bank account.)");
GAMEMODE.DialogPanel:AddDialog("That's nothing! Let me manipulate my genome, please! (Reset your genes)", NPC.Reset);
GAMEMODE.DialogPanel:AddDialog("That's nothing! Add some new genes to me, please! (Add more gene points)", NPC.Add);
GAMEMODE.DialogPanel:AddDialog("<Whistle> I think I should leave now.", LEAVE_DIALOG);
end
function NPC.Add ( )
local cost = (((GAMEMODE.MaxGenes - 5) - (GAMEMODE.MaxGenes - LocalPlayer():GetNumGenes())) + 1) * GAMEMODE.NewGenePrice
if LocalPlayer():GetBank() >= cost then
if LocalPlayer():GetNumGenes() < GAMEMODE.MaxGenes then
GAMEMODE.DialogPanel:SetDialog("<5 Hours Later> There you go, sir. Enjoy your new mastery of any field desirable.");
RunConsoleCommand('perp_s_b', LocalPlayer():UniqueID());
GAMEMODE.DialogPanel:AddDialog("Thanks!", LEAVE_DIALOG);
LocalPlayer():SetPrivateInt("gpoints", LocalPlayer():GetPrivateInt("gpoints", 0) + 1, true);
LocalPlayer():TakeBank(cost);
else
GAMEMODE.DialogPanel:SetDialog("Ahh, it appears our technicians cannot add any more genes, as we've already stuffed your genome to it's maximum. Sorry.");
GAMEMODE.DialogPanel:AddDialog("That's lame.", LEAVE_DIALOG);
end
else
GAMEMODE.DialogPanel:SetDialog("What do you mean that's nothing? You don't even have that much in your bank!\n\n(You can only pay for this out of your bank account.)");
GAMEMODE.DialogPanel:AddDialog("Dang, you caught me.", LEAVE_DIALOG);
end
end
function NPC.Reset ( )
if LocalPlayer():GetBank() >= GAMEMODE.GeneResetPrice then
GAMEMODE.DialogPanel:SetDialog("<5 Hours Later> There you go, sir. Should be ready for you to choose your adeptness.");
RunConsoleCommand('perp_s_r');
LocalPlayer():SetPrivateInt("gpoints", LocalPlayer():GetNumGenes(), true);
LocalPlayer():TakeBank(GAMEMODE.GeneResetPrice);
LocalPlayer():ResetGenes(true);
GAMEMODE.DialogPanel:AddDialog("Thanks!", LEAVE_DIALOG);
else
GAMEMODE.DialogPanel:SetDialog("What do you mean that's nothing? You don't even have that much!\n\n(You can only pay for this out of your bank account.)");
GAMEMODE.DialogPanel:AddDialog("Dang, you caught me.", LEAVE_DIALOG);
end
end
GAMEMODE:LoadNPC(NPC); |
assets =
{
Asset("ANIM", "anim/phonograph.zip"),
Asset("SOUND", "sound/maxwell.fsb"),
Asset("SOUND", "sound/music.fsb"),
Asset("SOUND", "sound/gramaphone.fsb")
}
local function play(inst)
inst.AnimState:PlayAnimation("play_loop", true)
inst.SoundEmitter:PlaySound(inst.songToPlay, "ragtime")
if inst.components.playerprox then
inst:RemoveComponent("playerprox")
end
inst:PushEvent("turnedon")
end
local function stop(inst)
inst.AnimState:PlayAnimation("idle")
inst.SoundEmitter:KillSound("ragtime")
inst.SoundEmitter:PlaySound("dontstarve/music/gramaphone_end")
inst:PushEvent("turnedoff")
end
local function fn()
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
local sound = inst.entity:AddSoundEmitter()
MakeObstaclePhysics(inst, 0.1)
anim:SetBank("phonograph")
anim:SetBuild("phonograph")
anim:PlayAnimation("idle")
inst.songToPlay = "dontstarve/maxwell/ragtime"
inst:AddTag("maxwellphonograph")
inst:AddComponent("inspectable")
inst:AddComponent("machine")
inst.components.machine.turnonfn = play
inst.components.machine.turnofffn = stop
inst.entity:SetCanSleep(false)
inst:AddComponent("playerprox")
inst.components.playerprox:SetDist(600, 615)
inst.components.playerprox:SetOnPlayerNear(function() inst.components.machine:TurnOn() end)
return inst
end
return Prefab("common/objects/maxwellphonograph", fn, assets)
|
local high = {}
local low = {}
high = setmetatable(high, {
__band = function(_, o) return o end,
__bor = function() return high end,
__bnot = function() return low end,
__bxor = function(_, o) if o == low then return high else return low end end,
__tostring = function() return '1' end,
})
low = setmetatable(low, {
__band = function() return low end,
__bor = function(_, o) return o end,
__bnot = function() return high end,
__bxor = function(_, o) if o == high then return high else return low end end,
__tostring = function() return '0' end,
})
return {
H = high,
L = low,
}
|
function test1()
local thing = nil -- MISSED BY LUACOV
print("test1")
end
test1()
function test2()
local stuff = function (x) return x end
local thing = stuff({
b = { name = 'bob',
},
-- comment
}) -- MISSED BY LUACOV
print("test2")
end
test2()
function test3()
if true then -- MISSED BY LUACOV
print("test3")
end
end
test3()
function test4()
while true do -- MISSED BY LUACOV
print("test4")
break
end
end
test4()
-- My own addition:
function test5()
local stuff = function (x) return x end
local thing = stuff({
b = { name = 'bob',
},
-- comment
}
) -- MISSED BY LUACOV
print("test5")
end
test5()
function test6()
-- MISSED BY LUACOV
if true then -- MISSED BY LUACOV
end -- MISSED BY LUACOV
print("test6")
end
test6()
function test7()
local a, b = 1,2
if
a < b
then -- MISSED BY LUACOV
a = b
end -- MISSED BY LUACOV
print("test7")
end
test7()
function test8()
local a,b = 1,2
if a < b then
a = b
end; -- MISSED BY LUACOV
local function foo(f) f() end
foo(function()
a = b
end) -- MISSED BY LUACOV
print("test8")
end
test8()
function test9()
local function foo(f)
return function() -- MISSED BY LUACOV
a = a
end
end
foo()()
print("test9")
end
test9()
function test10()
local s = {
a = 1; -- MISSED BY LUACOV
b = 2, -- MISSED BY LUACOV
c = 3 -- MISSED BY LUACOV
}
print("test10")
end
test10()
function test11()
local function foo(f)
return 1, 2, function() -- MISSED BY LUACOV
a = a
end
end
local a,b,c = foo()
c()
print("test11")
end
test11()
|
-- AreCoordsCollidingWithExterior()
local OwnedHouse = nil
local AvailableHouses = {}
local blips = {}
local Knockings = {}
--[[Citizen['CreateThread'](function()
while true do
Wait(0)
DrawEdge(PlayerPedId())
local coords = GetEntityCoords(PlayerPedId())
local found, coords, heading = GetClosestVehicleNodeWithHeading(coords.x, coords.y, coords.z, 3.0, 100.0, 2.5)
if IsControlJustReleased(0, 38) then
SetEntityCoords(PlayerPedId(), coords)
SetEntityHeading(PlayerPedId(), heading)
end
end
end)]]
Citizen.CreateThread(function()
while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Wait(0) end
while ESX.GetPlayerData().job == nil do Wait(0) end
TriggerServerEvent('loaf_housing:getOwned')
while OwnedHouse == nil do Wait(0) end
if Config.IKEABlip['Enabled'] then
local blip = AddBlipForCoord(Config.Furnituring['enter'])
SetBlipSprite(blip, Config.IKEABlip['Sprite'])
SetBlipColour(blip, Config.IKEABlip['Colour'])
SetBlipAsShortRange(blip, true)
SetBlipScale(blip, Config.IKEABlip['Scale'])
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(Strings['ikea'])
EndTextCommandSetBlipName(blip)
table.insert(blips, blip)
end
while true do
Wait(500)
for k, v in pairs(Config.Houses) do
if Vdist2(GetEntityCoords(PlayerPedId()), v['door']) <= 2.5 then
local text = 'error'
while Vdist2(GetEntityCoords(PlayerPedId()), v['door']) <= 2.5 do
if OwnedHouse.houseId == k then
text = (Strings['Press_E']):format(Strings['Manage_House'])
else
if not AvailableHouses[k] then
if OwnedHouse.houseId ~= 0 then
text = Strings['Must_Sell']
else
text = (Strings['Press_E']):format((Strings['Buy_House']):format(k))
end
else
text = (Strings['Press_E']):format(Strings['Knock_House'])
end
end
HelpText(text, v['door'])
if IsControlJustReleased(0, 38) then
if OwnedHouse.houseId == k then
ESX.UI.Menu.CloseAll()
elements = {
{label = Strings['Enter_House'], value = 'enter'},
{label = (Strings['Sell_House']):format(math.floor(Config.Houses[OwnedHouse.houseId]['price']*(Config.SellPercentage/100))), value = 'sell'},
}
if Config.EnableGarage then
table.insert(elements, {label = Strings['Garage'], value = 'garage'})
end
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'manage_house',
{
title = Strings['Manage_House'],
align = 'top-left',
elements = elements
},
function(data, menu)
if data.current.value == 'enter' then
TriggerServerEvent('loaf_housing:enterHouse', k)
menu.close()
elseif data.current.value == 'garage' then
local coords = Config.Houses[OwnedHouse.houseId]['door']
local found, coords, heading = GetClosestVehicleNodeWithHeading(coords.x, coords.y, coords.z, 3.0, 100.0, 2.5)
if found then
ESX.UI.Menu.CloseAll()
TriggerServerEvent('esx_garage:viewVehicles', coords, heading, 'housing')
return
else
ESX.ShowNotification(Strings['No_Spawn'])
end
elseif data.current.value == 'sell' then
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'sell',
{
title = (Strings['Sell_Confirm']):format(math.floor(Config.Houses[OwnedHouse.houseId]['price']*(Config.SellPercentage/100))),
align = 'top-left',
elements = {
{label = Strings['yes'], value = 'yes'},
{label = Strings['no'], value = 'no'}
},
},
function(data2, menu2)
if data2.current.value == 'yes' then
TriggerServerEvent('loaf_housing:sellHouse')
ESX.UI.Menu.CloseAll()
Wait(5000)
else
menu2.close()
end
end,
function(data2, menu2)
menu2.close()
end)
end
end,
function(data, menu)
menu.close()
end)
else
if not AvailableHouses[k] and OwnedHouse.houseId == 0 then
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'buy',
{
title = (Strings['Buy_House_Confirm']):format(k, v['price']),
align = 'top-left',
elements = {
{label = Strings['yes'], value = 'yes'},
{label = Strings['no'], value = 'no'}
},
},
function(data, menu)
if data.current.value == 'yes' then
TriggerServerEvent('loaf_housing:buyHouse', k)
ESX.UI.Menu.CloseAll()
Wait(5000)
else
menu.close()
end
end,
function(data, menu)
menu.close()
end)
else
if AvailableHouses[k] then
TriggerServerEvent('loaf_housing:knockDoor', k)
while Vdist2(GetEntityCoords(PlayerPedId()), v['door']) <= 4.5 do Wait(0) HelpText(Strings['Waiting_Owner'], v['door']) end
TriggerServerEvent('loaf_housing:unKnockDoor', k)
end
end
end
Wait(5000)
end
Wait(0)
end
else
if OwnedHouse.houseId == k then
local coords = v['door']
local found, coords, heading = GetClosestVehicleNodeWithHeading(coords.x, coords.y, coords.z, 3.0, 100.0, 2.5)
if found then
while #(GetEntityCoords(PlayerPedId()) - coords) <= 45.0 and IsPedInAnyVehicle(PlayerPedId(), false) and Config.EnableGarage do
Wait(0)
DrawMarker(1, coords-vector3(0.0, 0.0, 0.5), vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.2), 255, 255, 25, 150, false, false, 2, false, false, false)
if #(GetEntityCoords(PlayerPedId()) - coords) <= 5.0 and IsPedInAnyVehicle(PlayerPedId(), false) and Config.EnableGarage then
HelpText(Strings['Store_Garage'], coords)
if IsControlJustReleased(0, 38) then
TriggerEvent('esx_garage:storeVehicle', 'housing')
end
end
end
end
end
end
end
end
end)
Citizen.CreateThread(function()
while OwnedHouse == nil do Wait(0) end
while true do
Wait(0)
local dist = Vdist2(GetEntityCoords(PlayerPedId()), Config.Furnituring['enter'])
if dist <= 50.0 then
DrawMarker(27, Config.Furnituring['enter'], vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 0, 255, 150, false, false, 2, false, false, false)
if dist <= 1.5 then
HelpText((Strings['Press_E']):format(Strings['Buy_Furniture']), Config.Furnituring['enter'])
if IsControlJustReleased(0, 38) then
FreezeEntityPosition(PlayerPedId(), true)
local currentcategory = 1
local category = Config.Furniture['Categories'][currentcategory]
local current = 1
local cooldown = GetGameTimer()
local model = GetHashKey(Config.Furniture[category[1]][current][2])
if IsModelValid(model) then
local startedLoading = GetGameTimer()
while not HasModelLoaded(model) do
RequestModel(model) Wait(0)
if GetGameTimer() - startedLoading >= 1500 then
ESX.ShowNotification(('El modelo (%s) esta tardando mucho en cargar, contacta con un administrador!'):format(Config.Furniture[category[1]][current][2]))
break
end
end
furniture = CreateObject(model, Config.Furnituring['teleport'])
SetEntityHeading(furniture, 0.0)
else
ESX.ShowNotification(('El modelo (%s) no es valido. Contacta a un administrador!'):format(Config.Furniture[category[1]][current][2]))
end
local cam = CreateCam("DEFAULT_SCRIPTED_Camera", 1)
SetCamCoord(cam, GetOffsetFromEntityInWorldCoords(furniture, 0.0, -5.0, 4.0))
PointCamAtCoord(cam, GetEntityCoords(furniture))
RenderScriptCams(1, 0, 0, 1, 1)
SetCamActive(cam, true)
FreezeEntityPosition(PlayerPedId(), true)
while true do
Wait(0)
HelpText((Strings['Buying_Furniture']):format(category[2], Config.Furniture[category[1]][current][1], Config.Furniture[category[1]][current][3]))
DrawText3D(GetEntityCoords(furniture), ('%s (~g~$%s~w~)'):format(Config.Furniture[category[1]][current][1], Config.Furniture[category[1]][current][3]), 0.5)
DisableControlAction(0, 24)
DisableControlAction(0, 25)
DisableControlAction(0, 14)
DisableControlAction(0, 15)
DisableControlAction(0, 16)
DisableControlAction(0, 17)
NetworkOverrideClockTime(15, 0, 0)
ClearOverrideWeather()
ClearWeatherTypePersist()
SetWeatherTypePersist('EXTRASUNNY')
SetWeatherTypeNow('EXTRASUNNY')
SetWeatherTypeNowPersist('EXTRASUNNY')
if IsControlJustReleased(0, 194) then
break
elseif IsControlJustReleased(0, 172) then
if Config.Furniture['Categories'][currentcategory + 1] then
category = Config.Furniture['Categories'][currentcategory + 1]
currentcategory = currentcategory + 1
current = 1
else
category = Config.Furniture['Categories'][1]
currentcategory = 1
current = 1
end
DeleteObject(furniture)
model = GetHashKey(Config.Furniture[category[1]][current][2])
if IsModelValid(model) then
local startedLoading = GetGameTimer()
while not HasModelLoaded(model) do
RequestModel(model) Wait(0)
if GetGameTimer() - startedLoading >= 1500 then
ESX.ShowNotification(('El modelo (%s) esta tardando mucho en cargar, contacta con un administrador!'):format(Config.Furniture[category[1]][current][2]))
break
end
end
furniture = CreateObject(model, Config.Furnituring['teleport'])
SetEntityHeading(furniture, 0.0)
else
ESX.ShowNotification(('El modelo (%s) no es valido. Contacta a un administrador!'):format(Config.Furniture[category[1]][current][2]))
end
elseif IsControlPressed(0, 34) then
SetEntityHeading(furniture, GetEntityHeading(furniture) + 0.25)
elseif IsControlPressed(0, 35) then
SetEntityHeading(furniture, GetEntityHeading(furniture) - 0.25)
elseif IsDisabledControlPressed(0, 96) then
local currentCoord = GetCamCoord(cam)
if currentCoord.z + 0.1 <= GetOffsetFromEntityInWorldCoords(furniture, 0.0, -5.0, 4.5).z then
currentCoord = vector3(currentCoord.x, currentCoord.y, currentCoord.z + 0.1)
SetCamCoord(cam, currentCoord)
end
elseif IsDisabledControlPressed(0, 97) then
print('hej')
local currentCoord = GetCamCoord(cam)
print(currentCoord)
if currentCoord.z - 0.1 >= GetOffsetFromEntityInWorldCoords(furniture, 0.0, -5.0, 0.1).z then
currentCoord = vector3(currentCoord.x, currentCoord.y, currentCoord.z - 0.1)
print(currentCoord)
SetCamCoord(cam, currentCoord)
end
elseif IsControlPressed(0, 33) then
local fov = GetCamFov(cam)
if fov + 0.1 >= 129.9 then fov = 129.9 else fov = fov + 0.1 end
SetCamFov(cam, fov)
elseif IsControlPressed(0, 32) then
local fov = GetCamFov(cam)
if fov - 0.1 <= 1.1 then fov = 1.1 else fov = fov - 0.1 end
SetCamFov(cam, fov)
elseif IsControlJustReleased(0, 173) then
if Config.Furniture['Categories'][currentcategory - 1] then
category = Config.Furniture['Categories'][currentcategory - 1]
currentcategory = currentcategory - 1
current = 1
else
category = Config.Furniture['Categories'][#Config.Furniture['Categories']]
currentcategory = #Config.Furniture['Categories']
current = 1
end
DeleteObject(furniture)
model = GetHashKey(Config.Furniture[category[1]][current][2])
if IsModelValid(model) then
local startedLoading = GetGameTimer()
while not HasModelLoaded(model) do
RequestModel(model) Wait(0)
if GetGameTimer() - startedLoading >= 1500 then
ESX.ShowNotification(('El modelo (%s) esta tardando mucho en cargar, contacta con un administrador!'):format(Config.Furniture[category[1]][current][2]))
break
end
end
furniture = CreateObject(model, Config.Furnituring['teleport'])
SetEntityHeading(furniture, 0.0)
else
ESX.ShowNotification(('El modelo (%s) no es valido. Contacta a un administrador!'):format(Config.Furniture[category[1]][current][2]))
end
elseif IsControlJustReleased(0, 191) then
local answered = false
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'buy_furniture',
{
title = (Strings['Confirm_Purchase']):format(Config.Furniture[category[1]][current][1], Config.Furniture[category[1]][current][3]),
align = 'center',
elements = {
{label = Strings['yes'], value = 'yes'},
{label = Strings['no'], value = 'no'}
},
},
function(data, menu)
menu.close()
if data.current.value == 'yes' then
TriggerServerEvent('loaf_housing:buy_furniture', currentcategory, current)
DoScreenFadeOut(250)
Wait(1500)
DoScreenFadeIn(500)
end
answered = true
end,
function(data, menu)
answered = true
menu.close()
end
)
while not answered do Wait(0) end
elseif IsControlPressed(0, 190) and cooldown < GetGameTimer() then
if Config.Furniture[category[1]][current + 1] then
current = current + 1
else
current = 1
end
DeleteObject(furniture)
model = GetHashKey(Config.Furniture[category[1]][current][2])
if IsModelValid(model) then
local startedLoading = GetGameTimer()
while not HasModelLoaded(model) do
RequestModel(model) Wait(0)
if GetGameTimer() - startedLoading >= 1500 then
ESX.ShowNotification(('El modelo (%s) esta tardando mucho en cargar, contacta con un administrador!'):format(Config.Furniture[category[1]][current][2]))
break
end
end
furniture = CreateObject(model, Config.Furnituring['teleport'])
SetEntityHeading(furniture, 0.0)
else
ESX.ShowNotification(('El modelo (%s) no es valido. Contacta a un administrador!'):format(Config.Furniture[category[1]][current][2]))
end
cooldown = GetGameTimer() + 250
elseif IsControlPressed(0, 189) and cooldown < GetGameTimer() then
if Config.Furniture[category[1]][current - 1] then
current = current - 1
else
current = #Config.Furniture[category[1]]
end
DeleteObject(furniture)
model = GetHashKey(Config.Furniture[category[1]][current][2])
if IsModelValid(model) then
local startedLoading = GetGameTimer()
while not HasModelLoaded(model) do
RequestModel(model) Wait(0)
if GetGameTimer() - startedLoading >= 1500 then
ESX.ShowNotification(('El modelo (%s) esta tardando mucho en cargar, contacta con un administrador!'):format(Config.Furniture[category[1]][current][2]))
break
end
end
furniture = CreateObject(model, Config.Furnituring['teleport'])
SetEntityHeading(furniture, 0.0)
else
ESX.ShowNotification(('El modelo (%s) no es valido. Contacta a un administrador!'):format(Config.Furniture[category[1]][current][2]))
end
cooldown = GetGameTimer() + 250
end
end
FreezeEntityPosition(PlayerPedId(), false)
DeleteObject(furniture)
RenderScriptCams(false, false, 0, true, false)
DestroyCam(cam)
end
end
end
end
end)
RegisterNetEvent('loaf_housing:spawnHouse')
AddEventHandler('loaf_housing:spawnHouse', function(coords, furniture)
local prop = Config.Houses[OwnedHouse.houseId]['prop']
local house = EnterHouse(Config.Props[prop], coords)
local placed_furniture = {}
for k, v in pairs(OwnedHouse['furniture']) do
local model = GetHashKey(v['object'])
while not HasModelLoaded(model) do RequestModel(model) Wait(0) end
local object = CreateObject(model, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])), false, false, false)
SetEntityHeading(object, v['heading'])
FreezeEntityPosition(object, true)
SetEntityCoordsNoOffset(object, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])))
table.insert(placed_furniture, object)
end
SetEntityHeading(house, 0.0)
local exit = GetOffsetFromEntityInWorldCoords(house, Config.Offsets[prop]['door'])
local storage = GetOffsetFromEntityInWorldCoords(house, Config.Offsets[prop]['storage'])
TriggerServerEvent('loaf_housing:setInstanceCoords', exit, coords, prop, OwnedHouse['furniture'])
DoScreenFadeOut(750)
while not IsScreenFadedOut() do Wait(0) end
for i = 1, 25 do
SetEntityCoords(PlayerPedId(), exit)
Wait(50)
end
while IsEntityWaitingForWorldCollision(PlayerPedId()) do
SetEntityCoords(PlayerPedId(), exit)
Wait(50)
end
DoScreenFadeIn(1500)
local in_house = true
ClearPedWetness(PlayerPedId())
while in_house do
NetworkOverrideClockTime(15, 0, 0)
ClearOverrideWeather()
ClearWeatherTypePersist()
SetWeatherTypePersist('EXTRASUNNY')
SetWeatherTypeNow('EXTRASUNNY')
SetWeatherTypeNowPersist('EXTRASUNNY')
DrawMarker(27, exit, vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 0, 255, 150, false, false, 2, false, false, false)
DrawMarker(27, storage, vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 0, 255, 150, false, false, 2, false, false, false)
if Vdist2(GetEntityCoords(PlayerPedId()), storage) <= 2.0 then
HelpText((Strings['Press_E']):format(Strings['Storage']), storage)
if IsControlJustReleased(0, 38) and Vdist2(GetEntityCoords(PlayerPedId()), storage) <= 2.0 then
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'storage',
{
title = Strings['Storage_Title'],
align = 'top-left',
elements = {
{label = Strings['Items'], value = 'i'},
{label = Strings['Weapons'], value = 'w'}
},
},
function(data, menu)
if data.current.value == 'i' then
itemStorage(OwnedHouse.houseId)
elseif data.current.value == 'w' then
weaponStorage(OwnedHouse.houseId)
end
end,
function(data, menu)
menu.close()
end)
end
end
if Vdist2(GetEntityCoords(PlayerPedId()), exit) <= 1.5 then
HelpText((Strings['Press_E']):format(Strings['Manage_Door']), exit)
if IsControlJustReleased(0, 38) then
ESX.UI.Menu.CloseAll()
local elements = {
{label = Strings['Accept'], value = 'accept'},
{label = Strings['Furnish'], value = 'furnish'},
{label = Strings['Re_Furnish'], value = 'refurnish'},
{label = Strings['Exit'], value = 'exit'},
}
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'manage_door',
{
title = Strings['Manage_Door'],
align = 'top-left',
elements = elements,
},
function(data, menu)
if data.current.value == 'exit' then
ESX.TriggerServerCallback('loaf_housing:hasGuests', function(has)
if not has then
ESX.UI.Menu.CloseAll()
TriggerServerEvent('loaf_housing:deleteInstance')
Wait(3500)
in_house = false
return
else
ESX.ShowNotification(Strings['Guests'])
end
end)
elseif data.current.value == 'refurnish' then
ESX.TriggerServerCallback('loaf_housing:hasGuests', function(has)
if not has then
local elements = {}
for k, v in pairs(OwnedHouse['furniture']) do
table.insert(elements, {label = (Strings['Remove']):format(v['name'], k), value = k})
end
local editing = true
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'edit_furniture',
{
title = Strings['Re_Furnish'],
align = 'top-left',
elements = elements,
},
function(data2, menu2)
DeleteObject(placed_furniture[data2.current.value])
if furniture[OwnedHouse['furniture'][data2.current.value]['object']] then
furniture[OwnedHouse['furniture'][data2.current.value]['object']]['amount'] = furniture[OwnedHouse['furniture'][data2.current.value]['object']]['amount'] + 1
else
furniture[OwnedHouse['furniture'][data2.current.value]['object']] = {amount = 1, name = OwnedHouse['furniture'][data2.current.value]['name']}
end
table.remove(OwnedHouse['furniture'], data2.current.value)
for k, v in pairs(placed_furniture) do
DeleteObject(v)
end
placed_furniture = {}
for k, v in pairs(OwnedHouse['furniture']) do
local model = GetHashKey(v['object'])
while not HasModelLoaded(model) do RequestModel(model) Wait(0) end
local object = CreateObject(model, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])), true, false, true)
SetEntityHeading(object, v['heading'])
FreezeEntityPosition(object, true)
SetEntityCoordsNoOffset(object, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])))
table.insert(placed_furniture, object)
end
TriggerServerEvent('loaf_housing:furnish', OwnedHouse, furniture)
menu2.close()
editing = false
end,
function(data2, menu2)
editing = false
menu2.close()
end)
while editing do
Wait(0)
for k, v in pairs(placed_furniture) do
DrawText3D(GetEntityCoords(v), ('%s (#%s)'):format(OwnedHouse['furniture'][k]['name'], k), 0.3)
end
end
else
ESX.ShowNotification(Strings['Guests'])
end
end)
elseif data.current.value == 'furnish' then
ESX.TriggerServerCallback('loaf_housing:hasGuests', function(has)
if not has then
local elements = {}
for k, v in pairs(furniture) do
table.insert(elements, {label = ('x%s %s'):format(v['amount'], v['name']), value = k, name = v['name']})
end
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'furnish',
{
title = Strings['Furnish'],
align = 'top-left',
elements = elements,
},
function(data2, menu2)
ESX.UI.Menu.CloseAll()
local model = GetHashKey(data2.current.value)
while not HasModelLoaded(model) do RequestModel(model) Wait(0) end
local object = CreateObject(model, GetOffsetFromEntityInWorldCoords(house, Config.Offsets[prop]['spawn_furniture']), true, false, true)
SetEntityCollision(object, false, false)
SetEntityHasGravity(object, false)
Wait(250)
while true do
Wait(0)
HelpText(Strings['Furnishing'])
ESX.UI.Menu.CloseAll() -- test
DisableControlAction(0, 24)
DisableControlAction(0, 25)
DisableControlAction(0, 14)
DisableControlAction(0, 15)
DisableControlAction(0, 16)
DisableControlAction(0, 17)
-- DrawEdge(object) -- w.i.p
DrawText3D(GetEntityCoords(object), ('%s, %s: %s'):format(data2.current.name, Strings['Rotation'], string.format("%.2f", GetEntityHeading(object))), 0.3)
if IsControlPressed(0, 172) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, 0.0, 0.01, 0.0))
elseif IsControlPressed(0, 173) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, 0.0, -0.01, 0.0))
elseif IsControlPressed(0, 96) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, 0.0, 0.0, 0.01))
elseif IsControlPressed(0, 97) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, 0.0, 0.0, -0.01))
elseif IsControlPressed(0, 174) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, -0.01, 0.0, 0.0))
elseif IsControlPressed(0, 175) then
SetEntityCoords(object, GetOffsetFromEntityInWorldCoords(object, 0.01, 0.0, 0.0))
elseif IsDisabledControlPressed(0, 24) then
SetEntityHeading(object, GetEntityHeading(object)+0.5)
elseif IsDisabledControlPressed(0, 25) then
SetEntityHeading(object, GetEntityHeading(object)-0.5)
elseif IsControlJustReleased(0, 47) then
local objCoords, houseCoords = GetEntityCoords(object), GetEntityCoords(house)
local houseHeight = GetEntityHeight(house, GetEntityCoords(house), true, false)
SetEntityCoords(object, objCoords.x, objCoords.y, (objCoords.z-(objCoords.z-houseCoords.z))+houseHeight)
elseif IsControlPressed(0, 215) then
local objCoords, houseCoords = GetEntityCoords(object), GetEntityCoords(house)
local furn_offs = objCoords - houseCoords
local furnished = {['offset'] = {furn_offs.x, furn_offs.y, furn_offs.z}, ['object'] = data2.current.value, ['name'] = data2.current.name, ['heading'] = GetEntityHeading(object)}
table.insert(OwnedHouse['furniture'], furnished)
if furniture[data2.current.value]['amount'] > 1 then
furniture[data2.current.value]['amount'] = furniture[data2.current.value]['amount'] - 1
else -- ugly code, idk how to improve ¯\_(ツ)_/¯ couldn't get table.remove to work on this shit
local oldFurniture = furniture
furniture = {}
for k, v in pairs(oldFurniture) do
if k ~= data2.current.value then
furniture[k] = v
end
end
end
DeleteObject(object)
for k, v in pairs(placed_furniture) do
DeleteObject(v)
end
placed_furniture = {}
for k, v in pairs(OwnedHouse['furniture']) do
local model = GetHashKey(v['object'])
while not HasModelLoaded(model) do RequestModel(model) Wait(0) end
local object = CreateObject(model, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])), true, false, true)
SetEntityHeading(object, v['heading'])
FreezeEntityPosition(object, true)
SetEntityCoordsNoOffset(object, GetOffsetFromEntityInWorldCoords(house, vector3(v['offset'][1], v['offset'][2], v['offset'][3])))
table.insert(placed_furniture, object)
end
TriggerServerEvent('loaf_housing:furnish', OwnedHouse, furniture)
break
elseif IsControlPressed(0, 202) then
DeleteObject(object)
break
end
end
end,
function(data2, menu2)
menu2.close()
end)
else
ESX.ShowNotification(Strings['Guests'])
end
end)
elseif data.current.value == 'accept' then
local elements = {}
for k, v in pairs(Knockings) do
table.insert(elements, v)
end
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'let_in',
{
title = Strings['Let_In'],
align = 'top-left',
elements = elements,
},
function(data2, menu2)
if Knockings[data2.current.value] then
TriggerServerEvent('loaf_housing:letIn', data2.current.value, storage)
end
menu2.close()
end,
function(data2, menu2)
menu2.close()
end)
end
end,
function(data, menu)
menu.close()
end)
end
end
Wait(0)
end
DeleteObject(house)
for k, v in pairs(placed_furniture) do
DeleteObject(v)
end
end)
RegisterNetEvent('loaf_housing:leaveHouse')
AddEventHandler('loaf_housing:leaveHouse', function(house)
DoScreenFadeOut(750)
while not IsScreenFadedOut() do Wait(0) end
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
for i = 1, 25 do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
while IsEntityWaitingForWorldCollision(PlayerPedId()) do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
DoScreenFadeIn(1500)
end)
RegisterNetEvent('loaf_housing:knockAccept')
AddEventHandler('loaf_housing:knockAccept', function(coords, house, storage, spawnpos, furniture, host)
local prop = Config.Houses[house]['prop']
prop = EnterHouse(Config.Props[prop], spawnpos)
local placed_furniture = {}
for k, v in pairs(furniture) do
local model = GetHashKey(v['object'])
while not HasModelLoaded(model) do RequestModel(model) Wait(0) end
local object = CreateObject(model, GetOffsetFromEntityInWorldCoords(prop, vector3(v['offset'][1], v['offset'][2], v['offset'][3])), false, false, false)
SetEntityHeading(object, v['heading'])
FreezeEntityPosition(object, true)
table.insert(placed_furniture, object)
end
SetEntityHeading(prop, 0.0)
while not DoesEntityExist(prop) do Wait(0) end
DoScreenFadeOut(750)
while not IsScreenFadedOut() do Wait(0) end
SetEntityCoords(PlayerPedId(), coords)
for i = 1, 25 do
SetEntityCoords(PlayerPedId(), coords)
Wait(50)
end
while IsEntityWaitingForWorldCollision(PlayerPedId()) do
SetEntityCoords(PlayerPedId(), coords)
Wait(50)
end
DoScreenFadeIn(1500)
local timer = GetGameTimer() + 500
local delete = false
while true do
Wait(0)
if timer <= GetGameTimer() then
timer = GetGameTimer() + 500
ESX.TriggerServerCallback('loaf_housing:hostOnline', function(online)
if not online then
delete = true
end
end, host)
end
if delete then
ESX.UI.Menu.CloseAll()
DoScreenFadeOut(750)
for k, v in pairs(placed_furniture) do
DeleteObject(v)
end
while not IsScreenFadedOut() do Wait(0) end
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
for i = 1, 25 do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
while IsEntityWaitingForWorldCollision(PlayerPedId()) do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
DeleteObject(prop)
DoScreenFadeIn(1500)
ESX.ShowNotification(Strings['Host_Left'])
return
end
DrawMarker(27, coords, vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 0, 255, 150, false, false, 2, false, false, false)
DrawMarker(27, storage, vector3(0.0, 0.0, 0.0), vector3(0.0, 0.0, 0.0), vector3(1.0, 1.0, 1.0), 255, 0, 255, 150, false, false, 2, false, false, false)
if Vdist2(GetEntityCoords(PlayerPedId()), coords) <= 1.5 then
HelpText((Strings['Press_E']):format(Strings['Exit']), coords)
if IsControlJustReleased(0, 38) then
ESX.UI.Menu.CloseAll()
DoScreenFadeOut(750)
for k, v in pairs(placed_furniture) do
DeleteObject(v)
end
while not IsScreenFadedOut() do Wait(0) end
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
for i = 1, 25 do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
while IsEntityWaitingForWorldCollision(PlayerPedId()) do
SetEntityCoords(PlayerPedId(), Config.Houses[house]['door'])
Wait(50)
end
DeleteObject(prop)
DoScreenFadeIn(1500)
TriggerServerEvent('loaf_housing:leaveHouse', house)
return
end
end
if Vdist2(GetEntityCoords(PlayerPedId()), storage) <= 2.0 then
HelpText((Strings['Press_E']):format(Strings['Storage']), storage)
if IsControlJustReleased(0, 38) and Vdist2(GetEntityCoords(PlayerPedId()), storage) <= 2.0 then
ESX.UI.Menu.CloseAll()
ESX.UI.Menu.Open(
'default', GetCurrentResourceName(), 'storage',
{
title = Strings['Storage_Title'],
align = 'top-left',
elements = {
{label = Strings['Items'], value = 'i'},
{label = Strings['Weapons'], value = 'w'}
},
},
function(data, menu)
if data.current.value == 'i' then
itemStorage(house)
elseif data.current.value == 'w' then
weaponStorage(house)
end
end,
function(data, menu)
menu.close()
end)
end
end
end
end)
RegisterNetEvent('loaf_housing:reloadHouses')
AddEventHandler('loaf_housing:reloadHouses', function()
while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Wait(0) end
while ESX.GetPlayerData().job == nil do Wait(0) end
TriggerServerEvent('loaf_housing:getOwned')
end)
RegisterNetEvent('loaf_housing:knockedDoor')
AddEventHandler('loaf_housing:knockedDoor', function(src)
ESX.ShowNotification(Strings['Someone_Knocked'])
if not Knockings[src] then
Knockings[src] = {label = (Strings['Accept_Player']):format(GetPlayerName(GetPlayerFromServerId(src))), value = src}
end
end)
RegisterNetEvent('loaf_housing:removeDoorKnock')
AddEventHandler('loaf_housing:removeDoorKnock', function(src)
local newTable = {}
for k, v in pairs(Knockings) do
if v.value ~= src then
table.remove(newTable, v)
end
end
Knockings = newTable
end)
RegisterNetEvent('loaf_housing:setHouse')
AddEventHandler('loaf_housing:setHouse', function(house, purchasedHouses)
OwnedHouse = house
for k, v in pairs(blips) do
RemoveBlip(v)
end
for k, v in pairs(purchasedHouses) do
if v.houseid ~= OwnedHouse.houseId then
AvailableHouses[v.houseid] = v.houseid
end
end
for k, v in pairs(Config.Houses) do
if OwnedHouse.houseId == k then
CreateBlip(v['door'], 40, 3, 0.75, Strings['Your_House'])
else
if not AvailableHouses[k] then
if Config.AddHouseBlips then
CreateBlip(v['door'], 374, 0, 0.45, '')
end
else
if Config.AddBoughtHouses then
CreateBlip(v['door'], 374, 2, 0.45, Strings['Player_House'])
end
end
end
end
end)
EnterHouse = function(prop, coords)
local obj = CreateObject(prop, coords, false)
FreezeEntityPosition(obj, true)
return obj
end
HelpText = function(msg, coords)
if not coords or not Config.Use3DText then
AddTextEntry(GetCurrentResourceName(), msg)
DisplayHelpTextThisFrame(GetCurrentResourceName(), false)
else
DrawText3D(coords, string.gsub(msg, "~INPUT_CONTEXT~", "~r~[~w~E~r~]~w~"), 0.35)
end
end
CreateBlip = function(coords, sprite, colour, scale, text)
local blip = AddBlipForCoord(coords)
SetBlipSprite(blip, sprite)
SetBlipColour(blip, colour)
SetBlipAsShortRange(blip, true)
SetBlipScale(blip, scale)
BeginTextCommandSetBlipName("STRING")
AddTextComponentString(text)
EndTextCommandSetBlipName(blip)
table.insert(blips, blip)
end
--[[DrawText3D = function(coords, text, scale)
local onScreen, _x, _y = World3dToScreen2d(coords.x, coords.y, coords.z)
if onScreen then
SetTextScale(scale, scale)
SetTextFont(4)
SetTextProportional(1)
SetTextColour(255, 255, 255, 255)
SetTextEntry("STRING")
SetTextCentre(1)
SetTextOutline()
AddTextComponentString(text)
DrawText(_x, _y)
end
end]]
rgb = function(speed)
local result = {}
local n = GetGameTimer() / 200
result.r = math.floor(math.sin(n * speed + 0) * 127 + 128)
result.g = math.floor(math.sin(n * speed + 2) * 127 + 128)
result.b = math.floor(math.sin(n * speed + 4) * 127 + 128)
return result
end
DrawEdge = function(entity)
local left, right = GetModelDimensions(GetEntityModel(entity))
local leftoffset, rightoffset = GetOffsetFromEntityInWorldCoords(entity, left.x, left.y, left.z), GetOffsetFromEntityInWorldCoords(entity, right.x, right.y, right.z)
local coords = GetEntityCoords(entity)
local color = rgb(0.5)
-- DrawBox(GetOffsetFromEntityInWorldCoords(entity, left.x, left.y, left.z), GetOffsetFromEntityInWorldCoords(entity, right.x, right.y, right.z), 255, 255, 255, 50)
--DrawBox(coords+left, coords+right, 255, 255, 255, 50)
DrawLine(rightoffset, rightoffset.x, rightoffset.y, leftoffset.z, color.r, color.g, color.b, 255)
DrawLine(leftoffset, leftoffset.x, leftoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(leftoffset.x, rightoffset.y, leftoffset.z, leftoffset.x, rightoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, leftoffset.y, leftoffset.z, rightoffset.x, leftoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, leftoffset.y, leftoffset.z, leftoffset, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, rightoffset.y, leftoffset.z, leftoffset.x, rightoffset.y, leftoffset.z, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, rightoffset.y, rightoffset.z, leftoffset.x, rightoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(leftoffset.x, leftoffset.y, rightoffset.z, rightoffset.x, leftoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(leftoffset.x, leftoffset.y, rightoffset.z, leftoffset.x, rightoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, rightoffset.y, rightoffset.z, rightoffset.x, leftoffset.y, rightoffset.z, color.r, color.g, color.b, 255)
DrawLine(leftoffset.x, leftoffset.y, leftoffset.z, leftoffset.x, rightoffset.y, leftoffset.z, color.r, color.g, color.b, 255)
DrawLine(rightoffset.x, rightoffset.y, leftoffset.z, rightoffset.x, leftoffset.y, leftoffset.z, color.r, color.g, color.b, 255)
--[[DrawLine(coords+left, (coords+left).x, (coords+left).y, (coords+right).z, color.r, color.g, color.b, 255)
DrawLine(coords+right, (coords+right).x, (coords+right).y, (coords+left).z, color.r, color.g, color.b, 255)
DrawLine(coords.x+left.x, coords.y+right.y, coords.z+left.z, coords.x+left.x, coords.y+right.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+left.y, coords.z+left.z, coords.x+right.x, coords.y+left.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+left.y, coords.z+left.z, coords+left, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+right.y, coords.z+left.z, coords.x+left.x, coords.y+right.y, coords.z+left.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+right.y, coords.z+right.z, coords.x+left.x, coords.y+right.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+left.x, coords.y+left.y, coords.z+right.z, coords.x+right.x, coords.y+left.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+left.x, coords.y+left.y, coords.z+right.z, coords.x+left.x, coords.y+right.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+right.y, coords.z+right.z, coords.x+right.x, coords.y+left.y, coords.z+right.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+left.x, coords.y+left.y, coords.z+left.z, coords.x+left.x, coords.y+right.y, coords.z+left.z, color.r, color.g, color.b, 255)
DrawLine(coords.x+right.x, coords.y+right.y, coords.z+left.z, coords.x+right.x, coords.y+left.y, coords.z+left.z, color.r, color.g, color.b, 255)]]
end |
--***********************************************************
--** THE INDIE STONE **
--** Author: Yuri **
--***********************************************************
require "DebugUIs/DebugMenu/Statistic/StatisticChart"
---@class StatisticChartDiskOperations : StatisticChart
StatisticChartDiskOperations = StatisticChart:derive("StatisticChartDiskOperations");
StatisticChartDiskOperations.instance = nil;
StatisticChartDiskOperations.shiftDown = 0;
StatisticChartDiskOperations.eventsAdded = false;
function StatisticChartDiskOperations.doInstance()
if StatisticChartDiskOperations.instance==nil then
StatisticChartDiskOperations.instance = StatisticChartDiskOperations:new (100, 100, 900, 400, getPlayer());
StatisticChartDiskOperations.instance:initialise();
StatisticChartDiskOperations.instance:instantiate();
end
StatisticChartDiskOperations.instance:addToUIManager();
StatisticChartDiskOperations.instance:setVisible(false);
return StatisticChartDiskOperations.instance;
end
function StatisticChartDiskOperations.OnOpenPanel()
if StatisticChartDiskOperations.instance==nil then
StatisticChartDiskOperations.instance = StatisticChartDiskOperations:new (100, 100, 900, 400, getPlayer());
StatisticChartDiskOperations.instance:initialise();
StatisticChartDiskOperations.instance:instantiate();
end
StatisticChartDiskOperations.instance:addToUIManager();
StatisticChartDiskOperations.instance:setVisible(true);
StatisticChartDiskOperations.instance.title = "Statistic Chart Disk Operations"
return StatisticChartDiskOperations.instance;
end
StatisticChartDiskOperations.OnServerStatisticReceived = function()
if StatisticChartDiskOperations.instance~=nil then
StatisticChartDiskOperations.instance:updateValues()
end
end
Events.OnServerStatisticReceived.Add(StatisticChartDiskOperations.OnServerStatisticReceived);
function StatisticChartDiskOperations:createChildren()
StatisticChart.createChildren(self);
local labelWidth = 250
x = self.historyM1:getX()
y = self.historyM1:getY()+self.historyM1:getHeight()
y = y+8;
y = self:addLabelValue(x+5, y, labelWidth, "value","load","load:",0);
y = self:addLabelValue(x+5, y, labelWidth, "value","save","save:",0);
end
function StatisticChartDiskOperations:initVariables()
StatisticChart.initVariables(self);
self:addVarInfo("load","load",-1,100,"loadCellFromDisk");
self:addVarInfo("save","save",-1,100,"saveCellToDisk");
end
function StatisticChartDiskOperations:updateValues()
StatisticChart.updateValues(self);
local minmax1 = self.historyM1:calcMinMax(1);
local minmax2 = self.historyM1:calcMinMax(2);
self.historyM1:applyMinMax(minmax1, 1);
self.historyM1:applyMinMax(minmax2, 2);
end
|
---@class UnityEngine.Space : System.Enum
---@field value__ int
---@field World UnityEngine.Space
---@field Self UnityEngine.Space
local m = {}
UnityEngine = {}
UnityEngine.Space = m
return m |
test_run = require('test_run').new()
test_run:cmd("push filter ".."'\\.lua.*:[0-9]+: ' to '.lua:<line>\"]: '")
crypto = require('crypto')
type(crypto)
ciph = crypto.cipher.aes128.cbc
pass = '1234567887654321'
iv = 'abcdefghijklmnop'
enc = ciph.encrypt('test', pass, iv)
enc
ciph.decrypt(enc, pass, iv)
-- Failing scenarios.
crypto.cipher.aes128.cbc.encrypt('a')
crypto.cipher.aes128.cbc.encrypt('a', '123456', '435')
crypto.cipher.aes128.cbc.encrypt('a', '1234567887654321')
crypto.cipher.aes128.cbc.encrypt('a', '1234567887654321', '12')
crypto.cipher.aes256.cbc.decrypt('a')
crypto.cipher.aes256.cbc.decrypt('a', '123456', '435')
crypto.cipher.aes256.cbc.decrypt('a', '12345678876543211234567887654321')
crypto.cipher.aes256.cbc.decrypt('12', '12345678876543211234567887654321', '12')
crypto.cipher.aes192.cbc.decrypt.new('123456788765432112345678', '12345')
-- Set key after codec creation.
c = crypto.cipher.aes128.cbc.encrypt.new()
key = '1234567812345678'
iv = key
c:init(key)
c:update('plain')
c:result()
c:init(nil, iv)
cipher = c:update('plain ')
cipher = cipher..c:update('next plain')
cipher = cipher..c:result()
crypto.cipher.aes128.cbc.decrypt(cipher, key, iv)
-- Reuse.
key2 = '8765432187654321'
iv2 = key2
c:init(key2, iv2)
cipher = c:update('new plain ')
cipher = cipher..c:update('next new plain')
cipher = cipher..c:result()
crypto.cipher.aes128.cbc.decrypt(cipher, key2, iv2)
crypto.cipher.aes100.efb
crypto.cipher.aes256.nomode
crypto.digest.nodigest
-- Check that GC really drops unused codecs and streams, and
-- nothing crashes.
weak = setmetatable({obj = c}, {__mode = 'v'})
c = nil
collectgarbage('collect')
weak.obj
bad_pass = '8765432112345678'
bad_iv = '123456abcdefghij'
ciph.decrypt(enc, bad_pass, iv)
ciph.decrypt(enc, pass, bad_iv)
test_run:cmd("clear filter")
|
local addonName, RIC = ...
local L = LibStub("AceLocale-3.0"):GetLocale(addonName)
function RIC.getOptions()
-- OPTIONS
local options = {
name = addonName,
handler = RIC,
type = 'group',
args = {
general = {
name = "General",
type = "group",
args = {
invitebreak = {
name = "Invites",
type = "header",
order = 0,
},
sendinvites = {
name = "Send invites",
desc = "Activate to send out invites during the invite phase. If deactivated, players MUST be manually invited or invite themselves using a whisper keyword!",
type = "toggle",
order = 5,
width = "full",
set = function(info, val)
RIC.db.profile.SendInvites = val;
if val == false then
RIC.db.profile.InviteIntervalActive = false
end
end,
get = function(info)
return RIC.db.profile.SendInvites
end
},
inviteintervalactive = {
name = "Periodic invites:",
desc = "Activate to send out invites regularly during the invite phase, to all people still missing after starting the invite phase. If deactivated, invites are only sent out once for each player",
type = "toggle",
order = 10,
set = function(info, val)
RIC.db.profile.InviteIntervalActive = val;
end,
get = function(info)
return RIC.db.profile.InviteIntervalActive
end,
disabled = function()
return (not RIC.db.profile.SendInvites)
end,
},
inviteinterval = {
name = "Invite interval (seconds)",
desc = "How often invites are sent out to those not in the raid yet. Lower times means people wait less for an invite, but they will get a lot of invite requests and possibly warnings.",
type = "range",
order = 11,
min = 70.0,
max = 1500,
set = function(info, val)
RIC.db.profile.InviteInterval = val;
end,
get = function(info)
return RIC.db.profile.InviteInterval
end,
disabled = function()
return not (RIC.db.profile.InviteIntervalActive and RIC.db.profile.SendInvites)
end,
},
invitedelay = {
name = "Delay initial invites:",
desc = "Amount of seconds to wait after starting invite phase before initial invites are sent out (set to 0 to disable delay). Can be useful for your raiders to leave their groups once they see the invite announcement in guild chat",
type = "range",
width = "full",
order = 13,
min = 0.0,
max = 20,
step = 1,
set = function(info, val)
RIC.db.profile.InviteDelay = val;
end,
get = function(info)
return RIC.db.profile.InviteDelay
end,
disabled = function()
return not (RIC.db.profile.SendInvites and RIC.db.profile.SendInvites)
end,
},
inviteungrouped = {
name = "Invite ungrouped",
desc = "Disable to prevent sending any invites to people on the roster list that are NOT assigned to any group (viewed as bench players)",
type = "toggle",
order = 20,
set = function(info, val)
RIC.db.profile.InviteUngrouped = val;
end,
get = function(info)
return RIC.db.profile.InviteUngrouped
end,
disabled = function()
return (not RIC.db.profile.SendInvites)
end,
},
otherbreak = {
name = "Other settings",
type = "header",
order = 30,
},
masterlooter = {
name = "Set to master looter",
desc = "Set raid to master looter when starting the invite phase",
type = "toggle",
order = 35,
set = function(info, val)
RIC.db.profile.MasterLooter = val;
end,
get = function(info)
return RIC.db.profile.MasterLooter
end
},
}
},
gui = {
name = "GUI",
type = "group",
args = {
showcharrealms = {
name = "Show player realms",
desc = "Show realm names for all characters displayed in the addon, e.g. display 'Tim-Patchwerk' instead of just 'Tim'",
type = "toggle",
set = function(info, val)
RIC.db.profile.ShowCharRealms = val;
end,
get = function(info)
return RIC.db.profile.ShowCharRealms
end
},
minimapshow = {
name = "Hide minimap icon",
desc = "Tick to hide minimap icon",
type = "toggle",
set = function(info, val)
RIC.db.profile.hide = val
RIC.MinimapButton_Update()
end,
get = function(info)
return RIC.db.profile.hide
end
},
mainframescale = {
name = "Overall scale",
desc = "Scales the size of the addon frame",
type = "range",
min = 0.4,
max = 2.0,
set = function(info, val)
RIC.db.profile.MainFrameScale = val
RIC.setScale()
end,
get = function(info)
return RIC.db.profile.MainFrameScale
end
},
}
},
notifications = {
name = "Notifications",
type = "group",
args = {
notifyinvitephasestart = {
name = "Announce start of invite phase:",
desc = "Announces start of invite phase to guild",
type = "toggle",
width = "full",
order = 0,
set = function(info, val)
RIC.db.profile.NotifyInvitePhaseStart = val;
end,
get = function(info)
return RIC.db.profile.NotifyInvitePhaseStart
end
},
notifyinvitephasestartmsg = {
name = "Message:",
desc = "Message sent to the guild when invite phase starts",
type = "input",
width = "full",
multiline = 0,
order = 1,
set = function(info, val)
RIC.db.profile.Lp["Invite_Start"] = val
end,
get = function(info)
return RIC.db.profile.Lp["Invite_Start"]
end,
disabled = function()
return (not RIC.db.profile.NotifyInvitePhaseStart)
end,
},
notifyinvitephaseend = {
name = "Announce end of invite phase:",
desc = "Announces end of invite phase to guild",
type = "toggle",
width = "full",
order = 5,
set = function(info, val)
RIC.db.profile.NotifyInvitePhaseEnd = val;
end,
get = function(info)
return RIC.db.profile.NotifyInvitePhaseEnd
end
},
notifyinvitephaseendmsg = {
name = "Message:",
desc = "Message sent to the guild when invite phase ends",
type = "input",
width = "full",
multiline = 0,
order = 6,
set = function(info, val)
RIC.db.profile.Lp["Invite_End"] = val
end,
get = function(info)
return RIC.db.profile.Lp["Invite_End"]
end,
disabled = function()
return (not RIC.db.profile.NotifyInvitePhaseEnd)
end,
},
hidenotifications = {
name = "Hide ALL outgoing notifications",
desc = "Hides ALL whispers sent by this addon to other players that notify them about various issues (invite failures etc.). " ..
"This prevents addon whispers to other people from spamming your chat window, " ..
"but might make you miss problems with your raiders (e.g. person still in another group), so use with care",
type = "toggle",
order = 20,
set = function(info, val)
RIC.db.profile.HideOutgoingWhispers = val;
end,
get = function(info)
return RIC.db.profile.HideOutgoingWhispers
end
},
}
},
playerchecks = {
name = "Player checks",
type = "group",
args = {
durabilitytoggle = {
name = "Durability warning",
desc = "Enable this to check the gear durability of players joining the raid, to send them a message if their equipment is broken",
type = "toggle",
order = 0,
set = function(info, val)
RIC.db.profile.Durability_Warning = val;
end,
get = function(info)
return RIC.db.profile.Durability_Warning
end
},
durabilitythreshold = {
name = "Durability threshold (%)",
desc = "Warn the player when the average gear durability is below this amount (%)",
type = "range",
order = 1,
disabled = function()
return (not RIC.db.profile.Durability_Warning)
end,
min = 1.0,
max = 99.0,
set = function(info, val)
RIC.db.profile.Durability_Threshold = val;
end,
get = function(info)
return RIC.db.profile.Durability_Threshold
end
},
durabilityinvitephase = {
name = "Only during invite phase",
desc = "Only check gear durability of players that join when invite phase is active",
type = "toggle",
order = 2,
disabled = function()
return (not RIC.db.profile.Durability_Warning)
end,
set = function(info, val)
RIC.db.profile.Durability_Invite_Phase = val;
end,
get = function(info)
return RIC.db.profile.Durability_Invite_Phase
end
},
}
},
codewords = {
name = "Codewords",
type = "group",
args = {
codewordlist = {
name = "List of codewords",
desc = "Enter the codewords (one per line) that people can whisper you to get themselves invited to the raid. It is enough for one codeword to be contained in the whisper message to get an invite.",
type = "input",
width = "full",
multiline = 6,
order = 1,
set = function(info, val)
RIC.db.profile.Codewords = RIC._Codewords_Handler.buildCodeWords(val)
end,
get = function(info)
return RIC._Codewords_Handler.getCodeWordsString(RIC.db.profile.Codewords)
end
},
restrictions = {
name = "Restrictions",
type = "group",
args = {
whitelist = {
name = "Whitelist players",
desc = "List names (one player per line) of characters whose codeword whispers should always be accepted (meaning all permission checks such as being on the roster or in the guild are skipped)",
type = "input",
width = "full",
multiline = 6,
order = 1,
set = function(info, val)
RIC.db.realm.Whitelist = RIC._Codewords_Handler.buildPlayerList(val)
end,
get = function(info)
return RIC._Codewords_Handler.getPlayerListString(RIC.db.realm.Whitelist)
end
},
blacklist = {
name = "Blacklist players",
desc = "List names (one player per line) of characters whose codeword whispers should always be ignored (except if they are also on the whitelist)",
type = "input",
width = "full",
multiline = 6,
order = 2,
set = function(info, val)
RIC.db.realm.Blacklist = RIC._Codewords_Handler.buildPlayerList(val)
end,
get = function(info)
return RIC._Codewords_Handler.getPlayerListString(RIC.db.realm.Blacklist)
end
},
onlyingroup = {
name = "Only in group",
desc = "Only accept codewords when you are already in group. " ..
"When active, people can not force you to start a new group by whispering you, " ..
"instead the request is ignored silently. " ..
"Exception: This restriction does not apply when the invite phase is active.",
type = "toggle",
order = 5,
set = function(info, val)
RIC.db.profile.CodewordOnlyInGroup = val;
end,
get = function(info)
return RIC.db.profile.CodewordOnlyInGroup
end
},
onlyduringinvite = {
name = "Only during invite phase",
desc = "Only accept codewords when you are currently in the invite phase",
type = "toggle",
order = 6,
set = function(info, val)
RIC.db.profile.CodewordOnlyDuringInvite = val;
if (val == false) then
RIC.db.profile.CodewordNotifyEnd = false
end
end,
get = function(info)
return RIC.db.profile.CodewordOnlyDuringInvite
end
},
onlyfromguild = {
name = "Only for guild members",
desc = "Only accept codewords from guild members",
type = "toggle",
order = 7,
set = function(info, val)
RIC.db.profile.GuildWhispersOnly = val;
end,
get = function(info)
return RIC.db.profile.GuildWhispersOnly
end
},
onlyfromroster = {
name = "Only for roster players",
desc = "Only accept codewords from people on the current roster",
type = "toggle",
order = 8,
set = function(info, val)
RIC.db.profile.RosterWhispersOnly = val;
end,
get = function(info)
return RIC.db.profile.RosterWhispersOnly
end
},
}
},
sendguildmessagestart = {
name = "Notify guild at invite start",
desc = "Send a guild message containing the usable codewords when starting the invite phase",
type = "toggle",
order = 4,
set = function(info, val)
RIC.db.profile.CodewordNotifyStart = val;
end,
get = function(info)
return RIC.db.profile.CodewordNotifyStart
end
},
sendguildmessageend = {
name = "Notify guild at invite end",
desc = "When stopping the invite phase, inform the guild that codewords are not longer accepted anymore.",
type = "toggle",
order = 5,
disabled = function()
return (not RIC.db.profile.CodewordOnlyDuringInvite)
end,
set = function(info, val)
RIC.db.profile.CodewordNotifyEnd = val;
end,
get = function(info)
return RIC.db.profile.CodewordNotifyEnd
end
},
invitewhispercheck = {
name = "Exact match",
desc = "Toggle this on if you only want to invite people that whisper you EXACTLY one of the codewords (ignoring upper/lowercase). When this is off, the whisper message only needs to CONTAIN one of the codewords.",
type = "toggle",
order = 7,
set = function(info, val)
RIC.db.profile.CodewordExactMatch = val;
end,
get = function(info)
return RIC.db.profile.CodewordExactMatch
end
},
hidecodewordwhispers = {
name = "Hide codeword whispers",
desc = "Hide incoming whispers from your chat that contain NOTHING but a codeword. When activated, the addon still processes these whispers normally, they are just hidden from your view.",
type = "toggle",
order = 8,
set = function(info, val)
RIC.db.profile.CodewordHide = val;
end,
get = function(info)
return RIC.db.profile.CodewordHide
end
},
}
}
},
}
-- DATABASE DEFAULT CONFIG VALUES
local defaults = {
profile = {
GuildWhispersOnly = false,
RosterWhispersOnly = false,
Durability_Warning = true,
Durability_Threshold = 80,
Durability_Invite_Phase = false,
minimapPos = 0, -- default position of the minimap icon in degrees
hide = false, -- Minimap hide
MainFrameScale = 1,
NotifyInvitePhaseStart = true,
NotifyInvitePhaseEnd = false,
MasterLooter = false,
HideOutgoingWhispers = false,
Codewords = {"invite"},
CodewordExactMatch = false,
CodewordOnlyDuringInvite = true,
CodewordOnlyInGroup = true,
CodewordNotifyStart = true,
CodewordNotifyEnd = false,
CodewordHide = true,
ShowOffline = true,
DisplayRanks = {true, true, true, true, true, true, true, true, true, true},
SendInvites = true,
InviteIntervalActive = true,
InviteInterval = 120.0,
InviteDelay = 2.0,
InviteUngrouped = true,
ShowCharRealms = false,
Lp = L -- Load standard localised strings into profile so user can customise messages
},
realm = {
RosterList = {["Default Roster"] = {}},
CurrentRoster = "Default Roster",
KnownPlayerClasses = {},
Blacklist={},
Whitelist={}
}
}
return options, defaults
end |
object_tangible_food_generic_dish_trimpian = object_tangible_food_generic_shared_dish_trimpian:new {
}
ObjectTemplates:addTemplate(object_tangible_food_generic_dish_trimpian, "object/tangible/food/generic/dish_trimpian.iff")
|
--[[
Record a greeting.
]]
-- The greeting name to record.
greeting = args(1)
-- Mailbox info.
mailbox = storage("login_settings", "mailbox_number")
mailbox_directory = profile.mailboxes_dir .. "/" .. mailbox
mailbox_provisioned = storage("mailbox_settings", "mailbox_provisioned")
return
{
-- Provision the mailbox if it's not provisioned yet.
{
action = "conditional",
value = mailbox_provisioned,
compare_to = "no",
comparison = "equal",
if_true = "sub:provision_mailbox " .. mailbox .. "," .. profile.domain,
},
{
action = "play_phrase",
phrase = "record_greeting",
phrase_arguments = greeting,
keys = {
["#"] = ":break",
},
},
{
action = "wait",
milliseconds = 500,
},
-- Record to a temporary file.
{
action = "record",
location = mailbox_directory,
filename = greeting .. ".tmp.wav",
pre_record_sound = "phrase:beep",
max_length = profile.max_greeting_length,
silence_secs = profile.recording_silence_end,
silence_threshold = profile.recording_silence_threshold,
keys = {
["#"] = ":break",
},
},
{
action = "call_sequence",
sequence = "record_greeting_thank_you " .. greeting,
},
}
|
---------
-- GUI --
---------
GUI = {
button = {},
combobox = {},
edit = {},
gridlist = {},
image = {},
label = {},
memo = {},
scrollbar = {},
scrollpane = {},
tab = {},
tabpanel = {},
window = {}
}
function clientStart()
local screenW, screenH = guiGetScreenSize()
-----------------
-- Now Playing --
-----------------
GUI.window[1] = guiCreateWindow((screenW - 384) / 2, (screenH - 384) / 2, 384, 384, "Event Manager", false)
guiWindowSetSizable(GUI.window[1], false)
GUI.button[1] = guiCreateButton(160, 352, 64, 24, "Close", false, GUI.window[1])
addEventHandler("onClientGUIClick",GUI.button[1],windowVisibility,false)
GUI.tabpanel[1] = guiCreateTabPanel(8, 24, 368, 320, false, GUI.window[1])
GUI.tab[1] = guiCreateTab("Now playing", GUI.tabpanel[1])
GUI.label[1] = guiCreateLabel(8, 8, 80, 16, "Current event:", false, GUI.tab[1])
guiLabelSetHorizontalAlign(GUI.label[1], "left", false)
guiLabelSetVerticalAlign(GUI.label[1], "center")
GUI.label[2] = guiCreateLabel(96, 8, 264, 16, "", false, GUI.tab[1])
guiLabelSetHorizontalAlign(GUI.label[2], "left", false)
guiLabelSetVerticalAlign(GUI.label[2], "center")
GUI.label[3] = guiCreateLabel(8, 32, 96, 16, "Upcoming maps:", false, GUI.tab[1])
guiLabelSetHorizontalAlign(GUI.label[3], "left", false)
guiLabelSetVerticalAlign(GUI.label[3], "center")
GUI.gridlist[1] = guiCreateGridList(8, 56, 352, 196, false, GUI.tab[1])
guiGridListAddColumn(GUI.gridlist[1], "#", 0.1)
guiGridListAddColumn(GUI.gridlist[1], "Map name", 0.5)
guiGridListAddColumn(GUI.gridlist[1], "Author", 0.3)
guiGridListSetSortingEnabled(GUI.gridlist[1], false)
GUI.button[2] = guiCreateButton(296, 32, 64, 16, "Refresh", false, GUI.tab[1])
addEventHandler("onClientGUIClick",GUI.button[2],updateQueueInfo,false)
GUI.button[3] = guiCreateButton(120, 260, 128, 24, "Tweak current event", false, GUI.tab[1])
addEventHandler("onClientGUIClick",GUI.button[3],windowVisibility,false)
guiSetVisible(GUI.window[1],false)
--------------
-- Overview --
--------------
GUI.tab[2] = guiCreateTab("Overview", GUI.tabpanel[1])
GUI.gridlist[4] = guiCreateGridList(8, 8, 352, 244, false, GUI.tab[2])
guiGridListAddColumn(GUI.gridlist[4], "Event name", 0.5)
guiGridListAddColumn(GUI.gridlist[4], "Maps", 0.4)
guiGridListSetSortingEnabled(GUI.gridlist[4], true)
GUI.button[13] = guiCreateButton(8, 260, 112, 24, "Start event", false, GUI.tab[2])
addEventHandler("onClientGUIClick",GUI.button[13],startEvent,false)
GUI.button[11] = guiCreateButton(128, 260, 112, 24, "Edit event", false, GUI.tab[2])
addEventHandler("onClientGUIClick",GUI.button[11],windowVisibility,false)
GUI.button[12] = guiCreateButton(248, 260, 112, 24, "Delete event", false, GUI.tab[2])
addEventHandler("onClientGUIClick",GUI.button[12],deleteEvent,false)
------------
-- Create --
------------
GUI.tab[3] = guiCreateTab("Create", GUI.tabpanel[1])
GUI.label[6] = guiCreateLabel(8, 8, 96, 16, "Event name:", false, GUI.tab[3])
guiLabelSetHorizontalAlign(GUI.label[6], "left", false)
guiLabelSetVerticalAlign(GUI.label[6], "center")
GUI.edit[2] = guiCreateEdit(8, 32, 352, 24, "", false, GUI.tab[3])
guiSetEnabled(GUI.edit[2], true)
GUI.button[10] = guiCreateButton(120, 260, 128, 24, "Create event", false, GUI.tab[3])
addEventHandler("onClientGUIClick",GUI.button[10],createEvent,false)
-------------------------
-- Window event editor --
-------------------------
GUI.window[2] = guiCreateWindow((screenW - 800) / 2, (screenH - 640) / 2, 800, 640, "Event editor", false)
guiWindowSetSizable(GUI.window[2], false)
GUI.gridlist[2] = guiCreateGridList(32, 128, 320, 384, false, GUI.window[2])
guiGridListAddColumn(GUI.gridlist[2], "Map name", 0.5)
guiGridListAddColumn(GUI.gridlist[2], "Author", 0.4)
guiGridListAddColumn(GUI.gridlist[2], "resname", 0.4)
guiGridListSetSortingEnabled(GUI.gridlist[2], false)
addEventHandler("onClientGUIClick",GUI.gridlist[2],eventButtons,false)
GUI.gridlist[3] = guiCreateGridList(448, 128, 320, 384, false, GUI.window[2])
guiGridListAddColumn(GUI.gridlist[3], "#", 0.1)
guiGridListAddColumn(GUI.gridlist[3], "Map name", 0.5)
guiGridListAddColumn(GUI.gridlist[3], "Author", 0.3)
guiGridListAddColumn(GUI.gridlist[3], "resname", 0.4)
guiGridListSetSortingEnabled(GUI.gridlist[3], false)
addEventHandler("onClientGUIClick",GUI.gridlist[3],eventButtons,false)
GUI.label[4] = guiCreateLabel(144, 104, 96, 16, "Server maps list:", false, GUI.window[2])
guiLabelSetHorizontalAlign(GUI.label[4], "left", false)
guiLabelSetVerticalAlign(GUI.label[4], "center")
GUI.label[5] = guiCreateLabel(448, 104, 320, 16, "Current event maps:", false, GUI.window[2])
guiLabelSetHorizontalAlign(GUI.label[5], "center", false)
guiLabelSetVerticalAlign(GUI.label[5], "center")
GUI.button[5] = guiCreateButton(368, 288, 64, 24, "Add", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[5],eventAdd,false)
guiSetEnabled(GUI.button[5], false)
GUI.button[6] = guiCreateButton(368, 328, 64, 24, "Remove", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[6],eventRemove,false)
guiSetEnabled(GUI.button[6], false)
GUI.button[7] = guiCreateButton(576, 528, 64, 24, "Move up", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[7],eventMove,false)
guiSetEnabled(GUI.button[7], false)
GUI.button[8] = guiCreateButton(540, 560, 64, 24, "Move to", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[8],eventMove,false)
guiSetEnabled(GUI.button[8], false)
GUI.edit[1] = guiCreateEdit(612, 560, 64, 24, "", false, GUI.window[2])
guiSetEnabled(GUI.edit[1], false)
GUI.label[7] = guiCreateLabel(40, 528, 40, 24, "Search:", false, GUI.window[2])
guiLabelSetHorizontalAlign(GUI.label[7], "left", false)
guiLabelSetVerticalAlign(GUI.label[7], "center")
GUI.edit[3] = guiCreateEdit(88, 528, 256, 24, "", false, GUI.window[2])
guiSetEnabled(GUI.edit[3], true)
addEventHandler("onClientGUIChanged",GUI.edit[3],handleSearches)
GUI.button[9] = guiCreateButton(576, 592, 64, 24, "Move down", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[9],eventMove,false)
guiSetEnabled(GUI.button[9], false)
GUI.button[4] = guiCreateButton(368, 608, 64, 24, "Close", false, GUI.window[2])
addEventHandler("onClientGUIClick",GUI.button[4],windowVisibility,false)
guiSetVisible(GUI.window[2],false)
end
addEventHandler("onClientResourceStart",resourceRoot,clientStart) |
local function on_player_selected_area(event)
if event.item == "sweeper-tool" then
for _, entity in pairs(event.entities) do
entity.destroy{do_cliff_correction = false, raise_destroy = true}
end
end
end
script.on_event(defines.events.on_player_selected_area, on_player_selected_area) |
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf"
module('users_pb')
local USERS_INFO = protobuf.Descriptor();
local USERS_INFO_USERID_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_MONEY_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_EXP_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_LEVEL_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_RANKSOCRE_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_GEM_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_HEAD_FIELD = protobuf.FieldDescriptor();
local USERS_INFO_AWARDKEY_FIELD = protobuf.FieldDescriptor();
USERS_INFO_USERID_FIELD.name = "userid"
USERS_INFO_USERID_FIELD.full_name = ".users.users_info.userid"
USERS_INFO_USERID_FIELD.number = 1
USERS_INFO_USERID_FIELD.index = 0
USERS_INFO_USERID_FIELD.label = 2
USERS_INFO_USERID_FIELD.has_default_value = false
USERS_INFO_USERID_FIELD.default_value = 0
USERS_INFO_USERID_FIELD.type = 5
USERS_INFO_USERID_FIELD.cpp_type = 1
USERS_INFO_MONEY_FIELD.name = "money"
USERS_INFO_MONEY_FIELD.full_name = ".users.users_info.money"
USERS_INFO_MONEY_FIELD.number = 2
USERS_INFO_MONEY_FIELD.index = 1
USERS_INFO_MONEY_FIELD.label = 1
USERS_INFO_MONEY_FIELD.has_default_value = false
USERS_INFO_MONEY_FIELD.default_value = 0
USERS_INFO_MONEY_FIELD.type = 5
USERS_INFO_MONEY_FIELD.cpp_type = 1
USERS_INFO_EXP_FIELD.name = "exp"
USERS_INFO_EXP_FIELD.full_name = ".users.users_info.exp"
USERS_INFO_EXP_FIELD.number = 3
USERS_INFO_EXP_FIELD.index = 2
USERS_INFO_EXP_FIELD.label = 1
USERS_INFO_EXP_FIELD.has_default_value = false
USERS_INFO_EXP_FIELD.default_value = 0
USERS_INFO_EXP_FIELD.type = 5
USERS_INFO_EXP_FIELD.cpp_type = 1
USERS_INFO_LEVEL_FIELD.name = "level"
USERS_INFO_LEVEL_FIELD.full_name = ".users.users_info.level"
USERS_INFO_LEVEL_FIELD.number = 4
USERS_INFO_LEVEL_FIELD.index = 3
USERS_INFO_LEVEL_FIELD.label = 1
USERS_INFO_LEVEL_FIELD.has_default_value = false
USERS_INFO_LEVEL_FIELD.default_value = 0
USERS_INFO_LEVEL_FIELD.type = 5
USERS_INFO_LEVEL_FIELD.cpp_type = 1
USERS_INFO_RANKSOCRE_FIELD.name = "ranksocre"
USERS_INFO_RANKSOCRE_FIELD.full_name = ".users.users_info.ranksocre"
USERS_INFO_RANKSOCRE_FIELD.number = 5
USERS_INFO_RANKSOCRE_FIELD.index = 4
USERS_INFO_RANKSOCRE_FIELD.label = 1
USERS_INFO_RANKSOCRE_FIELD.has_default_value = false
USERS_INFO_RANKSOCRE_FIELD.default_value = 0
USERS_INFO_RANKSOCRE_FIELD.type = 5
USERS_INFO_RANKSOCRE_FIELD.cpp_type = 1
USERS_INFO_GEM_FIELD.name = "gem"
USERS_INFO_GEM_FIELD.full_name = ".users.users_info.gem"
USERS_INFO_GEM_FIELD.number = 6
USERS_INFO_GEM_FIELD.index = 5
USERS_INFO_GEM_FIELD.label = 1
USERS_INFO_GEM_FIELD.has_default_value = false
USERS_INFO_GEM_FIELD.default_value = 0
USERS_INFO_GEM_FIELD.type = 5
USERS_INFO_GEM_FIELD.cpp_type = 1
USERS_INFO_HEAD_FIELD.name = "head"
USERS_INFO_HEAD_FIELD.full_name = ".users.users_info.head"
USERS_INFO_HEAD_FIELD.number = 7
USERS_INFO_HEAD_FIELD.index = 6
USERS_INFO_HEAD_FIELD.label = 1
USERS_INFO_HEAD_FIELD.has_default_value = false
USERS_INFO_HEAD_FIELD.default_value = 0
USERS_INFO_HEAD_FIELD.type = 5
USERS_INFO_HEAD_FIELD.cpp_type = 1
USERS_INFO_AWARDKEY_FIELD.name = "awardkey"
USERS_INFO_AWARDKEY_FIELD.full_name = ".users.users_info.awardkey"
USERS_INFO_AWARDKEY_FIELD.number = 8
USERS_INFO_AWARDKEY_FIELD.index = 7
USERS_INFO_AWARDKEY_FIELD.label = 1
USERS_INFO_AWARDKEY_FIELD.has_default_value = false
USERS_INFO_AWARDKEY_FIELD.default_value = 0
USERS_INFO_AWARDKEY_FIELD.type = 5
USERS_INFO_AWARDKEY_FIELD.cpp_type = 1
USERS_INFO.name = "users_info"
USERS_INFO.full_name = ".users.users_info"
USERS_INFO.nested_types = {}
USERS_INFO.enum_types = {}
USERS_INFO.fields = {USERS_INFO_USERID_FIELD, USERS_INFO_MONEY_FIELD, USERS_INFO_EXP_FIELD, USERS_INFO_LEVEL_FIELD, USERS_INFO_RANKSOCRE_FIELD, USERS_INFO_GEM_FIELD, USERS_INFO_HEAD_FIELD, USERS_INFO_AWARDKEY_FIELD}
USERS_INFO.is_extendable = false
USERS_INFO.extensions = {}
users_info = protobuf.Message(USERS_INFO)
|
local vmf = get_mod("VMF")
-- Constants used as parameters in some 'chat_manager's functions
local CHANNEL_ID = 1
local MESSAGE_SENDER = ""
local LOCAL_PLAYER_ID = 0 -- VT2 only
local LOCALIZATION_PARAMETERS = {} -- VT2 only
local LOCALIZE = false -- VT2 only
local LOCALIZE_PARAMETERS = false -- VT2 only
local LOCALIZATION_PARAM = "" -- VT1 only
local IS_SYSTEM_MESSAGE = false
local POP_CHAT = true
local IS_DEV = true
-- #####################################################################################################################
-- ##### Local functions ###############################################################################################
-- #####################################################################################################################
local function send_system_message(peer_id, message)
if VT1 then
RPC.rpc_chat_message(peer_id, CHANNEL_ID, MESSAGE_SENDER, message, LOCALIZATION_PARAM, IS_SYSTEM_MESSAGE, POP_CHAT,
IS_DEV)
else
RPC.rpc_chat_message(peer_id, CHANNEL_ID, MESSAGE_SENDER, LOCAL_PLAYER_ID, message, LOCALIZATION_PARAMETERS,
LOCALIZE, LOCALIZE_PARAMETERS, IS_SYSTEM_MESSAGE, POP_CHAT, IS_DEV)
end
end
local function add_system_message_to_chat(chat_manager, message)
if VT1 then
chat_manager:_add_message_to_list(CHANNEL_ID, MESSAGE_SENDER, message, IS_SYSTEM_MESSAGE, POP_CHAT, IS_DEV)
else
chat_manager:_add_message_to_list(CHANNEL_ID, MESSAGE_SENDER, LOCAL_PLAYER_ID, message, IS_SYSTEM_MESSAGE, POP_CHAT,
IS_DEV)
end
end
-- #####################################################################################################################
-- ##### VMFMod ########################################################################################################
-- #####################################################################################################################
--[[
Broadcasts the message to all players in a lobby.
* message [string]: message to broadcast
--]]
function VMFMod:chat_broadcast(message)
local chat = Managers.chat
if chat and chat:has_channel(1) then
if chat.is_server then
local members = chat:channel_members(CHANNEL_ID)
local my_peer_id = chat.my_peer_id
for _, member_peer_id in pairs(members) do
if member_peer_id ~= my_peer_id then
send_system_message(member_peer_id, message)
end
end
else
local host_peer_id = chat.host_peer_id
if host_peer_id then
send_system_message(host_peer_id, message)
end
end
add_system_message_to_chat(chat, message)
end
end
--[[
Sends the message to a selected player. Only the host can use this method.
* peer_id [peer_id]: peer_id of the player who will recieve the message (can't be host's peer_id)
* message [string] : message to send
--]]
function VMFMod:chat_whisper(peer_id, message)
local chat = Managers.chat
if chat and chat:has_channel(1) and chat.is_server and peer_id ~= chat.host_peer_id then
send_system_message(peer_id, message)
end
end
|
local path_sep = "/"
if vim.fn.has("win32") == 1 or vim.fn.has("win64") == 1 then
path_sep = "\\"
end
local M = {}
function M.path_concat(left, right)
local l = left
local r = right
if left[#left] == path_sep then
l = left:sub(1, #left - 1)
end
if right[#right] == path_sep then
r = right:sub(2)
end
return l .. path_sep .. r
end
function M.path_parent(path)
if not path or #path == "" then
return
end
local temp = vim.split(path, path_sep, true)
if #temp == 1 then
return ""
end
local parent = table.concat(temp, path_sep, 1, #temp - 1)
return parent
end
M.parse_arg = function(...)
local others = select(1, ...)
if not others then
return {ret = false}
end
local mine = select(2, ...)
if not mine then
mine = "."
end
others = vim.fn.glob(others)
mine = vim.fn.glob(mine)
return {ret = true, mine = mine, others = others}
end
M.cmdcomplete = function(A, L, P)
local cwd = vim.fn.getcwd()
if #A == 0 then
return {cwd}
end
if cwd == A then
return
end
local paths = vim.fn.glob(A .. "*")
if not paths or #paths == 0 then
return
end
paths = vim.split(paths, "\n")
local ret = {}
for _, path in ipairs(paths) do
if vim.fn. getftype(path) == "dir" then
table.insert(ret, path)
end
end
return ret
end
return M
|
function Esp(player, username)
if player ~= game:service("Players").LocalPlayer then
if player.Character then
local torso = player.Character:FindFirstChild("Torso")
if torso then
local base = Instance.new("BillboardGui")
local esP = Instance.new("Frame", base)
base.AlwaysOnTop = true
base.Enabled = true
base.Size = UDim2.new(4.5,0,6,0)
base.StudsOffset = Vector3.new(0, -0.6, 0)
esP.BackgroundColor3 = Color3.new(0,255,255)
esP.BackgroundTransparency = 0.8
esP.BorderSizePixel = 1
esP.Size = UDim2.new(1,0,1,0)
if base and workspace.CurrentCamera then
base.Name = username
base.Parent = workspace.CurrentCamera
base.Adornee = torso
end
end
end
end
end
function CheckEsp()
for x,player in pairs(game:service("Players"):GetPlayers()) do
if player then
if player.TeamColor ~= game:service("Players").LocalPlayer.TeamColor then
local char = player.Character
if char then
local torso = char:FindFirstChild("Torso")
if torso then
local currentcam = workspace.CurrentCamera
local playerName = player.Name
if currentcam:FindFirstChild(playerName) == nil then
Esp(player, playerName)
end
end
end
end
end
end
end
while wait(1) do
CheckEsp()
end |
local script_data = {
has_checked = false,
networks = {},
switches = {}
}
local map = {}
local function new_entity_entry(entity)
local base = {
entity_number = entity.unit_number,
prev = {input = {}, output = {}}
}
if script_data.networks[entity.electric_network_id] then
base.prev = script_data.networks[entity.electric_network_id].prev
end
script_data.networks[entity.electric_network_id] = base
map[entity.unit_number] = entity
end
local function find_entity(unit_number, entity_type)
if map[unit_number] then
return map[unit_number]
end
for _, surface in pairs(game.surfaces) do
local ents = surface.find_entities_filtered({type = entity_type})
for _, entity in pairs(ents) do
if entity.unit_number == unit_number then
map[entity.unit_number] = entity
return entity
end
end
end
end
local function rescan_worlds()
local networks = script_data.networks
local invalids = {}
local remove = {}
for idx, network in pairs(networks) do
if network.entity then
network.entity_number = network.entity.unit_number
network.entity = nil
end
if network.entity_number then
local assoc = find_entity(network.entity_number, "electric-pole")
if not assoc then
invalids[idx] = true
end
else
remove[idx] = true
end
end
for _, surface in pairs(game.surfaces) do
local ents = surface.find_entities_filtered({type = "electric-pole"})
for _, entity in pairs(ents) do
if not networks[entity.electric_network_id] or invalids[entity.electric_network_id] then
new_entity_entry(entity)
invalids[entity.electric_network_id] = nil
end
end
end
if table_size(remove) > 0 then
for idx, _ in pairs(remove) do
networks[idx] = nil
end
end
end
local function get_ignored_networks_by_switches()
local ignored = {}
local max = math.max
for switch_id, val in pairs(script_data.switches) do
-- assume old entity
if val ~= 1 and val and val.valid then
script_data.switches[val.unit_number] = 1
script_data.switches[switch_id] = nil
end
local switch = find_entity(switch_id, "power-switch")
if switch.power_switch_state and #switch.neighbours.copper > 1 then
local network = max(switch.neighbours.copper[1].electric_network_id, switch.neighbours.copper[2].electric_network_id)
ignored[network] = true
end
end
return ignored
end
local lib = {
on_build = function(event)
local entity = event.entity or event.created_entity
if entity and entity.type == "electric-pole" then
if not script_data.networks[entity.electric_network_id] then
new_entity_entry(entity)
end
elseif entity and entity.type == "power-switch" then
script_data.switches[entity.unit_number] = 1
map[entity.unit_number] = entity
end
end,
on_destroy = function(event)
local entity = event.entity
if entity.type == "electric-pole" then
local pos = entity.position
local max = entity.prototype and entity.prototype.max_wire_distance or game.max_electric_pole_connection_distance
local area = {{pos.x - max, pos.y - max}, {pos.x + max, pos.y + max}}
local surface = entity.surface
local networks = script_data.networks
local current_idx = entity.electric_network_id
-- Make sure to create the new network ids before collecting new info
if entity.neighbours.copper then
entity.disconnect_neighbour()
end
local finds = surface.find_entities_filtered({type = "electric-pole", area = area})
for _, new_entity in pairs(finds) do
if new_entity ~= entity then
if new_entity.electric_network_id == current_idx or not networks[new_entity.electric_network_id] then
-- here we need to add the new_entity
new_entity_entry(new_entity)
end
end
end
elseif entity.type == "power-switch" then
script_data.switches[entity.unit_number] = nil
end
-- if some unexpected stuff occurs, try enabling rescan_worlds
-- rescan_worlds()
end,
on_load = function()
script_data = global.power_data or script_data
end,
on_init = function()
global.power_data = global.power_data or script_data
end,
on_configuration_changed = function(event)
if global.power_data == nil then
global.power_data = script_data
end
if global.power_data.switches == nil then
global.power_data.switches = {}
end
-- Basicly only when first added or version changed
-- Power network is added in .10
if not script_data.has_checked then
-- scan worlds
rescan_worlds()
script_data.has_checked = true
end
end,
on_tick = function(event)
if event.tick then
local ignored = get_ignored_networks_by_switches()
power_production_input:reset()
power_production_output:reset()
for idx, network in pairs(script_data.networks) do
-- reset old style in case it still is old
if network.entity then
network.entity_number = network.entity.unit_number
network.entity = nil
end
local entity = find_entity(network.entity_number, "electric-pole")
if not entity then
rescan_worlds()
entity = find_entity(network.entity_number, "electric-pole")
end
if entity and entity.valid and not ignored[entity.electric_network_id] and entity.electric_network_id == idx then
local force_name = entity.force.name
local surface_name = entity.surface.name
for name, n in pairs(entity.electric_network_statistics.input_counts) do
power_production_input:set(n, {force_name, name, idx, surface_name})
end
for name, n in pairs(entity.electric_network_statistics.output_counts) do
power_production_output:set(n, {force_name, name, idx, surface_name})
end
elseif entity and entity.valid and entity.electric_network_id ~= idx then
-- assume this network has been merged with some other so unset
script_data.networks[idx] = nil
elseif entity and not entity.valid then
-- Invalid entity remove anyhow
script_data.networks[idx] = nil
end
end
end
end,
}
return lib |
local plugin = plugin
if not plugin then
--// 플러그인이 아닌데 이 코드가 실행되면 바로 멈춰줌(태스팅 모드에서)
return
end
local AppInfo = {
-- APP INFO
["AppIcon"] = "http://www.roblox.com/asset/?id=6007972232";
["AppIconLight"] = "http://www.roblox.com/asset/?id=6007972463"; -- for toolbar light mode
["AppName"] = "Taskbar";
["AppId"] = "qwreey.plugins.taskbar";
-- PLUGIN GROUP
["ToolbarId"] = "qwreey.plugins.toolbarprovider";
["ToolbarName"] = "Qwreey's plugins";
--BUTTON
["ButtonText"] = "Task bar";
["ButtonHoverText"] = nil;
-- INTERFACE
["InterfaceMiniSize"] = {X=150,Y=36};
["InterfaceInitSize"] = {X=220,Y=300};
["InterfaceDefaultFace"] = Enum.InitialDockState.Bottom;
-- OTHER
["Version"] = 2;
["SplashIconSize"] = UDim2.new(0,70,0,70);
["BypassSplash"] = true;
}
--------------
--import
--------------
--// 로블록스 서비스 불러오기(import)
local PluginGuiService = game:GetService("PluginGuiService")
local TextService = game:GetService("TextService")
--// 모듈 불러오기
local MaterialUI = require(script.lib.MaterialUI)
local Data = require(script.lib.Data):SetUp(plugin)
local AdvancedTween = require(script.lib.AdvancedTween)
local ToolbarCombiner = require(script.lib.ToolbarCombiner)
local License = require(script.License)
local LicenseViewer = require(script.res.LicenseViewer)
local Language = require(script.res.Language)
--------------
--Make plugin
--------------
--// 플긴 버전 저장
local OldVersion = Data:Load("LastVersioni")
Data:Save("LastVersion",AppInfo.Version)
--// 불러오기
local App do
local AppModule = require(script.App)
App = AppModule:init(plugin,AppInfo,{
MaterialUI = MaterialUI;
AdvancedTween = AdvancedTween;
ToolbarCombiner = ToolbarCombiner;
Language = Language;
})
end
local Interface = App.Interface
--// 라이선스 뷰어 Init
LicenseViewer:Init(App.SettingsHandle,MaterialUI,License,Language)
--------------
--Data
--------------
--------------
--Main Ui
--------------
local void = function()end
local AppFont = Enum.Font.Gotham
local FocusedEffectColor = Color3.fromRGB(20,170,255)
local FocusedFrameThickness = 16;
local Button_MouseFocusedScale = 1.1
local Button_MouseDownScale = 0.8
local Button_IdleScale = 1
local Button_MarginX = 14
local Button_SizeY = 26
local Button_TextSize = 14
local BLinePadding = 34
local ButtonZIndex = 10
local ShadowZIndex = 20
local BLineZIndex = 30
local LastFocusWindow = nil;
local Buttons = {}
local AddToScroll = void
--// 버튼 눌렀을때 해당 창에 포커스되는 효과
function RunFocusedEffect(PluginGui)
local New = MaterialUI.Create("Frame",{
Size = UDim2.new(1,0,1,0);
BackgroundTransparency = 1;
ZIndex = 2147483647;
},{
Left = MaterialUI.Create("Frame",{
ZIndex = 2147483647;
BackgroundColor3 = FocusedEffectColor;
Size = UDim2.new(0,FocusedFrameThickness,1,0);
});
Right = MaterialUI.Create("Frame",{
ZIndex = 2147483647;
BackgroundColor3 = FocusedEffectColor;
Size = UDim2.new(0,FocusedFrameThickness,1,0);
Position = UDim2.new(1,0,0,0);
AnchorPoint = Vector2.new(1,0);
});
Bottom = MaterialUI.Create("Frame",{
ZIndex = 2147483647;
BackgroundColor3 = FocusedEffectColor;
Size = UDim2.new(1,0,0,FocusedFrameThickness);
});
Top = MaterialUI.Create("Frame",{
ZIndex = 2147483647;
BackgroundColor3 = FocusedEffectColor;
Size = UDim2.new(1,0,0,FocusedFrameThickness);
Position = UDim2.new(0,0,1,0);
AnchorPoint = Vector2.new(0,1);
});
});
New.Parent = PluginGui
local TweenData = {
Time = 0.4;
Easing = AdvancedTween.EasingFunctions.Exp2;
Direction = AdvancedTween.EasingDirection.Out;
}
--AdvancedTween:RunTweens({New.Left,New.Right,New.Bottom,New.Top},TweenData,{
-- BackgroundTransparency = 1;
-- --Size = UDim2.new(0,0,0,0);
--})
AdvancedTween:RunTweens({New.Left,New.Right},TweenData,{
Size = UDim2.new(0,0,1,0)
})
AdvancedTween:RunTweens({New.Top,New.Bottom},TweenData,{
Size = UDim2.new(1,0,0,0)
})
delay(0.4,function()
New:Destroy()
end)
end
function AddButton(Window)
if Window == Interface then
return
end
local this = {
Connection = {};
Scale = nil;
}
this.Window = Window
this.Button = MaterialUI.Create("TextButton",{
NotTagging = true;
Parent = script.tmp;
Name = "ItemFrame";
BackgroundColor3 = Color3.fromRGB(128, 128, 128);
BackgroundTransparency = 1;
Size = UDim2.new(0,40,0,Button_SizeY);
Text = "";
AutoButtonColor = false;
ZIndex = ButtonZIndex;
MouseButton1Click = function()
LastFocusWindow = this.Window
this.Window.Enabled = false
RunFocusedEffect(this.Window)
end;
MouseEnter = function()
AdvancedTween:RunTween(this.Scale,{
Time = 0.2;
Easing = AdvancedTween.EasingFunctions.Exp2;
Direction = AdvancedTween.EasingDirection.Out;
},{
Scale = Button_MouseFocusedScale;
})
end;
MouseLeave = function()
AdvancedTween:RunTween(this.Scale,{
Time = 0.2;
Easing = AdvancedTween.EasingFunctions.Exp2;
Direction = AdvancedTween.EasingDirection.Out;
},{
Scale = Button_IdleScale;
})
end;
MouseButton1Down = function()
AdvancedTween:RunTween(this.Scale,{
Time = 0.5;
Easing = AdvancedTween.EasingFunctions.Exp2;
Direction = AdvancedTween.EasingDirection.Out;
},{
Scale = Button_MouseDownScale;
})
end;
MouseButton1Up = function()
AdvancedTween:RunTween(this.Scale,{
Time = 0.35;
Easing = AdvancedTween.EasingFunctions.Exp2;
Direction = AdvancedTween.EasingDirection.Out;
},{
Scale = Button_MouseFocusedScale;
})
end;
},{
Round = MaterialUI.Create("ImageLabel",{
NotTagging = true;
AnchorPoint = Vector2.new(0.5, 0.5);
BackgroundTransparency = 1;
Position = UDim2.new(0.5, 0, 0.5, 0);
Size = UDim2.new(1, 0, 1, 0);
ImageColor3 = Color3.fromRGB(128, 128, 128);
ImageTransparency = 0.5;
ZIndex = ButtonZIndex;
WhenCreated = function(new)
MaterialUI:SetRound(new,8)
end;
},{
TextLabel = MaterialUI.Create("TextLabel",{
NotTagging = true;
BackgroundColor3 = Color3.fromRGB(255, 255, 255);
BackgroundTransparency = 1;
Size = UDim2.new(1,0,1,0);
ZIndex = ButtonZIndex;
Font = AppFont;
Text = "";
TextColor3 = Color3.fromRGB(255, 255, 255);
TextSize = Button_TextSize;
});
Scale = MaterialUI.Create("UIScale",{
NotTagging = true;
Scale = 1;
WhenCreated = function(new)
this.Scale = new
end;
});
});
},function(this)
AddToScroll(this)
end);
--// 숨기기/보이기 리프래싱
this.EnabledRefresh = function()
if LastFocusWindow == this.Window then
wait()
LastFocusWindow = nil
this.Window.Enabled = true
return
end
this.Button.Visible = this.Window.Enabled
end
this.Connection.EnabledChanged = this.Window:GetPropertyChangedSignal("Enabled"):Connect(this.EnabledRefresh)
this.EnabledRefresh()
--// 글자 리프래싱
this.ButtonTextRefresh = function()
this.Button.Round.TextLabel.Text = this.Window.Title
this.Button.Size = UDim2.new(
0,
TextService:GetTextSize(
this.Window.Title,
Button_TextSize,
AppFont,
Vector2.new(math.huge,math.huge)
).X + Button_MarginX,
0,
Button_SizeY
)
end
this.Connection.TitleChanged = this.Window:GetPropertyChangedSignal("Title"):Connect(this.ButtonTextRefresh)
this.ButtonTextRefresh()
Buttons[Window] = this
return this
end
function RemoveButton(Window)
if Window == Interface then
return
elseif not Buttons[Window] then
return
end
local this = Buttons[Window]
this.Button:Destroy()
for i,Connection in pairs(this.Connection) do
if not Connection then
return
end
Connection:Disconnect()
this.Connection[i] = nil
end
Buttons[Window] = nil
this = nil
end
PluginGuiService.ChildAdded:Connect(AddButton)
PluginGuiService.ChildRemoved:Connect(RemoveButton)
for _,Window in pairs(PluginGuiService:GetChildren()) do
AddButton(Window)
end
function LoadGui()
for _,Button in pairs(Buttons) do
Button.Button.Parent = script.tmp
end
--// UI 개채를 담을곳
local Store = {
ListLayout = nil;
BLine = nil;
Scroll = nil;
Main = nil;
}
--// 이전의 UI 제거(태마 변경시, 클리어)
Interface:ClearAllChildren()
MaterialUI:CleanUp()
--// 현재 태마 불러오기
MaterialUI.CurrentTheme = tostring(settings().Studio.Theme)
--// 위잿 등록
MaterialUI.UseDockWidget(Interface,plugin:GetMouse())
--// UI 만들기
MaterialUI.Create("Frame",{
Parent = Interface;
Name = "Main";
BackgroundColor3 = MaterialUI:GetColor(MaterialUI.Colors.Background);
Size = UDim2.new(1,0,1,0);
WhenCreated = function(this)
Store.Main = this
end;
},{
--// 버튼 담기는 스크롤
Scroll = MaterialUI.Create("ScrollingFrame",{
BackgroundTransparency = 1;
Size = UDim2.new(1,0,1,0);
ScrollBarThickness = 0;
WhenCreated = function(this)
AddToScroll = function(new)
new.Parent = this
end
Store.Scroll = this
end;
},{
ListLayout = MaterialUI.Create("UIListLayout",{
FillDirection = Enum.FillDirection.Horizontal;
HorizontalAlignment = Enum.HorizontalAlignment.Center;
SortOrder = Enum.SortOrder.LayoutOrder;
VerticalAlignment = Enum.VerticalAlignment.Center;
Padding = UDim.new(0, 6);
},nil,function(this)
Store.ListLayout = this
this:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(function()
if not Store.Scroll then
return
end
Store.Scroll.CanvasSize = UDim2.new(
0,
this.AbsoluteContentSize.X,
0,
0
)
end)
end);
});
Padding = MaterialUI.Create("UIPadding",{
PaddingBottom = UDim.new(0, 4);
});
--// 옆쪽 그림자
LShadow = MaterialUI.Create("ImageLabel",{
BackgroundTransparency = 1;
Size = UDim2.new(0,80,1,0);
Position = UDim2.new(0,0,0,0);
AnchorPoint = Vector2.new(0.5,0);
ImageColor3 = MaterialUI:GetColor(MaterialUI.Colors.Background);
Image = "http://www.roblox.com/asset/?id=3952381184";
ZIndex = ShadowZIndex;
});
RShadow = MaterialUI.Create("ImageLabel",{
BackgroundTransparency = 1;
Size = UDim2.new(0,80,1,0);
Position = UDim2.new(1,0,0,0);
AnchorPoint = Vector2.new(0.5,0);
ImageColor3 = MaterialUI:GetColor(MaterialUI.Colors.Background);
Image = "http://www.roblox.com/asset/?id=3952381184";
ZIndex = ShadowZIndex;
});
--// 아랫쪽 라인(데코)
BLine = MaterialUI.Create("Frame",{
AnchorPoint = Vector2.new(0.5,0.5);
BackgroundColor3 = Color3.fromRGB(128,128,128);
BorderSizePixel = 0;
Position = UDim2.new(0.5,0,0.5,16);
Size = UDim2.new(0,50,0,1);
ZIndex = BLineZIndex;
WhenCreated = function(this)
Store.BLine = this
end;
});
})
--// 이전 버튼 가져오기
for _,Button in pairs(Buttons) do
Button.Button.Parent = Store.Scroll
--// 태마 적용
Button.Button.Round.TextLabel.TextColor3 = MaterialUI:GetColor(MaterialUI.Colors.TextColor)
end
--// 바텀라인 크기 리프레시
local function BLineSizeRefresh()
Store.BLine.Size = UDim2.new(
0,
math.min(
Store.Main.AbsoluteSize.X - BLinePadding,
Store.ListLayout.AbsoluteContentSize.X
),
0,
1
)
end
Store.Main:GetPropertyChangedSignal("AbsoluteSize"):Connect(BLineSizeRefresh)
Store.ListLayout:GetPropertyChangedSignal("AbsoluteContentSize"):Connect(BLineSizeRefresh)
BLineSizeRefresh()
end
--// 처음로드
LoadGui()
--// 태마 바뀜 감지
settings().Studio.ThemeChanged:Connect(LoadGui)
--------------
--Unload
--------------
--// 플러그인 언로드 이벤트
function Unload()
pcall(function()
end)
end
plugin.Unloading:Connect(Unload) |
local E, C, L = select(2, ...):unpack()
if not C.blizzard.custom_position then return end
------------------------------------------------------------------------------------------
-- Set custom position for TalkingHeadFrame
------------------------------------------------------------------------------------------
local Load = CreateFrame("Frame")
Load:RegisterEvent("ADDON_LOADED")
Load:SetScript("OnEvent", function(_, _, addon)
if addon == "Blizzard_TalkingHeadUI" or (addon == E.addonName and IsAddOnLoaded("Blizzard_TalkingHeadUI")) then
TalkingHeadFrame.ignoreFramePositionManager = true
TalkingHeadFrame:ClearAllPoints()
TalkingHeadFrame:SetPoint(unpack(C.blizzard.talking_head_pos))
end
end)
|
require "lib.test.assert"
local ArrayQueue = require "lib.structures.queues.ArrayQueue"
local queues = {}
for _, queue in pairs(queues) do
assertTrue(queue:isEmpty())
local aux = {}
for i=1,50 do
local random_val = math.random()
aux[i] = random_val
queue:push(random_val)
end
for i=1,50 do
assertEquals(queue:pop(), aux[i])
end
end
|
--[[
TheNexusAvenger
Tests the NexusScrollBar class.
--]]
local NexusUnitTesting = require("NexusUnitTesting")
local NexusPluginFramework = require(game:GetService("ReplicatedStorage"):WaitForChild("NexusPluginFramework"))
local NexusScrollingFrame = NexusPluginFramework:GetResource("UI.Scroll.NexusScrollingFrame")
--[[
Test that the constructor works without failing.
--]]
NexusUnitTesting:RegisterUnitTest("Constructor",function(UnitTest)
local CuT = NexusScrollingFrame.new("Native")
UnitTest:AssertEquals(CuT.ClassName,"NexusScrollingFrame","Class name is incorrect.")
UnitTest:AssertEquals(CuT.Name,"NexusScrollingFrame","Name is incorrect.")
UnitTest:AssertEquals(tostring(CuT),"NexusScrollingFrame","Name is incorrect.")
UnitTest:AssertEquals(#CuT:GetChildren(),0,"Children aren't hidden.")
end)
--[[
Tests that the scrollbars are set up correctly for the Qt5 theme.
--]]
NexusUnitTesting:RegisterUnitTest("Qt5ThemeSetup",function(UnitTest)
--Create a container frame and the component under testing.
local Frame = Instance.new("Frame")
local WrappedFrame = NexusPluginFramework.new(Frame)
local CuT = NexusScrollingFrame.new("Qt5")
CuT.Size = UDim2.new(0,200,0,200)
CuT.Parent = WrappedFrame
--Assert the scroll bar adorn is hidden.
UnitTest:AssertEquals(#Frame:GetChildren(),2,"Scroll bar adorn doesn't exist.")
UnitTest:AssertEquals(#WrappedFrame:GetChildren(),1,"Scroll bar adorn isn't hidden.")
--Get the scroll bars.
local ScrollBarAdorn = Frame:FindFirstChild("ScrollBarAdorn")
local HorizontalScrollBar = ScrollBarAdorn:FindFirstChild("HorizontalScrollBar")
local VerticalScrollBar = ScrollBarAdorn:FindFirstChild("VerticalScrollBar")
--Assert the scroll bars are not shown for a canvas size less than frame size.
CuT.CanvasSize = UDim2.new(0,150,0,150)
UnitTest:AssertFalse(HorizontalScrollBar.Visible,"Scroll bar is visible.")
UnitTest:AssertFalse(VerticalScrollBar.Visible,"Scroll bar is visible.")
--Assert the scroll bars are correct for only the horizontal scroll bar.
CuT.CanvasSize = UDim2.new(0,300,0,150)
UnitTest:AssertTrue(HorizontalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertFalse(VerticalScrollBar.Visible,"Scroll bar is visible.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsoluteSize,Vector2.new(198,16),"Size is incorrect.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsolutePosition,Vector2.new(1,184),"Position is incorrect.")
--Assert the scroll bars are correct for only the vertical scroll bar on the right.
CuT.CanvasSize = UDim2.new(0,150,0,300)
CuT.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Right
UnitTest:AssertFalse(HorizontalScrollBar.Visible,"Scroll bar is visible.")
UnitTest:AssertTrue(VerticalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertEquals(VerticalScrollBar.AbsoluteSize,Vector2.new(16,198),"Size is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsolutePosition,Vector2.new(184,1),"Position is incorrect.")
--Assert the scroll bars are correct for only the vertical scroll bar on the left.
CuT.CanvasSize = UDim2.new(0,150,0,300)
CuT.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Left
UnitTest:AssertFalse(HorizontalScrollBar.Visible,"Scroll bar is visible.")
UnitTest:AssertTrue(VerticalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertEquals(VerticalScrollBar.AbsoluteSize,Vector2.new(16,198),"Size is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsolutePosition,Vector2.new(0,1),"Position is incorrect.")
--Assert that both scroll bars are correct for both with vertical on the right.
CuT.CanvasSize = UDim2.new(0,300,0,300)
CuT.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Right
UnitTest:AssertTrue(HorizontalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertTrue(VerticalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsoluteSize,Vector2.new(182,16),"Size is incorrect.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsolutePosition,Vector2.new(1,184),"Position is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsoluteSize,Vector2.new(16,182),"Size is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsolutePosition,Vector2.new(184,1),"Position is incorrect.")
--Assert that both scroll bars are correct for both with vertical on the left.
CuT.CanvasSize = UDim2.new(0,300,0,300)
CuT.VerticalScrollBarPosition = Enum.VerticalScrollBarPosition.Left
UnitTest:AssertTrue(HorizontalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertTrue(VerticalScrollBar.Visible,"Scroll bar isn't visible.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsoluteSize,Vector2.new(182,16),"Size is incorrect.")
UnitTest:AssertEquals(HorizontalScrollBar.AbsolutePosition,Vector2.new(17,184),"Position is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsoluteSize,Vector2.new(16,182),"Size is incorrect.")
UnitTest:AssertEquals(VerticalScrollBar.AbsolutePosition,Vector2.new(0,1),"Position is incorrect.")
end)
--[[
Creates a scrolling frame in StarterGui.
Disabled unless needed.
--]]
--[[
NexusUnitTesting:RegisterUnitTest("ManualTesting",function(UnitTest)
--Create the screen gui.
local ScreenGui = Instance.new("ScreenGui")
ScreenGui.Parent = game:GetService("StarterGui")
--Create the frame.
local ScrollingFrame = NexusScrollingFrame.new("Qt5")
ScrollingFrame.CanvasSize = UDim2.new(0,800,0,800)
ScrollingFrame.Size = UDim2.new(0,420,0,420)
ScrollingFrame.Parent = ScreenGui
--Create a grid.
for i = 0,7 do
for j = 0,7 do
local Frame = NexusPluginFramework.new("Frame")
Frame.BackgroundColor3 = Color3.new(math.random(),math.random(),math.random())
Frame.Size = UDim2.new(0,80,0,80)
Frame.Position = UDim2.new(0,(i * 100) + 10,0,(j * 100) + 10)
Frame.Parent = ScrollingFrame
end
end
--Wait for the screen gui to be deleted.
while ScreenGui.Parent do wait() end
end)
--]]
return true |
--- === hs.spotify ===
---
--- Controls for Spotify music player
local spotify = {}
local alert = require "hs.alert"
local as = require "hs.applescript"
local app = require "hs.application"
--- hs.spotify.state_paused
--- Constant
--- Returned by `hs.spotify.getPlaybackState()` to indicates Spotify is paused
spotify.state_paused = "kPSp"
--- hs.spotify.state_playing
--- Constant
--- Returned by `hs.spotify.getPlaybackState()` to indicates Spotify is playing
spotify.state_playing = "kPSP"
--- hs.spotify.state_stopped
--- Constant
--- Returned by `hs.spotify.getPlaybackState()` to indicates Spotify is stopped
spotify.state_stopped = "kPSS"
-- Internal function to pass a command to Applescript.
local function tell(cmd)
local _cmd = 'tell application "Spotify" to ' .. cmd
local ok, result = as.applescript(_cmd)
if ok then
return result
else
return nil
end
end
--- hs.spotify.playpause()
--- Function
--- Toggles play/pause of current Spotify track
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.playpause()
tell('playpause')
end
--- hs.spotify.play()
--- Function
--- Plays the current Spotify track
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.play()
tell('play')
end
--- hs.spotify.pause()
--- Function
--- Pauses the current Spotify track
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.pause()
tell('pause')
end
--- hs.spotify.next()
--- Function
--- Skips to the next Spotify track
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.next()
tell('next track')
end
--- hs.spotify.previous()
--- Function
--- Skips to previous Spotify track
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.previous()
tell('previous track')
end
--- hs.spotify.displayCurrentTrack()
--- Function
--- Displays information for current track on screen
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.displayCurrentTrack()
local artist = tell('artist of the current track') or "Unknown artist"
local album = tell('album of the current track') or "Unknown album"
local track = tell('name of the current track') or "Unknown track"
alert.show(track .."\n".. album .."\n".. artist, 1.75)
end
--- hs.spotify.getCurrentArtist()
--- Function
--- Gets the name of the artist of the current track
---
--- Parameters:
--- * None
---
--- Returns:
--- * A string containing the Artist of the current track, or nil if an error occurred
function spotify.getCurrentArtist()
return tell('artist of the current track')
end
--- hs.spotify.getCurrentAlbum()
--- Function
--- Gets the name of the album of the current track
---
--- Parameters:
--- * None
---
--- Returns:
--- * A string containing the Album of the current track, or nil if an error occurred
function spotify.getCurrentAlbum()
return tell('album of the current track')
end
--- hs.spotify.getCurrentTrack()
--- Function
--- Gets the name of the current track
---
--- Parameters:
--- * None
---
--- Returns:
--- * A string containing the name of the current track, or nil if an error occurred
function spotify.getCurrentTrack()
return tell('name of the current track')
end
--- hs.spotify.getPlaybackState()
--- Function
--- Gets the current playback state of Spotify
---
--- Parameters:
--- * None
---
--- Returns:
--- * A string containing one of the following constants:
--- - `hs.spotify.state_stopped`
--- - `hs.spotify.state_paused`
--- - `hs.spotify.state_playing`
function spotify.getPlaybackState()
return tell('get player state')
end
--- hs.spotify.isRunning()
--- Function
--- Returns whether Spotify is currently open. Most other functions in hs.spotify will automatically start the application, so this function can be used to guard against that.
---
--- Parameters:
--- * None
---
--- Returns:
--- * A boolean value indicating whether the Spotify application is running.
function spotify.isRunning()
return app.get("Spotify") ~= nil
end
--- hs.spotify.isPlaying()
--- Function
--- Returns whether Spotify is currently playing
---
--- Parameters:
--- * None
---
--- Returns:
--- * A boolean value indicating whether Spotify is currently playing a track, or nil if an error occurred (unknown player state). Also returns false if the application is not running
function spotify.isPlaying()
-- We check separately to avoid starting the application if it's not running
if not hs.spotify.isRunning() then
return false
end
state = hs.spotify.getPlaybackState()
if state == hs.spotify.state_playing then
return true
elseif state == hs.spotify.state_paused or state == hs.spotify.state_stopped then
return false
else -- unknown state
return nil
end
end
--- hs.spotify.getVolume()
--- Function
--- Gets the Spotify volume setting
---
--- Parameters:
--- * None
---
--- Returns:
--- * A number containing the volume Spotify is set to between 1 and 100
function spotify.getVolume() return tell'sound volume' end
--- hs.spotify.setVolume(vol)
--- Function
--- Sets the Spotify volume setting
---
--- Parameters:
--- * vol - A number between 1 and 100
---
--- Returns:
--- * None
function spotify.setVolume(v)
v=tonumber(v)
if not v then error('volume must be a number 1..100',2) end
return tell('set sound volume to '..math.min(100,math.max(0,v)))
end
--- hs.spotify.volumeUp()
--- Function
--- Increases the volume by 5
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.volumeUp() return spotify.setVolume(spotify.getVolume()+5) end
--- hs.spotify.volumeDown()
--- Function
--- Reduces the volume by 5
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.volumeDown() return spotify.setVolume(spotify.getVolume()-5) end
--- hs.spotify.getPosition()
--- Function
--- Gets the playback position (in seconds) in the current song
---
--- Parameters:
--- * None
---
--- Returns:
--- * A number indicating the current position in the song
function spotify.getPosition() return tell('player position') end
--- hs.spotify.setPosition(pos)
--- Function
--- Sets the playback position in the current song
---
--- Parameters:
--- * pos - A number containing the position (in seconds) to jump to in the current song
---
--- Returns:
--- * None
function spotify.setPosition(p)
p=tonumber(p)
if not p then error('position must be a number in seconds',2) end
return tell('set player position to '..p)
end
--- hs.spotify.getDuration()
--- Function
--- Gets the duration (in seconds) of the current song
---
--- Parameters:
--- * None
---
--- Returns:
--- * The number of seconds long the current song is, 0 if no song is playing
function spotify.getDuration()
local duration = tonumber(tell('duration of current track'))
return duration ~= nil and duration / 1000 or 0
end
--- hs.spotify.ff()
--- Function
--- Skips the playback position forwards by 5 seconds
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.ff() return spotify.setPosition(spotify.getPosition()+5) end
--- hs.spotify.rw
--- Function
--- Skips the playback position backwards by 5 seconds
---
--- Parameters:
--- * None
---
--- Returns:
--- * None
function spotify.rw() return spotify.setPosition(spotify.getPosition()-5) end
return spotify
|
local Timer = class("Timer")
function Timer:initialize()
self.updateList = {}
self.timeouts = {}
end
function Timer:onNextUpdate(cb)
table.insert(self.updateList, cb)
end
function Timer:setTimeout(cb, delay)
table.insert(self.timeouts, {cb = cb, delay = love.timer.getTime() + delay})
end
function Timer:clearUpdates()
table.clear(self.timeouts)
table.clear(self.updateList)
end
function Timer:update(dt)
while (#self.updateList > 0) do
self.updateList[1]()
table.remove(self.updateList, 1)
end
local tmp = {}
for k,v in pairs(self.timeouts) do
if (love.timer.getTime() > v.delay) then
v.cb()
else
table.insert(tmp, v)
end
end
table.clear(self.timeouts)
table.copyto(tmp, self.timeouts)
end
return Timer
|
local technology = table.deepcopy(data.raw["technology"]["effect-transmission"])
technology.upgrade = "true"
if settings.startup["wret-overload-enable-beaconmk2"].value == true then
data:extend{
technology,
--effect transmission 2 (beacon mk 2)
{
name = "effect-transmission-2",
type = "technology",
icon = data.raw["technology"]["effect-transmission"].icon,
icon_size = data.raw["technology"]["effect-transmission"].icon_size,
upgrade = "true",
unit = {
count = 400,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
{"production-science-pack", 1},
{"utility-science-pack", 1},
},
time = 30,
},
prerequisites = {"effect-transmission", "utility-science-pack"},
effects = {
{type = "unlock-recipe", recipe = "beacon2-recipe"},
},
},
}
end
if settings.startup["wret-overload-enable-beaconmk3"].value == true then
data:extend{
technology,
--effect transmission 3 (beacon mk 3)
{
name = "effect-transmission-3",
type = "technology",
icon = data.raw["technology"]["effect-transmission"].icon,
icon_size = data.raw["technology"]["effect-transmission"].icon_size,
upgrade = "true",
unit = {
count = 1000,
ingredients = {
{"automation-science-pack", 1},
{"logistic-science-pack", 1},
{"chemical-science-pack", 1},
{"production-science-pack", 1},
{"utility-science-pack", 1},
{"space-science-pack", 1},
},
time = 30,
},
prerequisites = {"effect-transmission-2", "space-science-pack", "electric-energy-distribution-2"},
effects = {
{type = "unlock-recipe", recipe = "beacon3-recipe"}
},
}
}
end |
local hook
local _E
if (not IsAddOnLoaded("Bagnon")) then return end
local function update(self)
local slotFrame = _G[self:GetName()]
local slotLink = self:GetItem()
SyLevel:CallFilters("Bagnon", slotFrame, _E and slotLink)
end
local item = Bagnon.ItemSlot or Bagnon.Item
local function doHook()
if (not hook) then
hook = function(...)
if (_E) then return update(...) end
end
hooksecurefunc(item, "Update", update)
end
end
local function enable(self)
_E = true
doHook()
end
local function disable(self)
_E = nil
end
SyLevel:RegisterPipe("Bagnon", enable, disable, update, "Bagnon", nil)
|
function math.dotproduct(x1, y1, z1, x2, y2, z2)
return x1*x2 + y1*y2 + z1*z2
end
function math.crossproduct(x1, y1, z1, x2, y2, z2)
return y1*z2 - y2*z1, z1*x2 - z2*x1, x1*y2 - x2*y1
end
function math.length(x, y)
return math.sqrt(x*x + y*y)
end
function math.distance(x1, y1, x2, y2)
return math.length(x1 - x2, y1 - y2)
end
function math.angle(x1, y1, x2, y2)
return math.acos( math.dotproduct(x1, y1, 0, x2, y2, 0) / (math.length(x1, y1) * math.length(x2, y2)) )
end
function math.normal(x, y)
local len = math.length(x, y)
return x / len, y / len
end
function math.clamp(input, min, max)
if (min > max) then
local _ = min
min = max
max = _
end
if (input < min) then return min end
if (input > max) then return max end
return input
end
function math.sign(n)
if (n > 0) then return 1 end
if (n < 0) then return -1 end
return 0
end
function math.approach(start, _end, inc)
return math.clamp(start + inc, start, _end)
end
function math.approach2(start, _end, inc)
local dir = math.sign(_end - start)
return math.clamp(start + (dir * inc), start, _end)
end
function math.lerp(x1, x2, alpha)
local dist = math.abs(x2 - x1)
return math.approach2(x1, x2, alpha * dist)
end
function math.lerpVector(x1, y1, x2, y2, alpha)
local dist = math.distance(x1, y1, x2, y2)
return math.approach2(x1, x2, alpha * dist), math.approach2(y1, y2, alpha * dist)
end
function math.lerpAngle(start, _end, inc)
local x, y, cross = math.crossproduct(math.cos(start), math.sin(start), 0, math.cos(_end), math.sin(_end), 0)
local sign = math.sign(cross)
local result = start + inc*sign
local x, y, cross2 = math.crossproduct(math.cos(result), math.sin(result), 0, math.cos(_end), math.sin(_end), 0)
local sign2 = math.sign(cross2)
if sign == sign2 then
return result
else
return _end
end
end
function math.round(num)
if (num - math.floor(num)) < 0.5 then
return math.floor(num)
else
return math.ceil(num)
end
end
-----------------------------------------------------------------------------------------------------------------------
-- tween.lua - v1.0.1 (2012-02)
-- Enrique García Cota - enrique.garcia.cota [AT] gmail [DOT] com
-- tweening functions for lua
-- inspired by jquery's animate function
-----------------------------------------------------------------------------------------------------------------------
-- bounce
function math.outBounce(t, b, c, d)
t = t / d
if t < 1 / 2.75 then return c * (7.5625 * t * t) + b end
if t < 2 / 2.75 then
t = t - (1.5 / 2.75)
return c * (7.5625 * t * t + 0.75) + b
elseif t < 2.5 / 2.75 then
t = t - (2.25 / 2.75)
return c * (7.5625 * t * t + 0.9375) + b
end
t = t - (2.625 / 2.75)
return c * (7.5625 * t * t + 0.984375) + b
end
|
local lu = require("luaunit")
local ubx = require("ubx")
local utils = require("utils")
local bd = require("blockdiagram")
local time = require("time")
local ffi = require("ffi")
local LOGLEVEL = ffi.C.UBX_LOGLEVEL_DEBUG
local CHECK_VERBOSE = false
local ni
TestSaturation = {}
function TestSaturation:teardown()
if ni then ubx.node_rm(ni) end
ni = nil
end
function TestSaturation:TestLen1()
local sys = bd.system {
imports = { "stdtypes", "lfds_cyclic", "saturation_double" },
blocks = { { name = "satd1", type = "saturation_double" } },
configurations = {
{ name = "satd1", config = { lower_limits = -10, upper_limits = 3.3 } }
}
}
-- testdata
local in_data = { 1, 0, 2, 5, 10000, 3.2, -1, -1000, -9.9999, -10.1 }
local exp_data = { 1, 0, 2, 3.3, 3.3, 3.2, -1, -10, -9.9999, -10 }
assert(#in_data == #exp_data)
local num_err = sys:validate(CHECK_VERBOSE)
lu.assert_equals(num_err, 0)
ni = sys:launch({nodename = "TestLen1", loglevel=LOGLEVEL })
lu.assert_not_nil(ni);
local satd1 = ni:b("satd1")
local pin = ubx.port_clone_conn(satd1, "in", 1, nil, 7, 0)
local pout = ubx.port_clone_conn(satd1, "out", nil, 1, 7, 0)
for i=1,#in_data do
pin:write(in_data[i])
satd1:do_step()
local len, val = pout:read()
lu.assert_equals(tonumber(len), 1)
lu.assert_equals(val:tolua(), exp_data[i])
end
end
function TestSaturation:TestLen5()
local data_len = 5
local sys = bd.system {
imports = { "stdtypes", "lfds_cyclic", "saturation_double" },
blocks = { { name = "satd1", type = "saturation_double" } },
configurations = {
{ name = "satd1", config = {
data_len = data_len,
lower_limits = { -1, -2, -3, -4, -5 },
upper_limits = { 1, 22, 333, 4444, 55555 } }
}
}
}
local in_data = {
{ 0, 0, 0, 0, 0 },
{ 5, 5, 5, 5, 5 },
{ 1, 400, 400, 400, 400 },
{ 22, 333, 4444, 55555, 666666 },
{ 55555, 4444, 333, 22, 1 },
{ -1.1, -2.2, -3.3, -4.4, -5.5 },
{ 0, -10, 0, -10, 0 },
{ -666666, -666666, -666666, -666666, -6666660 },
}
local exp_data = {
{ 0, 0, 0, 0, 0 },
{ 1, 5, 5, 5, 5 },
{ 1, 22, 333, 400, 400 },
{ 1, 22, 333, 4444, 55555 },
{ 1, 22, 333, 22, 1 },
{ -1, -2, -3, -4, -5 },
{ 0, -2, 0, -4, 0 },
{ -1, -2, -3, -4, -5 }
}
assert(#in_data == #exp_data)
for i=1,#in_data do
assert(#in_data[i] == data_len);
assert(#exp_data[i] == data_len);
end
local num_err = sys:validate(CHECK_VERBOSE)
lu.assert_equals(num_err, 0)
ni = sys:launch({nodename = "TestLen5", loglevel=LOGLEVEL })
lu.assert_not_nil(ni);
local satd1 = ni:b("satd1")
local pin = ubx.port_clone_conn(satd1, "in", 1, nil, 7, 0)
local pout = ubx.port_clone_conn(satd1, "out", nil, 1, 7, 0)
for i=1,#in_data do
pin:write(in_data[i])
satd1:do_step()
local len, val = pout:read()
lu.assert_equals(tonumber(len), data_len)
lu.assert_equals(val:tolua(), exp_data[i])
end
end
os.exit( lu.LuaUnit.run() )
|
local ffi = require "ffi"
local M = {}
-- Load the C library
local include = function(tag)
local f = io.open("include/" .. tag .. ".h")
ffi.cdef(f:read("*a"))
f:close()
ffi.load("lib/lib" .. tag .. ".so", true)
end
include "geant4"
-- Wrap the geant4 functions
local Geant4 = ffi.metatype("struct geant4", {
__new = function(ct, ...)
local o = ffi.new(ct)
ffi.C.geant4_initialise(o, ...)
return o
end,
__gc = function(o)
o.clear()
end
})
local g4 = {}
function M.initialise(opts)
local function args()
local period = opts.period ~= nil and opts.period or 1
local secondaries = not opts.secondaries
local cut = opts.cut ~= nil and opts.cut or 1.
local mode = opts.mode ~= nil and opts.mode or
ffi.C.GEANT4_MODE_G4TURTLE
return opts.area, period, mode, secondaries, cut
end
g4 = Geant4(args())
end
function M.run(view, particle, energy, azimuth, elevation)
local pid = ({
Geantino = ffi.C.GEANT4_PARTICLE_GEANTINO,
MuonMinus = ffi.C.GEANT4_PARTICLE_MUON_MINUS,
MuonPlus = ffi.C.GEANT4_PARTICLE_MUON_PLUS
})[particle]
local depth = ffi.new "double[1]"
local time = ffi.new "double[1]"
local direction = ffi.new "double[3]"
view:direction(azimuth, elevation, direction)
local n = g4.run(pid, energy, view.position, direction, depth, time)
return n, depth[0], time[0]
end
function M.configure(opts)
local function args()
local events = opts.events ~= nil and opts.events or -1
local verbosity = opts.verbosity ~= nil and opts.verbosity or -1
return events, verbosity
end
ffi.C.geant4_configure(g4, args())
end
return M
|
object_tangible_wearables_armor_armor_imperial_guard_shadow_armor_imperial_guard_shadow_bicep_r = object_tangible_wearables_armor_armor_imperial_guard_shadow_shared_armor_imperial_guard_shadow_bicep_r:new {
}
ObjectTemplates:addTemplate(object_tangible_wearables_armor_armor_imperial_guard_shadow_armor_imperial_guard_shadow_bicep_r, "object/tangible/wearables/armor/armor_imperial_guard_shadow/armor_imperial_guard_shadow_bicep_r.iff")
|
--- @classmod core.physics.EmptyCollisionShape
--- A collision shape without actual collision detection.
--
-- Extends @{core.physics.CollisionShape}.
local engine = require 'engine'
local class = require 'middleclass'
local Scheduler = require 'core/Scheduler'
local CollisionShape = require 'core/physics/CollisionShape'
local EmptyCollisionShape = class('core/physics/EmptyCollisionShape', CollisionShape)
function EmptyCollisionShape:initialize()
CollisionShape.initialize(self, Scheduler.awaitCall(engine.CreateEmptyCollisionShape))
end
return EmptyCollisionShape
|
-- ... rust.lua
|
--记录整个游戏界面切换的布局, 用于新手引导和小红点.
layout = {}
layout.layer = {}
layout.layer[enum.ui.layer.mainMenu] = {
froms = {},
parent = enum.ui.scene.dock,
links = {
world = enum.ui.scene.world,
battle = enum.ui.scene.battle,
gm = enum.ui.layer.gm,
-- btnName = scene or layer
}
}
layout.layer[enum.ui.layer.gm] = {
froms = {{enum.ui.layer.mainMenu, "gm"}},
parent = enum.ui.scene.popup, -- 这里不用 enum.ui.layer.consoleTab 做父节点,
links = {}
}
-- 如何指定标签页, 界面跳转时指导一次, 还是两次?
--在不打开界面的情况下, 知道父节点, 从哪个界面哪个按钮点开来
layerChart = {}
layerChart[enum.ui.scene.login] = {} --没有引导返回登录的
layerChart[enum.ui.scene.dock] = {}
layerChart[enum.ui.scene.popup] = {}
layerChart[enum.ui.scene.battle] = {from=enum.ui.layer.mainMenu, btn="battle"}
layerChart[enum.ui.scene.test] = {from=enum.ui.layer.mainMenu, btn="setting"}
layerChart[enum.ui.layer.consoleTab] = {parent=enum.ui.scene.popup, from=enum.ui.layer.mainMenu, btn="console"}
layerChart[enum.ui.layer.test] = {parent=enum.ui.scene.test}
layerChart[enum.ui.layer.taskBrief] = {parent=enum.ui.scene.dock}
layerChart[enum.ui.layer.mainMenu] = {parent=enum.ui.scene.dock}
layerChart[enum.ui.layer.gm] = {parent=enum.ui.layer.consoleTab, from=enum.ui.layer.consoleTab, btn="gm"}
layerChart[enum.ui.layer.protocol] = {parent=enum.ui.layer.consoleTab, from=enum.ui.layer.consoleTab, btn="protocol"}
--可以一次计算依赖,存成tree数据结构.不必每次都去查找,空间换时间, 或者线下算好.
-- 这两个查找函数废弃. 新手要重新设计,
--父节点是谁
function layerChart.findParentPath(layerName)
local t = {}
local name = layerName
while true do
local data = layerChart[name]
if data then
table.insert(t, 1, name)
if data.parent then
name = data.parent
else
break
end
else
error("not exist layer:"..name)
break
end
end
-- print("layerChart.findParentPath ", layerName)
-- for i,layer in ipairs(t) do
-- print(" ",i, layer)
-- end
return t
end
--打开你的是谁
--TODO. 可能有多个,上层需要结合实际处理.
function layerChart.findFromPath(layerName)
local t = {}
local name = layerName
while true do
local data = layerChart[name]
if data then
table.insert(t, 1, name)
if data.from then
name = data.from
elseif data.parent then
name = data.parent
else
break
end
else
error("not exist layer:"..name)
break
end
end
-- print("layerChart.findFromPath ", layerName)
-- for i,layer in ipairs(t) do
-- print(" ",i, layer)
-- end
return t
end
return layerChart
|
function main(splash)
splash.images_enabled = false
splash.response_body_enabled = true
local url = splash.args.url
assert(splash:go(url))
assert(splash:wait(5))
local detectFunction = [[
detect = function(){
var rs = [];
softwareData.forEach(function(s) {
var matchers = s.matchers;
for (var i in matchers) {
if (eval(matchers[i].check)){
var version = eval(matchers[i].version);
if (version) {
rs.push({'name': s.name, 'version': version});
}
}
}
});
return rs;
}
]]
splash:runjs('softwareData = $js_data;')
splash:runjs(detectFunction)
local softwares = {}
local scripts = {}
local errors = {}
local ok, res = pcall(splash.evaljs, self, 'detect()')
if ok then
softwares = res
else
errors['evaljs'] = res
end
local ok, res = pcall(splash.select_all, self, 'script')
if ok then
if res then
for _, s in ipairs(res) do
scripts[#scripts+1] = s.node.innerHTML
end
end
else
errors['select_all'] = res
end
return {
har = splash:har(),
softwares=softwares,
scripts=scripts,
errors=errors,
}
end
|
-----------------------------------
-- Area: Periqia (Requiem)
-- Mob: Draconic Draugar
-----------------------------------
function onMobEngaged(mob, target)
local instance = mob:getInstance()
local mobID = mob:getID()
SpawnMob(mobID +1, instance):updateEnmity(target)
end
function onMobDeath(mob, player, isKiller)
end
function onMobDespawn(mob)
local instance = mob:getInstance()
instance:setProgress(instance:getProgress() + 1)
end
|
local i = require "luci.dispatcher"
local e = require "nixio.fs"
local e = require "luci.sys"
local e = luci.model.uci.cursor()
local o = "brook_server"
m = Map(o, translate("Brook Server"))
t = m:section(TypedSection, "global", translate("Global Settings"))
t.anonymous = true
t.addremove = false
e = t:option(Flag, "enable", translate("Enable"))
e.rmempty = false
t:append(Template("brook_server/brook"))
e = t:option(Value, "brook_path", translate("Brook Path"))
e.description = translate("if you want to run from memory, change the path, such as /tmp/brook, Then save the application and update it manually.")
e.default = "/usr/bin/brook"
e.rmempty = false
t = m:section(TypedSection, "user", translate("Users Manager"))
t.anonymous = true
t.addremove = true
t.template = "cbi/tblsection"
t.extedit = i.build_url("admin", "vpn", o, "config", "%s")
function t.create(t, e)
local e = TypedSection.create(t, e)
luci.http.redirect(i.build_url("admin", "vpn", o, "config", e))
end
function t.remove(t, a)
t.map.proceed = true
t.map:del(a)
luci.http.redirect(i.build_url("admin", "vpn", o))
end
e = t:option(Flag, "enable", translate("Enable"))
e.width = "5%"
e.rmempty = false
e = t:option(DummyValue, "status", translate("Status"))
e.template = "brook_server/users_status"
e.value = translate("Collecting data...")
e = t:option(DummyValue, "remarks", translate("Remarks"))
e.width = "20%"
e = t:option(DummyValue, "port", translate("Port"))
e.width = "20%"
e = t:option(DummyValue, "password", translate("Password"))
e.width = "30%"
e.cfgvalue = function(self, section)
local e = m:get(section, "password") or ""
local t = ""
if type(e) == "table" then
for a = 1, #e do t = t .. e[a] .. "," end
t = string.sub(t, 0, #t - 1)
else
t = e
end
return t
end
m:append(Template("brook_server/log"))
m:append(Template("brook_server/users_list_status"))
return m
|
local Input = {}
local keys = {}
local prevKeys = {}
function love.keypressed(key)
keys[key] = true
end
function love.keyreleased(key)
keys[key] = false
end
function Input.lateUpdate(dt)
for key, value in pairs(keys) do
prevKeys[key] = value
end
end
function Input.isHeld(key)
if type(key) == 'string' then
return keys[val]
else
for _, val in ipairs(key) do
if keys[val] then
return true
end
end
return false
end
end
function Input.wasPressed(key)
if type(key) == 'string' then
return keys[key] and not prevKeys[key]
else
for _, val in ipairs(key) do
if keys[val] and not prevKeys[val] then
return true
end
end
return false
end
end
return Input
|
-- original by Doob
-- fixed/modified by fingercomp
port, radius, t = 31415, 2, 'timer'
timer = math.random(3, 6)
sounds = {
'entity.endermen.teleport',
'entity.lightning.thunder',
'entity.generic.explode',
'entity.pig.ambient',
'block.slime.step'
}
blocks = {
'opencomputers:microcontroller',
'opencomputers:robot'
}
function get(name)
return component.proxy(component.list(name)())
end
modem, tunnel, deb = get('modem'), get('tunnel'), get('debug')
cmd = deb.runCommand
function cmd(c)
x,y,z=math.floor(deb.getX()),math.floor(deb.getY()),math.floor(deb.getZ())
tunnel.send(x,y,z,t,c)
end
function bang()
x, y, z = math.floor(deb.getX()), math.floor(deb.getY()), math.floor(deb.getZ())
cmd(('particle heart %d %d %d 1 1 1 0.1'):format(x,y,z))
for _, i in pairs(sounds) do
cmd(('playsound %s block @a %d %d %d 2 1'):format(i,x,y,z))
end
for _, i in pairs(blocks) do
cmd(('fill %d %d %d %d %d minecraft:air 0 replace %s'):format(x-radius,y-radius,z-radius,x+radius,y+radius,z+radius, i))
end
end
function signal(...)
deb.changeBuffer(500)
local s = {computer.pullSignal(...)}
return table.unpack(s)
end
if timer then
while computer.uptime() ~= timer do
signal(1)
end
if math.random(1, 20) ~= 1 then
bang()
end
else
modem.open(port)
while true do
signal(1)
end
end
|
local ASSET = {}
local dialogue_actors = {}
local function NormalizeSoundPath(sound_path, gender)
sound_path = string.Replace(sound_path, '%gender%', gender)
return sound_path
end
local function _EmitSound(actor, sound)
actor:GetNPC():EmitSound(sound, 70, 100, 1, CHAN_AUTO)
end
local function _PlayAnimation(dialogue)
if #dialogue.animations ~= 0 then
for _, value in ipairs(dialogue.animations) do
if value.id == dialogue.replicId then
local actor = dialogue.interlocutors[dialogue.speaking]
if actor:IsAlive() then
if value.time ~= nil then
actor:PlayStaticSequence(value.sequence, true, value.time)
else
actor:PlayStaticSequence(value.sequence)
end
end
break
end
end
end
end
function ASSET:SetDialogue(actor1, actor2)
for _, value in ipairs(dialogue_actors) do
for _, interlocutor in ipairs(value.interlocutors) do
if interlocutor == actor1 or interlocutor == actor2 then return end
end
end
local npc1_model = actor1:GetNPC():GetModel()
local npc2_model = actor2:GetNPC():GetModel()
local dialogue = table.RandomBySeq(bgNPC.cfg.dialogues)
local replic = dialogue.list[1]
if dialogue.interlocutors == nil then return false end
local type_1 = dialogue.interlocutors[1]
local type_2 = dialogue.interlocutors[2]
local gender_1 = 'unknown'
local gender_2 = 'unknown'
if actor1:GetType() ~= type_1 or actor2:GetType() ~= type_2 then return false end
if dialogue.gender ~= nil then
gender_1 = dialogue.gender[1]
gender_2 = dialogue.gender[2]
if gender_1 == 'female' and not tobool(string.find(npc1_model, 'female_*')) then
return false
elseif gender_1 == 'male' and tobool(string.find(npc1_model, 'female_*')) then
return false
elseif gender_1 == 'any' then
if tobool(string.find(npc1_model, 'female_*')) then
gender_1 = 'female'
else
gender_1 = 'male'
end
end
if gender_2 == 'female' and not tobool(string.find(npc2_model, 'female_*')) then
return false
elseif gender_2 == 'male' and tobool(string.find(npc2_model, 'female_*')) then
return false
elseif gender_2 == 'any' then
if tobool(string.find(npc2_model, 'female_*')) then
gender_2 = 'female'
else
gender_2 = 'male'
end
end
end
local index = table.insert(dialogue_actors, {
id = tostring(CurTime()) .. tostring(RealTime()) .. actor1:GetType() .. actor2:GetType(),
interlocutors = {
[1] = actor1,
[2] = actor2,
},
gender = {
[1] = gender_1,
[2] = gender_2,
},
data = dialogue,
list = dialogue.list,
animations = dialogue.animations or {},
replic = replic,
speaking = 1,
replicId = 1,
replicMax = table.Count(dialogue.list),
soundId = 1,
soundMax = table.Count(replic),
switchTime = CurTime() + slib.SoundDuration('sound/' .. NormalizeSoundPath(replic[1], gender_1)) + 1,
isIdle = false,
})
_EmitSound(actor1, NormalizeSoundPath(replic[1], gender_1))
_PlayAnimation(dialogue_actors[index])
return true
end
function ASSET:UnsetDialogue(id)
for i = #dialogue_actors, 1, -1 do
local dialogue = dialogue_actors[i]
if dialogue.id == id then
table.remove(dialogue_actors, i)
local actor1 = dialogue.interlocutors[1]
local actor2 = dialogue.interlocutors[2]
if dialogue.data.finalAction ~= nil then
dialogue.data.finalAction(actor1, actor2)
else
actor1:RandomState()
actor2:RandomState()
end
break
end
end
end
function ASSET:GetDialogue(actor)
for index, value in ipairs(dialogue_actors) do
for _, interlocutor in ipairs(value.interlocutors) do
if interlocutor == actor then return dialogue_actors[index] end
end
end
return nil
end
function ASSET:SwitchDialogue(actor)
local dialogue = self:GetDialogue(actor)
if dialogue == nil then return end
if dialogue.interlocutors[1] == nil or not dialogue.interlocutors[1]:IsAlive() then
self:UnsetDialogue(dialogue.id)
return
elseif dialogue.interlocutors[2] == nil or not dialogue.interlocutors[2]:IsAlive() then
self:UnsetDialogue(dialogue.id)
return
end
local gender = dialogue.gender[dialogue.speaking]
if dialogue.switchTime < CurTime() then
if dialogue.soundId + 1 > dialogue.soundMax then
if dialogue.replicId + 1 > dialogue.replicMax then
self:UnsetDialogue(dialogue.id)
else
local newReplicId = dialogue.replicId + 1
dialogue.replicId = newReplicId
dialogue.replic = dialogue.list[newReplicId]
dialogue.soundId = 1
dialogue.soundMax = table.Count(dialogue.replic)
if dialogue.speaking == 1 then
dialogue.speaking = 2
else
dialogue.speaking = 1
end
gender = dialogue.gender[dialogue.speaking]
local sound_path = NormalizeSoundPath(dialogue.replic[1], gender)
dialogue.switchTime = CurTime() + slib.SoundDuration('sound/' .. sound_path) + 0.5
local actor = dialogue.interlocutors[dialogue.speaking]
_EmitSound(actor, sound_path)
_PlayAnimation(dialogue)
end
else
dialogue.soundId = dialogue.soundId + 1
local sound_path = NormalizeSoundPath(dialogue.replic[dialogue.soundId], gender)
dialogue.switchTime = CurTime() + slib.SoundDuration('sound/' .. sound_path) + 0.5
local actor = dialogue.interlocutors[dialogue.speaking]
_EmitSound(actor, sound_path)
_PlayAnimation(dialogue)
end
end
end
function ASSET:ClearAll()
table.Empty(dialogue_actors)
end
function ASSET:RemoveBadValues()
for i = #dialogue_actors, 1, -1 do
local value = dialogue_actors[i]
local actor1 = value.interlocutors[1]
local actor2 = value.interlocutors[2]
if not actor1:HasState('dialogue') or not actor2:HasState('dialogue') then
table.remove(dialogue_actors, i)
end
end
end
hook.Add("BGN_ActorLookAtObject", "BGN_Module_DialogueState", function(actor, ent)
local dialogue = ASSET:GetDialogue(actor)
if dialogue ~= nil and not dialogue.isIdle then
local actor1 = dialogue.interlocutors[1]
local actor2 = dialogue.interlocutors[2]
local npc1 = actor1:GetNPC()
local npc2 = actor2:GetNPC()
if not IsValid(npc1) or not IsValid(npc2) then return end
if ent == npc1 or ent == npc2 then
if actor:GetNPC():GetPos():Distance(ent:GetPos()) <= 180 then
dialogue.isIdle = true
end
if actor1:IsSequenceFinished() then
npc1:ResetSequenceInfo()
end
if actor2:IsSequenceFinished() then
npc2:ResetSequenceInfo()
end
end
end
end)
list.Set('BGN_Modules', 'actors_dialogue', ASSET) |
local server = require "http.server"
local headers = require "http.headers"
local json = require "rapidjson"
local util = require "util"
local parser = require "parser"
function handle_request(sv, st)
local rqh = st:get_headers()
local rqm = rqh:get(':method')
local path = rqh:get(':path') or '/'
local rsh = headers.new()
if rqm == 'HEAD' then
rsh:append(':status','200')
rsh:append('content-type','text/plain')
st:write_headers(rsh, true)
return
end
local parts = util.str_split(path, '/')
if not parts or #parts < 2 then
rsh:append(':status','404')
rsh:append('content-type','text/plain')
st:write_headers(rsh, false)
st:write_chunk("Invalid URL "..path, true)
return
end
local is_code = parts[1] == "code"
local accountName = ""
local characterName = ""
if is_code then
accountName = parts[2]
characterName = parts[3]
else
accountName = parts[1]
characterName = parts[2]
end
local ran, data, code = pcall(parser, accountName, characterName)
if not ran then
rsh:append(':status','500')
rsh:append('content-type','text/plain')
st:write_headers(rsh, false)
st:write_chunk(data, true)
return
end
rsh:append(':status','200')
if is_code then
rsh:append('content-type','text/plain')
st:write_headers(rsh, false)
st:write_chunk(code, true)
else
rsh:append('content-type','application/json')
st:write_headers(rsh, false)
st:write_chunk(json.encode(data, {sort_keys=true, empty_table_as_array=true}), true)
end
end
local port = os.getenv("PORT") or 8000
local s = server.listen {
host = '0.0.0.0',
port = port,
onstream = function (sv, st)
ran, err = pcall(handle_request, sv, st)
if not ran then
print(err)
end
end
}
s:listen()
print("Listening on port "..port)
s:loop()
|
local point = {}
function point.rotate(x, y, ox, oy, r)
local angle = r * math.pi / 180
local sinAngle = math.sin(angle)
local cosAngle = math.cos(angle)
if ox == 0 and oy == 0 then
local tempX = x * cosAngle - y * sinAngle
y = y * cosAngle + x * sinAngle
x = tempX
else
local tempX = x - ox
local tempY = y - oy
x = tempX * cosAngle - tempY * sinAngle + ox
y = tempY * cosAngle + tempX * sinAngle + oy
end
return x, y
end
-------------------------------------
-- Apply a scissor to the current scissor (intersect the rects)
-------------------------------------
function clipScissor(nx, ny, nw, nh)
local ox, oy, ow, oh = love.graphics.getScissor()
if ox then
-- Intersect both rects
nw = nx + nw
nh = ny + nh
nx, ny = math.max(nx, ox), math.max(ny, oy)
nw = math.max(0, math.min(nw, ox + ow) - nx)
nh = math.max(0, math.min(nh, oy + oh) - ny)
end
-- Set new scissor
love.graphics.setScissor(nx, ny, nw, nh)
-- Return old scissor
return ox, oy, ow, oh
end
function csplit(str,sep)
local ret={}
local n=1
for w in str:gmatch("([^"..sep.."]*)") do
ret[n] = ret[n] or w -- only set once (so the blank after a string is ignored)
if w=="" then
n = n + 1
end -- step forwards on a blank but not a string
end
return ret
end
return point
|
-- Simple command parser
--
local command = {}
local base = _G
function command:new()
local neu = {}
setmetatable(neu, self)
self.__index = self
return neu
end
function command:parse(str)
local inquote = false
local incommand = true
local s = str
local command = ''
local arg = ''
local args = {}
if string.sub(s, 1, 1) ~= '#' then
error('command does not start with a #')
end
s = string.sub(s, 2)
if not s or s == "" then
error('no command given')
end
for c in string.gmatch(s, '.') do
if string.match(c, '%s') then
if incommand then
incommand = false
elseif not incommand then
if not inquote then
table.insert(args, arg)
arg = ''
else
arg = arg .. c
end
end
hadescape = false
elseif c == '\\' then
hadescape = true
elseif c == '"' then
if incommand then
error('special characters not allowed in command')
end
if hadescape then
arg = arg .. c
else
inquote = not inquote
end
hadescape = false
elseif incommand then
hadescape = false
command = command .. c
elseif not incommand then
hadescape = false
arg = arg .. c
end
end
if arg ~= '' then
table.insert(args, arg)
end
if not command or command == "" then
error('no command given')
end
self.command = command
self.args = args
self.message = str
end
return command
|
local floor, ceil = math.floor, math.ceil
local min, max = math.min, math.max
local simple = require("layouts.simple")
local compact = require("layouts.compact")
local mpp_util = require("mpp_util")
local mpp_revert = mpp_util.revert
local pole_grid_mt = require("pole_grid_mt")
---@type SimpleLayout
local layout = table.deepcopy(simple)
layout.name = "logistics"
layout.translation = {"mpp.settings_layout_choice_logistics"}
layout.restrictions.robot_logistics = true
---@param self SimpleLayout
---@param state SimpleState
function layout:placement_belts(state)
local c = state.coords
local m = state.miner
local g = state.grid
local DIR = state.direction_choice
local surface = state.surface
local attempt = state.best_attempt
local underground_belt = game.entity_prototypes[state.belt_choice].related_underground_belt.name
local power_poles = {}
state.power_poles_all = power_poles
---@type table<number, MinerPlacement[]>
local miner_lanes = {{}}
local miner_lane_number = 0 -- highest index of a lane, because using # won't do the job if a lane is missing
local miner_max_column = 0
for _, miner in ipairs(attempt.miners) do
local index = miner.line
miner_lane_number = max(miner_lane_number, index)
if not miner_lanes[index] then miner_lanes[index] = {} end
local line = miner_lanes[index]
line[#line+1] = miner
miner_max_column = max(miner_max_column, miner.column)
end
state.miner_lane_count = miner_lane_number
state.miner_max_column = miner_max_column
for _, lane in ipairs(miner_lanes) do
table.sort(lane, function(a, b) return a.center.x < b.center.x end)
end
---@param lane MinerPlacement[]
local function get_lane_length(lane) if lane then return lane[#lane].center.x end return 0 end
---@param lane MinerPlacement[]
local function get_lane_column(lane) if lane then return lane[#lane].column end return 0 end
local belts = {}
state.belts = belts
for i = 1, miner_lane_number, 2 do
local lane1 = miner_lanes[i]
local lane2 = miner_lanes[i+1]
local y = attempt.sy + (m.size + 1) * i
local x0 = attempt.sx + 1
local column_count = max(get_lane_column(lane1), get_lane_column(lane2))
local indices = {}
if lane1 then for _, v in ipairs(lane1) do indices[v.column] = v end end
if lane2 then for _, v in ipairs(lane2) do indices[v.column] = v end end
for j = 1, column_count do
local x = x0 + m.near + m.size * (j-1)
if indices[j] then
g:get_tile(x, y).built_on = "belt"
surface.create_entity{
raise_built=true,
name="entity-ghost",
player=state.player,
force=state.player.force,
position=mpp_revert(c.gx, c.gy, DIR, x, y, c.tw, c.th),
inner_name=state.logistics_choice,
}
end
end
end
state.delegate = "placement_poles"
end
return layout
|
local Plugin = SS.Plugins:New("Radar")
// Chat command
local Command = SS.Commands:New("Radar")
function Command.Command(Player, Args)
local TR = util.GetPlayerTrace(Player)
local Trace = util.TraceLine(TR)
if not (Trace.Entity) then
SS.PlayerMessage(Player, "You must aim at a valid entity!", 1)
return
end
local ID = table.concat(Args, " ")
SS.PlayerMessage(Player, "Entity has been added to radar!", 0)
Player:ConCommand('ss_radarentity "'..ID..'"\n')
end
Command:Create(Command.Command, {"basic"}, "Add an entity to your radar", "<Name>", 1, " ")
// Advert
SS.Adverts.Add("To see the radar type ss_showradar 1!")
// Finish plugin
Plugin:Create() |
local colorscheme = 'tokyonight'
local status_ok, _ = pcall(vim.cmd, 'colorscheme ' .. colorscheme)
if not status_ok then
vim.notify('colorscheme ' .. colorscheme .. ' 没有找到!')
return
end
|
if GetBot():IsInvulnerable() or not GetBot():IsHero() or not string.find(GetBot():GetUnitName(), "hero") or GetBot():IsIllusion() then
return;
end
local ability_item_usage_generic = dofile( GetScriptDirectory().."/ability_item_usage_generic" )
local utils = require(GetScriptDirectory() .. "/util")
local mutil = require(GetScriptDirectory() .. "/MyUtility")
function AbilityLevelUpThink()
ability_item_usage_generic.AbilityLevelUpThink();
end
function BuybackUsageThink()
ability_item_usage_generic.BuybackUsageThink();
end
function CourierUsageThink()
ability_item_usage_generic.CourierUsageThink();
end
function ItemUsageThink()
ability_item_usage_generic.ItemUsageThink()
end
local npcBot = GetBot();
local abilityQ = nil;
local abilityE = nil;
local abilityR = nil;
local castQDesire = 0;
local castEDesire = 0;
local castRDesire = 0;
function AbilityUsageThink()
if mutil.CanNotUseAbility(npcBot) or npcBot:HasModifier('modifier_bounty_hunter_wind_walk') then return end
if abilityQ == nil then abilityQ = npcBot:GetAbilityByName( "bounty_hunter_shuriken_toss" ) end
if abilityE == nil then abilityE = npcBot:GetAbilityByName( "bounty_hunter_wind_walk" ) end
if abilityR == nil then abilityR = npcBot:GetAbilityByName( "bounty_hunter_track" ) end
castQDesire, castQTarget = ConsiderQ();
castEDesire = ConsiderE();
castRDesire, castRTarget = ConsiderR();
if ( castRDesire > 0 )
then
npcBot:Action_UseAbilityOnEntity( abilityR, castRTarget );
return;
end
if ( castQDesire > 0 )
then
npcBot:Action_UseAbilityOnEntity( abilityQ, castQTarget );
return;
end
if ( castEDesire > 0 )
then
npcBot:Action_UseAbility( abilityE );
return;
end
end
function ConsiderQ()
-- Make sure it's castable
if ( not abilityQ:IsFullyCastable() ) then
return BOT_ACTION_DESIRE_NONE;
end
-- Get some of its values
local nRadius = abilityQ:GetSpecialValueInt( "bounce_aoe" );
local nCastRange = abilityQ:GetCastRange( );
local nCastPoint = abilityQ:GetCastPoint( );
local nManaCost = abilityQ:GetManaCost( );
local nDamage = abilityQ:GetSpecialValueInt( 'bonus_damage' );
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nRadius, true, BOT_MODE_NONE );
local tableNearbyCreeps = npcBot:GetNearbyLaneCreeps( nCastRange + 200, true );
--if we can kill any enemies
for _,npcEnemy in pairs(tableNearbyEnemyHeroes)
do
if npcEnemy:IsChanneling() then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
end
if mutil.CanCastOnNonMagicImmune(npcEnemy) and mutil.CanKillTarget(npcEnemy, nDamage, DAMAGE_TYPE_MAGICAL)
then
if mutil.IsInRange(npcEnemy, npcBot, nCastRange + 200) then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
elseif tableNearbyCreeps[1] ~= nil and mutil.StillHasModifier(npcEnemy, 'modifier_bounty_hunter_track')
and mutil.IsInRange(npcEnemy, npcBot, nRadius - 200)
then
return BOT_ACTION_DESIRE_HIGH, tableNearbyCreeps[1] ;
end
end
end
if mutil.IsInTeamFight(npcBot, 1200)
then
local trackedEnemy = 0;
for _,npcEnemy in pairs( tableNearbyEnemyHeroes )
do
if ( mutil.StillHasModifier(npcEnemy, 'modifier_bounty_hunter_track') )
then
trackedEnemy = trackedEnemy + 1;
end
end
if trackedEnemy >= 2 then
if tableNearbyCreeps[1] ~= nil then
return BOT_ACTION_DESIRE_HIGH, tableNearbyCreeps[1];
elseif mutil.IsInRange(tableNearbyEnemyHeroes[1], npcBot, nCastRange + 200)
then
return BOT_ACTION_DESIRE_HIGH, tableNearbyEnemyHeroes[1];
end
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and mutil.CanCastOnNonMagicImmune(npcTarget)
then
if mutil.IsInRange(npcEnemy, npcBot, nCastRange + 200) then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
elseif tableNearbyCreeps[1] ~= nil and mutil.StillHasModifier(npcEnemy, 'modifier_bounty_hunter_track')
and mutil.IsInRange(npcEnemy, npcBot, nRadius - 200)
then
return BOT_ACTION_DESIRE_HIGH, tableNearbyCreeps[1] ;
end
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
function ConsiderE()
-- Make sure it's castable
if ( not abilityE:IsFullyCastable() ) then
return BOT_ACTION_DESIRE_NONE;
end
-- Get some of its values
local nCastPoint = abilityQ:GetCastPoint( );
local nManaCost = abilityQ:GetManaCost( );
-- If we're seriously retreating, see if we can land a stun on someone who's damaged us recently
if mutil.IsRetreating(npcBot)
then
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( 1000, true, BOT_MODE_NONE );
if ( tableNearbyEnemyHeroes ~= nil and #tableNearbyEnemyHeroes >= 1 )
then
return BOT_ACTION_DESIRE_MODERATE;
end
end
-- If we're going after someone
if mutil.IsGoingOnSomeone(npcBot)
then
local npcTarget = npcBot:GetTarget();
if mutil.IsValidTarget(npcTarget) and not mutil.IsInRange(npcTarget, npcBot, 300) and mutil.IsInRange(npcTarget, npcBot, 2000)
then
return BOT_ACTION_DESIRE_MODERATE;
end
end
return BOT_ACTION_DESIRE_NONE;
end
function ConsiderR()
-- Make sure it's castable
if ( not abilityR:IsFullyCastable() ) then
return BOT_ACTION_DESIRE_NONE;
end
-- Get some of its values
local nCastRange = abilityR:GetCastRange( );
local nCastPoint = abilityR:GetCastPoint( );
local nManaCost = abilityR:GetManaCost( );
local tableNearbyEnemyHeroes = npcBot:GetNearbyHeroes( nCastRange + 200, true, BOT_MODE_NONE );
--if we can kill any enemies
for _,npcEnemy in pairs(tableNearbyEnemyHeroes)
do
if mutil.CanCastOnNonMagicImmune(npcEnemy) and not mutil.StillHasModifier(npcEnemy, 'modifier_bounty_hunter_track')
then
return BOT_ACTION_DESIRE_HIGH, npcEnemy;
end
end
return BOT_ACTION_DESIRE_NONE, 0;
end
|
local KUI, E, L, V, P, G = unpack(select(2, ...))
local KUF = KUI:GetModule("KUIUnits")
local UF = E:GetModule('UnitFrames');
local LSM = LibStub("LibSharedMedia-3.0");
UF.LSM = LSM
local _G = _G
local select = select
-- Raid
function KUF:ChangeRaidHealthBarTexture()
local header = _G['ElvUF_Raid']
local bar = LSM:Fetch("statusbar", E.db.KlixUI.unitframes.textures.health)
for i = 1, header:GetNumChildren() do
local group = select(i, header:GetChildren())
for j = 1, group:GetNumChildren() do
local unitbutton = select(j, group:GetChildren())
if unitbutton.Health then
if not unitbutton.Health.isTransparent or (unitbutton.Health.isTransparent and E.db.KlixUI.unitframes.textures.ignoreTransparency) then
unitbutton.Health:SetStatusBarTexture(bar)
end
end
end
end
end
hooksecurefunc(UF, 'Update_RaidFrames', KUF.ChangeRaidHealthBarTexture)
-- Raid-40
function KUF:ChangeRaid40HealthBarTexture()
local header = _G['ElvUF_Raid40']
local bar = LSM:Fetch("statusbar", E.db.KlixUI.unitframes.textures.health)
for i = 1, header:GetNumChildren() do
local group = select(i, header:GetChildren())
for j = 1, group:GetNumChildren() do
local unitbutton = select(j, group:GetChildren())
if unitbutton.Health then
if not unitbutton.Health.isTransparent or (unitbutton.Health.isTransparent and E.db.KlixUI.unitframes.textures.ignoreTransparency) then
unitbutton.Health:SetStatusBarTexture(bar)
end
end
end
end
end
hooksecurefunc(UF, 'Update_Raid40Frames', KUF.ChangeRaid40HealthBarTexture)
-- Party
function KUF:ChangePartyHealthBarTexture()
local header = _G['ElvUF_Party']
local bar = LSM:Fetch("statusbar", E.db.KlixUI.unitframes.textures.health)
for i = 1, header:GetNumChildren() do
local group = select(i, header:GetChildren())
for j = 1, group:GetNumChildren() do
local unitbutton = select(j, group:GetChildren())
if unitbutton.Health then
if not unitbutton.Health.isTransparent or (unitbutton.Health.isTransparent and E.db.KlixUI.unitframes.textures.ignoreTransparency) then
unitbutton.Health:SetStatusBarTexture(bar)
end
end
end
end
end
hooksecurefunc(UF, 'Update_PartyFrames', KUF.ChangePartyHealthBarTexture)
function KUF:ChangeHealthBarTexture()
KUF:ChangeRaidHealthBarTexture()
KUF:ChangeRaid40HealthBarTexture()
KUF:ChangePartyHealthBarTexture()
end
hooksecurefunc(UF, 'Update_StatusBars', KUF.ChangeHealthBarTexture) |
object_mobile_wod_reanimated_witch_04 = object_mobile_shared_wod_reanimated_witch_04:new {
}
ObjectTemplates:addTemplate(object_mobile_wod_reanimated_witch_04, "object/mobile/wod_reanimated_witch_04.iff")
|
-----------------------------------------
-- ID: 4672
-- Scroll of Barthunder
-- Teaches the white magic Barthunder
-----------------------------------------
function onItemCheck(target)
return target:canLearnSpell(64)
end
function onItemUse(target)
target:addSpell(64)
end
|
--conding:utf-8
package.path=package.path..";./luagy/?.lua"
Class=require("grammar.class")
require("print.printtable")
require"lfs"
--------------------------------
--Config:
FOLDER_FILE_NAME="FOLDER.MD"
local MDFile=Class(function(self)
self.filecontant={}
self.MainDesrc={}
self:getContant();
self.dirDesrc={}
self.fileDesrc={}
self.dirs={}
self.files={}
self.dirsid={}
self.filesid={}
self.cur=3;
end)
function MDFile:getMainName()
return self.filecontant[1] --???????????
end
local sep = "/"
local upper = ".."
function newfn( self,fn,n )
local dirss=self.dirDesrc
local filess=self.fileDesrc
return function( k,v )
if(dirss[k])then
if(not n) then fn(v.id,k,dirss[k]) end
else
if(filess[k]) then
if(not n) then fn(v.id,k,filess[k]) end
else
fn(v.id,k,"[hasn't desrc]")
end
end
end
end
function MDFile:ListMDFile()
i=0
j=0;
for file in lfs.dir('.') do
if file ~= "." and file ~= ".." then
local p = '.'..sep..file
local attr = lfs.attributes (p)
assert (type(attr) == "table")
if attr.mode == "directory" then
self.dirs[file]={id=i,name=file} ;
self.dirsid[i]=file;
i=i+1
else --is file
self.files[file]={id=j,name=file} ;
self.filesid[j]=file;
j=j+1
end
end
end
end
function MDFile:List(n)
pt(self.dirs,newfn(self,print,n))
pt(self.files,newfn(self,print,n))
end
function MDFile:ToMDFile(filename )
filename=filename or FOLDER_FILE_NAME;
local file=io.open(filename,"w")
print(file)
file:write(self:getMainName())
file:write("\n=====================\n>")
file:write(table.concat(self.MainDesrc,"\n>"))
file:write("\n目录说明\n----------------\n>Directories Description\n\n")
for k,v in pairs(self.dirDesrc) do
file:write("* `"..k.."` "..v.."\n")
end
file:write("\n\n")
file:write("文件说明\n----------------\n>MDFiles Description Description\n\n")
for k,v in pairs(self.fileDesrc) do
file:write("* `"..k.."` "..v.."\n")
end
file:close()
end
REPL=require "repl.repl"
file=MDFile();
print(file:getMainName());
file:parse();
file:ListMDFile()
file:ToMDFile("test.md")
config={
list={
long={"*print","+dev","?none"},
short={
p={"pages"},
r={}
},
other={
"filename..."
},
fn=function (t )
if(t.other[1]=="n") then
file:List(true)
else
file:List()
end
end
},
q={
fn=function ( ... )
os.exit(0)
end
},
e={
fn=function ( t )
if(t.other[1]) then
ids=t.other[1]
if(ids:sub(1,1)=='f') then
filename=file.filesid[tonumber(ids:sub(2,-1))]
if(not filename) then
print("找不到对应的文件")
else
print("修改"..filename.."的描述")
str=io.read("*l")
file.fileDesrc[filename]=str
file:ToMDFile("test.md")
end
else
end
end
end
}
}
r=REPL(config)
r:run()
|
local ghost = {}
local image = love.graphics.newImage
function ghost.IdleLeftAnimation()
local idleLeft =
{
image('entities/img/ghost/idleLeft1.png'),
image('entities/img/ghost/idleLeft2.png'),
image('entities/img/ghost/idleLeft3.png'),
image('entities/img/ghost/idleLeft4.png'),
image('entities/img/ghost/idleLeft5.png'),
image('entities/img/ghost/idleLeft6.png')
}
return idleLeft
end
function ghost.IdleRightAnimation()
local idleRight =
{
image('entities/img/ghost/idleRight1.png'),
image('entities/img/ghost/idleRight2.png'),
image('entities/img/ghost/idleRight3.png'),
image('entities/img/ghost/idleRight4.png'),
image('entities/img/ghost/idleRight5.png'),
image('entities/img/ghost/idleRight6.png')
}
return idleRight
end
function ghost.WalkingLeftAnimation()
local walkingLeft =
{
image('entities/img/ghost/walkingLeft1.png'),
image('entities/img/ghost/walkingLeft2.png'),
image('entities/img/ghost/walkingLeft3.png'),
image('entities/img/ghost/walkingLeft4.png'),
image('entities/img/ghost/walkingLeft5.png'),
image('entities/img/ghost/walkingLeft6.png'),
image('entities/img/ghost/walkingLeft7.png'),
image('entities/img/ghost/walkingLeft8.png'),
image('entities/img/ghost/walkingLeft9.png')
}
return walkingLeft
end
function ghost.WalkingRightAnimation()
local walkingRight =
{
image('entities/img/ghost/walkingRight1.png'),
image('entities/img/ghost/walkingRight2.png'),
image('entities/img/ghost/walkingRight3.png'),
image('entities/img/ghost/walkingRight4.png'),
image('entities/img/ghost/walkingRight5.png'),
image('entities/img/ghost/walkingRight6.png'),
image('entities/img/ghost/walkingRight7.png'),
image('entities/img/ghost/walkingRight8.png'),
image('entities/img/ghost/walkingRight9.png')
}
return walkingRight
end
return ghost |
if Config.Framework == "ESX" or Config.Framework == "NewESX" then
-- ESX Compatibility code
ESX = nil
Citizen.CreateThread(function()
while ESX == nil do
TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end)
Citizen.Wait(0)
end
end)
ShowNotification = function(str)
ESX.ShowNotification(str)
end
TriggerServerCallback = function(...)
ESX.TriggerServerCallback(...)
end
elseif Config.Framework == "vRP" then
-- vRP Compatibility code
vRP = Proxy.getInterface("vRP")
ShowNotification = function(str)
vRP.notify({str})
end
-- ESX.TriggerServerCallback (https://github.com/ESX-Org/es_extended/blob/ff9930068f83af6adf78275b2581a0e5ea54a3bf/client/functions.lua#L76)
ServerCallbacks = {}
CurrentRequestId = 0
TriggerServerCallback = function(name, cb, ...)
ServerCallbacks[CurrentRequestId] = cb
TriggerServerEvent("xnVending:triggerServerCallback", name, CurrentRequestId, ...)
CurrentRequestId = (CurrentRequestId + 1) % 65535
end
RegisterNetEvent('xnVending:serverCallback')
AddEventHandler('xnVending:serverCallback', function(requestId, ...)
if ServerCallbacks[requestId] then
ServerCallbacks[requestId](...)
ServerCallbacks[requestId] = nil
end
end)
else
-- Standalone
ShowNotification = function(str)
SetNotificationTextEntry("STRING")
AddTextComponentString(str)
DrawNotification(true, false)
end
-- ESX.TriggerServerCallback (https://github.com/ESX-Org/es_extended/blob/ff9930068f83af6adf78275b2581a0e5ea54a3bf/client/functions.lua#L76)
ServerCallbacks = {}
CurrentRequestId = 0
TriggerServerCallback = function(name, cb, ...)
ServerCallbacks[CurrentRequestId] = cb
TriggerServerEvent("xnVending:triggerServerCallback", name, CurrentRequestId, ...)
CurrentRequestId = (CurrentRequestId + 1) % 65535
end
RegisterNetEvent('xnVending:serverCallback')
AddEventHandler('xnVending:serverCallback', function(requestId, ...)
if ServerCallbacks[requestId] then
ServerCallbacks[requestId](...)
ServerCallbacks[requestId] = nil
end
end)
end
local animPlaying = false
local usingMachine = false
local VendingObject = nil
local machineModel = nil
Citizen.CreateThread(function()
local waitTime = 500
while true do
Citizen.Wait(waitTime)
if nearVendingMachine() and not usingMachine and not IsPedInAnyVehicle(PlayerPedId(), 1) then
waitTime = 1
local buttonsMessage = {}
local machine = machineModel
local machineInfo = Config.Machines[machineModel]
local machineNames = machineInfo.name
for i = 1, #machineNames do
buttonsMessage[machineNames[i] .. " ($" .. machineInfo.price[i] .. ")"] = Config.PurchaseButtons[i]
if IsControlJustPressed(1, Config.PurchaseButtons[i]) then
TriggerServerCallback('esx_vending:checkMoneyandInvent', function(response)
if response == "cash" then
ShowNotification("~r~You don't have enough cash")
elseif response == "inventory" then
ShowNotification("You cannot carry any more ~y~" .. machineNames[i])
else
usingMachine = true
local ped = PlayerPedId()
local position = GetOffsetFromEntityInWorldCoords(VendingObject, 0.0, -0.97, 0.05)
TaskTurnPedToFaceEntity(ped, VendingObject, -1)
ReqAnimDict(Config.DispenseDict[1])
RequestAmbientAudioBank("VENDING_MACHINE")
HintAmbientAudioBank("VENDING_MACHINE", 0, -1)
SetPedCurrentWeaponVisible(ped, false, true, 1, 0)
ReqTheModel(machineInfo.prop[i])
SetPedResetFlag(ped, 322, true)
if not IsEntityAtCoord(ped, position, 0.1, 0.1, 0.1, false, true, 0) then
TaskGoStraightToCoord(ped, position, 1.0, 20000, GetEntityHeading(VendingObject), 0.1)
while not IsEntityAtCoord(ped, position, 0.1, 0.1, 0.1, false, true, 0) do
Citizen.Wait(2000)
end
end
TaskTurnPedToFaceEntity(ped, VendingObject, -1)
Citizen.Wait(1000)
TaskPlayAnim(ped, Config.DispenseDict[1], Config.DispenseDict[2], 8.0, 5.0, -1, true, 1, 0, 0, 0)
Citizen.Wait(2500)
local canModel = CreateObjectNoOffset(machineInfo.prop[i], position, true, false, false)
SetEntityAsMissionEntity(canModel, true, true)
SetEntityProofs(canModel, false, true, false, false, false, false, 0, false)
AttachEntityToEntity(canModel, ped, GetPedBoneIndex(ped, 28422), 0.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1, 1, 0, 0, 2, 1)
Citizen.Wait(1700)
ReqAnimDict(Config.PocketAnims[1])
TaskPlayAnim(ped, Config.PocketAnims[1], Config.PocketAnims[2], 8.0, 5.0, -1, true, 1, 0, 0, 0)
Citizen.Wait(1000)
ClearPedTasks(ped)
ReleaseAmbientAudioBank()
RemoveAnimDict(Config.DispenseDict[1])
RemoveAnimDict(Config.PocketAnims[1])
if DoesEntityExist(canModel) then
DetachEntity(canModel, true, true)
DeleteEntity(canModel)
end
SetModelAsNoLongerNeeded(machineInfo.prop[i])
TriggerServerCallback('esx_vending:checkMoneyandInvent', function(response) end, machine, i, true)
usingMachine = false
end
end, machine, i, false)
end
end
local scaleForm = setupScaleform("instructional_buttons", buttonsMessage)
DrawScaleformMovieFullscreen(scaleForm, 255, 255, 255, 255, 0)
BlockWeaponWheelThisFrame()
else
waitTime = 500
end
end
end)
function nearVendingMachine()
local player = PlayerPedId()
local playerLoc = GetEntityCoords(player, 0)
for machine, _ in pairs(Config.Machines) do
VendingObject = GetClosestObjectOfType(playerLoc, 0.6, machine, false)
if DoesEntityExist(VendingObject) then
machineModel = machine
return true
end
end
return false
end
function ReqTheModel(model)
RequestModel(model)
while not HasModelLoaded(model) do
Citizen.Wait(0)
end
end
function ReqAnimDict(animDict)
RequestAnimDict(animDict)
while not HasAnimDictLoaded(animDict) do
Citizen.Wait(0)
end
end
function ButtonMessage(text)
BeginTextCommandScaleformString("STRING")
AddTextComponentScaleform(text)
EndTextCommandScaleformString()
end
function Button(ControlButton)
PushScaleformMovieMethodParameterButtonName(ControlButton)
end
function setupScaleform(scaleform, buttonsMessages)
local scaleform = RequestScaleformMovie(scaleform)
while not HasScaleformMovieLoaded(scaleform) do
Citizen.Wait(0)
end
PushScaleformMovieFunction(scaleform, "CLEAR_ALL")
PopScaleformMovieFunctionVoid()
PushScaleformMovieFunction(scaleform, "SET_CLEAR_SPACE")
PushScaleformMovieFunctionParameterInt(200)
PopScaleformMovieFunctionVoid()
local buttonCount = 0
for machine, buttons in pairs(buttonsMessages) do
PushScaleformMovieFunction(scaleform, "SET_DATA_SLOT")
PushScaleformMovieFunctionParameterInt(buttonCount)
Button(GetControlInstructionalButton(2, buttons, true))
ButtonMessage(machine)
PopScaleformMovieFunctionVoid()
buttonCount = buttonCount + 1
end
PushScaleformMovieFunction(scaleform, "DRAW_INSTRUCTIONAL_BUTTONS")
PopScaleformMovieFunctionVoid()
PushScaleformMovieFunction(scaleform, "SET_BACKGROUND_COLOUR")
PushScaleformMovieFunctionParameterInt(0)
PushScaleformMovieFunctionParameterInt(0)
PushScaleformMovieFunctionParameterInt(0)
PushScaleformMovieFunctionParameterInt(70)
PopScaleformMovieFunctionVoid()
return scaleform
end
|
local function t(str)
return vim.api.nvim_replace_termcodes(str, true, true, true)
end
local function check_back_space()
local col = vim.fn.col('.') - 1
return col == 0 or vim.fn.getline('.'):sub(col, col):match('%s') ~= nil
end
-- Use (s-)tab to:
--- move to prev/next item in completion menuone
--- jump to prev/next snippet's placeholder
_G.tab_complete = function()
if vim.fn.pumvisible() == 1 then
return t "<C-n>"
elseif require("luasnip").expand_or_jumpable() then
return t "<cmd>lua require'luasnip'.jump(1)<Cr>"
elseif check_back_space() then
return t "<Tab>"
else
return vim.fn['compe#complete']()
end
end
_G.s_tab_complete = function()
if vim.fn.pumvisible() == 1 then
return t "<C-p>"
elseif require("luasnip").jumpable(-1) then
return t "<cmd>lua require'luasnip'.jump(-1)<CR>"
else
-- If <S-Tab> is not working in your terminal, change it to <C-h>
return t "<S-Tab>"
end
end
local function config()
vim.o.completeopt = "menuone,noselect"
vim.o.shortmess = vim.o.shortmess .. "c"
local compe = require("compe")
compe.setup({
source = {
path = true,
buffer = true,
calc = true,
nvim_lsp = true,
nvim_lua = true,
luasnip = true,
}
})
vim.api.nvim_set_keymap("i", "<C-Space>", "compe#complete()", {expr = true, silent = true})
vim.api.nvim_set_keymap("i", "<CR>", [[compe#confirm(luaeval("require('nvim-autopairs').autopairs_cr()"))]], {expr = true, silent = true})
vim.api.nvim_set_keymap("i", "<Tab>", "v:lua.tab_complete()", {expr = true})
vim.api.nvim_set_keymap("s", "<Tab>", "v:lua.tab_complete()", {expr = true})
vim.api.nvim_set_keymap("i", "<S-Tab>", "v:lua.s_tab_complete()", {expr = true})
vim.api.nvim_set_keymap("s", "<S-Tab>", "v:lua.s_tab_complete()", {expr = true})
end
return {
"hrsh7th/nvim-compe",
config = config,
requires = {"L3MON4D3/LuaSnip"}
}
|
local t = Def.ActorFrame{}
t[#t+1] = LoadActor("_frame")
return t |
local MakePlayerCharacter = require "prefabs/player_common"
local assets = {
-- Asset( "SCRIPT", "scripts/prefabs/player_common.lua"),
-- Asset( "SOUND", "sound/willow.fsb"),
Asset( "ANIM", "anim/miotan.zip" ),
Asset( "ANIM", "anim/ghost_miotan_build.zip" ),
}
local prefabs = {}
local start_inv = {}
for k, v in pairs(TUNING.GAMEMODE_STARTING_ITEMS) do
start_inv[string.lower(k)] = v.MIOTAN
end
prefabs = FlattenTree({ prefabs, start_inv }, true)
local function set_moisture(table)
-- if table == nil then return end
for _,v in pairs(table) do
if (v.prefab == "nightmarefuel" or
(v.components.equippable and v.components.equippable:IsEquipped()))
and v.components.inventoryitem
and v.components.inventoryitem:IsWet()
then
v.components.inventoryitemmoisture:SetMoisture(0)
end
end
end
local function dryequipment(inst)
local inv = inst.components.inventory and inst.components.inventory.itemslots
if inv then set_moisture(inv) end
local eslots = inst.components.inventory and inst.components.inventory.equipslots
if eslots then set_moisture(eslots) end
local boat = inst.components.sailor and inst.components.sailor:GetBoat()
if boat then
local boatinv = boat.components.container and boat.components.container.boatequipslots
local boatslots = boat.components.container and boat.components.container.slots
if boatinv then set_moisture(boatinv) end
if boatslots then set_moisture(boatslots) end
end
end
local function CheckHasItem(inst,item)
if item == nil then return end
local inv = inst.components.inventory
local inv_boat = inst.components.sailor and inst.components.sailor:GetBoat() and inst.components.sailor:GetBoat().components.container
return (inv and inv:Has(item,1)) or (inv_boat and inv_boat:Has(item,1))
end
local function ConsumeItem(inst,item)
if item == nil then return end
local inv = inst.components.inventory
local inv_boat = inst.components.sailor and inst.components.sailor:GetBoat() and inst.components.sailor:GetBoat().components.container
if inv and inv:Has(item,1) then
inv:ConsumeByName(item,1)
elseif inv_boat and inv_boat:Has(item,1) then
inv_boat:ConsumeByName(item,1)
end
end
local function autorefuel(inst)
local is_fx_true = false
local fueledtable = {
"armorskeleton", -- 骨甲
"lantern", -- 提灯
"lighter", -- 薇洛的打火机
"minerhat", -- 头灯
"molehat", -- 鼹鼠帽
"nightstick", -- 晨星
"thurible", -- 香炉
"yellowamulet", -- 黄符
"purpleamulet", -- 紫符
"blueamulet", -- 冰符
"bottlelantern", -- 瓶灯 in Island Adventures
"nightpack", -- 新版影背包 in Civi the MOgician of Light and Dark
"darkamulet", -- 黑暗护符 in Civi
"lightamulet", -- 光明护符 in Civi
}
local boat_fueledtable = { -- Island Adventures
"boat_lantern", -- 船灯
"ironwind", -- 螺旋桨
}
local lotustable = { -- Civi the MOgician of Light and Dark
"blacklotus", -- 黑莲
-- "darklotus", -- 暗之莲
-- "lightlotus", -- 光之莲
}
local eslots = inst.components.inventory and inst.components.inventory.equipslots or nil
local boat = inst.components.sailor and inst.components.sailor:GetBoat() or nil -- IA
local boat_container = boat and boat.components.container or nil
if eslots then
for _,v in pairs(eslots) do
-- for k2, v2 in pairs(fueledtable) do
if table.contains(fueledtable,v.prefab) then
local target = v.components.fueled
if target and target:GetPercent() + TUNING.LARGE_FUEL / target.maxfuel * target.bonusmult <= 1
and CheckHasItem(inst,"nightmarefuel")
then
is_fx_true = true
target:DoDelta(TUNING.LARGE_FUEL * target.bonusmult)
ConsumeItem(inst,"nightmarefuel")
if target.ontakefuelfn then target.ontakefuelfn(v) end
end
end
-- 黑莲, 暗之莲, 光之莲 --
if table.contains(lotustable,v.prefab) then
local target = v.components.finiteuses
if target and target:GetPercent() <= 0.75
and CheckHasItem(inst,"nightmarefuel")
then
is_fx_true = true
target:SetPercent( math.min(1, (target:GetPercent() + 0.25)))
ConsumeItem(inst,"nightmarefuel")
if v.onrefuelfn then v.onrefuelfn(v,inst) end
end
end
end
end
-- Compatible for Island Adventures
if boat_container then
local sailslots = boat_container.boatequipslots or nil
if sailslots then
for _,v in pairs(sailslots) do
if table.contains(boat_fueledtable,v.prefab) then
local target = v.components.fueled
if target and target:GetPercent() + TUNING.LARGE_FUEL / target.maxfuel * target.bonusmult <= 1
and CheckHasItem(inst,"nightmarefuel")
then
is_fx_true = true
target:DoDelta(TUNING.LARGE_FUEL * target.bonusmult)
ConsumeItem(inst,"nightmarefuel")
-- if _bf.ontakefuelfn then _bf.ontakefuelfn(v) end
end
end
end
end
end
if is_fx_true then
SpawnPrefab("pandorachest_reset").entity:SetParent(inst.entity)
end
end
local function onboost(inst)
inst.components.locomotor.runspeed = TUNING.WILSON_RUN_SPEED * 1.25
inst.components.temperature.mintemp = 10
if inst.components.eater ~= nil then
inst.components.eater:SetAbsorptionModifiers(0.6, 0.6, 0.6)
end
end
local function onupdate(inst, dt)
inst.boost_time = inst.boost_time - dt
if inst.boost_time <= 0 then
inst.boost_time = 0
if inst.boosted_task ~= nil then
inst.boosted_task:Cancel()
inst.boosted_task = nil
end
inst.components.locomotor.runspeed = TUNING.WILSON_RUN_SPEED
inst.components.temperature.mintemp = -20
if inst.components.eater ~= nil then
inst.components.eater:SetAbsorptionModifiers(1, 1, 1)
end
if inst._dry_task ~= nil then
inst._dry_task:Cancel()
inst._dry_task = nil
end
else
--boosteffect(inst)
autorefuel(inst)
if inst._dry_task == nil then
inst._dry_task = inst:DoPeriodicTask(0,function(inst)
dryequipment(inst)
end)
end
end
end
local function onlongupdate(inst, dt)
inst.boost_time = math.max(0, inst.boost_time - dt)
end
local function startboost(inst, duration)
inst.boost_time = duration
if inst.boosted_task == nil then
inst.boosted_task = inst:DoPeriodicTask(1, onupdate, nil, 1)
inst:DoTaskInTime(0, function(inst) onupdate(inst, 0) end) -- Prevent autorefuel function consumes nightmarefuels before actually "eated"
onboost(inst)
end end
local function onload(inst,data)
if data ~= nil and data.boost_time ~= nil then startboost(inst,data.boost_time) end
end
local function onsave(inst,data)
data.boost_time = inst.boost_time > 0 and inst.boost_time or nil
end
local function oneat(inst,food,eater)
if food and food.components.edible and food.prefab == "nightmarefuel" then
local player = food.components.inventoryitem and food.components.inventoryitem.owner or nil
local fx = SpawnPrefab("statue_transition")
if fx and player then
fx.entity:SetParent(player.entity)
fx.Transform:SetScale(0.4, 0.4, 0.4)
end
inst.SoundEmitter:PlaySound("dontstarve/common/nightmareAddFuel")
startboost(inst, 180)
end end
local function onbecameghost(inst)
if inst.boosted_task ~= nil then
inst.boosted_task:Cancel()
inst.boosted_task = nil
inst.boost_time = 0
end end
local common_postinit = function(inst)
inst.soundsname = "willow"
inst:AddTag("reader")
inst:AddTag("nightmarer")
-- Minimap icon
inst.MiniMapEntity:SetIcon("miotan.tex")
end
-- This initializes for the host only
local master_postinit = function(inst)
inst.starting_inventory = start_inv[TheNet:GetServerGameMode()] or start_inv.default
inst.boost_time = 0
inst.boosted_task = nil
inst:AddComponent("reader")
inst.components.health:SetMaxHealth(100)
inst.components.hunger:SetMax(100)
inst.components.sanity:SetMax(100)
inst.components.sanity.dapperness = -1/18
inst.components.sanity.night_drain_mult = -TUNING.WENDY_SANITY_MULT
inst.components.sanity.neg_aura_mult = TUNING.WENDY_SANITY_MULT
if inst.components.eater ~= nil then
inst.components.eater:SetCanEatNightmareFuel()
inst.components.eater:SetOnEatFn(oneat)
inst.components.eater.stale_hunger = -0.5
inst.components.eater.stale_health = 0
inst.components.eater.spoiled_hunger = -1
inst.components.eater.spoiled_health = -0.5
end
inst:ListenForEvent("ms_becameghost", onbecameghost)
inst.OnLongUpdate = onlongupdate
inst.OnSave = onsave
inst.OnLoad = onload
end
return MakePlayerCharacter("miotan", prefabs, assets, common_postinit, master_postinit),
CreatePrefabSkin("miotan_none", {
base_prefab = "miotan",
type = "base",
assets = assets,
skins = { normal_skin = "miotan", ghost_skin = "ghost_miotan_build" },
bigportrait = { build = "bigportrait/miotan_none.xml", symbol = "miotan_none_oval.tex"},
skin_tags = { "MIOTAN", "BASE"},
build_name_override = "miotan",
rarity = "Character",
}),
CreatePrefabSkin("miotan_classic", {
base_prefab = "miotan",
type = "base",
assets = {
Asset( "ANIM", "anim/miotan_classic.zip" ),
Asset( "ANIM", "anim/ghost_miotan_classic_build.zip" ),
Asset( "ATLAS", "bigportraits/miotan_classic.xml")
},
skins = { normal_skin = "miotan_classic", ghost_skin = "ghost_miotan_classic_build" },
bigportrait = { build = "bigportrait/miotan_classic.xml", symbol = "miotan_classic_oval.tex"},
skin_tags = { "MIOTAN", "BASE"},
build_name_override = "miotan_classic",
rarity = "Glassic",
}) |
--------------------------------------------------------------------------------
--- Enhanced assertions
-- @module lua-nucleo.assert
-- This file is a part of lua-nucleo library
-- @copyright lua-nucleo authors (see file `COPYRIGHT` for the license)
--------------------------------------------------------------------------------
local error = error
local lassert = function(level, cond, msg, ...)
if cond then
return cond, msg, ...
end
error(msg, level + 1)
end
return
{
lassert = lassert;
}
|
return{
name = 'star',
description = 'Star',
type = 'material',
info = 'a star',
MAX_ITEMS = 10,
}
|
local playsession = {
{"mewmew", {2819}},
{"drbln", {141575}},
{"Krengrus", {195481}},
{"QuaxzRu", {150165}},
{"Ommuden", {105533}},
{"brftjx", {695}},
{"Merssedes", {92150}},
{"Schwert3000", {2454}},
{"seeyorise", {35675}},
{"Spocks", {14490}},
{"Sp00nkY", {221}},
{"SwampD0nkey", {2584}},
{"bigjoemonger", {34969}},
{"Chesmu", {10535}}
}
return playsession |
local fail = false
print("Test: sub sm pre...")
local function state_a(arg)
arg.val = arg.val + 1
return stater.NEXT
end
local function state_b(arg)
arg.val = arg.val + 1000
return stater.NEXT
end
local function sm_pre_run(arg)
return true
end
local function sm_pre_skip(arg)
return false
end
local function sm_pre_skip2(arg)
return false, 4
end
local arg = { val=1 }
local subm = stater({
{ id=1, func=state_a }
})
local subm2= stater({
{ id=1, func=state_b }
})
local sm = stater({
{ id=1, subm=subm, pre=sm_pre_skip },
{ id=2, subm=subm, pre=sm_pre_skip2 },
{ id=3, subm=subm2 },
{ id=4, subm=subm, pre=sm_pre_run }
})
ret = sm:run(arg)
if ret ~= stater.DONE then
print(string.format("\tFail: ret = %d, expected %d", ret, stater.DONE))
fail = true
end
if arg.val ~= 2 then
print(string.format("\tFail: val = %d, expected %d", arg.val, 2))
fail = true
end
if not fail then
print("\tPass")
end
|
fx_version 'adamant'
game 'gta5'
client_scripts {
'config.lua',
'client/main.lua'
}
server_scripts {
'config.lua',
'server/main.lua',
'server/vpn/antivpn.lua'
-- 'server/mainEN' ( If you want to translate to English, delete (server/main.lua) and activate (server/mainEN )
}
|
print("Hello from lua! :p")
print("LUA:", "attempting to load: test2")
print("LUA:", util.execute("test2"))
util.tableprint({
"Hello",
"World",
"Lua",
"is",
"cool",
false,
x1 = 5,
x2 = {
"z",
{
"lul"
}
},
x3 = {
5
}
})
util.tableprint(game)
util.tableprint(util)
util.tableprint(instance)
print("LUA:", "creating an empty instance!")
local empty_instance = instance.new("empty")
print(tostring(empty_instance))
util.tableprint(empty_instance)
print(empty_instance.position)
util.tableprint(empty_instance) |
return function()
require("nvim-treesitter.configs").setup({
ensure_installed = {
"jsonc", "query", "toml", "svelte", "html", "go", "javascript", "lua", "python", "typescript", "c",
"cpp",
"css",
"scss",
"yaml",
"zig",
}, -- one of "all", "maintained" (parsers with maintainers), or a list of languages
highlight = {
enable = true, -- false will disable the whole extension
additional_vim_regex_highlighting = false,
},
context_commentstring = {
enable = true,
enable_autocmd = false,
config = {
-- Languages that have a single comment style
typescript = "// %s",
css = "/* %s */",
scss = "/* %s */",
html = "<!-- %s -->",
svelte = "<!-- %s -->",
vue = "<!-- %s -->",
json = "",
zig = "// %s",
},
},
playground = {
enable = false,
disable = {},
updatetime = 25, -- Debounced time for highlighting nodes in the playground from source code
persist_queries = false, -- Whether the query persists across vim sessions
keybindings = {
toggle_query_editor = "o",
toggle_hl_groups = "i",
toggle_injected_languages = "t",
toggle_anonymous_nodes = "a",
toggle_language_display = "I",
focus_language = "f",
unfocus_language = "F",
update = "R",
goto_node = "<cr>",
show_help = "?",
},
},
-- TODO seems to be broken
indent = { enable = true, disable = { "yaml" } },
})
end
|
describe("comments", function()
setup(function()
TOML = require "toml"
end)
it("everywhere", function()
local obj = TOML.parse[=[
# Top comment.
# Top comment.
# Top comment.
# [no-extraneous-groups-please]
[group] # Comment
answer = 42 # Comment
# no-extraneous-keys-please = 999
# Inbetween comment.
more = [ # Comment
# What about multiple # comments?
# Can you handle it?
#
# Evil.
# Evil.
42, 42, # Comments within arrays are fun.
# What about multiple # comments?
# Can you handle it?
#
# Evil.
# Evil.
# ] Did I fool you?
] # Hopefully not.]=]
local sol = {
group = {
answer = 42,
more = {42, 42},
}
}
assert.same(sol, obj)
end)
end)
|
NULL_SIGNAL = {signal = { type = "virtual", name = "signal-black" }, count = 0}
HALT_SIGNAL = {signal = { type = "virtual", name = "signal-mc-halt"}, count = 1}
RUN_SIGNAL = {signal = { type = "virtual", name = "signal-mc-run"}, count = 1}
STEP_SIGNAL = {signal = { type = "virtual", name = "signal-mc-step"}, count = 1}
SLEEP_SIGNAL = {signal = { type = "virtual", name = "signal-mc-sleep"}, count = 1}
JUMP_SIGNAL = {signal = { type = "virtual", name = "signal-mc-jump"}, count = 1}
OP_NOP = {type = 'nop'}
MC_LINES = 32
-- {type = "instruction", name = ""}
-- {type = "description", name = "", with_example = true}
-- with_note = true
local OLD_HELP_TEXT = [[
-- Registers (Read/Write):
mem1 mem2 mem3 mem4 out
-- Registers (Read Only):
mem5/ipt : Instruction pointer index
mem6/cnr : Number of signals on the red wire
mem7/cng : Number of signals on the green wire
mem8/clk : Clock (monotonic, always runnning)
-- Modules:
You can connect RAM Modules or other MicroControllers by placing
them above or below this MicroController.
External memory is mapped to:
mem11-14 (North Port 1)
mem21-24 (South Port 1)
mem31-34 (North Port 2)
mem41-44 (South Port 2)
MicroControllers can only connect to North and South port 1.
--- Wires:
red1 red2 redN...
green1 green2 greenN...
--- Pointers:
mem@N : Access memN where X is the value at memN
red@N : Access redX where X is the value at memN
green@N : Access greenX where X is the value at memN
--- Glossary:
Signal : A type and integer value.
Value : The integer value part of a signal.
Move : Copy a signal from one source to another.
Set : Set the Value of a register.
Register : A place that can store a signal.
Clear : Reset a register back to Black 0 (the NULL signal).
Find signal : Looks for a signal that has the same type
as the type stored in a register.
Label : A text identifier used for jumps.
--- Key:
W = Wire, I = Integer
M = Memory, O = Output
R = Register (Memory or Output)
L = Label (:id)
------- OP CODES ---------
OP A B : DESCRIPTION
------------:-------------
MOV W/R R...: Move signal from [A] to register(s).
SET M/I R : Set [B] signal count to [A].
SWP R R : Swap [A] with [B].
CLR R... : Clear register(s). Clears all if none specified.
FIR R : Find signal R from the red wire and move to mem1.
FIG R : Find signal R from the green wire and move to mem1.
JMP M/I/L : Jump to line [A] or label.
HLT : Halt the program.
NOP : No Operation.
--- Arithmetic Op Codes:
All arithmetic ops ignore type, type in mem1 is preserved.
ADD M/I M/I : Add [A] + [B], store result in mem1.
SUB M/I M/I : Subtract [A] - [B], store result in mem1.
MUL M/I M/I : Multiply [A] * [B], store result in mem1.
DIV M/I M/I : Divide [A] / [B], store result in mem1.
MOD M/I M/I : Modulo [A] % [B], store result in mem1.
POW M/I M/I : Raise [A] to power of [B], store result in mem1.
DIG M/I : Gets the [A]th digit from mem1, store result in mem1.
DIS M/I M/I : Sets the [A]th digit from mem1 to the 1st digit from [B].
BND M/I M/I : Bitwise [A] AND [B]
BOR M/I M/I : Bitwise [A] OR [B]
BXR M/I M/I : Bitwise [A] XOR [B]
BNO M/I : Bitwise NOT [A]
BLS M/I M/I : Bitwise LEFT SHIFT [A] by [B]
BRS M/I M/I : Bitwise RIGHT SHIFT [A] by [B]
BLR M/I M/I : Bitwise LEFT ROTATE [A] by [B]
BRR M/I M/I : Bitwise RIGHT ROTATE [A] by [B]
--- Test Op Codes:
Test Ops will skip the next line if the test is successful.
TGT M/I M/I : Tests if [A] value greater than [B] value.
TLT M/I M/I : Tests if [A] value less than [B] value.
TEQ M/I M/I : Tests if [A] value equals [B] value.
TNQ M/I M/I : Tests if [A] value does not equal [B] value.
TTE M M : Tests if [A] type equals [B] type.
TTN M M : Tests if [A] type does not equal [B] type.
--- Blocking Op Codes:
Blocking Ops will pause the program until the operation is complete.
SLP M/I : Sleep for [A] ticks.
BKR M/I : Block until there's [a]+ signals on the red wire.
BKG M/I : Block until there's [a]+ signals on the green wire.
SYN : Blocks until all other connected microcontrollers SYN.
--- Interrupts:
You can send interrupting signals to a microcontroller.
There are: HLT (halt), RUN (run), STP (step), SLP (sleep) and JMP (jump).
If a microcontroller receives any one of these signals it will
execute them immediately.
-------------------------------------------------------------------------
-------------------------------------------------------------------------
-- Example 1:
# Outputs the first signal
# from red multiplied by 2.
mov red1 mem1
mul mem1 2
mov mem1 out
jmp 2
-- Example 2:
# accumulates first 4
# signals on the red wire.
:SETUP
clr
set 11 mem2
set 1 mem3
:LOOP
mov red@3 mem1
add mem1 mem@2
mov mem1 mem@2
:NEXT
add mem2 1
tlt mem1 15
set 11 mem1
mov mem1 mem2
add mem3 1
tlt mem1 5
set 1 mem1
mov mem1 mem3
jmp :LOOP
]]
local BIS_DESCRIPTION = [[
local BIS_DESCRIPTION = [[
<:I> specifies a parameter that takes a literal integer.
<:R> specifies a parameter that takes a register address.
<:W> specifies a parameter that takes a register address.
<:L> specifies a parameter that takes a register address.
]]
local EXAMPLE1 = ":LOOP\njmp :LOOP"
local EXAMPLE2 = "fig mem21\nmul mem1 2\nmov mem1 out"
local EXAMPLE3 = ":60 second clock.\nadd mem1 1\nmod mem1 60\njmp 1"
local EXAMPLE4 = [[
mov red1 mem1
mul mem1 2
mov mem1 out
]]
local EXAMPLE5 = [[
clr
set 11 mem2
set 3 mem2
:loop
mov red@3 mem1
add mem1 mem@2
mov mem1 mem@2
add mem2 1
tlt mem1 15
set 11 mem1
mov mem1 mem2
add mem3 1
tlt mem1 5
set 1 mem1
mov mem1 mem3
]]
DOCS = {
{
name = "overview",
content = {
{name = "registers"},
{name = "mapped-memory"}
}
},
{
name = "glossary",
content = {
{name = "signal_glossary"},
{name = "type_glossary"},
{name = "value_glossary"},
{name = "move_glossary"},
{name = "set_glossary"},
{name = "register_glossary"},
{name = "clear_glossary"},
{name = "null_glossary"},
{name = "label_glossary"}
}
},
{
name = "basic_instructions_set",
content = {
{example = BIS_DESCRIPTION},
{name = "description_BIS"},
{name = "comments_BIS", syntax = "#<comment>"},
{name = "labels_BIS", syntax = "#<label>", example = EXAMPLE1},
{name = "NOP_BIS", syntax = "nop"},
{name = "MOV_BIS", syntax = "mov <SRC:W/R> <DST:R>"},
{name = "SET_BIS", syntax = "set <SRC:I> <DST:R>"},
{name = "SWP_BIS", syntax = "swp <SRC:R> <DST:R>"},
{name = "CLR_BIS", syntax = "clr <DST:R>…"},
{name = "FIG_BIS", syntax = "fig <SRC:R>", example = EXAMPLE2},
{name = "FIR_BIS", syntax = "fir <SRC:R>"},
{name = "JMP_BIS", syntax = "jmp <SRC:I/R/L>", example = EXAMPLE1},
{name = "HLT_BIS", syntax = "hlt <SRC:R>"}
}
},
{
name = "arithmetic_instructions",
content = {
{name = "ADD_AI", syntax = "add <SRC:I/R> <DST:I/R>"},
{name = "SUB_AI", syntax = "sub <SRC:I/R> <DST:I/R>"},
{name = "MUL_AI", syntax = "mul <SRC:I/R> <DST:I/R>"},
{name = "DIV_AI", syntax = "div <SRC:I/R> <DST:I/R>"},
{name = "MOD_AI", syntax = "mod <SRC:I/R> <DST:I/R>", example = EXAMPLE3},
{name = "POW_AI", syntax = "pow <SRC:I/R> <DST:I/R>"},
{name = "DIG_AI", syntax = "swp <SRC:I/R>"},
{name = "DIS_AI", syntax = "dis <SRC:I/R> <DST:I/R>"},
{name = "BND_AI", syntax = "bnd <SRC:I/R> <DST:I/R"},
{name = "BOR_AI", syntax = "bor <SRC:I/R> <DST:I/R>"},
{name = "BXR_AI", syntax = "bxr <SRC:I/R> <DST:I/R>"},
{name = "BND2_AI", syntax = "bnd <SRC:I/R>"},
{name = "BLS_AI", syntax = "bls <SRC:I/R> <DST:I/R>"},
{name = "BRS_AI", syntax = "brs <SRC:I/R> <DST:I/R>"},
{name = "BLR_AI", syntax = "blr <SRC:I/R> <DST:I/R>"},
{name = "BRR_AI", syntax = "brr <SRC:I/R> <DST:I/R>"}
}
},
{
name = "test_instructions",
content = {
{name = "TGT_TI", syntax = "tgt <SRC:I/R> <DST:I/R>"},
{name = "TLT_TI", syntax = "tlt <SRC:I/R> <DST:I/R>"},
{name = "TEQ_TI", syntax = "teq <SRC:I/R> <DST:I/R>"},
{name = "TTE_TI", syntax = "tte <SRC:R> <DST:R>"},
{name = "TTN_TI", syntax = "ttn <SRC:R> <DST:R>"}
}
},
{
name = "blocking_instructions",
content = {
{name = "SLP_BI", syntax = "slp <SRC:I/R>"},
{name = "BKR_BI", syntax = "bkr <SRC:I/R>"},
{name = "BKG_BI", syntax = "bkg <SRC:I/R>"},
{name = "SYN_BI", syntax = "SYN"}
}
},
{
name = "interrupt_signals",
content = {
{name = "HLT_IS"},
{name = "RUN_IS"},
{name = "STP_IS"},
{name = "SLP_IS"},
{name = "JMP_IS"}
}
},
{
name = "pointers",
content = {
{name = "MEM_pointer"},
{name = "RED_pointer"},
{name = "GREEN_pointer"}
}
},
{
name = "example_programs",
content = {
{name = "MULTIPLY_INPUT_EP", example = EXAMPLE4},
{name = "ACCUMULATE_INPUT_EP", example = EXAMPLE5},
}
},
{
name = "old-help-text",
content = {
{example = OLD_HELP_TEXT}
}
}
}
|
--- Module which provides transport level interface for emulate connection with HMI for SDL
--
-- *Dependencies:* `json`, `qt`, `network`
--
-- *Globals:* `atf_logger`, `qt`, `network`
-- @module websocket_connection
-- @copyright [Ford Motor Company](https://smartdevicelink.com/partners/ford/) and [SmartDeviceLink Consortium](https://smartdevicelink.com/consortium/)
-- @license <https://github.com/smartdevicelink/sdl_core/blob/master/LICENSE>
local json = require("json")
local WS = {
mt = { __index = {} }
}
--- Type which provides transport level interface for emulate connection with HMI for SDL
-- @type WebSocketConnection
--- Construct instance of WebSocketConnection type
-- @tparam string url URL for websocket
-- @tparam number port Port for Websocket
-- @treturn WebSocketConnection Constructed instance
function WS.Connection(params)
local res =
{
url = params.url,
port = params.port
}
res.socket = network.WebSocket()
setmetatable(res, WS.mt)
res.qtproxy = qt.dynamic()
return res
end
--- Connect with SDL
function WS.mt.__index:Connect()
self.socket:open(self.url, self.port, config.connectionTimeout)
end
--- Check 'self' argument
local function checkSelfArg(s)
if type(s) ~= "table" or
getmetatable(s) ~= WS.mt then
error("Invalid argument 'self': must be connection (use ':', not '.')")
end
end
--- Send message from HMI to SDL
-- @tparam string text Message
function WS.mt.__index:Send(data)
local text
if type(data) == "table" then
text = json.encode(data)
else
text = data
end
atf_logger.LOG("HMItoSDL", text)
self.socket:write(text)
end
--- Set handler for OnInputData
-- @tparam function func Handler function
function WS.mt.__index:OnInputData(func)
local d = qt.dynamic()
local this = self
function d:textMessageReceived(text)
atf_logger.LOG("SDLtoHMI", text)
local data = json.decode(text)
--print("ws input:", text)
func(this, data)
end
qt.connect(self.socket, "textMessageReceived(QString)", d, "textMessageReceived(QString)")
end
--- Set handler for OnDataSent
-- @tparam function func Handler function
function WS.mt.__index:OnDataSent(func)
local d = qt.dynamic()
local this = self
function d:bytesWritten(num)
func(this, num)
end
qt.connect(self.socket, "bytesWritten(qint64)", d, "bytesWritten(qint64)")
end
--- Set handler for OnConnected
-- @tparam function func Handler function
function WS.mt.__index:OnConnected(func)
if self.qtproxy.connected then
error("Websocket connection: connected signal is handled already")
end
local this = self
self.qtproxy.connected = function() func(this) end
qt.connect(self.socket, "connected()", self.qtproxy, "connected()")
end
--- Set handler for OnDisconnected
-- @tparam function func Handler function
function WS.mt.__index:OnDisconnected(func)
if self.qtproxy.disconnected then
error("Websocket connection: disconnected signal is handled already")
end
local this = self
self.qtproxy.disconnected = function() func(this) end
qt.connect(self.socket, "disconnected()", self.qtproxy, "disconnected()")
end
--- Close connection
function WS.mt.__index:Close()
checkSelfArg(self)
self.socket:close();
end
return WS
|
LoseFrame = {}
LoseFrame.__index = LoseFrame
local ViewWidth = 1024
local ViewHeight = 576
local FrameCooldown = 1.0
function LoseFrame:New()
local self = {}
self.screenSpace = Graphics.ScreenSpace()
self.timer = 0.0
setmetatable(self, LoseFrame)
return self
end
function LoseFrame:Process(event)
if event.type == Event.KeyDown then
if self.timer > FrameCooldown then
-- Change state to menu frame.
Main.loseFrame = nil
Main.stateMachine:Change(Main.menuFrame)
end
return true
end
return false
end
function LoseFrame:Update(timeDelta)
-- Update the frame transition cooldown.
self.timer = self.timer + timeDelta
end
function LoseFrame:Draw()
-- Setup screen space.
local windowWidth = Console.GetInteger("r_width")
local windowHeight = Console.GetInteger("r_height")
self.screenSpace:SetSourceSize(windowWidth, windowHeight)
self.screenSpace:SetTargetSize(ViewWidth, ViewHeight)
-- Clear the screen buffer.
CoreRenderer:SetClearColor(Vec4(1.0, 1.0, 1.0, 1.0))
CoreRenderer:SetClearDepth(1.0)
CoreRenderer:Clear(bit.bor(ClearFlags.Color, ClearFlags.Depth))
-- Draw the game over text.
do
local info = Graphics.TextDrawInfo()
info.font = Graphics.GetDefaultFont()
info.size = 128
info.align = TextDrawAlign.Centered
info.bodyColor = Vec4(1.0, 1.0, 1.0, 1.0)
info.outlineColor = Vec4(0.0, 0.0, 0.0, 1.0)
info.outlineRange = Vec2(0.45, 0.55)
info.position = Vec2(ViewWidth * 0.5, ViewHeight * 0.7)
TextRenderer:Draw(info, "Game Over", self.screenSpace:GetTransform())
end
do
local info = Graphics.TextDrawInfo()
info.font = Graphics.GetDefaultFont()
info.size = 48
info.align = TextDrawAlign.Centered
info.bodyColor = Vec4(0.0, 0.0, 0.0, 1.0)
info.position = Vec2(ViewWidth * 0.5, ViewHeight * 0.5)
TextRenderer:Draw(info, "Press any key to continue...", self.screenSpace:GetTransform())
end
end
setmetatable(LoseFrame, { __call = LoseFrame.New })
|
require "defines"
require "GUI"
taxiStations = {"#callFARL", "#callSupply"}
function createMainUI(player)
if player.gui.top.trainTaxi then
player.gui.top.trainTaxi.destroy()
end
GUI.add(player.gui.top, {type="frame", name="trainTaxi", direction="vertical", style="outer_frame_style"})
end
function onTrainStopOpened(player)
--player.print("Opened")
local ui = GUI.add(player.gui.top.trainTaxi, {type="frame", name="ui", style="trainTaxi_frame"})
for i,s in pairs(taxiStations) do
GUI.addButton(ui, {name="setName"..i, caption=s}, GUI.rename)
end
end
function onTrainStopClosed(player)
--player.print("Closed")
player.gui.top.trainTaxi.ui.destroy()
end
function ontick(event)
if event.tick%10==8 then
for pi, player in ipairs(game.players) do
if not player.gui.top.trainTaxi then
createMainUI(player)
end
if player.opened ~= nil and player.opened.valid then
if player.opened.type == "train-stop" then
if player.gui.top.trainTaxi.ui == nil then
onTrainStopOpened(player)
end
end
elseif player.opened == nil then
local gui=player.gui.top.trainTaxi.ui
if gui then
onTrainStopClosed(player)
end
end
end
end
end
function onguiclick(event)
local index = event.playerindex or event.name
local player = game.players[index]
if player.gui.top.trainTaxi ~= nil and player.gui.top.trainTaxi.ui ~= nil then
GUI.onGuiClick(event, player)
end
end
function ontrainchangedstate(event)
local train = event.train
local schedule = train.schedule
if train.state == defines.trainstate["waitstation"] then
for _,station in pairs(taxiStations) do
if schedule.records[schedule.current].station == station then
train.manualmode = true
end
end
end
end
game.onevent(defines.events.ontick, ontick)
game.onevent(defines.events.onguiclick, onguiclick)
game.onevent(defines.events.ontrainchangedstate, ontrainchangedstate) |
hp = 1000
attack = 245
defense = 200
speed = 30
mdefense = 240
luck = 40
float = 0
strength = ELEMENT_NONE
weakness = ELEMENT_NONE
function initId(id)
myId = id
end
function start()
end
function get_action(step)
if (getRandomNumber(2) == 0) then
return COMBAT_CASTING, "Vampire", 1, getRandomPlayer()
else
return COMBAT_ATTACKING, 1, getRandomPlayer()
end
end
function die()
end
|
M={}
function oa_key(k)
return string.format(" key code %d \n", k)
end
function oa_command(cmd)
return string.format(" keystroke \"%s\"\nkeystroke return\ndelay .1 \n", cmd)
end
function commands_to_oa(commands)
local o = ""
for k,t in pairs(commands) do
o = o .. oa_command(t)
end
return o
end
function M.load_and_run(dest)
local commands = { "load " .. dest }
local preamble = "osascript -e 'tell application \"PICO-8\" to activate' -e 'tell application \"System Events\" \n delay .1\n"
local postamble = " key code 15 using control down \n end tell'"
local whole = preamble .. commands_to_oa(commands) .. postamble
os.execute(whole)
end
return M
|
--- Provide gzip utility functions.
-- @module jls.util.zip.gzip
local logger = require('jls.lang.logger')
local StringBuffer = require('jls.lang.StringBuffer')
local Deflater = require('jls.util.zip.Deflater')
local Inflater = require('jls.util.zip.Inflater')
local StreamHandler = require('jls.io.streams.StreamHandler')
local Crc32 = require('jls.util.md.Crc32')
-- see https://tools.ietf.org/html/rfc1952
local gzip = {}
local FLAGS = {
TEXT = 1,
HCRC = 2,
EXTRA = 4,
NAME = 8,
COMMENT = 16
}
function gzip.formatHeader(header)
local compressionMethod = 8
local flags = 0
local mtime = 0
local extraFlags = 0
local os = 3 -- Unix
local name, comment, extra
if header then
if type(header.modificationTime) == 'number' then
mtime = header.modificationTime
end
if type(header.os) == 'number' then
os = header.os
end
if type(header.extra) == 'string' then
extra = header.extra
flags = flags | FLAGS.EXTRA
end
if type(header.name) == 'string' then
name = header.name
flags = flags | FLAGS.NAME
end
if type(header.comment) == 'string' then
comment = header.comment
flags = flags | FLAGS.COMMENT
end
end
local buffer = StringBuffer:new()
buffer:append(string.pack('<BBBBI4BB', 0x1f, 0x8b, compressionMethod, flags, mtime, extraFlags, os))
if extra then
buffer:append(string.pack('<I2', #extra))
buffer:append(extra)
end
if name then
buffer:append(name)
buffer:append('\0')
end
if comment then
buffer:append(comment)
buffer:append('\0')
end
return buffer:toString()
end
function gzip.parseHeader(data)
local size = #data
if size < 10 then
return
end
local id1, id2, compressionMethod, flags, mtime, extraFlags, os = string.unpack('<BBBBI4BB', data)
if id1 ~= 0x1f or id2 ~= 0x8b then
return nil, nil, 'Invalid magic identification bytes'
end
local name, comment, extra
local offset = 11
if flags & FLAGS.EXTRA ~= 0 then
if size < 12 then
return
end
local extraSize = string.unpack('<I2', data, 11)
offset = 13 + extraSize
if size < offset then
return
end
extra = string.sub(data, 13, offset)
end
if flags & FLAGS.NAME ~= 0 then
local index = string.find(data, '\0', offset, true)
if not index then
return
end
name = string.sub(data, offset, index - 1)
offset = index + 1
end
if flags & FLAGS.COMMENT ~= 0 then
local index = string.find(data, '\0', offset, true)
if not index then
return
end
comment = string.sub(data, offset, index - 1)
offset = index + 1
end
return {
modificationTime = mtime,
os = os,
name = name,
comment = comment,
extra = extra,
}, offset - 1
end
--[[--
Returns a @{jls.io.streams.StreamHandler} that will compress into the specified stream handler.
See @{jls.util.zip.Deflater}
@param sh the stream handler to call with the deflated data
@tparam[opt] table header the gzip header table
@tparam[opt] number compressionLevel the compression level
@return the @{jls.io.streams.StreamHandler}
@usage
local gzip = require('jls.util.zip.gzip')
local FileStreamHandler = require('jls.io.streams.FileStreamHandler')
local sh = gzip.compressStream(FileStreamHandler:new('test.txt.gz'))
FileStreamHandler.readAllSync('test.txt', sh)
]]
function gzip.compressStream(sh, header, compressionLevel)
local cb = StreamHandler.ensureCallback(sh)
cb(nil, gzip.formatHeader(header))
local size = 0
local crc = Crc32:new()
local deflater = Deflater:new(compressionLevel, -15)
return StreamHandler:new(function(err, data)
if err then
return cb(err)
end
if data then
crc:update(data)
size = size + #data
cb(nil, deflater:deflate(data))
else
cb(nil, deflater:finish()..string.pack('<I4I4', crc:final(), size))
cb(nil, nil)
end
end)
end
--[[--
Returns a @{jls.io.streams.StreamHandler} that will decompress into the specified stream handler.
See @{jls.util.zip.Inflater}
@param sh the stream handler to call with the inflated data
@tparam[opt] function onHeader a function that will be called with the header table
@return the @{jls.io.streams.StreamHandler}
@usage
local gzip = require('jls.util.zip.gzip')
local FileStreamHandler = require('jls.io.streams.FileStreamHandler')
local sh = gzip.decompressStream(FileStreamHandler:new('test.txt'))
FileStreamHandler.readAllSync('test.txt.gz', sh)
]]
function gzip.decompressStream(sh, onHeader)
if logger:isLoggable(logger.FINER) then
logger:finer('decompressStream()')
end
local cb = StreamHandler.ensureCallback(sh)
local header, inflated
local buffer = ''
local size = 0
local crc = Crc32:new()
local inflater = Inflater:new(-15)
return StreamHandler:new(function(err, data)
if err then
return cb(err)
end
if header then
if buffer then
local footer
if data then
if #data < 8 then
-- do not consume the buffer if data is less than footer
buffer = buffer..data
return
end
else
local bufferSize = #buffer
footer = string.sub(buffer, bufferSize - 7)
buffer = string.sub(buffer, 1, bufferSize - 8)
if logger:isLoggable(logger.FINER) then
logger:finer('footer'..require('jls.util.hex').encode(footer))
end
end
inflated = inflater:inflate(buffer)
crc:update(inflated)
size = size + #inflated
cb(nil, inflated)
if data then
buffer = data
else
local crcFooter, sizeFooter = string.unpack('<I4I4', footer)
if logger:isLoggable(logger.FINER) then
logger:finer('decompressStream() CRC '..tostring(crc:final())..'/'..tostring(crcFooter)..', size '..tostring(size)..' expected '..tostring(sizeFooter))
end
if crcFooter ~= crc:final() then
cb('Bad CRC (found '..tostring(crc:final())..' expected '..tostring(crcFooter)..')')
elseif sizeFooter ~= size then
cb('Bad size (found '..tostring(size)..' expected '..tostring(sizeFooter)..')')
else
cb()
end
if logger:isLoggable(logger.FINER) then
logger:finer('decompressStream() completed')
end
end
end
else
local err, headerSize
buffer = buffer..data
header, headerSize, err = gzip.parseHeader(buffer)
if err then
return cb(err)
end
if header then
if type(onHeader) == 'function' then
onHeader(header)
end
buffer = string.sub(buffer, headerSize + 1)
else
return
end
end
end)
end
function gzip.compressStreamRaw(stream, compressionLevel)
return Deflater.deflateStream(stream, compressionLevel)
end
function gzip.decompressStreamRaw(stream)
return Inflater.inflateStream(stream) -- auto detect
end
return gzip
|
-- items: 1673
function event_trade(e)
local item_lib = require("items");
if e.other:GetFactionLevel(e.other:CharacterID(), e.self:GetID(), e.other:GetRace(), e.other:GetClass(), e.other:GetDeity(), 404, e.self) == 1 then
if(item_lib.check_turn_in(e.trade, {item1 = 1673})) then
e.self:Emote("looks down at the tear in his hand and says 'A minion of my god came to me one night. I knew it was of Cazic-Thule as I was frozen in terror. My mind screamed for me to flee but my body would not respond. The being took my daughter and vanished to only he knew where. When I regained control of my body and thoughts, I felt nothing but betrayal. I don't care anymore about anything. If you want repentance then slay me, " .. e.other:GetName() ..".");
eq.depop()
e.other:Ding();
e.other:Faction(404,100); -- true spirit
eq.spawn2(90183,0,0,e.self:GetX(),e.self:GetY(),e.self:GetZ(),e.self:GetHeading()); -- NPC: #Lord_Rak`Ashiir_
end
else
e.self:Say("Go away! We don't have time for the likes of you.");
end
item_lib.return_items(e.self, e.other, e.trade)
end
|
--[[
© 2020 TERRANOVA do not share, re-distribute or modify
without permission of its author.
--]]
ITEM.name = "Coffee Pot";
ITEM.model = "models/props_office/coffe_pot.mdl";
ITEM.width = 2;
ITEM.height = 2;
ITEM.description = "A large coffee pot with a glass carafe.";
ITEM.capacity = 1650 |
local colorscheme = "tokyonight"
-- tokyonight
-- OceanicNext
-- gruvbox
-- zephyr
-- nord
-- onedark
-- nightfox
local status_ok, _ = pcall(vim.cmd, "colorscheme " .. colorscheme)
if not status_ok then
vim.notify("colorscheme: " .. colorscheme .. " 没有找到!")
return
end
|
ITEM.name = "Eye"
ITEM.model ="models/nasca/etherealsrp_artifacts/eye.mdl"
ITEM.description = "This artifact looks like an eye."
ITEM.longdesc = "This artifact, which resembles the human eye, considerably increases metabolism of the body, helping wounds heal quicker. Experienced stalkers say that Eye also brings luck. Irrespective of the validity of that statement, its positive effects are indeed quite potent. First of all, it reduces temperature of user's body and cools all objects in its vicinity. Secondly, it provides substantial protection against all types of acids by gradually increasing their pH to the level of water (pH of 7). Thirdly, this artifact soothes the pain and is extremely useful when treating wounds. These beneficial qualities, however, come at a price. This artifact is extremely dangerous when exposed to chemical anomalies as it amplifies their toxicity and increases their potency. It is hence highly recommended to keep the artifact in your backpack, never on the body, when exploring toxic areas unless you have a death wish. The artifact is also known colloquially as 'copper eye' as it conducts electricity and amplifies its dangerous effects in the same way as copper does. Very rare artifact."
ITEM.width = 1
ITEM.height = 1
ITEM.price = 30000
ITEM.flag = "A"
ITEM.value = ITEM.price*0.5 |
a = {}
a.b = {}
a.b.c = function()
print "hello"
end
a.b.c()
ax = {}
ax.by = {}
ax.by.cz = function()
print "hello"
end
ax.by.cz()
|
require('playback')
ui = {
play = function()
playingBack = not playingBack
if (ACTION_INDEX-1)/#ACTIONS == 1 then
resetEverything()
end
end,
step = function()
playingBack = false
delay_timer = -1
end,
reset = function()
resetEverything()
end,
back = function()
playingBack = false
local index = ACTION_INDEX-2
if index < 0 then index = 0 end
resetEverything()
for i=1,index do
executeAction(ACTIONS[i],true)
end
end,
debug = function()
debugModeWrapper.state = not debugModeWrapper.state
end,
faster = function()
DELAY_TIMER_SET = DELAY_TIMER_SET - .05
if DELAY_TIMER_SET < .05 then
DELAY_TIMER_SET = .05
end
end,
slower = function()
DELAY_TIMER_SET = DELAY_TIMER_SET + .05
if DELAY_TIMER_SET > 1 then
DELAY_TIMER_SET = 1
end
end
}
keybind = {}
keybind['space'] = ui.play
keybind['w'] = ui.play
keybind['e'] = ui.step
keybind['q'] = ui.back
keybind['r'] = ui.reset
keybind['d'] = ui.debug
keybind['right'] = ui.step
keybind['left'] = ui.back
keybind['a'] = ui.slower
keybind['d'] = ui.faster
-- Built in function that's called every keypress
function love.keypressed(key, scancode, isrepeat)
if keybind[scancode] then
keybind[scancode]()
end
end
|
-- Module: copax.lock
-- Version: 0.1
-- Author: Bruno Silvestre
local copas = require("copas")
-------------------------------------------------------------------------------
local function acquire(l)
while l.locked and ( (not l.reentrant) or (l.current ~= coroutine.running()) ) do
table.insert(l.queue, (coroutine.running()))
copas.sleep(-1)
end
l.locked = true
l.current = coroutine.running()
end
local function release(l)
if l.locked then
l.current = nil
l.locked = false
local co = table.remove(l.queue, 1)
if co then
copas.wakeup(co)
end
end
end
local meta = {
__index = {
acquire = acquire,
release = release,
}
}
-------------------------------------------------------------------------------
local Module = {}
function Module.create(init, reentrant)
local l = {
locked = init,
reentrant = reentrant,
current = nil,
queue = {},
}
return setmetatable(l, meta)
end
return Module
|
return PlaceObj("ModDef", {
"title", "WasteRock Prod Info",
"version", 3,
"version_major", 0,
"version_minor", 3,
"saved", 0,
"image", "Preview.png",
"id", "ChoGGi_WasterockProdInfo",
"steam_id", "1816128962",
"pops_any_uuid", "10811f3f-2a27-4ecb-a34a-17eef76d7385",
"author", "ChoGGi",
"lua_revision", 249143,
"code", {
"Code/Script.lua",
},
"TagInterface", true,
"description", [[Adds Production counts for WasteRock to resource producers, and Consumption added to WasteRock consumers (daily estimate).
Requested by sbp_reborn_again.]],
})
|
C_LevelSquish = {}
---@param level number
---@param maxFollowerLevel number
---@return number squishedLevel
---[Documentation](https://wow.gamepedia.com/API_C_LevelSquish.ConvertFollowerLevel)
function C_LevelSquish.ConvertFollowerLevel(level, maxFollowerLevel) end
---@param level number
---@return number squishedLevel
---[Documentation](https://wow.gamepedia.com/API_C_LevelSquish.ConvertPlayerLevel)
function C_LevelSquish.ConvertPlayerLevel(level) end
|
--!A cross-toolchain build utility based on Lua
--
-- 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.
--
-- Copyright (C) 2015-present, TBOOX Open Source Group.
--
-- @author ruki
-- @file check.lua
--
-- imports
import("core.base.option")
import("core.project.config")
import("detect.sdks.find_ndk")
import("detect.sdks.find_android_sdk")
-- check the ndk toolchain
function _check_ndk(toolchain)
local ndk
for _, package in ipairs(toolchain:packages()) do
local installdir = package:installdir()
if installdir and os.isdir(installdir) then
ndk = find_ndk(installdir, {force = true, verbose = option.get("verbose"),
plat = toolchain:plat(),
arch = toolchain:arch(),
sdkver = toolchain:config("sdkver")})
if ndk then
break
end
end
end
if not ndk then
ndk = find_ndk(toolchain:config("ndk") or config.get("ndk"), {force = true, verbose = true,
plat = toolchain:plat(),
arch = toolchain:arch(),
sdkver = toolchain:config("sdkver")})
end
if ndk then
toolchain:config_set("ndk", ndk.sdkdir)
toolchain:config_set("bindir", ndk.bindir)
toolchain:config_set("cross", ndk.cross)
toolchain:config_set("llvm_toolchain", ndk.llvm_toolchain)
toolchain:config_set("gcc_toolchain", ndk.gcc_toolchain)
toolchain:config_set("ndkver", ndk.ndkver)
toolchain:config_set("ndk_sdkver", ndk.sdkver)
toolchain:config_set("ndk_toolchains_ver", ndk.toolchains_ver)
toolchain:config_set("ndk_sysroot", ndk.sysroot)
toolchain:configs_save()
return true
else
--[[TODO we need also add this tips when use remote ndk toolchain
-- failed
cprint("${bright color.error}please run:")
cprint(" - xmake config --ndk=xxx")
cprint("or - xmake global --ndk=xxx")
raise()]]
end
end
-- check the android sdk
function _check_android_sdk(toolchain)
local sdk = find_android_sdk(toolchain:config("android_sdk") or config.get("android_sdk"), {force = true, verbose = toolchain:is_global()})
if sdk then
toolchain:config_set("android_sdk", sdk.sdkdir)
toolchain:config_set("build_toolver", sdk.build_toolver)
toolchain:configs_save()
end
end
-- main entry
function main(toolchain)
_check_android_sdk(toolchain)
return _check_ndk(toolchain)
end
|
local protobuf = require "gw.codec.protobuf"
local codec = {}
--- 新建codec实例
-- @param[type=table] conf 配置
-- @usage
-- -- protobuf
-- local codecobj = codec.new({
-- type = "protobuf",
-- pbfile = "proto/protobuf/all.bytes",
-- idfile = "proto/protobuf/message_define.bytes",
-- })
function codec.new(conf)
local self = {}
if conf.type == "protobuf" then
self.proto = protobuf.new(conf)
else
assert(false, conf.type)
end
return setmetatable(self, {__index = codec})
end
--- 重新加载协议
function codec:reload()
self.proto:reload()
end
--- 打包消息
-- @param[type=table] msg 消息
-- @return[type=string] 打出的二进制数据
-- @usage
-- local bin = codecobj:pack_message({
-- ud = ud, -- 自定义数据
-- cmd = cmd, -- 协议名
-- args = args, -- 协议参数
-- })
function codec:pack_message(msg)
return self.proto:pack_message(msg)
end
--- 解包消息
-- @param[type=string] msg 消息二进制数据
-- @return[type=table] 解出的消息
function codec:unpack_message(msg)
return self.proto:unpack_message(msg)
end
return codec
|
AddCSLuaFile()
ENT.Base = "gballoon_tower_base"
ENT.Type = "anim"
ENT.PrintName = "Orb of Cold"
ENT.Category = "#rotgb.category.tower"
ENT.Author = "Piengineer12"
ENT.Contact = "http://steamcommunity.com/id/Piengineer12/"
ENT.Purpose = "#rotgb.tower.gballoon_tower_05.purpose"
ENT.Instructions = ""
ENT.Spawnable = false
ENT.AdminOnly = false
ENT.RenderGroup = RENDERGROUP_BOTH
ENT.Model = Model("models/hunter/misc/cone1x05.mdl")
ENT.FireRate = 0.4
ENT.Cost = 450
ENT.DetectionRadius = 256
ENT.AbilityCooldown = 30
ENT.FireWhenNoEnemies = true
ENT.UseLOS = true
ENT.LOSOffset = Vector(0,0,40)
ENT.AttackDamage = 0
ENT.rotgb_ShardDamage = 10
--ENT.rotgb_FreezeFireRate = 1
ENT.rotgb_FreezeTime = 1
ENT.rotgb_SpeedPercent = 1
ENT.rotgb_FireRateMul = 1
ENT.UpgradeReference = {
{
Names = {"Snappy Freezing","Thorough Freezing","Snappier Freezing","Breakneck Freezing","Snappiest Freezing","Fiery Freezing"},
Descs = {
"Pops one layer when freezing gBalloons.",
"gBalloons move 50% slower after frozen, for 3 seconds.",
"Considerably increases freezing damage.",
"Considerably increases freezing rate and tremendously increases freezing damage.",
"Colossally increases freezing damage! Frozen gBalloons also lose all damage type immunities while frozen (if they can be frozen).",
"Freezing gBalloons now sets them on fire, dealing 500 layers of damage over 5 seconds! gBalloons that are immune to freezing can be affected by this upgrade."
},
Prices = {500,2750,3500,35000,375000,1e6},
Funcs = {
function(self)
self.AttackDamage = self.AttackDamage + 10
end,
function(self)
self.rotgb_SpeedPercent = self.rotgb_SpeedPercent * 0.5
end,
function(self)
self.AttackDamage = self.AttackDamage + 10
end,
function(self)
self.FireRate = self.FireRate * 2
self.AttackDamage = self.AttackDamage + 40
end,
function(self)
self.AttackDamage = self.AttackDamage + 240
self.rotgb_PowerFreeze = true
end,
function(self)
self.rotgb_FireLight = true
end
}
},
{
Names = {"Greater Influence","Better Coolant","Below Zero","Winds of Antarctica","Ice Sign: Absolute Zero","The World of White Wonderland"},
Descs = {
"Slightly increases freezing range.",
"Slightly increases freezing duration.",
"Freezing now causes ALL layers to be frozen. Enables the tower to freeze Blue gBlimps and lower non-white gBalloons.",
"Red gBlimps and lower within radius move 50% slower, even if hidden.",
"Once every 30 seconds, shooting at this tower causes ALL gBalloons to move 75% slower for 15 seconds. This ability does not affect newly spawned gBalloons.",
"Considerably increases freezing range and all gBalloons move 75% slower regardless of range. Once every 30 seconds, shooting at this tower freezes all Green gBlimps and lower regardless of immunities in addition to slowing them down for 15 seconds."
},
Prices = {200,950,7500,100000,200000,25e6},
Funcs = {
function(self)
self.DetectionRadius = self.DetectionRadius * 1.5
end,
function(self)
self.rotgb_FreezeTime = self.rotgb_FreezeTime * 1.5
--self.rotgb_FreezeBoost = true
end,
function(self)
self.rotgb_Intense = true
end,
function(self)
self.rotgb_SpeedSlowdown = true
end,
function(self)
--self.rotgb_Viral = true
self.HasAbility = true
end,
function(self)
self.DetectionRadius = self.DetectionRadius * 2
self.rotgb_Wonderland = true
end,
}
},
{
Names = {"Agitated Core","Quick Refresher","Angered Core","Cold Play","Icicle Storm","Blizzard and Hail"},
Descs = {
"The Orb of Cold now fires ice shards which pop one layer per shot.",
"Slightly increases shard fire rate and freezing rate.",
"Tremendously increases shard fire rate and damage.",
"Colossally increases shard damage and shards gain infinite range. Will still freeze gBalloons only in its original radius.",
"Increases shard fire rate by 1% per RgBE of every gBalloon within range.",
"Every time a shard hits a gBalloon, shard damage is increased by 1/10th of a layer. All bonus damage is lost when no gBalloons can be attacked with shards."
},
Prices = {250,1750,2750,30000,275000,2.5e6},
Funcs = {
function(self)
self.FireRate = self.FireRate * 5
self.rotgb_FireRateMul = self.rotgb_FireRateMul * 5
self.UserTargeting = true
end,
function(self)
self.FireRate = self.FireRate * 1.5
end,
function(self)
self.FireRate = self.FireRate * 3
self.rotgb_FireRateMul = self.rotgb_FireRateMul * 3
self.rotgb_ShardDamage = self.rotgb_ShardDamage + 20
end,
function(self)
self.rotgb_ShardDamage = self.rotgb_ShardDamage + 120
self.InfiniteRange = true
end,
function(self)
self.rotgb_FireRateBoost = true
end,
function(self)
self.rotgb_DamageBoost = true
end
}
}
}
ENT.UpgradeLimits = {6,2,0}
function ENT:ROTGB_ApplyPerks()
self.rotgb_SpeedPercent = self.rotgb_SpeedPercent * (1+hook.Run("GetSkillAmount", "orbOfColdSpeedPercent")/100)
end
function ENT:DoFreeze(ent)
if self:ValidTarget(ent) then
if self.rotgb_FireLight then
ent:RotgB_Ignite(1000, self:GetTowerOwner(), self, 5)
end
if not ent:GetBalloonProperty("BalloonBlimp") or self.rotgb_Intense and ent:GetRgBE()<=ent:GetRgBEByType("gballoon_blimp_blue") then
if self.rotgb_Intense then
ent:Freeze2(self.rotgb_FreezeTime)
else
ent:Freeze(self.rotgb_FreezeTime)
end
if self.rotgb_SpeedPercent ~= 1 then
ent:Slowdown("ROTGB_ICE_TOWER",self.rotgb_SpeedPercent,3+self.rotgb_FreezeTime)
end
if self.rotgb_PowerFreeze then
ent:InflictRotgBStatusEffect("unimmune",1)
end
else
ent:ShowResistEffect(1)
end
end
end
function ENT:FireFunction(gBalloons)
self.rotgb_Freezer = (self.rotgb_Freezer or 0) + --[[self.rotgb_FreezeFireRate]]1/self.rotgb_FireRateMul
if self.rotgb_Freezer >= 1 then
self.FireWhenNoEnemies = false
end
if self.rotgb_Freezer >= 1 and next(gBalloons) then
self.rotgb_Freezer = self.rotgb_Freezer - 1
self.FireWhenNoEnemies = true
local drrt = self.DetectionRadius*self.DetectionRadius
if self.AttackDamage > 0 then
for k,v in pairs(ents.FindInSphere(self:GetShootPos(),self.DetectionRadius)) do
if self:ValidTargetIgnoreRange(v) and v:GetPos():DistToSqr(self:GetShootPos())<=drrt then
if not v:GetBalloonProperty("BalloonBlimp") or self.rotgb_Intense and v:GetRgBE()<=v:GetRgBEByType("gballoon_blimp_blue") then
v:TakeDamage(self.AttackDamage,self:GetTowerOwner(),self)
else
v:ShowResistEffect(1)
end
end
end
end
timer.Simple(0,function()
for k,v in pairs(ents.FindInSphere(self:GetShootPos(),self.DetectionRadius)) do
self:DoFreeze(v)
end
end)
self:SetNWFloat("LastFireTime",CurTime())
end
if self.UserTargeting and IsValid(gBalloons[1]) then
local startPos = self:GetShootPos()
local uDir = gBalloons[1]:LocalToWorld(gBalloons[1]:OBBCenter())-startPos
local bullet = {
Attacker = self:GetTowerOwner(),
Callback = function(attacker,tracer,dmginfo)
dmginfo:SetDamageType(DMG_SNIPER)
end,
Damage = self.rotgb_ShardDamage,
Distance = self.DetectionRadius*1.5,
HullSize = 1,
AmmoType = "",
TracerName = "GlassImpact",
Dir = uDir,
Src = startPos
}
self:FireBullets(bullet)
if self.rotgb_DamageBoost then
self.rotgb_ShardDamage = self.rotgb_ShardDamage + 1
self.rotgb_ExtraDamage = (self.rotgb_ExtraDamage or 0) + 1
end
self:SetNWFloat("LastFireTime",CurTime())
elseif self.rotgb_DamageBoost then
self.rotgb_ShardDamage = self.rotgb_ShardDamage - (self.rotgb_ExtraDamage or 0)
self.rotgb_ExtraDamage = 0
end
if self.rotgb_FireRateBoost then
local increment = 0
for k,v in pairs(gBalloons) do
increment = v:GetRgBE()
end
self.FireRate = self.FireRate / self.rotgb_FireRateMul
self.rotgb_FireRateMul = 8 * (1 + increment * 0.01)
self.FireRate = self.FireRate * self.rotgb_FireRateMul
end
end
function ENT:ROTGB_Think()
--[[if self.rotgb_Viral then
for k,v in pairs(ents.FindInSphere(self:GetShootPos(),self.DetectionRadius)) do
if self:ValidTargetIgnoreRange(v) and ((v.FreezeUntil or 0)>CurTime() or (v.FreezeUntil2 or 0)>CurTime()) then
for k2,v2 in pairs(ents.FindInSphere(v:GetPos(),self:BoundingRadius()*2)) do
self:DoFreeze(v2)
end
end
end
end]]
if (self.NextLocalThink or 0) < CurTime() then
self.NextLocalThink = CurTime() + 0.1
if self.rotgb_SpeedSlowdown then
if self.rotgb_Wonderland then
for index,ent in pairs(ROTGB_GetBalloons()) do
ent:Slowdown("ROTGB_ICE_TOWER_ARCTIC",0.25,999999)
end
else
for k,v in pairs(ents.FindInSphere(self:GetShootPos(),self.DetectionRadius)) do
if v:GetClass()=="gballoon_base" and v:GetRgBE() <= v:GetRgBEByType("gballoon_blimp_red") then
v:Slowdown("ROTGB_ICE_TOWER_ARCTIC",0.5,0.25)
end
end
end
end
end
end
function ENT:ROTGB_Draw()
local curTime = CurTime()
local pi = math.pi
self.DispVec = self.DispVec or Vector()
self.DispVec.z = math.sin(curTime%2*pi)*6
local elapsedseconds = curTime-self:GetNWFloat("LastFireTime")
local dispvec = self.LOSOffset + self.DispVec
local sat = math.min(math.EaseInOut(math.abs(curTime*pi/2%2-1),0.5,0.5)/2+0.5,elapsedseconds*pi)
self:DrawModel()
render.SetColorMaterial()
render.DrawSphere(self:LocalToWorld(dispvec),6,24,13,HSVToColor(180,sat,1))
end
function ENT:TriggerAbility()
local entities = ROTGB_GetBalloons()
if not next(entities) then return true end
for index,ent in pairs(entities) do
ent:Slowdown("ROTGB_ICE_TOWER_ABILITY",0.25,15)
if self.rotgb_Wonderland then
if self.rotgb_FireLight then
ent:RotgB_Ignite(1000, self:GetTowerOwner(), self, 5)
end
if not ent:GetBalloonProperty("BalloonBlimp") or ent:GetRgBE()<=ent:GetRgBEByType("gballoon_blimp_green") then
if self.rotgb_Intense then
ent:Freeze2(15)
else
ent:Freeze(15)
end
if self.rotgb_SpeedPercent ~= 1 then
ent:Slowdown("ROTGB_ICE_TOWER",self.rotgb_SpeedPercent,18)
end
if self.rotgb_PowerFreeze then
ent:InflictRotgBStatusEffect("unimmune",1)
end
else
ent:ShowResistEffect(1)
end
end
end
end |
--Device IDs
GCHROMA_DEVICE_ALL = 0
GCHROMA_DEVICE_KEYBOARD = 1
GCHROMA_DEVICE_MOUSEPAD = 2
GCHROMA_DEVICE_MOUSE = 3
GCHROMA_DEVICE_HEADSET = 4
GCHROMA_DEVICE_KEYPAD = 5
GCHROMA_DEVICE_LINK = 6
--Mouse lights
GCHROMA_MOUSE_SCROLLWHEEL = 0x0203
GCHROMA_MOUSE_LOGO = 0x0703
GCHROMA_MOUSE_BACKLIGHT = 0x0403
GCHROMA_MOUSE_LEFT_SIDE1 = 0x0100
GCHROMA_MOUSE_LEFT_SIDE2 = 0x0200
GCHROMA_MOUSE_LEFT_SIDE3 = 0x0300
GCHROMA_MOUSE_LEFT_SIDE4 = 0x0400
GCHROMA_MOUSE_LEFT_SIDE5 = 0x0500
GCHROMA_MOUSE_LEFT_SIDE6 = 0x0600
GCHROMA_MOUSE_LEFT_SIDE7 = 0x0700
GCHROMA_MOUSE_BOTTOM1 = 0x0801
GCHROMA_MOUSE_BOTTOM2 = 0x0802
GCHROMA_MOUSE_BOTTOM3 = 0x0803
GCHROMA_MOUSE_BOTTOM4 = 0x0804
GCHROMA_MOUSE_BOTTOM5 = 0x0805
GCHROMA_MOUSE_RIGHT_SIDE1 = 0x0106
GCHROMA_MOUSE_RIGHT_SIDE2 = 0x0206
GCHROMA_MOUSE_RIGHT_SIDE3 = 0x0306
GCHROMA_MOUSE_RIGHT_SIDE4 = 0x0406
GCHROMA_MOUSE_RIGHT_SIDE5 = 0x0506
GCHROMA_MOUSE_RIGHT_SIDE6 = 0x0606
GCHROMA_MOUSE_RIGHT_SIDE7 = 0x0706
--Keyboard lights
GCHROMA_KEY_ESCAPE = 0x0001
GCHROMA_KEY_F1 = 0x0003
GCHROMA_KEY_F2 = 0x0004
GCHROMA_KEY_F3 = 0x0005
GCHROMA_KEY_F4 = 0x0006
GCHROMA_KEY_F5 = 0x0007
GCHROMA_KEY_F6 = 0x0008
GCHROMA_KEY_F7 = 0x0009
GCHROMA_KEY_F8 = 0x000A
GCHROMA_KEY_F9 = 0x000B
GCHROMA_KEY_F10 = 0x000C
GCHROMA_KEY_F11 = 0x000D
GCHROMA_KEY_F12 = 0x000E
GCHROMA_KEY_1 = 0x0102
GCHROMA_KEY_2 = 0x0103
GCHROMA_KEY_3 = 0x0104
GCHROMA_KEY_4 = 0x0105
GCHROMA_KEY_5 = 0x0106
GCHROMA_KEY_6 = 0x0107
GCHROMA_KEY_7 = 0x0108
GCHROMA_KEY_8 = 0x0109
GCHROMA_KEY_9 = 0x010A
GCHROMA_KEY_0 = 0x010B
GCHROMA_KEY_A = 0x0302
GCHROMA_KEY_B = 0x0407
GCHROMA_KEY_C = 0x0405
GCHROMA_KEY_D = 0x0304
GCHROMA_KEY_E = 0x0204
GCHROMA_KEY_F = 0x0305
GCHROMA_KEY_G = 0x0306
GCHROMA_KEY_H = 0x0307
GCHROMA_KEY_I = 0x0209
GCHROMA_KEY_J = 0x0308
GCHROMA_KEY_K = 0x0309
GCHROMA_KEY_L = 0x030A
GCHROMA_KEY_M = 0x0409
GCHROMA_KEY_N = 0x0408
GCHROMA_KEY_O = 0x020A
GCHROMA_KEY_P = 0x020B
GCHROMA_KEY_Q = 0x0202
GCHROMA_KEY_R = 0x0205
GCHROMA_KEY_S = 0x0303
GCHROMA_KEY_T = 0x0206
GCHROMA_KEY_U = 0x0208
GCHROMA_KEY_V = 0x0406
GCHROMA_KEY_W = 0x0203
GCHROMA_KEY_X = 0x0404
GCHROMA_KEY_Y = 0x0207
GCHROMA_KEY_Z = 0x0403
GCHROMA_KEY_NUMLOCK = 0x0112
GCHROMA_KEY_KP_INS = 0x0513
GCHROMA_KEY_KP_END = 0x0412
GCHROMA_KEY_KP_DOWNARROW = 0x0413
GCHROMA_KEY_KP_PGDN = 0x0414
GCHROMA_KEY_KP_LEFTARROW = 0x0312
GCHROMA_KEY_KP_5 = 0x0313
GCHROMA_KEY_KP_RIGHTARROW = 0x0314
GCHROMA_KEY_KP_HOME = 0x0212
GCHROMA_KEY_KP_UPARROW = 0x0213
GCHROMA_KEY_KP_PGUP = 0x0214
GCHROMA_KEY_KP_SLASH = 0x0113
GCHROMA_KEY_KP_MULTIPLY = 0x0114
GCHROMA_KEY_KP_MINUS = 0x0115
GCHROMA_KEY_KP_PLUS = 0x0215
GCHROMA_KEY_KP_ENTER = 0x0415
GCHROMA_KEY_KP_DEL = 0x0514
GCHROMA_KEY_PRINTSCREEN = 0x000F
GCHROMA_KEY_SCROLLLOCK = 0x0010
GCHROMA_KEY_PAUSE = 0x0011
GCHROMA_KEY_INS = 0x010F
GCHROMA_KEY_HOME = 0x0110
GCHROMA_KEY_PGUP = 0x0111
GCHROMA_KEY_DELETE = 0x020f
GCHROMA_KEY_END = 0x0210
GCHROMA_KEY_PGDN = 0x0211
GCHROMA_KEY_UPARROW = 0x0410
GCHROMA_KEY_LEFTARROW = 0x050F
GCHROMA_KEY_DOWNARROW = 0x0510
GCHROMA_KEY_RIGHTARROW = 0x0511
GCHROMA_KEY_TAB = 0x0201
GCHROMA_KEY_CAPSLOCK = 0x0301
GCHROMA_KEY_BACKSPACE = 0x010E
GCHROMA_KEY_ENTER = 0x030E
GCHROMA_KEY_CTRL = 0x0501
GCHROMA_KEY_LWIN = 0x0502
GCHROMA_KEY_ALT = 0x0503
GCHROMA_KEY_SPACE = 0x0507
GCHROMA_KEY_RALT = 0x050B
GCHROMA_KEY_FN = 0x050C
GCHROMA_KEY_RMENU = 0x050D
GCHROMA_KEY_RCTRL = 0x050E
GCHROMA_KEY_SHIFT = 0x0401
GCHROMA_KEY_RSHIFT = 0x040E
GCHROMA_KEY_MACRO1 = 0x0100
GCHROMA_KEY_MACRO2 = 0x0200
GCHROMA_KEY_MACRO3 = 0x0300
GCHROMA_KEY_MACRO4 = 0x0400
GCHROMA_KEY_MACRO5 = 0x0500
GCHROMA_KEY_OEM_1 = 0x0101
GCHROMA_KEY_OEM_2 = 0x010C
GCHROMA_KEY_OEM_3 = 0x010D
GCHROMA_KEY_OEM_4 = 0x020C
GCHROMA_KEY_OEM_5 = 0x020D
GCHROMA_KEY_OEM_6 = 0x020E
GCHROMA_KEY_OEM_7 = 0x030B
GCHROMA_KEY_OEM_8 = 0x030C
GCHROMA_KEY_OEM_9 = 0x040A
GCHROMA_KEY_OEM_10 = 0x040B
GCHROMA_KEY_OEM_11 = 0x040C
GCHROMA_KEY_EUR_1 = 0x030D
GCHROMA_KEY_EUR_2 = 0x0402
GCHROMA_KEY_JPN_1 = 0x0015
GCHROMA_KEY_JPN_2 = 0x040D
GCHROMA_KEY_JPN_3 = 0x0504
GCHROMA_KEY_JPN_4 = 0x0509
GCHROMA_KEY_JPN_5 = 0x050A
GCHROMA_KEY_KOR_1 = 0x0015
GCHROMA_KEY_KOR_2 = 0x030D
GCHROMA_KEY_KOR_3 = 0x0402
GCHROMA_KEY_KOR_4 = 0x040D
GCHROMA_KEY_KOR_5 = 0x0504
GCHROMA_KEY_KOR_6 = 0x0509
GCHROMA_KEY_KOR_7 = 0x050A
GCHROMA_KEY_INVALID = 0xFFFF
--Colors
GCHROMA_COLOR_BLACK = Vector( 0, 0, 0 )
GCHROMA_COLOR_WHITE = Vector( 255, 255, 255 )
GCHROMA_COLOR_RED = Vector( 255, 0, 0 )
GCHROMA_COLOR_GREEN = Vector( 0, 255, 0 )
GCHROMA_COLOR_BLUE = Vector( 0, 0, 255 )
GCHROMA_COLOR_MAGENTA = Vector( 255, 0, 255 )
GCHROMA_COLOR_YELLOW = Vector( 255, 255, 0 )
GCHROMA_COLOR_CYAN = Vector( 0, 255, 255 )
--Function types
GCHROMA_FUNC_DEVICECOLOR = 1
GCHROMA_FUNC_DEVICECOLOREX = 2
GCHROMA_FUNC_RESETCOLOR = 3
|
project "EngineManaged.Tests"
kind "SharedLib"
language "C#"
location "."
files
{
"EngineManaged.Tests.lua",
"**.cs",
}
links {
"System",
"EngineManaged",
path.join(depsdir,"NUnit","nunit.framework"),
path.join(depsdir,"NSubstitute","NSubstitute")
} |
local cjson = require("cjson")
local dbrun = require("db"):set_conf(nil)
local function refresh()
local endpoints = ngx.shared.endpoints
local res = dbrun("SELECT * FROM endpoint")
for _, ep in ipairs(res) do
endpoints:set(ep.endpoint, cjson.encode(ep), 60 * 60)
end
ngx.say('{"msg": "refreshed"}')
end
local function handle()
local endpoints = ngx.shared.endpoints
local endpoint_str = endpoints:get(ngx.var.endpoint)
if not endpoint_str then ngx.exit(ngx.HTTP_NOT_FOUND) end
local endpoint = cjson.decode(endpoint_str)
local resource = '/' .. ngx.var.resource
ngx.req.set_uri(resource, false)
ngx.req.set_header('host', endpoint.hostname)
ngx.var.resip = endpoint.ip
end
return {
refresh = refresh,
handle = handle,
}
|
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