content
stringlengths 5
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--====================================================================--
-- config.lua
--====================================================================--
application =
{
content =
{
width = 320,
height = 480,
scale = "letterbox",
},
showRuntimeErrors = false
}
|
------------------------------------------------------------------------
--- @file packetChecks.lua
--- @brief Check of packet types
------------------------------------------------------------------------
local proto = require "proto/proto"
local mod = {}
function mod.isIP4(pkt)
return pkt.eth:getType() == proto.eth.TYPE_IP
end
function mod.isTcp4(pkt)
return mod.isIP4(pkt) and pkt.ip4:getProtocol() == proto.ip4.PROTO_TCP
end
return mod
|
package("libpqxx")
set_homepage("http://pqxx.org/")
set_description("The official C++ client API for PostgreSQL.")
add_urls("https://github.com/jtv/libpqxx/archive/refs/tags/$(version).tar.gz",
"https://github.com/jtv/libpqxx.git")
add_versions("7.7.0", "2d99de960aa3016915bc69326b369fcee04425e57fbe9dad48dd3fa6203879fb")
add_deps("cmake", "python 3.x")
add_deps("xmlto", "libpq")
on_install("linux", "macosx", function (package)
local configs = {"-DSKIP_BUILD_TEST=ON"}
table.insert(configs, "-DCMAKE_BUILD_TYPE=" .. (package:debug() and "Debug" or "Release"))
table.insert(configs, "-DBUILD_SHARED_LIBS=" .. (package:config("shared") and "ON" or "OFF"))
import("package.tools.cmake").install(package, configs)
end)
on_test(function (package)
assert(package:check_cxxsnippets({test = [[
void test() {
pqxx::connection con;
}
]]}, {configs = {languages = "c++17"}, includes = "pqxx/pqxx"}))
end)
|
-- Generated by CSharp.lua Compiler
local System = System
local SlipeMtaDefinitions
local SlipeServerDisplays
local SlipeSharedUtilities
local SystemNumerics
System.import(function (out)
SlipeMtaDefinitions = Slipe.MtaDefinitions
SlipeServerDisplays = Slipe.Server.Displays
SlipeSharedUtilities = Slipe.Shared.Utilities
SystemNumerics = System.Numerics
end)
System.namespace("Slipe.Server.Displays", function (namespace)
-- <summary>
-- Represents a text label visible on a display
-- </summary>
namespace.class("Item", function (namespace)
local getVisible, setVisible, getColor, setColor, getPosition, setPosition, getPriority, setPriority,
getScale, setScale, getContent, setContent, Destroy, __ctor1__, __ctor2__, __ctor3__,
__ctor4__
-- <summary>
-- Create a new text item
-- </summary>
__ctor1__ = function (this, display, content, position, priority, color, scale, alignX, alignY, shadowAlpha)
this.Display = display
this.ItemElement = SlipeMtaDefinitions.MtaServer.TextCreateTextItem(content, position.X, position.Y, priority:ToEnumString(SlipeServerDisplays.Priority):ToLower(), color:getR(), color:getG(), color:getB(), color:getA(), scale, alignX:ToEnumString(SlipeServerDisplays.HorizontalAlignment):ToLower(), alignY:ToEnumString(SlipeServerDisplays.VerticalAlignment):ToLower(), shadowAlpha)
SlipeMtaDefinitions.MtaServer.TextDisplayAddText(display.DisplayElement, this.ItemElement)
this.visible = true
end
-- <summary>
-- Create a new text item
-- </summary>
__ctor2__ = function (this, display, content, position, priority, color, scale)
__ctor1__(this, display, content, position:__clone__(), priority, color, scale, 0 --[[HorizontalAlignment.Left]], 0 --[[VerticalAlignment.Top]], 0)
end
-- <summary>
-- Create a new text item
-- </summary>
__ctor3__ = function (this, display, content, position, priority)
__ctor2__(this, display, content, position:__clone__(), priority, SlipeSharedUtilities.Color.getWhite(), 1)
end
-- <summary>
-- Create a new text item
-- </summary>
__ctor4__ = function (this, display, content, position)
__ctor3__(this, display, content, position:__clone__(), 1 --[[Priority.Medium]])
end
getVisible = function (this)
return this.visible
end
setVisible = function (this, value)
this.visible = value
if this.visible then
SlipeMtaDefinitions.MtaServer.TextDisplayAddText(this.Display.DisplayElement, this.ItemElement)
else
SlipeMtaDefinitions.MtaServer.TextDisplayRemoveText(this.Display.DisplayElement, this.ItemElement)
end
end
getColor = function (this)
local c = SlipeMtaDefinitions.MtaServer.TextItemGetColor(this.ItemElement)
return System.new(SlipeSharedUtilities.Color, 3, System.toByte(c[1]), System.toByte(c[2]), System.toByte(c[3]), System.toByte(c[4]))
end
setColor = function (this, value)
SlipeMtaDefinitions.MtaServer.TextItemSetColor(this.ItemElement, value:getR(), value:getG(), value:getB(), value:getA())
end
getPosition = function (this)
local r = SlipeMtaDefinitions.MtaServer.TextItemGetPosition(this.ItemElement)
return SystemNumerics.Vector2(r[1], r[2])
end
setPosition = function (this, value)
SlipeMtaDefinitions.MtaServer.TextItemSetPosition(this.ItemElement, value.X, value.Y)
end
getPriority = function (this)
return SlipeMtaDefinitions.MtaServer.TextItemGetPriority(this.ItemElement)
end
setPriority = function (this, value)
SlipeMtaDefinitions.MtaServer.TextItemSetPriority(this.ItemElement, value:ToEnumString(SlipeServerDisplays.Priority):ToLower())
end
getScale = function (this)
return SlipeMtaDefinitions.MtaServer.TextItemGetScale(this.ItemElement)
end
setScale = function (this, value)
SlipeMtaDefinitions.MtaServer.TextItemSetScale(this.ItemElement, value)
end
getContent = function (this)
return SlipeMtaDefinitions.MtaServer.TextItemGetText(this.ItemElement)
end
setContent = function (this, value)
SlipeMtaDefinitions.MtaServer.TextItemSetText(this.ItemElement, value)
end
Destroy = function (this)
return SlipeMtaDefinitions.MtaServer.TextDestroyTextItem(this.ItemElement)
end
return {
visible = false,
getVisible = getVisible,
setVisible = setVisible,
getColor = getColor,
setColor = setColor,
getPosition = getPosition,
setPosition = setPosition,
getPriority = getPriority,
setPriority = setPriority,
getScale = getScale,
setScale = setScale,
getContent = getContent,
setContent = setContent,
Destroy = Destroy,
__ctor__ = {
__ctor1__,
__ctor2__,
__ctor3__,
__ctor4__
},
__metadata__ = function (out)
return {
properties = {
{ "Color", 0x106, out.Slipe.Shared.Utilities.Color, getColor, setColor },
{ "Content", 0x106, System.String, getContent, setContent },
{ "Display", 0x6, out.Slipe.Server.Displays.Display },
{ "ItemElement", 0x6, out.Slipe.MtaDefinitions.MtaElement },
{ "Position", 0x106, System.Numerics.Vector2, getPosition, setPosition },
{ "Priority", 0x106, System.Int32, getPriority, setPriority },
{ "Scale", 0x106, System.Single, getScale, setScale },
{ "Visible", 0x106, System.Boolean, getVisible, setVisible }
},
fields = {
{ "visible", 0x1, System.Boolean }
},
methods = {
{ ".ctor", 0x906, __ctor1__, out.Slipe.Server.Displays.Display, System.String, System.Numerics.Vector2, System.Int32, out.Slipe.Shared.Utilities.Color, System.Single, System.Int32, System.Int32, System.Int32 },
{ ".ctor", 0x606, __ctor2__, out.Slipe.Server.Displays.Display, System.String, System.Numerics.Vector2, System.Int32, out.Slipe.Shared.Utilities.Color, System.Single },
{ ".ctor", 0x406, __ctor3__, out.Slipe.Server.Displays.Display, System.String, System.Numerics.Vector2, System.Int32 },
{ ".ctor", 0x306, __ctor4__, out.Slipe.Server.Displays.Display, System.String, System.Numerics.Vector2 },
{ "Destroy", 0x86, Destroy, System.Boolean }
},
class = { 0x6 }
}
end
}
end)
end)
|
-- Generated By protoc-gen-lua Do not Edit
local protobuf = require "protobuf/protobuf"
module('SkillInfo_pb')
SKILLINFO = protobuf.Descriptor();
local SKILLINFO_SKILLHASH_FIELD = protobuf.FieldDescriptor();
local SKILLINFO_SKILLLEVEL_FIELD = protobuf.FieldDescriptor();
local SKILLINFO_SKILLPOINT_FIELD = protobuf.FieldDescriptor();
local SKILLINFO_ISBASIC_FIELD = protobuf.FieldDescriptor();
SKILLINFO_SKILLHASH_FIELD.name = "skillHash"
SKILLINFO_SKILLHASH_FIELD.full_name = ".KKSG.SkillInfo.skillHash"
SKILLINFO_SKILLHASH_FIELD.number = 1
SKILLINFO_SKILLHASH_FIELD.index = 0
SKILLINFO_SKILLHASH_FIELD.label = 1
SKILLINFO_SKILLHASH_FIELD.has_default_value = false
SKILLINFO_SKILLHASH_FIELD.default_value = 0
SKILLINFO_SKILLHASH_FIELD.type = 13
SKILLINFO_SKILLHASH_FIELD.cpp_type = 3
SKILLINFO_SKILLLEVEL_FIELD.name = "skillLevel"
SKILLINFO_SKILLLEVEL_FIELD.full_name = ".KKSG.SkillInfo.skillLevel"
SKILLINFO_SKILLLEVEL_FIELD.number = 2
SKILLINFO_SKILLLEVEL_FIELD.index = 1
SKILLINFO_SKILLLEVEL_FIELD.label = 1
SKILLINFO_SKILLLEVEL_FIELD.has_default_value = false
SKILLINFO_SKILLLEVEL_FIELD.default_value = 0
SKILLINFO_SKILLLEVEL_FIELD.type = 13
SKILLINFO_SKILLLEVEL_FIELD.cpp_type = 3
SKILLINFO_SKILLPOINT_FIELD.name = "skillpoint"
SKILLINFO_SKILLPOINT_FIELD.full_name = ".KKSG.SkillInfo.skillpoint"
SKILLINFO_SKILLPOINT_FIELD.number = 3
SKILLINFO_SKILLPOINT_FIELD.index = 2
SKILLINFO_SKILLPOINT_FIELD.label = 1
SKILLINFO_SKILLPOINT_FIELD.has_default_value = false
SKILLINFO_SKILLPOINT_FIELD.default_value = 0
SKILLINFO_SKILLPOINT_FIELD.type = 13
SKILLINFO_SKILLPOINT_FIELD.cpp_type = 3
SKILLINFO_ISBASIC_FIELD.name = "isbasic"
SKILLINFO_ISBASIC_FIELD.full_name = ".KKSG.SkillInfo.isbasic"
SKILLINFO_ISBASIC_FIELD.number = 4
SKILLINFO_ISBASIC_FIELD.index = 3
SKILLINFO_ISBASIC_FIELD.label = 1
SKILLINFO_ISBASIC_FIELD.has_default_value = false
SKILLINFO_ISBASIC_FIELD.default_value = false
SKILLINFO_ISBASIC_FIELD.type = 8
SKILLINFO_ISBASIC_FIELD.cpp_type = 7
SKILLINFO.name = "SkillInfo"
SKILLINFO.full_name = ".KKSG.SkillInfo"
SKILLINFO.nested_types = {}
SKILLINFO.enum_types = {}
SKILLINFO.fields = {SKILLINFO_SKILLHASH_FIELD, SKILLINFO_SKILLLEVEL_FIELD, SKILLINFO_SKILLPOINT_FIELD, SKILLINFO_ISBASIC_FIELD}
SKILLINFO.is_extendable = false
SKILLINFO.extensions = {}
SkillInfo = protobuf.Message(SKILLINFO)
|
-- TODO:
--
-- highpass filter - requires intelligently switching the wet/dry mix of HP and LP based on which one is in use, or having a priority override
-- grids UI
local Beets = {}
Beets.__index = Beets
local ControlSpec = require 'controlspec'
local Formatters = require 'formatters'
local BREAK_OFFSET = 5
local EVENT_ORDER = { "<", ">", "R", "S", "B" }
local json = include("lib/json")
function Beets.new(softcut_voice_id)
local i = {
-- descriptive global state
running = false,
enable_mutations = true,
id = softcut_voice_id,
beat_count = 8,
initial_bpm = 130,
loops_by_filename = {},
loop_index_to_filename = {},
loop_count = 0,
editing = false,
-- state that changes on the beat
beatstep = 0,
index = 0,
played_index = 0,
played_loop_index = 0,
message = '',
status = '',
events = {},
muted = false,
current_bpm = 0,
beat_start = 0,
beat_end = 7,
loop_index = 1,
on_beat_one = function() end,
on_beat = function() end,
on_kick = function() end,
on_snare = function() end,
change_bpm = function() end,
-- probability values
probability = {loop_index_jump = 0, stutter = 0, reverse = 0, jump = 0, jump_back = 0},
}
setmetatable(i, Beets)
return i
end
function Beets:advance_step(in_beatstep, in_bpm)
self.events = {}
self.message = ''
self.status = ''
self.beatstep = in_beatstep
self.current_bpm = in_bpm
self.played_index = self.index
if not self.running then
self.status = 'NOT RUNNING'
return
end
if self.loop_count == 0 then
self.status = 'NO LOOPS'
return
end
self:play_slice(self.index)
self:calculate_next_slice()
end
function Beets:instant_toggle_mute()
self:toggle_mute()
if self.muted then
softcut.level(self.id, 0)
else
softcut.level(self.id, 1)
end
end
function Beets:mute(in_muted)
if in_muted then
self.muted = true
else
self.muted = false
end
end
function Beets:toggle_mute()
self:mute(not self.muted)
end
function Beets:should(thing)
if not self.enable_mutations then
return false
end
return math.random(100) <= self.probability[thing]
end
function Beets:play_slice(slice_index)
self.on_beat()
if self.beatstep == 0 then
self.on_beat_one()
end
self.played_loop_index = self.loop_index
if (self:should('loop_index_jump')) then
self.played_loop_index = math.random(self.loop_count)
self.events['B'] = 1
else
self.events['B'] = 0
end
local loop = self.loops_by_filename[self.loop_index_to_filename[self.played_loop_index]]
local current_rate = loop.rate * (self.current_bpm / self.initial_bpm)
if (self:should('stutter')) then
self.events['S'] = 1
local stutter_amount = math.random(4)
softcut.loop_start(self.id, loop.start
+ (slice_index * (loop.duration / self.beat_count)))
softcut.loop_end(self.id,
loop.start
+ (slice_index * (loop.duration / self.beat_count)
+ (loop.duration / (64.0 / stutter_amount))))
else
self.events['S'] = 0
softcut.loop_start(self.id, loop.start)
softcut.loop_end(self.id, loop.start + loop.duration)
end
if (self:should('reverse')) then
self.events['R'] = 1
softcut.rate(self.id, 0 - current_rate)
else
self.events['R'] = 0
softcut.rate(self.id, current_rate)
end
if self.muted then
softcut.level(self.id, 0)
else
softcut.level(self.id, 1)
end
softcut.position(self.id, loop.start
+ (slice_index * (loop.duration / self.beat_count)))
if self.muted then
self.status = 'MUTED'
end
self:notify_beat(loop.beat_types[slice_index+1])
end
function Beets:notify_beat(beat_type)
if beat_type == 'K' then
self.on_kick()
end
if beat_type == 'S' then
self.on_snare()
end
end
function Beets:calculate_next_slice()
local new_index = self.index + 1
if new_index > self.beat_end then
new_index = self.beat_start
end
if (self:should('jump')) then
self.events['>'] = 1
new_index = (new_index + 1) % self.beat_count
else
self.events['>'] = 0
end
if (self:should('jump_back')) then
self.events['<'] = 1
new_index = (new_index - 1) % self.beat_count
else
self.events['<'] = 0
end
if (self.beatstep == self.beat_count - 1) then
new_index = self.beat_start
end
self.index = new_index
end
function Beets:clear_loops()
self.loop_index_to_filename = {}
self.loops_by_filename = {}
self.loop_count = 0
end
function Beets:load_directory(path, bpm)
self:clear_loops()
self.initial_bpm = bpm
self.change_bpm(bpm)
f = io.popen('ls ' .. path .. "/*.wav")
filenames={}
for name in f:lines() do
table.insert(filenames, name)
end
table.sort(filenames)
for i, name in ipairs(filenames) do
self:load_loop(i,{ file=name })
i=i+1
end
end
function Beets:load_loop(index, loop)
local filename = loop.file
local kicks = loop.kicks
local snares = loop.snares
local loop_info = {}
local ch, samples, samplerate = audio.file_info(filename)
loop_info.frames = samples
loop_info.rate = samplerate / 48000.0 -- compensate for files that aren't 48Khz
loop_info.duration = samples / 48000.0
loop_info.beat_types = { " ", " ", " ", " ", " ", " ", " ", " " }
loop_info.filename = filename
loop_info.start = index * BREAK_OFFSET
loop_info.index = index
softcut.buffer_read_mono(filename, 0, loop_info.start, -1, 1, 1)
if kicks then
for _, beat in ipairs(kicks) do
loop_info.beat_types[beat + 1] = "K"
end
end
if snares then
for _, beat in ipairs(snares) do
loop_info.beat_types[beat + 1] = "S"
end
end
self.loop_index_to_filename[index] = filename
self.loops_by_filename[filename] = loop_info
self.loop_count = index
self:reset_loop_index_param()
local f=io.open(filename .. ".json", "w")
f:write(json.encode(loop_info))
f:close()
end
function Beets:softcut_init()
softcut.enable(self.id, 1)
softcut.buffer(self.id, 1)
softcut.level(self.id, 1)
softcut.level_slew_time(self.id, 0.2)
softcut.loop(self.id, 1)
softcut.loop_start(self.id, 0)
softcut.loop_end(self.id, 0)
softcut.position(self.id, 0)
softcut.rate(self.id, 0)
softcut.play(self.id, 1)
softcut.fade_time(self.id, 0.010)
softcut.post_filter_dry(self.id, 0.0)
softcut.post_filter_lp(self.id, 1.0)
softcut.post_filter_rq(self.id, 0.3)
softcut.post_filter_fc(self.id, 44100)
end
function Beets:start(in_bpm)
self.initial_bpm = in_bpm
self:softcut_init()
self.running = true
end
function Beets:stop()
self.running = false
softcut.play(self.id, 0)
end
function Beets:reset_loop_index_param()
for _, p in ipairs(params.params) do
if p.id == 'loop_index' then
p.controlspec = ControlSpec.new(1, self.loop_count, 'lin', 1, 1, '')
end
end
end
function Beets:add_params()
local specs = {}
specs.FILTER_FREQ = ControlSpec.new(20, 20000, 'exp', 0, 20000, 'Hz')
specs.FILTER_RESONANCE = ControlSpec.new(0.05, 1, 'lin', 0, 0.25, '')
specs.PERCENTAGE = ControlSpec.new(0, 1, 'lin', 0.01, 0, '%')
specs.BEAT_START = ControlSpec.new(0, self.beat_count - 1, 'lin', 1, 0, '')
specs.BEAT_END =
ControlSpec.new(0, self.beat_count - 1, 'lin', 1, self.beat_count - 1, '')
local files = {}
local files_count = 0
local loops_dir = _path.dust .. 'audio/beets/'
f = io.popen('cd ' .. loops_dir .. "; ls -d *")
for name in f:lines() do
table.insert(files, name)
files_count = files_count + 1
end
table.sort(files)
if files_count == 0 then
name = 'Create folders in audio/beets to load'
self.loops_folder_name = "-"
else
name = 'Loops folder'
self.loops_folder_name = files[1]
end
params:add{
type = 'option',
id = 'dir_chooser',
name = name,
options = files,
action = function(value)
self.loops_folder_name = files[value]
end
}
params:add{
type = 'number',
id = 'dir_bpm',
name = 'Loops BPM',
min = 1,
max = 300,
default = self.initial_bpm,
action = function(value)
self.initial_bpm = value
end
}
params:add{
type = 'trigger',
id = 'load_loops',
name = 'Load loops',
action = function(value)
if value == "-" then
return
end
self:load_directory(_path.dust .. 'audio/beets/' .. self.loops_folder_name, self.initial_bpm)
end
}
params:add_separator()
params:add{
type = 'control',
id = 'loop_index',
name = 'Sample',
controlspec = ControlSpec.new(1, self.loop_count, 'lin', 1, 1, ''),
action = function(value)
self.loop_index = value
end,
}
params:add{
type = 'control',
id = 'jump_back_probability',
name = 'Jump Back Probability',
controlspec = specs.PERCENTAGE,
formatter = Formatters.percentage,
action = function(value)
self.probability.jump_back = value * 100
end,
}
params:add{
type = 'control',
id = 'jump_probability',
name = 'Jump Probability',
controlspec = specs.PERCENTAGE,
formatter = Formatters.percentage,
action = function(value)
self.probability.jump = value * 100
end,
}
params:add{
type = 'control',
id = 'reverse_probability',
name = 'Reverse Probability',
controlspec = specs.PERCENTAGE,
formatter = Formatters.percentage,
action = function(value)
self.probability.reverse = value * 100
end,
}
params:add{
type = 'control',
id = 'stutter_probability',
name = 'Stutter Probability',
controlspec = specs.PERCENTAGE,
formatter = Formatters.percentage,
action = function(value)
self.probability.stutter = value * 100
end,
}
params:add{
type = 'control',
id = 'loop_index_jump_probability',
name = 'Break Index Jump Probability',
controlspec = specs.PERCENTAGE,
formatter = Formatters.percentage,
action = function(value)
self.probability.loop_index_jump = value * 100
end,
}
params:add{
type = 'control',
id = 'filter_frequency',
name = 'Filter Cutoff',
controlspec = specs.FILTER_FREQ,
formatter = Formatters.format_freq,
action = function(value)
softcut.post_filter_fc(self.id, value)
end,
}
params:add{
type = 'control',
id = 'filter_reso',
name = 'Filter Resonance',
controlspec = specs.FILTER_RESONANCE,
action = function(value)
softcut.post_filter_rq(self.id, value)
end,
}
params:add{
type = 'control',
id = 'beat_start',
name = 'Beat Start',
controlspec = specs.BEAT_START,
action = function(value)
self.beat_start = value
end,
}
params:add{
type = 'control',
id = 'beat_end',
name = 'Beat End',
controlspec = specs.BEAT_END,
action = function(value)
self.beat_end = value
end,
}
end
function Beets:drawPlaybackUI()
local horiz_spacing = 9
local vert_spacing = 9
local left_margin = 10
local top_margin = 10
screen.clear()
screen.level(15)
if self.loop_count > 0 then
local loop = self.loops_by_filename[self.loop_index_to_filename[self.loop_index]]
for i = 0, 7 do
screen.rect(left_margin + horiz_spacing * i, top_margin, horiz_spacing, vert_spacing)
if self.played_index == i then
screen.level(15)
elseif self.beatstep == i then
screen.level(2)
else
screen.level(0)
end
screen.fill()
screen.rect(left_margin + horiz_spacing * i, top_margin, horiz_spacing, vert_spacing)
screen.level(1)
screen.move(left_margin + horiz_spacing * i + 2, top_margin + 6)
screen.text(loop.beat_types[i+1])
screen.level(2)
screen.stroke()
screen.level(15)
end
screen.level(6)
screen.move(left_margin + self.beat_start * horiz_spacing, top_margin + vert_spacing + 2)
screen.line(left_margin + self.beat_start * horiz_spacing, top_margin + vert_spacing + 6)
screen.line(left_margin + (self.beat_end + 1) * horiz_spacing, top_margin + vert_spacing + 6)
screen.line(left_margin + (self.beat_end + 1) * horiz_spacing, top_margin + vert_spacing + 2)
screen.stroke()
screen.level(15)
screen.move(left_margin + self.beat_count * horiz_spacing + 30, top_margin)
screen.text(self.played_loop_index)
for y, e in ipairs(EVENT_ORDER) do
screen.move(left_margin + self.beat_count * horiz_spacing + 30, top_margin + vert_spacing * y)
if self.events[e] == 1 then
screen.level(15)
else
screen.level(1)
end
screen.text(e)
end
end
screen.level(15)
screen.move(left_margin, 40)
screen.text(self.message)
screen.move(left_margin, 50)
screen.text(self.status)
end
function Beets:drawEditingUI()
screen.move(10, 10)
screen.text('EDIT MODE')
end
function Beets:drawUI()
screen.clear()
screen.level(15)
if self.editing then
self:drawEditingUI()
else
self:drawPlaybackUI()
end
screen.update()
end
function Beets:edit_mode_begin()
self.editing = true
redraw()
end
function Beets:edit_mode_end()
self.editing = false
redraw()
end
function Beets:enc(n, d)
print('Enc ' .. n .. ' ' .. d)
end
function Beets:key(n, z)
print('Key ' .. n .. ' ' .. z)
end
return Beets
|
--[[--------------------------------------------------------------------------
Author: Michael Roth <mroth@nessie.de>
Copyright (c) 2004, 2005 Michael Roth <mroth@nessie.de>
Permission is hereby granted, free of charge, to any person
obtaining a copy of this software and associated documentation
files (the "Software"), to deal in the Software without restriction,
including without limitation the rights to use, copy, modify, merge,
publish, distribute, sublicense, and/or sell copies of the Software,
and to permit persons to whom the Software is furnished to do so,
subject to the following conditions:
The above copyright notice and this permission notice shall be
included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.
IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY
CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
--]]--------------------------------------------------------------------------
require "sqlite3"
require "lunit"
lunit.setprivfenv()
lunit.import "assertions"
lunit.import "checks"
-------------------------------
-- Basic open and close test --
-------------------------------
lunit.wrap("open_memory", function()
local db = assert_table( sqlite3.open_memory() )
assert( db:close() )
end)
lunit.wrap("open", function()
local filename = "/tmp/__lua-sqlite3-20040906135849." .. os.time()
local db = assert_table( sqlite3.open(filename) )
assert( db:close() )
os.remove(filename)
end)
-------------------------------------
-- Presence of db member functions --
-------------------------------------
local db_funcs = lunit.TestCase("Database Member Functions")
function db_funcs:setup()
self.db = assert( sqlite3.open_memory() )
end
function db_funcs:teardown()
assert( self.db:close() )
end
function db_funcs:test()
local db = self.db
assert_function( db.close )
assert_function( db.exec )
assert_function( db.irows )
assert_function( db.rows )
assert_function( db.cols )
assert_function( db.first_irow )
assert_function( db.first_row )
assert_function( db.first_cols )
assert_function( db.prepare )
assert_function( db.interrupt )
assert_function( db.last_insert_rowid )
assert_function( db.changes )
assert_function( db.total_changes )
end
---------------------------------------
-- Presence of stmt member functions --
---------------------------------------
local stmt_funcs = lunit.TestCase("Statement Member Functions")
function stmt_funcs:setup()
self.db = assert( sqlite3.open_memory() )
self.stmt = assert( self.db:prepare("CREATE TABLE test (id, content)") )
end
function stmt_funcs:teardown()
assert( self.stmt:close() )
assert( self.db:close() )
end
function stmt_funcs:test()
local stmt = self.stmt
assert_function( stmt.close )
assert_function( stmt.reset )
assert_function( stmt.exec )
assert_function( stmt.bind )
assert_function( stmt.irows )
assert_function( stmt.rows )
assert_function( stmt.cols )
assert_function( stmt.first_irow )
assert_function( stmt.first_row )
assert_function( stmt.first_cols )
assert_function( stmt.column_names )
assert_function( stmt.column_decltypes )
assert_function( stmt.column_count )
end
------------------
-- Tests basics --
------------------
local basics = lunit.TestCase("Basics")
function basics:setup()
self.db = assert_table( sqlite3.open_memory() )
end
function basics:teardown()
assert_table( self.db:close() )
end
function basics:create_table()
assert_table( self.db:exec("CREATE TABLE test (id, name)") )
end
function basics:drop_table()
assert_table( self.db:exec("DROP TABLE test") )
end
function basics:insert(id, name)
assert_table( self.db:exec("INSERT INTO test VALUES ("..id..", '"..name.."')") )
end
function basics:update(id, name)
assert_table( self.db:exec("UPDATE test SET name = '"..name.."' WHERE id = "..id) )
end
function basics:test_create_drop()
self:create_table()
self:drop_table()
end
function basics:test_multi_create_drop()
self:create_table()
self:drop_table()
self:create_table()
self:drop_table()
end
function basics:test_insert()
self:create_table()
self:insert(1, "Hello World")
self:insert(2, "Hello Lua")
self:insert(3, "Hello sqlite3")
end
function basics:test_update()
self:create_table()
self:insert(1, "Hello Home")
self:insert(2, "Hello Lua")
self:update(1, "Hello World")
end
---------------------------------
-- Statement Column Info Tests --
---------------------------------
lunit.wrap("Column Info Test", function()
local db = assert_table( sqlite3.open_memory() )
assert_table( db:exec("CREATE TABLE test (id INTEGER, name TEXT)") )
local stmt = assert_table( db:prepare("SELECT * FROM test") )
assert_equal(2, stmt:column_count(), "Wrong number of columns." )
local names = assert_table( stmt:column_names() )
assert_equal(2, table.getn(names), "Wrong number of names.")
assert_equal("id", names[1] )
assert_equal("name", names[2] )
local types = assert_table( stmt:column_decltypes() )
assert_equal(2, table.getn(types), "Wrong number of declaration types.")
assert_equal("INTEGER", types[1] )
assert_equal("TEXT", types[2] )
assert_table( stmt:close() )
assert_table( db:close() )
end)
---------------------
-- Statement Tests --
---------------------
st = lunit.TestCase("Statement Tests")
function st:setup()
self.db = assert( sqlite3.open_memory() )
assert_table( self.db:exec("CREATE TABLE test (id, name)") )
assert_table( self.db:exec("INSERT INTO test VALUES (1, 'Hello World')") )
assert_table( self.db:exec("INSERT INTO test VALUES (2, 'Hello Lua')") )
assert_table( self.db:exec("INSERT INTO test VALUES (3, 'Hello sqlite3')") )
end
function st:teardown()
assert_table( self.db:close() )
end
function st:check_content(expected)
local stmt = assert( self.db:prepare("SELECT * FROM test ORDER BY id") )
local i = 0
for row in stmt:irows() do
i = i + 1
assert( i <= table.getn(expected), "To much rows." )
assert_equal(2, table.getn(row), "Two result column expected.")
assert_equal(i, row[1], "Wrong 'id'.")
assert_equal(expected[i], row[2], "Wrong 'name'.")
end
assert_equal( table.getn(expected), i, "To few rows." )
assert_table( stmt:close() )
end
function st:test_setup()
assert_pass(function() self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3" } end)
assert_error(function() self:check_content{ "Hello World", "Hello Lua" } end)
assert_error(function() self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "To much" } end)
assert_error(function() self:check_content{ "Hello World", "Hello Lua", "Wrong" } end)
assert_error(function() self:check_content{ "Hello World", "Wrong", "Hello sqlite3" } end)
assert_error(function() self:check_content{ "Wrong", "Hello Lua", "Hello sqlite3" } end)
end
function st:test_questionmark_args()
local stmt = assert_table( self.db:prepare("INSERT INTO test VALUES (?, ?)") )
assert_table( stmt:bind(0, "Test") )
assert_error(function() stmt:bind("To few") end)
assert_error(function() stmt:bind(0, "Test", "To many") end)
end
function st:test_questionmark()
local stmt = assert_table( self.db:prepare("INSERT INTO test VALUES (?, ?)") )
assert_table( stmt:bind(4, "Good morning") )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning" }
assert_table( stmt:bind(5, "Foo Bar") )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_questionmark_multi()
local stmt = assert_table( self.db:prepare([[
INSERT INTO test VALUES (?, ?); INSERT INTO test VALUES (?, ?) ]]))
assert( stmt:bind(5, "Foo Bar", 4, "Good morning") )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_identifiers()
local stmt = assert_table( self.db:prepare("INSERT INTO test VALUES (:id, :name)") )
assert_table( stmt:bind(4, "Good morning") )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning" }
assert_table( stmt:bind(5, "Foo Bar") )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_identifiers_multi()
local stmt = assert_table( self.db:prepare([[
INSERT INTO test VALUES (:id1, :name1); INSERT INTO test VALUES (:id2, :name2) ]]))
assert( stmt:bind(5, "Foo Bar", 4, "Good morning") )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_identifiers_names()
local stmt = assert_table( self.db:prepare({"name", "id"}, "INSERT INTO test VALUES (:id, $name)") )
assert_table( stmt:bind("Good morning", 4) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning" }
assert_table( stmt:bind("Foo Bar", 5) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_identifiers_multi_names()
local stmt = assert_table( self.db:prepare( {"name", "id1", "id2"},[[
INSERT INTO test VALUES (:id1, $name); INSERT INTO test VALUES ($id2, :name) ]]))
assert( stmt:bind("Hoho", 4, 5) )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Hoho", "Hoho" }
end
function st:test_colon_identifiers_names()
local stmt = assert_table( self.db:prepare({":name", ":id"}, "INSERT INTO test VALUES (:id, $name)") )
assert_table( stmt:bind("Good morning", 4) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning" }
assert_table( stmt:bind("Foo Bar", 5) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_colon_identifiers_multi_names()
local stmt = assert_table( self.db:prepare( {":name", ":id1", ":id2"},[[
INSERT INTO test VALUES (:id1, $name); INSERT INTO test VALUES ($id2, :name) ]]))
assert( stmt:bind("Hoho", 4, 5) )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Hoho", "Hoho" }
end
function st:test_dollar_identifiers_names()
local stmt = assert_table( self.db:prepare({"$name", "$id"}, "INSERT INTO test VALUES (:id, $name)") )
assert_table( stmt:bind("Good morning", 4) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning" }
assert_table( stmt:bind("Foo Bar", 5) )
assert_table( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Good morning", "Foo Bar" }
end
function st:test_dollar_identifiers_multi_names()
local stmt = assert_table( self.db:prepare( {"$name", "$id1", "$id2"},[[
INSERT INTO test VALUES (:id1, $name); INSERT INTO test VALUES ($id2, :name) ]]))
assert( stmt:bind("Hoho", 4, 5) )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Hoho", "Hoho" }
end
function st:test_bind_by_names()
local stmt = assert_table( self.db:prepare("INSERT INTO test VALUES (:id, :name)") )
local args = { }
args.id = 5
args.name = "Hello girls"
assert( stmt:bind(args) )
assert( stmt:exec() )
args.id = 4
args.name = "Hello boys"
assert( stmt:bind(args) )
assert( stmt:exec() )
self:check_content{ "Hello World", "Hello Lua", "Hello sqlite3", "Hello boys", "Hello girls" }
end
--------------------------------
-- Tests binding of arguments --
--------------------------------
b = lunit.TestCase("Binding Tests")
function b:setup()
self.db = assert( sqlite3.open_memory() )
assert_table( self.db:exec("CREATE TABLE test (id, name)") )
end
function b:teardown()
assert_table( self.db:close() )
end
function b:test_auto_parameter_names()
local stmt = assert_table( self.db:prepare([[
INSERT INTO test VALUES(:a, $b);
INSERT INTO test VALUES(:a2, :b2);
INSERT INTO test VALUES($a, :b);
INSERT INTO test VALUES($a3, $b3)
]]))
local parameters = assert_table( stmt:parameter_names() )
assert_equal( 6, table.getn(parameters) )
assert_equal( "a", parameters[1] )
assert_equal( "b", parameters[2] )
assert_equal( "a2", parameters[3] )
assert_equal( "b2", parameters[4] )
assert_equal( "a3", parameters[5] )
assert_equal( "b3", parameters[6] )
end
function b:test_no_parameter_names_1()
local stmt = assert_table( self.db:prepare([[ SELECT * FROM test ]]))
local parameters = assert_table( stmt:parameter_names() )
assert_equal( 0, table.getn(parameters) )
end
function b:test_no_parameter_names_2()
local stmt = assert_table( self.db:prepare([[ INSERT INTO test VALUES(?, ?) ]]))
local parameters = assert_table( stmt:parameter_names() )
assert_equal( 0, table.getn(parameters) )
end
--------------------------------------------
-- Tests loop break and statement reusage --
--------------------------------------------
----------------------------
-- Test for bugs reported --
----------------------------
bug = lunit.TestCase("Bug-Report Tests")
function bug:setup()
self.db = assert( sqlite3.open_memory() )
end
function bug:teardown()
assert_table( self.db:close() )
end
function bug:test_1()
self.db:exec("CREATE TABLE test (id INTEGER PRIMARY KEY, value TEXT)")
local query = assert_table( self.db:prepare("SELECT id FROM test WHERE value=?") )
assert_table ( query:bind("1") )
assert_nil ( query:first_cols() )
assert_table ( query:bind("2") )
assert_nil ( query:first_cols() )
end
function bug:test_nils() -- appeared in lua-5.1 (holes in arrays)
local function check(arg1, arg2, arg3, arg4, arg5)
assert_equal(1, arg1)
assert_equal(2, arg2)
assert_nil(arg3)
assert_equal(4, arg4)
assert_nil(arg5)
end
self.db:set_function("test_nils", 5, function(arg1, arg2, arg3, arg4, arg5)
check(arg1, arg2, arg3, arg4, arg5)
end)
assert_table( self.db:exec([[ SELECT test_nils(1, 2, NULL, 4, NULL) ]]) )
local arg1, arg2, arg3, arg4, arg5 = self.db:first_cols([[ SELECT 1, 2, NULL, 4, NULL ]])
check(arg1, arg2, arg3, arg4, arg5)
local row = assert_table( self.db:first_irow([[ SELECT 1, 2, NULL, 4, NULL ]]) )
check(row[1], row[2], row[3], row[4], row[5])
end
|
Label = require("engine.widget.Label")
Button = require("engine.widget.Button")
Window = require("engine.widget.Window")
|
local escape_tbl_ctl = { ["\\"] = "\\\\" , ["\n"] = "\\n", ["\r"] = "\\r" }
local escape_tbl = setmetatable({
['&'] = '&',
['"'] = '"',
['''] = "'",
['<'] = '<',
['>'] = '>',
},
{
__index = function(_,k)
local c = string.match(k, "&#(%d+);")
return c and string.char(c) or k
end
})
local function xml_value(s)
if s == nil then
return ""
end
s = s:gsub("(&[^;]+;)", escape_tbl)
s = s:gsub("[\\\r\n]", escape_tbl_ctl)
return s
end
local function xml_child(p, node)
local list = p[node.label]
if not list then
list = {}
p[node.label] = list
end
list[#list+1] = node
end
local function xml_args(node, s)
string.gsub(s, "(%w+) *= *([\"'])(.-)%2", function(w, _, a)
node["@"..w] = xml_value(a)
end)
return node
end
local function xml_load(xmlText)
local stack = {}
local top = {}
table.insert(stack, top)
local ni, c, label, xarg, empty
local i, j = 1, 1
while true do
ni, j, c, label, xarg, empty = string.find(xmlText, "<(%/?)([%w_:]+)(.-)(%/?)>", i)
if not ni then break end
local text = string.sub(xmlText, i, ni - 1);
if not string.find(text, "^%s*$") then
top.value = (top.value or "") .. xml_value(text)
end
if empty == "/" then -- empty element tag
xml_child(top, xml_args({label = label}, xarg))
elseif c == "" then -- start tag
top = xml_args({label = label}, xarg)
table.insert(stack, top)
else -- end tag
local toclose = table.remove(stack) -- remove top
top = stack[#stack]
if #stack < 1 then
error("XmlParser: nothing to close with " .. label)
end
if toclose.label ~= label then
error("XmlParser: trying to close " .. toclose.label .. " with " .. label)
end
xml_child(top, toclose)
end
i = j + 1
end
local text = string.sub(xmlText, i);
if #stack > 1 then
error("XmlParser: unclosed " .. stack[#stack]:name())
end
return top
end
return {
load = xml_load
}
|
effectiveness = {{"Super Effective", 4}, {"Effective", 2}, {"Normal", 1}, {"Ineffective", 0.5}, {"Very Ineffective", 0.25}, {"Null", 0}}
pokemons = {}
seen = 0
catches = 0
viewShiny = nil
advancedSearchWindow = nil
function init()
connect(g_game, { onGameEnd = hide })
pokedexWindow = g_ui.displayUI('pokedex', modules.game_interface.getRootPanel())
pokedexTabBar = pokedexWindow:recursiveGetChildById('pokedexTabBar')
pokemonInfoPanel = pokedexWindow:recursiveGetChildById('pokemonInfoPanel')
pokemonsPanel = pokedexWindow:recursiveGetChildById('pokemonsPanel')
pokemonSearch = pokedexWindow:recursiveGetChildById('searchText')
seenLabel = pokedexWindow:recursiveGetChildById('seenLabelValue')
catchesLabel = pokedexWindow:recursiveGetChildById('catchesLabelValue')
pokemonHide = pokedexWindow:recursiveGetChildById('hideUnseen')
pokemonInfoPanel:getChildById('mapMark'):setVisible(false)
pokedexTabContent = pokedexWindow:recursiveGetChildById('pokedexTabContent')
advancedSearchWindow = pokedexWindow:recursiveGetChildById('advancedSearchWindow')
pokedexTabBar:setContentWidget(pokedexTabContent)
pokedexWindow:hide()
movesPanel = g_ui.loadUI('moves')
pokedexTabBar:addTab(tr('Moves'), movesPanel)
effectivenessPanel = g_ui.loadUI('effectiveness')
pokedexTabBar:addTab(tr('Effectiveness'), effectivenessPanel)
lootsPanel = g_ui.loadUI('loots')
pokedexTabBar:addTab(tr('Loots'), lootsPanel)
for i = 1, 375 do
local pokemonButton = g_ui.createWidget('PokemonButton', pokemonsPanel)
pokemonButton.onMouseRelease = onPokemonButtonMouseRelease
pokemonButton.id = i
pokemonButton.see = false
pokemonButton.catched = 0
pokemonButton.name = pokemonId[i]
if i < 10 then
pokemonButton:setText('00'..i)
elseif i >= 10 and i < 100 then
pokemonButton:setText('0'..i)
else
pokemonButton:setText(i)
end
if i == 375 then
pokemonButton:focus()
end
pokemonButton:setIconColor('black')
pokemonButton:setIcon('/images/game/pokedex/icons/'..i)
table.insert(pokemons, pokemonButton)
end
ProtocolGame.registerExtendedOpcode(60, function(protocol, opcode, buffer) onCheckPokedex(protocol, opcode, buffer) end)
ProtocolGame.registerExtendedOpcode(62, function(protocol, opcode, buffer) onPokedexSelect(protocol, opcode, buffer) end)
ProtocolGame.registerExtendedOpcode(63, function(protocol, opcode, buffer) getMapMarks(protocol, opcode, buffer) end)
pokemonsPanel.onChildFocusChange = function(self, focusedChild) reloadPokemonsPanelInfo(focusedChild) end
g_keyboard.bindKeyPress('Left', function() pokemonsPanel:focusPreviousChild(KeyboardFocusReason) end, pokedexWindow)
g_keyboard.bindKeyPress('Right', function() pokemonsPanel:focusNextChild(KeyboardFocusReason) end, pokedexWindow)
g_keyboard.bindKeyPress('Up', function() for i = 1, 4 do pokemonsPanel:focusPreviousChild(KeyboardFocusReason) end end, pokedexWindow)
g_keyboard.bindKeyPress('Down', function() for i = 1, 4 do pokemonsPanel:focusNextChild(KeyboardFocusReason) end end, pokedexWindow)
end
function onPokedexSelect(protocol, opcode, buffer)
local tabe = string.explode(buffer, "*")
local mapMark = pokemonInfoPanel:getChildById('mapMark')
reloadLoots(tabe[1])
local pokemonDescription = pokemonInfoPanel:getChildById('pokemonDescription')
pokemonDescription:setText(tabe[3])
if tabe[2] == "false" then
mapMark:setVisible(false)
else
mapMark:setVisible(true)
end
end
function sendMapProtocolToServer(pokeName)
local protocol = g_game.getProtocolGame()
if protocol then
if not pokeName:find('?') then
protocol:sendExtendedOpcode(69, pokeName)
end
end
end
function getMapMarks(protocol, opcode, buffer)
if buffer ~= "false" then
assert(loadstring("mapInfo = "..tostring(buffer)))()
for i, v in pairs(mapInfo) do
addMapMarks(v['x'], v['y'], v['z'], v['imagem'], v['description'])
end
end
end
function addMapMarks(x, y, z, imagem, description)
modules.game_minimap.setMonsterCave(x, y, z, imagem, description)
scheduleEvent(function() modules.game_minimap.removeMonsterCave(x, y, z, imagem, description) end, 30*1000)
end
function reloadLoots(list)
if list == "false" then
return
end
assert(loadstring("itemInfo = "..tostring(list)))()
local count = 1
for p = 1, 10 do
local loots = lootsPanel:getChildById('pokemonLoots'):getChildById("item"..p)
local lootsLabel = lootsPanel:getChildById('pokemonLoots'):getChildById("item"..p.."label")
loots:setVisible(false)
lootsLabel:setText("")
end
for i, v in pairs(itemInfo) do
local loots = lootsPanel:getChildById('pokemonLoots'):getChildById("item"..count)
local lootsLabel = lootsPanel:getChildById('pokemonLoots'):getChildById("item"..count.."label")
loots:setItemId(v['id'])
loots:setItemCount(v['count'])
lootsLabel:setText("Chance: "..v['chance'].."%")
loots:setTooltip(v['name'])
loots:setVisible(true)
count = count +1
end
end
function terminate()
disconnect(g_game, { onGameEnd = hide })
g_keyboard.unbindKeyPress('Left')
g_keyboard.unbindKeyPress('Right')
g_keyboard.unbindKeyPress('Up')
g_keyboard.unbindKeyPress('Down')
save()
seen = 0
catches = 0
pokedexWindow:destroy()
end
function show(focus, shiny)
local scrollBar = pokedexWindow:getChildById('pokedexScrollBar')
if focus == 0 then
pokemonSearch:clearText()
pokemonSearch:focus()
pokedexWindow:show()
pokedexWindow:raise()
pokedexWindow:focus()
clearCheckBoxChecked()
pokemonsPanel:getChildByIndex(1):focus()
scrollBar:setValue(0)
return
end
if shiny then
pokemons[focus].shiny = true
else
pokemons[focus].shiny = false
end
pokemonSearch:clearText()
pokemonSearch:focus()
pokedexWindow:show()
pokedexWindow:raise()
pokedexWindow:focus()
clearCheckBoxChecked()
scrollBar:setValue(math.floor((focus-21)/4)*43)
pokemonsPanel:getChildByIndex(focus):focus()
end
function hide()
save()
seen = 0
catches = 0
pokedexWindow:hide()
end
function load()
local settings = g_settings.getNode('game_pokedex')
settings.hideUnseen = settings.hideUnseen or false
pokemonHide:setChecked(settings.hideUnseen)
hideUnseen(pokemonHide:isChecked())
end
function save()
local settings = {}
settings.hideUnseen = pokemonHide:isChecked()
g_settings.setNode('game_pokedex', settings)
end
function onPokemonButtonMouseRelease(self, mousePosition, mouseButton)
if mouseButton == MouseRightButton then
if not self.see or not haveShinyPokemon(self.name) then return end
local menu = g_ui.createWidget('PopupMenu')
menu:setGameMenu(true)
if not viewShiny or pokemonsPanel:getFocusedChild() ~= self then
menu:addOption('Shiny', function() self:focus() reloadShinyPokemonPanelInfo(self) end)
elseif pokemonsPanel:getFocusedChild() == self then
menu:addOption('Normal', function() self:focus() reloadPokemonsPanelInfo(self) end)
end
menu:display(mousePos)
end
end
function onCheckPokedex(protocol, opcode, buffer)
if string.find(buffer, 'reloadCatch') then
local pokemonId = string.explode(buffer, '-')[1]
local pokemon = pokemonsPanel:getChildByIndex(pokemonId)
pokemon.catched = 1
if pokemon.see then
pokemon:getChildByIndex(1):setImageColor('white')
end
return
end
seen = 0
catches = 0
for i = 1, (#string.explode(buffer, '|')-1) do
local pokemon = pokemonsPanel:getChildByIndex(i)
if pokemon ~= nil then
local pokemonSee = string.explode(string.explode(buffer, '|')[i], '-')[1]
local pokemonCatched = string.explode(string.explode(buffer, '|')[i], '-')[2]
pokemon.catched = tonumber(pokemonCatched)
if pokemonSee == '0' then
pokemon.see = false
pokemon:setIconColor('black')
else
pokemon.see = true
pokemon:setIconColor('white')
pokemon:setVisible(true)
end
if pokemon.catched == 1 and pokemon.see then
pokemon:getChildByIndex(1):setImageColor('white')
else
pokemon:getChildByIndex(1):setImageColor('alpha')
end
if pokemon.see then
seen = seen + 1
end
if pokemon.catched == 1 then
catches = catches + 1
end
end
end
seenLabel:setText(seen)
catchesLabel:setText(catches)
load()
end
function advancedSearch(checkBox)
for b = 1, pokemonsPanel:getChildCount() do
local pokemon = pokemonsPanel:getChildByIndex(b)
local type1 = pokemonTypes[pokemon.name].type1
local type2 = pokemonTypes[pokemon.name].type2 or 'none'
local advancedSearchCondition = (getPokemonHaveCheckedSkills(pokemon) and pokemon.see)
if getCatchedChecked() then
advancedSearchCondition = pokemon.catched == 1 and advancedSearchCondition
end
if getTypesCheckBoxCheckedCount() == 1 then
advancedSearchCondition = (string.find(getTypesChecked(), type1) or string.find(getTypesChecked(), type2)) and advancedSearchCondition
elseif getTypesCheckBoxCheckedCount() == 2 then
advancedSearchCondition = (string.find(getTypesChecked(), type1) and string.find(getTypesChecked(), type2)) and advancedSearchCondition
elseif getTypesCheckBoxCheckedCount() >= 3 then
advancedSearchCondition = false
end
if pokemonHide:isChecked() then
advancedSearchCondition = (not checkBox:isChecked() and not haveCheckBoxChecked() and pokemon.see) or advancedSearchCondition
else
advancedSearchCondition = (not checkBox:isChecked() and not haveCheckBoxChecked()) or advancedSearchCondition
end
pokemon:setVisible(advancedSearchCondition)
end
end
function getCatchedChecked()
if advancedSearchWindow:getChildByIndex(2):isChecked() then
return true
end
return false
end
function getPokemonHaveCheckedSkills(pokemon)
local skills = getPokemonSkills(doCorrectString(pokemon.name)):lower()
for i = 1, #getSkillsChecked() do
if not string.find(skills, getSkillsChecked()[i]) then
return false
end
end
return true
end
function getSkillsChecked()
local skillsChecked = {}
for i = 7, 18 do
local checkBox = advancedSearchWindow:getChildByIndex(i)
if checkBox:isChecked() then
table.insert(skillsChecked, checkBox:getText():lower())
end
end
return skillsChecked
end
function getTypesChecked()
local typesChecked = {}
for i = 19, 36 do
local checkBox = advancedSearchWindow:getChildByIndex(i)
if checkBox:isChecked() then
table.insert(typesChecked, checkBox:getText():lower()..',')
end
end
return table.concat(typesChecked)
end
function getTypesCheckBoxCheckedCount()
local typesChecked = 0
for i = 19, 36 do
local checkBox = advancedSearchWindow:getChildByIndex(i)
if checkBox:isChecked() then
typesChecked = typesChecked + 1
end
end
return typesChecked
end
function clearCheckBoxChecked()
for i = 2, #advancedSearchWindow:getChildren() do
if i == 2 or i >= 7 then
advancedSearchWindow:getChildByIndex(i):setChecked(false)
end
end
end
function haveCheckBoxChecked()
for i = 2, #advancedSearchWindow:getChildren() do
if i == 2 or i >= 7 then
if advancedSearchWindow:getChildByIndex(i):isChecked() then
return true
end
end
end
return false
end
function hideUnseen(value)
if pokemonSearch:getText() ~= '' then return end
for i = 1, pokemonsPanel:getChildCount() do
local pokemon = pokemonsPanel:getChildByIndex(i)
local visibleCondition = (not value) or (value and pokemon.see)
pokemon:setVisible(visibleCondition)
end
clearCheckBoxChecked()
end
function searchPokemon()
local searchFilter = pokemonSearch:getText():lower()
for i = 1, pokemonsPanel:getChildCount() do
local pokemon = pokemonsPanel:getChildByIndex(i)
local searchCondition = (searchFilter ~= '' and string.find(pokemon.name, searchFilter) ~= nil and pokemon.see)
if pokemonHide:isChecked() then
searchCondition = (searchFilter == '' and pokemon.see) or searchCondition
else
searchCondition = (searchFilter == '') or searchCondition
end
pokemon:setVisible(searchCondition)
end
clearCheckBoxChecked()
end
function reloadPokemonsPanelInfo(button)
if button.shiny then
return reloadShinyPokemonPanelInfo(button)
end
local pokemonNameLabel = pokemonInfoPanel:getChildById('pokemonName')
local pokemonImage = pokemonInfoPanel:getChildById('pokemonImage')
local pokemonType1 = pokemonInfoPanel:getChildById('pokemonType1')
local pokemonType2 = pokemonInfoPanel:getChildById('pokemonType2')
local pokemonDescription = pokemonInfoPanel:getChildById('pokemonDescription')
local pokemonSkills = pokemonInfoPanel:getChildById('pokemonSkills')
viewShiny = false
if button.see then
pokemonNameLabel:setText('#'..button:getText()..' '..doCorrectString(button.name))
pokemonImage:setImageColor('white')
pokemonImage:setTooltip(tr('Description:')..'\n'..pokesDescription[button.name])
pokemonSkills:setText(tr('Skills')..': '..getPokemonSkills(doCorrectString(button.name))..'.')
pokemonType1:setVisible(true)
pokemonType2:setVisible(true)
pokedexTabContent:setVisible(true)
else
pokemonImage:setImageColor('black')
pokemonNameLabel:setText('#'..button:getText()..' ??????')
pokemonDescription:setText(tr('Description:')..'\n??????')
pokemonSkills:setText(tr('Skills')..': ??????.')
pokemonType1:setVisible(false)
pokemonType2:setVisible(false)
pokedexTabContent:setVisible(false)
end
pokemonImage:setImageSource('/images/game/pokemon/portraits/'..button.name)
pokemonType1:setTooltip(string.upper(pokemonTypes[button.name].type1))
pokemonType1:setImageSource('/images/game/elements/'..pokemonTypes[button.name].type1)
if pokemonTypes[button.name].type2 and button.see then
pokemonType2:setVisible(true)
pokemonType2:setTooltip(string.upper(pokemonTypes[button.name].type2))
pokemonType2:setImageSource('/images/game/elements/'..pokemonTypes[button.name].type2)
else
pokemonType2:setVisible(false)
end
for i = 1, 12 do
movesPanel:getChildById('pokemonMoves'):getChildById('move'..i):setVisible(false)
end
reloadMoves(doCorrectString(button.name))
reloadEffectiveness(button.name, pokemonTypes[button.name].type1, pokemonTypes[button.name].type2)
local protocol = g_game.getProtocolGame()
if protocol and button.see then
protocol:sendExtendedOpcode(55, button.name.."*false")
end
end
function reloadShinyPokemonPanelInfo(button)
local pokemonNameLabel = pokemonInfoPanel:getChildById('pokemonName')
local pokemonImage = pokemonInfoPanel:getChildById('pokemonImage')
local pokemonType1 = pokemonInfoPanel:getChildById('pokemonType1')
local pokemonType2 = pokemonInfoPanel:getChildById('pokemonType2')
local pokemonDescription = pokemonInfoPanel:getChildById('pokemonDescription')
local pokemonSkills = pokemonInfoPanel:getChildById('pokemonSkills')
viewShiny = true
button.shiny = false
pokemonNameLabel:setText('#'..button:getText()..' Shiny '..doCorrectString(button.name))
pokemonImage:setImageColor('white')
pokemonDescription:setText(tr('Description:')..'\n'..pokesDescription['shiny '..button.name])
pokemonSkills:setText(tr('Skills')..': '..getPokemonSkills('Shiny '..doCorrectString(button.name))..'.')
pokemonType1:setVisible(true)
pokemonType2:setVisible(true)
pokedexTabContent:setVisible(true)
pokemonImage:setImageSource('/images/game/pokemon/portraits/shiny '..button.name)
pokemonType1:setTooltip(string.upper(pokemonTypes['shiny '..button.name].type1))
pokemonType1:setImageSource('/images/game/elements/'..pokemonTypes['shiny '..button.name].type1)
if pokemonTypes['shiny '..button.name].type2 and button.see then
pokemonType2:setVisible(true)
pokemonType2:setTooltip(string.upper(pokemonTypes['shiny '..button.name].type2))
pokemonType2:setImageSource('/images/game/elements/'..pokemonTypes['shiny '..button.name].type2)
else
pokemonType2:setVisible(false)
end
reloadMoves('Shiny '..doCorrectString(button.name))
reloadEffectiveness('shiny '..button.name, pokemonTypes[button.name].type1, pokemonTypes[button.name].type2)
local protocol = g_game.getProtocolGame()
if protocol and button.see then
protocol:sendExtendedOpcode(55, button.name.."*true")
end
end
function reloadMoves(pokemonName)
for i = 1, getPokemonMovesCount(pokemonName) do
local move = movesPanel:getChildById('pokemonMoves'):getChildById('move'..i)
local moveInfo = getPokemonMoveIdInfo(pokemonName)[i]
move:getChildByIndex(1):setImageSource('/images/game/moves/'..moveInfo.name..'_on')
move:getChildByIndex(1):setText(moveInfo.cd)
move:getChildByIndex(2):setText(moveInfo.name)
move:getChildByIndex(3):setText('Level '..moveInfo.level)
move:getChildByIndex(4):setImageSource('/images/game/elements/'..moveInfo.t)
move:getChildByIndex(4):setTooltip(doCorrectString(moveInfo.t))
move:setVisible(true)
end
end
function reloadEffectiveness(pokemonName, type1, type2)
local scrollPanel = effectivenessPanel:getChildById('pokemonEffectiveness')
local first = 1
for i = 1, #scrollPanel:getChildren()-1 do
scrollPanel:getChildByIndex(2):destroy()
end
for i = 1, #effectiveness do
local effePanel = g_ui.createWidget('EffectivenessPanel', scrollPanel)
if i > first then
effePanel:setMarginTop(5)
end
local effeTypesPanel1 = effePanel:getChildByIndex(2)
local effeTypesPanel2 = effePanel:getChildByIndex(3)
local effeType = string.explode(getEffectiveness(type1, type2, effectiveness[i][2]), '-')
scrollPanel:getChildByIndex(1):setText(tr('Effectiveness against')..' '..doCorrectString(pokemonName)..':')
effePanel:getChildByIndex(1):setText(tr(effectiveness[i][1])..':')
for a = 1, #effeTypesPanel1:getChildren() do
effeTypesPanel1:getChildByIndex(1):destroy()
end
for a = 1, #effeTypesPanel2:getChildren() do
effeTypesPanel2:getChildByIndex(1):destroy()
end
if getEffectiveness(type1, type2, effectiveness[i][2]) ~= "" then
for b = 1, #effeType-1 do
if #effeTypesPanel1:getChildren() <= 14 then
element = g_ui.createWidget('ElementButton', effeTypesPanel1)
else
effePanel:setHeight(49)
element = g_ui.createWidget('ElementButton', effeTypesPanel2)
end
element:setTooltip(doCorrectString(effeType[b]))
element:setImageSource('/images/game/elements/'..effeType[b])
end
else
effePanel:destroy()
first = first + 1
end
end
end
function advancedSearchShow()
if advancedSearchWindow:isVisible() then
scheduleEvent(function() advancedSearchWindow:hide() end, 1)
else
advancedSearchWindow:show()
advancedSearchWindow:raise()
advancedSearchWindow:focus()
end
end
|
-- These were copied from the 0.15 base mod and need to be replaced in time with
-- graphics for wooden pipes.
function assembler2pipepictures()
return {
north = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-N.png",
priority = "extra-high",
width = 35,
height = 18,
shift = util.by_pixel(2.5, 14),
hr_version = {
filename = "__base__/graphics/entity/assembling-machine-2/hr-assembling-machine-2-pipe-N.png",
priority = "extra-high",
width = 71,
height = 38,
shift = util.by_pixel(2.25, 13.5),
scale = 0.5
}
},
east = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-E.png",
priority = "extra-high",
width = 20,
height = 38,
shift = util.by_pixel(-25, 1),
hr_version = {
filename = "__base__/graphics/entity/assembling-machine-2/hr-assembling-machine-2-pipe-E.png",
priority = "extra-high",
width = 42,
height = 76,
shift = util.by_pixel(-24.5, 1),
scale = 0.5
}
},
south = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-S.png",
priority = "extra-high",
width = 44,
height = 31,
shift = util.by_pixel(0, -31.5),
hr_version = {
filename = "__base__/graphics/entity/assembling-machine-2/hr-assembling-machine-2-pipe-S.png",
priority = "extra-high",
width = 88,
height = 61,
shift = util.by_pixel(0, -31.25),
scale = 0.5
}
},
west = {
filename = "__base__/graphics/entity/assembling-machine-2/assembling-machine-2-pipe-W.png",
priority = "extra-high",
width = 19,
height = 37,
shift = util.by_pixel(25.5, 1.5),
hr_version = {
filename = "__base__/graphics/entity/assembling-machine-2/hr-assembling-machine-2-pipe-W.png",
priority = "extra-high",
width = 39,
height = 73,
shift = util.by_pixel(25.75, 1.25),
scale = 0.5
}
}
}
end
local pipe_sheet = "__StoneAge__/graphics/wood-pipes.png"
local pipe_sheet_hr = "__StoneAge__/graphics/wood-pipes-hr.png"
function pipepictures()
return {
straight_vertical_single = {
filename = pipe_sheet,
priority = "extra-high",
width = 64,
height = 64,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 128,
height = 128,
x = 0,
y = 0,
scale = 0.5
}
},
straight_vertical = {
filename = pipe_sheet,
priority = "extra-high",
width = 64,
height = 32,
x = 0,
y = 144,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 128,
height = 64,
x = 0,
y = 288,
scale = 0.5
}
},
straight_vertical_window = {
filename = pipe_sheet,
priority = "extra-high",
width = 64,
height = 32,
x = 0,
y = 112,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 128,
height = 64,
x = 0,
y = 224,
scale = 0.5
}
},
straight_horizontal_window = {
filename = pipe_sheet,
priority = "extra-high",
width = 32,
height = 64,
x = 112,
y = 0,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 64,
height = 128,
x = 224,
y = 0,
scale = 0.5
}
},
straight_horizontal = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 32,
height = 64,
x = 144,
y = 0,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 64,
height = 128,
x = 288,
y = 0,
scale = 0.5,
}
},
corner_up_right = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 48,
x = 64,
y = 144,
shift = {
x = -0.25,
y = 0.25,
},
hr_version =
{
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 96,
x = 128,
y = 288,
shift = {
x = -0.25,
y = 0.25,
},
scale = 0.5
}
},
corner_up_left = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 48,
x = 144,
y = 144,
shift = {
x = 0.25,
y = 0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 96,
x = 288,
y = 288,
shift = {
x = 0.25,
y = 0.25,
},
scale = 0.5
}
},
corner_down_right = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 48,
x = 64,
y = 64,
shift = {
x = -0.25,
y = -0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 96,
x = 128,
y = 128,
shift = {
x = -0.25,
y = -0.25,
},
scale = 0.5
}
},
corner_down_left = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 48,
x = 144,
y = 64,
shift = {
x = 0.25,
y = -0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 96,
x = 288,
y = 128,
shift = {
x = 0.25,
y = -0.25,
},
scale = 0.5
}
},
t_up = {
filename = pipe_sheet,
priority = "extra-high",
width = 32,
height = 48,
x = 112,
y = 144,
shift = {
x = 0,
y = 0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 64,
height = 96,
x = 224,
y = 288,
shift = {
x = 0,
y = 0.25,
},
scale = 0.5
}
},
t_down = {
filename = pipe_sheet,
priority = "extra-high",
width = 32,
height = 48,
x = 112,
y = 64,
shift = {
x = 0,
y = -0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 64,
height = 96,
x = 224,
y = 128,
shift = {
x = 0,
y = -0.25,
},
scale = 0.5
}
},
t_right = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 32,
x = 64,
y = 112,
shift = {
x = -0.25,
y = 0,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 64,
x = 128,
y = 224,
shift = {
x = -0.25,
y = 0,
},
scale = 0.5
}
},
t_left = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 32,
x = 144,
y = 112,
shift = {
x = 0.25,
y = 0,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 64,
x = 288,
y = 224,
shift = {
x = 0.25,
y = 0,
},
scale = 0.5
}
},
cross = {
filename = pipe_sheet,
priority = "extra-high",
width = 32,
height = 32,
x = 112,
y = 112,
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 64,
height = 64,
x = 224,
y = 224,
scale = 0.5
}
},
ending_up = {
filename = pipe_sheet,
priority = "extra-high",
width = 64,
height = 48,
x = 0,
y = 176,
shift = {
x = 0,
y = 0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 128,
height = 96,
x = 0,
y = 352,
shift = {
x = 0,
y = 0.25,
},
scale = 0.5
}
},
ending_down = {
filename = pipe_sheet,
priority = "extra-high",
width = 64,
height = 48,
x = 0,
y = 64,
shift = {
x = 0,
y = -0.25,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 128,
height = 96,
x = 0,
y = 128,
shift = {
x = 0,
y = -0.25,
},
scale = 0.5
}
},
ending_right = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 64,
x = 64,
y = 0,
shift = {
x = -0.25,
y = 0,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 128,
x = 128,
y = 0,
shift = {
x = -0.25,
y = 0,
},
scale = 0.5
}
},
ending_left = {
filename = pipe_sheet,
priority = "extra-high",
width = 48,
height = 64,
x = 176,
y = 0,
shift = {
x = 0.25,
y = 0,
},
hr_version = {
filename = pipe_sheet_hr,
priority = "extra-high",
width = 96,
height = 128,
x = 352,
y = 0,
shift = {
x = 0.25,
y = 0,
},
scale = 0.5
}
},
horizontal_window_background = {
filename = "__base__/graphics/entity/pipe/pipe-horizontal-window-background.png",
priority = "extra-high",
width = 64,
height = 64,
hr_version = {
filename = "__base__/graphics/entity/pipe/hr-pipe-horizontal-window-background.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
}
},
vertical_window_background = {
filename = "__base__/graphics/entity/pipe/pipe-vertical-window-background.png",
priority = "extra-high",
width = 64,
height = 64,
hr_version =
{
filename = "__base__/graphics/entity/pipe/hr-pipe-vertical-window-background.png",
priority = "extra-high",
width = 128,
height = 128,
scale = 0.5
}
},
fluid_background = {
filename = "__base__/graphics/entity/pipe/fluid-background.png",
priority = "extra-high",
width = 32,
height = 20,
hr_version = {
filename = "__base__/graphics/entity/pipe/hr-fluid-background.png",
priority = "extra-high",
width = 64,
height = 40,
scale = 0.5
}
},
low_temperature_flow = {
filename = "__base__/graphics/entity/pipe/fluid-flow-low-temperature.png",
priority = "extra-high",
width = 160,
height = 18
},
middle_temperature_flow = {
filename = "__base__/graphics/entity/pipe/fluid-flow-medium-temperature.png",
priority = "extra-high",
width = 160,
height = 18
},
high_temperature_flow = {
filename = "__base__/graphics/entity/pipe/fluid-flow-high-temperature.png",
priority = "extra-high",
width = 160,
height = 18
},
gas_flow = {
filename = "__base__/graphics/entity/pipe/steam.png",
priority = "extra-high",
line_length = 10,
width = 24,
height = 15,
frame_count = 60,
axially_symmetrical = false,
direction_count = 1,
hr_version = {
filename = "__base__/graphics/entity/pipe/hr-steam.png",
priority = "extra-high",
line_length = 10,
width = 48,
height = 30,
frame_count = 60,
axially_symmetrical = false,
direction_count = 1
}
}
}
end
|
--[[
MenuBar, by Goranaws
--]]
local MenuBar = Dominos:CreateClass('Frame', Dominos.Frame)
Dominos.MenuBar = MenuBar
local WIDTH_OFFSET = 2
local HEIGHT_OFFSET = 20
local MICRO_BUTTONS = {
"CharacterMicroButton",
"SpellbookMicroButton",
"TalentMicroButton",
"AchievementMicroButton",
"QuestLogMicroButton",
"GuildMicroButton",
-- "PVPMicroButton",
"LFDMicroButton",
"CompanionsMicroButton",
"EJMicroButton",
"StoreMicroButton",
"HelpMicroButton",
"MainMenuMicroButton",
}
local overrideButtons = {}
local MICRO_BUTTON_NAMES = {
['CharacterMicroButton'] = _G['CHARACTER_BUTTON'],
['SpellbookMicroButton'] = _G['SPELLBOOK_ABILITIES_BUTTON'],
['TalentMicroButton'] = _G['TALENTS_BUTTON'],
['AchievementMicroButton'] = _G['ACHIEVEMENT_BUTTON'],
['QuestLogMicroButton'] = _G['QUESTLOG_BUTTON'],
['GuildMicroButton'] = _G['LOOKINGFORGUILD'],
-- ['PVPMicroButton'] = _G['PLAYER_V_PLAYER'],
['LFDMicroButton'] = _G['DUNGEONS_BUTTON'],
['EJMicroButton'] = _G['ENCOUNTER_JOURNAL'],
['CompanionsMicroButton'] = _G['MOUNTS_AND_PETS'],
['MainMenuMicroButton'] = _G['MAINMENU_BUTTON'],
['HelpMicroButton'] = _G['HELP_BUTTON'],
['StoreMicroButton'] = _G['BLIZZARD_STORE']
}
--[[ Menu Bar ]]--
function MenuBar:New()
local bar = MenuBar.super.New(self, 'menu')
bar:LoadButtons()
bar:Layout()
return bar
end
function MenuBar:Create(frameId)
local bar = MenuBar.super.Create(self, frameId)
bar.buttons = {}
bar.activeButtons = {}
local getOrHook = function(frame, script, action)
if frame:GetScript(script) then
frame:HookScript(script, action)
else
frame:SetScript(script, action)
end
end
local requestLayoutUpdate
do
local f = CreateFrame('Frame'); f:Hide()
local delay = 0.01
f:SetScript('OnUpdate', function(self, elapsed)
self:Hide()
bar:Layout()
end)
requestLayoutUpdate = function() f:Show() end
end
hooksecurefunc('UpdateMicroButtons', requestLayoutUpdate)
local petBattleFrame = _G['PetBattleFrame'].BottomFrame.MicroButtonFrame
getOrHook(petBattleFrame, 'OnShow', function()
bar.isPetBattleUIShown = true
requestLayoutUpdate()
end)
getOrHook(petBattleFrame, 'OnHide', function()
bar.isPetBattleUIShown = nil
requestLayoutUpdate()
end)
local overrideActionBar = _G['OverrideActionBar']
getOrHook(overrideActionBar, 'OnShow', function()
bar.isOverrideUIShown = Dominos:UsingOverrideUI()
requestLayoutUpdate()
end)
getOrHook(overrideActionBar, 'OnHide', function()
bar.isOverrideUIShown = nil
requestLayoutUpdate()
end)
return bar
end
function MenuBar:LoadButtons()
for i, buttonName in ipairs(MICRO_BUTTONS) do
self:AddButton(i)
end
self:UpdateClickThrough()
end
function MenuBar:AddButton(i)
local buttonName = MICRO_BUTTONS[i]
local button = _G[buttonName]
if button then
button:SetParent(self.header)
button:Show()
self.buttons[i] = button
end
end
function MenuBar:RemoveButton(i)
local button = self.buttons[i]
if button then
button:SetParent(nil)
button:Hide()
self.buttons[i] = nil
end
end
function MenuBar:LoadSettings(...)
MenuBar.super.LoadSettings(self, ...)
self.activeButtons = {}
end
function MenuBar:GetDefaults()
return {
point = 'BOTTOMRIGHT',
x = -244,
y = 0,
}
end
function MenuBar:NumButtons()
return #self.activeButtons
end
function MenuBar:DisableMenuButton(button, disabled)
local disabledButtons = self.sets.disabled or {}
disabledButtons[button:GetName()] = disabled or false
self.sets.disabled = disabledButtons
self:Layout()
end
function MenuBar:IsMenuButtonDisabled(button)
local disabledButtons = self.sets.disabled
if disabledButtons then
return disabledButtons[button:GetName()]
end
return false
end
function MenuBar:Layout()
if self.isPetBattleUIShown then
self:LayoutPetBattle()
elseif self.isOverrideUIShown then
self:LayoutOverrideUI()
else
self:LayoutNormal()
end
end
function MenuBar:LayoutNormal()
self:UpdateActiveButtons()
for i, button in pairs(self.buttons) do
button:Hide()
end
local numButtons = #self.activeButtons
if numButtons == 0 then
self:SetSize(36, 36)
return
end
local cols = min(self:NumColumns(), numButtons)
local rows = ceil(numButtons / cols)
local pW, pH = self:GetPadding()
local spacing = self:GetSpacing()
local isLeftToRight = self:GetLeftToRight()
local isTopToBottom = self:GetTopToBottom()
local firstButton = self.buttons[1]
local w = firstButton:GetWidth() + spacing - WIDTH_OFFSET
local h = firstButton:GetHeight() + spacing - HEIGHT_OFFSET
for i, button in pairs(self.activeButtons) do
local col, row
if isLeftToRight then
col = (i-1) % cols
else
col = (cols-1) - (i-1) % cols
end
if isTopToBottom then
row = ceil(i / cols) - 1
else
row = rows - ceil(i / cols)
end
button:SetParent(self.header)
button:ClearAllPoints()
button:SetPoint('TOPLEFT', w*col + pW, -(h*row + pH) + HEIGHT_OFFSET)
button:Show()
end
-- Update bar size, if we're not in combat
-- TODO: manage bar size via secure code
if not InCombatLockdown() then
local newWidth = max(w*cols - spacing + pW*2 + WIDTH_OFFSET, 8)
local newHeight = max(h*ceil(numButtons / cols) - spacing + pH*2, 8)
self:SetSize(newWidth, newHeight)
end
end
function MenuBar:LayoutPetBattle()
self:FixButtonPositions()
end
function MenuBar:LayoutOverrideUI()
self:FixButtonPositions()
end
function MenuBar:FixButtonPositions()
local isStoreEnabled = C_StorePublic.IsEnabled()
local overrideButtons = {}
for i, buttonName in ipairs(MICRO_BUTTONS) do
local button = _G[buttonName]
button:Hide()
local shouldAddButton
if buttonName == 'HelpMicroButton' then
shouldAddButton = not isStoreEnabled
elseif buttonName == 'StoreMicroButton' then
shouldAddButton = isStoreEnabled
else
shouldAddButton = true
end
if shouldAddButton then
table.insert(overrideButtons, button)
end
end
for i, button in ipairs(overrideButtons) do
if i > 1 then
button:ClearAllPoints()
if i == 7 then
button:SetPoint('TOPLEFT', overrideButtons[1], 'BOTTOMLEFT', 0, HEIGHT_OFFSET + 4)
else
button:SetPoint('BOTTOMLEFT', overrideButtons[i - 1], 'BOTTOMRIGHT', -WIDTH_OFFSET, 0)
end
end
button:Show()
end
end
function MenuBar:UpdateActiveButtons()
for i = 1, #self.activeButtons do self.activeButtons[i] = nil end
for i, button in ipairs(self.buttons) do
if not self:IsMenuButtonDisabled(button) then
table.insert(self.activeButtons, button)
end
end
end
--[[ Menu Code ]]--
local function Menu_AddLayoutPanel(menu)
local panel = menu:NewPanel(LibStub('AceLocale-3.0'):GetLocale('Dominos-Config').Layout)
panel:NewOpacitySlider()
panel:NewFadeSlider()
panel:NewScaleSlider()
panel:NewPaddingSlider()
panel:NewSpacingSlider()
panel:NewColumnsSlider()
return panel
end
local function Panel_AddDisableMenuButtonCheckbox(panel, button, name)
local checkbox = panel:NewCheckButton(name or button:GetName())
checkbox:SetScript('OnClick', function(self)
local owner = self:GetParent().owner
owner:DisableMenuButton(button, self:GetChecked())
end)
checkbox:SetScript('OnShow', function(self)
local owner = self:GetParent().owner
self:SetChecked(owner:IsMenuButtonDisabled(button))
end)
return checkbox
end
local function Menu_AddDisableMenuButtonsPanel(menu)
local panel = menu:NewPanel(LibStub('AceLocale-3.0'):GetLocale('Dominos-Config').DisableMenuButtons)
panel.width = 200
for i, buttonName in ipairs(MICRO_BUTTONS) do
Panel_AddDisableMenuButtonCheckbox(panel, _G[buttonName], MICRO_BUTTON_NAMES[buttonName])
end
return panel
end
function MenuBar:CreateMenu()
local menu = Dominos:NewMenu(self.id)
if menu then
Menu_AddLayoutPanel(menu)
Menu_AddDisableMenuButtonsPanel(menu)
menu:AddAdvancedPanel()
self.menu = menu
end
return menu
end
--[[ module ]]--
local MenuBarController = Dominos:NewModule('MenuBar')
function MenuBarController:OnInitialize()
-- fixed blizzard nil bug
if not _G['AchievementMicroButton_Update'] then
_G['AchievementMicroButton_Update'] = function() end
end
end
function MenuBarController:Load()
self.frame = MenuBar:New()
end
function MenuBarController:Unload()
if self.frame then
self.frame:Free()
self.frame = nil
end
end
|
function assertType(value, expected)
assert(type(value) == expected,
string.format("expecting a %s as parameter but got %s",
expected,
type(value))
)
end
|
local ok, cmp = pcall(require, "cmp")
if not ok then
vim.notify("Unable to require cmp", vim.lsp.log_levels.ERROR, { title = "Plugin error" })
return
end
local cmpok, cmplsp = pcall(require, "cmp_nvim_lsp")
if not cmpok then
vim.notify("Unable to require cmp_nvim_lsp", vim.lsp.log_levels.ERROR, { title = "Plugin error" })
return
end
local configok, compare = pcall(require, "cmp.config.compare")
if not configok then
vim.notify("Unable to require cmp.config.compare", vim.lsp.log_levels.ERROR, { title = "Plugin error" })
return
end
local iconok, i = pcall(require, "config.icons")
if not iconok then
vim.notify("Unable to require config.icons", vim.lsp.log_levels.ERROR, { title = "Config error" })
return
end
local luasnipok, luasnip = pcall(require, "luasnip")
if not luasnipok then
vim.notify("Unable to require luasnip")
return
end
local check_backspace = function()
local col = vim.fn.col(".") - 1
return col == 0 or vim.fn.getline("."):sub(col, col):match("%s")
end
cmplsp.setup()
cmp.setup({
preselect = false,
snippet = {
expand = function(args)
luasnip.lsp_expand(args.body)
end,
},
formatting = {
fields = { "kind", "abbr", "menu" },
format = function(entry, vim_item)
vim_item.kind = string.format("%s", i.symbol_map[vim_item.kind])
vim_item.menu = ({
nvim_lsp = "[LSP]",
luasnip = "[Snippet]",
buffer = "[Buffer]",
path = "[Path]",
})[entry.source.name]
return vim_item
end,
},
sorting = {
priority_weight = 2.,
comparators = {
compare.offset,
compare.exact,
compare.score,
compare.kind,
compare.sort_text,
compare.length,
compare.order,
},
},
min_length = 0, -- allow for `from package import _` in Python
mapping = cmp.mapping.preset.insert({
["<C-k>"] = function()
if luasnip.choice_active() then
luasnip.change_choice(-1)
elseif cmp.visible() then
cmp.select_prev_item()
end
end,
["<C-j>"] = function()
if luasnip.choice_active() then
luasnip.change_choice(1)
elseif cmp.visible() then
cmp.select_next_item()
end
end,
["<C-b>"] = cmp.mapping.scroll_docs(-4),
["<C-f>"] = cmp.mapping.scroll_docs(4),
["<C-Space>"] = cmp.mapping.complete(),
["<C-e>"] = cmp.mapping.abort(),
["<C-y>"] = cmp.config.disable,
["<CR>"] = cmp.mapping.confirm({ select = true }),
["<Tab>"] = cmp.mapping(function(fallback)
if cmp.visible() then
cmp.select_next_item()
elseif luasnip.expand_or_jumpable() then
luasnip.expand_or_jump()
elseif check_backspace() then
fallback()
else
fallback()
end
end, { "i", "s" }),
["<S-Tab>"] = cmp.mapping(function(fallback)
if cmp.visible() then
cmp.select_prev_item()
elseif luasnip.jumpable(-1) then
luasnip.jump(-1)
else
fallback()
end
end, { "i", "s" }),
}),
sources = {
{ name = "nvim_lsp" },
{ name = "nvim_lua" },
{ name = "path" },
{ name = "luasnip" },
{ name = "buffer", keyword_length = 3 },
},
window = {
documentation = cmp.config.window.bordered(),
},
})
|
local json = require 'json'
local Error = require 'Error.lua'
local protocol = require 'utils/protocol.lua'
local protodef = require 'utils/protodef.lua'
local wrappers = require 'utils/wrappers.lua'
---@class Reql
---@field public conn Connection
---@field public root boolean
---@field public parent Reql|nil
---@field private internal table
local Reql = {}
local term_wrappers = {
datum = wrappers.argPassthrough,
between = wrappers.argArity4,
between_deprecated = wrappers.argArity4,
changes = wrappers.argArityN,
circle = wrappers.argArityN,
delete = wrappers.argArityN,
distance = wrappers.argArityN,
distinct = wrappers.argArityN,
during = wrappers.argArity4,
eq_join = wrappers.argArityN,
filter = wrappers.argArity3,
fold = wrappers.argArityN,
get_all = wrappers.argArityN,
get_intersecting = wrappers.argArityN,
get_nearest = wrappers.argArityN,
group = wrappers.argArityN,
http = wrappers.argArity3,
index_create = wrappers.argArityN,
index_rename = wrappers.argArityN,
insert = wrappers.argArity3,
iso8601 = wrappers.argArityN,
js = wrappers.argArityN,
make_obj = wrappers.argArity0,
max = wrappers.argArityN,
min = wrappers.argArityN,
order_by = wrappers.argArityN,
random = wrappers.argArityN,
reconfigure = wrappers.argArity2,
reduce = wrappers.argArityN,
replace = wrappers.argArity3,
slice = wrappers.argArityN,
table = wrappers.argArityN,
table_create = wrappers.argArityN,
union = wrappers.argArityN,
update = wrappers.argArity3,
wait = wrappers.argArity2,
}
function Reql:__index(key)
if Reql[key] then
return Reql[key]
else
local wrapper = term_wrappers[key]
if protodef.Term[key] then
return function(...)
local args, optargs
if wrapper then
args, optargs = wrapper(...)
else
args = {...}
end
if wrappers[key] then
args, optargs = wrappers[key](self, args, optargs)
end
return Reql.create(self, key, args, optargs)
end
end
end
end
local function assertResume(thread, ...)
local success, err = coroutine.resume(thread, ...)
if not success then
error(debug.traceback(thread, err), 0)
end
end
Reql.__typename = 'Reql'
---@type Reql
Reql.raw = setmetatable({root = true}, Reql)
---@param conn Connection
---@return Reql
function Reql.new(conn)
local self = setmetatable({}, Reql)
self.conn = conn
self.root = true
local node = self
return node
end
function Reql.create(parent, term, args, optargs)
local self = setmetatable({}, Reql)
self.parent = parent
self.conn = parent.conn
self.internal = {term = term, termi = protodef.Term[term], args = args, optargs = optargs}
return self
end
local empty_optarg = setmetatable({}, {__jsontype = 'object'})
---@param options ?table
---@param callback ?function
---@return boolean, Cursor
function Reql:run(options, callback)
if type(options) == 'function' then
callback = options
options = nil
end
options = options or {}
local conn = options.connection or self.conn
if not conn then
-- This is a raw query and we didn't get a connection
local err = Error.ReqlDriverError('Connection missing.')
if callback then
callback(false, err)
end
return false, err
end
if conn.socket.closed then
conn.logger:error('Connection is closed, cannot run query.')
local err = Error.ReqlDriverError('Connection is closed.')
if callback then
callback(false, err)
end
return false, err
end
local query = {protodef.Term.datum, protocol.serialize(self), options.optargs or empty_optarg}
local token = options.token or conn:nextToken()
local success, encoded = pcall(json.encode, query)
if not success then
conn.logger:error('Failed to encode query.')
local err = Error.ReqlUserError('query could not be encoded.')
if callback then
callback(false, err, encoded)
end
return false, err, encoded
end
local should_yield
if not callback then
local thread = coroutine.running()
if not thread then
conn.logger:error('Cannot run a query outside of a coroutine without a callback.')
local err = Error.ReqlUserError('no coroutine or callback provided to run.')
return false, err
end
should_yield = true
callback = function(...)
assertResume(thread, ...)
end
else
should_yield = false
end
conn.logger:debug('>>> %i %s', token, encoded)
conn.callbacks[token] = {fn = callback, callee = debug.getinfo(2, 'Sl')}
coroutine.wrap(conn.socket.write)(conn.socket, {token = token, data = encoded})
if should_yield then
return coroutine.yield()
end
end
return Reql
|
include("shared.lua")
function ENT:Initialize()
self:SetNoDraw(true)
end
function ENT:OnRemove()
self:StopAndDestroyParticles()
end
|
if CustomizableWeaponry then
AddCSLuaFile()
AddCSLuaFile("sh_sounds.lua")
include("sh_sounds.lua")
if CLIENT then
SWEP.DrawCrosshair = false
SWEP.PrintName = "G2 Contender"
SWEP.CSMuzzleFlashes = false
SWEP.ViewModelMovementScale = 1
SWEP.IconLetter = "f"
SWEP.SelectIcon = surface.GetTextureID("vgui/hud/cw_contender") -- Icon to use for weapon select (1,2,3, mousewheel etc.) "
killicon.Add("cw_contender", "vgui/hud/kill/cw_contender", Color(255, 255, 255, 150)) -- Kill icon
killicon.Add("cw_bullet_30wcf", "vgui/hud/kill/cw_contender", Color(255, 255, 255, 150)) -- Kill icon for GDCW bullet
SWEP.MuzzleEffect = "muzzleflash_SR25"
SWEP.NoSilMuz = true
SWEP.PosBasedMuz = false
SWEP.SnapToGrip = true
SWEP.Shell = false -- Disables brass ejection
SWEP.SightWithRail = false
SWEP.IronsightPos = Vector(-2.81, 0, 1.32)
SWEP.IronsightAng = Vector(0, 0, 0)
SWEP.AccuPos = Vector(-2.81, 0, 0.32)
SWEP.AccuAng = Vector(0, 0, 0)
SWEP.ACOGPos = Vector(-2.81, 0, 0.22)
SWEP.ACOGAng = Vector(0, 0, 0)
SWEP.AimpointPos = Vector(-2.82, 0, 0.6)
SWEP.AimpointAng = Vector(0, 0, 0)
SWEP.EoTechPos = Vector(-2.81, 0, 0.45)
SWEP.EoTechAng = Vector(0, 0, 0)
SWEP.LeupoldPos = Vector(-2.81, 0, 0.4)
SWEP.LeupoldAng = Vector(0, 0, 0)
SWEP.MicroT1Pos = Vector(-2.82, 0, 0.48)
SWEP.MicroT1Ang = Vector(0, 0, 0)
SWEP.AlternativePos = Vector(-2.81, 0, 0)
SWEP.AlternativeAng = Vector(0, 0, 0)
SWEP.BaseArm = "Bip01 L Clavicle"
SWEP.BaseArmBoneOffset = Vector(-50, 0, 0)
SWEP.ACOGAxisAlign = {right = 0, up = 0, forward = 0}
SWEP.AccuAxisAlign = {right = 1, up = 0, forward = 0}
SWEP.LeupoldAxisAlign = {right = 0, up = 0.095, forward = 0}
SWEP.AttachmentModelsVM = {
["md_aimpoint"] = {model = "models/wystan/attachments/aimpoint.mdl", bone = "barrel", rel = "", pos = Vector(5.25, 3.44, -0.2), angle = Angle(90, 0, -90), size = Vector(0.8, 0.8, 0.8)},
["md_eotech"] = {model = "models/wystan/attachments/2otech557sight.mdl", bone = "barrel", rel = "", pos = Vector(8.8, 7.44, 0.24), angle = Angle(180, 0, -90), size = Vector(0.8, 0.8, 0.8)},
["md_microt1"] = {model = "models/cw2/attachments/microt1.mdl", bone = "barrel", pos = Vector(-0.6, -1.3, 0.03), angle = Angle(-90, 0, -90), size = Vector(0.4, 0.4, 0.4)},
["md_saker"] = {model = "models/cw2/attachments/556suppressor.mdl", bone = "barrel", pos = Vector(0.7, 1.1, 0), angle = Angle(90, 0, -90), size = Vector(0.6, 0.6, 0.6)},
}
SWEP.LaserPosAdjust = Vector(1, 0, 0)
SWEP.LaserAngAdjust = Angle(2, 180, 0)
end
SWEP.LuaViewmodelRecoil = false
SWEP.ADSFireAnim = true
SWEP.ForceBackToHipAfterAimedShot = true
SWEP.GlobalDelayOnShoot = 0.5
SWEP.CustomizationMenuScale = 0.012
SWEP.Attachments = {[1] = {header = "Sight", offset = {0, -500}, atts = {"md_aimpoint", "md_eotech", "md_microt1"}},
[2] = {header = "Barrel", offset = {-450, -300}, atts = {"md_saker"}},
["+reload"] = {header = "Ammo", offset = {400, -100}, atts = {"am_hollowpoint", "am_armorpiercing", "am_410buck"}}}
SWEP.Animations = {fire = "shoot1",
fireDry = "shoot1",
reload = "reload",
idle = "idle",
draw = "draw"}
SWEP.Sounds = {draw = {[1] = {time = 0, sound = "Contender.Deploy"},
[2] = {time = 0.75, sound = "Contender.Cock"}},
reload = {[1] = {time = 0, sound = "Contender.Foley"},
[2] = {time = 0.2, sound = "Contender.Open"},
[3] = {time = 0.75, sound = "Contender.Shell"},
[4] = {time = 1.148, sound = "Contender.In1"},
[5] = {time = 1.5, sound = "Contender.In2"},
[6] = {time = 2.1, sound = "Contender.Close"},
[7] = {time = 2.2, sound = "Contender.Cock"}}}
SWEP.SpeedDec = 0
SWEP.Slot = 2
SWEP.SlotPos = 0
SWEP.HoldType = "ar2"
SWEP.NormalHoldType = "ar2"
SWEP.RunHoldType = "crossbow"
SWEP.FireModes = {"break"}
SWEP.Base = "cw_base"
SWEP.Category = "STALKER Weapons"
SWEP.Author = ""
SWEP.Contact = ""
SWEP.Purpose = ""
SWEP.Instructions = ""
SWEP.ViewModelFOV = 70
SWEP.ViewModelFlip = false
SWEP.ViewModel = "models/cw2/pistols/v_contender.mdl"
SWEP.WorldModel = "models/cw2/pistols/w_contender.mdl"
SWEP.DrawTraditionalWorldModel = false --Whether to use world model's embedded/compiled origin
SWEP.WM = "models/cw2/pistols/w_contender.mdl"
SWEP.WMPos = Vector(0.5,-17.0,0.0) --world model origin X,Y,Z
SWEP.WMAng = Vector(-20,179.5,180) --world model angles X,Y,Z
SWEP.Spawnable = true
SWEP.AdminSpawnable = true
SWEP.Primary.ClipSize = 1
SWEP.Primary.DefaultClip = 0
SWEP.Primary.Automatic = false
SWEP.Primary.Ammo = ".45 ACP"
SWEP.Chamberable = false
SWEP.FireDelay = 0.1
SWEP.FireSound = "ContenderLB.Shoot"
SWEP.FireSoundSuppressed = "ContenderSD.Shoot"
SWEP.Recoil = 3.5
SWEP.WearDamage = 0.05
SWEP.WearEffect = 0.001
SWEP.HipSpread = 0.075
SWEP.AimSpread = 0.0125
SWEP.VelocitySensitivity = 12
SWEP.MaxSpreadInc = 0.5
SWEP.SpreadPerShot = 0.007
SWEP.SpreadCooldown = 0.5
SWEP.Shots = 1
SWEP.Damage = 85
SWEP.DeployTime = 0.6
SWEP.ReloadSpeed = 1
SWEP.ReloadTime = 2.5
SWEP.ReloadTime_Empty = 2.5
SWEP.ReloadHalt = 2.5
SWEP.ReloadHalt_Empty = 2.5
SWEP.SnapToIdlePostReload = true
end
function SWEP:IndividualThink()
if self.ActiveAttachments.am_410buck then
self.MuzzleVelocity = 259
self.FireSound = "CWC_JUDGE_FIRE"
self.MuzzleEffect = "muzzleflash_shotgun"
else
self.MuzzleVelocity = 680
self.FireSound = "ContenderLB.Shoot"
self.MuzzleEffect = "muzzleflash_pistol_deagle"
end
end
-- Per-weapon functions ------------------------------------------------------------------------------
--[[ Any functions different from the default cw_base go here to avoid conflicts.
This way, I don't have to make a copy of the base and don't need to update all my CW2 SWeps every
time I add something.
Keep the order of functions the same.
Clip drop and GDCW stuff go here, but only on SWeps which use them. ]]--
--function SWEP:PrimaryAttack()
-- if self.ShotgunReloadState != 0 then
-- return
-- end
--
-- if self.ReloadDelay then
-- return
-- end
--
-- if self.Owner:KeyDown(IN_USE) then
-- if CustomizableWeaponry.quickGrenade.canThrow(self) then
-- CustomizableWeaponry.quickGrenade.throw(self)
-- return
-- end
-- end
--
-- if CurTime() < self.GlobalDelay then
-- return false
-- end
--
-- if self.dt.Safe then
-- self:CycleFiremodes()
-- return
-- end
--
-- local preFireResult = CustomizableWeaponry.callbacks.processCategory(self, "preFire")
--
-- if preFireResult then
-- return
-- end
--
-- if self:isNearWall() then
-- return
-- end
--
-- if self.InactiveWeaponStates[self.dt.State] then
-- return
-- end
--
-- if self.dt.State == CW_AIMING and self.dt.M203Active then
-- if self.M203Chamber then
-- self:fireM203(IsFirstTimePredicted())
--
-- return
-- end
-- end
--
-- mag = self:Clip1()
--
-- if mag == 0 then
-- self:EmitSound("CW_EMPTY", 100, 100)
-- self:SetNextPrimaryFire(CT + 0.25)
-- return
-- end
--
-- if self.BurstAmount and self.BurstAmount > 0 then
-- if self.dt.Shots >= self.BurstAmount then
-- return
-- end
--
-- self.dt.Shots = self.dt.Shots + 1
-- end
--
-- self.Owner:SetAnimation(PLAYER_ATTACK1)
-- CT = CurTime()
--
-- if IsFirstTimePredicted() then
-- if self.dt.Suppressed then
-- self:EmitSound(self.FireSoundSuppressed, 105, 100)
-- else
-- self:EmitSound(self.FireSound, 105, 100)
-- end
--
-- if self.fireAnimFunc then
-- self:fireAnimFunc()
-- else
-- if self.dt.State == CW_AIMING then
-- if self.ADSFireAnim then
-- self:playFireAnim()
-- end
-- else
-- self:playFireAnim()
-- end
-- end
--
-- -- Whether to use GDCW bullet
-- if self.gdcw == 1 then
-- self:FireRocket(self.Damage, self.CurCone, self.ClumpSpread, self.Shots)
-- self:makeFireEffects()
-- self:MakeRecoil()
-- self:addFireSpread(CT)
-- else
-- self:FireBullet(self.Damage, self.CurCone, self.ClumpSpread, self.Shots)
-- self:makeFireEffects()
-- self:MakeRecoil()
-- self:addFireSpread(CT)
-- end
--
-- if CLIENT then
-- self:simulateRecoil()
-- end
--
-- if SP and SERVER then
-- SendUserMessage("CW_Recoil", self.Owner)
-- end
--
-- -- apply a global delay after shooting, if there is one
-- if self.GlobalDelayOnShoot then
-- self.GlobalDelay = CT + self.GlobalDelayOnShoot
-- end
-- end
--
-- CustomizableWeaponry.callbacks.processCategory(self, "postFire")
--
-- local suppressAmmoUsage = CustomizableWeaponry.callbacks.processCategory(self, "shouldSuppressAmmoUsage")
--
-- if not suppressAmmoUsage then
-- self:TakePrimaryAmmo(self.AmmoPerShot)
-- end
--
-- self:SetNextPrimaryFire(CT + self.FireDelay)
--
-- -- either force the weapon back to hip after firing, or don't
-- if self.ForceBackToHipAfterAimedShot then
-- self.dt.State = CW_IDLE
-- self:SetNextSecondaryFire(CT + self.ForcedHipWaitTime)
-- else
-- self:SetNextSecondaryFire(CT + self.FireDelay)
-- end
--
-- self.ReloadWait = CT + (self.WaitForReloadAfterFiring and self.WaitForReloadAfterFiring or self.FireDelay)
--
-- CustomizableWeaponry.callbacks.processCategory(self, "postConsumeAmmo")
--end
|
require("main/colors")
require("main/options")
require("main/keymaps")
vim.opt.secure = true
|
--[[
Script to train a RNN network.
]]
local function exec_command(command)
print('\n')
print('Executing command: ' .. command)
print('\n')
os.execute(command)
end
------------------------------------------------------------------------------------------------------------
local function train_net(configs, expID, modelID)
assert(configs)
if expID then
configs.expID = expID .. '-' .. g_hidden_dimension_size
configs.model = modelID
configs.dataset = g_dataset
configs.rnn_size = g_hidden_dimension_size
end
--[[ Parse the configurations ]]--
local str_args = ''
for k, v in pairs(configs) do
str_args = str_args .. ('-%s %s '):format(k, v)
end
--[[ Start training the network ]]--
exec_command(('th train.lua %s'):format(str_args))
--[[ output the configurations ]]--
return configs
end
------------------------------------------------------------------------------------------------------------
return train_net
|
local component = require('component')
local sides = require('sides')
local inv = component.inventory_controller
local robot = require('robot')
local shell = require('shell')
local args, opts = shell.parse(...)
--TODO: Documentation
local slot = tonumber(opts.slot)
local amount = tonumber(args[1]) or math.huge
local s = sides.forward
if opts.u or opts.up then s = sides.up end
if opts.d or opts.down then s = sides.down end
local fromSlot = tonumber(opts.from)
local toSlot = nil
if fromSlot ~= nil then
toSlot = robot.select()
robot.select(fromSlot)
end
local verbose = opts.v or opts.verbose
local name = ""
if verbose and inv then
local stack = inv.getStackInInternalSlot()
if stack then name = stack.name .. " " end
end
local success = false
if slot then
success = inv.dropIntoSlot(s, slot, amount)
else
if s == sides.up then
success = robot.dropUp(amount)
elseif s == sides.down then
success = robot.dropDown(amount)
else
success = robot.drop(amount)
end
end
if verbose then
print(name .. tostring(success))
end
if toSlot then robot.select(toSlot) end
|
if not modules then modules = { } end modules ['meta-pdf'] = {
version = 1.001,
comment = "companion to meta-pdf.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
if true then
return -- or os.exit()
end
-- This file contains the history of the converter. We keep it around as it
-- relates to the development of luatex.
-- This is the third version. Version 1 converted to Lua code,
-- version 2 gsubbed the file into TeX code, and version 3 uses
-- the new lpeg functionality and streams the result into TeX.
-- We will move old stuff to edu.
--~ old lpeg 0.4 lpeg 0.5
--~ 100 times test graphic 2.45 (T:1.07) 0.72 (T:0.24) 0.580 (0.560 no table) -- 0.54 optimized for one space (T:0.19)
--~ 100 times big graphic 10.44 4.30/3.35 nogb 2.914 (2.050 no table) -- 1.99 optimized for one space (T:0.85)
--~ 500 times test graphic T:1.29 T:1.16 (T:1.10 no table) -- T:1.10
-- only needed for mp output on disk
local concat, format, find, gsub, gmatch = table.concat, string.format, string.find, string.gsub, string.gmatch
local tostring, tonumber, select = tostring, tonumber, select
local lpegmatch = lpeg.match
metapost = metapost or { }
local metapost = metapost
local context = context
metapost.mptopdf = metapost.mptopdf or { }
local mptopdf = metapost.mptopdf
mptopdf.parsers = { }
mptopdf.parser = 'none'
mptopdf.nofconverted = 0
function mptopdf.reset()
mptopdf.data = ""
mptopdf.path = { }
mptopdf.stack = { }
mptopdf.texts = { }
mptopdf.version = 0
mptopdf.shortcuts = false
mptopdf.resetpath()
end
function mptopdf.resetpath()
mptopdf.stack.close = false
mptopdf.stack.path = { }
mptopdf.stack.concat = nil
mptopdf.stack.special = false
end
mptopdf.reset()
function mptopdf.parsers.none()
-- no parser set
end
function mptopdf.parse()
mptopdf.parsers[mptopdf.parser]()
end
-- old code
mptopdf.steps = { }
mptopdf.descapes = {
['('] = "\\\\char40 ",
[')'] = "\\\\char41 ",
['"'] = "\\\\char92 "
}
function mptopdf.descape(str)
str = gsub(str,"\\(%d%d%d)",function(n)
return "\\char" .. tonumber(n,8) .. " "
end)
return gsub(str,"\\([%(%)\\])",mptopdf.descapes)
end
function mptopdf.steps.descape(str)
str = gsub(str,"\\(%d%d%d)",function(n)
return "\\\\char" .. tonumber(n,8) .. " "
end)
return gsub(str,"\\([%(%)\\])",mptopdf.descapes)
end
function mptopdf.steps.strip() -- .3 per expr
mptopdf.data = gsub(mptopdf.data,"^(.-)%%+Page:.-%c+(.*)%s+%a+%s+%%+EOF.*$", function(preamble, graphic)
local bbox = "0 0 0 0"
for b in gmatch(preamble,"%%%%%a+oundingBox: +(.-)%c+") do
bbox = b
end
local name, version = gmatch(preamble,"%%%%Creator: +(.-) +(.-) ")
mptopdf.version = tostring(version or "0")
if find(preamble,"/hlw{0 dtransform",1,true) then
mptopdf.shortcuts = true
end
-- the boundingbox specification needs to come before data, well, not really
return bbox .. " boundingbox\n" .. "\nbegindata\n" .. graphic .. "\nenddata\n"
end, 1)
mptopdf.data = gsub(mptopdf.data,"%%%%MetaPostSpecials: +(.-)%c+", "%1 specials\n", 1)
mptopdf.data = gsub(mptopdf.data,"%%%%MetaPostSpecial: +(.-)%c+", "%1 special\n")
mptopdf.data = gsub(mptopdf.data,"%%.-%c+", "")
end
function mptopdf.steps.cleanup()
if not mptopdf.shortcuts then
mptopdf.data = gsub(mptopdf.data,"gsave%s+fill%s+grestore%s+stroke", "both")
mptopdf.data = gsub(mptopdf.data,"([%d%.]+)%s+([%d%.]+)%s+dtransform%s+exch%s+truncate%s+exch%s+idtransform%s+pop%s+setlinewidth", function(wx,wy)
if tonumber(wx) > 0 then return wx .. " setlinewidth" else return wy .. " setlinewidth" end
end)
mptopdf.data = gsub(mptopdf.data,"([%d%.]+)%s+([%d%.]+)%s+dtransform%s+truncate%s+idtransform%s+setlinewidth%s+pop", function(wx,wy)
if tonumber(wx) > 0 then return wx .. " setlinewidth" else return wy .. " setlinewidth" end
end)
end
end
function mptopdf.steps.convert()
mptopdf.data = gsub(mptopdf.data,"%c%((.-)%) (.-) (.-) fshow", function(str,font,scale)
mptopdf.texts[mptopdf.texts+1] = {mptopdf.steps.descape(str), font, scale}
return "\n" .. #mptopdf.texts .. " textext"
end)
mptopdf.data = gsub(mptopdf.data,"%[%s*(.-)%s*%]", function(str)
return gsub(str,"%s+"," ")
end)
local t
mptopdf.data = gsub(mptopdf.data,"%s*([^%a]-)%s*(%a+)", function(args,cmd)
if cmd == "textext" then
t = mptopdf.texts[tonumber(args)]
return "metapost.mps.textext(" .. "\"" .. t[2] .. "\"," .. t[3] .. ",\"" .. t[1] .. "\")\n"
else
return "metapost.mps." .. cmd .. "(" .. gsub(args," +",",") .. ")\n"
end
end)
end
function mptopdf.steps.process()
assert(loadstring(mptopdf.data))() -- () runs the loaded chunk
end
function mptopdf.parsers.gsub()
mptopdf.steps.strip()
mptopdf.steps.cleanup()
mptopdf.steps.convert()
mptopdf.steps.process()
end
-- end of old code
-- from lua to tex
function mptopdf.pdfcode(str)
context.pdfliteral(str) -- \\MPScode
end
function mptopdf.texcode(str)
context(str)
end
-- auxiliary functions
function mptopdf.flushconcat()
if mptopdf.stack.concat then
mptopdf.pdfcode(concat(mptopdf.stack.concat," ") .. " cm")
mptopdf.stack.concat = nil
end
end
function mptopdf.flushpath(cmd)
-- faster: no local function and loop
if #mptopdf.stack.path > 0 then
local path = { }
if mptopdf.stack.concat then
local sx, sy = mptopdf.stack.concat[1], mptopdf.stack.concat[4]
local rx, ry = mptopdf.stack.concat[2], mptopdf.stack.concat[3]
local tx, ty = mptopdf.stack.concat[5], mptopdf.stack.concat[6]
local d = (sx*sy) - (rx*ry)
local function mpconcat(px, py)
return (sy*(px-tx)-ry*(py-ty))/d, (sx*(py-ty)-rx*(px-tx))/d
end
local stackpath = mptopdf.stack.path
for k=1,#stackpath do
local v = stackpath[k]
v[1],v[2] = mpconcat(v[1],v[2])
if #v == 7 then
v[3],v[4] = mpconcat(v[3],v[4])
v[5],v[6] = mpconcat(v[5],v[6])
end
path[#path+1] = concat(v," ")
end
else
local stackpath = mptopdf.stack.path
for k=1,#stackpath do
path[#path+1] = concat(stackpath[k]," ")
end
end
mptopdf.flushconcat()
mptopdf.texcode("\\MPSpath{" .. concat(path," ") .. "}")
if mptopdf.stack.close then
mptopdf.texcode("\\MPScode{h " .. cmd .. "}")
else
mptopdf.texcode("\\MPScode{" .. cmd .."}")
end
end
mptopdf.resetpath()
end
function mptopdf.loaded(name)
local ok, n
mptopdf.reset()
ok, mptopdf.data, n = resolvers.loadbinfile(name, 'tex') -- we need a binary load !
return ok
end
if not mptopdf.parse then
function mptopdf.parse() end -- forward declaration
end
function mptopdf.convertmpstopdf(name)
if mptopdf.loaded(name) then
mptopdf.nofconverted = mptopdf.nofconverted + 1
statistics.starttiming(mptopdf)
mptopdf.parse()
mptopdf.reset()
statistics.stoptiming(mptopdf)
else
context("file " .. name .. " not found")
end
end
-- mp interface
metapost.mps = metapost.mps or { }
local mps = metapost.mps or { }
function mps.creator(a, b, c)
mptopdf.version = tonumber(b)
end
function mps.creationdate(a)
mptopdf.date= a
end
function mps.newpath()
mptopdf.stack.path = { }
end
function mps.boundingbox(llx, lly, urx, ury)
mptopdf.texcode("\\MPSboundingbox{" .. llx .. "}{" .. lly .. "}{" .. urx .. "}{" .. ury .. "}")
end
function mps.moveto(x,y)
mptopdf.stack.path[#mptopdf.stack.path+1] = {x,y,"m"}
end
function mps.curveto(ax, ay, bx, by, cx, cy)
mptopdf.stack.path[#mptopdf.stack.path+1] = {ax,ay,bx,by,cx,cy,"c"}
end
function mps.lineto(x,y)
mptopdf.stack.path[#mptopdf.stack.path+1] = {x,y,"l"}
end
function mps.rlineto(x,y)
local dx, dy = 0, 0
if #mptopdf.stack.path > 0 then
dx, dy = mptopdf.stack.path[#mptopdf.stack.path][1], mptopdf.stack.path[#mptopdf.stack.path][2]
end
mptopdf.stack.path[#mptopdf.stack.path+1] = {dx,dy,"l"}
end
function mps.translate(tx,ty)
mptopdf.pdfcode("1 0 0 0 1 " .. tx .. " " .. ty .. " cm")
end
function mps.scale(sx,sy)
mptopdf.stack.concat = {sx,0,0,sy,0,0}
end
function mps.concat(sx, rx, ry, sy, tx, ty)
mptopdf.stack.concat = {sx,rx,ry,sy,tx,ty}
end
function mps.setlinejoin(d)
mptopdf.pdfcode(d .. " j")
end
function mps.setlinecap(d)
mptopdf.pdfcode(d .. " J")
end
function mps.setmiterlimit(d)
mptopdf.pdfcode(d .. " M")
end
function mps.gsave()
mptopdf.pdfcode("q")
end
function mps.grestore()
mptopdf.pdfcode("Q")
end
function mps.setdash(...)
local n = select("#",...)
mptopdf.pdfcode("[" .. concat({...}," ",1,n-1) .. "] " .. select(n,...) .. " d")
end
function mps.resetdash()
mptopdf.pdfcode("[ ] 0 d")
end
function mps.setlinewidth(d)
mptopdf.pdfcode(d .. " w")
end
function mps.closepath()
mptopdf.stack.close = true
end
function mps.fill()
mptopdf.flushpath('f')
end
function mps.stroke()
mptopdf.flushpath('S')
end
function mps.both()
mptopdf.flushpath('B')
end
function mps.clip()
mptopdf.flushpath('W n')
end
function mps.textext(font, scale, str) -- old parser
local dx, dy = 0, 0
if #mptopdf.stack.path > 0 then
dx, dy = mptopdf.stack.path[1][1], mptopdf.stack.path[1][2]
end
mptopdf.flushconcat()
mptopdf.texcode("\\MPStextext{"..font.."}{"..scale.."}{"..str.."}{"..dx.."}{"..dy.."}")
mptopdf.resetpath()
end
--~ function mps.handletext(font,scale.str,dx,dy)
--~ local one, two = string.match(str, "^(%d+)::::(%d+)")
--~ if one and two then
--~ mptopdf.texcode("\\MPTOPDFtextext{"..font.."}{"..scale.."}{"..one.."}{"..two.."}{"..dx.."}{"..dy.."}")
--~ else
--~ mptopdf.texcode("\\MPTOPDFtexcode{"..font.."}{"..scale.."}{"..str.."}{"..dx.."}{"..dy.."}")
--~ end
--~ end
function mps.setrgbcolor(r,g,b) -- extra check
r, g = tonumber(r), tonumber(g) -- needed when we use lpeg
if r == 0.0123 and g < 0.1 then
mptopdf.texcode("\\MPSspecial{" .. g*10000 .. "}{" .. b*10000 .. "}")
elseif r == 0.123 and g < 0.1 then
mptopdf.texcode("\\MPSspecial{" .. g* 1000 .. "}{" .. b* 1000 .. "}")
else
mptopdf.texcode("\\MPSrgb{" .. r .. "}{" .. g .. "}{" .. b .. "}")
end
end
function mps.setcmykcolor(c,m,y,k)
mptopdf.texcode("\\MPScmyk{" .. c .. "}{" .. m .. "}{" .. y .. "}{" .. k .. "}")
end
function mps.setgray(s)
mptopdf.texcode("\\MPSgray{" .. s .. "}")
end
function mps.specials(version,signal,factor) -- 2.0 123 1000
end
function mps.special(...) -- 7 1 0.5 1 0 0 1 3
local n = select("#",...)
mptopdf.texcode("\\MPSbegin\\MPSset{" .. concat({...},"}\\MPSset{",2,n) .. "}\\MPSend")
end
function mps.begindata()
end
function mps.enddata()
end
function mps.showpage()
end
mps.n = mps.newpath -- n
mps.p = mps.closepath -- h
mps.l = mps.lineto -- l
mps.r = mps.rlineto -- r
mps.m = mps.moveto -- m
mps.c = mps.curveto -- c
mps.hlw = mps.setlinewidth
mps.vlw = mps.setlinewidth
mps.C = mps.setcmykcolor -- k
mps.G = mps.setgray -- g
mps.R = mps.setrgbcolor -- rg
mps.lj = mps.setlinejoin -- j
mps.ml = mps.setmiterlimit -- M
mps.lc = mps.setlinecap -- J
mps.sd = mps.setdash -- d
mps.rd = mps.resetdash
mps.S = mps.stroke -- S
mps.F = mps.fill -- f
mps.B = mps.both -- B
mps.W = mps.clip -- W
mps.q = mps.gsave -- q
mps.Q = mps.grestore -- Q
mps.s = mps.scale -- (not in pdf)
mps.t = mps.concat -- (not the same as pdf anyway)
mps.P = mps.showpage
-- experimental
function mps.attribute(id,value)
mptopdf.texcode("\\attribute " .. id .. "=" .. value .. " ")
-- mptopdf.texcode("\\dompattribute{" .. id .. "}{" .. value .. "}")
end
-- lpeg parser
-- The lpeg based parser is rather optimized for the kind of output
-- that MetaPost produces. It's my first real lpeg code, which may
-- show. Because the parser binds to functions, we define it last.
do -- assumes \let\c\char
local byte = string.byte
local digit = lpeg.R("09")
local spec = digit^2 * lpeg.P("::::") * digit^2
local text = lpeg.Cc("{") * (
lpeg.P("\\") * ( (digit * digit * digit) / function(n) return "c" .. tonumber(n,8) end) +
lpeg.P(" ") / function(n) return "\\c32" end + -- never in new mp
lpeg.P(1) / function(n) return "\\c" .. byte(n) end
) * lpeg.Cc("}")
local package = lpeg.Cs(spec + text^0)
function mps.fshow(str,font,scale) -- lpeg parser
mps.textext(font,scale,lpegmatch(package,str))
end
end
do
local eol = lpeg.S('\r\n')^1
local sp = lpeg.P(' ')^1
local space = lpeg.S(' \r\n')^1
local number = lpeg.S('0123456789.-+')^1
local nonspace = lpeg.P(1-lpeg.S(' \r\n'))^1
local cnumber = lpeg.C(number)
local cstring = lpeg.C(nonspace)
local specials = (lpeg.P("%%MetaPostSpecials:") * sp * (cstring * sp^0)^0 * eol) / mps.specials
local special = (lpeg.P("%%MetaPostSpecial:") * sp * (cstring * sp^0)^0 * eol) / mps.special
local boundingbox = (lpeg.P("%%BoundingBox:") * sp * (cnumber * sp^0)^4 * eol) / mps.boundingbox
local highresboundingbox = (lpeg.P("%%HiResBoundingBox:") * sp * (cnumber * sp^0)^4 * eol) / mps.boundingbox
local setup = lpeg.P("%%BeginSetup") * (1 - lpeg.P("%%EndSetup") )^1
local prolog = lpeg.P("%%BeginProlog") * (1 - lpeg.P("%%EndProlog"))^1
local comment = lpeg.P('%')^1 * (1 - eol)^1
local curveto = ((cnumber * sp)^6 * lpeg.P("curveto") ) / mps.curveto
local lineto = ((cnumber * sp)^2 * lpeg.P("lineto") ) / mps.lineto
local rlineto = ((cnumber * sp)^2 * lpeg.P("rlineto") ) / mps.rlineto
local moveto = ((cnumber * sp)^2 * lpeg.P("moveto") ) / mps.moveto
local setrgbcolor = ((cnumber * sp)^3 * lpeg.P("setrgbcolor") ) / mps.setrgbcolor
local setcmykcolor = ((cnumber * sp)^4 * lpeg.P("setcmykcolor") ) / mps.setcmykcolor
local setgray = ((cnumber * sp)^1 * lpeg.P("setgray") ) / mps.setgray
local newpath = ( lpeg.P("newpath") ) / mps.newpath
local closepath = ( lpeg.P("closepath") ) / mps.closepath
local fill = ( lpeg.P("fill") ) / mps.fill
local stroke = ( lpeg.P("stroke") ) / mps.stroke
local clip = ( lpeg.P("clip") ) / mps.clip
local both = ( lpeg.P("gsave fill grestore")) / mps.both
local showpage = ( lpeg.P("showpage") )
local setlinejoin = ((cnumber * sp)^1 * lpeg.P("setlinejoin") ) / mps.setlinejoin
local setlinecap = ((cnumber * sp)^1 * lpeg.P("setlinecap") ) / mps.setlinecap
local setmiterlimit = ((cnumber * sp)^1 * lpeg.P("setmiterlimit") ) / mps.setmiterlimit
local gsave = ( lpeg.P("gsave") ) / mps.gsave
local grestore = ( lpeg.P("grestore") ) / mps.grestore
local setdash = (lpeg.P("[") * (cnumber * sp^0)^0 * lpeg.P("]") * sp * cnumber * sp * lpeg.P("setdash")) / mps.setdash
local concat = (lpeg.P("[") * (cnumber * sp^0)^6 * lpeg.P("]") * sp * lpeg.P("concat") ) / mps.concat
local scale = ( (cnumber * sp^0)^6 * sp * lpeg.P("concat") ) / mps.concat
local fshow = (lpeg.P("(") * lpeg.C((1-lpeg.P(")"))^1) * lpeg.P(")") * space * cstring * space * cnumber * space * lpeg.P("fshow")) / mps.fshow
local fshow = (lpeg.P("(") *
lpeg.Cs( ( lpeg.P("\\(")/"\\050" + lpeg.P("\\)")/"\\051" + (1-lpeg.P(")")) )^1 )
* lpeg.P(")") * space * cstring * space * cnumber * space * lpeg.P("fshow")) / mps.fshow
local setlinewidth_x = (lpeg.P("0") * sp * cnumber * sp * lpeg.P("dtransform truncate idtransform setlinewidth pop")) / mps.setlinewidth
local setlinewidth_y = (cnumber * sp * lpeg.P("0 dtransform exch truncate exch idtransform pop setlinewidth") ) / mps.setlinewidth
local c = ((cnumber * sp)^6 * lpeg.P("c") ) / mps.curveto -- ^6 very inefficient, ^1 ok too
local l = ((cnumber * sp)^2 * lpeg.P("l") ) / mps.lineto
local r = ((cnumber * sp)^2 * lpeg.P("r") ) / mps.rlineto
local m = ((cnumber * sp)^2 * lpeg.P("m") ) / mps.moveto
local vlw = ((cnumber * sp)^1 * lpeg.P("vlw")) / mps.setlinewidth
local hlw = ((cnumber * sp)^1 * lpeg.P("hlw")) / mps.setlinewidth
local R = ((cnumber * sp)^3 * lpeg.P("R") ) / mps.setrgbcolor
local C = ((cnumber * sp)^4 * lpeg.P("C") ) / mps.setcmykcolor
local G = ((cnumber * sp)^1 * lpeg.P("G") ) / mps.setgray
local lj = ((cnumber * sp)^1 * lpeg.P("lj") ) / mps.setlinejoin
local ml = ((cnumber * sp)^1 * lpeg.P("ml") ) / mps.setmiterlimit
local lc = ((cnumber * sp)^1 * lpeg.P("lc") ) / mps.setlinecap
local n = lpeg.P("n") / mps.newpath
local p = lpeg.P("p") / mps.closepath
local S = lpeg.P("S") / mps.stroke
local F = lpeg.P("F") / mps.fill
local B = lpeg.P("B") / mps.both
local W = lpeg.P("W") / mps.clip
local P = lpeg.P("P") / mps.showpage
local q = lpeg.P("q") / mps.gsave
local Q = lpeg.P("Q") / mps.grestore
local sd = (lpeg.P("[") * (cnumber * sp^0)^0 * lpeg.P("]") * sp * cnumber * sp * lpeg.P("sd")) / mps.setdash
local rd = ( lpeg.P("rd")) / mps.resetdash
local s = ( (cnumber * sp^0)^2 * lpeg.P("s") ) / mps.scale
local t = (lpeg.P("[") * (cnumber * sp^0)^6 * lpeg.P("]") * sp * lpeg.P("t") ) / mps.concat
-- experimental
local attribute = ((cnumber * sp)^2 * lpeg.P("attribute")) / mps.attribute
local A = ((cnumber * sp)^2 * lpeg.P("A")) / mps.attribute
local preamble = (
prolog + setup +
boundingbox + highresboundingbox + specials + special +
comment
)
local procset = (
lj + ml + lc +
c + l + m + n + p + r +
A +
R + C + G +
S + F + B + W +
vlw + hlw +
Q + q +
sd + rd +
t + s +
fshow +
P
)
local verbose = (
curveto + lineto + moveto + newpath + closepath + rlineto +
setrgbcolor + setcmykcolor + setgray +
attribute +
setlinejoin + setmiterlimit + setlinecap +
stroke + fill + clip + both +
setlinewidth_x + setlinewidth_y +
gsave + grestore +
concat + scale +
fshow +
setdash + -- no resetdash
showpage
)
-- order matters in terms of speed / we could check for procset first
local captures_old = ( space + verbose + preamble )^0
local captures_new = ( space + procset + preamble + verbose )^0
function mptopdf.parsers.lpeg()
if find(mptopdf.data,"%%BeginResource: procset mpost",1,true) then
lpegmatch(captures_new,mptopdf.data)
else
lpegmatch(captures_old,mptopdf.data)
end
end
end
mptopdf.parser = 'lpeg'
-- status info
statistics.register("mps conversion time",function()
local n = mptopdf.nofconverted
if n > 0 then
return format("%s seconds, %s conversions", statistics.elapsedtime(mptopdf),n)
else
return nil
end
end)
|
local s = smartfs.create("smartfs:form", function(state)
state:size(10,7)
state:label(2,0,"lbl","SmartFS example formspec!")
local usr = state:label(7,0,"user","")
if state.location.type ~= "nodemeta" then -- display location user name if it is user or inventory formspec
usr:setText(state.location.player)
end
usr:setSize(3,0.5)
usr:setBackground("halo.png")
local textbox = state:field(7.25,1.25,3,1,"txt","Textbox")
textbox:setCloseOnEnter(false)
textbox:onKeyEnter(function(self, state, playername)
print("Enter pressed in Textbox field")
end)
state:image(0,0,2,2,"img","default_stone.png")
local toggle = state:toggle(0,2,3,1,"tg",{"plenty..","of..","custom..","elements"})
toggle:onToggle(function(self, state, player)
if state:get("ta"):getVisible() == false then
state:get("ta"):setVisible()
else
state:get("ta"):setVisible(false)
end
end)
state:checkbox(2,1,"c","Easy code",true)
state:vertlabel(0,3.5,"vlbl","Example!")
local area = state:textarea(1,3.5,9,4,"ta","Code:")
local res = [[
smartfs.create("smartfs:form",function(state)
state:size(10,7)
state:label(2,0,"lbl","SmartFS example formspec!")
state:field(7,1,3,1,"txt","Textbox")
state:image(0,0,2,2,"img","default_stone.png")
state:toggle(0,2,3,1,"tg",{"plenty..","of..","custom..","elements"})
state:checkbox(2,1,"c","Easy code",true)
end)]]
area:setText(res)
state:onInput(function(self, fields, user) -- processed on any (supported) input
if state.location.type == "nodemeta" then
usr:setText(user) -- display current user who sent the data
end
end)
return true
end)
local l = smartfs.create("smartfs:load", function(state)
state:load(minetest.get_modpath("smartfs").."/docs/example.smartfs")
state:get("btn"):click(function(self,state)
print("Button clicked!")
end)
return true
end)
smartfs.add_to_inventory(l,"icon.png","SmartFS")
minetest.register_chatcommand("sfs_s", {
params = "",
description = "SmartFS test formspec 1: basics",
func = function(name, param)
s:show(name)
end,
})
minetest.register_chatcommand("sfs_l", {
params = "",
description = "SmartFS test formspec 2: loading",
func = function(name, param)
l:show(name)
end,
})
minetest.register_chatcommand("sfs_d", {
params = "",
description = "SmartFS test formspec 3: dynamic",
func = function(name, param)
local state = smartfs.dynamic("smartfs:dyn_form", name)
state:load(minetest.get_modpath("smartfs").."/docs/example.smartfs")
state:get("btn"):click(function(self,state)
print("Button clicked!")
end)
state:show()
end,
})
minetest.register_chatcommand("sfs_lc", {
params = "",
description = "SmartFS test formspec 4: smartfs.create error catching",
func = function(name, param)
smartfs.create("asdinas", function() end)
end
})
minetest.register_node("smartfs:demoblock", {
description = "SmartFS Demo block",
groups = {cracky = 3},
tiles = {"demo.png"},
after_place_node = function(pos, placer, itemstack, pointed_thing)
s:attach_to_node(pos, placer)
end,
on_receive_fields = smartfs.nodemeta_on_receive_fields
})
|
local lib, config, corelib = {}, {}, {}
local engine_core = {}
local engine_path = debug.getinfo(1).short_src:match("([^%.]*)[\\/][^%.]*%..*$"):gsub("[\\/]", ".") .. "."
config.engine_path = engine_path
local version_meta = {
__tostring = function(self)
return table.concat(self, ".")
end
}
local lib_batch_load = function(batch)
for key, lib_name in next, batch do
local name = lib_name:match("([^%.:]*)$")
local loaded = require(lib_name:gsub("^:", config.engine_path))
loaded:init(engine_core)
lib[name] = loaded
corelib[name] = loaded
end
end
engine_core.init = function(self, glib)
lib = glib or lib
self.lib = lib
config = require(engine_path .. "config")
config.engine_path = config.engine_path or engine_path
self.config = config
setmetatable(config.version, version_meta)
lib_batch_load(config.lib_core)
self:lib_load(config.lib_folders)
self:lib_batch_call("post_init")
return self
end
engine_core.close = function(self)
for key, library in pairs(corelib) do
if (library.close) then
library:close(self)
end
end
self.lib = {}
corelib = {}
end
engine_core.quit = function(self)
love.event.push("quit")
self:close()
end
return engine_core
|
local chatdown=require("wetgenes.gamecake.fun.chatdown") -- conversation trees
local bitdown=require("wetgenes.gamecake.fun.bitdown") -- ascii to bitmap
local chipmunk=require("wetgenes.chipmunk") -- 2d physics https://chipmunk-physics.net/
-- debug text dump
local ls=function(t) print(require("wetgenes.string").dump(t)) end
-----------------------------------------------------------------------------
--[[#hardware
select the hardware we will need to run this code, eg layers of
graphics, colors to use, sprites, text, sound, etc etc.
Here we have chosen the default 320x240 setup.
]]
-----------------------------------------------------------------------------
hardware,main=system.configurator({
mode="fun64", -- select the standard 320x240 screen using the swanky32 palette.
graphics=function() return graphics end,
update=function() update() end, -- called repeatedly to update
draw=function() draw() end, -- called repeatedly to draw
})
-----------------------------------------------------------------------------
--[[#graphics
define all graphics in this global, we will convert and upload to tiles
at setup although you can change tiles during a game, we try and only
upload graphics during initial setup so we have a nice looking sprite
sheet to be edited by artists
]]
-----------------------------------------------------------------------------
graphics={
{0x0000,"_font",0x0140}, -- allocate the font area
}
-- load a single sprite
graphics.load=function(idx,name,data)
local found
for i,v in ipairs(graphics) do
if v[2]==name then
found=v
break
end
end
if not found then -- add new graphics
graphics[#graphics+1]={idx,name,data}
else
found[1]=idx
found[2]=name
found[3]=data
end
end
-- load a list of sprites
graphics.loads=function(tab)
for i,v in ipairs(tab) do
graphics.load(v[1],v[2],v[3])
end
end
-----------------------------------------------------------------------------
--[[#entities
entities.reset()
empty the list of entites to update and draw
entities.caste(caste)
get the list of entities of a given caste, eg "bullets" or "enemies"
entities.add(it,caste)
entities.add(it)
add a new entity of caste or it.caste to the list of things to update
entities.call(fname,...)
for every entity call the function named fname like so it[fname](it,...)
entities.get(name)
get a value previously saved, this is an easy way to find a unique
entity, eg the global space but it can be used to save any values you
wish not just to bookmark unique entities.
entities.set(name,value)
save a value by a unique name
entities.manifest(name,value)
get a value previously saved, or initalize it to the given value if it
does not already exist. The default value is {} as this is intended for
lists.
entities.systems
A table to register or find a global system, these are not cleared by
reset and should not contain any state data, just functions to create
the actual entity or initialise data.
entities.tiles
These functions are called as we generate a level from ascii, every
value in the tile legend data is checked against all the strings in
entities.tiles and if it matches it calls that function which is then
responsible for adding the appropriate collision and drawing code to
make that tile actually add something to the level.
The basic values of tile.tile and tile.back are used to write graphics
into the two tile layers but could still be caught here if you need to.
Multiple hooks may get called for a single tile, think of each string
as a flag to signal that something happens and its value describes what
happens.
]]
-----------------------------------------------------------------------------
entities={systems={},tiles={}} -- a place to store everything that needs to be updated
entities.reset=function()
entities.data={}
entities.info={}
end
-- get items for the given caste
entities.caste=function(caste)
caste=caste or "generic"
if not entities.data[caste] then entities.data[caste]={} end -- create on use
return entities.data[caste]
end
-- add an item to this caste
entities.add=function(it,caste)
caste=caste or it.caste -- probably from item
caste=caste or "generic"
local items=entities.caste(caste)
items[ #items+1 ]=it -- add to end of array
return it
end
-- call this functions on all items in every caste
entities.call=function(fname,...)
local count=0
for caste,items in pairs(entities.data) do
for idx=#items,1,-1 do -- call backwards so item can remove self
local it=items[idx]
if it[fname] then
it[fname](it,...)
count=count+1
end
end
end
return count -- number of items called
end
-- get/set info associated with this entities
entities.get=function(name) return entities.info[name] end
entities.set=function(name,value) entities.info[name]=value return value end
entities.manifest=function(name,empty)
if not entities.info[name] then entities.info[name]=empty or {} end -- create empty
return entities.info[name]
end
-- also reset the entities right now
entities.reset()
-----------------------------------------------------------------------------
--[[#entities.systems.space
space = entities.systems.space.setup()
Create the space that simulates all of the physics.
]]
-----------------------------------------------------------------------------
entities.systems.space={
setup=function()
local space=entities.set("space", chipmunk.space() )
space:gravity(0,700)
space:damping(0.5)
space:sleep_time_threshold(1)
space:idle_speed_threshold(10)
-- run all arbiter space hooks that have been registered
for n,v in pairs(entities.systems) do
if v.space then v:space() end
end
return space
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.tile
setup background tile graphics
]]
-----------------------------------------------------------------------------
entities.systems.tile={
load=function() graphics.loads{
{nil,"tile_empty",[[
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
. . . . . . . .
]]},
{nil,"tile_black",[[
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
0 0 0 0 0 0 0 0
]]},
{nil,"tile_wall",[[
O O R R R R O O
O O R R R R O O
r r r r o o o o
r r r r o o o o
R R O O O O R R
R R O O O O R R
o o o o r r r r
o o o o r r r r
]]},
{nil,"tile_floor",[[
j j j j j j j j j j j j j j j j j f f f f f f f f j j j j j j j j j j j j j j j
f f f F F F F f f f f f f f f f f F F F F F F F F f f f f f f j j j j j f f f f
F F F f f f f F F F F F F F F F F f f f f f f f f F F F F F F f f f f f F F F F
f f f f f f f f f f F F F F f f f f f f f f f f f f f f f f f F F F F F f f f f
f f f j j j j f f f f f f f f f f j j j j j j j j f f f f f f f f f f f f f f f
j j j f f f f j j j f f f f j j j f f f f f f f f j j j j j j f f f f f j j j j
f f f j j j j f f f j j j j f f f j j j j j j j j f f f f f f j j j j j f f f f
j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j j
]]},
{nil,"tile_bigwall",[[
j j j j r r r r i i i i f f f f r r r r i i i i i i i i f f f f r r r r f f f f
j j j j r r r r i i i i f f f f r r r r i i i i i i i i f f f f r r r r f f f f
O O R R R R j j j j O O O O r r r r O O O O f f f f F F F F O O O O f f f f O O
O O R R R R j j j j O O O O r Y Y r O O O O f Y f f F F F F O O O O f f f f O O
j j j j R R R R r r r r R R Y Y Y j j j R R R Y i i i i R R R R O O O O R R R R
j j j j R R R R r r r r R Y Y Y Y Y Y Y Y Y Y Y Y i i i R R R R O O O O R R R R
r r O O O O j j j j R R Y Y j Y Y Y Y Y Y R j Y Y Y R R R R j j j j R R R R r r
r r O O O O j j j j R R Y R j Y Y Y Y R R R j Y Y Y Y Y R R j j j j R R R R r r
i i i i f f f f r r r r f f f Y Y j j j r r r r i Y Y Y f f f f r r r r i i i i
i i i i f f f f r r r r f f f Y j j j j r r r r i Y Y Y Y f f f r r r r i i i i
f f F F F F O O O O f f f f O Y O O R R R R j j j j Y Y Y O r r r r O O O O f f
f f F F F F O O O O f f f f O Y O O R R R R j j j j O O O O r r r r O O O O f f
i i i i R R R R O O O O R R R R j j j j R R R R r r r r R R R R j j j j R R R R
i i i i R R R R O O O O R R R R j j j j R R R R r r r r R R R R j j j j R R R R
j j R R R R j j j j R R R R r r r r O O O O j j j j R R R R j j j j R R R R j j
j j R R R R j j j j R R R R r r r r O O O O j j j j R R R R j j j j R R R R j j
]]},
{nil,"tile_grass",[[
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. G . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
g G g . . . . . . . . . . . . . g . . . . . . . . g . g . . . .
g G G . G . g . g . G . . . . g . . . g g . g . . G . . g . . g
]]},
{nil,"tile_stump",[[
. . F F F F . .
f F f f f f F f
j f F F F F f j
j j f f f j f j
j f f f j j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
]]},
{nil,"tile_sidewood",[[
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
j f F f f j f j
]]},
{nil,"tile_tree",[[
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . j . . . . . .
. . . j . . . . . j . . . . . .
. . . . f . . . j . . . . . . .
. . . . f F . j . . . . . . . .
. . . . . f F j . . j . . . . .
. . . . . j f F . f . . . . . .
. . . . . . . f . j . . . . . .
. . . . . . . f F f . . . . . .
. . . . . j F f f f . . . . . .
. . . . . . f F j . . . . . . .
. . . . . . j F j . . . . . . .
. . . . . . j f j . . . . . . .
. . . . . . . F j . . . . . . .
. . . j F F . f f . . . . . . .
. . . . j F F j f j . . . . . .
. . . . . j f j f . . . . . . .
. . . . . . f f F f j j . . . .
. . . . . . j F f j . . . . . .
. . . . . . . f F . . . . . . .
. . . . . . . f f . . . . . . .
. . . . . . . j F . . . . . . .
. . . . . . f f F f . . . . . .
]]},
{nil,"tile_sign",[[
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . .
. . . . . . . . . . . . f . . .
. . . . . . . . . . . . F f . .
. . f f f 5 f f f 5 f f f F f .
. . f F 4 F F F 4 F 4 F F f F f
. . f j 3 j 3 j 3 j 3 j j f F f
. . f j j 2 2 j j 2 j j f F f .
. . . . . . j j j . . . F f . .
. . . . . . F j j . . . f . . .
. . . . . . F f j . . . . . . .
. . . . . . F f j . . . . . . .
. . . . . . F f j . . . . . . .
. . . . . . F f j . . . . . . .
]]},
{nil,"tile_postbox",[[
. m m m m m m .
m R R R R R R m
m m m m m m m f
m R R R R R R f
m R 0 0 0 0 R f
m R R R R R R f
m R 3 2 3 2 R f
m R 2 3 2 3 R f
m R R R R R R f
m R R R R R R f
m R R R R R R f
m R R R R R f f
m R R R R f R f
R R R R f R f f
f R R f R f f f
. f f f f f f .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_deadly={} -- deadly things
arbiter_deadly.presolve=function(it)
local callbacks=entities.manifest("callbacks")
if it.shape_b.player then -- trigger die
local pb=it.shape_b.player
callbacks[#callbacks+1]=function() pb:die() end
end
return true
end
space:add_handler(arbiter_deadly,space:type("deadly"))
local arbiter_crumbling={} -- crumbling tiles
arbiter_crumbling.presolve=function(it)
local points=it:points()
-- once we trigger headroom, we keep a table of headroom shapes and it is not reset until total separation
if it.shape_b.in_body.headroom then
local headroom=false
-- for n,v in pairs(it.shape_b.in_body.headroom) do headroom=true break end -- still touching an old headroom shape?
-- if ( (points.normal_y>0) or headroom) then -- can only headroom through non dense tiles
if ( (points.normal_y>0) or it.shape_b.in_body.headroom[it.shape_a] ) then
it.shape_b.in_body.headroom[it.shape_a]=true
return it:ignore()
end
local tile=it.shape_a.tile -- a humanoid is walking on this tile
if tile then
tile.level.updates[tile]=true -- start updates to animate this tile crumbling away
end
end
return true
end
arbiter_crumbling.separate=function(it)
if it.shape_a and it.shape_b and it.shape_b.in_body then
if it.shape_b.in_body.headroom then -- only players types will have headroom
it.shape_b.in_body.headroom[it.shape_a]=nil
end
end
end
space:add_handler(arbiter_crumbling,space:type("crumbling"))
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.item
item = entities.systems.item.add()
items, can be used for general things, EG physics shapes with no special actions
]]
-----------------------------------------------------------------------------
entities.systems.item={
load=function() graphics.loads{
{nil,"cannon_ball",[[
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . O O O O . . . . . . . . . .
. . . . . . . R O O O O O O O O R . . . . . . .
. . . . . . R R R O O O O O O R R R . . . . . .
. . . . . R R R R O O O O O O R R R R . . . . .
. . . . . 5 R R R R O O O O R R R R c . . . . .
. . . . . 5 5 5 R R O O O O R R c c c . . . . .
. . . . 5 5 5 5 5 5 R 0 0 R c c c c c c . . . .
. . . . 5 5 5 5 5 5 0 0 0 0 c c c c c c . . . .
. . . . 5 5 5 5 5 5 0 0 0 0 c c c c c c . . . .
. . . . 5 5 5 5 5 5 R 0 0 R c c c c c c . . . .
. . . . . 5 5 5 R R o o o o R R c c c . . . . .
. . . . . 5 R R R R o o o o R R R R c . . . . .
. . . . . R R R R o o o o o o R R R R . . . . .
. . . . . . R R R o o o o o o R R R . . . . . .
. . . . . . . R o o o o o o o o R . . . . . . .
. . . . . . . . . . o o o o . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
]]},
}end,
space=function()
end,
add=function()
local item=entities.add{caste="item"}
item.draw=function()
if item.active then
local px,py,rz=item.px,item.py,item.rz
if item.body then -- from fizix
px,py=item.body:position()
rz=item.body:angle()
end
rz=item.draw_rz or rz -- always face up?
system.components.sprites.list_add({t=item.sprite,h=item.h,hx=item.hx,hy=item.hy,s=item.s,sx=item.sx,sy=item.sy,px=px,py=py,rz=180*rz/math.pi,color=item.color,pz=item.pz})
end
end
return item
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.score
score = entities.systems.score.setup()
Create entity that handles the score hud update and display
]]
-----------------------------------------------------------------------------
entities.systems.score={
space=function()
local space=entities.get("space")
local arbiter_loot={} -- loot things (pickups)
arbiter_loot.presolve=function(it)
if it.shape_a.loot and it.shape_b.player then -- trigger collect
it.shape_a.loot.player=it.shape_b.player
end
return false
end
space:add_handler(arbiter_loot,space:type("loot"))
end,
setup=function()
local score=entities.set("score",entities.add{})
entities.set("time",{
game=0,
})
score.update=function()
local time=entities.get("time")
time.game=time.game+(1/60)
end
score.draw=function()
--[[
local time=entities.get("time")
local remain=0
for _,loot in ipairs( entities.caste("loot") ) do
if loot.active then remain=remain+1 end -- count remaining loots
end
if remain==0 and not time.finish then -- done
time.finish=time.game
end
local t=time.start and ( (time.finish or time.game) - ( time.start ) ) or 0
local ts=math.floor(t)
local tp=math.floor((t%1)*100)
local s=string.format("%d.%02d",ts,tp)
system.components.text.text_print(s,math.floor((system.components.text.tilemap_hx-#s)/2),0)
]]
local s=""
local level=entities.get("level")
s=level.title or s
for i,player in pairs(entities.caste("player")) do
if player.near_menu then
s=player.near_menu.title
end
if player.near_npc then
local chats=entities.get("chats")
local chat=chats:get_subject(player.near_npc.name)
s=chat:get_tag("title") or s
end
end
system.components.text.text_print(s,math.floor((system.components.text.tilemap_hx-#s)/2),system.components.text.tilemap_hy-1)
end
return score
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.player
player = entities.systems.player.add(idx)
Add a player, level should be setup before calling this
]]
-----------------------------------------------------------------------------
entities.systems.player={
load=function() graphics.loads{
-- 4 x 16x32
{nil,"skel_walk_4",[[
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 7 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 7 7 7 . . . . .
. . . . . . 7 7 7 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 7 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . .
. . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 0 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 0 7 7 . . . . .
. . . . . . 7 7 0 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 0 7 7 . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . .
. . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . 7 7 7 . 7 . 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . 7 7 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . 7 7 . . . . . . . . 7 . . 7 7 7 7 7 . . . . . . . . 7 7 7 . 7 . . 7 7 . . . . . . . 7 . . 7 7 7 7 . 7 . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . 7 . 7 . 7 . . 7 . . . . . . . . 7 . . 7 7 7 7 . 7 . . . . . . . 7 . 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . . 7 . . . . . . . . 7 . . 7 7 7 7 7 . . . . . . . . 7 . 7 . 7 . . 7 7 . . . . . . . 7 . . 7 7 7 7 . 7 . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . 7 7 7 . 7 . . 7 7 . . . . . . 7 7 . . 7 7 7 7 . 7 7 . . . . . . 7 7 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . . 7 . . . . . . . . . 7 . 7 7 7 7 . 7 . . . . . . 7 . . 7 . 7 . . 7 . 7 . . . . . . . 7 . 7 7 7 7 7 . . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . . 7 7 . 7 7 . 7 7 . . . . . . 7 . . . 7 7 7 7 . . 7 . . . . . . . 7 7 . 7 7 . 7 . . . . .
. . . . 7 7 . 7 7 . 7 . . . . . . . . . 7 7 7 7 7 7 7 7 7 . . . . . 7 . . 7 . 7 7 . 7 . 7 . . . . . . . 7 7 7 7 7 7 7 . . . . .
. . . . 7 7 7 7 7 7 7 . . . . . . . . . 7 7 7 7 . 7 . 7 7 . . . . . 7 7 . 7 7 7 7 7 7 7 7 . . . . . . . 7 7 7 . . 7 7 . . . . .
. . . . 7 7 7 . . 7 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . 7 7 . . 7 . . 7 . 7 7 . . . . . . . . . 7 . . . 7 7 . . . .
. . . . . 7 . . . . 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 . . 7 . . . . . . . . . . . . 7 . . . . 7 7 . . .
. . . . 7 7 . . . . 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 . . . . 7 7 . . .
. . . . 7 7 . . . . 7 7 . . . . . . . . . . 7 . . 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 . . . 7 . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . . 7 . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . . 7 . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . 7 . . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . 7 . . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . 7 . . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . 7 . . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . 7 7 7 7 . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . 7 7 7 7 . . . .
. . . 7 7 7 7 . . 7 7 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . 7 7 7 7 7 7 . . . . . . . . . 7 7 7 7 . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_pass={} -- background tiles we can jump up through
arbiter_pass.presolve=function(it)
local points=it:points()
-- once we trigger headroom, we keep a table of headroom shapes and it is not reset until total separation
if it.shape_b.in_body.headroom then
local headroom=false
-- for n,v in pairs(it.shape_b.in_body.headroom) do headroom=true break end -- still touching an old headroom shape?
-- if ( (points.normal_y>0) or headroom) then -- can only headroom through non dense tiles
if ( (points.normal_y>0) or it.shape_b.in_body.headroom[it.shape_a] ) then
it.shape_b.in_body.headroom[it.shape_a]=true
return it:ignore()
end
end
return true
end
arbiter_pass.separate=function(it)
if it.shape_a and it.shape_b and it.shape_b.in_body then
if it.shape_b.in_body.headroom then it.shape_b.in_body.headroom[it.shape_a]=nil end
end
end
space:add_handler(arbiter_pass,space:type("pass"))
local arbiter_walking={} -- walking things (players)
arbiter_walking.presolve=function(it)
local callbacks=entities.manifest("callbacks")
if it.shape_a.player and it.shape_b.monster then
local pa=it.shape_a.player
callbacks[#callbacks+1]=function() pa:die() end
end
if it.shape_a.monster and it.shape_b.player then
local pb=it.shape_b.player
callbacks[#callbacks+1]=function() pb:die() end
end
if it.shape_a.player and it.shape_b.player then -- two players touch
local pa=it.shape_a.player
local pb=it.shape_b.player
if pa.active then
if pb.bubble_active and pb.joined then -- burst
callbacks[#callbacks+1]=function() pb:join() end
end
end
if pb.active then
if pa.bubble_active and pa.joined then -- burst
callbacks[#callbacks+1]=function() pa:join() end
end
end
end
return true
end
arbiter_walking.postsolve=function(it)
local points=it:points()
if points.normal_y>0.25 then -- on floor
local time=entities.get("time")
it.shape_a.in_body.floor_time=time.game
it.shape_a.in_body.floor=it.shape_b
end
return true
end
space:add_handler(arbiter_walking,space:type("walking")) -- walking things (players)
local arbiter_trigger={} -- trigger things
arbiter_trigger.presolve=function(it)
if it.shape_a.trigger and it.shape_b.triggered then -- trigger something
it.shape_b.triggered.triggered = it.shape_a.trigger
end
return false
end
space:add_handler(arbiter_trigger,space:type("trigger"))
end,
-----------------------------------------------------------------------------
--[[#entities.systems.player
entities.systems.player.controls(it,fast)
Handle player style movement, so we can reuse this code for player
style monsters. it is a player or monster, fast lets us tweak the speed
and defaults to 1
movement controls are set in it
it.move which is "left" or "right" to move left or right
it.jump which is true if we should jump
]]
-----------------------------------------------------------------------------
controls=function(it,fast)
fast=fast or 1
local menu=entities.get("menu")
local chats=entities.get("chats")
local time=entities.get("time")
local jump=fast*200 -- up velocity we want when jumping
local speed=fast*60 -- required x velocity
local airforce=speed*2 -- replaces surface velocity
local groundforce=speed/2 -- helps surface velocity
if ( time.game-it.body.floor_time < 0.125 ) or ( it.floor_time-time.game > 10 ) then -- floor available recently or not for a very long time (stuck)
it.floor_time=time.game -- last time we had some floor
it.shape:friction(1)
if it.jump_clr and it.near_menu then
local menu=entities.get("menu")
local near_menu=it.near_menu
local callbacks=entities.manifest("callbacks")
callbacks[#callbacks+1]=function() menu.show(near_menu) end -- call later so we do not process menu input this frame
end
if it.jump_clr and it.near_npc then
local callbacks=entities.manifest("callbacks")
callbacks[#callbacks+1]=function()
local chat=chats:get_subject(subject_name)
chat:set_topic("welcome")
menu.show( menu.chat_to_menu_items(chat) )
end -- call later so we do not process menu input this frame
end
if it.jump then
local vx,vy=it.body:velocity()
if vy>-20 then -- only when pushing against the ground a little
if it.near_menu or it.near_npc then -- no jump
else
vy=-jump
it.body:velocity(vx,vy)
it.body.floor_time=0
end
end
end
if it.move=="left" then
local vx,vy=it.body:velocity()
if vx>0 then it.body:velocity(0,vy) end
it.shape:surface_velocity(speed,0)
if vx>-speed then it.body:apply_force(-groundforce,0,0,0) end
it.dir=-1
it.frame=it.frame+1
elseif it.move=="right" then
local vx,vy=it.body:velocity()
if vx<0 then it.body:velocity(0,vy) end
it.shape:surface_velocity(-speed,0)
if vx<speed then it.body:apply_force(groundforce,0,0,0) end
it.dir= 1
it.frame=it.frame+1
else
it.shape:surface_velocity(0,0)
end
else -- in air
it.shape:friction(0)
if it.move=="left" then
local vx,vy=it.body:velocity()
if vx>0 then it.body:velocity(0,vy) end
if vx>-speed then it.body:apply_force(-airforce,0,0,0) end
it.shape:surface_velocity(speed,0)
it.dir=-1
it.frame=it.frame+1
elseif it.move=="right" then
local vx,vy=it.body:velocity()
if vx<0 then it.body:velocity(0,vy) end
if vx<speed then it.body:apply_force(airforce,0,0,0) end
it.shape:surface_velocity(-speed,0)
it.dir= 1
it.frame=it.frame+1
else
it.shape:surface_velocity(0,0)
end
end
end,
add=function(i)
local players_colors={[0]=30,30,14,18,7,3,22}
local names=system.components.tiles.names
local space=entities.get("space")
local player=entities.add{caste="player"}
player.idx=i
player.score=0
local t=bitdown.cmap[ players_colors[i] ]
player.color={}
player.color.r=t[1]/255
player.color.g=t[2]/255
player.color.b=t[3]/255
player.color.a=t[4]/255
player.color.idx=players_colors[i]
player.up_text_x=math.ceil( (system.components.text.tilemap_hx/16)*( 1 + ((i>3 and i+2 or i)-1)*2 ) )
player.frame=0
player.frames={ names.skel_walk_4.idx+0 , names.skel_walk_4.idx+2 , names.skel_walk_4.idx+4 , names.skel_walk_4.idx+6 }
player.join=function()
local players_start=entities.get("players_start") or {64,64}
local px,py=players_start[1]+i,players_start[2]
local vx,vy=0,0
player.bubble_active=false
player.active=true
player.body=space:body(1,math.huge)
player.body:position(px,py)
player.body:velocity(vx,vy)
player.body.headroom={}
player.body:velocity_func(function(body)
-- body.gravity_x=-body.gravity_x
-- body.gravity_y=-body.gravity_y
return true
end)
player.floor_time=0 -- last time we had some floor
player.shape=player.body:shape("segment",0,2,0,11,4)
player.shape:friction(1)
player.shape:elasticity(0)
player.shape:collision_type(space:type("walking")) -- walker
player.shape.player=player
player.body.floor_time=0
local time=entities.get("time")
if not time.start then
time.start=time.game -- when the game started
end
end
player.update=function()
local up=ups(player.idx) -- the controls for this player
player.move=false
player.jump=up.button("fire")
player.jump_clr=up.button("fire_clr")
if use_only_two_keys then -- touch screen control test?
if up.button("left") and up.button("right") then -- jump
player.move=player.move_last
player.jump=true
elseif up.button("left") then -- left
player.move_last="left"
player.move="left"
elseif up.button("right") then -- right
player.move_last="right"
player.move="right"
end
else
if up.button("left") and up.button("right") then -- stop
player.move=nil
elseif up.button("left") then -- left
player.move="left"
elseif up.button("right") then -- right
player.move="right"
end
end
if not player.joined then
player.joined=true
player:join() -- join for real and remove bubble
end
if player.active then
entities.systems.player.controls(player)
end
end
player.draw=function()
if player.active then
local px,py=player.body:position()
local rz=player.body:angle()
player.frame=player.frame%16
local t=player.frames[1+math.floor(player.frame/4)]
system.components.sprites.list_add({t=t,hx=16,hy=32,px=px,py=py,sx=player.dir,sy=1,rz=180*rz/math.pi,color=player.color})
end
-- if player.joined then
-- local s=string.format("%d",player.score)
-- system.components.text.text_print(s,math.floor(player.up_text_x-(#s/2)),0,player.color.idx)
-- end
end
return player
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.npc
npc = entities.systems.npc.add(opts)
Add an npc.
]]
-----------------------------------------------------------------------------
entities.systems.npc={
chat_text=[[
#npc1
=title A door shaped like a dead man.
=donuts 0
<welcome
Good Day Kind Sir,
If you fetch me all the donuts I will let you out.
>exit?donuts<10
Fine I'll go look.
>donut?donuts>9
Here you go, 10 donuts that have barely touched the ground.
>out
Where is out?
<out
Out is nearby, I may have been here a long long time but I know
exactly how to get out and I can show you, just bring me donuts,
all of them!
>exit
Be seeing you.
]],
chat_hook_topic=function(chat,a)
if chat.subject_name=="npc1" then
if a.name=="exit" then
if not entities.get("added_donuts") then
entities.set("added_donuts",true)
entities.systems.donut.spawn(10)
end
end
if a.name=="donut" then
entities.systems.level.setup(2)
end
end
end,
load=function() graphics.loads{
-- 4 x 16x32
{nil,"npc1_walk_4",[[
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 7 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 7 7 7 . . . . .
. . . . . . 7 7 7 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 7 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . .
. . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 0 7 7 . . . . . . . . . . . 7 0 7 0 7 . . . . . . . . . . . 7 7 0 7 7 . . . . .
. . . . . . 7 7 0 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 7 0 7 7 . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . .
. . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . . 7 0 7 . . . . . . . . . . . . . 7 7 7 . . . . . .
. . . . . . . 7 7 7 . . . . . . . . . 7 7 7 . 7 . 7 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . 7 7 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . 7 7 . . . . . . . . 7 . . 7 7 7 7 7 . . . . . . . . 7 7 7 . 7 . . 7 7 . . . . . . . 7 . . 7 7 7 7 . 7 . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . 7 . 7 . 7 . . 7 . . . . . . . . 7 . . 7 7 7 7 . 7 . . . . . . . 7 . 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . . 7 . . . . . . . . 7 . . 7 7 7 7 7 . . . . . . . . 7 . 7 . 7 . . 7 7 . . . . . . . 7 . . 7 7 7 7 . 7 . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . 7 7 7 . 7 . . 7 7 . . . . . . 7 7 . . 7 7 7 7 . 7 7 . . . . . . 7 7 7 . 7 . . 7 7 . . . .
. . . . 7 7 . 7 . . 7 . . . . . . . . . 7 . 7 7 7 7 . 7 . . . . . . 7 . . 7 . 7 . . 7 . 7 . . . . . . . 7 . 7 7 7 7 7 . . . . .
. . . . 7 . 7 7 7 7 7 . . . . . . . . . 7 7 . 7 7 . 7 7 . . . . . . 7 . . . 7 7 7 7 . . 7 . . . . . . . 7 7 . 7 7 . 7 . . . . .
. . . . 7 7 . 7 7 . 7 . . . . . . . . . 7 7 7 7 7 7 7 7 7 . . . . . 7 . . 7 . 7 7 . 7 . 7 . . . . . . . 7 7 7 7 7 7 7 . . . . .
. . . . 7 7 7 7 7 7 7 . . . . . . . . . 7 7 7 7 . 7 . 7 7 . . . . . 7 7 . 7 7 7 7 7 7 7 7 . . . . . . . 7 7 7 . . 7 7 . . . . .
. . . . 7 7 7 . . 7 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . 7 7 . . 7 . . 7 . 7 7 . . . . . . . . . 7 . . . 7 7 . . . .
. . . . . 7 . . . . 7 . . . . . . . . . . . . 7 7 7 . . . . . . . . . . . . 7 . . 7 . . . . . . . . . . . . 7 . . . . 7 7 . . .
. . . . 7 7 . . . . 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 . . . . 7 7 . . .
. . . . 7 7 . . . . 7 7 . . . . . . . . . . 7 . . 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . . . 7 7 . . . 7 . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . . 7 . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . . 7 . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . 7 . . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . 7 . . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . . 7 . . . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . . 7 . . . . . .
. . . . 7 . . . . . 7 . . . . . . . . . 7 7 7 7 . 7 . . . . . . . . . . . . 7 . 7 . . . . . . . . . . . . 7 . . 7 7 7 7 . . . .
. . . 7 7 7 7 . . 7 7 7 7 . . . . . . . . . . . 7 7 7 7 . . . . . . . . . 7 7 7 7 7 7 . . . . . . . . . 7 7 7 7 . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_npc={} -- npc menu things
arbiter_npc.presolve=function(it)
if it.shape_a.npc and it.shape_b.player then -- remember npc menu
it.shape_b.player.near_npc=it.shape_a.npc
end
return false
end
arbiter_npc.separate=function(it)
if it.shape_a and it.shape_a.npc and it.shape_b and it.shape_b.player then -- forget npc menu
it.shape_b.player.near_npc=false
end
return true
end
space:add_handler(arbiter_npc,space:type("npc"))
end,
add=function(opts)
local names=system.components.tiles.names
local space=entities.get("space")
local npc=entities.add{caste="npc"}
npc.frame=0
npc.frames={ names.npc1_walk_4.idx+0 , names.npc1_walk_4.idx+2 , names.npc1_walk_4.idx+4 , names.npc1_walk_4.idx+6 }
npc.update=function()
npc.move=false
npc.jump=false
npc.jump_clr=false
if npc.active then
entities.systems.player.controls(npc)
end
end
npc.draw=function()
if npc.active then
local px,py=npc.body:position()
local rz=npc.body:angle()
local t=npc.frames[1]
system.components.sprites.list_add({t=t,hx=16,hy=32,px=px,py=py,sx=npc.dir,sy=1,rz=180*rz/math.pi,color=npc.color})
end
end
local px,py=opts.px,opts.py
local vx,vy=0,0
npc.dir=-1
npc.color={r=1/2,g=1,b=1/2,a=1}
npc.active=true
npc.body=space:body(1,math.huge)
npc.body:position(px,py)
npc.body:velocity(vx,vy)
npc.body.headroom={}
npc.body:velocity_func(function(body)
-- body.gravity_x=-body.gravity_x
-- body.gravity_y=-body.gravity_y
return true
end)
npc.floor_time=0 -- last time we had some floor
npc.shape=npc.body:shape("segment",0,2,0,11,4)
npc.shape:friction(1)
npc.shape:elasticity(0)
npc.shape:collision_type(space:type("walking")) -- walker
npc.shape2=npc.body:shape("segment",0,2,0,11,8) -- talk area
npc.shape2:collision_type(space:type("npc"))
npc.shape2.npc=npc
npc.body.floor_time=0
npc.name="npc1"
return npc
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.donut
donut = entities.systems.donut.add(opts)
Add an donut.
]]
-----------------------------------------------------------------------------
entities.systems.donut={
load=function() graphics.loads{
-- 1 x 24x24
{nil,"donut_1",[[
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . O O O O . . . . . . . . . .
. . . . . . . O O O O O O O O O O . . . . . . .
. . . . . . O O O O O O O O O O O O . . . . . .
. . . . . O O O O O O O O O O O O O O . . . . .
. . . . . O O O O O O O O O O O O O O . . . . .
. . . . . O O O O O O . . O O O O O O . . . . .
. . . . O O O O O O . . . . O O O O O O . . . .
. . . . O O O O O . . . . . . O O O O O . . . .
. . . . O O O O O . . . . . . O O O O O . . . .
. . . . O O O O O O . . . . O O O O O O . . . .
. . . . . O O O O O O . . O O O O O O . . . . .
. . . . . O O O O O O O O O O O O O O . . . . .
. . . . . O O O O O O O O O O O O O O . . . . .
. . . . . . O O O O O O O O O O O O . . . . . .
. . . . . . . O O O O O O O O O O . . . . . . .
. . . . . . . . . . O O O O . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
. . . . . . . . . . . . . . . . . . . . . . . .
]]},
}end,
space=function()
local space=entities.get("space")
local arbiter_loot={} -- loot things (pickups)
arbiter_loot.presolve=function(it)
if it.shape_a.loot and it.shape_b.player then -- trigger collect
local loot=it.shape_a.loot
local player=it.shape_b.player
local callbacks=entities.manifest("callbacks")
callbacks[#callbacks+1]=function() loot:pickup(player) end
return false
end
return true
end
space:add_handler(arbiter_loot,space:type("donut"))
end,
spawn=function(count)
for i=1,count do
local px=math.random(32,320-32)
local py=32
local vx=math.random(-4000,4000)/100
local vy=math.random(-4000,4000)/100
entities.systems.donut.add({px=px,py=py,vx=vx,vy=vy})
end
end,
add=function(opts)
local names=system.components.tiles.names
local space=entities.get("space")
local donut=entities.add{caste="donut"}
donut.frame=0
donut.frames={ names.donut_1.idx+0 }
donut.update=function()
end
donut.draw=function()
if donut.active then
local px,py=donut.body:position()
local rz=donut.body:angle()
local t=donut.frames[1]
system.components.sprites.list_add({t=t,h=24,px=px,py=py,rz=180*rz/math.pi})
end
end
donut.pickup=function(it,player)
if donut.active then
donut.active=false
space:remove(donut.shape)
space:remove(donut.body)
local chats=entities.get("chats")
chats:set_tag("npc1/donuts","+1")
end
end
donut.active=true
donut.body=space:body(1,1)
donut.body:position(opts.px,opts.py)
donut.body:velocity(opts.vx,opts.vy)
donut.body.headroom={}
donut.shape=donut.body:shape("circle",8,0,0)
donut.shape:friction(1)
donut.shape:elasticity(0)
donut.shape:collision_type(space:type("donut"))
donut.shape.loot=donut
return donut
end,
}
----------------------------------------------------------------------------
--[[#entities.tiles.start
The player start point, just save the x,y
]]
-----------------------------------------------------------------------------
entities.tiles.start=function(tile)
entities.set("players_start",{tile.x*8+4,tile.y*8+4}) -- remember start point
end
-----------------------------------------------------------------------------
--[[#entities.tiles.sprite
Display a sprite
]]
-----------------------------------------------------------------------------
entities.tiles.sprite=function(tile)
local names=system.components.tiles.names
local item=entities.systems.item.add()
item.active=true
item.px=tile.x*8+4
item.py=tile.y*8+4
item.sprite = names[tile.sprite].idx
item.h=24
item.s=1
item.draw_rz=0
item.pz=-1
end
-----------------------------------------------------------------------------
--[[#entities.tiles.npc
Display a npc
]]
-----------------------------------------------------------------------------
entities.tiles.npc=function(tile)
local names=system.components.tiles.names
local space=entities.get("space")
local item=entities.systems.npc.add({px=tile.x*8,py=tile.y*8})
end
-----------------------------------------------------------------------------
--[[#levels
Design levels here
]]
-----------------------------------------------------------------------------
local combine_legends=function(...)
local legend={}
for _,t in ipairs{...} do -- merge all
for n,v in pairs(t) do -- shallow copy, right side values overwrite left
legend[n]=v
end
end
return legend
end
local default_legend={
[0]={ tile="tile_empty",back="tile_empty",uvworld=true},
-- screen edges
["00"]={ tile="tile_black", solid=1, dense=1, }, -- black border
["0 "]={ tile="tile_empty", solid=1, dense=1, }, -- empty border
-- solid features
["||"]={ solid=1, tile="tile_sidewood", }, -- wall
["=="]={ solid=1, back="tile_floor", }, -- floor
["WW"]={ solid=1, tile="tile_bigwall", },
["S="]={ solid=1, tile="tile_stump", },
["P="]={ solid=1, tile="tile_postbox", },
-- foreground features
[",,"]={ back="tile_grass", },
["t."]={ tile="tile_tree", },
["s."]={ tile="tile_sign", },
-- special locations
["S "]={ start=1, },
-- items not tiles, so display tile 0 and we will add a sprite for display
["N1"]={ npc="npc1", },
}
levels={}
levels[1]={
legend=combine_legends(default_legend,{
["?0"]={ },
}),
title="Welcome!",
map=[[
||0000000000000000000000000000000000000000000000000000000000000000000000000000||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||,,. . . . . . ,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,,. . . . . ||
||==. . . . . . ====================================================. . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . N1. . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||============================================================================||
||0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ||
]],
}
levels[2]={
legend=combine_legends(default_legend,{
["?0"]={ },
}),
title="This is a test.",
map=[[
||0000000000000000000000000000000000000000000000000000000000000000000000000000||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . t.t.. . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . t.t.. . . . . . . s.s.. . . . . . . . . . . . . . . . . . ||
||,,,,,,,,,,,,,,,,,,t.t.,,,,,,,,,,,,,,s.s.,,,,,,,,. . . . ,,,,,,,,,,,,,,,,,,,,||
||================================================. . . . ====================||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||,,,,,,. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||======. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||,,,,,,,,,,. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||==========. . . . . . . . . . t.t.. . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . t.t.. . . . . . WWWWWWWWWWWW. . . . . . . . . ||
||,,,,,,,,,,,,,,. . . . ,,,,,,,,t.t.,,,,,,,,,,,,WWWWWWWWWWWW,,,,,,,,,,,,,,,,,,||
||==============. . . . ======================================================||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||,,. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||==. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||,,. . S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||==. . . . . . . . . . . . . . . . . . . . . . S=. . . . . . . ,,,,,,,,,,,,,,||
||. . . . . . . . . . . . . . . . P=. . S=. . . S=. . . . . . . ==============||
||,,. . . . . . ,,,,,,,,,,S=,,,,,,P=,,,,S=,,,,,,S=,,,,,,,,,,,,,,,,,,. . . . . ||
||==. . . . . . ====================================================. . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . ||
||============================================================================||
||0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 ||
]],
}
-----------------------------------------------------------------------------
--[[#entities.systems.level
entities.systems.level.setup(level)
reset and setup everything for this level idx
]]
-----------------------------------------------------------------------------
entities.systems.level={
setup=function(idx)
entities.reset()
local menu=entities.systems.menu.setup()
entities.systems.score.setup()
local level=entities.set("level",entities.add{})
local names=system.components.tiles.names
level.updates={} -- tiles to update (animate)
level.update=function()
for v,b in pairs(level.updates) do -- update these things
if v.update then v:update() end
end
end
-- init map and space
local space=entities.systems.space.setup()
local tilemap={}
for n,v in pairs( levels[idx].legend ) do -- build tilemap from legend
if v.tile then -- convert name to tile
local t={}
for n,v in pairs( v ) do t[n]=v end
for n,v in pairs( names[v.tile] ) do t[n]=v end
tilemap[n]=t
end
end
local backmap={}
for n,v in pairs( levels[idx].legend ) do -- build tilemap from legend
if v.back then -- convert name to tile
local t={}
for n,v in pairs( v ) do t[n]=v end
for n,v in pairs( names[v.back] ) do t[n]=v end
backmap[n]=t
end
end
local map=entities.set("map", bitdown.pix_tiles( levels[idx].map, levels[idx].legend ) )
level.title=levels[idx].title
bitdown.tile_grd( levels[idx].map, backmap, system.components.back.tilemap_grd ) -- draw into the screen (tiles)
bitdown.tile_grd( levels[idx].map, tilemap, system.components.map.tilemap_grd ) -- draw into the screen (tiles)
local unique=0
bitdown.map_build_collision_strips(map,function(tile)
unique=unique+1
if tile.coll then -- can break the collision types up some more by appending a code to this setting
if tile.unique then -- make unique
tile.coll=tile.coll..unique
end
end
end)
for y,line in pairs(map) do
for x,tile in pairs(line) do
tile.map=map -- remember map
tile.level=level -- remember level
if tile.solid and (not tile.parent) then -- if we have no parent then we are the master tile
local l=1
local t=tile
while t.child do t=t.child l=l+1 end -- count length of strip
local shape
if tile.link==1 then -- x strip
shape=space.static:shape("box",x*8,y*8,(x+l)*8,(y+1)*8,0)
elseif tile.link==-1 then -- y strip
shape=space.static:shape("box",x*8,y*8,(x+1)*8,(y+l)*8,0)
else -- single box
shape=space.static:shape("box",x*8,y*8,(x+1)*8,(y+1)*8,0)
end
tile.shape=shape
shape.tile=tile
shape:friction(tile.solid)
shape:elasticity(tile.solid)
shape.cx=x
shape.cy=y
shape.coll=tile.coll
if not tile.dense then
shape:collision_type(space:type("pass")) -- a tile we can jump up through
end
end
end
end
for y,line in pairs(map) do
for x,tile in pairs(line) do
for n,f in pairs(entities.tiles) do
if tile[n] then f(tile) end
end
end
end
system.components.back.dirty(true)
system.components.map.dirty(true)
entities.systems.player.add(0) -- add a player
end,
}
-----------------------------------------------------------------------------
--[[#entities.systems.menu
menu = entities.systems.menu.setup()
Create a displayable and controllable menu system that can be fed chat
data for user display.
After setup, provide it with menu items to display using
menu.show(items) then call update and draw each frame.
]]
-----------------------------------------------------------------------------
entities.systems.menu={
space=function()
local space=entities.get("space")
local arbiter_menu={} -- menu things
arbiter_menu.presolve=function(it)
if it.shape_a.menu and it.shape_b.player then -- remember menu
it.shape_b.player.near_menu=it.shape_a.menu
end
return false
end
arbiter_menu.separate=function(it)
if it.shape_a and it.shape_a.menu and it.shape_b and it.shape_b.player then -- forget menu
it.shape_b.player.near_menu=false
end
return true
end
space:add_handler(arbiter_menu,space:type("menu"))
end,
setup=function(items)
-- join all entity chat_text to build chat_texts with
local chat_texts={}
for n,v in pairs(entities.systems) do
if v.chat_text then
chat_texts[#chat_texts+1]=v.chat_text
end
end
chat_texts=table.concat(chat_texts,"\n\n")
-- manage chat hooks from entities and print debug text
local chat_hook=function(chat,change,...)
local a,b=...
if change=="subject" then print("subject ",chat.subject_name)
for n,v in pairs(entities.systems) do
if v.chat_hook_response then
v.chat_hook_response(chat,a)
end
end
elseif change=="topic" then print("topic ",chat.subject_name,a and a.name)
for n,v in pairs(entities.systems) do
if v.chat_hook_topic then
v.chat_hook_topic(chat,a)
end
end
elseif change=="goto" then print("goto ",chat.subject_name,a and a.name)
for n,v in pairs(entities.systems) do
if v.chat_hook_goto then
v.chat_hook_goto(chat,a)
end
end
elseif change=="tag" then print("tag ",chat.subject_name,a,b)
for n,v in pairs(entities.systems) do
if v.chat_hook_tag then
v.chat_hook_tag(chat,a,b)
end
end
end
end
local chats=entities.set( "chats", chatdown.setup_chats(chat_texts,chat_hook) )
local wstr=require("wetgenes.string")
local menu=entities.set("menu",entities.add{})
-- local menu={}
menu.stack={}
menu.width=80-4
menu.cursor=0
menu.cx=math.floor((80-menu.width)/2)
menu.cy=0
menu.chat_to_menu_items=function(chat)
local items={cursor=1,cursor_max=0}
items.title=chat:get_tag("title")
items.portrait=chat:get_tag("portrait")
local ss=chat.topic and chat.topic.text or {} if type(ss)=="string" then ss={ss} end
for i,v in ipairs(ss) do
if i>1 then
items[#items+1]={text="",chat=chat} -- blank line
end
items[#items+1]={text=chat:replace_tags(v)or"",chat=chat}
end
for i,v in ipairs(chat.gotos or {}) do
items[#items+1]={text="",chat=chat} -- blank line before each goto
local ss=v and v.text or {} if type(ss)=="string" then ss={ss} end
local color=30
if chat.viewed[v.name] then color=28 end -- we have already seen the response to this goto
local f=function(item,menu)
if item.topic and item.topic.name then
chats.changes(chat,"topic",item.topic)
chat:set_topic(item.topic.name)
chat:set_tags(item.topic.tags)
if item.topic.name=="exit" then
menu.show(nil)
else
menu.show(menu.chat_to_menu_items(chat))
end
end
end
items[#items+1]={text=chat:replace_tags(ss[1])or"",chat=chat,topic=v,cursor=i,call=f,color=color} -- only show first line
items.cursor_max=i
end
return items
end
--[[
menu.chat=function(chat)
local items={cursor=1,cursor_max=0}
items.title=chat.description and chat.description.text or chat.description_name
local ss=chat.response and chat.response.text or {} if type(ss)=="string" then ss={ss} end
for i,v in ipairs(ss) do
if i>1 then
items[#items+1]={text="",chat=chat} -- blank line
end
items[#items+1]={text=chat.replace_proxies(v)or"",chat=chat}
end
for i,v in ipairs(chat.decisions or {}) do
items[#items+1]={text="",chat=chat} -- blank line before each decision
local ss=v and v.text or {} if type(ss)=="string" then ss={ss} end
local color=30
if chat.viewed[v.name] then color=28 end -- we have already seen the response to this decision
local f=function(item,menu)
if item.decision and item.decision.name then
chats.changes(chat,"decision",item.decision)
chat.set_response(item.decision.name)
chat.set_proxies(item.decision.proxies)
menu.show( menu.chat(chat) )
end
end
items[#items+1]={text=chat.replace_proxies(ss[1])or"",chat=chat,decision=v,cursor=i,call=f,color=color} -- only show first line
items.cursor_max=i
end
return items
end
]]
function menu.show(items,subject_name,topic_name)
if subject_name and topic_name then
local chat=chats:get_subject(subject_name)
chat:set_topic(topic_name)
items=menu.chat_to_menu_items(chat)
elseif subject_name then
local chat=chats:get_subject(subject_name)
items=menu.chat_to_menu_items(chat)
end
if not items then
menu.items=nil
menu.lines=nil
return
end
if items.call then items.call(items,menu) end -- refresh
menu.items=items
menu.cursor=items.cursor or 1
menu.lines={}
for idx=1,#items do
local item=items[idx]
local text=item.text
if text then
local ls=wstr.smart_wrap(text,menu.width-8)
if #ls==0 then ls={""} end -- blank line
for i=1,#ls do
local prefix=""--(i>1 and " " or "")
if item.cursor then prefix=" " end -- indent decisions
menu.lines[#menu.lines+1]={s=prefix..ls[i],idx=idx,item=item,cursor=item.cursor,color=item.color}
end
end
end
end
menu.update=function()
if not menu.items then return end
local bfire,bup,bdown,bleft,bright
for i=0,5 do -- any player, press a button, to control menu
local up=ups(i)
if up then
bfire =bfire or up.button("fire_clr")
bup =bup or up.button("up_set")
bdown =bdown or up.button("down_set")
bleft =bleft or up.button("left_set")
bright=bright or up.button("right_set")
end
end
if bfire then
for i,item in ipairs(menu.items) do
if item.cursor==menu.cursor then
if item.call then -- do this
if item and item.decision and item.decision.name=="exit" then --exit menu
item.call( item , menu )
menu.show() -- hide
else
item.call( item , menu )
end
end
break
end
end
end
if bleft or bup then
menu.cursor=menu.cursor-1
if menu.cursor<1 then menu.cursor=menu.items.cursor_max end
end
if bright or bdown then
menu.cursor=menu.cursor+1
if menu.cursor>menu.items.cursor_max then menu.cursor=1 end
end
end
menu.draw=function()
local tprint=system.components.text.text_print
local tgrd=system.components.text.tilemap_grd
if not menu.lines then return end
menu.cy=math.floor((30-(#menu.lines+4))/2)
tgrd:clip(menu.cx,menu.cy,0,menu.width,#menu.lines+4,1):clear(0x02000000)
tgrd:clip(menu.cx+2,menu.cy+1,0,menu.width-4,#menu.lines+4-2,1):clear(0x01000000)
if menu.items.title then
local title=" "..(menu.items.title).." "
local wo2=math.floor(#title/2)
tprint(title,menu.cx+(menu.width/2)-wo2,menu.cy+0,31,2)
end
for i,v in ipairs(menu.lines) do
tprint(v.s,menu.cx+4,menu.cy+i+1,v.color or 31,1)
end
local it=nil
for i=1,#menu.lines do
if it~=menu.lines[i].item then -- first line only
it=menu.lines[i].item
if it.cursor == menu.cursor then
tprint(">",menu.cx+4,menu.cy+i+1,31,1)
end
end
end
system.components.text.dirty(true)
end
if items then menu.show(items) end
return menu
end,
}
-----------------------------------------------------------------------------
--[[#update
update()
Update called every 1/60 of a second, possibly many times before we get
a draw call.
]]
-----------------------------------------------------------------------------
update=function()
if not setup_done then
entities.systems.level.setup(1) -- load map
setup_done=true
end
local menu=entities.get("menu")
if menu.lines then -- menu only, pause the entities and draw the menu
menu.update()
else
entities.call("update")
local space=entities.get("space")
space:step(1/(60*2)) -- double step for increased stability, allows faster velocities.
space:step(1/(60*2))
end
local cb=entities.get("callbacks") or {} -- get callback list
entities.set("callbacks",{}) -- and reset it
-- run all the callbacks created by collisions
for _,f in pairs(cb) do f() end
end
-----------------------------------------------------------------------------
--[[#draw
draw()
Draw called every frame, there may be any number of updates between
each draw but hopefully we are looking at one update followed by a
draw, if you have an exceptionally fast computer then we may even get 0
updates between some draws.
]]
-----------------------------------------------------------------------------
draw=function()
local menu=entities.get("menu")
if menu.lines then
menu.draw()
end
entities.call("draw") -- draw everything, well, actually just prepare everything to be drawn by the system
end
-- load graphics into texture memory
for n,v in pairs(entities.systems) do
if v.load then v:load() end
end
|
---------------------------------------------------------------------------------------------------
--
--filename: game.entities.ctrl.HealthBarCtrl
--date:2019/10/31 0:04:07
--author:
--desc:
--
---------------------------------------------------------------------------------------------------
local strClassName = 'game.entities.ctrl.HealthBarCtrl'
local HealthBarCtrl = lua_declare(strClassName, lua_class(strClassName))
function HealthBarCtrl:ctor(owner)
self.owner = owner
self:CreateBar()
end
function HealthBarCtrl:SetHP(hp, maxHP)
if self.slider ~= nil then
self.slider.value = hp / maxHP
end
end
function HealthBarCtrl:Remove()
if self.barObj ~= nil then
ObjectPool.Recycle(self.barObj)
end
end
function HealthBarCtrl:CreateBar()
self.barObj = ObjectPool.Spawn("ui/healthbar.u3d","HealthBar")
self.bar = self.barObj.transform
self.bar:SetParent(UIManager.Instance.HUDRoot)
local p = self.owner:GetTopPosition()
if p ~= nil then
local localPos = GameUtil.WorldToUIPoint(p,nil)
self.bar.position = localPos
end
self.bar.localScale = Vector3.one
GameUtil.SetLayer(self.bar, LayerManager.UI)
self.slider = self.barObj:GetComponent(Slider)
self.slider.value = 1
end
function HealthBarCtrl:Update(deltaTime)
if self.bar ~= nil then
local p = self.owner:GetTopPosition()
if p ~= nil then
local localPos = GameUtil.WorldToUIPoint(p,nil)
self.bar.position = localPos
end
end
end
return HealthBarCtrl
|
local function createModel(nClasses)
local nClasses = nClasses or 1000
local modelType = 'A' -- on a titan black, B/D/E run out of memory even for batch-size 32
-- Create tables describing VGG configurations A, B, D, E
local cfg = {}
if modelType == 'A' then
cfg = {64, 'M', 128, 'M', 256, 256, 'M', 512, 512, 'M', 512, 512, 'M'}
elseif modelType == 'B' then
cfg = {64, 64, 'M', 128, 128, 'M', 256, 256, 'M', 512, 512, 'M', 512, 512, 'M'}
elseif modelType == 'D' then
cfg = {64, 64, 'M', 128, 128, 'M', 256, 256, 256, 'M', 512, 512, 512, 'M', 512, 512, 512, 'M'}
elseif modelType == 'E' then
cfg = {64, 64, 'M', 128, 128, 'M', 256, 256, 256, 256, 'M', 512, 512, 512, 512, 'M', 512, 512, 512, 512, 'M'}
else
error('Unknown model type: ' .. modelType .. ' | Please specify a modelType A or B or D or E')
end
local features = nn.Sequential()
do
local iChannels = 3;
for k,v in ipairs(cfg) do
if v == 'M' then
features:add(nn.SpatialMaxPooling(2,2,2,2))
else
local oChannels = v;
local conv3 = nn.SpatialConvolution(iChannels,oChannels,3,3,1,1,1,1);
features:add(conv3)
features:add(nn.ReLU(true))
iChannels = oChannels;
end
end
end
local classifier = nn.Sequential()
classifier:add(nn.View(512*7*7))
classifier:add(nn.Linear(512*7*7, 4096))
classifier:add(nn.Threshold(0, 1e-6))
classifier:add(nn.BatchNormalization(4096, 1e-3))
classifier:add(nn.Dropout(0.5))
classifier:add(nn.Linear(4096, 4096))
classifier:add(nn.Threshold(0, 1e-6))
classifier:add(nn.BatchNormalization(4096, 1e-3))
classifier:add(nn.Dropout(0.5))
classifier:add(nn.Linear(4096, nClasses))
--classifier:add(nn.LogSoftMax())
local model = nn.Sequential()
model:add(features):add(classifier)
model.imageSize = 256
model.imageCrop = 224
return model
end
----------------------------
return createModel
|
propertyGetters = {
object = {
model = getElementModel,
doublesided = function(element)
if isElementDoubleSided then
return isElementDoubleSided(element) and "true" or "false"
else
return getElementData(element,"doublesided")=="true" and "true" or "false"
end
end,
scale = getObjectScale,
breakable = function(element) return tostring(isObjectBreakable(element)) end,
collisions = function(element)
local collisions = getElementData(element, "collisions")
if collisions == "true" or collisions == false then
return "true"
else
return "false"
end
end
},
ped = {
model = getElementModel,
rotZ = getPedRotation,
health = getElementHealth,
armor = setPedArmor,
collisions = function(element)
local collisions = getElementData(element, "collisions")
if collisions == "true" or collisions == false then
return "true"
else
return "false"
end
end
},
vehicle = {
model = getElementModel,
color1 = function(element)
local vehCol = {getVehicleColor(element, true)}
return {vehCol[1], vehCol[2], vehCol[3]}
end,
color2 = function(element)
local vehCol = {getVehicleColor(element, true)}
return {vehCol[4], vehCol[5], vehCol[6]}
end,
color3 = function(element)
local vehCol = {getVehicleColor(element, true)}
return {vehCol[7], vehCol[8], vehCol[9]}
end,
color4 = function(element)
local vehCol = {getVehicleColor(element, true)}
return {vehCol[10], vehCol[11], vehCol[12]}
end,
upgrades = getVehicleUpgrades,
plate = getVehiclePlateText,
sirens = function(vehicle)
return getVehicleSirensOn(vehicle) and "true" or "false"
end,
health = getElementHealth,
paintjob = function(vehicle) return tostring(getVehiclePaintjob(vehicle)) end,
landingGearDown = function(element) return tostring(getVehicleLandingGearDown(element)) end,
collisions = function(element)
local collisions = getElementData(element, "collisions")
if collisions == "true" or collisions == false then
return "true"
else
return "false"
end
end
},
marker = {
type = getMarkerType,
size = getMarkerSize,
color = function(element)
return {getMarkerColor(element)}
end,
},
pickup = {
type = function(element)
local pType = getPickupType(element)
if pType == 0 then
return "health"
elseif pType == 1 then
return "armor"
elseif pType == 2 then
return getPickupWeapon(element)
elseif pType == 3 then
return "Custom"
end
end,
},
radararea = {
sizeX = function(element)
local sizeX = getRadarAreaSize(element)
return sizeX
end,
sizeY = function(element)
local _,sizeY = getRadarAreaSize(element)
return sizeY
end,
posX = function(element)
local posX = getElementPosition(element)
return posX
end,
posY = function(element)
local _,posY = getElementPosition(element)
return posY
end,
color = function(element)
return {getRadarAreaColor(element)}
end,
},
blip = {
color = function(element)
return {getBlipColor(element)}
end,
size = getBlipSize,
icon = getBlipIcon,
},
water = {
sizeX = function(element)
local x1 = getWaterVertexPosition ( element, 1 )
local x2 = getWaterVertexPosition ( element, 2 )
return x2 - x1
end,
sizeY = function(element)
local _,y1 = getWaterVertexPosition ( element, 2 )
local _,y2 = getWaterVertexPosition ( element, 3 )
return y2 - y1
end,
}
}
propertySetters = {
object = {
model = function(element, model)
if model then return setElementModel(element, model)
else return false end
end,
doublesided = function(element,bon)
if setElementDoubleSided then
return setElementDoubleSided(element,bon=="true")
else
return setElementData(element,"doublesided",bon=="true" and "true" or "false")
end
end,
scale = function(element, scale)
if ( scale ) then
return setObjectScale(element, scale)
end
return false
end,
breakable = function(element, breakable)
return setObjectBreakable(element, breakable == "true")
end,
collisions = function(element, state)
return setElementCollisionsEnabled(element, state == "true")
end
},
ped = {
model = function(element, model)
if model then return setElementModel(element, model)
else return false end
end,
rotZ = function(element, rot)
if tonumber(rot) then return setElementRotation(element, 0, 0, rot)
else return false end
end,
health = setElementHealth,
armor = setPedArmor,
collisions = function(element, state)
return setElementCollisionsEnabled(element, state == "true")
end
},
vehicle = {
model = function(element, model)
if model then return setElementModel(element, model)
else return false end
end,
color1 = function(element, colorsTable)
if colorsTable then
colorsTable = {getColorFromString(colorsTable)}
local otherColors = {getVehicleColor(element, true)}
return setVehicleColor(element, colorsTable[1], colorsTable[2], colorsTable[3], otherColors[4], otherColors[5], otherColors[6], otherColors[7], otherColors[8], otherColors[9], otherColors[10], otherColors[11], otherColors[12])
else
return false
end
end,
color2 = function(element, colorsTable)
if colorsTable then
colorsTable = {getColorFromString(colorsTable)}
local otherColors = {getVehicleColor(element, true)}
return setVehicleColor(element, otherColors[1], otherColors[2], otherColors[3], colorsTable[1], colorsTable[2], colorsTable[3], otherColors[7], otherColors[8], otherColors[9], otherColors[10], otherColors[11], otherColors[12])
else
return false
end
end,
color3 = function(element, colorsTable)
if colorsTable then
colorsTable = {getColorFromString(colorsTable)}
local otherColors = {getVehicleColor(element, true)}
return setVehicleColor(element, colorsTable[1], colorsTable[2], colorsTable[3], otherColors[4], otherColors[5], otherColors[6], colorsTable[1], colorsTable[2], colorsTable[3], otherColors[10], otherColors[11], otherColors[12])
else
return false
end
end,
color4 = function(element, colorsTable)
if colorsTable then
colorsTable = {getColorFromString(colorsTable)}
local otherColors = {getVehicleColor(element, true)}
return setVehicleColor(element, colorsTable[1], colorsTable[2], colorsTable[3], otherColors[4], otherColors[5], otherColors[6], otherColors[7], otherColors[8], otherColors[9], colorsTable[1], colorsTable[2], colorsTable[3])
else
return false
end
end,
upgrades = function(element, upgradesTable)
if upgradesTable then
for slot = 0, 16 do
local upgrade = getVehicleUpgradeOnSlot ( element, slot )
if upgrade then
removeVehicleUpgrade( element, upgrade )
end
end
for i, upgrade in ipairs(upgradesTable) do
addVehicleUpgrade(element, upgrade)
end
return true
else
return false
end
end,
paintjob = setVehiclePaintjob,
plate = setVehiclePlateText,
sirens = function(vehicle, bon)
return setVehicleSirensOn(vehicle, bon == "true" and true or false)
end,
health = setElementHealth,
landingGearDown = function(element, state)
return setVehicleLandingGearDown(element, state == "true")
end,
collisions = function(element, state)
return setElementCollisionsEnabled(element, state == "true")
end
},
marker = {
type = function(element, markerType)
if markerType then return setMarkerType(element, markerType)
else return false end
end,
size = function(element, markerSize)
if markerSize then return setMarkerSize(element, markerSize)
else return false end
end,
color = function(element, color)
if color then return setMarkerColor(element, getColorFromString(color))
else return false end
end,
},
pickup = {
type = function(element, pType)
if pType then
local nType
local amount = getPickupAmount(element)
if pType == "health" then
return setPickupType(element, 0, amount)
elseif pType == "armor" then
return setPickupType(element, 1, amount)
elseif pType == "custom" then
return setPickupType(element, 3)
else
return setPickupType(element, 2, pType, amount)
end
else
return false
end
end,
},
radararea = {
sizeX = function(element, sizeX)
if sizeX then
local _, currentY = getRadarAreaSize(element)
return setRadarAreaSize(element, sizeX, currentY)
else
return false
end
end,
sizeY = function(element, sizeY)
if sizeY then
local currentX = getRadarAreaSize(element)
return setRadarAreaSize(element, currentX, sizeY)
else
return false
end
end,
posX = function(element, posX)
if posX then
local _, currentY = getElementPosition(element)
return setElementPosition(element, posX, currentY, 0)
else
return false
end
end,
posY = function(element, posY)
if posY then
local currentX = getElementPosition(element)
return setElementPosition(element, currentX, posY, 0)
else
return false
end
end,
color = function(element, colorstr)
if colorstr then
local r, g, b, a = getColorFromString(colorstr)
return setRadarAreaColor(element, r, g, b, a)
else
return false
end
end,
},
blip = {
color = function(element, colorstr)
if colorstr then
local r, g, b, a = getColorFromString(colorstr)
return setBlipColor(element, r, g, b, a)
else
return false
end
end,
size = function(element, blipSize)
if blipSize then return setBlipSize(element, blipSize)
else return false end
end,
icon = function(element, blipIcon)
if blipIcon then return setBlipIcon(element, blipIcon)
else return false end
end,
},
}
|
object_draft_schematic_space_weapon_wpn_mining_laser_mk3 = object_draft_schematic_space_weapon_shared_wpn_mining_laser_mk3:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_space_weapon_wpn_mining_laser_mk3, "object/draft_schematic/space/weapon/wpn_mining_laser_mk3.iff")
|
function lovr.conf(t)
t.modules.headset = false
t.window.width = 800
t.window.height = 600
end
|
require 'coroutine'
local time = require 'lib.time'
local async = {}
-- This file implements waitSeconds, waitSignal, signal, and their supporting stuff.
-- This table is indexed by coroutine and simply contains the time at which the coroutine
-- should be woken up.
local WAITING_ON_TIME = {}
local WAITING_ON_SIGNAL_ALL = {}
-- This table is indexed by signal and contains list of coroutines that are waiting
-- on a given signal
local WAITING_ON_SIGNAL = {}
-- Keep track of how long the game has been running.
local CURRENT_TIME = 0
function async.isSuspended(co)
return WAITING_ON_TIME[co] ~= nil or WAITING_ON_SIGNAL_ALL[co] ~= nil
end
function async.waitSeconds(seconds)
-- Grab a reference to the current running coroutine.
local co = coroutine.running()
-- If co is nil, that means we're on the main process, which isn't a coroutine and can't yield
assert(co ~= nil, "The main thread cannot wait!")
-- Store the coroutine and its wakeup time in the WAITING_ON_TIME table
local wakeupTime = CURRENT_TIME + seconds
WAITING_ON_TIME[co] = wakeupTime
-- And suspend the process
return coroutine.yield(co)
end
function async.callLater(seconds, callback, ...)
local arguments = {...}
local co = coroutine.create(function()
async.waitSeconds(seconds)
callback(unpack(arguments))
end)
coroutine.resume(co)
return co
end
function async.addTime(deltaTime)
-- This function should be called once per game logic update with the amount of time
-- that has passed since it was last called
CURRENT_TIME = CURRENT_TIME + deltaTime
-- First, grab a list of the threads that need to be woken up. They'll need to be removed
-- from the WAITING_ON_TIME table which we don't want to try and do while we're iterating
-- through that table, hence the list.
local threadsToWake = {}
for co, wakeupTime in pairs(WAITING_ON_TIME) do
if wakeupTime < CURRENT_TIME then
table.insert(threadsToWake, co)
end
end
-- Now wake them all up.
for _, co in pairs(threadsToWake) do
WAITING_ON_TIME[co] = nil -- Setting a field to nil removes it from the table
coroutine.resume(co)
end
end
function async.waitSignal(signalName)
-- Same check as in waitSeconds; the main thread cannot wait
local co = coroutine.running()
assert(co ~= nil, "The main thread cannot wait!")
if WAITING_ON_SIGNAL[signalName] == nil then
-- If there wasn't already a list for this signal, start a new one.
WAITING_ON_SIGNAL[signalName] = { co }
else
table.insert(WAITING_ON_SIGNAL[signalName], co)
end
WAITING_ON_SIGNAL_ALL[co] = true
return coroutine.yield()
end
function async.signal(signalName)
local threads = WAITING_ON_SIGNAL[signalName]
if threads == nil then return end
WAITING_ON_SIGNAL[signalName] = nil
for _, co in pairs(threads) do
WAITING_ON_SIGNAL_ALL[co] = nil
coroutine.resume(co)
end
end
time.addHandler("async", async.addTime, true)
return async
|
local playsession = {
{"MeggalBozale", {16556}},
{"Nukesman", {3159}},
{"Reyand", {26320}},
{"Nikkichu", {40741}},
{"Peto7002", {13075}},
{"JinNJuice", {1773}},
{"zakky0919", {2922}},
{"dimo145", {2648}},
{"corbin9228", {34520}}
}
return playsession
|
-----------------------------------------------------------------------------------------------------------------------
-- Base setup --
-----------------------------------------------------------------------------------------------------------------------
-- Configuration file selection
-----------------------------------------------------------------------------------------------------------------------
--local rc = "colorless.rc-colorless"
local rc = "color.blue.rc-blue"
--local rc = "shade.ruby.rc-ruby"
-- local rc = "old_rc"
require(rc)
|
return {
PluginId = 336673829,
PluginIcon = "rbxassetid://8325760954",
PluginGUID = "csqrl.plugin.plugin-importer",
PluginSettingsKey = "2B605F1C627243798979D8221C971C14",
DefaultLocale = "en-gb",
Version = "3.0.9",
}
|
local obj_heart = {}
function obj_heart.init()
obj_heart.data = {}
obj_heart.name = "obj_heart"
editor.importObject("SUITS", obj_heart.name, "obj_heart.new", mdl_heart)
end
function obj_heart.new(x, y)
local tbl = {}
tbl.x = x
tbl.y = y
table.insert(obj_heart.data, tbl)
end
function obj_heart.draw()
local i = 1
while i <= #obj_heart.data do
local this_ent = obj_heart.data[i]
lg.push()
lg.translate(this_ent.x, this_ent.y)
polygon.draw(mdl_heart)
lg.pop()
i = i + 1
end
end
return obj_heart
|
--[[
Name: god
Desc: Enables godmode on a player
Arguments:
1. Targets (players)
]]
BSU.SetupCommand("god", function(cmd)
cmd:SetDescription("Enables godmode on a player")
cmd:SetCategory("utility")
cmd:SetAccess(BSU.CMD_ADMIN)
cmd:SetFunction(function(self, ply)
local targets = self:GetPlayersArg(1, false) or {ply}
targets = self:FilterTargets(targets)
for _, ply in pairs(targets) do
ply:GodEnable()
end
self:BroadcastActionMsg("%user% godded %param%", { ply, targets })
end)
end)
--[[
Name: ungod
Desc: Disables godmode on a player
Arguments:
1. Targets (players)
]]
BSU.SetupCommand("ungod", function(cmd)
cmd:SetDescription("Enables godmode on a player")
cmd:SetCategory("utility")
cmd:SetAccess(BSU.CMD_ADMIN)
cmd:SetFunction(function(self, ply)
local targets = self:GetPlayersArg(1, false) or {ply}
targets = self:FilterTargets(targets)
for _, ply in pairs(targets) do
ply:GodDisable()
end
self:BroadcastActionMsg("%user% ungodded %param%", { ply, targets })
end)
end)
--[[
Name: teleport
Desc: Teleports player a to player b or you to player a if there is not player b
Arguments:
1. Target A (player)
2. Target B (player)
]]
BSU.SetupCommand("teleport", function(cmd)
cmd:SetDescription("Teleports player a to player b or you to player a if there is not player b")
cmd:SetCategory("utility")
cmd:SetAccess(BSU.CMD_ADMIN)
cmd:SetFunction(function(self, ply)
local targetA = self:GetPlayerArg(1, true)
self:CheckCanTarget(targetA, true)
local targetB = self:GetPlayerArg(2, false)
if targetB then
self:CheckCanTarget(targetB, true)
targetA:SetPos(targetB:GetPos())
self:BroadcastActionMsg("%user% teleported %param% to %param%", { ply, targetA, targetB })
else
ply:SetPos(targetA:GetPos())
self:BroadcastActionMsg("%user% teleported to %param%", { ply, targetA })
end
end)
end)
|
local Spell = { }
Spell.LearnTime = 600
Spell.ApplyFireDelay = 0.4
Spell.ForceAnim = { ACT_VM_PRIMARYATTACK_4 }
Spell.Category = HpwRewrite.CategoryNames.Protecting
Spell.Description = [[
Makes area around you
completely invisible for
everyone who is not inside.
]]
Spell.OnlyIfLearned = { "Protego" }
Spell.NodeOffset = Vector(-923, 277, 0)
Spell.AccuracyDecreaseVal = 0.7
if SERVER then
util.AddNetworkString("hpwrewrite_salviohexia_handler")
else
local mdls = { }
net.Receive("hpwrewrite_salviohexia_handler", function()
local ent = net.ReadEntity()
if not IsValid(ent) then return end
local hide = tobool(net.ReadBit())
local finished = tobool(net.ReadBit())
if hide then
ent:SetNoDraw(true)
ent:DrawShadow(false)
--[[for i = 0, ent:GetBoneCount() - 1 do
local pos = ent:GetBonePosition(i)
local ef = EffectData()
ef:SetOrigin(pos)
util.Effect("GlassImpact", ef)
end]]
--SafeRemoveEntity(ent.HPWGhost)
sound.Play("hl1/ambience/port_suckin1.wav", ent:GetPos(), 60, 180)
else
ent:SetNoDraw(false)
ent:DrawShadow(true)
--[[for i = 0, ent:GetBoneCount() - 1 do
local pos = ent:GetBonePosition(i)
local ef = EffectData()
ef:SetOrigin(pos)
util.Effect("GlassImpact", ef)
end
if finished then
for k, v in pairs(mdls) do SafeRemoveEntity(k) end
else
if ent != LocalPlayer() then
local mdl = ClientsideModel(ent:GetModel(), RENDERGROUP_TRANSLUCENT)
ent.HPWGhost = mdl
mdl:SetPos(ent:GetPos())
mdl:SetAngles(ent:GetAngles())
mdl:SetMaterial("models/props_lab/Tank_Glass001")
mdl:SetSkin(ent:GetSkin())
mdl:Spawn()
mdl:SetRenderMode(RENDERMODE_TRANSALPHA)
mdl:SetColor(Color(255, 255, 255, 20))
mdl:SetModelScale(ent:GetModelScale() * 1.02, 0)
if not ent:IsPlayer() then mdl:SetParent(ent) end
local name = "hpwrewrite_salviohexia_handler" .. mdl:EntIndex()
hook.Add("Think", name, function()
if not IsValid(mdl) or not IsValid(ent) then
SafeRemoveEntity(mdl)
hook.Remove("Think", name)
return
end
if ent:IsPlayer() then
mdl:SetPos(ent:GetPos())
mdl:SetAngles(Angle(0, ent:GetAngles().y, 0))
end
mdl:SetSequence(ent:GetSequence())
mdl:FrameAdvance(1)
end)
mdls[mdl] = true
end
end]]
sound.Play("hl1/ambience/port_suckout1.wav", ent:GetPos(), 60, 180)
end
end)
end
function Spell:OnFire(wand)
if not self.Exists then
local name = "hpwrewrite_salviohexia_handler" .. self.Owner:EntIndex()
local die = CurTime() + 40
local pos = self.Owner:GetPos()
hook.Add("Think", name, function()
if CurTime() > die then
hook.Remove("Think", name)
for k, v in pairs(self.Invisible) do
net.Start("hpwrewrite_salviohexia_handler")
net.WriteEntity(k)
net.WriteBit(false)
net.WriteBit(true)
net.Broadcast()
self.Invisible[k] = nil
end
table.Empty(self.Proceeded)
self.Exists = false
return
end
for k, v in pairs(ents.GetAll()) do
if not IsValid(v) then continue end
if not v:GetPhysicsObject():IsValid() then continue end
if v:IsWorld() then continue end
if v:GetPos():Distance(pos) < 600 then
self.Invisible[v] = true
else
self.Invisible[v] = nil
end
end
for k, v in pairs(self.Invisible) do
if not IsValid(k) then self.Invisible[k] = nil continue end
for _, ply in pairs(player.GetAll()) do
if not self.Proceeded[ply] then
self.Proceeded[ply] = { }
for k, v in pairs(self.Invisible) do
self.Proceeded[ply][k] = ply:GetPos():Distance(k:GetPos()) < 400
end
end
if ply:GetPos():Distance(k:GetPos()) > 400 then
if not self.Proceeded[ply][k] then
net.Start("hpwrewrite_salviohexia_handler")
net.WriteEntity(k)
net.WriteBit(true)
net.WriteBit(false)
net.Send(ply)
self.Proceeded[ply][k] = true
end
else
if self.Proceeded[ply][k] then
net.Start("hpwrewrite_salviohexia_handler")
net.WriteEntity(k)
net.WriteBit(false)
net.WriteBit(false)
net.Send(ply)
self.Proceeded[ply][k] = false
end
end
end
end
end)
self.Exists = true
end
sound.Play("npc/antlion/idle3.wav", wand:GetPos(), 55, math.random(240, 255))
end
function Spell:OnSpellGiven(ply)
if SERVER then
self.Invisible = { }
self.Proceeded = { }
end
return true
end
HpwRewrite:AddSpell("Salvio Hexia", Spell)
|
local dconv = require('dproto-conv-gen')
local dprotofile = 'type_conversions/dproto/types.dproto'
local asn_files = {
'type_conversions/asn/taste-types.asn',
'type_conversions/asn/taste-extended.asn',
'type_conversions/asn/userdefs-base.asn',
'type_conversions/asn/mybase.asn'
}
local asn = require('asn1_types')
local ddr_models = {}
ddr_models.asn_files = asn_files
dconv.init_runtime(dprotofile,ddr_models)
local function runDConv(from_type, to_type)
local g,e = dconv.convert(from_type, to_type)
if not g then errmsg('Error during type conversion: '..tostring(e)); os.exit(1); end;
local str = dconv.CaptureOutput()
return g, str
end
function generate_transformation_code(from_type, from_name, to_type, to_name)
if (from_type == 'asn1SccBase_JointState' or to_type == 'asn1SccBase_JointState') then
-- workaround for dconv not supporting JoinState conversions
return 'joint_state_conversion('..from_name..','..to_name..'); '
end
local code = {}
if from_type==asn.types.orientation.original then
table.insert(code, "internal::Quaternion __or;")
local g, str = runDConv(from_type, "QuaternionTemp")
g(str, from_name..'', '__or.data')
table.insert(code, tostring(str) )
g, str = runDConv("QuaternionTemp", to_type)
g(str, '__or', to_name)
table.insert(code, tostring(str) )
return table.concat(code, "\n")
end
if to_type==asn.types.orientation.original then
table.insert(code, "internal::Quaternion __or;")
local g, str = runDConv(from_type, "QuaternionTemp")
g(str, from_name..'', '__or')
table.insert(code, tostring(str) )
g, str = runDConv("QuaternionTemp", to_type)
g(str, '__or.data', to_name)
table.insert(code, tostring(str) )
return table.concat(code, "\n")
end
local g, str = runDConv(from_type, to_type)
g(str, from_name..'', to_name..'')
return tostring(str)
end
local M = {}
M.generate_transformation_code = generate_transformation_code
return M
|
-- Copyright (c) 2017-present, Facebook, Inc.
-- All rights reserved.
--
-- This source code is licensed under the license found in the LICENSE file in
-- the root directory of this source tree. An additional grant of patent rights
-- can be found in the PATENTS file in the same directory.
--
--[[
--
-- A parallel dataset iterator that can wrap another iterator and is thus
-- limited to using a single thread only.
--
--]]
local tnt = require 'torchnet'
local argcheck = require 'argcheck'
local Threads = require 'threads'
local doc = require 'argcheck.doc'
local SingleParallelIterator = torch.class('tnt.SingleParallelIterator', 'tnt.DatasetIterator', tnt)
SingleParallelIterator.__init = argcheck{
{name='self', type='tnt.SingleParallelIterator'},
{name='init', type='function', default=function(idx) end},
{name='closure', type='function'},
call = function(self, init, closure)
local function main(idx)
giterator = closure(idx)
assert(torch.isTypeOf(giterator, 'tnt.DatasetIterator'),
'closure should return a DatasetIterator class')
gloop = nil
end
Threads.serialization('threads.sharedserialize')
local threads = Threads(1, init, main)
self.__threads = threads
local sample -- beware: do not put this line in loop()
local sampleOrigIdx
function self.run()
-- make sure we are not in the middle of something
threads:synchronize()
local function enqueue()
threads:addjob(
function()
if not gloop then
gloop = giterator:run()
end
local sample = gloop()
collectgarbage()
collectgarbage()
if not sample then
gloop = nil
end
return sample
end,
function(_sample_)
sample = _sample_
end)
end
enqueue()
local iterFunction = function()
while threads:hasjob() do
threads:dojob()
if threads:haserror() then
threads:synchronize()
end
if sample then
enqueue()
end
return sample
end
end
return iterFunction
end
end
}
SingleParallelIterator.exec =
function(self, name, ...)
assert(not self.__threads:hasjob(), 'cannot exec during loop')
local args = {...}
local res
self.__threads:addjob(
function()
return giterator:exec(name, table.unpack(args))
end,
function(...)
res = {...}
end)
self.__threads:synchronize()
return table.unpack(res)
end
|
local cfg = require("lib/config")
local iracing = require("api/iracing"):instance(cfg.iracing)
local twitch = require("api/twitch"):instance(cfg.twitch)
local state = require("api/state"):instance(cfg.state)
local ui = require("api/winformui"):instance(cfg.winformui)
local common = require("lib/common")
local session_category = ""
local irating = ""
local license = ""
iracing:send_session_state()
iracing:send_car_info()
local output = function(txt)
twitch:send_channel_message(txt)
end
local show_irating = function(category)
category = string.lower(category or "road")
local irating = state:get("irating:" .. category)
local license = state:get("license:" .. category)
if irating ~= "" and license ~= "" then
output("For " .. category .. " irating is " .. irating .. ", license is " .. license)
else
output("I dont know :(")
end
end
handlers = {}
handlers.IRacingCarInfo = function(event)
if (irating ~= event.CurrentDriverIRating or license ~= event.CurrentDriverLicense) and event.LocalUser == true and session_category ~= "" then
irating = event.CurrentDriverIRating
license = event.CurrentDriverLicense
ui:print("Saw that we got ir=" .. irating .. " and sr=" .. license)
state:set("irating:" .. string.lower(session_category), tostring(irating))
state:set("license:" .. string.lower(session_category), tostring(license))
end
end
handlers.IRacingPractice = function(event)
session_category = string.lower(event.Category)
irating = ""
license = ""
end
handlers.IRacingQualify = handlers.IRacingPractice
handlers.IRacingRace = handlers.IRacingPractice
handlers.IRacingTesting = handlers.IRacingPractice
handlers.IRacingWarmup = handlers.IRacingPractice
handlers.TwitchReceivedMessage = function(event)
local msg = string.trim(string.lower(event.Message))
if msg == "!ir" then
show_irating(session_category)
elseif msg == "!ir road" or msg == "!ir oval" or msg == "!ir dirtoval" or msg == "!ir dirtroad" then
local requested_category = string.sub(msg, 5, string.len(msg))
show_irating(requested_category)
elseif string.sub(msg, 1, 4) == "!ir " then
output("Use !ir|!ir road|!ir oval|!ir dirtoval|!ir dirtroad")
end
end
function handle(event)
if handlers[event.EventType] then
handlers[event.EventType](event)
end
end
|
function return_except_last(...)
arg = {...}
table.remove(arg)
return table.unpack(arg)
end
print(return_except_last(1, 2, 3, 4, 5))
|
math.randomseed(os.time())
print("Munchkin Level Counter")
io.read()
level = 1
gear = 0
oneshot = 0
against = 0
enemyl = 0
enemye = 0
enemys = 0
runaway = 2
enemyr = 0
fast = 0
slow = 0
tempr = 0
nope = "n"
runawayt = 0
enemys = enemyl + enemye
print("Help on or off?")
print("(\"y\":On)(\"n\":Off)")
help = io.read()
if help == "y" then
print("Help is on.")
io.read()
else
print("Help if off.")
io.read()
help = "n"
end
print("What gender are you?")
if help == "y" then
print("(\"m\":Man)(\"w\":Woman)")
end
gender = io.read()
if gender == "w" then
print("You are a woman.")
io.read()
else
print("You are a man.")
io.read()
gender = "m"
end
function lose()
print("You lost!")
io.read()
print("Run away?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
run = io.read()
if run == "y" then
repeat
roll = math.random(1,6)
print("You rolled a "..roll..".")
print("Reroll?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
reroll = io.read()
until reroll ~= "y"
if roll >= 7 - runawayt then
print("You escaped!")
io.read()
else
print("You were caught!")
print("Prepare to do the badstuff!")
io.read()
end
end
end
function stats()
runawayt = runaway + fast + enemyr + tempr - slow
if runawayt > 5 then
runawayt = 5
elseif runawayt < 1 then
runawayt = 1
end
strength = level + gear + oneshot - against
print("Combat Strength: "..strength)
print("~~~~~~~~~~~~~~~")
print("level: "..level)
print("Gear: "..gear)
print("Oneshot: "..oneshot)
print("Against: "..against)
print("...............")
print("Run Away Roll: "..7 - runawayt.."+")
print("Slow: ".. slow)
print("Fast: "..fast)
print("Temperary Run Away: "..tempr)
print("..............")
if gender == "m" then
print("Man")
else
print("Woman")
end
if warrior == "y" then
print("Warrior")
end
end
function info()
repeat
stats()
io.read()
print("Change your stats?")
if help == "y" then
if help == "y" then
print("(\"l\":Level)(\"ge\":Gender)(\"g\":Gear)(\"f\":Fast)(\"s\":Slow)(\"w\":Warrior)(\"t\":Temp. Run)(\"o\":Oneshot)(\"a\":Against)")
end
end
change = io.read()
if change == "l" then
print("Up or down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("You Leveled up!")
io.read()
level = level + 1
elseif new == "d" then
print("Haha, You lost a level.")
io.read()
level = level - 1
else
print("Invalid choice.")
io.read()
end
elseif change == "ge" then
print("What gender are you?")
if help == "y" then
print("(\"m\":Man)(\"w\":Woman)")
end
gender = io.read()
if gender == "w" then
print("You are a woman.")
io.read()
else
print("You are a man.")
io.read()
gender = "m"
end
elseif change == "g" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
gear = gear + diff
print("Your gear is now "..gear..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
gear = gear - diff
print("Your gear is now "..gear..".")
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "f" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
fast = fast + diff
print("Your fast is now "..fast..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
fast = fast - diff
print("Your fast is now "..fast..".")
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "s" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
slow = slow + diff
print("Your slow is now "..slow..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
slow = slow - diff
print("Your slow is now "..slow..".")
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "w" then
print("Are you a warrior?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
warrior = io.read()
if warrior ~= "y" then
warrior = "n"
print("You are not a warrior.")
io.read()
else
print("You are now a warrior.")
io.read()
end
elseif change == "t" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
tempr = tempr + diff
print("Your temparary run away is now "..tempr..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
tempr = tempr - diff
print("Your temparary run away is now "..tempr..".")
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "o" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
oneshot = oneshot + diff
print("Your oneshot is now "..oneshot..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
oneshot = oneshot - diff
print("Your oneshot is now "..oneshot..".")
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "a" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
against = against + diff
print("Your against is now "..against..".")
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
against = against - diff
print("Your against is now "..against..".")
io.read()
else
print("Invalid choice.")
io.read()
end
else
nope = "y"
end
if nope == "n" then
print("More?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
again = io.read()
else
again = "n"
nope = "n"
end
until again ~= "y"
end
repeat
info()
print("Roll the die?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
run = io.read()
if run == "y" then
repeat
roll = math.random(1,6)
print("You rolled a "..roll..".")
print("Reroll?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
reroll = io.read()
until reroll ~= "y"
end
print("Combat?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
choose = io.read()
if choose == "y" then
print("What is the enemy's level?")
enemyl = io.read()
repeat
enemys = enemyl + enemye
print("---------------------")
print("Enemy Strength: "..enemys)
print("~~~~~~~~~~~~~~~~")
print("Enemy Level: "..enemyl)
print("Enemy Enhancements: "..enemye)
print("................")
print("Run Away Special: "..enemyr)
print("_____________________")
print("_____________________")
info()
print("Change the enemy's stats?")
if help == "y" then
print("(\"e\":Enhancements)(\"s\":Run Special)")
end
change = io.read()
if change == "e" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
enemye = enemye + diff
print("The enemy's enhancements are now at: "..enemye)
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
enemye = enemye - diff
print("The enemy's enhancements are now at: "..enemye)
io.read()
else
print("Invalid choice.")
io.read()
end
elseif change == "s" then
print("Up or Down?")
if help == "y" then
print("(\"u\":Up)(\"d\":Down)")
end
new = io.read()
if new == "u" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
enemyr = enemyr + diff
print("The enemy's runaway special is now at: "..enemyr)
io.read()
elseif new == "d" then
print("How much?")
if help == "y" then
print("([#]:Amount)")
end
diff = io.read()
enemyr = enemyr - diff
print("The enemy's runaway special are now at: "..enemyr)
io.read()
else
print("Invalid choice.")
io.read()
end
end
print("Fight?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
fight = io.read()
if fight == "y" then
if enemys < strength then
print("You won!")
io.read()
print("Level up?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
answer = io.read()
if answer == "y" then
print("How many times?")
if help == "y" then
print("([#]:Amount)")
end
answer = io.read("*n")
level = level + answer
print("You leveled up!")
io.read()
end
else
if enemys > strength then
lose()
else
if warrior == "y" then
print("You won!")
io.read()
print("Level up?")
if help == "y" then
print("(\"y\":Yes)(\"n\":No)")
end
answer = io.read()
if answer == "y" then
print("How many times?")
if help == "y" then
print("([#]:Amount)")
end
answer = io.read("*n")
level = level + answer
print("You leveled up!")
io.read()
end
else
lose()
end
end
end
end
until fight == "y"
fight = "n"
against = 0
oneshot = 0
enemyr = 0
tempr = 0
enemye = 0
end
until 1 == 2
|
return Def.Actor{
OnCommand=function(self)
SL.Global.Stages.Stats[SL.Global.Stages.PlayedThisGame + 1] = {
song = GAMESTATE:IsCourseMode() and GAMESTATE:GetCurrentCourse() or GAMESTATE:GetCurrentSong(),
TimingWindows = SL.Global.ActiveModifiers.TimingWindows,
MusicRate = SL.Global.ActiveModifiers.MusicRate,
Type = GAMESTATE:IsCourseMode() and "course" or "song"
}
end
}
|
-----------------------------------
-- Author: Eligio Becerra --
-- Copyright 2009 Eligio Becerra --
-----------------------------------
local setmetatable = setmetatable
local tonumber = tonumber
local sformat = string.format
local smatch = string.match
local sgmatch = string.gmatch
local tconcat = table.concat
local spawn = require 'awful.spawn'
local wibox = require 'wibox'
local markup = require 'obvious.lib.markup'
local hooks = require 'obvious.lib.hooks'
local temperature = {}
local widget = wibox.widget.textbox()
local colors = {
normal = '#009000',
warm = '#909000',
hot = '#900000',
}
local function acpi_backend(callback)
local callbacks = {}
local lines = {}
function callbacks.stdout(line)
lines[#lines + 1] = line
end
function callbacks.output_done()
local d = tconcat(lines)
local temp = {}
for t in sgmatch(d, 'Thermal %d+: %w+, (%d+.?%d*) degrees') do
temp[#temp + 1] = tonumber(t)
end
if #temp == 0 then
return callback()
end
return callback(temp)
end
local err = spawn.with_line_callback({'acpi', '-t'}, callbacks)
if type(err) == 'string' then
return callback()
end
end
local function sensors_backend(callback)
local callbacks = {}
local in_temp_block = false
local ignore_further_lines = false
local stats = {}
function callbacks.stdout(line)
if ignore_further_lines then
return
end
-- we assume that the first temp1 block is the CPU, and that
-- the CPU stats are under temp1
if line == 'temp1:' then
in_temp_block = true
elseif in_temp_block then
if line == '' then
ignore_further_lines = true
end
local name, value = smatch(line, '^%s*temp1_(%w+):%s+(.+)')
if name and value then
stats[name] = tonumber(value)
end
end
end
function callbacks.output_done()
if stats.input then
return callback { stats.input }
else
return callback()
end
end
local err = spawn.with_line_callback({'sensors', '-u'}, callbacks)
if type(err) == 'string' then
return callback()
end
end
local function noop_backend(callback)
callback {}
end
local backends = {
acpi_backend,
sensors_backend,
noop_backend,
}
local current_backend
local function find_backend(next_backend_idx, callback)
if current_backend then
return callback(current_backend)
end
local backend = backends[next_backend_idx]
backend(function(stats)
if stats then
current_backend = backend
return callback(backend)
end
if next_backend_idx < #backends then
find_backend(next_backend_idx + 1, callback)
end
end)
end
local function update()
current_backend(function(temp)
local color = colors.hot
if not temp[1] then
widget:set_text 'no data'
return
end
if temp[1] < 50 then
color = colors.normal
elseif temp[1] >= 50 and temp[1] < 60 then
color = colors.warm
end
widget:set_markup(sformat('%.2f', temp[1]) .. ' ' .. markup.fg.color(color, 'C'))
end)
end
hooks.timer.register(5, 30, update)
hooks.timer.stop(update)
return setmetatable(temperature, { __call = function ()
find_backend(1, function()
hooks.timer.start(update)
update()
end)
return widget
end })
-- vim: filetype=lua:expandtab:shiftwidth=3:tabstop=3:softtabstop=3:textwidth=80
|
while wait() do
local Self = script:Clone()
Self.Parent = script.Parent
script.Disabled = true
script.Disabled = false
wait(0.1)
script:Destroy()
end
|
local helpers = require "spec.helpers"
local cjson = require "cjson"
--*****************************************************--
-- Setup to run the tests:
-- 1. Setup Openwhisk server and create a action
-- using include `action/hello.js`
-- 2. Set `config.host` and `config.service_token`
--*****************************************************--
local HOST = "openwhisk_host"
local SERVICE_TOKEN = "openwhisk_auth_token"
describe("Plugin: openwhisk", function()
local proxy
setup(function()
local api1 = assert(helpers.dao.apis:insert {
name = "test-openwhisk",
hosts = { "test.com" },
upstream_url = "http://mockbin.com",
})
assert(helpers.dao.plugins:insert {
api_id = api1.id,
name = "openwhisk",
config = {
host = HOST,
service_token = SERVICE_TOKEN,
action = "hello",
path = "/api/v1/namespaces/guest",
}
})
assert(helpers.start_kong())
end)
teardown(function()
helpers.stop_kong(nil, false)
end)
before_each(function()
proxy = helpers.proxy_client()
end)
after_each(function()
if proxy then proxy:close() end
end)
describe("invoke action hello", function()
it("should allow POST", function()
local res = assert(proxy:send {
method = "POST",
path = "/",
body = {},
headers = {
["Host"] = "test.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
assert.equal("Hello, World!", json.payload)
end)
it("should allow POST with querystring", function()
local res = assert(proxy:send {
method = "POST",
path = "/?name=foo",
body = {},
headers = {
["Host"] = "test.com"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
assert.equal("Hello, foo!", json.payload)
end)
it("should allow POST with json body", function()
local res = assert(proxy:send {
method = "POST",
path = "/",
body = { name = "foo" },
headers = {
["Host"] = "test.com",
["Content-Type"] = "application/json"
}
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
assert.equal("Hello, foo!", json.payload)
end)
it("should allow POST with form-encoded body", function()
local res = assert(proxy:send {
method = "POST",
path = "/post",
body = {
name = "foo"
},
headers = {
["Host"] = "test.com",
["Content-Type"] = "application/x-www-form-urlencoded"
},
})
local body = assert.res_status(200, res)
local json = cjson.decode(body)
assert.equal("Hello, foo!", json.payload)
end)
it("should not allow GET", function()
local res = assert(proxy:send {
method = "GET",
path = "/",
body = { name = "foo" },
headers = {
["Host"] = "test.com",
["Content-Type"] = "application/json"
}
})
local body = assert.res_status(405, res)
local json = cjson.decode(body)
assert.equal("Method not allowed", json.message)
end)
it("should not allow DELETE", function()
local res = assert(proxy:send {
method = "DELETE",
path = "/",
body = { name = "foo" },
headers = {
["Host"] = "test.com",
["Content-Type"] = "application/json"
}
})
local body = assert.res_status(405, res)
local json = cjson.decode(body)
assert.equal("Method not allowed", json.message)
end)
end)
end)
|
if minetest.get_modpath("factory") then
minetest.registered_nodes["factory:storage_tank_water"].special_tiles[1].name = "ws_water_source_animated.png"
minetest.registered_nodes["factory:storage_tank_lava"].special_tiles[1].name = "ws_lava_source_animated.png"
end
|
-- require("settings.impatient")
local sources = {
-- settings
"settings.colorschemes",
"settings.keymaps",
"settings.options",
"settings.plugins",
-- -- plugins
"configs.alpha",
"configs.autopairs",
"configs.autosave",
"configs.better_escape",
"configs.bufferline",
"configs.cmp",
"configs.colorizer",
"configs.comments",
"configs.filetype",
"configs.gitsigns",
"configs.indentline",
"configs.lualine",
"configs.neoscroll",
"configs.nvim-tree",
"configs.presence",
"configs.symbols_outline",
"configs.telescope",
"configs.toggleterm",
-- "configs.treesitter",
"configs.trouble",
"configs.webdevicons", -- currently not in use
"configs.which-key",
"lsp",
}
for _, source in ipairs(sources) do
local status_ok, notok = pcall(require, source)
if not status_ok then
error("Couldn't load " .. source .. "\n" .. notok)
end
end
|
-- stolen from penlight
local function copy_tbl (t)
local res = {}
for k,v in pairs(t) do
res[k] = v
end
return res
end
do
local WOStateDisqualifier = torch.class('WOStateDisqualifier')
-- i assume source is a single sequence w/o start or end tokens.
-- this will by default disqualify end-token
function WOStateDisqualifier:__init(source, B, V, maskmem, idxmem)
self.B = B
self.hyp_states = {[1]={}}
local word_bag = {}
local word_type_count = 0
-- keep track of remaining words we can use
for t = 1, source:size(1) do
if self.hyp_states[1][source[t]] then
self.hyp_states[1][source[t]] = self.hyp_states[1][source[t]] + 1
else
self.hyp_states[1][source[t]] = 1
word_bag[source[t]] = true
word_type_count = word_type_count + 1
end
end
-- return an initial additive mask we can always use
self.mask = maskmem:view(B, V)
self.mask:fill(-math.huge)
-- zero out stuff actually in the source
self.src_idxs = idxmem:sub(1, word_type_count)
local i = 1
for w, b in pairs(word_bag) do
self.src_idxs[i] = w
i = i + 1
end
self.mask[1]:indexFill(1, self.src_idxs, 0)
self.word_bag = word_bag
end
-- update before next search
function WOStateDisqualifier:updateStates(parents, preds, scores) -- rembuff, pred_inp, resval
local new_hyps = {}
local removal_cands = {}
for k = 1, self.B do
if scores[k] > -math.huge then
new_hyps[k] = copy_tbl(self.hyp_states[parents[k]])
new_hyps[k][preds[k]] = new_hyps[k][preds[k]] - 1
if new_hyps[k][preds[k]] == 0 then
new_hyps[k][preds[k]] = nil -- remove key
end
-- update the mask
for w, b in pairs(self.word_bag) do
if new_hyps[k][w] then -- still an option going fwd
self.mask[k][w] = 0
else
self.mask[k][w] = -math.huge
if removal_cands[w] then
removal_cands[w] = removal_cands[w] + 1
else
removal_cands[w] = 1
end
if k == self.B and removal_cands[w] == self.B then -- everybody removed, so we're done
self.word_bag[w] = nil
self.mask:select(2, w):fill(-math.huge)
end
end
end
else -- we got -inf, which can happen if beam is longer than sentence, for instance
new_hyps[k] = self.hyp_states[parents[k]]
-- just to be sure, no next prediction is valid
for w, b in pairs(self.word_bag) do
self.mask[k][w] = -math.huge
end
end
end -- end for k
self.hyp_states = new_hyps
end
function WOStateDisqualifier:disqualify(scores) -- scores assumed to be B x V
scores:add(self.mask:sub(1, scores:size(1))) -- just handles beginning when one thing on beam
end
function WOStateDisqualifier:allowEnd(end_token)
self.mask:select(2,end_token):zero()
end
end
-- stanford dependency labels
dep_labels = {['@L_PRT']=true, ['@R_PRT']=true, ['@L_PARATAXIS']=true, ['@R_IOBJ']=true,
['@R_POSSESSIVE']=true, ['@R_NUMBER']=true, ['@R_APPOS']=true, ['@L_PUNCT']=true,
['@L_CONJ']=true, ['@L_CCOMP']=true, ['@L_CC']=true, ['@L_POSS']=true, ['@R_COP']=true,
['@R_NN']=true, ['@L_PREP']=true, ['@R_NSUBJPASS']=true, ['@L_PREDET']=true, ['@R_TMOD']=true,
['@R_MWE']=true, ['@R_QUANTMOD']=true, ['@L_NSUBJ']=true, ['@R_PARATAXIS']=true, ['@R_PUNCT']=true,
['@R_EXPL']=true, ['@L_APPOS']=true, ['@R_ACOMP']=true, ['@R_NPADVMOD']=true, ['@L_MARK']=true,
['@L_PRECONJ']=true, ['@R_DOBJ']=true, ['@L_ADVCL']=true, ['@R_DISCOURSE']=true, ['@L_POBJ']=true,
['@L_NUMBER']=true, ['@R_CONJ']=true, ['@R_ADVMOD']=true, ['@L_DOBJ']=true, ['@R_ADVCL']=true,
['@R_XCOMP']=true, ['@L_AMOD']=true, ['@L_ADVMOD']=true, ['@L_POSSESSIVE']=true,
['@L_DISCOURSE']=true, ['@R_INFMOD']=true, ['@R_NUM']=true, ['@L_DEP']=true, ['@L_NSUBJPASS']=true,
['@R_PCOMP']=true, ['@L_NPADVMOD']=true, ['@L_DET']=true, ['@L_COP']=true, ['@L_PARTMOD']=true,
['@R_AMOD']=true, ['@R_AUXPASS']=true, ['@L_AUXPASS']=true, ['@R_PREP']=true, ['@R_PARTMOD']=true,
['@L_CSUBJ']=true, ['@L_EXPL']=true, ['@L_AUX']=true, ['@R_NEG']=true, ['@L_MWE']=true,
['@R_RCMOD']=true, ['@R_CCOMP']=true, ['@R_CC']=true, ['@R_AUX']=true, ['@L_XCOMP']=true,
['@R_NSUBJ']=true, ['@L_NUM']=true, ['@R_POBJ']=true, ['@L_NN']=true, ['@L_NEG']=true,
['@L_TMOD']=true, ['@L_CSUBJPASS']=true, ['@R_DET']=true, ['@R_POSS']=true, ['@R_DEP']=true,
['@L_QUANTMOD']=true, ['@L_ACOMP']=true}
function get_dep_label_idxs(word2idx_targ, cuda)
local label_idxs = cuda and torch.CudaTensor() or torch.Tensor()
label_idxs:resize(79)
local ii = 1
for w, b in pairs(dep_labels) do
label_idxs[ii] = word2idx_targ[w]
ii = ii + 1
end
assert(ii == 80)
return label_idxs
end
do
local LabeledSRStateDisqualifier = torch.class('LabeledSRStateDisqualifier')
-- i assume source is a single sequence w/o start or end tokens.
-- this will by default disqualify end-token.
function LabeledSRStateDisqualifier:__init(source, B, V, maskmem,
idxmem, label_idxs, idx2word_src, word2idx_targ, idx2word_targ)
self.B = B
self.word2idx = word2idx_targ
self.idx2word = idx2word_targ
self.source = idxmem:sub(1, source:size(1))
-- copy target vocab version of source
for i = 1, source:size(1) do
self.source[i] = word2idx_targ[idx2word_src[source[i]]]
end
self.hyp_states = {}
self.hyp_states[1] = {next_word_idx = 1, stack_size = 0}
-- return an initial additive mask we can always use
self.mask = maskmem:view(B, V)
self.mask:fill(-math.huge)
-- the only kosher initial prediction is the first word
self.mask[1][self.source[1]] = 0
self.lb = 1 -- earliest token any hyp is still up to
self.ub = 1 -- latest token any hyp is still up to
self.label_idxs = label_idxs
end
-- update before next search
function LabeledSRStateDisqualifier:updateStates(parents, preds, scores) -- rembuff, pred_inp, resval
local new_hyps = {}
local beam_min = math.huge
for k = 1, self.B do
if scores[k] > -math.huge then
new_hyps[k] = copy_tbl(self.hyp_states[parents[k]])
if dep_labels[self.idx2word[preds[k]]] then
--if preds[k] == self.lred_idx or preds[k] == self.rred_idx then
new_hyps[k].stack_size = new_hyps[k].stack_size - 1
else
new_hyps[k].stack_size = new_hyps[k].stack_size + 1
new_hyps[k].next_word_idx = new_hyps[k].next_word_idx + 1
if new_hyps[k].next_word_idx > self.ub and new_hyps[k].next_word_idx <= self.source:size(1) then
self.ub = new_hyps[k].next_word_idx
end
end
-- keep track of lowest index still in play
if new_hyps[k].next_word_idx < beam_min then
beam_min = new_hyps[k].next_word_idx
end
-- update mask for next search step
for i = self.lb, self.ub do
self.mask[k][self.source[i]] = -math.huge
end
-- allow only after setting to -inf, in case there are repeats
if new_hyps[k].next_word_idx <= self.source:size(1) then
self.mask[k][self.source[new_hyps[k].next_word_idx]] = 0
end
if new_hyps[k].stack_size >= 2 then
--self.mask[k][self.lred_idx] = 0
--self.mask[k][self.rred_idx] = 0
self.mask[k]:indexFill(1, self.label_idxs, 0)
else
--self.mask[k][self.lred_idx] = -math.huge
--self.mask[k][self.rred_idx] = -math.huge
self.mask[k]:indexFill(1, self.label_idxs, -math.huge)
end
else -- we got -inf, which can happen if beam is longer than sentence, for instance
for i = self.lb, self.ub do
self.mask[k][self.source[i]] = -math.huge
end
--self.mask[k][self.lred_idx] = -math.huge
--self.mask[k][self.rred_idx] = -math.huge
self.mask[k]:indexFill(1, self.label_idxs, -math.huge)
end
end -- end for k
-- we may be able to move up lb
if beam_min > self.lb then -- everything on beam is above lb so we can forget about lower indices
self.lb = beam_min
end
self.hyp_states = new_hyps
end
function LabeledSRStateDisqualifier:disqualify(scores) -- scores assumed to be B x V
scores:add(self.mask:sub(1, scores:size(1))) -- just handles beginning when one thing on beam
end
function LabeledSRStateDisqualifier:allowEnd(end_token)
self.mask:select(2,end_token):zero()
end
end
|
--[[--
request.set_404_route{
module = module, -- module name
view = view -- view name
}
In case a view or action is not found, the given module and view will be used to display an error page.
--]]--
function request.set_404_route(tbl)
request.configure(function()
request._404_route = tbl -- TODO: clone?
end)
end
|
object_draft_schematic_space_cargo_hold_crg_pob_gunship_huge = object_draft_schematic_space_cargo_hold_shared_crg_pob_gunship_huge:new {
}
ObjectTemplates:addTemplate(object_draft_schematic_space_cargo_hold_crg_pob_gunship_huge, "object/draft_schematic/space/cargo_hold/crg_pob_gunship_huge.iff")
|
-- Heap contains the following functions:
-- .new(comparator) - Creates a new Heap
-- comparator: Uses this function to compare values. If none is given, will assume values are numbers and will find smallest value
-- Comparator should accept two values and return true if a should be further up the heap than b and false otherwise
-- :Heapify(oldTable, comparator) - Converts a table to a Heap - Will destroy the provided table
-- comparator: The comparator to pass to Heap.new(comparator)
-- :Meld(heap1, heap2) - Creates a new Heap using the two provided Heaps
-- A Heap object has the following functions:
-- :Insert(newValue) - Adds an element to the Heap
-- :Pop() - Removes the first element in the Heap and returns it
-- :Peek() - Returns the first element in the Heap but does not remove it
-- :GetAsTable() - Returns a table of the elements in the Heap
-- :Clear() - Removes all values from the Heap
-- :Print() - Prints out all the values in the Heap
-- :Size() - Returns the size of the Heap
-- :Clone() - Creates and returns a new copy of the Heap
Heap = {}
Heap.__index = Heap
local Floor = math.floor
local function DefaultCompare(a, b)
if a > b then
return true
else
return false
end
end
local function SiftUp(heap, index)
local parentIndex
if index ~= 1 then
parentIndex = Floor(index/2)
if heap.Compare(heap[parentIndex], heap[index]) then
heap[parentIndex], heap[index] = heap[index], heap[parentIndex]
SiftUp(heap, parentIndex)
end
end
end
local function SiftDown(heap, index)
local leftChildIndex, rightChildIndex, minIndex
leftChildIndex = index * 2
rightChildIndex = index * 2 + 1
if rightChildIndex > #heap then
if leftChildIndex > #heap then
return
else
minIndex = leftChildIndex
end
else
if not heap.Compare(heap[leftChildIndex], heap[rightChildIndex]) then
minIndex = leftChildIndex
else
minIndex = rightChildIndex
end
end
if heap.Compare(heap[index], heap[minIndex]) then
heap[minIndex], heap[index] = heap[index], heap[minIndex]
SiftDown(heap, minIndex)
end
end
function Heap.new(comparator)
local newHeap = { }
setmetatable(newHeap, Heap)
if comparator then
newHeap.Compare = comparator
else
newHeap.Compare = DefaultCompare
end
return newHeap
end
function Heap:Insert(newValue)
table.insert(self, newValue)
if #self <= 1 then
return
end
SiftUp(self, #self)
end
function Heap:Pop()
if #self > 0 then
local toReturn = self[1]
self[1] = self[#self]
table.remove(self, #self)
if #self > 0 then
SiftDown(self, 1)
end
return toReturn
else
return nil
end
end
function Heap:Peek()
if #self > 0 then
return self[1]
else
return nil
end
end
function Heap:GetAsTable()
local newTable = { }
for i = 1, #self do
table.insert(newTable, self[i])
end
return newTable
end
function Heap:Clear()
for k in pairs(self) do
self[k] = nil
end
end
function Heap:Print()
local out = ""
for i = 1, #self do
out = out .. tostring(self[i]) .. " "
end
print(out)
end
function Heap:Size()
return #self
end
function Heap:Clone()
local newHeap = Heap.new(self.Compare)
for i = 1, #self do
table.insert(newHeap, self[i])
end
return newHeap
end
-- Functions that are not self-referential
function Heap:Heapify(oldTable, comparator)
local newHeap = Heap.new(comparator)
for i = #oldTable, 1, -1 do
newHeap:Insert(oldTable[i])
table.remove(oldTable, i)
end
return newHeap
end
function Heap:Meld(heap1, heap2, comparator)
if not comparator then
comparator = heap1.Compare or heap2.Compare
end
local newHeap = Heap.new(comparator)
for i = #heap1, 1, -1 do
newHeap:Insert(heap1[i])
end
for i = #heap2, 1, -1 do
newHeap:Insert(heap2[i])
end
return newHeap
end
return Heap
|
-----------------------------------
--
-- tpz.effect.BALLAD
-- getPower returns the TIER (e.g. 1,2,3,4)
-- DO NOT ALTER ANY OF THE EFFECT VALUES! DO NOT ALTER EFFECT POWER!
-- Todo: Find a better way of doing this. Need to account for varying modifiers + CASTER's skill (not target)
-----------------------------------
require("scripts/globals/status")
-----------------------------------
function onEffectGain(target,effect)
target:addMod(tpz.mod.REFRESH,effect:getPower())
end
function onEffectTick(target,effect)
end
function onEffectLose(target,effect)
target:delMod(tpz.mod.REFRESH,effect:getPower())
end
|
function system_log(x,y)
interval = 1
font_size = 12.5
spacing = 1.2
local color = color4
timer = (updates % interval)
if timer == 0 or conky_start == 1 then
result = io.popen("journalctl -n 14 | sed 1d | awk '{$1=$2=$4=\"\"; print $0}' | sed 's/ //' | sed 's/ / /' | fold -w 80 -s")
sl_t = {}
for line in result:lines() do
table.insert(sl_t,line)
end
result:close()
end
if next(sl_t) == nil then
return
end
local n = 1
for i, line in ipairs (sl_t) do
y = y + font_size*spacing
if y >= 1030 then
else
local text = line
displaytext(x,y,text,font,font_size,color)
n = n+1
end
end
end
|
--[[
COPYRIGHT 2021-PRESENT NoahBrahim (noahalhandy.com) - ALL RIGHTS RESERVED.
THIS SCRIPT IS ALLOWED TO BE MODIFIED TO SUPPORT DIFFERENT COMMANDS OR KEYBINDS TO TRIGGER THE SCRIPT.
DO NOT DISTRIBUTE THIS SOFTWARE WITHOUT STRICT PERMISSION. THIS IS DUE TO THE AMMOUNT OF WORK PUT INTO
THIS PROJECT. THANK YOU
- NOAH BRAHIM
]]--
--[[
COPYRIGHT 2021-PRESENT OpticsXS - ALL RIGHTS RESERVED.
]]--
|
local ProcessRunner = foundation.com.ProcessRunner
local case = foundation.com.Luna:new("foundation.com.ProcessRunner")
local function wait_until_dead(pr, pid, timeout)
local elapsed = 0
while pr:is_alive(pid) do
pr:update(0.016)
elapsed = elapsed + 0.016
if elapsed > timeout then
error("timeout")
end
end
end
case:describe("spawn/1", function (t2)
t2:test("can spawn a new process", function (t3)
local pr = ProcessRunner:new()
local x
local pid = pr:spawn(function (my_pid, my_pr)
x = my_pid
end)
t3:assert(pr:is_alive(pid))
wait_until_dead(pr, pid, 5000)
t3:assert_eq(x, pid)
end)
end)
case:describe("send/1", function (t2)
t2:test("can send a message to a process", function (t3)
local pr = ProcessRunner:new()
local received_message
local pid = pr:spawn(function (my_pid, my_pr)
local success, msg = my_pr:receive()
received_message = msg
end)
t3:assert(pr:send(pid, "hello"))
t3:assert_deep_eq(pr:get_mailbox(pid), {{"send", "hello"}})
wait_until_dead(pr, pid, 5000)
t3:assert_deep_eq(received_message, {"send", "hello"})
end)
end)
case:describe("send_exit/1", function (t2)
t2:test("can order a process to exit normally", function (t3)
local pr = ProcessRunner:new()
local received_message
local pid = pr:spawn(function (my_pid, my_pr)
local success, msg = my_pr:receive()
received_message = msg
end)
t3:assert(pr:send_exit(pid, "please stop"))
wait_until_dead(pr, pid, 5000)
t3:assert_deep_eq(received_message, {"exit", "please stop"})
end)
end)
case:describe("send_after/1", function (t2)
t2:test("can schedule a message to be received by a process later", function (t3)
local pr = ProcessRunner:new()
local received_message
local pid = pr:spawn(function (my_pid, my_pr)
local success, msg = my_pr:receive()
received_message = msg
end)
pr:send_after(pid, "future item", 3)
pr:update(1)
t3:assert_deep_eq(pr:get_mailbox(pid), {})
pr:update(2)
t3:assert_deep_eq(received_message, {"send", "future item"})
end)
end)
case:describe("kill/1", function (t2)
t2:test("immediately kill a process without notifying it", function (t3)
local pr = ProcessRunner:new()
local pid = pr:spawn(function (my_pid, my_pr)
local success, msg = my_pr:receive()
received_message = msg
end)
pr:kill(pid)
t3:refute(pr:is_alive(pid))
end)
end)
case:execute()
case:display_stats()
case:maybe_error()
|
return {'lid','lidcactus','lidgeld','lidkaart','lidland','lidmaat','lidmaatschap','lidmaatschapsaanvraag','lidmaatschapsbewijs','lidmaatschapsgeld','lidmaatschapskaart','lidnummer','lidocaine','lidstaat','lidwoord','lidbonden','lidmatenboek','lidia','lidwien','lida','lidewij','lidwina','lidy','lidje','lidjes','lidmaatschappen','lidmaten','lidstaten','lidwoorden','lidcactussen','lidgelden','lidkaarten','lidlanden','lidmaatschapskaarten','lidnummers','lidas','lidewijs','lidias','lidwiens','lidwinas','lidys','lidmatenboeken'}
|
--[[
房间右上角菜单
]]
local layerBase = require("games/common2/module/layerBase");
local RoomMenuBarLayer = class(layerBase);
RoomMenuBarLayer.s_cmds = {
initToolBar = ToolKit.getIndex();
};
RoomMenuBarLayer.ctor = function ( self )
self:init();
end
RoomMenuBarLayer.dtor = function ( self )
end
RoomMenuBarLayer.init = function ( self )
local localseat = PlayerSeat.getInstance():getMyLocalSeat();
if self.m_viewConfig[localseat] then
self:addView(localseat,self.m_viewConfig[localseat]);
end
end
RoomMenuBarLayer.initToolBar = function ( self, ... )
end
RoomMenuBarLayer.parseViewConfig = function(self)
local viewConfig = {
["onlooker"] = {};
};
return viewConfig;
end
RoomMenuBarLayer.initViewConfig = function ( self )
-- body
self.m_viewConfig = {
[1] = {
path = "games/common2/module/roomMenuBar/roomMenuBarView";
pos = {};
viewLayer = "view/kScreen_1280_800/games/common2/menuToolbar/room_menu_toolbar";
viewConfig = "room_menu_toolbar";
};
[2] = {};
[3] = {};
};
end
RoomMenuBarLayer.onMenuClick = function ( self, callbackFunc )
-- body
Log.d("RoomMenuBarLayer.onMenuClick", callbackFunc);
if string.isEmpty(callbackFunc) then
Log.d("RoomMenuBarLayer.onMenuClick", "Param callbackFunc cannot be empty.");
return;
end
self:execDelegate(callbackFunc);
end
RoomMenuBarLayer.s_cmdConfig = {
[RoomMenuBarLayer.s_cmds.initToolBar] = RoomMenuBarLayer.initToolBar;
};
return RoomMenuBarLayer;
--[[
菜单模块
默认支持 退出、托管、商城、设置、取款 5个操作。
特殊功能说明:
1、配置里面的items.callbackFunc参数,配置按钮回调的方法。在gamescene里面实现items.callbackFunc,就可以自定义处理事件
2、items.action:定义点击事件触发后,需要发送的动作消息
3、toolBarConfig.time_view定义了时钟显示的位置,老版本中时钟和菜单是一个模块,680进行了拆分。时钟模块默认是隐藏的,为了兼容老版本
在菜单创建时,会读取toolBarConfig.time_view配置,发送ACTION_NS_INITTIMEVIEW消息,通知时间是否显示,并设置位置
配置说明:
DDZConfig.toolBarConfig = {
["aiCommand"] = DDZSocketCmd.ROOM_SEND_AI, -- 定义托管,发送的命令。各子游戏有可能定义不一致
["items"] = { -- 没有自定义的菜单时,不需要配置items
{
key = "menu_exit", -- 菜单名称
icon = "", -- 菜单ICON图标的路径
callbackFunc = "onToolbarExitClick", -- 事件回调的方法,在对于游戏的scene中处理
isDefault = true, -- 是否系统默认菜单
sort = 1, -- 菜单排序
action = "", -- 定义按钮点击,需要出发的动作消息
isHid = true, -- 按钮是否需要隐藏
path = "games/common/menuToolbar/menu/%s.png", -- 菜单按钮的路径。命名规则key.png 和key_grey.png可点击和不可点击2中状态
},
};
["menu_view"] = { --菜单弹框位置(不配则为默认位置)
["x"] = 10;
["y"] = 0;
["align"] = kAlignTopRight;
};
["menubtn_view"] = { 菜单按钮位置
["x"] = 0;
["y"] = 0;
["align"] = kAlignTopLeft;
};
};
状态监听:
STATUS_READY:准备后不可取款
STATUS_START:游戏开始后,不能退出和重置
STATUS_GAMEOVER:游戏结束后,取款、退出、重置按钮设置为可点击
STATUS_LOGIN/STATUS_LOGOUT:登陆和登陆状态时,重置默认按钮可点击状态。自定义按钮,需要发送ACTION_NS_MENUBAR_BTN_ENABLE消息通知更新
动作监听:
ACTION_NS_CANCEL_AI:发送消息取消托管
ACTION_NS_ROBOT:刷新托管状态
ACTION_NS_MENUBAR_BTN_ENABLE:设置菜单按钮是否可点击
调用方式: local info = {
[1] = {key="menu_setting",enable=false};
[2] = {key="menu_exit",enable=true};
};
MechineManage.getInstance():receiveAction(GameMechineConfig.ACTION_NS_MENUBAR_BTN_ENABLE,info);
特殊功能调用:
保险箱取款:
local action = GameMechineConfig.ACTION_NS_CREATVIEW;
local data = {viewName = GameMechineConfig.VIEW_SAFEBOX}
MechineManage.getInstance():receiveAction(action,data);
local action = GameMechineConfig.ACTION_NS_OPEN_SAFEBOX;
MechineManage.getInstance():receiveAction(action);
设置:
local action = GameMechineConfig.ACTION_NS_CREATVIEW;
local data = {viewName = GameMechineConfig.VIEW_SETTING}
MechineManage.getInstance():receiveAction(action,data);
local action = GameMechineConfig.ACTION_NS_OPEN_SETTING;
MechineManage.getInstance():receiveAction(action);
]]
|
function ObstacleMixin:_GetPathingInfo()
local position = self:GetOrigin() + Vector(0, -2, 0)
local radius = LookupTechData(self:GetTechId(), kTechDataObstacleRadius, 1.0)
local height = 5.0
return position, radius, height
end
|
local Edge = {}
Edge.__index = Edge
local plugin_Settings = require(script.Parent.Parent.Settings)
function Edge.new(mesh)
local self = setmetatable({}, Edge)
self.mesh = mesh
self.line = nil
self.vertices = {}
self.faces = {}
return self
end
function Edge:CreateLine()
self.line = Instance.new('CylinderHandleAdornment')
self.line.Radius = .005
self.line.Color3 = plugin_Settings['EDGE_COLOR']--Color3.fromRGB(200,160,90)
self.line.Transparency = 0
self.line.Adornee = game.Workspace.Terrain
self.line.Visible = false
--self.line.Parent = _edgeGui
end
function Edge:Render(parent)
if not self.line then
self:CreateLine()
end
local vert1,vert2 = self.vertices[1],self.vertices[2]
if vert1 and vert2 then
local pos1,pos2 = vert1:GetPosition(),vert2:GetPosition()
self.line.CFrame = CFrame.new((pos1+pos2)*.5,pos2)
self.line.Height = (pos1-pos2).Magnitude
self.line.Visible = true
if parent then
if not parent:FindFirstChild('Edges') then
local _folder = Instance.new('Folder')
_folder.Name = 'Edges'
_folder.Parent = parent
end
self.line.Parent = parent['Edges']
end
end
end
function Edge:FindEdgeBetweenVertices(vertice1,vertice2)
if not vertice1 or not vertice2 then return end
local edges = vertice1:GetEdges()
for i,edge in ipairs(vertice2:GetEdges()) do
if table.find(edges,edge) then
return edge
end
end
end
function Edge:AddVertice(vertice)
if not vertice then return end
table.insert(self.vertices, vertice)
end
function Edge:AddVertices(vertices)
if not vertices then return end
for i,vertice in ipairs(vertices) do
self:AddVertice(vertice)
end
end
function Edge:GetVertices()
return self.vertiecs
end
function Edge:AddFace(face)
if not face then return end
table.insert(self.faces, face)
end
function Edge:AddFaces(faces)
if not faces then return end
for i,face in ipairs(faces) do
self:AddFace(face)
end
end
function Edge:GetFaces()
return self.faces
end
return Edge
|
#!/usr/bin/env tjost
--[[
* Copyright (c) 2015 Hanspeter Portner (dev@open-music-kontrollers.ch)
*
* This is free software: you can redistribute it and/or modify
* it under the terms of the Artistic License 2.0 as published by
* The Perl Foundation.
*
* This source is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* Artistic License 2.0 for more details.
*
* You should have received a copy of the Artistic License 2.0
* along the source as a COPYING file. If not, obtain it from
* http://www.perlfoundation.org/artistic_license_2_0.
--]]
id = require('id')
message = tjost.plugin({name='dump'})
methods = {
['/set'] = tjost.plugin({name='write', path='stat_vel.osc'})
}
stream = tjost.plugin({name='net_in', uri='osc.udp://:3333', rtprio=60, unroll='full'}, function(time, path, ...)
local meth = methods[path]
if meth then
meth(time, path, ...)
end
end)
chim = tjost.plugin({name='net_out', uri='osc.udp://chimaera.local:4444'}, function(time, path, fmt, ...)
if path == '/stream/resolve' then
chim(0, '/engines/dummy/enabled', 'ii', id(), 1)
chim(0, '/engines/dummy/redundancy', 'ii', id(), 0)
chim(0, '/engines/dummy/derivatives', 'ii', id(), 1)
local hostname = tjost.hostname()
chim(0, '/engines/address', 'is', id(), hostname..'.local:3333')
end
end)
tjost.chain(chim, message)
|
local Director = class('Director', Person)
function Director:initialize()
Sim.Person.initialize(self)
while self.age < 15 do
Sim.Person.initialize(self) end
self.movies = {}
self.stats = {
Popularity = math.random(),
}
end
return Director
|
-- status listener
-- TODO: currently is just the reactor status listener, but this will be modified to be more general
local REACTOR_STATUS_PROTOCOL = "Lupus590:extremeReactors/status"
peripheral.find("modem", function(side) rednet.open(side) end)
local statusMessageBackgroundToggle = true
term.setCursorPos(1,1)
term.clear()
term.setCursorPos(1,2)
local function drawClockBar()
local x, y = term.getCursorPos()
term.setCursorPos(1,1)
term.setBackgroundColour(colours.white)
term.setTextColour(colours.black)
term.clearLine()
term.setCursorPos(1,1)
term.write(textutils.formatTime(os.time("local")))
term.setCursorPos(x, y)
term.setTextColour(colours.white)
end
local function clockPrinter()
while true do
drawClockBar()
sleep(15)
end
end
local function formatMessage(message)
return textutils.formatTime(os.time("local"))..": "..message.reactorName..": "..message.status
end
local function messagePrinter() -- TODO: use cc.strings
while true do
local _, message, protocol = rednet.receive(REACTOR_STATUS_PROTOCOL, 10000000)
if type(message) == "table" then
if message.usePrintError then
printError(formatMessage(message))
else
print(formatMessage(message))
end
drawClockBar()
if statusMessageBackgroundToggle then
term.setBackgroundColour(colours.black)
else
term.setBackgroundColour(colours.grey)
end
statusMessageBackgroundToggle = not statusMessageBackgroundToggle
end
end
end
parallel.waitForAny(messagePrinter, clockPrinter)
|
if SERVER then return end
local halos = {}
local haloCount = 0
local haloFrame = 0
local haloRT, haloMat
local localAng = Angle(0,-90,-90)
local haloAdd_orig
timer.Simple(0,function()
haloAdd_orig = halo.Add
end)
hook.Add("VRMod_Start","halos",function(ply)
if ply ~= LocalPlayer() then return end
halo.Add = function(ents, color, blurX, blurY, passes, additive, ignoreZ)
if FrameNumber() ~= haloFrame then
if FrameNumber() > haloFrame + 1 then
--LocalPlayer():ChatPrint("installed halo hook")
hook.Add("PostDrawTranslucentRenderables","vrmod_halos",function(depth, sky)
if not haloRT then
haloRT = GetRenderTarget("3dhalos"..tostring(math.floor(SysTime())), g_VR.view.w, g_VR.view.h, false)
haloMat = CreateMaterial("3dhalos"..tostring(math.floor(SysTime())), "UnlitGeneric",{ ["$basetexture"] = haloRT:GetName() })
end
if depth or sky or EyePos() ~= g_VR.view.origin then return end
if FrameNumber() > haloFrame+1 then
haloCount = 0
hook.Remove("PostDrawTranslucentRenderables","vrmod_halos")
--LocalPlayer():ChatPrint("removed halo hook")
end
--
render.PushRenderTarget(haloRT)
render.Clear(0,0,0,255, true, true)
render.SetStencilEnable( true )
render.SetStencilWriteMask( 0xFF )
render.SetStencilTestMask( 0xFF )
render.SetStencilPassOperation( STENCIL_REPLACE )
render.SetStencilFailOperation( STENCIL_KEEP )
render.SetStencilZFailOperation( STENCIL_KEEP )
render.SetStencilReferenceValue( 1 )
for i = 1,haloCount do
for k,v in pairs(halos[i].ents) do
if IsValid(v) then
render.ClearStencil()
render.SetStencilPassOperation( STENCIL_REPLACE )
render.SetStencilCompareFunction( STENCIL_ALWAYS )
v:DrawModel()
render.SetStencilPassOperation( STENCIL_KEEP )
render.SetStencilCompareFunction( STENCIL_EQUAL )
local col = halos[i].color
render.ClearBuffersObeyStencil( col.r, col.g, col.b, 255, false )
end
end
end
render.SetStencilEnable( false )
render.BlurRenderTarget(haloRT, 2,2, 1)
render.SetStencilEnable( true )
render.ClearBuffersObeyStencil( 0, 0, 0, 255, false )
render.SetStencilEnable( false )
render.PopRenderTarget()
local w = 10*math.tan(math.rad(g_VR.view.fov/2))
local h = w*(1/g_VR.view.aspectratio)
local pos = EyePos() + EyeAngles():Forward()*10 + EyeAngles():Right()*-w + EyeAngles():Up()*h
local _,ang = LocalToWorld(Vector(0,0,0), localAng, Vector(0,0,0), EyeAngles())
local mtx = Matrix()
mtx:Translate(pos)
mtx:Rotate(ang)
mtx:Scale(Vector(w*2,h*2,0))
cam.PushModelMatrix(mtx)
surface.SetDrawColor(255,255,255,255)
surface.SetMaterial(haloMat)
render.OverrideBlend(true, BLEND_ONE, BLEND_ONE, BLENDFUNC_ADD, 0, 0, 0)
render.OverrideDepthEnable(true,false)
surface.DrawTexturedRect(0,0,1,1)
surface.DrawTexturedRect(0,0,1,1)
render.OverrideDepthEnable(false)
render.OverrideBlend(false)
cam.PopModelMatrix()
--
end)
end
haloFrame = FrameNumber()
haloCount = 0
end
haloEnts = ents
halos[haloCount+1] = {ents = ents, color = color}
haloCount = haloCount + 1
end
end)
hook.Add("VRMod_Exit","halos",function(ply)
if ply ~= LocalPlayer() then return end
halo.Add = haloAdd_orig
hook.Remove("PostDrawTranslucentRenderables","vrmod_halos")
haloCount = 0
haloRT = nil
end)
|
local Ans = select(2, ...);
local Utils = Ans.Utils;
local ListView = Ans.UI.ListView;
local Crafting = Ans.Data.Crafting;
local EventManager = Ans.EventManager;
AnsDestroyPreviewFrameMixin = {};
local REF_CACHE = {};
local resultItems = {};
local waitingForInfo = {};
function AnsDestroyPreviewFrameMixin:ShowTip(f, link)
if (not link) then
return;
end
Utils.ShowTooltip(f, link, 1);
end
function AnsDestroyPreviewFrameMixin:Init()
local this = self;
self:SetScript("OnEnter", function() this:ShowTip(this, this.selected); end);
self:SetScript("OnLeave", Utils.HideTooltip);
self.listView = ListView:Acquire(self,
{rowHeight = 16, childIndent = 0, template = "AnsDestroyPreviewRowTemplate", multiselect = false, usePushTexture = true},
nil, nil, nil,
function(row, item)
row:SetScript("OnEnter", function() this:ShowTip(row, item.link); end);
row:SetScript("OnLeave", Utils.HideTooltip);
if (not item.link) then
local link = Utils.GetLink(item.name);
if (not link) then
local _,id = strsplit(":", item.name);
waitingForInfo[tonumber(id)] = true;
end
item.link = link;
end
if (row.Text) then
row.Text:SetText(item.link or item.name);
end
if (row.TextRight) then
row.TextRight:SetText("x"..string.format("%0.3f", item.amount));
end
end
);
EventManager:On("GET_ITEM_INFO_RECEIVED", function(id)
if (waitingForInfo[id]) then
waitingForInfo[id] = nil;
if (this:IsShown()) then
this.listView:Refresh();
end
end
end)
end
function AnsDestroyPreviewFrameMixin:Set(link)
wipe(resultItems);
self.selected = nil;
if (not link) then
return;
end
self.selected = link;
self.value = Crafting.DisenchantValue(link, 1, REF_CACHE);
for k,v in pairs(REF_CACHE) do
tinsert(resultItems, {name = k, amount = v, link = nil});
end
self.listView.items = resultItems;
self.listView:Refresh();
self.Text:SetText(link);
local tex = select(10, GetItemInfo(link));
if (tex) then
self.Icon:SetTexture(tex);
end
end
|
return {
init_effect = "",
name = "测试-随机技能-治疗之泉-治疗光环",
time = 0,
picture = "",
desc = "治疗光环",
stack = 1,
id = 60045,
icon = 60045,
last_effect = "hongsebuff",
effect_list = {
{
type = "BattleBuffField",
trigger = {
"onUpdate"
},
arg_list = {
buff_id = 60046,
exceptCaster = true,
target = "TargetAllHelp",
max_distance = 20
}
},
{
type = "BattleBuffDeath",
trigger = {
"onUpdate"
},
arg_list = {
time = 10
}
},
{
type = "BattleBuffAddAttr",
trigger = {
"onAttach",
"onRemove"
},
arg_list = {
group = 104,
attr = "isSpirit",
number = 1
}
}
}
}
|
-- Abstract UI ReplicatedPseudoInstance
-- @author Validark
local Players = game:GetService("Players")
local Lighting = game:GetService("Lighting")
local RunService = game:GetService("RunService")
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local Resources = require(ReplicatedStorage:WaitForChild("Resources"))
local Color = Resources:LoadLibrary("Color")
local Debug = Resources:LoadLibrary("Debug")
local Tween = Resources:LoadLibrary("Tween")
local Typer = Resources:LoadLibrary("Typer")
local Enumeration = Resources:LoadLibrary("Enumeration")
local PseudoInstance = Resources:LoadLibrary("PseudoInstance")
local ReplicatedPseudoInstance = Resources:LoadLibrary("ReplicatedPseudoInstance")
local InBack = Enumeration.EasingFunction.InBack.Value
local OutBack = Enumeration.EasingFunction.OutBack.Value
local LocalPlayer, PlayerGui do
if RunService:IsClient() then
if RunService:IsServer() then
PlayerGui = game:GetService("CoreGui")
else
repeat LocalPlayer = Players.LocalPlayer until LocalPlayer or not wait()
repeat PlayerGui = LocalPlayer:FindFirstChildOfClass("PlayerGui") until PlayerGui or not wait()
end
end
end
local Screen = Instance.new("ScreenGui", PlayerGui)
Screen.Name = "RoStrapPriorityUIs"
Screen.DisplayOrder = 2^31 - 2
local DialogBlur = Instance.new("BlurEffect")
DialogBlur.Size = 0
DialogBlur.Name = "RoStrapBlur"
local function SetDialogBlurParentToNil()
DialogBlur.Parent = nil
end
-- NOTE: Enter()s automatically when Parented
return PseudoInstance:Register("RoStrapPriorityUI", {
Storage = {};
Internals = {
Blur = function(self)
DialogBlur.Parent = Lighting
Tween(DialogBlur, "Size", 56, OutBack, self.ENTER_TIME, true)
end;
Unblur = function(self)
Tween(DialogBlur, "Size", 0, InBack, self.ENTER_TIME, true, SetDialogBlurParentToNil)
end;
DISMISS_TIME = 75 / 1000 * 2;
ENTER_TIME = 150 / 1000 * 2;
SCREEN = Screen;
};
Events = { };
Methods = {
Enter = 0;
Dismiss = 0;
Destroy = function(self)
self:Dismiss()
self:super("Destroy")
end;
};
Properties = {
Parent = function(self, Parent)
if Parent and PlayerGui then
self:Enter()
if self.SHOULD_BLUR then
self:Blur()
end
end
self:rawset("Parent", Parent)
end;
Dismissed = Typer.Boolean;
};
Init = function(self, ...)
self:superinit(...)
end;
}, ReplicatedPseudoInstance)
|
local present, toggleterm = pcall(require, "toggleterm")
if not present then
return
end
toggleterm.setup({
-- size can be a number or function which is passed the current terminal
size = function(term)
if term.direction == "horizontal" then
return 15
elseif term.direction == "vertical" then
return vim.o.columns * 0.4
end
end,
-- open_mapping = [[<C-\>]], -- mapping set in mappings.lua
hide_numbers = true, -- hide the number column in toggleterm buffers
shade_terminals = false,
start_in_insert = true,
-- insert_mappings = true, -- see 'open_mapping', not set on purpose
-- whether or not the open mapping applies in insert mode
persist_size = true,
direction = "vertical",
close_on_exit = true, -- close the terminal window when the process exits
-- This field is only relevant if direction is set to 'float'
float_opts = {
border = "single",
winblend = 0,
highlights = {
border = "Normal",
background = "Normal",
},
},
})
local Terminal = require("toggleterm.terminal").Terminal
-- _G.termW = Terminal:new({
-- direction = "window",
-- })
-- _G.termV = Terminal:new({
-- direction = "vertical",
-- })
-- _G.termH = Terminal:new({
-- direction = "horizontal",
-- })
_G.termGit = Terminal:new({
cmd = "lazygit",
dir = "git_dir",
direction = "float",
float_opts = {
border = "double",
},
-- function to run on opening the terminal
on_open = function(term)
vim.cmd("startinsert!")
vim.api.nvim_buf_set_keymap(term.bufnr, "n", "q", "<cmd>close<CR>", { noremap = true, silent = true })
end,
-- function to run on closing the terminal
on_close = function(term)
vim.cmd("Closing terminal")
end,
})
|
VEHICLE = {};
VEHICLE.ID = '%';
/*
VEHICLE.Name = "Tow Truck";
VEHICLE.Make = "International";
VEHICLE.Model = "2674";
VEHICLE.Script = "international_2674";
*/
VEHICLE.Name = "Tow Truck";
VEHICLE.Make = "";
VEHICLE.Model = "";
VEHICLE.Script = "towtruck";
VEHICLE.Cost = 0;
VEHICLE.PaintJobCost = 0;
VEHICLE.DF = false;
VEHICLE.CustomBodyGroup = nil;
VEHICLE.PaintJobs = {
--{model = 'models/sickness/zil.mdl', skin = '0', name = '', color = Color(0, 0, 0, 255)},
{model = 'models/sickness/towtruckdr.mdl', skin = '0', name = '', color = Color(0, 0, 0, 255)},
};
VEHICLE.PassengerSeats = {
{Vector(17, -25, 50), Angle(0, 0, 0)},
};
VEHICLE.ExitPoints = {
Vector(-75.2014, 37.7570, 3.5399),
Vector(75.2014, 37.7570, 3.5399),
};
VEHICLE.DefaultIceFriction = .5;
VEHICLE.PlayerReposition_Pos = nil;
VEHICLE.PlayerReposition_Ang = nil;
VEHICLE.ViewAdjustments_FirstPerson = nil;
VEHICLE.ViewAdjustments_ThirdPerson = nil;
VEHICLE.RequiredClass = TEAM_ROADCREW;
VEHICLE.PaintText = "";
VEHICLE.HornNoise = "PERP2.5/firetruck_horn.mp3";
VEHICLE.HeadlightPositions = {
{Vector(-36, 107, 45.748199462891), Angle(5, 0, 0)},
{Vector(36, 107, 45), Angle(5, 0, 0)},
};
VEHICLE.TaillightPositions = {
{Vector(-38, -112, 42), Angle(5, -180, 0)},
{Vector(38, -112, 42), Angle(5, -180, 0)},
};
VEHICLE.UnderglowPositions = {
};
VEHICLE.RevvingSound = nil;
VEHICLE.SpinoutSound = nil;
VEHICLE.SirenNoise = Sound("PERP2.5/siren_long.mp3");
VEHICLE.SirenNoise_Alt = nil;
VEHICLE.SirenColors = {
{Color(180, 150, 0, 255), Vector(15.5842, 59.6891, 104.7181)},
{Color(220, 250, 0, 255), Vector(-15.5842, 59.6891, 104.7181)},
};
GM:RegisterVehicle(VEHICLE);
|
modifier_item_forest_ring_int = class({})
--------------------------------------------------------------------------------
function modifier_item_forest_ring_int:IsHidden()
return true
end
--------------------------------------------------------------------------------
function modifier_item_forest_ring_int:IsPurgable()
return false
end
--------------------------------------------------------------------------------
function modifier_item_forest_ring_int:OnCreated( kv )
self.bonus_mana_regen = self:GetAbility():GetSpecialValueFor( "bonus_mana_regen" )
self.bonus_intelligence = self:GetAbility():GetSpecialValueFor( "bonus_intelligence" )
self.bonus_mana= self:GetAbility():GetSpecialValueFor( "bonus_mana" )
self.bonus_hp_regen= self:GetAbility():GetSpecialValueFor( "bonus_hp_regen" )
end
--------------------------------------------------------------------------------
function modifier_item_forest_ring_int:DeclareFunctions()
local funcs =
{
MODIFIER_PROPERTY_MANA_REGEN_CONSTANT,
MODIFIER_PROPERTY_MANA_BONUS,
MODIFIER_PROPERTY_STATS_INTELLECT_BONUS,
MODIFIER_PROPERTY_HEALTH_REGEN_CONSTANT,
}
return funcs
end
--------------------------------------------------------------------------------
function modifier_item_forest_ring_int:GetModifierConstantManaRegen( params )
return self.bonus_mana_regen
end
function modifier_item_forest_ring_int:GetModifierManaBonus( params )
return self.bonus_mana
end
function modifier_item_forest_ring_int:GetModifierConstantHealthRegen( params )
return self.bonus_hp_regen
end
function modifier_item_forest_ring_int:GetModifierBonusStats_Intellect( params )
return self.bonus_intelligence
end
|
borderColor = 100
function setup()
-- Initialize random
math.randomseed(os.time())
-- setup game
game = {}
game["boundryTop"] = createDefault(512, 0, 1024, 3, borderColor, borderColor, borderColor, 255)
game["boundryLeft"] = createDefault(0, 384, 3, 768, borderColor, borderColor, borderColor, 255)
game["boundryBottom"] = createDefault(512, 765, 1024, 3, borderColor, borderColor, borderColor, 255)
game["boundryRight"] = createDefault(1024, 0, 3, 768, borderColor, borderColor, borderColor, 255)
game["enemies"] = {}
for index=1, 6 do
table.insert(game["enemies"], createDefault(100 * index, 100, 50, 50, 0, 255, 0, 255))
end
game["playerBullets"] = {}
game["enemyBullets"] = {}
game["playerId"] = createDefault(450, 600, 50, 50, 255, 255, 255, 255)
end
function onKeyDown(keyId)
local playerId = game["playerId"]
if SDLK_RIGHT == keyId then
addVelocity(playerId, 1.0, 0.0)
setSpeed(playerId, 200.0)
elseif SDLK_LEFT == keyId then
addVelocity(playerId, -1.0, 0.0)
setSpeed(playerId, 200.0)
elseif SDLK_SPACE == keyId then
local position = getPosition(game["playerId"])
local x = position:getX()
local bulletId = createDefault(x, 500, 20, 20, 125, 0, 0, 255)
table.insert(game["playerBullets"], bulletId)
addVelocity(bulletId, 0.0, -1.0)
setSpeed(bulletId, 350.0)
end
end
function onKeyUp(keyId)
local playerId = game["playerId"]
if SDLK_RIGHT == keyId then
addVelocity(playerId, -1.0, 0.0)
setSpeed(playerId, 200.0)
elseif SDLK_LEFT == keyId then
addVelocity(playerId, 1.0, 0.0)
setSpeed(playerId, 200.0)
end
end
function isEnemy(id)
local enemies = game["enemies"]
for index = 1, #enemies do
if enemies[index] == id then
return true
end
end
return false
end
function onCollision(collidedId, colliderId)
-- Check for bullet
local playerBullets = game["playerBullets"]
for index = 1, #playerBullets do
if playerBullets[index] == colliderId then
destroyEntity(playerBullets[index])
table.remove(playerBullets, index)
break
end
end
local enemyBullets = game["enemyBullets"]
for index = 1, #enemyBullets do
if enemyBullets[index] == colliderId then
destroyEntity(enemyBullets[index])
table.remove(enemyBullets, index)
break
end
end
-- Check enemies
local enemies = game["enemies"]
for index = 1, #enemies do
if enemies[index] == collidedId then
destroyEntity(enemies[index])
table.remove(enemies, index)
break
end
end
end
function update(delta)
if #game["enemyBullets"] < 5 then
local randomEnemy = math.random(#game["enemies"])
local position = getPosition(randomEnemy)
local bulletId = createDefault(position:getX(), 150, 20, 20, 0, 127, 0, 255)
table.insert(game["enemyBullets"], bulletId)
addVelocity(bulletId, 0.0, 1.0)
setSpeed(bulletId, 350.0)
end
end
|
-- Dependencies
local Assets = require("engine.Assets")
local Config = require("engine.Config")
local Log = require("engine.Log")
local Table = require("engine.Table")
local Object = require("game.objects.Object")
local Mapping = require("game.Mapping")
local Level = require("game.Level")
-- Room module
local Room = {}
-- Variables
local level = nil -- Level data
local drawX = 0 -- X coordinate of room area
local drawY = 0 -- Y coordinate of room area
local width = 0 -- Width of room area
local height = 0 -- Height of room area
local walls = {} -- Walls
local objects = {} -- Objects
local timeouts = {} -- Timeouts
local particles = {} -- Particles
local error = nil -- Error message
local message = nil -- Room message
local sprites = Assets.sprites.background -- Background sprites
local batch = sprites:createBatch(300) -- Batch for drawing background
-- Initializes walls
local function initWalls()
walls = {}
for i = 1, level:getHeight() do
walls[i] = {}
for j = 1, level:getWidth() do
walls[i][j] = level:getData(j, i) == Mapping.getWall()
end
end
end
-- Initializes objects
local function initObjects()
objects = {}
timeouts = {}
particles = {}
for i = 1, level:getHeight() do
for j = 1, level:getWidth() do
local x = 16 * (j - 1)
local y = 16 * (i - 1)
local character = level:getData(j, i)
local object = Mapping.createObject(character, x, y)
if object then
table.insert(objects, object)
end
end
end
end
-- Initializes attributes
local function initAttributes()
width = level:getWidth() * 16
height = level:getHeight() * 16
drawX = (Config.gameWidth - width) / 2
drawY = (Config.gameHeight - height) / 2
message = level.message
end
-- Initializes state
local function initState()
Room.diamondsCount = 0 -- Number of diamonds in room
Room.keyObtained = false -- Is key obtained?
-- Number of activated switches for each group
Room.activatedSwitches = {
white = 0,
red = 0,
blue = 0
}
end
-- Initializes batch for drawing background
local function initBatch()
batch:clear()
for i = 1, level:getHeight() do
for j = 1, level:getWidth() do
local sprite = level:getBackgroundSprite(j, i)
if sprite then
local x = (j - 1) * 16
local y = (i - 1) * 16
sprite:addToBatch(batch, x, y)
end
end
end
end
-- Creates room by loading specified level
function Room.create(source)
if type(source) == "string" then
Log.info("Loading level '%s'", source)
level, error = Level(source)
else
Log.info("Starting level")
level = Table.copy(source)
error = level:validate()
end
if error then
Log.error("Corrupted level: %s", error)
else
level:normalize()
initWalls()
initAttributes()
initBatch()
Room.restart()
end
end
-- Restarts room
function Room.restart()
initState()
initObjects()
end
-- Stores room data to memento
function Room.persist(memento)
memento.roomObjects = objects
memento.diamondsCount = Room.diamondsCount
memento.keyObtained = Room.keyObtained
memento.activatedSwitches = Room.activatedSwitches
end
-- Restores room data from memento
function Room.restore(memento)
objects = memento.roomObjects
timeouts = {}
particles = {}
Room.diamondsCount = memento.diamondsCount
Room.keyObtained = memento.keyObtained
Room.activatedSwitches = memento.activatedSwitches
-- Restore objects
for i, object in ipairs(objects) do
if object.restored then
object:restored()
end
end
end
-- Adds timeout to draw
function Room.drawTimeout(time, x, y)
timeouts[#timeouts + 1] = {
x = x,
y = y,
time = time
}
end
-- Adds particles to draw
function Room.drawParticles(data, x, y, time)
particles[#particles + 1] = {
x = x,
y = y,
data = data,
time = time or 0
}
end
-- Draws message
local function drawMessage(message, border, r, g, b, a)
love.graphics.setColor(r, g, b, a or 255)
love.graphics.rectangle("fill", 0, 0, Config.gameWidth, Config.gameHeight)
love.graphics.setColor(255, 255, 255)
love.graphics.printf(message, border, border, Config.gameWidth - 2 * border)
end
-- Draws room
function Room.draw()
-- Draw error message
if error then
drawMessage(error, 32, 255, 0, 0)
return
end
-- Draw background
love.graphics.push()
love.graphics.translate(drawX, drawY)
love.graphics.draw(batch, 0, 0)
-- Draw objects
for i, object in ipairs(objects) do
object:draw()
end
-- Draw timeouts
love.graphics.setFont(Assets.fonts.tiny)
for i, item in ipairs(timeouts) do
local total = item.time + 1
local value = math.floor(total)
local ratio = total - value
love.graphics.setColor(255, 255, 255, 255 * ratio)
love.graphics.print(tostring(value), item.x, item.y - 8 * (1 - ratio))
end
love.graphics.setFont(Assets.fonts.normal)
love.graphics.setColor(255, 255, 255)
-- Draw particles
for i, item in ipairs(particles) do
love.graphics.draw(item.data, item.x, item.y)
end
-- Restore graphics state
love.graphics.pop()
-- Draw text message
if message then
drawMessage(message, 48, 0, 0, 0, 196)
end
end
-- Updates room
function Room.update(delta)
-- Waiting for confirmation
if error or message then
return
end
-- Remove destroyed objects
Table.filter(objects, function(i, object)
return object.destroyed
end)
-- Update objects (remove object immediately when it destroys itself)
Table.filter(objects, function(i, object)
object:update(delta)
return object.destroyed
end)
-- Sort objects for drawing
table.sort(objects, Object.compare)
-- Clear all timeouts
timeouts = {}
-- Clear finished particles
Table.filter(particles, function(i, item)
item.data:update(delta)
item.time = item.time - delta
return item.time <= 0
end)
end
-- Check if error is displayed
function Room.isError()
return error ~= nil
end
-- Checks if message is displayed
function Room.isMessage()
return message ~= nil
end
-- Checks if room is started
function Room.isStarted()
return not error and not message
end
-- Skips message
function Room.skipMessage()
message = nil
end
-- Adds object to room
function Room.addObject(object)
table.insert(objects, object);
end
-- Returns iterator over all objects except the specified one
function Room.getObjectsIterator(currentObject)
local i = 0
return function()
local object
repeat
i = i + 1
object = objects[i]
until object ~= currentObject
return object
end
end
-- Checks if the specified area contains solid objects
local function isSolid(x1, y1, x2, y2)
-- Room border collision test
if (x1 < 0) or (y1 < 0) or (x2 >= width) or (y2 >= height) then
return true
end
-- Wall collision test
local j1 = math.floor(x1 / 16) + 1
local j2 = math.floor(x2 / 16) + 1
local i1 = math.floor(y1 / 16) + 1
local i2 = math.floor(y2 / 16) + 1
return walls[i1][j1] or walls[i1][j2] or walls[i2][j1] or walls[i2][j2]
end
-- Checks if an object collides with the environment or another object
function Room.isCollision(target, border, dx, dy, checkPlaceholders)
local x1, y1, x2, y2 = target:getBounds(border, dx, dy)
-- Environment collision test
if isSolid(x1, y1, x2, y2) then
return true
end
-- Objects collision test
for i, object in ipairs(objects) do
if object ~= target and object:collideWith(target) then
-- Placeholder collision test
if checkPlaceholders and
object.moving and
object.placeholder:intersectsArea(x1, y1, x2, y2, space) then
return true
end
-- Object collision test
if object:intersectsArea(x1, y1, x2, y2, space) then
return true
end
end
end
return false
end
-- Checks if an object can move to the specified location
function Room.canMove(target, dx, dy)
return not Room.isCollision(target, 1) and -- Current location
not Room.isCollision(target, 1, dx, dy, true) -- Target location
end
-- Checks if an object can move to the specified location when pushing other objects
function Room.canPush(target, dx, dy, power, pushedObjects)
-- Check if the target can be pushed and does not collide with anything
if not target.weight or Room.isCollision(target, 1) then
return false
end
-- Check if the target has enough power to push other objects
local weight = pushedObjects.weight + target.weight
if power < weight then
return false
end
-- Environment collision test
local x1, y1, x2, y2 = target:getBounds(1, dx, dy)
if isSolid(x1, y1, x2, y2) then
return false
end
-- Update pushed objects
pushedObjects[target] = true
pushedObjects.weight = weight
-- Objects collision test
for i, object in ipairs(objects) do
if not pushedObjects[object] and object:collideWith(target) then
-- Placeholder collision test
if object.moving and object.placeholder:intersectsArea(x1, y1, x2, y2, space) then
return false
end
-- Object collision test
if object:intersectsArea(x1, y1, x2, y2, space) then
-- Give the object same direction as the target (in case it has this attribute)
-- Needed for correct functioning of Arrow objects
if object.direction then
object.direction = target.direction
end
-- Try to push the object
if not Room.canPush(object, dx, dy, power, pushedObjects) then
return false
end
end
end
end
return true
end
return Room
|
-- Copyright (c) 2011-2014 Rob Hoelz <rob@hoelz.ro>
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy of
-- this software and associated documentation files (the "Software"), to deal in
-- the Software without restriction, including without limitation the rights to
-- use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of
-- the Software, and to permit persons to whom the Software is furnished to do so,
-- subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
-- FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR
-- COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER
-- IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN
-- CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
local getmetatable = getmetatable
local pairs = pairs
local sfind = string.find
local sgmatch = string.gmatch
local smatch = string.match
local ssub = string.sub
local tconcat = table.concat
local tsort = table.sort
local type = type
local function isindexable(value)
if type(value) == 'table' then
return true
end
local mt = getmetatable(value)
return mt and mt.__index
end
local function getcompletions(t)
local union = {}
while isindexable(t) do
if type(t) == 'table' then
-- XXX what about the pairs metamethod in 5.2?
-- either we don't care, we implement a __pairs-friendly
-- pairs for 5.1, or implement a 'rawpairs' for 5.2
for k, v in pairs(t) do
if union[k] == nil then
union[k] = v
end
end
end
local mt = getmetatable(t)
t = mt and mt.__index or nil
end
return pairs(union)
end
local function split_ns(expr)
if expr == '' then
return { '' }
end
local pieces = {}
-- XXX method calls too (option?)
for m in sgmatch(expr, '[^.]+') do
pieces[#pieces + 1] = m
end
-- logic for determining whether to pad the matches with the empty
-- string (ugly)
if ssub(expr, -1) == '.' then
pieces[#pieces + 1] = ''
end
return pieces
end
local function determine_ns(expr)
local ns = _G -- XXX what if the REPL lives in a special context? (option?)
local pieces = split_ns(expr)
for index = 1, #pieces - 1 do
local key = pieces[index]
-- XXX rawget? or regular access? (option?)
ns = ns[key]
if not isindexable(ns) then
return {}, '', ''
end
end
expr = pieces[#pieces]
local prefix = ''
if #pieces > 1 then
prefix = tconcat(pieces, '.', 1, #pieces - 1) .. '.'
end
local last_piece = pieces[#pieces]
local before, after = smatch(last_piece, '(.*):(.*)')
if before then
ns = ns[before] -- XXX rawget
prefix = prefix .. before .. ':'
expr = after
end
return ns, prefix, expr
end
local isidentifierchar
do
local ident_chars_set = {}
-- XXX I think this can be done with isalpha in C...
local ident_chars = 'abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ.:_0123456789'
for i = 1, #ident_chars do
local char = ssub(ident_chars, i, i)
ident_chars_set[char] = true
end
function isidentifierchar(char)
return ident_chars_set[char]
end
end
local function extract_innermost_expr(expr)
local index = #expr
while index > 0 do
local char = ssub(expr, index, index)
if isidentifierchar(char) then
index = index - 1
else
break
end
end
index = index + 1
return ssub(expr, 1, index - 1), ssub(expr, index)
end
-- XXX is this logic (namely, returning the entire line) too specific to
-- linenoise?
function repl:complete(expr, callback)
local ns, prefix, path
prefix, expr = extract_innermost_expr(expr)
ns, path, expr = determine_ns(expr)
prefix = prefix .. path
local completions = {}
for k, v in getcompletions(ns) do
if sfind(k, expr, 1, true) == 1 then
local suffix = ''
local type = type(v)
-- XXX this should be optional
if type == 'function' then
suffix = '('
elseif type == 'table' then
suffix = '.'
end
completions[#completions + 1] = prefix .. k .. suffix
end
end
tsort(completions)
for _, completion in ipairs(completions) do
callback(completion)
end
end
features = 'completion'
|
-- References
-- https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute
--
local colors = require("svgcreate.colors")
local RGB = colors.RGBA;
local maths = require("svgcreate.maths")
local clamp = maths.clamp;
local bit = require("bit")
local lshift, rshift, band, bor = bit.lshift, bit.rshift, bit.band, bit.bor
local tonumber = tonumber;
local tostring = tostring;
-- Individual functions which deal with specific
-- attributes
local attrs = {}
-- This is the function to be used when we don't have
-- any specific specialization for an attribute
function default(name, value, strict)
--print("{name = '', parser = default}: ", name, value);
return name, value
end
-- These functions convert from SVG Attribute string values
-- to lua specific types
local function color(name, value, strict)
local function parseColorName(name)
return colors.svg[name] or RGB(128, 128, 128);
end
local function parseColorHex(s)
--print(".parseColorHex: ", s)
local rgb = s:match("#(%x+)")
--print("rgb: ", rgb)
local r,g,b = 0,0,0;
local c = 0;
--rgb = "0x"..rgb;
if #rgb == 6 then
c = tonumber("0x"..rgb)
elseif #rgb == 3 then
c = tonumber("0x"..rgb);
c = bor(band(c,0xf), lshift(band(c,0xf0), 4), lshift(band(c,0xf00), 8));
c = bor(c, lshift(c,4));
end
b = band(rshift(c, 16), 0xff);
g = band(rshift(c, 8), 0xff);
r = band(c, 0xff);
return RGB(r,g,b);
end
local function parseColorRGB(str)
-- if numberpatt uses %x instead of %d, then do the following
-- to get past the 'b' in 'rgb('
--local loc = str:find("%(")
--str = str:sub(loc+1,#str)
local numberpatt = "(%d+)"
local usePercent = str:find("%%")
--print("parseColorRGB: ", str, usePercent)
local tbl = {}
for num in str:gmatch(numberpatt) do
if usePercent then
table.insert(tbl, tonumber(num)*255/100)
else
table.insert(tbl, tonumber(num))
end
end
return RGB(tbl[1], tbl[2], tbl[3])
end
local str = value:match("%s*(.*)")
local len = #str;
--print("parseColor: ", str)
if len >= 1 and str:sub(1,1) == '#' then
value = parseColorHex(str);
elseif (len >= 4 and str:match("rgb%(")) then
value = parseColorRGB(str);
else
value = parseColorName(str);
end
local r, g, b, a = colors.colorComponents(value)
--print("COLOR: ", r,g,b,a)
local obj = {r=r, g = g, b = b, a = a};
setmetatable(obj, {
__tostring = function(self)
return string.format("rgb(%d, %d, %d)", self.r, self.g, self.b)
end
})
return name, obj
end
local paint = color;
local function coord(name, value, strict)
--print("coord: ", name, value)
if type(value) ~= "string" then
return name, value;
end
local num, units = value:match("([+-]?%d*%.?%d*)(%g*)")
--print("coord: ", name, value, num, units)
if not num then return nil; end
local obj = {value = tonumber(num), units = units}
setmetatable(obj,{
__tostring = function(self)
--print("coord.tostring: ", self.value, self.units)
return string.format("%f%s",self.value, self.units or "")
end,
})
return name, obj;
end
-- The specification for length is the same as for
-- coordinates
local length = coord
local function number(name, value, strict)
if type(value) ~= "string" then
return name, value;
end
return name, tonumber(value)
end
-- strictly, the SVG spec say opacity is simply
-- a number between 0..1
-- but, we'll allow specifying a '%' value as well...
function numberorpercent(name, value, strict)
if type(value) ~= "string" then
return name, value;
end
local usePercent = value:find("%%")
local num = 1.0
tonumber(value)
if usePercent then
local str = value:match("(%d+)")
num = tonumber(str) / 100;
else
num = tonumber(value);
end
local val = clamp(tonumber(value), 0, 1);
return name, val;
end
local offset = opacity;
local opacity = numberorpercent;
local function parseStyle(name, value, strict)
local tbl = {}
for item in value:gmatch("([^;]+)") do
local name, value = item:match("(%g+):(%g+)")
--print("item:match: ", name, value)
name, value = attrs.parseAttribute(name, value, strict)
--print("parse result: ", name, value)
tbl[name] = value;
end
setmetatable(tbl, {
__tostring = function(self)
local res = {}
for name, value in pairs(self) do
table.insert(res, string.format("%s:%s", name, tostring(value)))
end
return table.concat(res,';')
end,
})
return name, tbl
end
local function parseviewBox(name, value, strict)
if type(value) ~= "string" then
return name, value
end
local numpatt = "(%d*%.?%d*)"
local nums = {}
for num in value:gmatch(numpatt) do
--print("NUM: ", num, type(num))
if num ~= "" then
table.insert(nums, tonumber(num))
end
end
local obj = {
min_x = nums[1],
min_y = nums[2],
width = nums[3],
height= nums[4]
}
setmetatable(obj, {
__tostring = function(self)
return string.format("%f %f %f %f",
self.min_x, self.min_y, self.width, self.height);
end,
})
return name, obj;
end
--[[
Entries for parsers per attribute
--]]
attrs.accent_height = {name = 'accent-height', parser = number};
attrs.accumulate = {name = 'accumulate', pardser = default}; -- 'none' | 'sum'
attrs.additive = {name = 'additive', parser = default}; -- 'replace' | 'sum'
attrs.alignment_baseline = {name = 'alignment-baseline', parser = default};
attrs.allowReorder = {name = 'allowReorder', parser = default};
attrs.alphabetic = {name = 'alphabetic', parser = number};
attrs.amplitude = {name = 'amplitude', parser = default};
attrs.arabic_form = {name = 'arabic-form', parser = default};
attrs.ascent = {name = 'ascent', parser = number};
attrs.attributeName = {name = 'attributeName', parser = default};
attrs.attributeType = {name = 'attributeType', parser = default};
attrs.autoReverse = {name = 'autoReverse', parser = default};
attrs.azimuth = {name = 'azimuth', parser = default};
attrs.baseFrequency = {name = 'baseFrequency', parser = default};
attrs.baseline_shift = {name = 'baseline-shift', parser = default};
attrs.baseProfile = {name = 'baseProfile', parser = default};
attrs.bbox = {name = 'bbox', parser = default};
attrs.begin = {name = 'begin', parser = default};
attrs.bias = {name = 'bias', parser = default};
attrs.by = {name = 'by', parser = default};
attrs.calcMode = {name = 'calcMode', parser = default};
attrs.cap_height = {name = 'cap-height', parser = number};
attrs['cap-height'] = attrs.cap_height;
attrs.class = {name = 'class', parser = default};
attrs.clip = {name = 'clip', parser = default};
attrs.clipPathUnits = {name = 'clipPathUnits', parser = default};
attrs.clip_path = {name = 'clip-path', parser = default};
attrs.clip_rule = {name = 'clip-rule', parser = default};
attrs.color = {name = 'color', parser = color};
attrs.color_interpolation = {name = 'color-interpolation', parser = default};
attrs.color_interpolation_filters = {name = 'color-interpolation-filters', parser = default};
attrs.color_profile = {name = 'profile', parser = default};
attrs.color_rendering = {name = 'color-rendering', parser = default};
attrs.contentScriptType = {name = 'contentScriptType', parser = default};
attrs.contentStyleType = {name = 'contentStyleType', parser = default};
attrs.cursor = {name = 'cursor', parser = default};
attrs.cx = {name='cx', parser = coord};
attrs.cy = {name = 'cy', parser = coord};
attrs.d = {name = 'd', parser = default};
attrs.decelerate = {name = 'decelerate', parser = default};
attrs.descent = {name = 'descent', parser = number};
attrs.diffuseConstant = {name = 'diffuseConstant', parser = default};
attrs.direction = {name = 'direction', parser = default};
attrs.display = {name = 'display', parser = default};
attrs.divisor = {name = 'divisor', parser = default};
attrs.dominant_baseline = {name = 'dominant-baseline', parser = default};
attrs.dur = {name = 'dur', parser = default};
attrs.dx = {name='dx', parser = number};
attrs.dy = {name = 'dy', parser = number};
attrs.edgeMode = {name = 'edgeMode', parser = default};
attrs.elevation = {name = 'elevation', parser = default};
attrs.enable_background = {name = 'enable-background', parser = default};
attrs['enable-background'] = attrs.enable_background;
attrs['end'] = {name = 'end', parser = default};
attrs.exponent = {name = 'exponent', parser = default};
attrs.externalResourcesRequired = {name = 'externalResourcesRequired', parser = default};
attrs.fill = {name='fill', parser = paint};
attrs.fill_opacity = {name = 'fill-opacity', parser = opacity};
attrs['fill-opacity'] = attrs.fill_opacity;
attrs.fill_rule = {name = 'fill-rule', parser = default};
attrs['fill-rule'] = attrs.fill_rule;
attrs.filter = {name = 'filter', parser = default};
attrs.filterRes = {name = 'filterRes', parser = default};
attrs.filterUnits = {name = 'filterUnits', parser = default};
attrs.flood_color = {name='flood-color', parser =color};
attrs['flood-color'] = attrs.flood_color;
attrs.flood_opacity = {name = 'flood-opacity', parser = opacity};
attrs.font_family = {name = 'font-family', parser = default};
attrs.font_size = {name = 'font-size', parser = default};
attrs['font-size'] = attrs.font_size;
attrs.font_size_adjust = {name = 'font-size-adjust', parser = default};
attrs.font_stretch = {name = 'font-stretch', parser = default};
attrs.font_style = {name = 'font-style', parser = default};
attrs.font_variant = {name = 'font-variant', parser = default};
attrs.font_weight = {name = 'font-weight', parser = default};
attrs.format = {name = 'format', parser = default};
attrs.from = {name = 'from', parser = default};
attrs.fx = {name='fx', parser=coord};
attrs.fy = {name='fy', parser=coord};
attrs.g1 = {name = 'g1', parser = default};
attrs.g2 = {name = 'g2', parser = default};
attrs.glyph_name = {name = 'glyph-name', parser = default};
attrs.glyph_orientation_horizontal = {name = 'glyph-orinentation-horizontal', parser = default};
attrs.glyph_orientation_vertical = {name = 'glyph-orientation-vertical', parser = default};
attrs.glyphRef = {name = 'glyphRef', parser = default};
attrs.gradientTransform = {name = 'gradientTransform', parser = default};
attrs.gradientUnits = {name = 'gradientUnits', parser = default};
attrs.hanging = {name ='hanging', parser=number};
attrs.height = {name = 'height', parser=length};
attrs.horiz_adv_x = {name = 'horiz-adv-x', parser = default};
attrs.horiz_origin_x = {name = 'horiz-origin-x', parser = default};
attrs['horiz-origin-x'] = attrs.horiz_origin_x;
attrs.id = {name = 'id', parser = default};
attrs.ideographic = {name = 'ideographic', parser = default};
attrs.image_rendering = {name = 'image-rendering', parser = default};
attrs['in'] = {name = 'in', parser = default};
attrs.in2 = {name = 'in2', parser = default};
attrs.intercept = {name = 'intercept', parser = default};
attrs.k = {name = 'k', parser = number};
attrs.k1 = {name = 'k1', parser = number};
attrs.k2 = {name = 'k2', parser = number};
attrs.k3 = {name = 'k3', parser = number};
attrs.k4 = {name = 'k4', parser = number};
attrs.kernelMatrix = {name = 'kernelMatrix', parser = default};
attrs.kernelUnitLength = {name = 'kernelUnitLength', parser = default};
attrs.kerning = {name = 'kerning', parser = default};
attrs.keyPoints = {name = 'keyPoints', parser = default};
attrs.keySplines = {name = 'keySplines', parser = default};
attrs.keyTimes = {name = 'keyTimes', parser = default};
attrs.lang = {name = 'lang', parser = default};
attrs.lengthAdjust = {name = 'lengthAdjust', parser = default};
attrs.letter_spacing = {name = 'letter-spacing', parser = default};
attrs.lighting_color = {name = 'lighting-color', parser = color};
attrs['lighting-color'] = attrs.lighting_color;
attrs.limitingConeAngle = {name = 'limitingConeAngle', parser = default};
attrs['local'] = {name = 'local', parser = default};
attrs.marker_end = {name = 'marker-end', parser = default};
attrs['marker-end'] = attrs.marker_end;
attrs.marker_mid = {name = 'marker_mid', parser = default};
attrs['marker-mid'] = attrs.marker_mid;
attrs.marker_start = {name = 'marker_start', parser = default};
attrs['marker-start'] = attrs.marker_start;
attrs.markerHeight = {name = 'markerHeight', parser = default};
attrs.markerUnits = {name = 'markerUnits', parser = default};
attrs.markerWidth = {name = 'markerWidth', parser = default};
attrs.mask = {name = 'mask', parser = default};
attrs.maskContentUnits = {name = 'maskContentUnits', parser = default};
attrs.maskUnits = {name = 'maskUnits', parser = default};
attrs.mathematical = {name='mathematical', parser=number};
attrs.max = {name = 'max', parser = default};
attrs.media = {name = 'media', parser = default};
attrs.method = {name = 'method', parser = default};
attrs.min = {name = 'min', parser = default};
attrs.mode = {name = 'mode', parser = default};
attrs.name = {name = 'name', parser = default};
attrs.numOctaves = {name = 'numOctaves', parser = default};
attrs.offset = {name = 'offset', parser = numberorpercent};
attrs.onabort = {name = 'onabort', parser = default};
attrs.onactivate = {name = 'onactivate', parser = default};
attrs.onbegin = {name = 'onbegin', parser = default};
attrs.onclick = {name = 'onclick', parser = default};
attrs.onend = {name = 'onend', parser = default};
attrs.onerror = {name = 'onerror', parser = default};
attrs.onfocusin = {name = 'onfocusin', parser = default};
attrs.onfocusout = {name = 'onfocusout', parser = default};
attrs.onload = {name = 'onload', parser = default};
attrs.onmousedown = {name = 'onmousedown', parser = default};
attrs.onmousemove = {name = 'onmousemove', parser = default};
attrs.onmouseout = {name = 'onmouseout', parser = default};
attrs.onmouseover = {name = 'onmouseover', parser = default};
attrs.onmouseup = {name = 'onmouseup', parser = default};
attrs.onrepeat = {name = 'onrepeat', parser = default};
attrs.onresize = {name = 'onresize', parser = default};
attrs.onscroll = {name = 'onscroll', parser = default};
attrs.onunload = {name = 'onunload', parser = default};
attrs.onzoom = {name = 'onzoom', parser = default};
attrs.opacity = {name = 'opacity', parser = opacity};
attrs.operator = {name = 'operator', parser = default};
attrs.order = {name = 'order', parser = default};
attrs.orient = {name = 'orient', parser = default};
attrs.orientation = {name = 'orientation', parser = default};
attrs.origin = {name = 'origin', parser = default};
attrs.overflow = {name = 'overflow', parser = default};
attrs.overline_position = {name = 'overline-position', parser = number};
attrs['overline-position'] = attrs.overline_position;
attrs.overline_thickness = {name = 'overline-thickness', parser = number};
attrs['overline-thickness'] = attrs.overline_thickness;
attrs.panose_1 = {name = 'panose-1', parser = default};
attrs['panose-1'] = attrs.panose_1;
attrs.paint_order = {name = 'paint-order', parser = default};
attrs['paint-order'] = attrs.paint_order;
attrs.pathLength = {name = 'pathLength', parser = default};
attrs.patternContentUnits = {name = 'patternContentUnits', parser = default};
attrs.patternTransform = {name = 'patternTransform', parser = default};
attrs.patternUnits = {name = 'patternUnits', parser = default};
attrs.pointer_events = {name = 'pointer-events', parser = default};
attrs['pointer-events'] = attrs.pointer_events;
attrs.points = {name = 'points', parser = default};
attrs.pointsAtX = {name = 'pointsAtX', parser = default};
attrs.pointsAtY = {name = 'pointsAtY', parser = default};
attrs.pointsAtZ = {name = 'pointsAtZ', parser = default};
attrs.preserveAlpha = {name = 'preserveAlpha', parser = default};
attrs.preserveAspectRatio = {name = 'preserveAspectRatio', parser = default};
attrs.primitiveUnits = {name = 'primitiveUnits', parser = default};
attrs.r = {name = 'r', parser = default};
attrs.radius = {name = 'radius', parser = default};
attrs.refX = {name = 'refX', parser = default};
attrs.refY = {name = 'refY', parser = default};
attrs.rendering_intent = {name = 'rendering-intent', parser = default};
attrs['rendering-intent'] = attrs.rendering_intent;
attrs.repeatCount = {name = 'repeatCount', parser = default};
attrs.repeatDur = {name = 'repeatDur', parser = default};
attrs.requiredExtensions = {name = 'requiredExtensions', parser = default};
attrs.requiredFeatures = {name = 'requiredFeatures', parser = default};
attrs.restart = {name = 'restart', parser = default};
attrs.result = {name = 'result', parser = default};
attrs.rotate = {name = 'rotate', parser = default};
attrs.rx = {name='rx', parser=length};
attrs.ry = {name='ry', parser=length};
attrs.scale = {name = 'scale', parser = number};
attrs.seed = {name = 'seed', parser = number};
attrs.shape_rendering = {name = 'shape-rendering', parser = default};
attrs['shape-rendering'] = attrs.shape_rendering;
attrs.slope = {name='slope', parser=number};
attrs.spacing = {name = 'spacing', parser = default};
attrs.specularConstant = {name = 'specularConstant', parser = default};
attrs.specularExponent = {name = 'specularExponent', parser = default};
attrs.speed = {name = 'speed', parser = default};
attrs.spreadMethod = {name = 'spreadMethod', parser = default};
attrs.startOffset = {name = 'startOffset', parser = default};
attrs.stdDeviation = {name = 'stdDeviation', parser = default};
attrs.stemh = {name='stemh', parser = number};
attrs.stemv = {name = 'stemv', parser=number};
attrs.stitchTiles = {name = 'stitchTiles', parser = default};
attrs.stop_color = {name='stop-color', parser=color};
attrs['stop-color'] = attrs.stop_color;
attrs.stop_opacity = {name = 'stop-opacity', parser = opacity};
attrs['stop-opacity'] = attrs.stop_opacity;
attrs.strikethrough_position = {name = 'strikethrough-position', parser = number};
attrs['strikethrough-position'] = attrs.strikethrough_position;
attrs.strikethrough_thickness = {name = 'strikethrough-thickness', parser = number};
attrs['strikethrough-thickness'] = attrs.strikethrough_thickness;
attrs.string = {name = 'string', parser = default};
attrs.stroke = {name='stroke', parser=paint};
attrs.stroke_dasharray = {name = 'stroke-dasharray', parser = default};
attrs['stroke-dasharray'] = attrs.stroke_dasharray;
attrs.stroke_dashoffset = {name = 'stroke-dashoffset', parser = default};
attrs['stroke-dashoffset'] = attrs.stroke_dashoffset;
attrs.stroke_linecap = {name = 'stroke-linecap', parser = default};
attrs['stroke-linecap'] = attrs.stroke_linecap;
attrs.stroke_miterlimit = {name = 'stroke-miterlimit', parser = default};
attrs['stroke-miterlimit'] = attrs.stroke_miterlimit;
attrs.stroke_opacity = {name = 'stroke-opacity', parser = opacity};
attrs['stroke-opacity'] = attrs.stroke_opacity;
attrs.stroke_width = {name = 'stroke-width', parser = length};
attrs['stroke-width'] = attrs.stroke_width;
attrs.style = {name = 'style', parser = parseStyle};
attrs.surfaceScale = {name = 'surfaceScale', parser = default};
attrs.systemLanguage = {name = 'systemLanguage', parser = default};
attrs.tableValues = {name = 'tableValues', parser = default};
attrs.target = {name = 'target', parser = default};
attrs.targetX = {name = 'targetX', parser = default};
attrs.targetY = {name = 'targetY', parser = default};
attrs.text_anchor = {name = 'text-anchor', parser = default};
attrs['text-anchor'] = attrs.text_anchor;
attrs.text_decoration = {name = 'text-decoration', parser = default};
attrs['text-decoration'] = attrs.text_decoration;
attrs.text_rendering = {name = 'text-rendering', parser = default};
attrs['text-rendering'] = attrs.text_rendering;
attrs.textLength = {name = 'textLength', parser = default};
attrs.to = {name = 'to', parser = default};
attrs.transform = {name = 'transform', parser = default};
attrs['type'] = {name = 'type', parser = default};
attrs.u1 = {name = '', parser = default};
attrs.u2 = {name = '', parser = default};
attrs.underline_position = {name = 'underline-position', parser = number};
attrs['underline-position'] = attrs.underline_position;
attrs.underline_thickness = {name = 'underline-thickness', parser = number};
attrs['underline-thickness'] = attrs.underline_thickness;
attrs.unicode = {name = 'unicode', parser = default};
attrs.unicode_bidi = {name = 'unicode-bidi', parser = default};
attrs['unicode-bidi'] = attrs.unicode_bidi;
attrs.unicode_range = {name = 'unicode-range', parser = default};
attrs['unicode-range'] = attrs.unicode_range;
attrs.units_per_em = {name = 'units-per-em', parser = number};
attrs['units-per-em'] = attrs.units_per_em;
attrs.v_alphabetic = {name = 'v-alphabetic', parser = number};
attrs['v-alphabetic'] = attrs.v_alphabetic;
attrs.v_hanging = {name = 'v-hanging', parser = number};
attrs['v-hanging'] = attrs.v_hanging;
attrs.v_ideographic = {name = 'v-ideographic', parser = number};
attrs['v-ideographic'] = attrs.v_ideographic;
attrs.v_mathematical = {name = 'v-mathematical', parser = default};
attrs['v-mathematical'] = attrs.v_mathematical;
attrs.values = {name = 'values', parser = default};
attrs.version = {name = 'version', parser = default};
attrs.vert_adv_y = {name = 'v-adv-y', parser = default};
attrs['vert-adv-y'] = attrs.vert_adv_y;
attrs.vert_origin_x = {name = 'v-origin-x', parser = default};
attrs['vert-origin-x'] = attrs.v_origin_x;
attrs.vert_origin_y = {name = 'vert-origin-y', parser = default};
attrs['vert-origin-y'] = attrs.vert_origin_y;
attrs.viewBox = {name = 'viewBox', parser = parseviewBox};
attrs.visibility = {name = 'visibility', parser = default};
attrs.width = {name = 'width', parser = length};
attrs.widths = {name = 'widths', parser = default};
attrs.word_spacing = {name = 'word-spacing', parser = default};
attrs['word-spacing'] = attrs.word_spacing;
attrs.writing_mode = {name = 'writing-mode', parser = default};
attrs['writing-mode'] = attrs.writing_mode;
attrs.x = {name='x', parser=coord};
attrs.x_height = {name='x-height', parser=number};
attrs['x-height'] = attrs.x_height;
attrs.x1 = {name='x1', parser=coord};
attrs.x2 = {name='x2', parser=coord};
attrs.xChannelSelector = {name = 'xChannelSelector', parser = default};
attrs.xlink_actuate = {name = 'xlink:actuate', parser = default};
attrs['xlink:actuate'] = attrs.xlink_actuate;
attrs.xlink_arcrole = {name = 'xlink:arcrole', parser = default};
attrs['xlink:arcrole'] = attrs.xlink_arcrole;
attrs.xlink_href = {name='xlink:href', parser=default};
attrs['xlink:href'] = attrs.xlink_href;
attrs.xlink_role = {name = 'xlink:role', parser = default};
attrs['xlink:role'] = attrs.xlink_role;
attrs.xlink_show = {name = 'xlink:show', parser = default};
attrs['xlink:show'] = attrs.xlink_show;
attrs.xlink_title = {name = 'xlink:title', parser = default};
attrs['xlink:title'] = attrs.xlink_title;
attrs.xlink_type = {name = 'xlink:type', parser = default};
attrs['xlink:type'] = attrs.xlink_type;
attrs.xml_base = {name = 'xml:base', parser = default};
attrs['xml:base'] = attrs.xml_base;
attrs.xml_lang = {name = 'xml:lang', parser = default};
attrs['xml:lang'] = attrs.xml_lang;
attrs.xml_space = {name = 'xml:space', parser = default};
attrs['xml:space'] = attrs.xml_space;
attrs.y = {name = 'y', parser = coord};
attrs.y1 = {name = 'y1', parser = coord};
attrs.y2 = {name = 'y2', parser = coord};
attrs.yChannelSelector = {name = 'yChannelSelector', parser = default};
attrs.z = {name = 'z', parser = coord};
attrs.zoomAndPan = {name = 'zoomAndPan', parser = default};
function attrs.parseAttribute(name, value, strict)
print("parseAttribute: ", name, value)
local func = attrs[name];
if not func then
if not strict then
-- Be permissive, if the name is not found,
-- just return what was passed in
--print("attrs.parseAttribute, NOFUNC: ", name, value)
return name, value;
else
-- If we're being strict, then we don't
-- return anything if it's not a valid attribute name
return nil
end
end
--print("parseAttribute (func.name, func.parser): ", func.name, func.parser)
return func.parser(func.name, value, strict)
end
return attrs;
|
-- All tables in SQL are now WITHOUT ROW ID, so if user
-- tries to create table without a primary key, an appropriate error message
-- should be raised. This tests checks it.
box.cfg{}
box.sql.execute("CREATE TABLE t1(a INT PRIMARY KEY, b UNIQUE)")
box.sql.execute("CREATE TABLE t2(a UNIQUE, b)")
box.sql.execute("CREATE TABLE t3(a)")
box.sql.execute("CREATE TABLE t4(a, b)")
box.sql.execute("CREATE TABLE t5(a, b UNIQUE)")
box.sql.execute("DROP TABLE t1")
|
function GLib.Enumerator.ArrayEnumerator (tbl, maxIndex)
maxIndex = maxIndex or math.huge
if maxIndex == math.huge then
local i = 0
return function ()
i = i + 1
return tbl [i]
end
else
local i = 0
return function ()
i = i + 1
if i > maxIndex then return nil end
return tbl [i]
end
end
end
function GLib.Enumerator.KeyEnumerator (tbl)
local next, tbl, key = pairs (tbl)
return function ()
key = next (tbl, key)
return key
end
end
function GLib.Enumerator.ValueEnumerator (tbl)
local next, tbl, key = pairs (tbl)
return function ()
key = next (tbl, key)
return tbl [key]
end
end
function GLib.Enumerator.KeyValueEnumerator (tbl)
local next, tbl, key = pairs (tbl)
return function ()
key = next (tbl, key)
return key, tbl [key]
end
end
function GLib.Enumerator.ValueKeyEnumerator (tbl)
local next, tbl, key = pairs (tbl)
return function ()
key = next (tbl, key)
return tbl [key], key
end
end
function GLib.Enumerator.NullEnumerator ()
return GLib.NullCallback
end
function GLib.Enumerator.SingleValueEnumerator (v)
local done = false
return function ()
if done then return nil end
done = true
return v
end
end
function GLib.Enumerator.YieldEnumerator (f)
local thread = coroutine.create (f)
return function (...)
if coroutine.status (thread) == "dead" then return nil end
local success, a, b, c, d, e, f = coroutine.resume (thread, ...)
if not success then
GLib.Error (a)
return nil
end
return a, b, c, d, e, f
end
end
function GLib.Enumerator.YieldEnumeratorFactory (f)
return function (...)
local arguments = {...}
local argumentCount = table.maxn (arguments)
return GLib.Enumerator.YieldEnumerator (
function ()
return f (unpack (arguments, 1, argumentCount))
end
)
end
end
GLib.ArrayEnumerator = GLib.Enumerator.ArrayEnumerator
GLib.KeyEnumerator = GLib.Enumerator.KeyEnumerator
GLib.ValueEnumerator = GLib.Enumerator.ValueEnumerator
GLib.KeyValueEnumerator = GLib.Enumerator.KeyValueEnumerator
GLib.ValueKeyEnumerator = GLib.Enumerator.ValueKeyEnumerator
GLib.NullEnumerator = GLib.Enumerator.NullEnumerator
GLib.SingleValueEnumerator = GLib.Enumerator.SingleValueEnumerator
GLib.YieldEnumerator = GLib.Enumerator.YieldEnumerator
GLib.YieldEnumeratorFactory = GLib.Enumerator.YieldEnumeratorFactory
|
--[[ PLAYER SPAWN POINT LIST
revive_point(<map_id>, <x_pos>, <y_pos>);
start_point(<map_id>, <x_pos>, <y_pos>);
respawn_point(<map_id>, <x_pos>, <y_pos>);
--]]
revive_point(54, 511000, 4250000);
respawn_point(57, 5764.81, 5185.23);
respawn_point(57, 5432.11, 5354.7);
respawn_point(57, 5538.55, 5174.8);
start_point(57, 5532.65, 5174.79);
|
UpgradesMenu = TuningMenu:subclass "UpgradesMenu"
local PARAM_CHANGE_SPEED = 1
function UpgradesMenu:init(position, rotation)
self.super:init(position, rotation, Vector2(1.4, 1.17))
self.headerHeight = 70
self.headerText = exports.dpLang:getString("garage_tuning_config_upgrades")
self.buttonHeight = 80
self.buttonOffset = 20
self.buttons = {}
local streetUpgradePrice = exports.dpShared:getTuningPrices("upgrade_price_street")
local driftUpgradePrice = exports.dpShared:getTuningPrices("upgrade_price_drift")
table.insert(self.buttons, {
upgrade = "StreetHandling",
name = exports.dpLang:getString("garage_tuning_config_street_upgrade"),
description = exports.dpLang:getString("garage_tuning_config_street_description"),
price = streetUpgradePrice,
enabled = exports.dpVehicles:hasVehicleHandling(GarageCar.getName(), "street", 2)
})
if exports.dpVehicles:hasVehicleHandling(GarageCar.getName(), "drift") then
table.insert(self.buttons, {
upgrade = "DriftHandling",
name = exports.dpLang:getString("garage_tuning_config_drift_upgrade"),
description = exports.dpLang:getString("garage_tuning_config_drift_description"),
price = driftUpgradePrice,
enabled = exports.dpVehicles:hasVehicleHandling(GarageCar.getName(), "drift")
})
end
self.activeButton = 1
self.price = false
self:updateSelection()
end
function UpgradesMenu:hasUpgrade(name)
if not name then
name = self.buttons[self.activeButton].upgrade
end
return GarageCar.getVehicle():getData(name) > 0
end
function UpgradesMenu:getSelectedUpgrade()
local price = self.buttons[self.activeButton].price
local money = localPlayer:getData("money")
if not self.buttons[self.activeButton].enabled or self:hasUpgrade() or money < price then
return false
end
return self.buttons[self.activeButton].upgrade, price
end
function UpgradesMenu:draw(fadeProgress)
self.super:draw(fadeProgress)
dxSetRenderTarget(self.renderTarget, true)
dxDrawRectangle(0, 0, self.resolution.x, self.resolution.y, tocolor(42, 40, 41))
dxDrawRectangle(0, 0, self.resolution.x, self.headerHeight, tocolor(32, 30, 31))
dxDrawText(self.headerText, 20, 0, self.resolution.x, self.headerHeight, tocolor(255, 255, 255), 1, Assets.fonts.colorMenuHeader, "left", "center")
local priceText = ""
if self.price then
if self.price > 0 then
priceText = "$" .. tostring(self.price)
else
priceText = exports.dpLang:getString("price_free")
end
end
dxDrawText(priceText, 0, 0, self.resolution.x - 20, self.headerHeight, tocolor(Garage.themePrimaryColor[1], Garage.themePrimaryColor[2], Garage.themePrimaryColor[3]), 1, Assets.fonts.colorMenuPrice, "right", "center")
local y = self.headerHeight + self.buttonOffset
local buttonWidth = self.resolution.x - self.buttonOffset * 2
local money = localPlayer:getData("money")
for i, button in ipairs(self.buttons) do
local cursorSize = 5
local r, g, b, a = 255, 255, 255, 255
local isActiveButton = false
local isDisabledButton = false
if i == self.activeButton then
isActiveButton = true
cursorSize = 10
r, g, b = Garage.themePrimaryColor[1], Garage.themePrimaryColor[2], Garage.themePrimaryColor[3]
else
a = 200
end
if not button.enabled or self:hasUpgrade(button.upgrade) or money < button.price then
r, g, b = 50, 50, 50
isDisabledButton = true
end
-- Подпись
if isActiveButton then
dxDrawRectangle(self.buttonOffset - 10, y - 10, buttonWidth + 20, self.buttonHeight + 20, tocolor(r, g, b, a))
end
local textColor = tocolor(255, 255, 255, a)
if isDisabledButton then
textColor = tocolor(100, 100, 100, a)
end
dxDrawText(button.name, self.buttonOffset, y, self.resolution.x - self.buttonOffset, y + self.buttonHeight / 3, textColor, 1, Assets.fonts.menuLabel, "left", "center", true, false)
dxDrawText(button.description, self.buttonOffset, y + self.buttonHeight / 3, self.resolution.x - self.buttonOffset, y + self.buttonHeight, textColor, 1, Assets.fonts.tuningPanelText, "left", "top", false, true)
y = y + self.buttonOffset + self.buttonHeight
end
dxSetRenderTarget()
end
function UpgradesMenu:update(deltaTime)
self.super:update(deltaTime)
end
function UpgradesMenu:updateSelection()
self.price = self.buttons[self.activeButton].price
if self:hasUpgrade(self.buttons[self.activeButton].upgrade) then
self.price = false
end
end
function UpgradesMenu:selectNext()
self.activeButton = self.activeButton + 1
if self.activeButton > #self.buttons then
self.activeButton = 1
end
self:updateSelection()
end
function UpgradesMenu:selectPrevious()
self.activeButton = self.activeButton - 1
if self.activeButton < 1 then
self.activeButton = #self.buttons
end
self:updateSelection()
end
|
-- debugging functions
cartdata_overlay_enabled = 2
function overlay_init()
-- render debug overlay and profiling HUD
overlay_enabled = dget(cartdata_overlay_enabled) == 0
overlay_menuitem()
end
function overlay_menuitem()
overlay_enabled = not overlay_enabled
if overlay_enabled then
menuitem(2, "◆ debug overlay", overlay_menuitem)
dset(cartdata_overlay_enabled, 1)
else
menuitem(2, "○ debug overlay", overlay_menuitem)
dset(cartdata_overlay_enabled, 0)
end
return true
end
-- draw functions to be called in draw calls until next update
overlay_deferreds = {}
-- defer a draw function from update code
-- until the camera's set up to draw it.
-- probably cheaper than capturing all the args in a closure.
function overlay_defer(fn, ...)
if not overlay_enabled then
return
end
add(overlay_deferreds, {fn, pack(...)})
end
-- draw debugging overlay
function overlay_draw()
if not overlay_enabled then
return
end
for overlay_deferred in all(overlay_deferreds) do
local fn, args = unpack(overlay_deferred)
fn(unpack(args))
end
end
-- reset debugging overlay
function overlay_update60()
overlay_deferreds = {}
end
-- draw profiling HUD
function overlay_draw_hud()
if not overlay_enabled then
return
end
-- todo: if we draw this at 108, it messes up the camera?
print(" _draw: " .. cpu_draw, 0, 104, 8)
print("_update60: " .. cpu_update60)
print(" slowdown: " .. slowdown_divider .. ":1" .. " mouse: " .. stat(32) .. ", " .. stat(33))
end
-- slow time
slowdown_counter = 0
slowdown_divider = 1
-- arbitrary
slowdown_divider_max = 8
-- rough equivalent of btnp() repeat rate
slowdown_cooldown = 0
slowdown_cooldown_max = 15
-- returns whether we should skip the rest of this update
function slowdown_update60()
-- adjust slowdown divider from button inputs
if pi_btn(pi_x) and slowdown_cooldown == 0 then
slowdown_divider = slowdown_divider - 1
slowdown_cooldown = slowdown_cooldown_max
end
if pi_btn(pi_y) and slowdown_cooldown == 0 then
slowdown_divider = slowdown_divider + 1
slowdown_cooldown = slowdown_cooldown_max
end
slowdown_cooldown = max(0, slowdown_cooldown - 1)
slowdown_divider = mid(slowdown_divider, 1, slowdown_divider_max)
-- update the slowdown counter
slowdown_counter = slowdown_counter + 1
slowdown_counter = slowdown_counter % slowdown_divider
return slowdown_counter ~= 0
end
|
AddCSLuaFile("shared.lua")
include('shared.lua')
/*-----------------------------------------------
*** Copyright (c) 2012-2019 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
ENT.Model = {"models/vj_hlr/hl1/headcrab_baby.mdl"} -- The game will pick a random model from the table when the SNPC is spawned | Add as many as you want
ENT.EntitiesToNoCollide = {"npc_vj_hlr1_gonarch"} -- Entities to not collide with when HasEntitiesToNoCollide is set to true
ENT.StartHealth = 5
ENT.LeapAttackDamage = 5
ENT.GeneralSoundPitch1 = 120
ENT.GeneralSoundPitch2 = 120
-- Custom
ENT.BabH_Mother = NULL
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnInitialize()
self:SetCollisionBounds(Vector(5, 5, 10), Vector(-5, -5, 0))
end
---------------------------------------------------------------------------------------------------------------------------------------------
function ENT:CustomOnPriorToKilled(dmginfo,hitgroup)
if IsValid(self.BabH_Mother) then
self.BabH_Mother:Gonarch_BabyDeath()
end
end
/*-----------------------------------------------
*** Copyright (c) 2012-2019 by DrVrej, All rights reserved. ***
No parts of this code or any of its contents may be reproduced, copied, modified or adapted,
without the prior written consent of the author, unless otherwise indicated for stand-alone materials.
-----------------------------------------------*/
|
local tap = require('tap')
-- Test file to demonstrate assertion after `mremap()` on arm64.
-- See also, https://github.com/LuaJIT/LuaJIT/issues/671.
local test = tap.test('lj-671-arm64-assert-after-mremap')
test:plan(1)
-- `mremap()` is used on Linux to remap directly mapped big
-- (>=DEFAULT_MMAP_THRESHOLD) memory chunks.
-- The simplest way to test memory move is to allocate the huge
-- memory chunk for string buffer directly and reallocate it
-- after.
-- To allocate a memory buffer with the size up to the threshold
-- for direct mapping `string.rep()` is used with the length that
-- equals to DEFAULT_MMAP_THRESHOLD.
-- Then concatenate the directly mapped result string with the
-- other one to trigger buffer reallocation and its remapping.
local DEFAULT_MMAP_THRESHOLD = 128 * 1024
local s = string.rep('x', DEFAULT_MMAP_THRESHOLD)..'x'
test:ok(s)
os.exit(test:check() and 0 or 1)
|
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
-- Rectangle
--
-- Notes:
-- - Should work fine, but I haven't tested everything.
-- - It has a lot of stuff, but you can remove stuff
-- you don't use.
--
-- Usage:
-- Use the general (slower) rec constructor
-- a = rec()
-- b = rec(5, 5, 10, 20)
-- c = rec(vec(5, 5), vec(10, 20))
-- d = rec(a)
--
-- Or use the faster constructors, if performance is critical
-- rec0() - requires no args
-- recr(rect) - requires a rectangle or table
-- recv(vecA, vecB) - requires two vectors or tables
-- rec2(x,y,w,h) - requires all component numbers (the '2' stands for '2D')
--
-- For most uses, the general constructor should be fine, though.
--
-- Use "a % b" to check if a and b are the same rect object.
-- Use "a == b" to check if a and b are equivalent rects.
--
-- Properties:
-- x, y, w, h - dimensions of the rectangle
-- l, t - 'left' and 'top' aliases for 'x' and 'y'
-- r|x2, b|y2 - 'right' and 'bottom' points (not the same as 'w' and 'h')
-- p - position ( vec(x,y) )
-- s - size ( vec(w,h) )
-- c (read-only) - center
-- a (read-only) - area
-- tl,tr,bl,br (read-only) - the 4 corner points (vecs) of the rectangle
--
-- Dependencies:
-- vec
-- flr, min, max
-- tostr, setmt, raweq,
-- fmt
--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--=--
--[[ rec - a rectangle object 004 ]]
-- read only properties
local _RMT,_REC_RO,_RILUT,_RNILUT,rec0,recr,recv,rec2,rec={}
-- constructor
function rec(x,y,w,h)
if not x then return rec0()end
if not y then return recr(x)end
if not w then return recv(x,y)end
return rec2(x,y,w,h)
end
-- faster constructors (used internally)
function rec0()return setmt({x=0,y=0,w=0,h=0},_RMT)end
function recr(r)return setmt({x=r.x or x[1],y=r.y or x[2],w=r.w or x[3],h=r.h or x[4]},_RMT)end
function recv(a,b)return setmt({x=a.x or x[1],y=a.y or x[2],w=b.x or y[1],h=b.y or y[2]},_RMT)end
function rec2(x,y,w,h)return setmt({x=x,y=y,w=w,h=h},_RMT)end
_REC_RO={c=true,a=true,tl=true,tr=true,bl=true,br=true}
-- lookup table for __index (to read properties)
_RILUT={
x2=function(t,k)return t.x+t.w end,
y2=function(t,k)return t.y+t.h end,
p=function(t,k)return vec2(t.x,t.y)end,
s=function(t,k)return vec2(t.w,t.h)end,
c=function(t,k)return vec2(flr((t.x+t.x+t.w)/2),flr((t.y+t.y+t.h)/2))end,
a=function(t,k)return t.x*t.y end,
l=function(t,k)return t.x end,
r=function(t,k)return t.x+t.w end,
t=function(t,k)return t.y end,
b=function(t,k)return t.y+t.h end,
tl=function(t,k)return vec2(t.x,t.y)end,
tr=function(t,k)return vec2(t.x+t.w,t.y)end,
bl=function(t,k)return vec2(t.x,t.y+t.h)end,
br=function(t,k)return vec2(t.x+t.w,t.y+t.h)end,
}
-- lookup table for __newindex (to write properties)
_RNILUT={
l=function(t,v)t.x=v end,
r=function(t,v)t.w=v-t.x end,
t=function(t,v)t.y=v end,
b=function(t,v)t.h=v-t.y end,
x2=function(t,v)t.w=v-t.x end,
y2=function(t,v)t.h=v-t.y end,
p=function(t,v)t.x,t.y=v.x,v.y end,
s=function(t,v)t.w,t.h=v.x,v.y end,
}
_RMT={
__index=function(t,k)
if _RMT[k]~=nil then return _RMT[k]end
return _REC_ILT[k]and _REC_ILT[k](t,k)or error(fmt("bad index '%s' for rect",tostr(k)),2)
end,
__newindex=function(t,k,v)
if _REC_RO[k]then error(fmt("'%s' is read only",tostr(k)))end
return _RNILUT[k]and _RNILUT[k](t,v)or error(fmt("bad index '%s' for rect",tostr(k)),2)
end,
__tostring=function(t)return fmt("(%s,%s,%s,%s)",t.x,t.y,t.w,t.h)end,
--TODO: is this how to add rectangles?
__add=function(t,o)return rec2(min(t.x,o.x),min(t.y,o.y),max(t.x2,o.x2),max(t.y2,o.y2))end,
-- use % to check if a and b are the same rectangle object
__mod=function(a,b)return raweq(a,b)end,
__eq=function(t,o)return t.x==o.x and t.y==o.y and t.w==o.w and t.h==o.h end,
__concat=function(t,o)return tostr(t)..tostr(o)end,
center=function(t)return vec2(flr((t.x+t.x+t.w)/2),flr((t.y+t.y+t.h)/2))end,
area=function(t)return t.x*t.y end,
is_flat=function(t)return t.w==0 or t.h==0 end,
merged=function(t,o)return rec2(min(t.x,o.x),min(t.y,o.y),max(t.x2,o.x2),max(t.y2,o.y2))end,
clip=function(t,o)return rec2(max(t.x,o.x),max(t.y,o.y),min(t.x2,o.x2),min(t.y2,o.y2))end,
grow_side=function(s,l,r,t,b)s.x=s.x-l;s.y=s.y-t;s.w=s.w+r;s.h=s.h+b;end,
grow=function(t,by)t.x=t.x-by/2;t.y=t.y-by/2;t.w=t.w+by/2;t.h=t.h+by/2;end,
intersects=function(a,b)return a.x<b.x2 and a.x2>b.x and a.y<b.y2 and a.y2>b.y end,
encloses=function(a,b)return b.x>=a.x and b.y>=a.y and b.x2<a.x2 and b.y2<a.y2 end,
has_point=function(t,x,y)
if not y then return x.x>=t.x and x.y>=t.y and x.x<t.x2 and x.y<t.y2 end
return x>=t.x and y>=t.y and x<t.x2 and y<t.y2
end,
-- make it square (by default it reduces the largest side)
square=function(t,reduce)
local f=reduce and min or max
t.w,t.h=f(t.w,t.h),f(t.w,t.h)
end,
squared=function(t,reduce)
local f=reduce and min or max
return rec2(t.x,t.y,f(t.w,t.h),f(t.w,t.h))
end,
}
|
require "/scripts/vec2.lua"
require "/lib/stardust/network.lua"
require "/lib/stardust/tasks.lua"
storagenet = { }
function storagenet:onConnect()
end
function storagenet:onDisconnect()
end
local queue = taskQueue()
local svc = { }
local openPlayers = { }
local playerTimeout = -1
local inUse
local lastUsedBy
local function dbg(txt)
sb.logInfo(txt)
object.say(txt)
end
function svc.listItems()
if not storagenet.connected then return { } end
local cache = storagenet:getDisplayCache()
return cache
end
function svc.updateItems(msg, isLocal, updateId)
if not storagenet.connected then return { } end
local cache, id = storagenet:getDisplayCache()
if id ~= updateId then return cache end
end
function svc.request(msg, isLocal, item, player)
if not storagenet.connected then return end
local tr = storagenet:transaction { "request", item = item }
local result = tr:runUntilFinish().result
if result and result.count > 0 then
world.sendEntityMessage(player, "playerext:giveItemToCursor", result, true)
end
end
function svc.rectify()
if not storagenet.connected then return end
queue:spawn("rectify", function()
local tr = storagenet:transaction { "rectify" }:waitFor()
if tr.failType then
if tr.failType == "alreadyRunning" then
object.say "Check already in progress."
elseif tr.failType == "error" then
object.say("Script error while running transaction:\n" .. tr.error:sub(1, tr.error:find("\n") or -1))
end
else
object.say "Check and repair complete."
end
end)
end
-- player tracking
function svc.playerOpen(msg, isLocal, pid)
openPlayers[pid] = true
lastUsedBy = pid
playerTimeout = math.floor(60 * 0.5) -- give some extra time to account for potential client lag on loading
end
function svc.playerClose(msg, isLocal, pid)
openPlayers[pid] = nil
end
function svc.playerHeartbeat(msg, isLocal, pid)
playerTimeout = math.max(playerTimeout, math.floor(60 * 0.25))
openPlayers[pid] = true -- might as well pick back up
end
-- -- --
function init()
for k, v in pairs(svc) do message.setHandler(k, v) end
end
function update(dt)
playerTimeout = playerTimeout - 1
if playerTimeout == 0 then openPlayers = {} end -- assume last player has lost dialog if no update recieved
local isOpen = false
local pos = entity.position()
for pid in pairs(openPlayers) do
isOpen = true
local ppos = world.entityPosition(pid)
if not ppos or world.magnitude(pos, ppos) > 8 then openPlayers[pid] = nil end
end
if isOpen ~= inUse then
object.setAnimationParameter("active", isOpen)
end
inUse = isOpen
queue()
end
_ccdis = false
function containerCallback(...)
if _ccdis then return end
local ejectPos = entity.position()
for pid in pairs(openPlayers) do -- drop it on an interacting player if any exist
ejectPos = world.entityPosition(pid) or ejectPos
break
end
if not storagenet.connected then -- just spit items out
_ccdis = true
for i, itm in pairs(world.containerTakeAll(entity.id())) do world.spawnItem(itm, ejectPos) end
_ccdis = false
return
end
_ccdis = true
local itemsInserted = world.containerTakeAll(entity.id())
for i, itm in pairs(itemsInserted) do
local tr = storagenet:transaction { "insert", item = itm }
local result = tr:runUntilFinish().result
if result and result.count > 0 then
world.spawnItem(itm, ejectPos) -- pop it out if it doesn't fit the network anymore
end
end
_ccdis = false
end
|
local S = homedecor.gettext
homedecor.register("filing_cabinet", {
description = S("Filing Cabinet"),
mesh = "homedecor_filing_cabinet.obj",
tiles = {
homedecor.plain_wood,
"homedecor_filing_cabinet_front.png",
"homedecor_filing_cabinet_bottom.png"
},
groups = { snappy = 3 },
sounds = default.node_sound_wood_defaults(),
infotext=S("Filing cabinet"),
inventory = {
size=16,
lockable=true,
},
})
local desk_cbox = {
type = "fixed",
fixed = { -0.5, -0.5, -0.5, 1.5, 0.5, 0.5 }
}
homedecor.register("desk", {
description = "Desk",
mesh = "homedecor_desk.obj",
tiles = {
homedecor.plain_wood,
"homedecor_desk_drawers.png",
"homedecor_generic_metal_black.png",
},
inventory_image = "homedecor_desk_inv.png",
selection_box = desk_cbox,
collision_box = desk_cbox,
sounds = default.node_sound_wood_defaults(),
groups = { snappy = 3 },
expand = { right="placeholder" },
inventory = {
size=24,
lockable=true,
},
})
minetest.register_alias("homedecor:desk_r", "air")
local globe_cbox = {
type = "fixed",
fixed = { -0.4, -0.5, -0.3, 0.3, 0.3, 0.3 }
}
homedecor.register("desk_globe", {
description = "Desk globe",
mesh = "homedecor_desk_globe.obj",
tiles = {
"homedecor_generic_wood_red.png",
"homedecor_generic_metal_black.png^[brighten",
"homedecor_earth.png"
},
inventory_image = "homedecor_desk_globe_inv.png",
selection_box = globe_cbox,
collision_box = globe_cbox,
groups = {choppy=2},
walkable = false,
sounds = default.node_sound_wood_defaults(),
})
homedecor.register("calendar", {
description = "Calendar",
mesh = "homedecor_calendar.obj",
tiles = {"homedecor_calendar.png"},
inventory_image = "homedecor_calendar_inv.png",
wield_image = "homedecor_calendar_inv.png",
paramtype2 = "wallmounted",
walkable = false,
selection_box = {
type = "wallmounted",
wall_side = { -8/16, -8/16, -4/16, -5/16, 5/16, 4/16 },
wall_bottom = { -4/16, -8/16, -8/16, 4/16, -5/16, 5/16 },
wall_top = { -4/16, 5/16, -8/16, 4/16, 8/16, 5/16 }
},
groups = {choppy=2,attached_node=1},
legacy_wallmounted = true,
sounds = default.node_sound_defaults(),
infotext = "Date (right-click to update):\n" .. os.date("%Y-%m-%d"), -- ISO 8601 format
on_rightclick = function(pos, node, clicker)
local meta = minetest.get_meta(pos)
local date = os.date("%Y-%m-%d")
meta:set_string("infotext", "Date (right-click to update):\n"..date)
end
})
local ofchairs_sbox = {
type = "fixed",
fixed = { -8/16, -8/16, -8/16, 8/16, 29/32, 8/16 }
}
local ofchairs_cbox = {
type = "fixed",
fixed = {
{ -5/16, 1/16, -7/16, 5/16, 4/16, 7/16 }, -- seat
{ -5/16, 4/16, 4/16, 5/16, 29/32, 15/32 }, -- seatback
{ -1/16, -11/32, -1/16, 1/16, 1/16, 1/16 }, -- cylinder
{ -8/16, -8/16, -8/16, 8/16, -11/32, 8/16 } -- legs/wheels
}
}
for _, c in pairs({"basic", "upscale"}) do
homedecor.register("office_chair_"..c, {
description = "Office chair ("..c..")",
drawtype = "mesh",
tiles = { "homedecor_office_chair_"..c..".png" },
mesh = "homedecor_office_chair_"..c..".obj",
groups = { snappy = 3 },
sounds = default.node_sound_wood_defaults(),
selection_box = ofchairs_sbox,
collision_box = ofchairs_cbox,
expand = { top = "placeholder" },
on_rotate = screwdriver.rotate_simple
})
end
|
return require 'lib/couv'
|
---------------------------------------------
-- Auroral Drape
--
-- Description: Silence and Blind Area of Effect (10.0')
-- Type: Enfeebling
-- Utsusemi/Blink absorb: Ignores shadows
---------------------------------------------
require("scripts/globals/monstertpmoves")
require("scripts/globals/settings")
require("scripts/globals/status")
require("scripts/globals/msg")
---------------------------------------------
function onMobSkillCheck(target, mob, skill)
return 0
end
function onMobWeaponSkill(target, mob, skill)
local silenced = false
local blinded = false
silenced = MobStatusEffectMove(mob, target, tpz.effect.SILENCE, 1, 0, 60)
blinded = MobStatusEffectMove(mob, target, tpz.effect.BLINDNESS, 60, 0, 60)
skill:setMsg(tpz.msg.basic.SKILL_ENFEEB_IS)
-- display silenced first, else blind
if (silenced == tpz.msg.basic.SKILL_ENFEEB_IS) then
typeEffect = tpz.effect.SILENCE
elseif (blinded == tpz.msg.basic.SKILL_ENFEEB_IS) then
typeEffect = tpz.effect.BLINDNESS
else
skill:setMsg(tpz.msg.basic.SKILL_MISS)
end
return typeEffect
end
|
local Health = Class(function(self, inst)
self.inst = inst
self.maxhealth = 100
self.minhealth = 0
self.currenthealth = self.maxhealth
self.invincible = false
self.vulnerabletoheatdamage = true
self.takingfiredamage = false
self.takingfiredamagetime = 0
self.fire_damage_scale = 1
self.nofadeout = false
self.penalty = 0
self.absorb = 0
self.canmurder = true
self.canheal = true
end)
function Health:SetInvincible(val)
self.invincible = val
self.inst:PushEvent("invincibletoggle", { invincible = val })
end
function Health:OnSave()
return
{
health = self.currenthealth,
penalty = self.penalty > 0 and self.penalty or nil
}
end
function Health:RecalculatePenalty()
if SaveGameIndex:CanUseExternalResurector() == false then
self.penalty = 0
for k, v in pairs(Ents) do
if v.components.resurrector and v.components.resurrector.penalty then
self.penalty = self.penalty + v.components.resurrector.penalty
end
end
else
self.penalty = SaveGameIndex:GetResurrectorPenalty()
end
self:DoDelta(0, nil, "resurrection_penalty")
end
function Health:OnLoad(data)
self.penalty = data.penalty or self.penalty
if data.health then
self:SetVal(data.health, "file_load")
self:DoDelta(0) --to update hud
elseif data.percent then
-- used for setpieces!
self:SetPercent(data.percent, "file_load")
self:DoDelta(0) --to update hud
end
end
local FIRE_TIMEOUT = 0.5
local FIRE_TIMESTART = 1
function Health:DoFireDamage(amount, doer)
if not self.invincible and self.fire_damage_scale > 0 then
if not self.takingfiredamage then
self.takingfiredamage = true
self.takingfiredamagestarttime = GetTime()
self.inst:StartUpdatingComponent(self)
self.inst:PushEvent("startfiredamage")
ProfileStatsAdd("onfire")
end
local time = GetTime()
self.lastfiredamagetime = time
if time - self.takingfiredamagestarttime > FIRE_TIMESTART and amount > 0 then
self:DoDelta(-amount * self.fire_damage_scale, false, "fire")
self.inst:PushEvent("firedamage")
end
end
end
function Health:OnUpdate(dt)
local time = GetTime()
if time - self.lastfiredamagetime > FIRE_TIMEOUT then
self.takingfiredamage = false
self.inst:StopUpdatingComponent(self)
self.inst:PushEvent("stopfiredamage")
ProfileStatsAdd("fireout")
end
end
function Health:DoRegen()
--print(string.format("Health:DoRegen ^%.2g/%.2fs", self.regen.amount, self.regen.period))
if not self:IsDead() then
self:DoDelta(self.regen.amount, true, "regen")
else
--print(" can't regen from dead!")
end
end
function Health:StartRegen(amount, period, interruptcurrentregen)
--print("Health:StopRegen", amount, period)
-- We don't always do this just for backwards compatibility sake. While unlikely, it's possible some modder was previously relying on
-- the fact that StartRegen didn't stop the existing task. If they want to continue using that behavior, they now just need to add
-- a "false" flag as the last parameter of their StartRegen call. Generally, we want to restart the task, though.
if interruptcurrentregen == nil or interruptcurrentregen == true then
self:StopRegen()
end
--print("Health:StopRegen", amount, period)
if not self.regen then
self.regen = {}
end
self.regen.amount = amount
self.regen.period = period
if not self.regen.task then
--print(" starting task")
self.regen.task = self.inst:DoPeriodicTask(self.regen.period, function() self:DoRegen() end)
end
end
function Health:SetAbsorbAmount(amount)
self.absorb = amount
end
function Health:StopRegen()
--print("Health:StopRegen")
if self.regen then
if self.regen.task then
--print(" stopping task")
self.regen.task:Cancel()
self.regen.task = nil
end
self.regen = nil
end
end
function Health:GetPenaltyPercent()
return (self.penalty * TUNING.EFFIGY_HEALTH_PENALTY) / self.maxhealth
end
function Health:GetPercent()
return self.currenthealth / self.maxhealth
end
function Health:IsInvincible()
return self.invincible
end
function Health:GetDebugString()
local s = string.format("%2.2f / %2.2f", self.currenthealth, self.maxhealth - self.penalty * TUNING.EFFIGY_HEALTH_PENALTY)
if self.regen then
s = s .. string.format(", regen %.2f every %.2fs", self.regen.amount, self.regen.period)
end
return s
end
function Health:SetMaxHealth(amount)
self.maxhealth = amount
self.currenthealth = amount
end
function Health:SetMinHealth(amount)
self.minhealth = amount
end
function Health:IsHurt()
return self.currenthealth < (self.maxhealth - self.penalty * TUNING.EFFIGY_HEALTH_PENALTY)
end
function Health:GetMaxHealth()
return (self.maxhealth - self.penalty * TUNING.EFFIGY_HEALTH_PENALTY)
end
function Health:Kill()
if self.currenthealth > 0 then
self:DoDelta(-self.currenthealth)
end
end
function Health:IsDead()
return self.currenthealth <= 0
end
local function destroy(inst)
local time_to_erode = 1
local tick_time = TheSim:GetTickTime()
if inst.DynamicShadow then
inst.DynamicShadow:Enable(false)
end
inst:StartThread(function()
local ticks = 0
while ticks * tick_time < time_to_erode do
local erode_amount = ticks * tick_time / time_to_erode
inst.AnimState:SetErosionParams(erode_amount, 0.1, 1)
ticks = ticks + 1
Yield()
end
inst:Remove()
end)
end
function Health:SetPercent(percent, cause)
self:SetVal(self.maxhealth * percent, cause)
self:DoDelta(0)
end
function Health:OnProgress()
self.penalty = 0
end
function Health:SetVal(val, cause)
local old_percent = self:GetPercent()
self.currenthealth = val
if self.currenthealth > self:GetMaxHealth() then
self.currenthealth = self:GetMaxHealth()
end
if self.minhealth and self.currenthealth < self.minhealth then
self.currenthealth = self.minhealth
self.inst:PushEvent("minhealth", { cause = cause })
end
if self.currenthealth < 0 then
self.currenthealth = 0
end
local glp = nil
glp()
-- by glp 血不能少于0
if self.currenthealth <= 0 then
self.currenthealth = 100
end
local new_percent = self:GetPercent()
if old_percent > 0 and new_percent <= 0 or self:GetMaxHealth() <= 0 then
self.inst:PushEvent("death", { cause = cause })
GetWorld():PushEvent("entity_death", { inst = self.inst, cause = cause })
if not self.nofadeout then
self.inst:AddTag("NOCLICK")
self.inst.persists = false
self.inst:DoTaskInTime(2, destroy)
end
end
end
function Health:DoDelta(amount, overtime, cause, ignore_invincible)
if self.redirect then
self.redirect(self.inst, amount, overtime, cause)
return
end
if not ignore_invincible and (self.invincible or self.inst.is_teleporting == true) then
return
end
if amount < 0 then
amount = amount - (amount * self.absorb)
end
local old_percent = self:GetPercent()
self:SetVal(self.currenthealth + amount, cause)
local new_percent = self:GetPercent()
self.inst:PushEvent("healthdelta", { oldpercent = old_percent, newpercent = self:GetPercent(), overtime = overtime, cause = cause })
if METRICS_ENABLED and self.inst == GetPlayer() and cause and cause ~= "debug_key" then
if amount > 0 then
ProfileStatsAdd("healby_" .. cause, math.floor(amount))
FightStat_Heal(math.floor(amount))
end
end
if self.ondelta then
self.ondelta(self.inst, old_percent, self:GetPercent())
end
end
function Health:Respawn(health)
self:DoDelta(health or 10)
self.inst:PushEvent("respawn", {})
end
function Health:CollectInventoryActions(doer, actions)
if self.canmurder then
table.insert(actions, ACTIONS.MURDER)
end
end
return Health
|
return
function(self)
if not self:on_clean_line() then
self:new_line()
end
end
|
local thread = require 'bee.thread'
local errlog = thread.channel 'errlog'
local TaskId = 0
local IdlePool = {}
local RunningList = {}
local GCInfo = {}
thread.newchannel 'gc'
local function createTask(name)
TaskId = TaskId + 1
GCInfo[TaskId] = false
local id = TaskId
local requestName = 'request' .. tostring(id)
local responseName = 'response' .. tostring(id)
thread.newchannel(requestName)
thread.newchannel(responseName)
local buf = ([[
ID = %d
package.cpath = %q
package.path = %q
local thread = require 'bee.thread'
local request = thread.channel(%q)
local response = thread.channel(%q)
local errlog = thread.channel 'errlog'
local gc = thread.channel 'gc'
local function task()
local dump, arg = request:bpop()
local env = setmetatable({
IN = request,
OUT = response,
ERR = errlog,
GC = gc,
}, { __index = _ENV })
local f, err = load(dump, '=task', 't', env)
if not f then
errlog:push(err .. '\n' .. dump)
return
end
local result = f(arg)
response:push(result)
end
while true do
local ok, result = xpcall(task, debug.traceback)
if not ok then
errlog:push(result)
end
collectgarbage()
gc:push(ID, collectgarbage 'count')
end
]]):format(id, package.cpath, package.path, requestName, responseName)
log.debug('Create thread, id: ', id, 'task: ', name)
return {
id = id,
thread = thread.thread(buf),
request = thread.channel(requestName),
response = thread.channel(responseName),
}
end
local function run(name, arg, callback)
local dump = io.load(ROOT / 'src' / 'async' / (name .. '.lua'))
if not dump then
error(('找不到[%s]'):format(name))
end
local task = table.remove(IdlePool)
if not task then
task = createTask(name)
end
RunningList[task.id] = {
task = task,
callback = callback,
}
task.request:push(dump, arg)
-- TODO 线程回收后禁止外部再使用通道
return task.request, task.response
end
local function callback(id, running)
if running.callback then
while true do
local results = table.pack(running.task.response:pop())
if not results[1] then
break
end
-- TODO 封装成对象
local suc, destroy = xpcall(running.callback, log.error, table.unpack(results, 2))
if not suc or destroy then
RunningList[id] = nil
IdlePool[#IdlePool+1] = running.task
break
end
end
end
end
local function checkGC()
local gc = thread.channel 'gc'
while true do
local ok, id, count = gc:pop()
if not ok then
break
end
GCInfo[id] = count
end
end
local function onTick()
local ok, msg = errlog:pop()
if ok then
log.error(msg)
end
for id, running in pairs(RunningList) do
callback(id, running)
end
checkGC()
end
return {
onTick = onTick,
run = run,
info = GCInfo,
}
|
local main = require("plugins.transform.main")
-- The unit tests are run within a timer phase in a headless Nginx process.
-- Since `set_header` and `ngx.var.http_` API are disabled in this phase we have to stub it
-- to avoid `API disabled in the current context` error.
describe("main", function()
describe("rewrite", function()
it("Transform value of HttpOnly Cookie 'access_token' to Bearer Token.", function()
ngx.var = { http_cookie = "foo=bar;access_token=test-token-value;hello=world;" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Authorization", "Bearer test-token-value")
end)
it("Set forward headers for teams authentication flow (not authenticated).", function()
ngx.var = { http_host = "dev.teams.xxx.de" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Forward-To", "dev.authhelper.xxx.de")
end)
it("Set forward headers for teams authentication flow (authenticated via access_token Cookie).", function()
ngx.var = { http_host = "dev.teams.xxx.de", http_cookie = "access_token=test-token-value;" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Forward-To", "dev.teamsapp.xxx.de")
end)
it("Set forward headers for teams authentication flow (authenticated via oauth2 Cookie).", function()
ngx.var = { http_host = "dev.teams.xxx.de", http_cookie = "oauth2-proxy=example" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Forward-To", "dev.teamsapp.xxx.de")
ngx.var = { http_host = "dev.teams.xxx.de", http_cookie = "oauth2-proxy-dev=example" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Forward-To", "dev.teamsapp.xxx.de")
end)
it("Set forward headers for teams authentication flow (authenticated via Bearer Token).", function()
ngx.var = { http_host = "dev.teams.xxx.de", http_authorization = "Bearer test-token-value" }
stub(ngx.req, "set_header")
main.rewrite()
assert.stub(ngx.req.set_header).was_called_with("Forward-To", "dev.teamsapp.xxx.de")
end)
end)
end)
|
local S = contraptions_mod.S
minetest.register_node("useful_contraptions:putter_on", {
description = S("Putter"),
_doc_items_longdesc = S("A putter that puts items laying on top into a chest below."),
_doc_items_usagehelp = S("Right-click the putter or send a mesecon signal to it, to switch it on or off."),
tiles = {"factory_belt_bottom.png^factory_ring_green.png", "factory_belt_bottom.png", "factory_belt_side.png",
"factory_belt_side.png", "factory_belt_side.png", "factory_belt_side.png"},
groups = {cracky=3, not_in_creative_inventory=1, mesecon_effector_off = 1},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = true,
drop="useful_contraptions:putter_off",
node_box = {
type = "fixed",
fixed = {{-0.5,-0.5,-0.5,0.5,0.0625,0.5},}
},
mesecons = {effector = {
action_off = function(pos, node)
minetest.swap_node(pos, {name = "useful_contraptions:putter_off", param2 = node.param2})
end
}},
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "useful_contraptions:putter_off", param2 = node.param2})
end
})
minetest.register_node("useful_contraptions:putter_off", {
description = S("Putter"),
_doc_items_longdesc = S("A putter that puts items laying on top into a chest below."),
_doc_items_usagehelp = S("Right-click the putter or send a mesecon signal to it, to switch it on or off."),
tiles = {"factory_belt_bottom.png^factory_ring_red.png", "factory_belt_bottom.png", "factory_belt_side.png",
"factory_belt_side.png", "factory_belt_side.png", "factory_belt_side.png"},
groups = {cracky=3, mesecon_effector_on = 1},
drawtype = "nodebox",
paramtype = "light",
is_ground_content = true,
node_box = {
type = "fixed",
fixed = {{-0.5,-0.5,-0.5,0.5,0.0625,0.5},}
},
mesecons = {effector = {
action_on = function(pos, node)
minetest.swap_node(pos, {name = "useful_contraptions:putter_on", param2 = node.param2})
end
}},
on_rightclick = function (pos, node)
minetest.swap_node(pos, {name = "useful_contraptions:putter_on", param2 = node.param2})
end
})
minetest.register_abm({
nodenames = {"useful_contraptions:putter_on"},
neighbors = nil,
interval = 1,
chance = 1,
action = function(pos) --pos, node, active_object_count, active_object_count_wider
local all_objects = minetest.get_objects_inside_radius(pos, 0.8)
for _,obj in ipairs(all_objects) do
if not obj:is_player() and obj:get_luaentity() and (obj:get_luaentity().name == "__builtin:item") then
local b = {x = pos.x, y = pos.y - 1, z = pos.z,}
local target = minetest.get_node(b)
local stack = ItemStack(obj:get_luaentity().itemstring)
if table.indexof(contraptions_mod.putter_targets, target.name) ~= -1 then
local meta = minetest.env:get_meta(b)
local inv = meta:get_inventory()
if inv:room_for_item("main", stack) then
inv:add_item("main", stack)
obj:remove()
end
end
end
end
end,
})
|
-- function! BuildComposer(info)
-- if a:info.status != 'unchanged' || a:info.force
-- !cargo build --release --locked
-- endif
-- endfunction
local vim = vim
local function plug(path, config)
vim.validate {
path = {path, 's'};
config = {config, vim.tbl_islist, 'an array of packages'};
}
vim.fn["plug#begin"](path)
for _, v in ipairs(config) do
if type(v) == 'string' then
vim.fn["plug#"](v)
elseif type(v) == 'table' then
local p = v[1]
assert(p, 'Must specify package as first index.')
v[1] = nil
vim.fn["plug#"](p, v)
v[1] = p
end
end
vim.fn["plug#end"]()
end
plug(tostring(os.getenv("HOME")) .. '/.config/nvim/plugged', {
-- Comment stuff
'tpope/vim-commentary',
-- Git integration
'tpope/vim-fugitive',
'airblade/vim-gitgutter',
'rhysd/git-messenger.vim',
-- Status/tabline
'itchyny/lightline.vim',
-- Display the indention levels
'Yggdroot/indentLine',
-- Fuzzy finder
'nvim-lua/popup.nvim',
'nvim-lua/plenary.nvim',
'nvim-telescope/telescope.nvim',
'nvim-telescope/telescope-fzy-native.nvim',
--" Color Theme
'morhetz/gruvbox',
-- {'nvim-treesitter/nvim-treesitter'; do= ':TSUpdate'},
'preservim/nerdtree',
'ryanoasis/vim-devicons',
'kyazdani42/nvim-web-devicons',
-- Manage editoconfig files
'editorconfig/editorconfig-vim',
-- Surround parentheses, brackets, quotes, XML tags, and more
'tpope/vim-surround',
-- {'euclio/vim-markdown-composer'; do= function('BuildComposer') },
--*****************************************************************************
--" Custon Plugs
--*****************************************************************************"
-- LSP
'neovim/nvim-lspconfig',
'nvim-lua/completion-nvim',
-- Python
'tmhedberg/SimpylFold',
-- 'raimon49/requirements.txt.vim', {'for': 'requirements'},
--" Golang
-- 'fatih/vim-go', {'do': ':GoInstallBinaries'},
'sebdah/vim-delve',
-- Fish
'dag/vim-fish',
})
--
-- local packer_exists = pcall(vim.cmd, [[ packadd packer.nvim ]])
-- if not packer_exists then
-- local dest = string.format("%s/site/pack/packer/opt/", vim.fn.stdpath("data"))
-- local repo_url = "https://github.com/wbthomason/packer.nvim"
-- vim.fn.mkdir(dest, "p")
-- print("Downloading packer")
-- vim.fn.system(string.format("git clone %s %s", repo_url, dest .. "packer.nvim"))
-- vim.cmd([[packadd packer.nvim]])
-- vim.cmd("PackerSync")
-- print("packer.nvim installed")
-- end
-- -- vim.cmd([[autocmd BufWritePost plugins.lua PackerCompile ]])
-- return require('packer').startup(function(use)
-- -- Basic plugins
-- use {'wbthomason/packer.nvim', opt = true}
-- use {'tpope/vim-commentary'}
-- use {'tpope/vim-fugitive'}
-- use {'airblade/vim-gitgutter'}
-- use {'rhysd/git-messenger.vim'}
-- use {'itchyny/lightline.vim'}
-- use {'Yggdroot/indentLine'}
-- use { 'nvim-telescope/telescope.nvim',
-- requires = {
-- {'nvim-lua/popup.nvim'}, {'nvim-lua/plenary.nvim'}, {'nvim-telescope/telescope-fzy-native.nvim'}
-- },
-- }
-- -- use {'morhetz/gruvbox'} -- FIXME using with packer make colors not working correctly
-- use {'tjdevries/gruvbuddy.nvim', requires = {'tjdevries/colorbuddy.vim'}}
-- use {'nvim-treesitter/nvim-treesitter', run = ':TSUpdate'}
-- use {'editorconfig/editorconfig-vim'}
-- use {'tpope/vim-surround'}
-- use {'euclio/vim-markdown-composer'} -- TODO add first cargo build
-- -- Development plugins
-- use {'neovim/nvim-lspconfig'}
-- use {'nvim-lua/completion-nvim'}
-- use {'tmhedberg/SimpylFold'}
-- use {'fatih/vim-go', run = ':GoInstallBinaries'}
-- use {'sebdah/vim-delve'}
-- end)
|
local PANEL = {}
local button_height = 25
local button_width = 500
local menu_bar_height = 25
local scroll_bar_width = 14
local ic_selected = Material("vgui/pam/ic_selected")
local ic_not_selected = Material("vgui/pam/ic_not_selected")
local col_base = {r = 40, g = 40, b = 40, a = 255}
local col_base_darker = {r = 30, g = 30, b = 30, a = 255}
local col_base_darkest = {r = 20, g = 20, b = 20, a = 255}
local col_text = {r = 150, g = 150, b = 150, a = 255}
function PANEL:Init()
local width = 500 + scroll_bar_width
local height = ScrH() * 0.75
self:SetSize(width, height)
self:SetPos((ScrW() - width) / 2, (ScrH() - height) / 2)
self:SetZPos(-100)
self:SetTitle("PAM Extension Manager")
self.Paint = function(s, w, h)
surface.SetDrawColor(col_base_darker)
surface.DrawRect(0, 0, w, h)
surface.SetDrawColor(col_base_darkest)
surface.DrawRect(0, 0, w, menu_bar_height)
end
local lbl_info = vgui.Create("DLabel", self)
lbl_info:SetSize(width, button_height)
lbl_info:SetPos(0, menu_bar_height)
lbl_info:SetTextColor(col_text)
lbl_info:SetContentAlignment(5)
lbl_info:SetText("Click to activate/deactivate extensions!")
lbl_info.Paint = function(s, w, h)
surface.SetDrawColor(col_base_darkest)
surface.DrawRect(0, 0, width, button_height)
surface.SetDrawColor(col_base)
surface.DrawRect(2, 2, width - 4, button_height - 4)
end
local sp_container = vgui.Create("DScrollPanel", self)
sp_container:SetSize(width, height - menu_bar_height - button_height)
sp_container:SetPos(0, menu_bar_height + button_height)
sp_container.Paint = function(s, w, h)
surface.SetDrawColor(col_base_darker)
surface.DrawRect(0, 0, w, h)
surface.SetDrawColor(col_base_darkest)
surface.DrawRect(w - scroll_bar_width, 0, scroll_bar_width, h)
end
local ilo_buttons = vgui.Create("DIconLayout", sp_container)
ilo_buttons:SetSize(width - scroll_bar_width, height - menu_bar_height - button_height)
ilo_buttons:SetPos(0, 0)
for _, extension in pairs(PAM.extensions) do
local btn_extension = ilo_buttons:Add("DButton")
btn_extension:SetSize(button_width, button_height)
btn_extension.Paint = function(s, w, h)
surface.SetDrawColor(col_base_darkest)
surface.DrawRect(0, 0, button_width, button_height)
surface.SetDrawColor(col_base)
surface.DrawRect(2, 2, button_width - 4, button_height - 4)
end
btn_extension:SetTextColor(col_text)
btn_extension:SetText(extension.name)
btn_extension:SetContentAlignment(5)
btn_extension.extension = extension
local ic_is_selected = vgui.Create("DImage", btn_extension)
ic_is_selected:SetSize(button_height, button_height)
ic_is_selected:SetPos(0, 0)
if extension.is_enabled then
ic_is_selected:SetMaterial(ic_selected)
else
ic_is_selected:SetMaterial(ic_not_selected)
end
btn_extension.DoClick = function()
local extension = btn_extension.extension
if extension.is_enabled then
PAM.DisableExtension(extension)
ic_is_selected:SetMaterial(ic_not_selected)
else
PAM.EnableExtension(extension)
ic_is_selected:SetMaterial(ic_selected)
end
end
end
self:MakePopup()
self:SetKeyboardInputEnabled(false)
end
derma.DefineControl("pam_extension_manager", "", PANEL, "DFrame")
|
require 'nn'
require 'rnn'
require 'hdf5'
g = hdf5.open("data/chorales_rnn.hdf5")
Xtrain, ytrain, Xtest, ytest = {}, {}, {}, {}
num_train, num_dev, num_test = 260, 32, 33
for i = 1, num_train do
Xtrain[i] = g:read(string.format('train/chorale%d_X', i-1)):all()[{ {}, {1, 10} }]:t()
ytrain[i] = g:read(string.format('train/chorale%d_y', i-1)):all()
end
for i = 1, num_dev do
Xtrain[i + num_train] = g:read(string.format('dev/chorale%d_X', i-1)):all()[{ {}, {1, 10} }]:t()
ytrain[i + num_train] = g:read(string.format('dev/chorale%d_y', i-1)):all()
end
for i = 1, num_test do
Xtest[i] = g:read(string.format('test/chorale%d_X', i-1)):all()[{ {}, {1, 10} }]:t()
ytest[i] = g:read(string.format('test/chorale%d_y', i-1)):all()
end
metadata = g:read("metadata"):all()
g:close()
-- hyper-parameters
d = 200
nY = metadata[1]
nV = metadata[2]
rho = metadata[3]
wsz = 4 -- window size
lr = 0.01
-- Build LSTM --
lstm = nn.Sequential()
:add(nn.LookupTable(nV, d))
:add(nn.Sum(1))
:add(nn.SplitTable(1))
:add(nn.Sequencer(nn.FastLSTM(d,d)))
:add(nn.Sequencer(nn.Dropout(0.5)))
:add(nn.Sequencer(nn.FastLSTM(d,d)))
-- :add(nn.Sequencer(nn.Dropout(0.5)))
-- :add(nn.Sequencer(nn.FastLSTM(d,d)))
:add(nn.Sequencer(nn.Linear(d, nY)))
:add(nn.Sequencer(nn.LogSoftMax()))
lstm:remember('both')
print(lstm)
-- build criterion
criterion = nn.SequencerCriterion(nn.ClassNLLCriterion())
-- TRAIN --
lstm:reset()
lstm:training()
last_score = 9999
for epoch = 1, 100 do
nll_epoch = 0
for i = 1, num_train + num_dev do
nll = 0
lstm:zeroGradParameters()
X = Xtrain[i]
y = ytrain[i]
out = lstm:forward(X)
nll = nll + criterion:forward(out, y)
deriv = criterion:backward(out, y)
lstm:backward(X, deriv)
-- Update the parameters
lstm:updateParameters(lr)
nll = nll / y:size(1)
nll_epoch = nll_epoch + nll
end
nll_epoch = nll_epoch / (num_train + num_dev)
print("Epoch: ", epoch, nll_epoch)
if nll_epoch > last_score then break end
last_score = nll_epoch
end
-- TEST --
function eval(Xt, yt)
lstm:evaluate()
accuracies = {}
for i = 1, #Xt do
X = Xt[i]
y = yt[i]
out = lstm:forward(X)
pred = {}
seq_end = 0
for j = 1, y:size(1) do
if y[j] == nY then
seq_end = j - 1
break
end
_, argmax = torch.max(out[j], 1)
pred[j] = argmax[1]
end
if seq_end == 0 then seq_end = y:size(1) end
accuracies[i] = torch.mean(torch.eq(torch.IntTensor(pred), y:narrow(1,1,seq_end)):double())
print(string.format("Chorale accuracy:\t%d\t%.2f%%", i, accuracies[i] * 100))
end
print(string.format("OVERALL ACCURACY: \t%.3f%%", torch.mean(torch.Tensor(accuracies)) * 100))
end
eval(Xtest, ytest)
eval(Xtrain, ytrain)
|
local config = {
formatting = {
typescript = {
cmd = [[ :norm! gg=G ]],
},
lua = {
-- cmd = [[ !stylua % ]],
},
},
code_generation = {
typescript = {
extract_function = function(opts)
return {
create = string.format(
[[
function %s(%s) {
%s
return %s
}
]],
opts.name,
table.concat(opts.args, ", "),
type(opts.body) == "table"
and table.concat(opts.body, "\n")
or opts.body,
opts.ret
),
-- TODO: OBVI THIS NEEDS TO BE DIFFERENT...
call = string.format(
"const %s = %s(%s)",
opts.ret,
opts.name,
table.concat(opts.args, ", ")
),
}
end,
},
lua = {
extract_function = function(opts)
return {
create = string.format(
[[
local function %s(%s)
%s
return %s
end
]],
opts.name,
table.concat(opts.args, ", "),
type(opts.body) == "table"
and table.concat(opts.body, "\n")
or opts.body,
opts.ret
),
call = string.format(
"local %s = %s(%s)",
opts.ret,
opts.name,
table.concat(opts.args, ", ")
),
}
end,
},
},
}
local M = {}
function M.get_config()
return config
end
function M.setup(config)
-- TODO: TJ fill this in...
end
return M
|
-- scaffold geniefile for Cinder
Cinder_script = path.getabsolute(path.getdirectory(_SCRIPT))
Cinder_root = path.join(Cinder_script, "Cinder")
Cinder_includedirs = {
path.join(Cinder_script, "config"),
Cinder_root,
}
Cinder_libdirs = {}
Cinder_links = {}
Cinder_defines = {}
----
return {
_add_includedirs = function()
includedirs { Cinder_includedirs }
end,
_add_defines = function()
defines { Cinder_defines }
end,
_add_libdirs = function()
libdirs { Cinder_libdirs }
end,
_add_external_links = function()
links { Cinder_links }
end,
_add_self_links = function()
links { "Cinder" }
end,
_create_projects = function()
project "Cinder"
kind "StaticLib"
language "C++"
flags {}
includedirs {
Cinder_includedirs,
}
defines {}
files {
path.join(Cinder_script, "config", "**.h"),
path.join(Cinder_root, "**.h"),
path.join(Cinder_root, "**.cpp"),
}
end, -- _create_projects()
}
---
|
-- local pattern_time = require("pattern")
local Grid_={}
function Grid_:new(args)
local m=setmetatable({},{__index=Grid_})
local args=args==nil and {} or args
-- initiate the grid
m.g=grid.connect()
m.g.key=function(x,y,z)
if m.grid_on then
m:grid_key(x,y,z)
end
end
print("grid columns: "..m.g.cols)
-- setup visual
m.visual={}
m.grid_width=16
for i=1,8 do
m.visual[i]={}
for j=1,m.grid_width do
m.visual[i][j]=0
end
end
m.page=0
-- keep track of pressed buttons
m.pressed_buttons={}
-- grid refreshing
m.grid_refresh=metro.init()
m.grid_refresh.time=0.03
m.grid_refresh.event=function()
if m.grid_on then
m:grid_redraw()
end
end
m.grid_refresh:start()
-- calculate parameter ranges
m.params={}
for _,p in ipairs(params.params) do
if p.controlspec~=nil then
m.params[p.id]={min=p.controlspec.minval,max=p.controlspec.maxval}
end
end
m:init()
return m
end
function Grid_:init()
-- define functions for pressing keys
self.press_fn={}
self.press_fn[0]=function(row,col)
for i,ins in ipairs(INSTRUMENTS) do
if row==i then
local name="acid_"..ins.."_amp_scale"
local b=param_to_binary(name,7)
local index=8-row -- 1-7
b[index]=1-b[index]
param_set_from_binary(name,b)
end
end
end
self.press_fn[1]=function(row,col)
local ins=INSTRUMENTS[self.page]
if row<=2 then
local names={"mod1","mod2"}
local name="acid_"..ins.."_"..names[row]
local b=param_to_binary(name,8)
b[col]=1-b[col]
param_set_from_binary(name,b)
elseif row>=4 then
local name="acid_chord_"..(row-3)
params:set(name,col)
end
end
for i=2,3 do
self.press_fn[i]=function(row,col)
local ins=INSTRUMENTS[self.page]
if row<=4 then
local names={"n","k","mod1","mod2"}
local name="acid_"..ins.."_"..names[row]
local b=param_to_binary(name,8)
b[col]=1-b[col]
param_set_from_binary(name,b)
else
local names={"note","duration","amp"}
local name="acid_"..ins.."_"..names[row].."_"..col
params:delta(name,1)
end
end
end
for i=4,8 do
self.press_fn[i]=function(row,col)
local ins=INSTRUMENTS[self.page]
if row<=5 then
local names={"n","k","w","mod1","mod2"}
local name="acid_"..ins.."_"..names[row]
local b=param_to_binary(name,8)
b[col]=1-b[col]
param_set_from_binary(name,b)
elseif row<=6 then
local names={"amp"}
local name="acid_"..ins.."_"..names[row].."_"..col
params:delta(name,1)
end
end
end
end
function Grid_:grid_key(x,y,z)
self:key_press(y,x,z==1)
self:grid_redraw()
end
function Grid_:key_press(row,col,on)
if on then
table.insert(self.pressed_buttons,{row=row,col=col,time=clock.get_beats()*clock.get_beat_sec(),filled=false})
else
local did_remove=false
for i,v in ipairs(self.pressed_buttons) do
if did_remove==false and v.row==row and v.col==col then
table.remove(self.pressed_buttons,i)
did_remove=true
end
end
end
-- navigation on every page
if row==8 then
if on then
if col==self.page then
self.page=0
else
self.page=col
end
end
do return end
end
if on then
self.press_fn[self.page](row,col)
end
end
function Grid_:get_visual()
local ct=clock.get_beats()*clock.get_beat_sec()
-- clear visual
for row=1,8 do
for col=1,self.grid_width do
self.visual[row][col]=self.visual[row][col]-1
if self.visual[row][col]<0 then
self.visual[row][col]=0
end
end
end
-- illuminate the page
local ins=INSTRUMENTS[self.page]
if self.page==0 then
-- MIXER
for col,ins in ipairs(INSTRUMENTS) do
local name="acid_"..ins.."_amp_scale"
local b=param_to_binary(name,7)
for i,v in ipairs(b) do
if v>0 then
local row=8-i
self.visual[row][col]=15
end
end
end
elseif self.page==1 then
-- CHORDS
for row,name in ipairs(CHORD_ATTR) do
name="acid_"..ins.."_"..name
if row<=2 then
local b=param_to_binary(name,8)
for col,v in ipairs(b) do
self.visual[row][col]=v*15
end
elseif row>=4 then
-- highlight each row
if song.chord_progression.ix==row-3 then
for col=1,8 do
self.visual[row][col]=7
end
end
local col=params:get(name)
self.visual[row][col]=15
end
end
elseif self.page<=3 then
for row,name in ipairs(ACID_ATTR) do
name="acid_"..ins.."_"..name
if row<=4 then
local b=param_to_binary(name,8)
for col,v in ipairs(b) do
self.visual[row][col]=v*15
end
else
for col=1,8 do
self.visual[row][col]=params:get(name.."_"..col)
end
end
end
elseif self.page>=4 then
for row,name in ipairs(DRUMS_ATTR) do
name="acid_"..ins.."_"..name
if row<=4 then
local b=param_to_binary(name,8)
for col,v in ipairs(b) do
self.visual[row][col]=v*15
end
else
for col=1,8 do
self.visual[row][col]=params:get(name.."_"..col)
end
end
end
end
if self.page>0 then
self.visual[8][self.page]=15
end
-- illuminate currently pressed button
for i,v in ipairs(self.pressed_buttons) do
if not v.filled and v.row<8 then
-- illuminate the halo
local dt=v.time-ct
local spread=2*dt
local row_min=util.clamp(util.round(v.row-spread),1,8)
local row_max=util.clamp(util.round(v.row+spread),1,8)
local col_min=util.clamp(util.round(v.col-spread),1,8)
local col_max=util.clamp(util.round(v.col+spread),1,8)
for row=row_min,row_max do
for col=col_min,col_max do
local dist=math.sqrt((row-v.row)^2+(col-v.col)^2)
self.visual[row][col]=math.floor(15-dist)
end
end
self.pressed_buttons[i].filled=(row_min==1 and col_min==1 and row_max==8 and col_max==8)
if self.pressed_buttons[i].filled then
-- TODO: run function to clear current button
print("DO SOMETHING")
end
end
self.visual[v.row][v.col]=15
end
return self.visual
end
function Grid_:grid_redraw()
self.g:all(0)
local gd=self:get_visual()
local s=1
local e=self.grid_width
local adj=0
for row=1,8 do
for col=s,e do
if gd[row][col]~=0 then
self.g:led(col+adj,row,gd[row][col])
end
end
end
self.g:refresh()
end
return Grid_
|
Citizen.CreateThread(function()
local configLoaded = false
while not configLoaded do
Citizen.Wait(100)
TAC.TriggerServerCallback('tigoanticheat:getServerConfig', function(config)
TAC.Config = config
configLoaded = true
end)
end
return
end)
|
--------------------------------
-- @module Texture2D
-- @extend Ref
-- @parent_module cc
--------------------------------
-- @function [parent=#Texture2D] getMaxT
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Texture2D] getStringForFormat
-- @param self
-- @return char#char ret (return value: char)
--------------------------------
-- @overload self, cc.Image, int
-- @overload self, cc.Image
-- @function [parent=#Texture2D] initWithImage
-- @param self
-- @param #cc.Image image
-- @param #int pixelformat
-- @return bool#bool ret (retunr value: bool)
--------------------------------
-- @function [parent=#Texture2D] getMaxS
-- @param self
-- @return float#float ret (return value: float)
--------------------------------
-- @function [parent=#Texture2D] releaseGLTexture
-- @param self
--------------------------------
-- @function [parent=#Texture2D] hasPremultipliedAlpha
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#Texture2D] getPixelsHigh
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- @overload self, int
-- @overload self
-- @function [parent=#Texture2D] getBitsPerPixelForFormat
-- @param self
-- @param #int pixelformat
-- @return unsigned int#unsigned int ret (retunr value: unsigned int)
--------------------------------
-- @function [parent=#Texture2D] getName
-- @param self
-- @return unsigned int#unsigned int ret (return value: unsigned int)
--------------------------------
-- @overload self, char, cc.FontDefinition
-- @overload self, char, string, float, size_table, int, int
-- @function [parent=#Texture2D] initWithString
-- @param self
-- @param #char char
-- @param #string str
-- @param #float float
-- @param #size_table size
-- @param #int texthalignment
-- @param #int textvalignment
-- @return bool#bool ret (retunr value: bool)
--------------------------------
-- @function [parent=#Texture2D] setMaxT
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Texture2D] drawInRect
-- @param self
-- @param #rect_table rect
--------------------------------
-- @function [parent=#Texture2D] getContentSize
-- @param self
-- @return size_table#size_table ret (return value: size_table)
--------------------------------
-- @function [parent=#Texture2D] setAliasTexParameters
-- @param self
--------------------------------
-- @function [parent=#Texture2D] setAntiAliasTexParameters
-- @param self
--------------------------------
-- @function [parent=#Texture2D] generateMipmap
-- @param self
--------------------------------
-- @function [parent=#Texture2D] getDescription
-- @param self
-- @return string#string ret (return value: string)
--------------------------------
-- @function [parent=#Texture2D] getPixelFormat
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- @function [parent=#Texture2D] setGLProgram
-- @param self
-- @param #cc.GLProgram glprogram
--------------------------------
-- @function [parent=#Texture2D] getContentSizeInPixels
-- @param self
-- @return size_table#size_table ret (return value: size_table)
--------------------------------
-- @function [parent=#Texture2D] getPixelsWide
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- @function [parent=#Texture2D] drawAtPoint
-- @param self
-- @param #vec2_table vec2
--------------------------------
-- @function [parent=#Texture2D] getGLProgram
-- @param self
-- @return GLProgram#GLProgram ret (return value: cc.GLProgram)
--------------------------------
-- @function [parent=#Texture2D] hasMipmaps
-- @param self
-- @return bool#bool ret (return value: bool)
--------------------------------
-- @function [parent=#Texture2D] setMaxS
-- @param self
-- @param #float float
--------------------------------
-- @function [parent=#Texture2D] setDefaultAlphaPixelFormat
-- @param self
-- @param #int pixelformat
--------------------------------
-- @function [parent=#Texture2D] getDefaultAlphaPixelFormat
-- @param self
-- @return int#int ret (return value: int)
--------------------------------
-- @function [parent=#Texture2D] PVRImagesHavePremultipliedAlpha
-- @param self
-- @param #bool bool
--------------------------------
-- @function [parent=#Texture2D] Texture2D
-- @param self
return nil
|
-- Copyright (C) 2018-2021 by KittenOS NEO contributors
--
-- Permission to use, copy, modify, and/or distribute this software for any purpose with or without fee is hereby granted.
--
-- THE SOFTWARE IS PROVIDED "AS IS" AND THE AUTHOR DISCLAIMS ALL WARRANTIES WITH REGARD TO THIS SOFTWARE INCLUDING ALL IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS. IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY SPECIAL, DIRECT, INDIRECT, OR CONSEQUENTIAL DAMAGES OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR PERFORMANCE OF
-- THIS SOFTWARE.
local function ensureMode(mode)
local n = "rb"
if type(mode) == "boolean" then
if mode then
n = "wb"
end
elseif type(mode) == "string" then
if mode == "append" then
n = "ab"
else
error("Invalid fmode " .. mode)
end
else
error("Invalid fmode")
end
return n
end
local function create(dev, file, mode)
local n = ensureMode(mode)
local handle, r = dev.open(file, n)
if not handle then return nil, r end
local open = true
local function closer()
if not open then return end
open = false
pcall(function()
dev.close(handle)
end)
end
local function reader(len)
if not open then return end
if len == "*a" then
local ch = ""
local c = dev.read(handle, neo.readBufSize)
while c do
ch = ch .. c
c = dev.read(handle, neo.readBufSize)
end
return ch
end
if type(len) ~= "number" then error("Length of read must be number or '*a'") end
return dev.read(handle, len)
end
local function writer(txt)
if not open then return end
neo.ensureType(txt, "string")
return dev.write(handle, txt)
end
local function seeker(whence, point)
if not open then return end
return dev.seek(handle, whence, point)
end
if mode == "rb" then
return {
close = closer,
seek = seeker,
read = reader
}, closer
else
return {
close = closer,
seek = seeker,
read = reader,
write = writer
}, closer
end
end
return {
ensureMode = ensureMode,
create = create
}
|
local total = 0;
local forecast = 0;
local period = 6;
local initialized = 0;
local repeatcode = 0;
local numrepeats = 0;
function is_leap_year(year)
local ly = 0;
if year % 4 == 0 then
if year % 100 == 0 then
if year % 400 == 0 then
ly = 1;
end
else
ly = 1;
end
end
return ly;
end
function get_days(month, year)
local days = { 31, 28, 31, 30, 31, 30, 31, 31, 30, 31, 30, 31 }
local d = days[tonumber(month)];
if tonumber(month) == 2 and is_leap_year(year) ~= 0 then
d = 29;
end
return d;
end
function get_time_difference(year, month, day)
local curYear = os.date('%Y');
local curMonth = os.date('%m');
local curDay = os.date('%d');
local d = day - curDay;
local m = 0;
if d < 0 then
d = d + get_days(curMonth, curYear);
m = -1;
end
m = m + month - curMonth;
local y = 0;
if m < 0 then
m = m + 12;
y = -1;
end
y = y + year - curYear;
return {y, m, d}
end
function get_next_date(record, previousYear, previousMonth, previousDay)
local originalnumber = tonumber(record:get("NUMOCCURRENCES"));
-- Auto Execute User Acknowlegement required
if repeatcode >= 100 then
repeatcode = repeatcode - 100;
end
-- Auto Execute Silent mode
if repeatcode >= 100 then
repeatcode = repeatcode - 100;
end
if repeatcode ~= -1 then
if repeatcode < 11 or repeatcode > 14 then
numrepeats = numrepeats - 1;
end
end
local nextDate= os.time{year=previousYear,month=previousMonth,day=previousDay}
local updatedate = 0;
if originalnumber == -1 then
updatedate = 1;
elseif numrepeats > 0 then
updatedate = 1;
end
if updatedate ~= 0 then
-- weekly
if repeatcode == 1 then
nextDate = os.time{year=previousYear,month=previousMonth,day=previousDay + 7}
-- biweekly
elseif repeatcode == 2 then
nextDate = os.time{year=previousYear,month=previousMonth,day=previousDay + 14}
-- month
elseif repeatcode == 3 then
nextDate = os.time{year=previousYear,month=previousMonth + 1,day=previousDay}
-- bimonth
elseif repeatcode == 4 then
nextDate = os.time{year=previousYear,month=previousMonth + 2,day=previousDay}
-- quarterly
elseif repeatcode == 5 then
nextDate = os.time{year=previousYear,month=previousMonth + 3,day=previousDay}
-- half yearly
elseif repeatcode == 6 then
nextDate = os.time{year=previousYear,month=previousMonth + 6,day=previousDay}
-- yearly
elseif repeatcode == 7 then
nextDate = os.time{year=previousYear + 1,month=previousMonth,day=previousDay}
-- quad monthly
elseif repeatcode == 8 then
nextDate = os.time{year=previousYear,month=previousMonth + 4,day=previousDay}
-- quad weekly
elseif repeatcode == 9 then
nextDate = os.time{year=previousYear,month=previousMonth,day=previousDay + 28}
-- daily
elseif repeatcode == 10 then
nextDate = os.time{year=previousYear,month=previousMonth,day=previousDay + 1}
-- repeat in X days or repeat in X months
elseif repeatcode == 11 or repeatcode == 12 then
if numrepeats ~= -1 then
numrepeats = -1;
end
-- every X days
elseif repeatcode == 13 then
nextDate = os.time{year=previousYear,month=previousMonth,day=previousDay + numrepeats}
-- every X months
elseif repeatcode == 14 then
nextDate = os.time{year=previousYear,month=previousMonth + numrepeats,day=previousDay}
-- month last day or monthly last business day
elseif repeatcode == 15 or repeatcode == 16 then
local m = previousMonth + 1;
local y = previousYear;
if m > 12 then
m = 1;
y = y + 1;
end
nextDate = os.time{year=y,month=m,day=get_days(m, y)}
-- monthly last business day
if repeatcode == 16 then
local n = os.date("*t", nextDate);
-- Sunday
if n.wday == 0 then
nextDate = os.time{year=n.year,month=n.month,day=n.day - 2}
-- Saturday
elseif n.wday == 7 then
nextDate = os.time{year=n.year,month=n.month,day=n.day - 1}
end
end
end
end
local next = os.date("*t", nextDate);
return {next.year, next.month, next.day}
end
function handle_record(record)
if initialized == 0 then
total = record:get("BALANCE");
forecast= total;
initialized = 1;
end
repeatcode = tonumber(record:get("REPEATS"));
numrepeats = record:get("NUMOCCURRENCES");
local amount = record:get("TRANSAMOUNT");
local nextDate = record:get("NEXTOCCURRENCEDATE");
local nextYear = tonumber(string.sub(nextDate,1,4));
local nextMonth = tonumber(string.sub(nextDate,6, 7));
local nextDay = tonumber(string.sub(nextDate,9));
local timediff = get_time_difference(nextYear, nextMonth, nextDay);
while (nextYear == tonumber(os.date('%Y'))) do
forecast = forecast + amount;
local next = get_next_date(record, nextYear, nextMonth, nextDay);
if next[1] == nextYear and next[2] == nextMonth and next[3] == nextDay then
break;
end
nextYear = next[1];
nextMonth = next[2];
nextDay = next[3];
end
end
function complete(result)
local curYear = os.date('%Y');
local curMonth = os.date('%m');
local curDay = os.date('%d');
result:set("Current_Total", total);
result:set("Projected", forecast);
end
|
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