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toolchain("arm-himix100-linux") set_kind("standalone") set_sdkdir("/opt/hisi-linux/x86-arm/arm-himix100-linux") set_bindir("/opt/hisi-linux/x86-arm/arm-himix100-linux/bin") toolchain_end()
local telescope = require('telescope') telescope.setup { defaults = { vimgrep_arguments = { "rg", "--ignore" "--color=never", "--no-heading", "--with-filename", "--line-number", "--column", "--smart-case" }, prompt_position = "bottom", prompt_prefix = "> ", selection_caret = "> ", entry_prefix = " ", initial_mode = "insert", selection_strategy = "reset", sorting_strategy = "descending", layout_strategy = "horizontal", layout_defaults = { horizontal = { mirror = false, preview_width = 0.5 }, vertical = { mirror = false } }, file_sorter = require "telescope.sorters".get_fuzzy_file, file_ignore_patterns = { "node_modules" }, generic_sorter = require "telescope.sorters".get_generic_fuzzy_sorter, shorten_path = true, winblend = 0, width = 0.75, preview_cutoff = 120, results_height = 1, results_width = 0.8, border = {}, borderchars = {"─", "│", "─", "│", "╭", "╮", "╯", "╰"}, color_devicons = true, use_less = true, set_env = {["COLORTERM"] = "truecolor"}, file_previewer = require "telescope.previewers".vim_buffer_cat.new, grep_previewer = require "telescope.previewers".vim_buffer_vimgrep.new, qflist_previewer = require "telescope.previewers".vim_buffer_qflist.new, buffer_previewer_maker = require "telescope.previewers".buffer_previewer_maker } }
vim.opt.termguicolors = true vim.g.encoding = "UTF-8" vim.o.fileencoding = 'utf-8' vim.o.encoding = "utf-8" vim.wo.number = true vim.wo.relativenumber = true vim.wo.cursorline = true vim.wo.signcolumn = "yes" -- 缩进2个空格等于一个Tab vim.o.tabstop = 4 vim.bo.tabstop = 4 vim.o.softtabstop = 4 vim.o.shiftround = true -- >> << 时移动长度 vim.o.shiftwidth = 4 vim.bo.shiftwidth = 4 -- 新行对齐当前行,空格替代tab vim.o.expandtab = true vim.bo.expandtab = true vim.o.autoindent = true vim.bo.autoindent = true vim.o.smartindent = true -- 搜索大小写不敏感,除非包含大写 vim.o.ignorecase = true vim.o.smartcase = true -- 搜索高亮 vim.o.hlsearch = true -- 边输入边搜索 vim.o.incsearch = true -- 使用增强状态栏后不再需要 vim 的模式提示 vim.o.showmode = false vim.o.showcmd = true -- 是否开启代码折叠 vim.o.foldenable = true -- 指定代码折叠的策略是按照缩进进行的 vim.o.foldmethod = "indent" -- 指定代码折叠的最高层级为 100 vim.o.foldlevel = 100 -- 命令行高为2,提供足够的显示空间 vim.o.cmdheight = 1 -- 当文件被外部程序修改时,自动加载 vim.o.autoread = true vim.bo.autoread = true -- 禁止折行 vim.o.wrap = false vim.wo.wrap = false -- 行结尾可以跳到下一行 vim.o.whichwrap = 'b,s,<,>,[,],h,l' -- 允许隐藏被修改过的buffer vim.o.hidden = true -- 鼠标支持 vim.o.mouse = "a" -- 禁止创建备份文件 vim.o.backup = false vim.o.writebackup = false vim.o.swapfile = false -- smaller updatetime vim.o.updatetime = 300 -- 等待mappings vim.o.timeoutlen = 500 -- split window 从下边和右边出现 vim.o.splitbelow = true vim.o.splitright = true -- 自动补全不自动选中 vim.g.completeopt = "menu,menuone,noselect,noinsert" -- 不可见字符的显示,这里只把空格显示为一个点 -- vim.o.list = true vim.o.listchars = "space:·" -- 补全增强 vim.o.wildmenu = true -- Dont' pass messages to |ins-completin menu| vim.o.shortmess = vim.o.shortmess .. 'Sc' vim.o.pumheight = 10 -- always show tabline vim.o.showtabline = 2 vim.g.asyncrun_open = 10 vim.g.asynctasks_term_pos = "tab" vim.g.asynctasks_extra_config = {"~/.config/nvim/AsyncTasks.ini"}
for i, v in string.gmatch('odoasndoqew', 'o') do print(i, v) end print('----') for each in string.gmatch('odoasndoqew', '[oa]') do print(each) end print('----') for each in string.gmatch('odoasndoqew', '[oa]?') do print(each) end print('----') for each in string.gmatch('(abc),(def),ghui,()', ',?%(([^()]*)%)') do print(each) end print('----') for each in string.gmatch('(abc),(d(wqc)ef),ghui,()', ',?%(([^()]*)%)') do print(each) end print('----') for each in string.gmatch('%%(abc)%%,%%(d(wqc)ef)%%,%%ghui%%,%%()%%', '%%%((.*)%)%%') do print(each) end print('----') for each in string.gmatch('%%(abc)%%,%%(d(wqc)ef)%%,%%ghui%%,%%()%%,%%%%', '%%%((.-)%)%%') do print(each) end print('----') -- https://www.cnblogs.com/xdao/p/lua_pattern.html for each in string.gmatch('(abc),(d(wqc)ef),ghui,()', ',?(%b())') do print(each) end print('----') --for each in string.gmatch('((abc)),((d(wqc)ef)),ghui,(())', ',?(%b(()))') do -- print(each) --end --print('----')
require "gui/flag_editor" local toggles = require "gui/toggles" local list = iup.list{visiblecolumns = 8, visiblelines = 15, expand = "VERTICAL"} local vertices, triangles, materials, ClearFields, active_pos local v = {} for i = 1, 3 do v[i] = { x = iup.text{visiblecolumns = 6, readonly = "YES"}, y = iup.text{visiblecolumns = 6, readonly = "YES"}, z = iup.text{visiblecolumns = 6, readonly = "YES"}, } end local function l(text) return iup.label{title = text} end local grid = iup.gridbox{ l"Vertex A ", l"X", v[1].x, l"Y", v[1].y, l"Z", v[1].z, l"Vertex B ", l"X", v[2].x, l"Y", v[2].y, l"Z", v[2].z, l"Vertex C ", l"X", v[3].x, l"Y", v[3].y, l"Z", v[3].z, numdiv = 7, orientation = "HORIZONTAL", homogeneouslin = "YES", gapcol = 10, gaplin = 8, alignmentlin = "ACENTER", sizelin = 0 } local mat_field = iup.text{visiblecolumns = 16, readonly = "YES"} local flag_field = iup.text{visiblecolumns = 16, mask = iup.MASK_UINT} local grid2 = iup.gridbox{ l"Material", mat_field, l"Flag", flag_field, numdiv = 2, orientation = "HORIZONTAL", homogeneouslin = "YES", gapcol = 10, gaplin = 8, alignmentlin = "ACENTER", sizelin = 0 } local tog local function SaveFlag() local n = tonumber(flag_field.value) or 0 if triangles and active_pos then if triangles.binary then util.SetTriangleFlag(triangles, active_pos - 1, n) else triangles[active_pos].flag = n end end end local function SetFlag() flag_field.value = tog:GetBinaryValue() SaveFlag() end tog = toggles.new(SetFlag) function flag_field:valuechanged_cb() local n = tonumber(self.value) or 0 tog:SetBinaryValue(n) SaveFlag() end l = nil local function ReadBinaryVertex(pos, i) local x, y, z = util.GetVertex(vertices, pos) v[i].x.value = string.format("%.3f", x) v[i].y.value = string.format("%.3f", y) v[i].z.value = string.format("%.3f", z) end local function ReadVertex(vert, i) v[i].x.value = string.format("%.3f", vert.x) v[i].y.value = string.format("%.3f", vert.y) v[i].z.value = string.format("%.3f", vert.z) end function list:action(str, pos, state) if state == 1 and triangles and vertices and materials then active_pos = pos local v1, v2, v3, mat, flag if triangles.binary then v1, v2, v3, mat, flag = util.GetTriangle(triangles, pos - 1) else local tri = triangles[pos] v1 = tri[1] v2 = tri[2] v3 = tri[3] mat = tri.material flag = tri.flag end if mat >= 0 then mat = materials[mat + 1] mat_field.value = mat.name else mat_field.value = "<none>" end flag_field.value = flag tog:SetBinaryValue(flag) if vertices.binary then ReadBinaryVertex(v1, 1) ReadBinaryVertex(v2, 2) ReadBinaryVertex(v3, 3) else ReadVertex(vertices[v1 + 1], 1) ReadVertex(vertices[v2 + 1], 2) ReadVertex(vertices[v3 + 1], 3) end end end local loaded local function read(ter_data) loaded = false active_pos = nil ClearFields() triangles = ter_data.triangles vertices = ter_data.vertices materials = ter_data.materials end local function load() if not loaded and triangles then ft = io.open(zone_name .. "_triangles.txt", 'w') loaded = true local count = triangles.binary and triangles.count or #triangles local progress = iup.progressdlg{count = 0, totalcount = count, description = "Loading Triangle data..."} progress:show() list.autoredraw = "NO" list[1] = nil for i = 1, count do list[i] = i progress.inc = 1 local v1, v2, v3, mat, flag if triangles.binary then v1, v2, v3, mat, flag = util.GetTriangle(triangles, i - 1) else local tri = triangles[i] v1 = tri[1] v2 = tri[2] v3 = tri[3] mat = tri.material flag = tri.flag end mat = materials[mat + 1] matName = "NONE" if mat then matName = mat.name end local x,y,z = 0 if vertices.binary then x,y,z = util.GetVertex(vertices, v1) else x = string.format("%.3f", vertices[v1 + 1].x) y = string.format("%.3f", vertices[v1 + 1].y) z = string.format("%.3f", vertices[v1 + 1].z) end ft:write(i .. " " .. matName .. " " .. flag .. " " .. string.format("%.3f", x) .. " " .. string.format("%.3f", y) .. " " .. string.format("%.3f", z) .. "\n") ft:flush() end list.autoredraw = "YES" progress:hide() ft:close() iup.Destroy(progress) end end function ClearFields() for i, f in ipairs(v) do f.x.value = "" f.y.value = "" f.z.value = "" end mat_field.value = "" flag_field.value = "" tog:Clear() end local flag_editor_button = iup.button{title = "Flag Editor", padding = "10x0", action = function() if triangles and materials then StartFlagEditor(triangles, materials) end end, } return { name = "Triangles", display = iup.hbox{list, iup.vbox{ grid, grid2, iup.hbox{ tog.grid, flag_editor_button; gap = 30, alignment = "ACENTER", }; gap = 20}; nmargin = "10x10", gap = 10}, read = read, load = load, }
-- Kong runloop -- -- This consists of local_events that need to -- be ran at the very beginning and very end of the lua-nginx-module contexts. -- It mainly carries information related to a request from one context to the next one, -- through the `ngx.ctx` table. -- -- In the `access_by_lua` phase, it is responsible for retrieving the route being proxied by -- a consumer. Then it is responsible for loading the plugins to execute on this request. local ck = require "resty.cookie" local meta = require "kong.meta" local utils = require "kong.tools.utils" local Router = require "kong.router" local reports = require "kong.reports" local balancer = require "kong.runloop.balancer" local mesh = require "kong.runloop.mesh" local constants = require "kong.constants" local semaphore = require "ngx.semaphore" local singletons = require "kong.singletons" local certificate = require "kong.runloop.certificate" local kong = kong local tostring = tostring local tonumber = tonumber local sub = string.sub local lower = string.lower local fmt = string.format local sort = table.sort local ngx = ngx local log = ngx.log local ngx_now = ngx.now local update_time = ngx.update_time local subsystem = ngx.config.subsystem local unpack = unpack local ERR = ngx.ERR local WARN = ngx.WARN local DEBUG = ngx.DEBUG local CACHE_ROUTER_OPTS = { ttl = 0 } local EMPTY_T = {} local get_router, build_router local server_header = meta._SERVER_TOKENS local _set_check_router_rebuild local build_router_semaphore local function get_now() update_time() return ngx_now() * 1000 -- time is kept in seconds with millisecond resolution. end do -- Given a protocol, return the subsystem that handles it local protocol_subsystem = { http = "http", https = "http", tcp = "stream", tls = "stream", } local router local router_version build_router = function(db, version) local routes, i = {}, 0 for route, err in db.routes:each(1000) do if err then return nil, "could not load routes: " .. err end local service_pk = route.service if not service_pk then return nil, "route (" .. route.id .. ") is not associated with service" end local service, err = db.services:select(service_pk) if not service then return nil, "could not find service for route (" .. route.id .. "): " .. err end local stype = protocol_subsystem[service.protocol] if subsystem == stype then local r = { route = route, service = service, } if stype == "http" and route.hosts then -- TODO: headers should probably be moved to route r.headers = { host = route.hosts, } end i = i + 1 routes[i] = r end end sort(routes, function(r1, r2) r1, r2 = r1.route, r2.route if r1.regex_priority == r2.regex_priority then return r1.created_at < r2.created_at end return r1.regex_priority > r2.regex_priority end) local err router, err = Router.new(routes) if not router then return nil, "could not create router: " .. err end if version then router_version = version end singletons.router = router return true end local function check_router_rebuild() -- we might not need to rebuild the router (if we were not -- the first request in this process to enter this code path) -- check again and rebuild only if necessary local version, err = singletons.cache:get("router:version", CACHE_ROUTER_OPTS, utils.uuid) if err then log(ngx.CRIT, "could not ensure router is up to date: ", err) return nil, err end if version == router_version then return true end -- router needs to be rebuilt in this worker log(DEBUG, "rebuilding router") local ok, err = build_router(singletons.db, version) if not ok then log(ngx.CRIT, "could not rebuild router: ", err) return nil, err end return true end -- for unit-testing purposes only _set_check_router_rebuild = function(f) check_router_rebuild = f end get_router = function() local version, err = singletons.cache:get("router:version", CACHE_ROUTER_OPTS, utils.uuid) if err then log(ngx.CRIT, "could not ensure router is up to date: ", err) return nil, err end if version == router_version then return router end -- wrap router rebuilds in a per-worker mutex (via ngx.semaphore) -- this prevents dogpiling the database during rebuilds in -- high-concurrency traffic patterns -- requests that arrive on this process during a router rebuild will be -- queued. once the semaphore resource is acquired we re-check the -- router version again to prevent unnecessary subsequent rebuilds local timeout = 60 if singletons.configuration.database == "cassandra" then -- cassandra_timeout is defined in ms timeout = singletons.configuration.cassandra_timeout / 1000 elseif singletons.configuration.database == "postgres" then -- pg_timeout is defined in ms timeout = singletons.configuration.pg_timeout / 1000 end -- acquire lock local lok, err = build_router_semaphore:wait(timeout) if not lok then if err ~= "timeout" then return nil, "error attempting to acquire build_router lock: " .. err end log(WARN, "bypassing build_router lock: timeout") end local pok, ok, err = pcall(check_router_rebuild) if lok then -- release lock build_router_semaphore:post(1) end if not pok then return nil, ok end if not ok then return nil, err end return router end end local function balancer_setup_stage1(ctx, scheme, host_type, host, port, service, route) local balancer_data = { scheme = scheme, -- scheme for balancer: http, https type = host_type, -- type of 'host': ipv4, ipv6, name host = host, -- target host per `upstream_url` port = port, -- final target port try_count = 0, -- retry counter tries = {}, -- stores info per try ssl_ctx = kong.default_client_ssl_ctx, -- SSL_CTX* to use -- ip = nil, -- final target IP address -- balancer = nil, -- the balancer object, if any -- hostname = nil, -- hostname of the final target IP -- hash_cookie = nil, -- if Upstream sets hash_on_cookie } -- TODO: this is probably not optimal do local retries = service.retries if retries then balancer_data.retries = retries else balancer_data.retries = 5 end local connect_timeout = service.connect_timeout if connect_timeout then balancer_data.connect_timeout = connect_timeout else balancer_data.connect_timeout = 60000 end local send_timeout = service.write_timeout if send_timeout then balancer_data.send_timeout = send_timeout else balancer_data.send_timeout = 60000 end local read_timeout = service.read_timeout if read_timeout then balancer_data.read_timeout = read_timeout else balancer_data.read_timeout = 60000 end end ctx.service = service ctx.route = route ctx.balancer_data = balancer_data ctx.balancer_address = balancer_data -- for plugin backward compatibility end local function balancer_setup_stage2(ctx) local balancer_data = ctx.balancer_data do -- Check for KONG_ORIGINS override local origin_key = balancer_data.scheme .. "://" .. utils.format_host(balancer_data) local origin = singletons.origins[origin_key] if origin then balancer_data.scheme = origin.scheme balancer_data.type = origin.type balancer_data.host = origin.host balancer_data.port = origin.port end end local ok, err, errcode = balancer.execute(balancer_data, ctx) if not ok and errcode == 500 then err = "failed the initial dns/balancer resolve for '" .. balancer_data.host .. "' with: " .. tostring(err) end return ok, err, errcode end -- in the table below the `before` and `after` is to indicate when they run: -- before or after the plugins return { build_router = build_router, -- exported for unit-testing purposes only _set_check_router_rebuild = _set_check_router_rebuild, init_worker = { before = function() reports.init_worker() -- initialize local local_events hooks local db = singletons.db local cache = singletons.cache local worker_events = singletons.worker_events local cluster_events = singletons.cluster_events -- events dispatcher worker_events.register(function(data) if not data.schema then log(ngx.ERR, "[events] missing schema in crud subscriber") return end if not data.entity then log(ngx.ERR, "[events] missing entity in crud subscriber") return end -- invalidate this entity anywhere it is cached if it has a -- caching key local cache_key = db[data.schema.name]:cache_key(data.entity) if cache_key then cache:invalidate(cache_key) end -- if we had an update, but the cache key was part of what was updated, -- we need to invalidate the previous entity as well if data.old_entity then cache_key = db[data.schema.name]:cache_key(data.old_entity) if cache_key then cache:invalidate(cache_key) end end if not data.operation then log(ngx.ERR, "[events] missing operation in crud subscriber") return end -- public worker events propagation local entity_channel = data.schema.table or data.schema.name local entity_operation_channel = fmt("%s:%s", entity_channel, data.operation) -- crud:routes local _, err = worker_events.post_local("crud", entity_channel, data) if err then log(ngx.ERR, "[events] could not broadcast crud event: ", err) return end -- crud:routes:create _, err = worker_events.post_local("crud", entity_operation_channel, data) if err then log(ngx.ERR, "[events] could not broadcast crud event: ", err) return end end, "dao:crud") -- local events (same worker) worker_events.register(function() log(DEBUG, "[events] Route updated, invalidating router") cache:invalidate("router:version") end, "crud", "routes") worker_events.register(function(data) if data.operation ~= "create" and data.operation ~= "delete" then -- no need to rebuild the router if we just added a Service -- since no Route is pointing to that Service yet. -- ditto for deletion: if a Service if being deleted, it is -- only allowed because no Route is pointing to it anymore. log(DEBUG, "[events] Service updated, invalidating router") cache:invalidate("router:version") end end, "crud", "services") worker_events.register(function(data) log(DEBUG, "[events] Plugin updated, invalidating plugins map") cache:invalidate("plugins_map:version") end, "crud", "plugins") -- SSL certs / SNIs invalidations worker_events.register(function(data) log(DEBUG, "[events] SNI updated, invalidating cached certificates") local sn = data.entity cache:invalidate("certificates:" .. sn.name) end, "crud", "snis") worker_events.register(function(data) log(DEBUG, "[events] SSL cert updated, invalidating cached certificates") local certificate = data.entity for sn, err in db.snis:each_for_certificate({ id = certificate.id }, 1000) do if err then log(ERR, "[events] could not find associated snis for certificate: ", err) break end cache:invalidate("certificates:" .. sn.name) end end, "crud", "certificates") -- target updates -- worker_events local handler: event received from DAO worker_events.register(function(data) local operation = data.operation local target = data.entity -- => to worker_events node handler local ok, err = worker_events.post("balancer", "targets", { operation = data.operation, entity = data.entity, }) if not ok then log(ERR, "failed broadcasting target ", operation, " to workers: ", err) end -- => to cluster_events handler local key = fmt("%s:%s", operation, target.upstream.id) ok, err = cluster_events:broadcast("balancer:targets", key) if not ok then log(ERR, "failed broadcasting target ", operation, " to cluster: ", err) end end, "crud", "targets") -- worker_events node handler worker_events.register(function(data) local operation = data.operation local target = data.entity -- => to balancer update balancer.on_target_event(operation, target) end, "balancer", "targets") -- cluster_events handler cluster_events:subscribe("balancer:targets", function(data) local operation, key = unpack(utils.split(data, ":")) -- => to worker_events node handler local ok, err = worker_events.post("balancer", "targets", { operation = operation, entity = { upstream = { id = key }, } }) if not ok then log(ERR, "failed broadcasting target ", operation, " to workers: ", err) end end) -- manual health updates cluster_events:subscribe("balancer:post_health", function(data) local pattern = "([^|]+)|([^|]+)|([^|]+)|([^|]+)|(.*)" local ip, port, health, id, name = data:match(pattern) port = tonumber(port) local upstream = { id = id, name = name } local ok, err = balancer.post_health(upstream, ip, port, health == "1") if not ok then log(ERR, "failed posting health of ", name, " to workers: ", err) end end) -- upstream updates -- worker_events local handler: event received from DAO worker_events.register(function(data) local operation = data.operation local upstream = data.entity -- => to worker_events node handler local ok, err = worker_events.post("balancer", "upstreams", { operation = data.operation, entity = data.entity, }) if not ok then log(ERR, "failed broadcasting upstream ", operation, " to workers: ", err) end -- => to cluster_events handler local key = fmt("%s:%s:%s", operation, upstream.id, upstream.name) ok, err = cluster_events:broadcast("balancer:upstreams", key) if not ok then log(ERR, "failed broadcasting upstream ", operation, " to cluster: ", err) end end, "crud", "upstreams") -- worker_events node handler worker_events.register(function(data) local operation = data.operation local upstream = data.entity -- => to balancer update balancer.on_upstream_event(operation, upstream) end, "balancer", "upstreams") cluster_events:subscribe("balancer:upstreams", function(data) local operation, id, name = unpack(utils.split(data, ":")) -- => to worker_events node handler local ok, err = worker_events.post("balancer", "upstreams", { operation = operation, entity = { id = id, name = name, } }) if not ok then log(ERR, "failed broadcasting upstream ", operation, " to workers: ", err) end end) -- initialize balancers for active healthchecks ngx.timer.at(0, function() balancer.init() end) do local err build_router_semaphore, err = semaphore.new() if err then log(ngx.CRIT, "failed to create build_router_semaphore: ", err) end build_router_semaphore:post(1) end end }, certificate = { before = function(_) certificate.execute() end }, rewrite = { before = function(ctx) ctx.KONG_REWRITE_START = get_now() mesh.rewrite(ctx) end, after = function(ctx) ctx.KONG_REWRITE_TIME = get_now() - ctx.KONG_REWRITE_START -- time spent in Kong's rewrite_by_lua end }, preread = { before = function(ctx) local router, err = get_router() if not router then log(ERR, "no router to route connection (reason: " .. err .. ")") return ngx.exit(500) end local match_t = router.exec(ngx) if not match_t then log(ERR, "no Route found with those values") return ngx.exit(500) end local var = ngx.var local ssl_termination_ctx -- OpenSSL SSL_CTX to use for termination local ssl_preread_alpn_protocols = var.ssl_preread_alpn_protocols -- ssl_preread_alpn_protocols is a comma separated list -- see https://trac.nginx.org/nginx/ticket/1616 if ssl_preread_alpn_protocols and ssl_preread_alpn_protocols:find(mesh.get_mesh_alpn(), 1, true) then -- Is probably an incoming service mesh connection -- terminate service-mesh Mutual TLS ssl_termination_ctx = mesh.mesh_server_ssl_ctx ctx.is_service_mesh_request = true else -- TODO: stream router should decide if TLS is terminated or not -- XXX: for now, use presence of SNI to terminate. local sni = var.ssl_preread_server_name if sni then ngx.log(ngx.DEBUG, "SNI: ", sni) local err ssl_termination_ctx, err = certificate.find_certificate(sni) if not ssl_termination_ctx then ngx.log(ngx.ERR, err) return ngx.exit(ngx.ERROR) end -- TODO Fake certificate phase? ngx.log(ngx.INFO, "attempting to terminate TLS") end end -- Terminate TLS if ssl_termination_ctx and not ngx.req.starttls(ssl_termination_ctx) then -- luacheck: ignore -- errors are logged by nginx core return ngx.exit(ngx.ERROR) end ctx.KONG_PREREAD_START = get_now() local api = match_t.api or EMPTY_T local route = match_t.route or EMPTY_T local service = match_t.service or EMPTY_T local upstream_url_t = match_t.upstream_url_t balancer_setup_stage1(ctx, match_t.upstream_scheme, upstream_url_t.type, upstream_url_t.host, upstream_url_t.port, service, route, api) end, after = function(ctx) local ok, err, errcode = balancer_setup_stage2(ctx) if not ok then local body = utils.get_default_exit_body(errcode, err) return kong.response.exit(errcode, body) end local now = get_now() -- time spent in Kong's preread_by_lua ctx.KONG_PREREAD_TIME = now - ctx.KONG_PREREAD_START ctx.KONG_PREREAD_ENDED_AT = now -- time spent in Kong before sending the request to upstream -- ngx.req.start_time() is kept in seconds with millisecond resolution. ctx.KONG_PROXY_LATENCY = now - ngx.req.start_time() * 1000 ctx.KONG_PROXIED = true end }, access = { before = function(ctx) -- router for Routes/Services local router, err = get_router() if not router then kong.log.err("no router to route request (reason: " .. tostring(err) .. ")") return kong.response.exit(500, { message = "An unexpected error occurred" }) end -- routing request local var = ngx.var ctx.KONG_ACCESS_START = get_now() local match_t = router.exec(ngx) if not match_t then return kong.response.exit(404, { message = "no Route matched with those values" }) end local route = match_t.route or EMPTY_T local service = match_t.service or EMPTY_T local upstream_url_t = match_t.upstream_url_t local realip_remote_addr = var.realip_remote_addr local forwarded_proto local forwarded_host local forwarded_port -- X-Forwarded-* Headers Parsing -- -- We could use $proxy_add_x_forwarded_for, but it does not work properly -- with the realip module. The realip module overrides $remote_addr and it -- is okay for us to use it in case no X-Forwarded-For header was present. -- But in case it was given, we will append the $realip_remote_addr that -- contains the IP that was originally in $remote_addr before realip -- module overrode that (aka the client that connected us). local trusted_ip = kong.ip.is_trusted(realip_remote_addr) if trusted_ip then forwarded_proto = var.http_x_forwarded_proto or var.scheme forwarded_host = var.http_x_forwarded_host or var.host forwarded_port = var.http_x_forwarded_port or var.server_port else forwarded_proto = var.scheme forwarded_host = var.host forwarded_port = var.server_port end local protocols = route.protocols if (protocols and protocols.https and not protocols.http and forwarded_proto ~= "https") then ngx.header["connection"] = "Upgrade" ngx.header["upgrade"] = "TLS/1.2, HTTP/1.1" return kong.response.exit(426, { message = "Please use HTTPS protocol" }) end balancer_setup_stage1(ctx, match_t.upstream_scheme, upstream_url_t.type, upstream_url_t.host, upstream_url_t.port, service, route) ctx.router_matches = match_t.matches -- `uri` is the URI with which to call upstream, as returned by the -- router, which might have truncated it (`strip_uri`). -- `host` is the original header to be preserved if set. var.upstream_scheme = match_t.upstream_scheme -- COMPAT: pdk var.upstream_uri = match_t.upstream_uri var.upstream_host = match_t.upstream_host -- Keep-Alive and WebSocket Protocol Upgrade Headers if var.http_upgrade and lower(var.http_upgrade) == "websocket" then var.upstream_connection = "upgrade" var.upstream_upgrade = "websocket" else var.upstream_connection = "keep-alive" end -- X-Forwarded-* Headers local http_x_forwarded_for = var.http_x_forwarded_for if http_x_forwarded_for then var.upstream_x_forwarded_for = http_x_forwarded_for .. ", " .. realip_remote_addr else var.upstream_x_forwarded_for = var.remote_addr end var.upstream_x_forwarded_proto = forwarded_proto var.upstream_x_forwarded_host = forwarded_host var.upstream_x_forwarded_port = forwarded_port end, -- Only executed if the `router` module found a route and allows nginx to proxy it. after = function(ctx) local var = ngx.var do -- Nginx's behavior when proxying a request with an empty querystring -- `/foo?` is to keep `$is_args` an empty string, hence effectively -- stripping the empty querystring. -- We overcome this behavior with our own logic, to preserve user -- desired semantics. local upstream_uri = var.upstream_uri if var.is_args == "?" or sub(var.request_uri, -1) == "?" then var.upstream_uri = upstream_uri .. "?" .. (var.args or "") end end local balancer_data = ctx.balancer_data balancer_data.scheme = var.upstream_scheme -- COMPAT: pdk local ok, err, errcode = balancer_setup_stage2(ctx) if not ok then local body = utils.get_default_exit_body(errcode, err) return kong.response.exit(errcode, body) end var.upstream_scheme = balancer_data.scheme do -- set the upstream host header if not `preserve_host` local upstream_host = var.upstream_host if not upstream_host or upstream_host == "" then upstream_host = balancer_data.hostname local upstream_scheme = var.upstream_scheme if upstream_scheme == "http" and balancer_data.port ~= 80 or upstream_scheme == "https" and balancer_data.port ~= 443 then upstream_host = upstream_host .. ":" .. balancer_data.port end var.upstream_host = upstream_host end end local now = get_now() -- time spent in Kong's access_by_lua ctx.KONG_ACCESS_TIME = now - ctx.KONG_ACCESS_START ctx.KONG_ACCESS_ENDED_AT = now -- time spent in Kong before sending the request to upstream -- ngx.req.start_time() is kept in seconds with millisecond resolution. ctx.KONG_PROXY_LATENCY = now - ngx.req.start_time() * 1000 ctx.KONG_PROXIED = true end }, balancer = { before = function(ctx) local balancer_data = ctx.balancer_data local current_try = balancer_data.tries[balancer_data.try_count] current_try.balancer_start = get_now() end, after = function(ctx) local balancer_data = ctx.balancer_data local current_try = balancer_data.tries[balancer_data.try_count] -- record try-latency local try_latency = get_now() - current_try.balancer_start current_try.balancer_latency = try_latency -- record overall latency ctx.KONG_BALANCER_TIME = (ctx.KONG_BALANCER_TIME or 0) + try_latency end }, header_filter = { before = function(ctx) local header = ngx.header if not ctx.KONG_PROXIED then return end local now = get_now() -- time spent waiting for a response from upstream ctx.KONG_WAITING_TIME = now - ctx.KONG_ACCESS_ENDED_AT ctx.KONG_HEADER_FILTER_STARTED_AT = now local upstream_status_header = constants.HEADERS.UPSTREAM_STATUS if singletons.configuration.enabled_headers[upstream_status_header] then header[upstream_status_header] = tonumber(sub(ngx.var.upstream_status or "", -3)) if not header[upstream_status_header] then log(ERR, "failed to set ", upstream_status_header, " header") end end local hash_cookie = ctx.balancer_data.hash_cookie if not hash_cookie then return end local cookie = ck:new() local ok, err = cookie:set(hash_cookie) if not ok then log(ngx.WARN, "failed to set the cookie for hash-based load balancing: ", err, " (key=", hash_cookie.key, ", path=", hash_cookie.path, ")") end end, after = function(ctx) local header = ngx.header if ctx.KONG_PROXIED then if singletons.configuration.enabled_headers[constants.HEADERS.UPSTREAM_LATENCY] then header[constants.HEADERS.UPSTREAM_LATENCY] = ctx.KONG_WAITING_TIME end if singletons.configuration.enabled_headers[constants.HEADERS.PROXY_LATENCY] then header[constants.HEADERS.PROXY_LATENCY] = ctx.KONG_PROXY_LATENCY end if singletons.configuration.enabled_headers[constants.HEADERS.VIA] then header[constants.HEADERS.VIA] = server_header end else if singletons.configuration.enabled_headers[constants.HEADERS.SERVER] then header[constants.HEADERS.SERVER] = server_header else header[constants.HEADERS.SERVER] = nil end end end }, body_filter = { after = function(ctx) if not ngx.arg[2] then return end local now = get_now() ctx.KONG_BODY_FILTER_ENDED_AT = now if ctx.KONG_PROXIED then -- time spent receiving the response (header_filter + body_filter) -- we could use $upstream_response_time but we need to distinguish the waiting time -- from the receiving time in our logging plugins (especially ALF serializer). ctx.KONG_RECEIVE_TIME = now - ctx.KONG_HEADER_FILTER_STARTED_AT end end }, log = { after = function(ctx) reports.log() if not ctx.KONG_PROXIED then return end -- If response was produced by an upstream (ie, not by a Kong plugin) -- Report HTTP status for health checks local balancer_data = ctx.balancer_data if balancer_data and balancer_data.balancer and balancer_data.ip then local ip, port = balancer_data.ip, balancer_data.port local status = ngx.status if status == 504 then balancer_data.balancer.report_timeout(ip, port) else balancer_data.balancer.report_http_status(ip, port, status) end end end } }
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height = 8, rotation = 0, gid = 577, visible = true, properties = {} }, { id = 677, name = "", type = "", shape = "rectangle", x = -8, y = 112, width = 8, height = 8, rotation = 0, gid = 577, visible = true, properties = {} } } } } }
local module = {} --[[ When allocating push stack marker which is assigned to the variable If the variable is needed then just calculate the diff between the var marker and current stack marker which will be the offset for rsp !! THIS IS JUST AN EXPERIMENT IN HOW TO HANDLE OUTPUT !! ]] local instru = { ["alloc8"] = {asm="sub rsp, 8", type="alloc", size=8}, ["alloc16"] = {asm="sub rsp, 16", type="alloc", size=16}, ["alloc32"] = {asm="sub rsp, 32", type="alloc", size=32}, ["alloc64"] = {asm="sub rsp, 64", type="alloc", size=64} } local function init_IR() local tmp = {} tmp.stack_pointer = 0 tmp.instructions = {} return tmp end local function alloc_stack(IR, size, note) local emit = {} emit.asm = instru[size].asm emit.type = instru[size].type emit.size = instru[size].size -- local emit = instru[size] if note ~= nil then emit.asm = emit.asm .. "; "..tostring(note) end table.insert(IR.instructions, emit) IR.stack_pointer = IR.stack_pointer + instru[size].size return IR.stack_pointer end local function alloc_stack_int64(IR,variable) local stack_addr = alloc_stack(IR, "alloc64", "int64") variable.address = stack_addr return stack_addr end local function emit_instructions(f, IR) for k,v in pairs(IR.instructions) do f:write(" ") f:write(v.asm) f:write("\n") end end local function emit_header(f) f:write("extern printf\n") f:write("extern ExitProcess\n") f:write("; END OF HEADER\n") f:write("section .text\n") f:write(" global main\n") f:write("main:\n") f:write(" mov rdx, -1\n") end local function emit_footer(f) f:write(" mov rcx, msg\n") f:write(" call printf\n") f:write(" xor ecx,ecx\n") f:write(" call ExitProcess\n") f:write("section .data\n") f:write("msg db \"End of program %i\",0\n") f:write("section .bss\n") end local function emit_IR(IR) local f = io.open("build.asm", "w") emit_header(f) emit_instructions(f, IR) emit_footer(f) f:close() end local function emit_assign(IR, s, var) -- mov local instruction = {} instruction.asm = "mov rdx, qword " instruction.asm = instruction.asm .. tostring(s.right.value) table.insert(IR.instructions, instruction) instruction = {} instruction.asm = "mov [rsp-" instruction.asm = instruction.asm .. tostring(IR.stack_pointer - var.address) instruction.asm = instruction.asm .. "], rdx" table.insert(IR.instructions, instruction) end module.compile = function(ast, outname) -- ast.nodes contains all statements -- ast.variables for all variables used -- ast.constants for all constant values (currently only numbers) -- step through all statements -- for each one, break them down to single operations -- output said operations as assembly local IR = init_IR() local vars = {} for v in pairs(ast.variables) do local tmp = {} tmp.name = v tmp.address = "nil" alloc_stack_int64(IR, tmp) vars[v] = tmp end for k,s in pairs(ast.nodes) do if s.type == "operator" and s.op_type == "binary" and s.op == "=" then emit_assign(IR, s, vars[s.left.name]) end end emit_IR(IR) end return module
--wall-clock time, monotonic time and sleeping for Windows, Linux and OSX. --Written by Cosmin Apreutesei. Public Domain. local ffi = require'ffi' local M = {} local C = ffi.C if ffi.os == 'Windows' then ffi.cdef[[ void time_GetSystemTimeAsFileTime(uint64_t*) asm("GetSystemTimeAsFileTime"); int time_QueryPerformanceCounter(int64_t*) asm("QueryPerformanceCounter"); int time_QueryPerformanceFrequency(int64_t*) asm("QueryPerformanceFrequency"); void time_Sleep(uint32_t ms) asm("Sleep"); ]] local t = ffi.new'uint64_t[1]' local DELTA_EPOCH_IN_100NS = 116444736000000000ULL function M.time() C.time_GetSystemTimeAsFileTime(t) return tonumber(t[0] - DELTA_EPOCH_IN_100NS) * 1e-7 end assert(C.time_QueryPerformanceFrequency(t) ~= 0) local inv_qpf = 1 / tonumber(t[0]) --precision loss in e-10 function M.clock() assert(C.time_QueryPerformanceCounter(t) ~= 0) return tonumber(t[0]) * inv_qpf end function M.sleep(s) C.time_Sleep(s * 1000) end elseif ffi.os == 'Linux' or ffi.os == 'OSX' then ffi.cdef[[ typedef struct { long s; long ns; } time_timespec; int time_nanosleep(time_timespec*, time_timespec *) asm("nanosleep"); ]] local EINTR = 4 local t = ffi.new'time_timespec' function M.sleep(s) local int, frac = math.modf(s) t.s = int t.ns = frac * 1e9 local ret = C.time_nanosleep(t, t) while ret == -1 and ffi.errno() == EINTR do --interrupted ret = C.time_nanosleep(t, t) end assert(ret == 0) end if ffi.os == 'Linux' then ffi.cdef[[ int time_clock_gettime(int clock_id, time_timespec *tp) asm("clock_gettime"); ]] local CLOCK_REALTIME = 0 local CLOCK_MONOTONIC = 1 local ok, rt_C = pcall(ffi.load, 'rt') local clock_gettime = (ok and rt_C or C).time_clock_gettime local function tos(t) return tonumber(t.s) + tonumber(t.ns) / 1e9 end function M.time() assert(clock_gettime(CLOCK_REALTIME, t) == 0) return tos(t) end function M.clock() assert(clock_gettime(CLOCK_MONOTONIC, t) == 0) return tos(t) end elseif ffi.os == 'OSX' then ffi.cdef[[ typedef struct { long s; int32_t us; } time_timeval; typedef struct { uint32_t numer; uint32_t denom; } time_mach_timebase_info_data_t; int time_gettimeofday(time_timeval*, void*) asm("gettimeofday"); int time_mach_timebase_info(time_mach_timebase_info_data_t* info) asm("mach_timebase_info"); uint64_t time_mach_absolute_time(void) asm("mach_absolute_time"); ]] local t = ffi.new'time_timeval' function M.time() assert(C.time_gettimeofday(t, nil) == 0) return tonumber(t.s) + tonumber(t.us) * 1e-6 end --NOTE: this appears to be pointless on Intel Macs. The timebase fraction --is always 1/1 and mach_absolute_time() does dynamic scaling internally. local timebase = ffi.new'time_mach_timebase_info_data_t' assert(C.time_mach_timebase_info(timebase) == 0) local scale = tonumber(timebase.numer) / tonumber(timebase.denom) / 1e9 function M.clock() return tonumber(C.time_mach_absolute_time()) * scale end end --OSX end --Linux or OSX function M.install() --replace os.time() with a more accurate version... --glue.time() will also benefit. local os_time = os.time local time = M.time function os.time(t) if not t then return time() end return os_time(t) end --replace os.date() with a more accurate version... local os_date = os.date local time = M.time function os.date(fmt, t) t = t or time() local d = os_date(fmt, t) if type(d) == 'table' then d.sec = d.sec + t - floor(t) --increase accuracy in d.sec end return d end --replace os.clock() with a more accurate version... local clock = M.clock local t0 = clock() function os.clock() return clock() - t0 end end if not ... then io.stdout:setvbuf'no' local time = M print('time ', time.time()) print('clock', time.clock()) local function test_sleep(s, ss) local t0 = time.clock() local times = math.floor(s*1/ss) s = times * ss print(string.format('sleeping %gms in %gms increments (%d times)...', s * 1000, ss * 1000, times)) for i=1,times do time.sleep(ss) end local t1 = time.clock() print(string.format(' missed by: %0.2fms', (t1 - t0 - s) / times * 1000)) end test_sleep(0.001, 0.001) test_sleep(0.2, 0.02) test_sleep(2, 0.2) end return M
-- Dialogue for NPC "npc_lola" loadDialogue = function(DL) if (not DL:isConditionFulfilled("npc_mona", "sex_romantic")) then DL:setRoot(1) elseif (not DL:isConditionFulfilled("npc_lola", "talk")) then DL:setRoot(2) elseif (not DL:isConditionFulfilled("npc_lola", "question_1")) then DL:setRoot(4) elseif (not DL:isConditionFulfilled("npc_lola", "question_2")) then DL:setRoot(11) elseif (not DL:isConditionFulfilled("npc_lola", "question_3")) then DL:setRoot(17) elseif (not DL:isConditionFulfilled("npc_lola", "sex")) then DL:setRoot(25) elseif (not DL:isConditionFulfilled("npc_lola", "after_sex")) then DL:setRoot(29) else DL:setRoot(30) end if (not DL:isConditionFulfilled("npc_mona", "sex_romantic")) then DL:createNPCNode(1, -1, "DL_Lola_NotBought") -- Talk to Mona first if you want to have some fun, cutie. DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "talk")) then DL:createChoiceNode(2) if (not DL:isConditionFulfilled("npc_lola", "sex_lola")) then DL:addChoice(3, "DL_Choice_Hey") -- Hey... end DL:addChoice(-1, "DL_Choice_End") -- See you. DL:addNode() if (not DL:isConditionFulfilled("npc_lola", "sex_lola")) then DL:createNPCNode(3, -2, "DL_Lola_SexyBoy") -- Hey, handsome. Why don't you come in and we and we'll have a little chat? DL:addConditionProgress("npc_lola", "talk") DL:addNode() end end if (not DL:isConditionFulfilled("npc_lola", "question_1")) then DL:createChoiceNode(4) if (not DL:isConditionFulfilled("npc_lola", "no_talk")) then DL:addChoice(5, "DL_Choice_NoTalk") -- I'm not here to talk. end if (DL:isConditionFulfilled("npc_lola", "no_talk") and not DL:isConditionFulfilled("npc_lola", "angry") ) then DL:addChoice(7, "DL_Choice_Angry") -- I thought this was a brothel, not a tea party. end DL:addChoice(6, "DL_Choice_OkTalk") -- What do you want to talk about? DL:addChoice(-1, "") -- DL:addNode() if (not DL:isConditionFulfilled("npc_lola", "no_talk")) then DL:createNPCNode(5, -1, "DL_Lola_NoTalk") -- You are in the wrong room then. Come back if you change your mind. DL:addConditionProgress("npc_lola", "no_talk") DL:addNode() end if (DL:isConditionFulfilled("npc_lola", "no_talk") and not DL:isConditionFulfilled("npc_lola", "angry") ) then DL:createNPCNode(7, -2, "DL_Lola_Angry") -- Oh, it is. But love is not always about in-out-in-out, you know. DL:addConditionProgress("npc_lola", "angry") DL:addNode() end DL:createNPCNode(6, 8, "DL_Lola_OkTalk") -- Let's talk about you. Why are you here? DL:addConditionProgress("npc_lola", "question_1") DL:addNode() DL:createChoiceNode(8) DL:addChoice(9, "DL_Choice_Curious") -- I was just curious. DL:addChoice(10, "DL_Choice_IWasHorny") -- Well, to be honest, I'm a bit horny. DL:addChoice(12, "DL_Choice_LookingForLove") -- I'm looking for love. DL:addNode() DL:createNPCNode(9, -2, "DL_Lola_Curious") -- Most of you are. I hope you'll enjoy your stay here. (Smiles) DL:addNode() DL:createNPCNode(10, -2, "DL_Lola_IWasHorny") -- You'll get your money's worth, promised. (Winks) DL:addNode() DL:createNPCNode(12, -2, "DL_Lola_LookingForLove") -- Maybe you'll find it here. Depends on what kind of love you're looking for. (Smiles) DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "question_2")) then DL:createNPCNode(11, 13, "DL_Lola_SecondQuestion") -- Now, another question. Who are you? DL:addConditionProgress("npc_lola", "question_2") DL:addNode() DL:createChoiceNode(13) DL:addChoice(14, "DL_Choice_NoneOfYourBusiness") -- That's none of your business. DL:addChoice(15, "DL_Choice_Adventurer") -- I'm a lonesome adventurer. DL:addChoice(16, "DL_Choice_NoOne") -- I don't really know that myself. DL:addNode() DL:createNPCNode(14, -2, "DL_Lola_NoneOfYourBusiness") -- Oh... okay. DL:addNode() DL:createNPCNode(15, -2, "DL_Lola_Adventurer") -- Hn. I love these kind of men. DL:addNode() DL:createNPCNode(16, -2, "DL_Lola_NoOne") -- Hm. I feel the same from time to time. But finding yourself is just part of life. DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "question_3")) then DL:createNPCNode(17, 18, "DL_Lola_FavGirl") -- Okay, last question for you: What makes a girl attractive to you? DL:addConditionProgress("npc_lola", "question_3") DL:addNode() DL:createChoiceNode(18) DL:addChoice(19, "DL_Choice_GirlAttractive") -- A beautiful body. A nice butt, big boobs, a pretty face. DL:addChoice(21, "DL_Choice_GirlCook") -- I love it when a girl can cook. DL:addChoice(20, "DL_Choice_GirlSmart") -- A girl should be smart and speak her mind. DL:addChoice(22, "DL_Choice_GirlDontCare") -- I don't care. As long as it's a girl. DL:addChoice(23, "DL_Choice_GirlReallyDontCare") -- I really don't care. I don't think about such things. DL:addChoice(24, "DL_Choice_Gay") -- Well... actually... I think I'm gay. DL:addNode() DL:createNPCNode(19, -2, "DL_Lola_GirlAttractive") -- Mhm. Important, but not everything. DL:addNode() DL:createNPCNode(21, -2, "DL_Lola_GirlCook") -- The way to a man's heart is through his stomach. DL:addNode() DL:createNPCNode(20, -2, "DL_Lola_GirlSmart") -- Very important for a long-lasting relationship. DL:addNode() DL:createNPCNode(22, -2, "DL_Lola_GirlDontCare") -- (Lola giggles) Yes, yes. We don't have guys here, the demand is too low. DL:addNode() DL:createNPCNode(23, -2, "DL_Lola_GirlReallyDontCare") -- What a pity. DL:addNode() DL:createNPCNode(24, -2, "DL_Lola_Gay") -- Oh... really? Well, we can end this here then. I don't want to force you to anything. DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "sex")) then DL:createChoiceNode(25) DL:addChoice(26, "DL_Choice_QuestionsForYou") -- Can *I* ask you some questions now? DL:addChoice(27, "DL_Choice_WantSex") -- I want to have some fun with you, now. DL:addChoice(-1, "DL_Choice_Enough") -- That's enough. I'm out. DL:addNode() DL:createNPCNode(26, 32, "DL_Lola_QuestionsForYou") -- Sure. What do you want to know? DL:addNode() DL:createChoiceNode(32) if (not DL:isConditionFulfilled("npc_lola", "room")) then DL:addChoice(33, "DL_Choice_Room") -- Why is this room full of roses? end if (not DL:isConditionFulfilled("npc_lola", "job")) then DL:addChoice(34, "DL_Choice_Job") -- Are you happy with your job? end if (not DL:isConditionFulfilled("npc_lola", "attractive")) then DL:addChoice(35, "DL_Choice_Attractive") -- Do you think I'm attractive? end if (not DL:isConditionFulfilled("npc_lola", "turn_on")) then DL:addChoice(36, "DL_Choice_TurnOn") -- What turns *you* on? end DL:addChoice(-2, "DL_Choice_Back") -- [BACK] DL:addNode() if (not DL:isConditionFulfilled("npc_lola", "room")) then DL:createNPCNode(33, -2, "DL_Lola_Room") -- It's the rose-room. Some guests keep coming back here for a romantic time. DL:addConditionProgress("npc_lola", "room") DL:gotoNode(32) DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "job")) then DL:createNPCNode(34, -2, "DL_Lola_Job") -- Most of the time, yes. But this is not something I'll do my entire life. DL:addConditionProgress("npc_lola", "job") DL:gotoNode(32) DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "attractive")) then DL:createNPCNode(35, -2, "DL_Lola_Attractive") -- Yes, of course! I love your hair. DL:addConditionProgress("npc_lola", "attractive") DL:gotoNode(32) DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "turn_on")) then DL:createNPCNode(36, -2, "DL_Lola_TurnOn") -- Many things. I really love when the guy enjoys it and I can see it. DL:addConditionProgress("npc_lola", "turn_on") DL:gotoNode(32) DL:addNode() end DL:createNPCNode(27, 28, "DL_Lola_WantSex") -- I won't make you wait any longer. (Lola pulls you closer...) DL:addNode() DL:createNPCNode(28, -1, "") -- DL:startCutscene("sex_lola") DL:addConditionProgress("npc_lola", "sex") DL:addNode() end if (not DL:isConditionFulfilled("npc_lola", "after_sex")) then DL:createNPCNode(29, 31, "DL_Lola_AfterSex") -- Mhm... that was good. DL:addConditionProgress("npc_lola", "after_sex") DL:addNode() DL:createNPCNode(31, -2, "DL_Lola_AfterSex2") -- Here, take this rose with you, as a souvenir. (Winks) DL:addItem("mi_rose", 1) DL:addNode() end DL:createNPCNode(30, -1, "DL_Lola_End") -- Be safe, cutie. DL:addNode() end
include("shared.lua") surface.CreateFont( "npc", { font = "Harry P", extended = false, size = ScrW() * 0.07, weight = 500, blursize = 0, scanlines = 0, antialias = true, underline = false, italic = false, strikeout = false, symbol = false, rotary = false, shadow = false, additive = false, outline = true, }) surface.CreateFont( "npc2", { font = "Harry P", extended = false, size = ScrW() * 0.04, weight = 500, blursize = 0, scanlines = 0, antialias = true, underline = false, italic = false, strikeout = false, symbol = false, rotary = false, shadow = false, additive = false, outline = true, }) function ENT:Draw() self:DrawModel() if ( IsValid( self ) && LocalPlayer():GetPos():Distance( self:GetPos() ) < 500 ) then local ang = Angle( 0, ( LocalPlayer():GetPos() - self:GetPos() ):Angle()[ "yaw" ], ( LocalPlayer():GetPos() - self:GetPos() ):Angle()[ "pitch" ] ) + Angle( 0, 90, 90 ) cam.IgnoreZ( false ) cam.Start3D2D( self:GetPos() + Vector( -1, 0, 40 ), ang, .1 ) --draw.RoundedBox(12,-80,-20,146,40, Color(17, 162, 223, 200)) draw.SimpleTextOutlined( self:GetNWString( "HeaderText", "Ucuc Tozu" ), "npc", -5, -120, Color( 0,211,61, 255 ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, .5, Color( 0,0,0,255 ) ) draw.SimpleTextOutlined( self:GetNWString( "HeaderText2", "'E Tusuna Basarak' Satin Al" ), "npc2", -5, -60, Color( 2361, 666, 650, 255 ), TEXT_ALIGN_CENTER, TEXT_ALIGN_CENTER, .5, Color( 0,0,0,255 ) ) cam.End3D2D() end end
--[[ Functions ]] --[[ Events ]]
local audio_file = "_silent" -- the best way to spread holiday cheer is singing loud for all to hear if PREFSMAN:GetPreference("EasterEggs") and MonthOfYear()==11 then audio_file = "jinglebells.ogg" end return THEME:GetPathS("", audio_file)
require("game.image_structures") -- Type boxlayout_type function create_boxlayout_type() -- local boxlayout_type = {} -- invis As Byte' if set, box is invisible. boxlayout_type.invis = 0 -- -- x_loc As Integer boxlayout_type.x_loc = 0 -- y_loc As Integer boxlayout_type.y_loc = 0 -- -- speed As Double boxlayout_type.speed = 0.0 -- _timer As Double boxlayout_type._timer = 0.0 -- return boxlayout_type -- End Type end -- -- Type boxpointer_type function create_boxpointer_type() -- local boxpointer_type = {} -- box As LLSystem_ImageHeader Ptr' box itself. boxpointer_type.box = create_LLSystem_ImageHeader() -- Next As LLSystem_ImageHeader Ptr' the flashy arrow. boxpointer_type.Next = create_LLSystem_ImageHeader() -- -- row As String Ptr' the text, broken into formatted lines. boxpointer_type.row = {} -- return boxpointer_type -- End Type end -- -- Type boxinternal_type function create_boxinternal_type() -- local boxinternal_type = {} -- state As Integer' state of the box engine (0-3). boxinternal_type.state = 0 -- -- opcount As Integer' counts total iterations. boxinternal_type.opcount = 0 -- current_line As uShort' current processed line. boxinternal_type.current_line = 0 -- jump_switch As Integer' jump off point. boxinternal_type.jump_switch = 0 -- numoflines As Integer' total number of formatted lines. boxinternal_type.numoflines = 0 -- -- flashhook As Double' stores hooked node, for flash. boxinternal_type.flashhook = 0.0 -- flashbox As Byte' actual arrow state. boxinternal_type.flashbox = 0 -- -- auto As Byte' take keypress or auto. boxinternal_type.auto = 0 -- autohook As Double' destination node. boxinternal_type.autohook = 0.0 -- autosleep As Double' how long to actually disply the box before closing. boxinternal_type.autosleep = 0.0 -- -- hold_box As Double boxinternal_type.hold_box = 0.0 -- sound As Integer boxinternal_type.sound = 0 -- -- txtcolor As Integer' hmMmm boxinternal_type.txtcolor = 0 -- -- confBox as integer boxinternal_type.confBox = 0 -- -- as integer lastFG', lastBG boxinternal_type.lastFG = 0 -- return boxinternal_type -- End Type end -- -- Type boxcontrol_type function create_boxcontrol_type() -- local boxcontrol_type = {} -- internal As boxinternal_type boxcontrol_type.internal = create_boxinternal_type() -- ptrs As boxpointer_type boxcontrol_type.ptrs = create_boxpointer_type() -- layout As boxlayout_type boxcontrol_type.layout = create_boxlayout_type() -- activated As Byte 'Ptr boxcontrol_type.activated = 0 -- -- selected as Ubyte boxcontrol_type.selected = 0 -- -- return boxcontrol_type -- End Type end -- --
-- Create console if false then console.CreateConsole() end -- Only run if we have the global table if not _G then return end -- Localise globals local _G = _G local io = io local file = file -- BLT Global table _G.BLT = { version = 2.0 } _G.BLT.Base = {} _G.print = function(...) local s = "" for i, str in ipairs( {...} ) do if type(str) == "string" then str = string.gsub(str, "%%", "%%%%%") end s = string.format("%s%s%s", s, i > 1 and "\t" or "", tostring(str)) end log(s) end -- Load modules _G.BLT._PATH = "mods/base/" function BLT:Require( path ) dofile( string.format("%s%s", BLT._PATH, path .. ".lua") ) end BLT:Require("req/utils/UtilsClass") BLT:Require("req/utils/UtilsCore") BLT:Require("req/utils/UtilsIO") BLT:Require("req/utils/json-1.0") BLT:Require("req/utils/json-0.9") BLT:Require("req/utils/json") BLT:Require("req/core/Hooks") BLT:Require("req/BLTMod") BLT:Require("req/BLTUpdate") BLT:Require("req/BLTModDependency") BLT:Require("req/BLTModule") BLT:Require("req/BLTLogs") BLT:Require("req/BLTModManager") BLT:Require("req/BLTDownloadManager") BLT:Require("req/BLTLocalization") BLT:Require("req/BLTNotificationsManager") BLT:Require("req/BLTPersistScripts") BLT:Require("req/BLTKeybindsManager") -- BLT base functions function BLT:Initialize() -- Create hook tables self.hook_tables = { pre = {}, post = {}, wildcards = {} } -- Override require and setup self self:OverrideRequire() self:Setup() end function BLT:Setup() log("[BLT] Setup...") -- Setup modules self.Logs = BLTLogs:new() self.Mods = BLTModManager:new() self.Downloads = BLTDownloadManager:new() self.Keybinds = BLTKeybindsManager:new() self.PersistScripts = BLTPersistScripts:new() self.Localization = BLTLocalization:new() self.Notifications = BLTNotificationsManager:new() -- Initialization functions self.Logs:CleanLogs() self.Mods:SetModsList( self:ProcessModsList( self:FindMods() ) ) -- Some backwards compatibility for v1 mods local C = self.Mods.Constants _G.LuaModManager = {} _G.LuaModManager.Constants = C _G.LuaModManager.Mods = {} -- No mods are available via old api rawset(_G, C.logs_path_global, C.mods_directory .. C.logs_directory) rawset(_G, C.save_path_global, C.mods_directory .. C.saves_directory) end function BLT:GetVersion() return self.version end function BLT:GetOS() return os.getenv("HOME") == nil and "windows" or "linux" end function BLT:RunHookTable( hooks_table, path ) if not hooks_table or not hooks_table[path] then return false end for i, hook_data in pairs( hooks_table[path] ) do self:RunHookFile( path, hook_data ) end end function BLT:RunHookFile( path, hook_data ) rawset( _G, BLTModManager.Constants.required_script_global, path or false ) rawset( _G, BLTModManager.Constants.mod_path_global, hook_data.mod:GetPath() or false ) dofile( hook_data.mod:GetPath() .. hook_data.script ) end function BLT:OverrideRequire() if self.require then return false end -- Cache original require function self.require = _G.require -- Override require function to run hooks _G.require = function( ... ) local args = { ... } local path = args[1] local path_lower = path:lower() local require_result = nil self:RunHookTable( self.hook_tables.pre, path_lower ) require_result = self.require( ... ) self:RunHookTable( self.hook_tables.post, path_lower ) for k, v in ipairs( self.hook_tables.wildcards ) do self:RunHookFile( path, v.mod_path, v.script ) end return require_result end end function BLT:FindMods() log("[BLT] Loading mods for state: " .. tostring(_G)) -- Get all folders in mods directory local mods_list = {} local folders = file.GetDirectories( BLTModManager.Constants.mods_directory ) -- If we didn't get any folders then return an empty mods list if not folders then return {} end for index, directory in pairs( folders ) do -- Check if this directory is excluded from being checked for mods (logs, saves, etc.) if not self.Mods:IsExcludedDirectory( directory ) then log("[BLT] Loading mod: " .. tostring(directory)) local mod_path = "mods/" .. directory .. "/" local mod_defintion = mod_path .. "mod.txt" -- Attempt to read the mod defintion file local file = io.open(mod_defintion) if file then -- Read the file contents local file_contents = file:read("*all") file:close() -- Convert json data in a pcall so any errors won't crash the game local mod_content = nil local json_success = pcall(function() mod_content = json.decode(file_contents) end) -- Create a BLT mod from the loaded data if json_success and mod_content then local new_mod = BLTMod:new( directory, mod_content ) table.insert( mods_list, new_mod ) else log("[BLT] An error occured while loading mod.txt from: " .. tostring(mod_path)) end else log("[BLT] Could not read or find mod.txt in " .. tostring(directory)) end end end return mods_list end function BLT:ProcessModsList( mods_list ) -- Prioritize mod load order table.sort( mods_list, function(a, b) return a:GetPriority() > b:GetPriority() end) return mods_list end -- Perform startup BLT:Initialize()
--[[ gun_giver by BlockBa5her Protected under MIT license (C) 2017 CONFIG EXPLAINING: GUN NAMES: https://wiki.fivem.net/wiki/Weapons ATTACHEMENT NAMES: https://wiki.fivem.net/wiki/Weapon_Components Just look below, it should be self-explanatory ]] config = { ['/officer'] = { -- "/officer" is the command to active the giving, make sure these are in lowercase skin = 's_m_y_cop_01', -- the skin to change the player to (put nil if you don't want to change the skin) guns = { -- All of the weapons to give to the player 'WEAPON_NIGHTSTICK', -- This is a weapon name, they can be found on the weapons site listed above 'WEAPON_FLASHLIGHT', 'WEAPON_COMBATPISTOL', 'WEAPON_CARBINERIFLE', 'WEAPON_PUMPSHOTGUN', 'WEAPON_STUNGUN', 'WEAPON_FIREEXTINGUISHER', 'WEAPON_PETROLCAN', 'WEAPON_FLARE' }, attachements = { -- all of the attachements to give each weapon { gun = 'WEAPON_COMBATPISTOL', -- The weapon name to apply the attachements to ids = { -- The attachements IDs to apply to the weapon 'COMPONENT_AT_PI_FLSH' -- Again, component names can be found using the link above } }, { gun = 'WEAPON_CARBINERIFLE', ids = { 'COMPONENT_AT_AR_FLSH', 'COMPONENT_AT_AR_AFGRIP', 'COMPONENT_AT_SCOPE_MEDIUM' } }, { gun = 'WEAPON_PUMPSHOTGUN', ids = { 'COMPONENT_AT_AR_FLSH' } } } }, ['/officer2'] = { skin = nil, guns = { 'WEAPON_NIGHTSTICK', 'WEAPON_FLASHLIGHT', 'WEAPON_COMBATPISTOL', 'WEAPON_CARBINERIFLE', 'WEAPON_PUMPSHOTGUN', 'WEAPON_STUNGUN', 'WEAPON_FIREEXTINGUISHER', 'WEAPON_PETROLCAN', 'WEAPON_FLARE' }, attachements = { { gun = 'WEAPON_COMBATPISTOL', ids = { 'COMPONENT_AT_PI_FLSH' } }, { gun = 'WEAPON_CARBINERIFLE', ids = { 'COMPONENT_AT_AR_FLSH', 'COMPONENT_AT_AR_AFGRIP', 'COMPONENT_AT_SCOPE_MEDIUM' } }, { gun = 'WEAPON_PUMPSHOTGUN', ids = { 'COMPONENT_AT_AR_FLSH' } } } }, ['/firefighter'] = { skin = 's_m_y_fireman_01', guns = { 'WEAPON_STUNGUN', 'WEAPON_FIREEXTINGUISHER', 'WEAPON_FLARE', 'WEAPON_FLAREGUN', 'WEAPON_PETROLCAN', 'WEAPON_FLASHLIGHT' }, attachements = {} -- Supplying an empty table of attachements means that it won't add any attachements }, ['/paramedic'] = { skin = 's_m_m_paramedic_01', guns = { 'WEAPON_STUNGUN', 'WEAPON_FLARE', 'WEAPON_FLAREGUN', 'WEAPON_FLASHLIGHT' }, attachements = {} }, ['/default'] = { skin = 'a_m_y_skater_01', guns = {}, -- Supplying an empty table of guns means it removes all of the weapons attachements = {} } }
RoleManager = RoleManager or BaseClass(BaseHotUpdate) function RoleManager:__init() if RoleManager.Instance then ErrorLog("[RoleManager] Attemp to create a singleton twice !") end RoleManager.Instance = self end function RoleManager:__delete() RoleManager.Instance = nil end function RoleManager:GetRoleByCRole(c_role) if nil == c_role then return nil end local role_id = c_role:GetUID() return self:GetObject(role_id) end function RoleManager:GetRoleById(role_id) return self:GetObject(role_id) end function RoleManager:OnAddRole(role_id, c_role) if role_id <= 0 or nil == c_role then return end self:DeleteRole(role_id) role = self:CreateDynamicObject(role_id, Role, c_role) Log(string.format("%d create role!", role_id)) end function RoleManager:DeleteRole(role_id) if nil == self:GetRoleById(role_id) then return end self:DeleteObject(role_id) Log(string.format("%d delete role!", role_id)) end function RoleManager:OnDestoryRole(role_id) local role = self:GetRoleById(role_id) if nil == role then return end role:DestoryC() self:DeleteRole(role_id) Log(string.format("%d destory role!", role_id)) end function RoleManager:ReCalcRoleAttr(roleid, c_base_attr_add, recalc_reason, recalc_all) local role = self:GetRoleById(roleid) if nil == role then return end role:GetLingyu():ReCalcAttr(c_base_attr_add, RECALC_REASON_TYPE.LINGYU == recalc_reason or recalc_all) role:GetTianxiangeFb():ReCalcAttr(c_base_attr_add, RECALC_REASON_TYPE.TIANXIANGEFB == recalc_reason or recalc_all) end function RoleManager:OnRoleLogout(role_id) local role = self:GetRoleById(role_id) if nil ~= role then role:OnRoleLogout() end end function RoleManager:OnResetData(roleid, old_dayid, now_dayid) local role = self:GetRoleById(roleid) if nil ~= role then role:OnResetData(old_dayid, now_dayid) end end function RoleManager:OnRoleDieInStaticScene(role_id, killer_id) local role = self:GetRoleById(role_id) if nil ~= role then role:OnDieInStaticScene(killer_id) end end
local util = require "formatter.util" return function(lang) return { exe = "prettydiff", args = { util.format_prettydiff_arg("mode", "beautify"), util.format_prettydiff_arg("lang", lang), util.format_prettydiff_arg("readmethod", "filescreen"), util.format_prettydiff_arg("endquietly", "quiet"), util.format_prettydiff_arg("source", util.get_current_buffer_file_path()), }, no_append = true, } end
RegisterNetEvent('ND_hospital:client:FinishServices') AddEventHandler('ND_hospital:client:FinishServices', function(h, wasLucky) if h and usedHiddenRev then return end local player = PlayerPedId() if IsPedDeadOrDying(player) then local playerPos = GetEntityCoords(player, true) NetworkResurrectLocalPlayer(playerPos, true, true, false) end if wasLucky then SetEntityHealth(player, GetEntityMaxHealth(player)) ClearPedBloodDamage(player) SetPlayerSprint(PlayerId(), true) ResetAll() else SetEntityHealth(player, 110) end if h then usedHiddenRev = true DoScreenFadeIn(1000) else LeaveBed() end end)
local resource_autoplace = require("resource-autoplace") resource_autoplace.initialize_patch_set("titanium-ore", true) data:extend( { { type = "resource", name = "titanium-ore", icon = "__spicy-teeth-core_assets__/graphics/icons/titanium-ore.png", icon_size = 32, flags = {"placeable-neutral"}, order = "a-b-b", tree_removal_probability = 0.8, tree_removal_max_distance = 32 * 32, minable = { mining_particle = "titanium-ore-particle", mining_time = 1, result = "titanium-ore" }, collision_box = {{-0.1, -0.1}, {0.1, 0.1}}, selection_box = {{-0.5, -0.5}, {0.5, 0.5}}, autoplace = resource_autoplace.resource_autoplace_settings { name = "titanium-ore", order = "b", base_density = 6, has_starting_area_placement = true, regular_rq_factor_multiplier = 1.10, starting_rq_factor_multiplier = 0.9, candidate_spot_count = 22, -- To match 0.17.50 placement }, stage_counts = {15000, 9500, 5500, 2900, 1300, 400, 150, 80}, stages = { sheet = { filename = "__spicy-teeth-core_assets__/graphics/entity/titanium-ore/titanium-ore.png", priority = "extra-high", size = 64, frame_count = 8, variation_count = 8, hr_version = { filename = "__spicy-teeth-core_assets__/graphics/entity/titanium-ore/hr-titanium-ore.png", priority = "extra-high", size = 128, frame_count = 8, variation_count = 8, scale = 0.5 } } }, map_color = {0.800, 0.650, 0.400} } } )
local awful = require('awful') local wibox = require('wibox') local gears = require('gears') local beautiful = require('beautiful') local dpi = beautiful.xresources.apply_dpi local clickable_container = require('widget.clickable-container') local icons = require('theme.icons') local create_widget = function() local exit_widget = wibox.widget { { { widget = wibox.widget.imagebox, image = icons.logout, resize = true }, margins = dpi(9), widget = wibox.container.margin }, layout = wibox.layout.align.vertical } local exit_button = wibox.widget { exit_widget, widget = clickable_container } exit_button:buttons( awful.util.table.join( awful.button( {}, 1, nil, function() awesome.emit_signal('module::exit_screen:show') end ) ) ) awful.tooltip( { objects = {exit_button}, mode = 'outside', align = 'right', margin_leftright = dpi(8), margin_topbottom = dpi(8), text = 'End Session', preferred_positions = {'right', 'left', 'top', 'bottom'} } ) return exit_button end return create_widget
includeFile("custom_content/draft_schematic/space/engine/collection_reward_engine_01_mk1.lua") includeFile("custom_content/draft_schematic/space/engine/collection_reward_engine_01_mk2.lua") includeFile("custom_content/draft_schematic/space/engine/collection_reward_engine_01_mk3.lua") includeFile("custom_content/draft_schematic/space/engine/collection_reward_engine_01_mk4.lua") includeFile("custom_content/draft_schematic/space/engine/collection_reward_engine_01_mk5.lua") includeFile("custom_content/draft_schematic/space/engine/elite_engine.lua") includeFile("custom_content/draft_schematic/space/engine/engine_overhaul_mk1.lua") includeFile("custom_content/draft_schematic/space/engine/engine_overhaul_mk2.lua") includeFile("custom_content/draft_schematic/space/engine/engine_stabilizer_mk1.lua") includeFile("custom_content/draft_schematic/space/engine/engine_stabilizer_mk2.lua") includeFile("custom_content/draft_schematic/space/engine/eng_elite_mk2.lua") includeFile("custom_content/draft_schematic/space/engine/eng_reward_experimental.lua") includeFile("custom_content/draft_schematic/space/engine/nova_eng_01.lua") includeFile("custom_content/draft_schematic/space/engine/orion_eng_01.lua")
local skynet = require "skynet" local s = require "service" local socket = require "skynet.socket" local cluster = require "skynet.cluster" local runconfig = require "runconfig" -- 保存客户端连接 local conns = {} -- [fd] = conn -- 保存已登录玩家信息 local players = {} -- [playerid] = gateplayer local function conn() local m = { fd = nil, playerid = nil, } return m; end local function gateplayer() local m = { playerid = nil, agent = nil, conn = nil, } return m; end local function disconnect(fd) local conn = conns[fd] if not conn then return end local playerid = conn.playerid -- 还未完成登录就下线 if not playerid then return -- 已经在游戏中 else players[playerid] = nil local reason = "断线" cluster.call("agentmgr", "lua", "reqkick", playerid, reason) end end -- unpack msg -- 字符串协议格式,每条消息由“\r\n”作为结束符, -- 消息的各个参数用英文逗号分隔,第一个参数代表消息名称。 local function str_unpack(msgstr) local msg = {} while true do local arg, rest = string.match( msgstr,"(.-),(.*)" ) if arg then msgstr = rest table.insert( msg, arg ) else table.insert( msg, msgstr ) break end end -- cmd, {cmd, ...} return msg[1], msg end -- pack msg local function str_pack(cmd, msg) return table.concat( msg, "," ).."\r\n" end local function random_login() local node = skynet.getenv("node") local nodecfg = runconfig[node] local id = math.random( 1, #nodecfg.login ) return "login"..id end local function process_msg(fd, msgstr) skynet.error("gateway"..s.id.." recv from ["..fd.."] msgstr "..msgstr) local cmd, msg = str_unpack(msgstr) if not cmd then skynet.error("gateway recv from ["..fd.."] not cmd.") return end local conn = conns[fd] local playerid = conn.playerid -- 尚未完成登录 if not playerid then local login = random_login() skynet.send(login, "lua", "client", fd, cmd, msg) -- 已完成登录 else local gplayer = players[playerid] local agent = gplayer.agent skynet.error("todo forword msg to the agent.") -- skynet.send(agent, "lua", "client", cmd, msg) end end local function process_buff(fd, readbuff) while true do local msgstr, rest = string.match( readbuff, "(.-)\r\n(.*)" ) if msgstr then readbuff = rest process_msg(fd, msgstr) else return readbuff end end end -- 每一条新连接接收数据处理 local function recv_loop(fd) socket.start(fd) skynet.error("socket connected "..fd) local readbuff = "" while true do local recvstr = socket.read(fd) if recvstr then readbuff = readbuff..recvstr readbuff = process_buff(fd, readbuff) else skynet.error("socket close "..fd) disconnect(fd) socket.close(fd) return end end end -- 接收新连接 local function connect(fd, addr) print("connect from "..addr.." "..fd) local c = conn(); conns[fd] = c c.fd = fd skynet.fork(recv_loop, fd) end function s.init() skynet.error("[start]"..s.name.." "..s.id) local node = skynet.getenv("node") local nodecfg = runconfig[node] local port = nodecfg.gateway[s.id].port local listenfd = socket.listen("0.0.0.0", port) skynet.error("gateway listen socket : ", "0.0.0.0 ", port); socket.start(listenfd, connect); end -- forward login message. function s.resp.send_by_fd( source, fd, msg ) local c = conns[fd] if not c then return end skynet.error("gateway "..s.id.." send "..fd.."["..msg[1].."] {"..table.concat( msg, "," )) socket.write(fd, str_pack(msg[1], msg)) end -- forward agent message. function s.resp.send( source, playerid, msg ) local gplayer = players[playerid] if not gplayer then return end local c = gplayer.conn if not c then return end s.resp.send_by_fd(source, c.fd, msg) end -- login -> gateway function s.resp.sure_agent( source, fd, playerid, agent ) local conn = conns[fd] -- 登录过程中已经下线 if not conn then cluster.call("agentmgr", "lua", "reqkick", playerid, "未完成登录即下线") return false end conn.playerid = playerid local gplayer = gateplayer() gplayer.playerid = playerid gplayer.agent = agent gplayer.conn = conn players[playerid] = gplayer return true end -- agentmgr kick player. function s.resp.kick( source, playerid ) local gplayer = players[playerid] if not gplayer then return end players[playerid] = nil local conn = gplayer.conn if not conn then return end disconnect(conn.fd) socket.close(conn.fd) end s.start(...)
require('actors/AI') PlayerAI = class('PlayerAI', AI) PlayerAI:includes(Beholder) function PlayerAI:initialize() super.initialize(self) self._thrust = false self._strafeLeft = false self._strafeRight = false self._fire = false self:observe('keypressed_w', function(self) self._thrust = true end) self:observe('keypressed_a', function(self) self._strafeLeft = true end) self:observe('keypressed_d', function(self) self._strafeRight = true end) self:observe('mousepressed_l', function(self) self._fire = true end) self:observe('keyreleased_w', function(self) self._thrust = false end) self:observe('keyreleased_a', function(self) self._strafeLeft = false end) self:observe('keyreleased_d', function(self) self._strafeRight = false end) self:observe('mousereleased_l', function(self) self._fire = false end) end function PlayerAI:wantsThrust() return self._thrust end function PlayerAI:getStrafeDirection() if(self._strafeLeft) then return 'left' end if(self._strafeRight) then return 'right' end return nil end function PlayerAI:getRotationDirection() return self:orientateTowards(autoCamera:invert(love.mouse.getPosition())) end function PlayerAI:getWeaponsFired() if(self._fire) then return self:getAllWeapons() end return {} end
class "ZombiesServer" ZombiesTeamManager = require "ZombiesTeamManager" ZombiesLogic = require "ZombiesLogic" function ZombiesServer:__init() self.m_TeamManager = ZombiesTeamManager() self.m_GameLogic = ZombiesLogic() self.m_UpdateEvent = Events:Subscribe("Engine:Update", self, self.OnUpdate) self.m_SpawnEvent = Events:Subscribe('Player:SpawnOnSelectedSpawnPoint', self, self.OnSpawnOnSelectedSpawnPoint) self.m_HumanCurrentDamage = 1.0 -- This shit crashes... rip, TODO: Bugfix within VU --self.m_SoldierDamageHook = Hooks:Install('Soldier:DamageSimple', self, self.SoldierDamage) ChatManager:SendMessage("Init") end function ZombiesServer:OnUpdate(p_Delta, p_SimulationDelta) -- Call our game logic update function self.m_GameLogic:OnUpdate(p_Delta, p_SimulationDelta) local s_HumanCount = TeamSquadManager:GetTeamPlayerCount(TeamId.Team1) local s_ZombieCount = TeamSquadManager:GetTeamPlayerCount(TeamId.Team2) if s_HumanCount ~= 0 then s_Calculation = s_ZombieCount / s_HumanCount self.m_HumanCurrentDamage = math.min(2, s_Calculation) end end function ZombiesServer:OnSpawnOnSelectedSpawnPoint(p_Player) if p_Player == nil then return end self.m_GameLogic:OnSpawnOnSelectedSpawnPoint(p_Player) end function ZombiesServer:SoldierDamage(p_Hook, p_Soldier, p_Giver, p_Damage, p_DamageOverTime, p_DamageType) --print('Got damage event') print("1") if p_Soldier == nil or p_Damage == 10099.0 or p_Giver == nil then return p_Hook:CallOriginal(p_Soldier, p_Giver, p_Damage, p_DamageOverTime, p_DamageType) end print("2") --print('Getting player') local s_Player = p_Soldier.player if s_Player == nil then return p_Hook:CallOriginal(p_Soldier, p_Giver, p_Damage, p_DamageOverTime, p_DamageType) end print("3") if self.m_HumanCurrentDamage ~= 0 and p_Giver.teamID == TeamId.Team1 then p_Damage = p_Damage * self.m_HumanCurrentDamage end --print(string.format('"%s" got %f (%f) damage of type %f.', s_Player.name, p_Damage, p_DamageOverTime, p_DamageType)) return p_Hook:CallOriginal(p_Soldier, p_Giver, p_Damage, p_DamageOverTime, p_DamageType) end g_AdminServer = ZombiesServer()
NewShipType = StartShipConfig() NewShipType.displayedName="$10072" NewShipType.sobDescription="$10073" NewShipType.maxhealth=getShipNum(NewShipType, "maxhealth",26000) NewShipType.regentime=0 NewShipType.minRegenTime=0 NewShipType.sideArmourDamage = getShipNum(NewShipType, "sideArmourDamage", 1.2) NewShipType.rearArmourDamage = getShipNum(NewShipType, "rearArmourDamage", 1.2) setTacticsMults(NewShipType, "ENGINEACCEL", 1.10, 0.90, 1.0) setTacticsMults(NewShipType, "THRUSTERACCEL", 1.10, 0.90, 1.0) setTacticsMults(NewShipType, "ROTATION", 0.95, 1.05, 1.0) setTacticsMults(NewShipType, "ROTATIONACCEL", 1.10, 0.90, 1.0) setTacticsMults(NewShipType, "FIRERATE", 0.98, 1.02, 1.0) NewShipType.isTransferable=1 NewShipTypeuseEngagementRanges=1 NewShipType.defaultROE="Defensive" NewShipType.defaultStance="Aggressive" NewShipType.formationSpacing=250 NewShipType.mass=100 NewShipType.collisionMultiplier=1 NewShipType.thrusterMaxSpeed=125 NewShipType.mainEngineMaxSpeed=135 NewShipType.rotationMaxSpeed=40 NewShipType.thrusterAccelTime=7 NewShipType.thrusterBrakeTime=2 NewShipType.mainEngineAccelTime=8 NewShipType.mainEngineBrakeTime=2 NewShipType.rotationAccelTime=0.4 NewShipType.rotationBrakeTime=0.2 NewShipType.thrusterUsage=0.5 NewShipType.accelerationAngle=40 NewShipType.mirrorAngle=0 NewShipType.secondaryTurnAngle=0 NewShipType.maxBankingAmount=20 NewShipType.descendPitch=20 NewShipType.goalReachEpsilon=30 NewShipType.slideMoveRange=100 NewShipType.controllerType="Ship" NewShipType.tumbleStaticX=10 NewShipType.tumbleStaticY=20 NewShipType.tumbleStaticZ=5 NewShipType.tumbleDynamicX=2 NewShipType.tumbleDynamicY=10 NewShipType.tumbleDynamicZ=5 NewShipType.tumbleSpecialDynamicX=2 NewShipType.tumbleSpecialDynamicY=10 NewShipType.tumbleSpecialDynamicZ=5 NewShipType.relativeMoveFactor=3 setTargetBox(NewShipType, 0, -0.3,-0.3,-0.7, 0.3,0.3,0.7) NewShipType.useLayoutBounds=1 NewShipType.layoutBoundX=110 NewShipType.layoutBoundY=70 NewShipType.layoutBoundZ=110 NewShipType.layoutCenterX=0 NewShipType.layoutCenterY=0 NewShipType.layoutCenterZ=25 NewShipType.dustCloudDamageTime=160 NewShipType.nebulaDamageTime=200 NewShipType.MinimalFamilyToFindPathAround="MotherShip" NewShipType.BuildFamily="Frigate_Tur" NewShipType.AttackFamily="Frigate" NewShipType.DockFamily="Frigate" NewShipType.AvoidanceFamily="Frigate" NewShipType.DisplayFamily="Frigate" NewShipType.AutoFormationFamily="Frigate" NewShipType.CollisionFamily="Big" NewShipType.ArmourFamily=getShipStr(NewShipType, "ArmourFamily", "MediumArmour") setSupplyValue(NewShipType, "Frigate", 1.0) setSupplyValue(NewShipType, "LayoutFrigate", 1.0) NewShipType.fighterValue=0 NewShipType.corvetteValue=0 NewShipType.frigateValue=12 NewShipType.neutralValue=0 NewShipType.antiFighterValue=0 NewShipType.antiCorvetteValue=0 NewShipType.antiFrigateValue=12 NewShipType.buildCost=800 NewShipType.buildTime=70 NewShipType.buildPriorityOrder=40 NewShipType.retaliationRange=5500 NewShipType.retaliationDistanceFromGoal=160 NewShipType.visualRange=1000 NewShipType.prmSensorRange=5000 NewShipType.secSensorRange=6000 NewShipType.detectionStrength=1 NewShipType.TOIcon="Diamond" NewShipType.TOScale=1 NewShipType.TODistanceFade0=9000 NewShipType.TODistanceDisappear0=7000 NewShipType.TODistanceFade1=4500 NewShipType.TODistanceDisappear1=3500 NewShipType.TODistanceFade2=12000 NewShipType.TODistanceDisappear2=35000 NewShipType.TOGroupScale=1 NewShipType.TOGroupMergeSize=0 NewShipType.mouseOverMinFadeSize=0.045 NewShipType.mouseOverMaxFadeSize=0.1 NewShipType.healthBarStyle=1 NewShipType.nlips=0.000125 NewShipType.nlipsRange=6000 NewShipType.nlipsFar=0.0001 NewShipType.nlipsFarRange=10000 NewShipType.SMRepresentation="HardDot" NewShipType.meshRenderLimit=14000 NewShipType.dotRenderLimit=10 NewShipType.visibleInSecondary=1 NewShipType.minLOD=0.25 NewShipType.goblinsStartFade=1540 NewShipType.goblinsOff=1540 NewShipType.minimumZoomFactor=0.6 NewShipType.selectionLimit=150000 NewShipType.preciseATILimit=0 NewShipType.selectionPriority=75 NewShipType.militaryUnit=1 addAbility(NewShipType,"MoveCommand",1,0); addAbility(NewShipType,"CanDock",1,0); NewShipType.dockTimeBetweenTwoFormations=1 NewShipType.dockTimeBeforeStart=2 NewShipType.dockNrOfShipsInDockFormation=1 NewShipType.dockFormation="delta" NewShipType.queueFormation="dockline" NewShipType.dontDockWithOtherRaceShips=1 NewShipType.ignoreRaceWhenDocking=0 addAbility(NewShipType,"CanLaunch"); NewShipType.launchTimeBetweenTwoFormations=1 NewShipType.launchTimeBeforeStart=2 NewShipType.launchNrOfShipsInDockFormation=1 NewShipType.launchFormation="delta" addAbility(NewShipType,"ParadeCommand",1); addAbility(NewShipType,"WaypointMove"); if hypBool == 1 then addAbility(NewShipType,"HyperSpaceCommand",1,1,200,500,0,3); end addAbility(NewShipType,"CanAttack",1,1,0,1,0.35,1.5,"Capturer, Frigate, SmallCapitalShip, BigCapitalShip, Mothership, Utility, Corvette, Corvette_hw1, Fighter, Fighter_hw1","Frontal", {SubSystem="FrontalVsSubSystem"}, {Fighter="frontal_vs_fighter"}, {Fighter_hw1="frontal_vs_fighter"}, {Corvette="frontal_vs_fighter"}, {Corvette="frontal_vs_fighter"}); addAbility(NewShipType,"GuardCommand",1,3000,600); if hypBool == 1 then addAbility(NewShipType,"HyperspaceViaGateCommand",1,3,1,0.3); end addAbility(NewShipType,"CanBeSalvageCaptured",0,1,0,0,1,"SalCap"); addAbility(NewShipType,"CanBeRepaired"); addAbility(NewShipType,"RetireAbility",1,0); LoadSharedModel(NewShipType,"Tur_IonArrayFrigate"); StartShipWeaponConfig(NewShipType,"Tur_IonCannon","Weapon_Gun0","Weapon_Gun0"); addShield(NewShipType,"EMP",310,20); NewShipType.battleScarCoverage=2 NewShipType.battleScarBudgetLow = 400 NewShipType.battleScarBudgetNext = 600 NewShipType.sobDieTime=1.9 NewShipType.sobSpecialDieTime=1 NewShipType.specialDeathSpeed=40 NewShipType.chanceOfSpecialDeath=0 NewShipType.deadSobFadeTime=0 NewShipType.trailLinger=4 setEngineBurn(NewShipType,6,1,1.5,60,1.1,0.1,0.25,120); setEngineGlow(NewShipType,1,1,1.02,20,300,50,1.5,{0.27, 0.47, .69, 0.25}); loadLatchPointList(NewShipType,"SalCap","CapturePoint0","CapturePoint1"); loadShipPatchList(NewShipType,"data:sound/sfx/ship/",0,"Hiigaran/Frigate/Engines/HFrigateEng","",1,"misc/chatter/turanicraider",""); NewShipType.minFalloffDamageDist=100 NewShipType.maxFalloffDamageDist=100*2 NewShipType.maxFalloffScuttleDamageDist=100*4 NewShipType.explosiveScuttleDamageOnDeath=975 NewShipType.maxFalloffForce=500*10 NewShipType.explosiveDamageOnDeath=195 NewShipType.radiusDamageEvadeMod=1.1 NewShipType.strikeGroupSpeed=5000 NewShipType.canSurround=1
function onCreate() -- background shit makeLuaSprite('BG', 'black', -800, -800); scaleObject('BG', 5, 5); addLuaSprite('BG', false); end function onCreate () --background cuz yeah why not? makeLuaSprite('BG2', 'sansbackgroundomfg', -800, -800); scaleObject('BG2', 5, 5); setProperty('BG2.antialiasing', true); setProperty('BG2.visible', false); makeLuaSprite('BG3', 'hdsansbackgroundnfw', -375, -325); scaleObject('BG3', 0.9, 0.9); setProperty('BG3.visible', false); addCharacterToList('bf-pixel', 'boyfriend') addCharacterToList('sans-pixel', 'dad') addCharacterToList('bf', 'boyfriend') addCharacterToList('sans', 'dad') setCharacterX('dad', -100); precacheImage('hdsansbackgroundnfw'); addLuaSprite('BG2', false); addLuaSprite('BG3', false); end function onStepHit() if curStep == 4 then triggerEvent('Change Character', 'bf', 'bf'); triggerEvent('Change Character', 'dad', 'sans'); triggerEvent('noteskinchange', 'NOTE_assets_normal', ''); setProperty('BG.visible', false); setProperty('BG3.visible', true); end if curStep == 8 then triggerEvent('Change Character', 'bf', 'nobody'); triggerEvent('Change Character', 'dad', 'nobody'); setProperty('BG.visible', true); setProperty('BG3.visible', false); end if curStep == 12 then triggerEvent('Change Character', 'bf', 'bf-pixel'); triggerEvent('Change Character', 'dad', 'sans-pixel'); setProperty('BG.visible', false); setProperty('BG2.visible', true); end if curStep == 272 then triggerEvent('Change Character', 'bf', 'bf'); triggerEvent('Change Character', 'dad', 'sans'); setProperty('BG2.visible', false); setProperty('BG3.visible', true); end if curStep == 527 then triggerEvent('Change Character', 'bf', 'bf-pixel'); triggerEvent('Change Character', 'dad', 'sans-pixel'); setProperty('BG2.visible', true); setProperty('BG3.visible', false); end if curStep == 655 then triggerEvent('Change Character', 'bf', 'bf'); triggerEvent('Change Character', 'dad', 'sans'); setProperty('BG2.visible', false); setProperty('BG3.visible', true); end if curStep == 784 then triggerEvent('Change Character', 'bf', 'bf-pixel'); triggerEvent('Change Character', 'dad', 'sans-pixel'); setProperty('BG2.visible', true); setProperty('BG3.visible', false); end if curStep == 912 then triggerEvent('Change Character', 'bf', 'bf'); triggerEvent('Change Character', 'dad', 'sans'); setProperty('BG2.visible', false); setProperty('BG3.visible', true); end end
AddCSLuaFile() SWEP.PrintName = "BW Keys" SWEP.Slot = 0 SWEP.SlotPos = 3 SWEP.DrawAmmo = false SWEP.DrawCrosshair = false SWEP.ViewModelFOV = 62 SWEP.ViewModelFlip = false SWEP.Spawnable = false SWEP.AdminSpawnable = false SWEP.Primary.ClipSize = -1 SWEP.Primary.DefaultClip = 0 SWEP.Primary.Automatic = false SWEP.Primary.Ammo = "" SWEP.Secondary.ClipSize = -1 SWEP.Secondary.DefaultClip = 0 SWEP.Secondary.Automatic = false SWEP.Secondary.Ammo = "" function SWEP:Initialize() self:SetWeaponHoldType("normal") end local function ValidateDoor(pl,door) if (CLIENT) then return false end if (!IsValid(door)) then return false end if (door:GetPos():Distance(pl:GetPos()) > 100) then return false end if (!door:GetClass():find("_door_")) then return false end return true end function SWEP:PrimaryAttack() if (CLIENT) then return end local tr = self.Owner:GetEyeTrace() if (!ValidateDoor(self.Owner,tr.Entity)) then return end tr.Entity:Fire("lock", "", 0) tr.Entity:EmitSound( "doors/door_latch1.wav" ) self:SetNextPrimaryFire(CurTime() + 0.5) end function SWEP:SecondaryAttack() if (CLIENT) then return end local tr = self.Owner:GetEyeTrace() if (!ValidateDoor(self.Owner,tr.Entity)) then return end tr.Entity:Fire("unlock", "", 0) tr.Entity:EmitSound( "doors/door_latch3.wav" ) self:SetNextSecondaryFire(CurTime() + 0.5) end function SWEP:DrawWorldModel() end function SWEP:PreDrawViewModel() return true end
-- first entry is tech id to use if the player has none of the upgrades in the list local kIndexToUpgrades = { { kTechId.Shell, kTechId.Vampirism, kTechId.Carapace, kTechId.Regeneration }, { kTechId.Spur, kTechId.Silence, kTechId.Celerity, kTechId.Adrenaline }, { kTechId.Veil, kTechId.Camouflage, kTechId.Aura, kTechId.Focus }, } debug.setupvaluex( GUIUpgradeChamberDisplay.Update, "kIndexToUpgrades", kIndexToUpgrades, true)
CLASS.name = "Doctor" CLASS.faction = FACTION_CITIZEN CLASS.salary = 230 CLASS.business = { } CLASS.weapons = { "weapon_healer", } CLASS.limit = 3 CLASS.business = { -- Foods ["aidkit"] = 1, ["healthkit"] = 1, ["healvial"] = 1, } CLASS.color = Color(47, 79, 79) function CLASS:onSet(client) for k, v in ipairs(self.weapons) do client:Give(v) end end CLASS_DOCTOR = CLASS.index
local export = {} --[=[ [[Unsupported titles]] and pages with high memory usage are listed at [[Module:links/data]]. Other modules used: [[Module:script utilities]] [[Module:scripts]] [[Module:languages]] and its submodules [[Module:gender and number]] [[Module:utilities]] [[Module:string]] [[Module:debug]] ]=] -- These are prefixed with u to avoid confusion with the default string methods -- of the same name. local usub = mw.ustring.sub local table_insert = table.insert local table_concat = table.concat local ignore_cap = { ["ko"] = true, } local phonetic_extraction = { ["th"] = "Module:th", ["km"] = "Module:km", } local pos_tags = { ["a"] = "adjective", ["adv"] = "adverb", ["int"] = "interjection", ["n"] = "noun", ["pron"] = "pronoun", ["v"] = "verb", ["vi"] = "intransitive verb", ["vt"] = "transitive verb", ["vti"] = "transitive and intransitive verb", } local unsupported_titles function export.getLinkPage(target, lang) unsupported_titles = unsupported_titles or mw.loadData("Module:links/data").unsupported_titles if unsupported_titles[target] then return "Unsupported titles/" .. unsupported_titles[target] end -- If the link contains unexpanded template parameters, then don't create a link. if target:find("{{{") then return nil end if target:sub(1, 1) == ":" or target:sub(1, 2) == "w:" or target:sub(1, 10) == "wikipedia:" then return target end -- Remove diacritics from the page name target = lang:makeEntryName(target) if target:sub(1, 1) == "/" then return ":" .. target -- Link to appendix for reconstructed terms and terms in appendix-only languages elseif target:sub(1, 1) == "*" and #target > 1 then if lang:getCode() == "und" then return nil end target = "Reconstruction:" .. lang:getCanonicalName() .. "/" .. usub(target, 2) elseif lang:getType() == "reconstructed" then error("The specified language " .. lang:getCanonicalName() .. " is unattested, while the given word is not marked with '*' to indicate that it is reconstructed") elseif lang:getType() == "appendix-constructed" then target = "Appendix:" .. lang:getCanonicalName() .. "/" .. target end return target end -- Make a language-specific link from given link's parts local function makeLangLink(link, lang, id, allow_self_link) -- Temporary tracking code local langCode = lang:getCode() if langCode == "se" or langCode == "sia" or langCode:find("^sm[ajns]$") or langCode:find("^sj[dektu]$") then if link.display and link.display:find("'") then require("debug").track("links/Sami apostrophe display") elseif link.target and link.target:find("'") then require("debug").track("links/Sami apostrophe target") end end -- Find fragments (when link didn't come from parseLink). -- Prevents {{l|en|word#Etymology 2|word}} from linking to [[word#Etymology 2#English]]. if link.fragment == nil then -- Replace numeric character references with the corresponding character (&#29; → '), -- as they contain #, which causes the numeric character reference to be -- misparsed (wa'a → wa&#29;a → pagename wa&, fragment 29;a). link.target = link.target:gsub("&#(%d+);", function(number) return mw.ustring.char(tonumber(number)) end) local first, second = link.target:match("^([^#]+)#(.+)$") if first then link.target, link.fragment = first, second end end -- If there is no display form, then create a default one if not link.display then link.display = link.target -- Strip the prefix from the displayed form -- TODO: other interwiki links? if link.display:sub(1, 1) == ":" and not mw.loadData("Module:links/data").unsupported_titles[link.display] then link.display = link.display:sub(2) -- remove colon from beginning else local prefix = link.display:match("^([^:]+):") local prefixes = { w = true, wikipedia = true, } if prefixes[prefix] then link.display = link.display:sub(#prefix + 2) -- remove prefix plus colon end end end -- Process the target link.target = export.getLinkPage(link.target, lang) if not link.target then return link.display end -- If the target is the same as the current page and there is no sense id -- and linking to the same page hasn't been turned on, then return a "self-link" -- like the software does. if not (allow_self_link or id) and link.target:gsub("^:", "") == mw.title.getCurrentTitle().prefixedText then return "<strong class=\"selflink\">" .. link.display .. "</strong>" end --[[ Add fragment Do not add a section link to "Undetermined", as such sections do not exist and are invalid. TabbedLanguages handles links without a section by linking to the "last visited" section, but adding "Undetermined" would break that feature. For localized prefixes that make syntax error, please use the format: ["xyz"] = true, ]] local prefix = link.target:match("^:?([^:]+):") local prefixes = { w = true, wikipedia = true, Category = true, } if not prefixes[prefix] then if link.fragment or link.target:find("#$") then require("debug").track { "links/fragment", "links/fragment/" .. lang:getCode() } end if not link.fragment and lang:getCode() ~= "und" then if id then link.fragment = require("senseid").anchor(lang, id) elseif not mw.ustring.find(link.target, "^Appendix:") and not mw.ustring.find(link.target, "^Reconstruction:") then link.fragment = lang:getCanonicalName() end end -- This allows linking to pages like [[sms:a]] without it being treated weirdly. link.target = link.target:gsub(":", "&#x3a;") end return "[[" .. link.target .. (link.fragment and "#" .. link.fragment or "") .. "|" .. link.display .. "]]" end -- Split a link into its parts local function parseLink(linktext) local link = { target = linktext } local first, second = link.target:match("^([^|]+)|(.+)$") if first then link.target = first link.display = second else link.display = link.target end first, second = link.target:match("^(.+)#(.+)$") if first then link.target = first link.fragment = second else -- So that makeLangLink does not look for a fragment again link.fragment = false end return link end -- Creates a basic wikilink to the given term. If the text already contains -- links, these are replaced with links to the correct section. function export.language_link(data, allow_self_link) if type(data) ~= "table" then error("The first argument to the function language_link must be a table. See Module:links/documentation for more information.") end local text = data.term if ignore_cap[data.lang:getCode()] and text then text = text:gsub("%^", "") end -- If the text begins with * and another character, -- then act as if each link begins with * local allReconstructed = false if text:find("^*.") then allReconstructed = true end -- Do we have embedded wikilinks? if text:find("[[", nil, true) then --[=[ [[Special:WhatLinksHere/Template:tracking/links/alt-ignored]] [[Special:WhatLinksHere/Template:tracking/links/id-ignored]] ]=] if data.alt then require("debug").track("links/alt-ignored") mw.log("(from Module:links)", "text with embedded wikilinks:", text, "ignored alt:", data.alt, "lang:", data.lang:getCode()) end if data.id then require("debug").track("links/id-ignored") mw.log("(from Module:links)", "text with embedded wikilinks:", text, "ignored id:", data.id, "lang:", data.lang:getCode()) end -- Begins and ends with a wikilink tag if text:find("^%[%[(.+)%]%]$") then -- There are no [ ] in between. -- This makes the wikilink tag redundant. if text:find("^%[%[[^%[%]]+%]%]$") then require("debug").track("links/redundant wikilink") else local temp = text:gsub("^%[%[(.+)%]%]$", "%1") temp = temp:gsub("%]%], %[%[", "|") if not temp:find("[%[%]]") then require("debug").track("links/list") end end end text = text:gsub("%[%[([^%]]+)%]%]", function(linktext) local link = parseLink(linktext) if allReconstructed then link.target = "*" .. link.target end return makeLangLink(link, data.lang, data.id, allow_self_link) end) -- Remove the extra * at the beginning if it's immediately followed -- by a link whose display begins with * too if allReconstructed then text = text:gsub("^%*%[%[([^|%]]+)|%*", "[[%1|*") end else -- There is no embedded wikilink, make a link using the parameters. text = makeLangLink({ target = text, display = data.alt }, data.lang, data.id, allow_self_link) end return text end function export.mark(text, itemType, face, lang) local tag = { "", "" } if itemType == "gloss" then tag = { '<span class="mention-gloss-double-quote">“</span><span class="mention-gloss">', '</span><span class="mention-gloss-double-quote">”</span>' } elseif itemType == "tr" then if face == "term" then tag = { '<span lang="' .. lang:getCode() .. '" class="tr mention-tr Latn">', '</span>' } else tag = { '<span lang="' .. lang:getCode() .. '" class="tr Latn">', '</span>' } end elseif itemType == "ts" then tag = { '<span class="ts mention-ts Latn">/', '/</span>' } elseif itemType == "pos" then tag = { '<span class="ann-pos">', '</span>' } elseif itemType == "annotations" then tag = { '<span class="mention-gloss-paren annotation-paren">(</span>', '<span class="mention-gloss-paren annotation-paren">)</span>' } end if type(text) == "string" then return tag[1] .. text .. tag[2] else return "" end end -- Format the annotations (things following the linked term) function export.format_link_annotations(data, face) local output = {} -- Interwiki link if data.interwiki then table_insert(output, data.interwiki) end -- Genders if type(data.genders) ~= "table" then data.genders = { data.genders } end if data.genders and #data.genders > 0 then local m_gen = require("gender and number") table_insert(output, "&nbsp;" .. m_gen.format_list(data.genders, data.lang)) end local annotations = {} -- Transliteration and transcription if data.tr or data.ts then local kind if face == "term" then kind = face else kind = "default" end if data.tr and data.ts then table_insert(annotations, require("script utilities").tag_translit(data.tr, data.lang, kind) .. " " .. export.mark(data.ts, "ts")) elseif data.ts then table_insert(annotations, export.mark(data.ts, "ts")) else table_insert(annotations, require("script utilities").tag_translit(data.tr, data.lang, kind)) end end -- Gloss/translation if data.gloss then table_insert(annotations, export.mark(data.gloss, "gloss")) end -- Part of speech if data.pos then -- debug category for pos= containing transcriptions if data.pos:find("/[^><]*/") then data.pos = data.pos .. "[[Category:links likely containing transcriptions in pos]]" end table_insert(annotations, export.mark(pos_tags[data.pos] or data.pos, "pos")) end -- Literal/sum-of-parts meaning if data.lit then table_insert(annotations, "literally " .. export.mark(data.lit, "gloss")) end if #annotations > 0 then table_insert(output, " " .. export.mark(table_concat(annotations, ", "), "annotations")) end return table_concat(output) end -- A version of {{l}} or {{m}} that can be called from other modules too function export.full_link(data, face, allow_self_link, no_check_redundant_translit) if type(data) ~= "table" then error("The first argument to the function full_link must be a table. " .. "See Module:links/documentation for more information.") end -- Create the link local output = {} local categories = {} local link = "" local annotations --local m_utilities = require("utilities") -- Is there any text to show? if (data.term or data.alt) then -- Try to detect the script if it was not provided if not data.sc then data.sc = require("scripts").findBestScript(data.alt or data.term, data.lang) else -- Track uses of sc parameter local best = require("scripts").findBestScript(data.alt or data.term, data.lang) require("debug").track("links/sc") if data.sc:getCode() == best:getCode() then require("debug").track("links/sc/redundant") require("debug").track("links/sc/redundant/" .. data.sc:getCode()) else require("debug").track("links/sc/needed") require("debug").track("links/sc/needed/" .. data.sc:getCode()) end end local class = "" local function encode_accel_param(prefix, param) -- This is decoded again by [[WT:ACCEL]]. return param and prefix .. param:gsub("%%", "."):gsub(" ", "_") or "" end if data.accel then local form = data.accel.form and data.accel.form .. "-form-of" or "" local gender = encode_accel_param("gender-", data.accel.gender) local pos = encode_accel_param("pos-", data.accel.pos) local translit = encode_accel_param("transliteration-", data.accel.translit) local lemma = encode_accel_param("origin-", data.accel.lemma) local lemma_translit = encode_accel_param("origin_transliteration-", data.accel.lemma_translit) local no_store = data.accel.no_store and "form-of-nostore" or "" local accel = form .. " " .. gender .. " " .. pos .. " " .. translit .. " " .. lemma .. " " .. lemma_translit .. " " .. no_store .. " " class = "form-of lang-" .. data.lang:getCode() .. " " .. accel end -- Only make a link if the term has been given, otherwise just show the alt text without a link link = require("script utilities").tag_text( data.term and export.language_link(data, allow_self_link) or data.alt, data.lang, data.sc, face, class) else --[[ No term to show. Is there at least a transliteration we can work from? ]] link = require("script utilities").request_script(data.lang, data.sc) if link == "" or not data.tr or data.tr == "-" then -- No link to show, and no transliteration either. Show a term request. local category = "" if mw.title.getCurrentTitle().nsText ~= "Template" then table_insert(categories, "[[Category:" .. data.lang:getCanonicalName() .. " term requests]]") end link = "<small>[Term?]</small>" end end table_insert(output, link) if data.tr == "" or data.tr == "-" then data.tr = nil elseif phonetic_extraction[data.lang:getCode()] then local m_phonetic = require(phonetic_extraction[data.lang:getCode()]) data.tr = data.tr or m_phonetic.getTranslit(export.remove_links(data.term)) elseif (data.term or data.alt) and not data.sc:getCode():find("Lati?n") then -- Try to generate a transliteration, unless transliteration has been supplied and either -- no_check_redundant_translit is given or we are in a high-memory entry. (Checking for redundant -- transliteration can use up significant amounts of memory so we don't want to do it if memory -- is tight. `no_check_redundant_translit` is currently set when called ultimately from -- {{multitrans|...|no-check-redundant-translit=1}}.) if not (data.tr and ( no_check_redundant_translit or mw.loadData("Module:links/data").high_memory_entries[mw.title.getCurrentTitle().text] )) then local automated_tr = data.lang:transliterate(export.remove_links(data.alt or data.term), data.sc) if automated_tr then local manual_tr = data.tr if manual_tr then if manual_tr == automated_tr then table_insert(categories, "[[Category:Terms with redundant transliterations]]" .. "[[Category:Terms with redundant transliterations/" .. data.lang:getCode() .. "]]") else -- Prevents Arabic root categories from flooding the tracking categories. if mw.title.getCurrentTitle().nsText ~= "Category" then table_insert(categories, "[[Category:Terms with manual transliterations different from the automated ones]]" .. "[[Category:Terms with manual transliterations different from the automated ones/" .. data.lang:getCode() .. "]]") end end end if (not manual_tr) or data.lang:overrideManualTranslit() then data.tr = automated_tr end end end end -- Link to the transliteration entry for languages that require this if data.tr and data.lang:link_tr() then data.tr = export.language_link { lang = data.lang, term = data.tr } end table_insert(output, export.format_link_annotations(data, face)) return table_concat(output) .. table_concat(categories) end --[[ Strips links: deletes category links, the targets of piped links, and all double square brackets. ]] function export.remove_links(text) if type(text) == "table" then text = text.args[1] end if not text or text == "" then return "" end text = mw.ustring.gsub(text, "%[%[Category:[^|%]]-|?[^|%]]-%]%]", "") text = text:gsub("%[%[[^|%]]-|", "") text = text:gsub("%[%[", "") text = text:gsub("%]%]", "") return text end function export.english_links(text) local lang = require("languages").getByCode("en") -- Parentheses around function call to remove second return value, the -- number of replacements. return (text:gsub("%[%[([^%]]+)%]%]", function(linktext) local link = parseLink(linktext) return makeLangLink(link, lang, nil, true, false) end)) end --[=[ For example, Norwegian_Bokm.C3.A5l → Norwegian_Bokmål. 0xC3 and 0xA5 are the hexadecimal-base representation of the two bytes used to encode the character å in the UTF-8 encoding: 11000011 10100101 Note that the bytes used to represent a character are actually different from the Unicode codepoint. For å, the codepoint is 0xE5. The bits (digits) that actually spell the codepoint are found in the brackets: 110[00011] 10[100101]. For further explanation, see [[w:UTF-8#Description]]. ]=] -- The character class %x should not be used, as it includes the characters a-f, -- which do not occur in these anchor encodings. local capitalHex = "[0-9A-F]" local function decodeAnchor(anchor) return (anchor:gsub("%.(" .. capitalHex .. capitalHex .. ")", function(hexByte) return string.char(tonumber(hexByte, 16)) end)) end function export.section_link(link) if type(link) ~= "string" then error("The first argument to section_link was a " .. type(link) .. ", but it should be a string.") end link = link:gsub("_", " ") local numberSigns = require("string").count(link, "#") if numberSigns > 1 then error("The section link should only contain one number sign (#).") end link = mw.uri.decode(link, "WIKI") local page, section = link:match("^([^#]*)#(.+)$") if page == "" then page = nil end if section then section = decodeAnchor(section) -- URI-encode (percent-encode) section to allow square brackets and -- other dodgy characters in section name. -- If not percent-encoded, they prevent the parser from creating a link. -- Decode percent-encoding in the displayed text if page then return "[[" .. page .. "#" .. mw.uri.encode(section, "WIKI") .. "|" .. page .. " §&nbsp;" .. section .. "]]" else return "[[#" .. mw.uri.encode(section, "WIKI") .. "|§&nbsp;" .. section .. "]]" end else error("The function “section_link” could not find a number sign marking a section name.") end end return export
-- -- -- Copyright 2012 Rackspace -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- require "lunit" module( "mongodb_opcounters", package.seeall, lunit.testcase ) local http_server custom_arguments = { ipaddress = {'127.0.0.1'}, port = { 28019 } } function equus_setup() http_server = test_util.run_test_http_server('127.0.0.1', 28019, nil, { ['/_status'] = { method = 'GET', status_line = '200 OK', content_type = 'application/json', file = 'data/mongodb_response.json' }}) end function equus_teardown() test_util.kill_test_server(http_server) end function test_mongodb_opcounters() assert_equal('A', check_result.availability) assert_equal('G', check_result.state) assert_equal('opcounters_delete', check_result.checks[1].name) assert_equal('opcounters_insert', check_result.checks[2].name) assert_equal('opcounters_command', check_result.checks[3].name) assert_equal('opcounters_getmore', check_result.checks[4].name) assert_equal('opcounters_update', check_result.checks[5].name) assert_equal('opcounters_query', check_result.checks[6].name) assert_equal('L', check_result.checks[1].type) assert_equal('L', check_result.checks[2].type) assert_equal('L', check_result.checks[3].type) assert_equal('L', check_result.checks[4].type) assert_equal('L', check_result.checks[5].type) assert_equal('L', check_result.checks[6].type) end
slot0 = class("FragmentShopPage", import(".ShamShopPage")) slot0.getUIName = function (slot0) return "FragmentShop" end slot0.GetPaintingCommodityUpdateVoice = function (slot0) return end slot0.CanOpen = function (slot0, slot1, slot2) return pg.SystemOpenMgr.GetInstance():isOpenSystem(slot2.level, "FragmentShop") end slot0.OnLoaded = function (slot0) slot0.uilist = UIItemList.New(slot0:findTF("scrollView/view"), slot0:findTF("tpl")) slot0.dayTxt = slot0:findTF("time/day"):GetComponent(typeof(Text)) slot0.fragment = slot0:findTF("res_fragment/count"):GetComponent(typeof(Text)) slot0.resolveBtn = slot0:findTF("res_fragment/resolve") slot0.urRes = slot0:findTF("res_ur/count"):GetComponent(typeof(Text)) end slot0.OnInit = function (slot0) slot0.super.OnInit(slot0) onButton(slot0, slot0.resolveBtn, function () if not slot0.resolvePanel then slot0.resolvePanel = FragResolvePanel.New(slot0) slot0.resolvePanel:Load() end slot0.resolvePanel.buffer:Reset() slot0.resolvePanel.buffer.Reset.resolvePanel.buffer:Trigger("control") end, SFX_PANEL) onButton(slot0, slot0:findTF("res_fragment"), function () slot0:emit(BaseUI.ON_ITEM, id2ItemId(PlayerConst.ResBlueprintFragment)) end, SFX_PANEL) onButton(slot0, slot0:findTF("res_ur"), function () slot0:emit(BaseUI.ON_ITEM, pg.gameset.urpt_chapter_max.description[1]) end, SFX_PANEL) end slot0.OnUpdatePlayer = function (slot0) slot1 = slot0.player slot0.fragment.text = slot0.player:getResource(PlayerConst.ResBlueprintFragment) end slot0.OnFragmentSellUpdate = function (slot0) if slot0.resolvePanel then slot0.resolvePanel.buffer:Reset() slot0.resolvePanel.buffer:Trigger("control") end end slot0.OnUpdateItems = function (slot0) if not LOCK_UR_SHIP then slot0.urRes.text = slot0.items[pg.gameset.urpt_chapter_max.description[1]] or { count = 0 }.count else setActive(slot0:findTF("res_ur"), false) setAnchoredPosition(slot0:findTF("res_fragment"), { x = 938.5 }) end end slot0.OnUpdateCommodity = function (slot0, slot1) slot0.cards[slot1.id].goodsVO = slot1 ActivityGoodsCard.StaticUpdate(slot0.cards[slot1.id].tr, slot1, slot0.TYPE_FRAGMENT) end slot0.AddCard = function (slot0, slot1, slot2) ActivityGoodsCard.StaticUpdate(slot2, slot1, slot0.TYPE_FRAGMENT) return { goodsVO = slot1, tr = slot2 } end slot0.OnPurchase = function (slot0, slot1, slot2) slot0:emit(NewShopsMediator.ON_FRAGMENT_SHOPPING, slot1.id, slot2) end slot0.OnDestroy = function (slot0) slot0.super.OnDestroy(slot0) if slot0.resolvePanel then slot0.resolvePanel:Destroy() slot0.resolvePanel = nil end end return slot0
return function(parent, dir) local lgi = require 'lgi' local Gtk = lgi.Gtk local window = Gtk.Dialog { title = "Gtk.SizeGroup", transient_for = parent, buttons = { { Gtk.STOCK_CLOSE, Gtk.ResponseType.NONE }, }, resizable = false, on_response = Gtk.Widget.destroy, } window:get_content_area():add( Gtk.Box { orientation = 'VERTICAL', border_width = 5, spacing = 5, Gtk.Frame { label = "Color Options", Gtk.Grid { id = 'colors', row_spacing = 5, column_spacing = 10, } }, Gtk.Frame { label = "Line Options", Gtk.Grid { id = 'lines', row_spacing = 5, column_spacing = 10, } }, Gtk.CheckButton { id = 'enable_grouping', label = "_Enable grouping", use_underline = true, active = true, }, }) local size_group = Gtk.SizeGroup { mode = 'HORIZONTAL' } local function add_row(grid, row, label, strings) local combo = Gtk.ComboBoxText {} for _, text in ipairs(strings) do combo:append_text(text) end combo.active = 0 size_group:add_widget(combo) grid:add { left_attach = 0, top_attach = row, Gtk.Label { label = label, use_underline = true, halign = 'START', valign = 'END', hexpand = true, mnemonic_widget = combo, } } grid:add { left_attach = 1, top_attach = row, combo } end add_row(window.child.colors, 0, "_Foreground", { "Red", "Green", "Blue", }) add_row(window.child.colors, 1, "_Background", { "Red", "Green", "Blue", }) add_row(window.child.lines, 0, "_Dashing", { "Solid", "Dashed", "Dotted", }) add_row(window.child.lines, 1, "_Line ends", { "Square", "Round", "Arrow", }) function window.child.enable_grouping:on_toggled() size_group.mode = self.active and 'HORIZONTAL' or 'NONE' end window:show_all() return window end, "Size Groups", table.concat { [[Gtk.SizeGroup provides a mechanism for grouping a number of widgets ]], [[together so they all request the same amount of space. This is ]], [[typically useful when you want a column of widgets to have the same ]], [[size, but you can't use a Gtk.Grid widget. ]], [[Note that size groups only affect the amount of space requested, ]], [[not the size that the widgets finally receive. If you want ]], [[the widgets in a Gtk.SizeGroup to actually be the same size, ]], [[you need to pack them in such a way that they get the size they ]], [[request and not more. For example, if you are packing your widgets ]], [[into a grid, you would not include the 'FILL' flag.]], }
local helpers = require("open-related.helpers") local filename = require("open-related.helpers.filename") local M = {} M.alternate_header = helpers.make_builtin({ filetypes = { "cpp" }, related_to = filename.from_patterns({ { match = "(.*).h$", format = "%s.cpp" }, { match = "(.*).cpp$", format = "%s.h" }, }), }) return M
-- MutantAlert -- For when the AI has been alerted to something and is just going to investigate what it was local Behavior = CreateAIBehavior("MutantAlert", "MutantBase", { Alertness = 0, Constructor = function (self, entity) self:Log("MutantAlert"); -- Search at least 10s. entity.AI.allowLeave = false; entity.AI.alertTimer = Script.SetTimerForFunction(10 * 1000.0, "AIBehavior.MutantAlert.ALERT_TIMER", entity); self:Log("SelectPipe: mutant_alert"); entity:SelectPipe(0, "mutant_alert"); end, Destructor = function(self, entity) self:KillAlertTimer(entity); end, KillAlertTimer = function(self, entity) if (entity.AI.alertTimer) then Script.KillTimer(entity.AI.alertTimer); end end, --------------------------------------------- ALERT_TIMER = function(entity, timerid) Log("MutantAlert::ALERT_TIMER"); entity.AI.alertTimer = nil; entity.AI.allowLeave = true; local target = AI.GetAttentionTargetEntity(entity.id); if (target == nil) then AI.Signal(SIGNALFILTER_SENDER, 1, "ALERT_IDLE_LOOKAROUND", entity.id); end end, ALERT_IDLE = function(self, entity) self:Log("MutantAlert::ALERT_IDLE"); self:Log("SelectPipe: mutant_alert_idle"); -- want to look around at least once entity:SelectPipe(0, "mutant_alert_idle"); end, ALERT_IDLE_LOOKAROUND = function(self, entity) self:Log("MutantAlert::ALERT_IDLE_LOOKAROUND"); if (entity.AI.allowLeave == true) then self:GoBackToIdlePos(entity); else self:Log("SelectPipe: mutant_alert_idle"); entity:SelectPipe(0, "mutant_alert_idle"); end end, IDLEPOS_REACHED = function(self, entity) self:Log("MutantAlert::IDLEPOS_REACHED"); AI.SetBehaviorVariable(entity.id, "Alerted", false); end, -- threats (all threats take us to seek mode) OnEnemySeen = function(self, entity, fDistance, data) self:Log("MutantAlert::OnEnemySeen"); self:EnterSeekBehavior(entity, distance); end, OnEnemyDamage = function(self, entity, distance, data) self:Log("MutantAlert::OnEnemyDamage"); local enemy = System.GetEntity(data.id); if (enemy) then self:ForceLookAtEntity(entity, enemy); end self:EnterSeekBehavior(entity, distance); end, OnEnemyHeard = function(self, entity, distance) self:Log("MutantAlert::OnEnemyHeard"); self:ForceLookAtTarget(entity); -- have to force as we're switching behaviors self:EnterSeekBehavior(entity, distance); end, OnBulletRain = function(self, entity, sender, data) self:Log("MutantAlert::OnBulletRain"); if (AI.Hostile(entity.id, data.id)) then -- only react to hostile bullets self:EnterSeekBehavior(entity, distance); end end, OnThreateningSeen = function(self, entity) self:Log("MutantAlert::OnThreateningSoundHeard"); self:EnterSeekBehavior(entity, distance); end, OnThreateningSoundHeard = function(self, entity) self:Log("MutantAlert::OnThreateningSoundHeard"); self:ForceLookAtTarget(entity); self:EnterSeekBehavior(entity, distance); end, -- curiosities InvestigatePosition = function(self, entity, distance) self:Log("MutantAlert::InvestigatePosition"); if (entity.AI.allowLeave) then local attPos = g_Vectors.temp_v1; -- needs to be initialized like this AI.GetAttentionTargetPosition(entity.id, attPos); AI.SetRefPointPosition(entity.id, attPos); entity.AI.allowLeave = false; entity.AI.alertTimer = Script.SetTimerForFunction(10 * 1000.0, "AIBehavior.MutantAlert.ALERT_TIMER", entity); self:Log("SelectPipe: mutant_alert"); entity:SelectPipe(0, "mutant_alert"); end end, OnSomethingSeen = function(self, entity, distance, data) self:Log("MutantAlert::OnSomethingSeen"); self:InvestigatePosition(entity, distance); end, OnObjectSeen = function(self, entity, distance, data) self:Log("MutantAlert::OnObjectSeen"); self:InvestigatePosition(entity, distance); end, OnInterestingSoundHeard = function(self, entity) self:Log("MutantAlert::OnInterestingSoundHeard"); self:InvestigatePosition(entity, distance); end, })
local foo = {} function foo.load(x, w, h) foo.win = false foo.instruction = "Run!" foo.x = x foo.w = w foo.h = h end function foo.keypressed(key, bindings) end function foo.update(dt, bindings) if love.keyboard.isDown(bindings.pl.left) then end if love.keyboard.isDown(bindings.pl.right) then end if love.keyboard.isDown(bindings.pl.up) then end if love.keyboard.isDown(bindings.pl.down) then end if love.keyboard.isDown(bindings.pr.left) then end if love.keyboard.isDown(bindings.pr.right) then end if love.keyboard.isDown(bindings.pr.up) then end if love.keyboard.isDown(bindings.pr.down) then end end function foo.draw() love.graphics.printf("It Works", foo.x, foo.h / 2, foo.w, "center") end return foo
local length = table.getn(KEYS); for i = 1, length, 1 do redis.call("zincrby", KEYS[i], ARGV[1], ARGV[2]) end return 1
help([[ Loads the Pythia environment ]]) local version = "8.2.3" whatis("loads the Pythia environment") prefix = "/opt/pythia8230" if (depends_on) then depends_on("root") else if (not isloaded("root")) then always_load("root") end end prepend_path("LD_LIBRARY_PATH", pathJoin(prefix, "/lib")) prepend_path("DYLD_LIBRARY_PATH", pathJoin(prefix, "/lib")) prepend_path("PATH", pathJoin(prefix, "/bin")) prepend_path("PYTHONPATH", pathJoin(prefix, "/lib"))
Data={} function Data.every() return "*" end function Data.new (name) local self = {} local name = name local nums = {} -- indexes of indepedendent numerics local syms = {} -- indexes of indepedendent symbols local dnums = {} -- indexes of depedendent numerics local dsyms = {} -- indexes of depedendent symbols local terms = {} -- table of terms a.k.a. attributes, features, columns local rows = {} -- table or rows a.k.a. instaces, examples function self.newTerm(x) table.insert(terms,x) table.insert(x.where,#terms) end return self end
-- XMS_Tester_A.lua -- dofile( "XMS.lua" ) XMS_Tester_A = class( nil ) XMS_Tester_A.maxChildCount = 0 XMS_Tester_A.maxParentCount = 1 XMS_Tester_A.connectionInput = sm.interactable.connectionType.logic XMS_Tester_A.connectionOutput = sm.interactable.connectionType.none XMS_Tester_A.colorNormal = sm.color.new( 0x404040ff ) XMS_Tester_A.colorHighlight = sm.color.new( 0x606060ff ) function XMS_Tester_A.client_onCreate( self ) self.xmsManager = XMS_Manager("XMS_Tester_A") end function XMS_Tester_A.client_onSetupGui( self ) self.xmsManager:client_onSetupGui() end function XMS_Tester_A.client_onInteract( self ) self.xmsManager:setXMS(0, math.pi) self.xmsManager:setXMS(1, true) self.xmsManager:setXMS(2, "Lorem ipsum dolor") self.xmsManager:setXMS(3, testfunction) end function testfunction() print("This is a function printing the secret value: " .. secret_value) -- This will print "I don't like MLP" even if it's sent to a different mod. end secret_value = "I don't like MLP"
-- returns a function that, invoked with a delta, calls the callback -- when the total time is reached. if provided, the elseCallback -- will be invoked on each call with time < total. local function timeout(total, callback, elseCallback, periodic) local elapsed = 0 return function(dt) elapsed = elapsed + dt if elapsed >= total then callback(total, dt, elapsed, total - elapsed) if periodic then elapsed = 0 end elseif elseCallback then elseCallback(total, dt, elapsed, total - elapsed) end end end -- returns a function that, invoked with a delta, calls the callback -- when the total time is reached, and then resets the elapsed time. -- if provided, the elseCallback will be invoked on each call with time < total. local function interval(total, callback, elseCallback) return timeout(total, callback, elseCallback, true) end return { timeout = timeout, interval = interval, }
CAchievement = {} function CAchievement:new(player) outputDebugString("CAchievement:new >> "..string.gsub(getPlayerName(player), "#%x%x%xx%x%x", ""), 0, 255, 180, 0) dbQuery(CAchievement.constructor, {player}, g_Connection, "SELECT * FROM v_achievements WHERE `account_id` = ?", getElementData(player, "account_id")) end function CAchievement.constructor(query, player) local result = dbPoll(query, 0) if not result then return outputDebugString("[Achievements] constructor failure") end g_PlayerAchievements[player] = {} for _, row in pairs(result) do local achievement_id = row.achievement_id g_PlayerAchievements[player][achievement_id] = true end exports.v_mysql:setPlayerStats(player, "achievements", #result, true) triggerEvent("Achievements:onPlayerInit", player) triggerClientEvent(player, "Achievements:onPlayerReceiveList", player, g_Achievements, g_PlayerAchievements[player]) end function CAchievement.destructor(player) player = isElement(player) and player or source if not getElementData(player, "LoggedIn") then return end if g_PlayerAchievements[player] then g_PlayerAchievements[player] = nil end end local function tableFind(tbl, key) local findings = {} local first_result = false for i = 1, #tbl do if tbl[i][1] == key then if first_result == false then first_result = true end table.insert(findings, i) end end return (first_result == true and findings or false) end function CAchievement:onPlayerStatsUpdate(player, key, newValue) local achievement_ids = tableFind(g_Achievements, key) if achievement_ids then for index, achievement_id in pairs(achievement_ids) do if type(newValue) ~= "number" then outputDebugString("Found achievement id for a non-numeric value >> "..key.." >> "..newValue, 1) end local player_achievement_data = g_PlayerAchievements[player] if(not player_achievement_data) then outputDebugString("CAchievement:onPlayerStatsUpdate >> Achievement data not present for "..getPlayerName(player).." (key: "..key..")", 0, 255, 180, 0) return end local achievement_data = g_Achievements[achievement_id] if newValue >= achievement_data[3] and player_achievement_data[achievement_id] == nil then player_achievement_data[achievement_id] = true exports.v_mysql:givePlayerStats(player, "money", achievement_data[5]) CAchievement:UpdateAchievements(player, achievement_id) end end end end function CAchievement:UpdateAchievements(player, achievement_id) local account_id = getElementData(player, "account_id") dbExec(g_Connection, "INSERT INTO v_achievements (`account_id`, `achievement_id`) VALUES (?, ?)", account_id, achievement_id) triggerClientEvent(player, "Achievements:onPlayerUnlockAchievement", player, achievement_id) exports.v_mysql:setPlayerStats(player, "achievements", (exports.v_mysql:getPlayerStats(player, "achievements") or 0)+1, true) --outputDebugString("CAchievement:UpdateAchievements >> "..string.gsub(getPlayerName(player), "#%x%x%xx%x%x", ""), 0, 255, 180, 0) end
data:extend({ { type = "item", name = "dummy-item", icon = "__Logistics Railway__/graphics/control-panel.png", flags = {"hidden"}, subgroup = "transport", order = "z", stack_size = 1, icon_size = 32 }, { type = "item", name = "storage-rail", icon = "__Logistics Railway__/graphics/storage-rail.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[train-system]-b[rail-storage]", place_result = "storage-rail", stack_size = 100, icon_size = 32 }, { type = "item", name = "passive-provider-rail", icon = "__Logistics Railway__/graphics/passive-provider-rail.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[train-system]-b[rail-passive-provider]", place_result = "passive-provider-rail", stack_size = 100, icon_size = 32 }, { type = "item", name = "active-provider-rail", icon = "__Logistics Railway__/graphics/active-provider-rail.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[train-system]-b[rail-active-provider]", place_result = "active-provider-rail", stack_size = 100, icon_size = 32 }, { type = "item", name = "requester-rail", icon = "__Logistics Railway__/graphics/requester-rail.png", flags = {"goes-to-quickbar"}, subgroup = "transport", order = "a[train-system]-b[rail-requester]", place_result = "requester-rail", stack_size = 100, icon_size = 32 }, })
------------------------------------------------------------ ------------------------------------------------------------ local channels = TokoVoipConfig.channels; function addPlayerToRadio(channelId,playerServerId) if (not channels[channelId]) then channels[channelId] = {id = channelId, name = channelId.." Mhz", subscribers = {}}; end if (not channels[channelId].id) then channels[channelId].id = channelId; end channels[channelId].subscribers[playerServerId] = playerServerId; for _, subscriberServerId in pairs(channels[channelId].subscribers) do if (subscriberServerId ~= playerServerId) then TriggerClientEvent("TokoVoip:onPlayerJoinChannel",subscriberServerId,channelId,playerServerId); else TriggerClientEvent("TokoVoip:onPlayerJoinChannel",subscriberServerId,channelId,playerServerId,channels[channelId]); end end end RegisterServerEvent("TokoVoip:addPlayerToRadio"); AddEventHandler("TokoVoip:addPlayerToRadio",addPlayerToRadio); function removePlayerFromRadio(channelId,playerServerId) if (channels[channelId] and channels[channelId].subscribers[playerServerId]) then channels[channelId].subscribers[playerServerId] = nil; if (channelId > 1000) then if (tablelength(channels[channelId].subscribers) == 0) then channels[channelId] = nil; end end TriggerClientEvent("TokoVoip:onPlayerLeaveChannel",playerServerId,channelId,playerServerId); if (not channels[channelId]) then return end for _, subscriberServerId in pairs(channels[channelId].subscribers) do TriggerClientEvent("TokoVoip:onPlayerLeaveChannel",subscriberServerId,channelId,playerServerId); end end end RegisterServerEvent("TokoVoip:removePlayerFromRadio"); AddEventHandler("TokoVoip:removePlayerFromRadio",removePlayerFromRadio); function removePlayerFromAllRadio(playerServerId) for channelId, channel in pairs(channels) do if (channel.subscribers[playerServerId]) then removePlayerFromRadio(channelId,playerServerId); end end end RegisterServerEvent("TokoVoip:removePlayerFromAllRadio"); AddEventHandler("TokoVoip:removePlayerFromAllRadio",removePlayerFromAllRadio); AddEventHandler("playerDropped",function() removePlayerFromAllRadio(source); end);
hp = 5000 attack = 280 defense = 250 speed = 55 mdefense = 300 luck = 60 explodes = true strength = ELEMENT_NONE weakness = ELEMENT_FIRE local player_ids = {} local attacks_in_a_row = 0 function initId(id) myId = id end function numCharmed() local count = 0 for i=1,#player_ids do if (battleGetEntityCondition(player_ids[i]) == CONDITION_CHARMED) then count = count + 1 end end return count end function start() local id = battleGetNextEntity(myId) while (not (id == myId)) do local t = battleGetEntityType(id) if (t == COMBATENTITY_TYPE_PLAYER) then player_ids[#player_ids+1] = id end id = battleGetNextEntity(id) end end function get_action(step) local n = getRandomNumber(2) if (n == 0 or attacks_in_a_row > 2) then attacks_in_a_row = 0 local nc = numCharmed() if (#player_ids > 1 and nc < #player_ids/2) then local start = getRandomNumber(#player_ids)+1 local n = start local found repeat if (battleGetEntityHP(player_ids[n]) > 0 and not (battleGetEntityCondition(player_ids[n]) == CONDITION_CHARMED)) then found = n n = start - 999 -- hack break end n = n + 1 if (n > #player_ids) then n = 1 end until n == start if (n == start) then return COMBAT_ATTACKING, 1, getRandomPlayer() else return COMBAT_CASTING, "Charm", 1, player_ids[found] end else return COMBAT_ATTACKING, 1, getRandomPlayer() end else attacks_in_a_row = attacks_in_a_row + 1 return COMBAT_ATTACKING, 1, getRandomPlayer() end end function die() addEnemy("Spirit", battleGetX(myId), battleGetY(myId)-10, true) end function spell_has_no_effect(name) if (name == "Stun" or name == "Slow" or name == "Charm") then return true else return false end end
local const = require("constants") local class = require("libs.class") local states = require("gameobject.player.states.states") local Shword = require("gameobject.shword") local Wait = class("Wait", states.Base) function Wait:initialize(player, ...) states.Base.initialize(self, player) end function Wait:enter() self.lastMove = nil self.player.animator:play('idle') self.canDash = false end function Wait:exit(newState) end function Wait:update() local player = self.player player:friction(const.player.friction) if math.abs(player.moveDir[1]) <= 1e-5 then self.canDash = true self.lastMove = nil else if not self.lastMove then self.lastMove = player.time end end if self.canDash and math.abs(player.moveDir[1]) > const.player.dashThresh then player:setState(states.Dash) return end if self.lastMove and player.time - self.lastMove > const.player.dashInputDelay then player:setState(states.Run) return end if player.controller.jump.pressed then player:setState(states.JumpSquat) return end if not player:onGround() then player:setState(states.Fall) return end player:enterAimShword() end return Wait
-- @module: PageViewTest -- @author: JoeyChen -- @Date: 2018-10-22 16:14:39 -- @Last Modified by JoeyChen -- @Last Modified time 2018-10-22 17:32:49 local function createUI() local pageView = ccui.PageView:create() -- 设置容器尺寸 pageView:setContentSize(200,200) -- 设置能否触摸 pageView:setTouchEnabled(true) pageView:setAnchorPoint(cc.p(0.5,0.5)) pageView:setPosition(display.cx,display.cy) for i = 1, 5, 1 do local layout = ccui.Layout:create() layout:setContentSize(200,200) layout:setBackGroundColorType(ccui.LayoutBackGroundColorType.solid); layout:setBackGroundColor(cc.c3b(255, 255, 150)); layout:setPosition(display.cx,display.cy) local text = cc.Label:createWithSystemFont("第" .. i .. "页", "Arial", 30) :setTextColor(cc.c3b(0, 0, 0)) :move(layout:getContentSize().width/2, layout:getContentSize().height/2) :addTo(layout) pageView:addPage(layout) end -- 触摸回调 local function callBackFunc(sender,event) -- 翻页 if event == ccui.PageViewEventType.turning then -- 页码索引(索引从0开始,需加1) local index = pageView:getCurrentPageIndex() print("翻到了第" .. index + 1 .. "页") end end pageView:addEventListener(callBackFunc) -- 垂直翻页 -- pageView:setDirection(cc.SCROLLVIEW_DIRECTION_VERTICAL) -- 翻到第3页(索引从0开始) pageView:scrollToPage(2) return pageView end local function main() local scene = cc.Scene:create() scene:addChild(createUI()) scene:addChild(CreateBackMenuItem()) return scene end return main
tutorial = {} tutMap = {} tutMap.width = 5 tutMap.height = 5 for i = 0, tutMap.width+1 do tutMap[i] = {} end tutMap[1][3] = "C" tutMap[2][3] = "C" tutMap[3][3] = "C" tutMap[4][3] = "C" tutMap[5][3] = "C" tutMap[3][1] = "C" tutMap[3][2] = "C" tutMap[3][4] = "C" tutMap[3][5] = "C" tutMap[1][1] = "SCHOOL" tutMap[2][1] = "SCHOOL" tutMap[1][2] = "SCHOOL" tutMap[2][2] = "SCHOOL" tutMap[5][2] = "PL" tutMap[2][5] = "HO" tutorialSteps = {} currentStep = 1 currentStepTitle = "" currentTutBox = nil local CODE_chooseDirectionFunction1 = parseCode([[ function ai.chooseDirection( train, directions ) end ]]) local CODE_chooseDirectionFunction2 = parseCode([[ function ai.chooseDirection( train, directions ) -- Beispiel: Gib den Namen des trAIns aus -- und den Namen des Passagiers: -- (passenger ist 'nil' falls kein Passagier da ist) if train.passenger == nil then print(train.name.." hat keinen Passagier.") else print(train.name.." befördert "..train.passenger.name) end end ]]) local CODE_pickUpPassenger = parseCode([[ -- Code um Passagiere mitzunehmen: function ai.foundPassengers( train, passengers ) return passengers[1] end ]]) local CODE_chooseDirectionWithPassenger1 = parseCode([[ function ai.chooseDirection( train, directions ) if train.passenger == nil then print(train.name.." hat keinen Passagier.") -- fahre nach Süden, denn da sind die Passagiere! return "S" else print(train.name.." befördert "..train.passenger.name) end end ]]) local CODE_chooseDirectionWithPassenger2 = parseCode([[ function ai.chooseDirection( train, directions ) if train.passenger == nil then print(train.name.." hat keinen Passagier.") return "S" else print(train.name.." befördert "..train.passenger.name) if train.passenger.destX < train.x then return "W" else return "E" end end end ]]) local CODE_dropOffPassenger = parseCode([[ -- Code zum Rauslassen der Passagiere: function ai.foundDestination(train) -- lass den Passagier raus: dropPassenger(train) end ]]) local CODE_enoughMoney = parseCode([[ -- diese Funktion wird aufgerufen, sobald du genug Geld hast: function ai.enoughMoney() buyTrain(1,3) end ]]) local CODE_moreIdeas = parseCode([[ -- Schau, ob es der erste trAIn ist: if train.ID == 1 then ... -- Iteriere durch die Passagiere: -- ACHTUNG: #passengers ist die Länge der Liste!! i = 1 while i <= #passengers do ... if ... then -- nimm Passagier mit break -- beende die Schleife! end i = i + 1 end ]]) function nextTutorialStep() currentStep = currentStep + 1 showCurrentStep() end function prevTutorialStep() currentStep = currentStep - 1 showCurrentStep() end function showCurrentStep() if cBox then codeBox.remove(cBox) cBox = nil end if additionalInfoBox then tutorialBox.remove(additionalInfoBox) additionalInfoBox = nil end if tutorialSteps[currentStep].event then tutorialSteps[currentStep].event() end if currentTutBox then TUT_BOX_X = currentTutBox.x TUT_BOX_Y = currentTutBox.y tutorialBox.remove(currentTutBox) end if tutorialSteps[currentStep].stepTitle then currentStepTitle = tutorialSteps[currentStep].stepTitle else local l = currentStep - 1 while l > 0 do if tutorialSteps[l] and tutorialSteps[l].stepTitle then currentStepTitle = tutorialSteps[l].stepTitle break end l = l - 1 end end currentTutBox = tutorialBox.new( TUT_BOX_X, TUT_BOX_Y, tutorialSteps[currentStep].message, tutorialSteps[currentStep].buttons ) end function startThisTutorial() --define buttons for message box: print("tutorialSteps[1].buttons", tutorialSteps[1].buttons[1].name) if currentTutBox then tutorialBox.remove(currentTutBox) end currentTutBox = tutorialBox.new( TUT_BOX_X, TUT_BOX_Y, tutorialSteps[1].message, tutorialSteps[1].buttons ) STARTUP_MONEY = TRAIN_COST + 15 timeFactor = 0.5 tutorial.passengersEnRoute = 0 end function tutorial.start() aiFileName = "TutorialAI3.lua" --ai.backupTutorialAI(aiFileName) ai.createNewTutAI(aiFileName, fileContent) stats.start( 1 ) tutMap.time = 0 map.print() loadingScreen.reset() loadingScreen.addSection("Neue Karte") loadingScreen.addSubSection("Neue Karte", "Größe: " .. tutMap.width .. "x" .. tutMap.height) loadingScreen.addSubSection("Neue Karte", "Zeit: Tag") loadingScreen.addSubSection("Neue Karte", "Tutorial 3: Sei smart!") train.init() train.resetImages() ai.restart() -- make sure aiList is reset! ok, msg = pcall(ai.new, AI_DIRECTORY .. aiFileName) if not ok then print("Fehler: " .. msg) else stats.setAIName(1, aiFileName:sub(1, #aiFileName-4)) train.renderTrainImage(aiFileName:sub(1, #aiFileName-4), 1) end tutorial.noTrees = true -- don't render trees! map.generate(nil,nil,1,tutMap) tutorial.createTutBoxes() tutorial.mapRenderingDoneCallback = startThisTutorial menu.exitOnly() tutorial.passengersEnRoute = 0 tutorial.passengerDropoffCorrectlyEvent = function() tutorial.passengersEnRoute = tutorial.passengersEnRoute - 1 end MAX_NUM_PASSENGERS = 50 -- overwrite default! end function tutorial.endRound() tutorial.passengersEnRoute = 0 tutorial.reachedEast = false tutorial.reachedWest = false end local codeBoxX, codeBoxY = 0,0 local tutBoxX, tutBoxY = 0,0 --[[ function additionalInformation(text, code) return function() if not additionalInfoBox then if currentTutBox then TUT_BOX_X = currentTutBox.x TUT_BOX_Y = currentTutBox.y end if TUT_BOX_Y + TUT_BOX_HEIGHT + 50 < love.graphics.getHeight() then -- only show BELOW the current box if there's still space there... additionalInfoBox = tutorialBox.new(TUT_BOX_X, TUT_BOX_Y + TUT_BOX_HEIGHT +10, text, {}) else -- Otherwise, show it ABOVE the current tut box! additionalInfoBox = tutorialBox.new(TUT_BOX_X, TUT_BOX_Y - 10 - TUT_BOX_HEIGHT, text, {}) end end if not cBox then cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, code) end end end ]]-- function tutorial.createTutBoxes() CODE_BOX_X = love.graphics.getWidth() - CODE_BOX_WIDTH - 30 CODE_BOX_Y = (love.graphics.getHeight() - TUT_BOX_HEIGHT)/2 - 50 local k = 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Check!" tutorialSteps[k].message = "Das dritte Tutorial zeigt Dir:\n\n".. "1) Wie man klügere Entscheidungen trifft, je nachdem wo deine Passagiere hin wollen\n\n".. "2) Den Umgang mit mehreren Zügen." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Starte Tutorial", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Auf dieser Karte sind einige Kinder. ".. "Wie Schüler eben sind, wollen einige in die Schule, andere lieber nicht.\n".. "Als trAIn-Programmierer steht es uns nicht zu, dies zu verurteilen, obwohl...\n".. "(Drücke die Leertaste oder klicke auf einen Passagier, um sein Ziel zu sehen)" tutorialSteps[k].event = startCreatingPassengers(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Dein Job ist es die Passagiere an ihr Ziel zu bringen.\n".. "Wir könnten einfach alle Richtungen ausprobieren, bis wir die des Passagieres finden, ".. "aber dann wären wir kein guter Gegner für andere, klügere AIs.\n".. "Stattdessen versuchen wir herauszufinden, wo unser Passagier hin will und fahren dann entsprechend dorthin." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Um dies zu erreichen, fügen wir der Funktion ai.chooseDirection zwei Parameter hinzu, ".. "namens 'train' und 'directions'.\n Öffne Deutsch_TutorialAI3.lua und kopiere den Code aus dem Code-Kasten." tutorialSteps[k].event = function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_chooseDirectionFunction1) end tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Der Parameter 'train' ist eine Tabelle, die den trAIn repräsentiert ".. "Sie hat folgende Elemente: 'ID', 'name', 'x' und 'y'. ".. "Wenn der trAIn gerade einen Passagier befördert, ".. "ist ein weiteres Element namens 'passenger' in der Tabelle ".. "(eine Tabelle die den Passager repräsentiert). Diese Tabelle wiederum ".. "hat die Elemente: 'destX' und 'destY', welche das Ziel des Passagieres angeben ".. "und 'name' - der Name unseres Passagiers. Füge den neuen Code deiner Funktion hinzu." tutorialSteps[k].event = function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_chooseDirectionFunction2) end tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Wie in Tutorial 1, müssen wir Code hinzufügen, um einen Passagier mitzunehmen. ".. "Füge dies deinem Script hinzu...\n\nWenn du fertig bist, lade neu und schau ob es funktioniert!" tutorialSteps[k].event = function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_pickUpPassenger) end tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Nächster Schritt: Immer wenn der Zug eine Weiche erreicht und keinen Passagier ".. "an Bord hat, soll er nach Süden fahren. Füge die Zeile Code entsprechend hinzu." tutorialSteps[k].event = function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_chooseDirectionWithPassenger1) end tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Wenn ein Passagier an Bord ist, vergleichen wir die aktuellen X-Koordinaten ".. "des Zuges (train.x) mit den Zielkoordinaten des Passagieres ".. "(train.passenger.destX). Liegt das Ziel im Westen ".. "(X des Ziels ist kleiner als X des trAIns), dann fahren wir nach Westen. ".. "Ansonsten fahren wir nach Osten.\nErweitere deine Funktion entsprechend." tutorialSteps[k].event = function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_chooseDirectionWithPassenger2) end tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Als Letztes müssen wir den Passagier absetzen, so wie letztes Mal\n\n".. "Wenn du das alles programmiert hast, lade neu und beobachte wie der trAIn die Passagiere rauslässt!\n".. "(Du kannst die Geschwindigkeit des Tutorials ändern indem du auf + oder - klickst" tutorialSteps[k].event = waitingForPassengersEvent(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Das Spielt geht automatisch weiter, wenn du die Passagiere im Westen und im Osten raus gelassen hast."), inBetweenSteps = true} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Du scheinst es richtig gemacht zu haben, super! Aber es würde viel viel schneller gehen, ".. "wenn wir mehr als einen trAIn hätten. Du beginnst das Tutorial mit einem trAIn und 15 Credits. ".. "Ein neuer trAIn kostet" .. TRAIN_COST .. " credits. Immer wenn du einen Passagier rauslässt, ".. "verdienst du Geld (Credits). Sobald du genug Geld für einen neuen trAIn hast, ".. "wird die Funktion 'ai.enoughMoney aufgerufen. Benutze sie, um einen neuen trAIn zu kaufen.\n".. "Sobald du den Code geschrieben hast, lade neu." tutorialSteps[k].event = enoughMoneyEvent(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Du besitzt jetzt zwei trAIns.\nLehne dich zurück und beobachte deine trAIns dabei, ".. "wie sie 10 Passagiere zu ihrem Ziel bringen. Gute Arbeit!\n\n".. "0 von 10 transportiert." tutorialSteps[k].event = waitFor10Passengers(k) tutorialSteps[k].buttons = {} --tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Erledigt!" tutorialSteps[k].message = "Du hast das dritte Tutorial beendet, gute Arbeit!\n".. "Mit diesem Tutorial hast du die Basics gemeistert. ".. "Klicke auf 'Mehr Ideen' für deine erste richtige Herausforderung!" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Ideen", event = additionalInformation( "Versuche, dass der erste trAIn nur Passagiere, die nach Osten wollen, transportiert. ".. "Um dies zu erreichen:\nChecke in ai.foundPassengers ob die train.ID 1 ist. ".. "Dann prüfe ob passengers[1]'s destX kleiner als train.x ist.\n".. "Wenn ja, dann nimm ihn mit, andernfalls gehe zu passengers[2] und so weiter,\n".. "Falls möglich, benutze eine while-Schleife für die passenger-Liste. ".. "Sorge zuletzt dafür, dass der zweite trAIn nur Passagiere, die nach Westen wollen, mitnimmt. ".. "ACHTUNG: #passengers ist die Größe der Liste! Denk daran: 'break' ".. "lässt dich die Schleife beenden sobald du deinen Passagier gefunden hast.", CODE_moreIdeas), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Gehe direkt zum nächsten Tutorial oder zurück zum Menü." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Ende", event = endTutorial} tutorialSteps[k].buttons[3] = {name = "Nächstes Tutorial", event = nextTutorial} --tutorialSteps[k].buttons[3] = {name = "Weiter Tutorial", event = nextTutorial} k = k + 1 end function startCreatingPassengers(k) createPassengers = k tutorial.restartEvent = function() if currentStep >= k then -- if I haven't gone back to a previous step createPassengers = k tutorial.passengersEnRoute = 0 end end end function waitingForPassengersEvent(k) return function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_dropOffPassenger) tutorial.reachedNewTileEvent = function(x, y) if x == 5 then tutorial.reachedEast = true elseif x == 1 then tutorial.reachedWest = true end if tutorial.reachedEast and tutorial.reachedWest then if currentStep == k then -- if I haven't gone back to a previous step -- tutorial.reachedNewTileEvent = nil nextTutorialStep() tutorialBox.succeed() end end end end end function enoughMoneyEvent(k) return function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_enoughMoney) local numOfTrains = 0 tutorial.trainPlacingEvent = function() numOfTrains = numOfTrains + 1 if numOfTrains >= 2 then if currentStep >= k then -- if I haven't gone back to a previous step tutorial.trainPlacingEvent = nil nextTutorialStep() tutorialBox.succeed() end end end end end function waitFor10Passengers(k) return function() numPassengers = 0 tutorial.passengerDropoffCorrectlyEvent = function() tutorial.passengersEnRoute = tutorial.passengersEnRoute - 1 numPassengers = numPassengers + 1 if currentStep == k then currentTutBox.text = "Du besitzt jetzt zwei trAIns\nLehne dich zurück, entspanne und beobachte deine trAIns, ".. "wie sie 10 Passagiere zu ihrem Ziel bringen. Gute Arbeit!\n\n".. numPassengers .." von 10 transportiert." if numPassengers >= 10 then nextTutorialStep() tutorialBox.succeed() end end end end end function endTutorial() map.endRound() mapImage = nil curMap = nil tutorial = {} menu.init() end function nextTutorial() map.endRound() mapImage = nil curMap = nil tutorial = {} menu.init() menu.executeTutorial("Tutorial4.lua") end function tutorial.roundStats() love.graphics.setColor(255,255,255,255) x = love.graphics.getWidth()-roundStats:getWidth()-20 y = 20 love.graphics.draw(roundStats, x, y) love.graphics.print("Tutorial 3: Sei smart!", x + roundStats:getWidth()/2 - FONT_STAT_MSGBOX:getWidth("Tutorial 3: Sei smart!")/2, y+10) love.graphics.print(currentStepTitle, x + roundStats:getWidth()/2 - FONT_STAT_MSGBOX:getWidth(currentStepTitle)/2, y+30) end function tutorial.handleEvents(dt) newTrainQueueTime = newTrainQueueTime + dt*timeFactor if newTrainQueueTime >= .1 then train.handleNewTrains() newTrainQueueTime = newTrainQueueTime - .1 end if tutorial.passengersEnRoute <= 5 and createPassengers and currentStep >= createPassengers then tutorial.passengersEnRoute = tutorial.passengersEnRoute + 1 if goWest then passenger.new(3,5, 1,3, kidSpeaches[math.random(#kidSpeaches)]) goWest = nil else passenger.new(3,5, 5,3, kidSpeaches[math.random(#kidSpeaches)]) goWest = true end end end kidSpeaches = {} kidSpeaches[1] = "Ich werde die Mathe-Prüfung verhauen..." kidSpeaches[2] = "Habe heute Informatik. Hörte, dass wir heute was namens 'Lua' beginnen. Egal!." kidSpeaches[3] = "Ich hab meine Hausis vergessen." kidSpeaches[4] = "Schwänzen oder nicht Schwänzen, das ist hier die Frage..." kidSpeaches[5] = "Das wird mein Untergang." kidSpeaches[6] = "Letzter Schultag!" kidSpeaches[7] = "Siehst du diesen Sonnenschein? Er sagt: 'Neeeein... geh nicht zur Schule!'" fileContent = [[ -- Tutorial 3: Sei smart! function ai.init() buyTrain(3,1) end ]]
data:extend({ { type = "double-setting", name = "camera-san-zoom", setting_type = "runtime-per-user", default_value = 0.25, minimum_value = 0.1, maximum_value = 2.0 } })
local assert_error = require("lapis.application").assert_error local assert_valid = require("lapis.validate").assert_valid local csrf = require "lapis.csrf" local capture = require "utils.capture" local format = require "utils.text_formatter" local generate = require "utils.generate" local process = require "utils.request_processor" local Posts = require "models.posts" return { before = function(self) -- Get board for _, board in ipairs(self.boards) do if board.name == self.params.uri_name then self.board = board break end end -- Board not found if not self.board or self.params.page and not tonumber(self.params.page) then return self:write({ redirect_to = self:url_for("web.pages.index") }) end -- Get announcements -- TODO: Consolidate these into a single call self.announcements = assert_error(capture.get(self:url_for("api.announcements.announcement", { uri_id="global" }))) local board_announcements = assert_error(capture.get(self:url_for("api.boards.announcements", { uri_name=self.params.uri_name }))) for _, announcement in ipairs(board_announcements) do table.insert(self.announcements, announcement) end -- Page title self.page_title = string.format( "/%s/ - %s", self.board.name, self.board.title ) -- Flag comments as required or not self.comment_flag = self.board.thread_comment -- Generate CSRF token self.csrf_token = csrf.generate_token(self) -- Current page self.params.page = self.params.page or 1 -- Get threads local response = assert_error(capture.get(self:url_for("api.boards.threads", { uri_name=self.params.uri_name, uri_page=self.params.page }))) self.threads = response.threads self.pages = response.pages -- Get posts for _, thread in ipairs(self.threads) do -- Get posts visible on the board index thread.posts = Posts:get_index_posts(thread.id) -- Get hidden posts thread.hidden = Posts:count_hidden_posts(thread.id) -- Get op local op = thread.posts[#thread.posts] if not op then assert_error(false, { "err_orphaned", { thread.id } }) end thread.url = self:url_for("web.boards.thread", { uri_name=self.board.name, thread=op.post_id }) -- Format comments for _, post in ipairs(thread.posts) do -- OP gets a thread tag if post.post_id == op.post_id then post.thread = post.post_id end post.name = post.name or self.board.anon_name post.reply = self:url_for("web.boards.thread", { uri_name=self.board.name, thread=op.post_id, anchor="q", id=post.post_id }) post.link = self:url_for("web.boards.thread", { uri_name=self.board.name, thread=op.post_id, anchor="p", id=post.post_id }) post.remix = self:url_for("web.boards.thread", { uri_name=self.board.name, thread=op.post_id, anchor="r", id=post.post_id }) post.timestamp = os.date("%Y-%m-%d (%a) %H:%M:%S", post.timestamp) post.file_size = math.floor(post.file_size / 1024) post.file_dimensions = "" if post.file_width > 0 and post.file_height > 0 then post.file_dimensions = string.format(", %dx%d", post.file_width, post.file_height) end if not post.file_duration or post.file_duration == "0" then post.file_duration = "" else post.file_duration = string.format(", %s", post.file_duration) end if post.file_path then local name, ext = post.file_path:match("^(.+)(%..+)$") ext = string.lower(ext) -- Get thumbnail URL if post.file_type == "audio" then if post == thread.posts[#thread.posts] then post.thumb = self:format_url(self.static_url, "op_audio.png") else post.thumb = self:format_url(self.static_url, "post_audio.png") end elseif post.file_type == "image" then if post.file_spoiler then if post == thread.posts[#thread.posts] then post.thumb = self:format_url(self.static_url, "op_spoiler.png") else post.thumb = self:format_url(self.static_url, "post_spoiler.png") end else if ext == ".webm" or ext == ".svg" then post.thumb = self:format_url(self.files_url, self.board.name, 's' .. name .. '.png') else post.thumb = self:format_url(self.files_url, self.board.name, 's' .. post.file_path) end end end post.file_path = self:format_url(self.files_url, self.board.name, post.file_path) end -- Process comment if post.comment then local comment = post.comment comment = format.sanitize(comment) comment = format.quote(comment, self, self.board, post) comment = format.green_text(comment) comment = format.blue_text(comment) comment = format.spoiler(comment) comment = format.new_lines(comment) post.comment = comment else post.comment = "" end end end end, on_error = function(self) self.errors = generate.errors(self.i18n, self.errors) return { render = "board"} end, GET = function() return { render = "board" } end, POST = function(self) -- Validate CSRF token csrf.assert_token(self) local board_url = self:url_for("web.boards.board", { uri_name=self.board.name }) -- Submit new thread if self.params.submit then -- Validate user input assert_valid(self.params, { { "name", max_length=255 }, { "subject", max_length=255 }, { "options", max_length=255 }, { "comment", max_length=self.text_size } }) -- Validate post local post = assert_error(process.create_thread(self.params, self.session, self.board)) return { redirect_to = self:url_for("web.boards.thread", { uri_name=self.board.name, thread=post.post_id, anchor="p", id=post.post_id }) } end -- Delete thread if self.params.delete and self.params.thread_id then -- Validate user input assert_valid(self.params, { { "post_id", exists=true } }) -- Validate deletion assert_error(process.delete_thread(self.params, self.session, self.board)) return { redirect_to = board_url } end -- Delete post if self.params.delete and not self.params.thread_id then -- Validate user input assert_valid(self.params, { { "post_id", exists=true } }) -- Validate deletion assert_error(process.delete_post(self.params, self.session, self.board)) return { redirect_to = board_url } end -- Report post if self.params.report then -- Validate user input assert_valid(self.params, { { "board", exists=true }, { "post_id", exists=true } }) -- Validate report assert_error(process.report_post(self.params, self.board)) return { redirect_to = board_url } end -- Admin commands if self.session.admin or self.session.mod then -- Sticky thread if self.params.sticky then assert_error(process.sticky_thread(self.params, self.board)) return { redirect_to = board_url } end -- Lock thread if self.params.lock then assert_error(process.lock_thread(self.params, self.board)) return { redirect_to = board_url } end -- Save thread if self.params.save then assert_error(process.save_thread(self.params, self.board)) return { redirect_to = board_url } end -- Override thread if self.params.override then assert_error(process.override_thread(self.params, self.board)) return { redirect_to = board_url } end -- Ban user if self.params.ban then assert_error(process.ban_user(self.params, self.board)) return { redirect_to = board_url } end end return { redirect_to = board_url } end }
local X = {} local team = GetTeam(); local CStackTime = {55,55,55,55,55,54,55,55,55,55,55,55,55,55,55,55,55,55} local CStackLoc = { Vector(-800.000000, -5000.000000, 0.000000), Vector(-1871.000000, -2936.000000, 0.000000), Vector(801.000000, -3146.000000, 0.000000), Vector(-3481.000000, -1122.000000, 0.000000), Vector(5773.000000, -3071.000000, 0.000000), Vector(3570.000000, -5963.000000, 0.000000), Vector(-5374.000000, 446.000000, 0.000000), Vector(-1872.000000, 1141.000000, 0.000000), Vector(801.000000, -3146.000000, 0.000000), Vector(586.000000, 4456.000000, 0.000000), Vector(-3457.000000, 6297.000000, 0.000000), Vector(-955.000000, 5121.000000, 0.000000), Vector(-3050.000000, 3434.000000, 0.000000), Vector(3473.000000, 1870.000000, 0.000000), Vector(2474.000000, 5051.000000, 0.000000), Vector(3036.000000, -1168.000000, 0.000000), Vector(957.000000, 2295.000000, 0.000000), Vector(4071.000000, -2013.000000, 0.000000) } --test hero local jungler = { 'npc_dota_hero_alchemist', 'npc_dota_hero_bloodseeker', 'npc_dota_hero_legion_commander', 'npc_dota_hero_life_stealer' --'npc_dota_hero_skeleton_king', --'npc_dota_hero_ursa' } function X.GetCampMoveToStack(id) return CStackLoc[id] end function X.GetCampStackTime(camp) if camp.cattr.speed == "fast" then return 55; elseif camp.cattr.speed == "slow" then return 54; else return 55; end end function X.IsEnemyCamp(camp) return camp.team ~= GetTeam(); end function X.IsAncientCamp(camp) return camp.type == "ancient"; end function X.IsSmallCamp(camp) return camp.type == "small"; end function X.IsMediumCamp(camp) return camp.type == "medium"; end function X.IsLargeCamp(camp) return camp.type == "large"; end function X.RefreshCamp(bot) local camps = GetNeutralSpawners(); local AllCamps = {}; for k,camp in pairs(camps) do if bot:GetLevel() <= 6 then if not X.IsEnemyCamp(camp) and not X.IsLargeCamp(camp) and not X.IsAncientCamp(camp) then table.insert(AllCamps, {idx=k, cattr=camp}); end elseif bot:GetLevel() <= 10 then if not X.IsEnemyCamp(camp) and not X.IsAncientCamp(camp) then table.insert(AllCamps, {idx=k, cattr=camp}); end else table.insert(AllCamps, {idx=k, cattr=camp}); end end local nCamps = #AllCamps; return AllCamps, nCamps; end function X.IsStrongJungler(bot) local name = bot:GetUnitName(); for _,n in pairs(jungler) do if name == n then return true; end end return false; end function X.GetClosestNeutralSpwan(bot, AvailableCamp) local minDist = 10000; local pCamp = nil; for _,camp in pairs(AvailableCamp) do local dist = GetUnitToLocationDistance(bot, camp.cattr.location); if X.IsTheClosestOne(bot, dist, camp.cattr.location) and dist < minDist then minDist = dist; pCamp = camp; end end return pCamp end function X.IsTheClosestOne(bot, bDis, loc) local dis = bDis; local closest = bot; for k,v in pairs(GetTeamPlayers(GetTeam())) do local member = GetTeamMember(k); if member ~= nil and not member:IsIllusion() and member:IsAlive() and member:GetActiveMode() == BOT_MODE_FARM then local dist = GetUnitToLocationDistance(member, loc); if dist < dis then dis = dist; closest = member; end end end return closest:GetUnitName() == bot:GetUnitName(); end function X.FindFarmedTarget(Creeps) local minHP = 10000; local target = nil; for _,creep in pairs(Creeps) do local hp = creep:GetHealth(); --if team == TEAM_DIRE then print(tostring(creep:CanBeSeen())) end if creep ~= nil and not creep:IsNull() and creep:IsAlive() and hp < minHP then minHP = hp; target = creep; end end return target end function X.IsSuitableToFarm(bot) local mode = bot:GetActiveMode(); if mode == BOT_MODE_RUNE or mode == BOT_MODE_DEFEND_TOWER_TOP or mode == BOT_MODE_DEFEND_TOWER_MID or mode == BOT_MODE_DEFEND_TOWER_BOT or mode == BOT_MODE_ATTACK then return false; end return true; end function X.UpdateAvailableCamp(bot, preferedCamp, AvailableCamp) if preferedCamp ~= nil then for i = 1, #AvailableCamp do if AvailableCamp[i].cattr.location == preferedCamp.cattr.location or GetUnitToLocationDistance(bot, AvailableCamp[i].cattr.location) < 300 then table.remove(AvailableCamp, i); --print("Updating available camp : "..tostring(#AvailableCamp)) preferedCamp = nil; return AvailableCamp, preferedCamp; end end end end return X --[[ --RADIANT CAMP [VScript] ======================= [VScript] max:Vector 00000000005D3140 [-29.500122 -2992.000000 639.999939] [VScript] team:2 [VScript] location:Vector 0000000000258AD0 [-371.000000 -3374.000000 265.000000] [VScript] type:large [VScript] min:Vector 00000000005D3048 [-1204.000000 -3598.000000 -384.000000] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 000000000072F370 [-1472.000000 -3784.000000 608.000061] [VScript] team:2 [VScript] location:Vector 00000000005D31B8 [-1806.244507 -4485.535156 256.000000] [VScript] type:medium [VScript] min:Vector 00000000005D31E8 [-2187.000000 -4640.000000 -384.000000] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 000000000072F4F0 [1112.000000 -4128.000000 512.000061] [VScript] team:2 [VScript] location:Vector 000000000072F3C8 [384.000000 -4672.000000 519.999939] [VScript] type:medium [VScript] min:Vector 000000000072F3F8 [178.999939 -5093.500000 -384.000000] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 00000000009A19C8 [-4272.000000 96.000000 1096.000000] [VScript] team:2 [VScript] location:Vector 00000000005D2FE0 [-4873.000000 -512.500000 263.999756] [VScript] type:large [VScript] min:Vector 00000000005D3010 [-5165.500000 -640.000000 112.500000] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 00000000009A1B90 [-3962.000000 4224.000000 384.500061] [VScript] team:2 [VScript] location:Vector 00000000009A19F8 [-4448.000000 3456.000000 470.714874] [VScript] type:large [VScript] min:Vector 00000000009A1A28 [-4784.000000 3328.000244 -384.000000] [VScript] speed:slow [VScript] ======================= [VScript] max:Vector 00000000002FBA50 [3800.000000 -4048.000000 608.000000] [VScript] team:2 [VScript] location:Vector 00000000009A1BC0 [2849.953857 -4557.562012 263.999878] [VScript] type:small [VScript] min:Vector 00000000005D3280 [2784.000000 -4912.000000 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 00000000002FBBA8 [-3474.999756 1088.000000 768.000061] [VScript] team:2 [VScript] location:Vector 00000000002FBA80 [-3685.870605 871.857666 263.999939] [VScript] type:medium [VScript] min:Vector 00000000002FBAB0 [-4319.999512 192.000000 -383.999817] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 0000000000290EC0 [-2277.000000 207.999939 928.000000] [VScript] team:2 [VScript] location:Vector 00000000002FBC00 [-3077.500000 -199.000000 393.000000] [VScript] type:ancient [VScript] min:Vector 00000000002FBC30 [-3203.500000 -643.500061 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 0000000000291018 [516.000000 -1593.750000 704.000000] [VScript] team:2 [VScript] location:Vector 0000000000290EF0 [69.066162 -1851.600098 392.000000] [VScript] type:ancient [VScript] min:Vector 0000000000290F20 [-356.000000 -2292.000000 280.500000] [VScript] speed:normal --DIRE CAMP [VScript] ======================= [VScript] max:Vector 00000000005D3248 [113.500000 3645.500000 735.000000] [VScript] team:3 [VScript] location:Vector 00000000009A1A88 [-108.500000 3339.500000 393.000000] [VScript] type:large [VScript] min:Vector 00000000005D3218 [-768.000000 3232.000000 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 000000000028F0E8 [-2524.000244 5199.250000 512.000061] [VScript] team:3 [VScript] location:Vector 000000000028EF50 [-2816.000000 4736.000000 393.000000] [VScript] type:small [VScript] min:Vector 000000000028EF80 [-3620.000244 4424.000000 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 0000000000260268 [-1264.000000 4302.000000 540.500061] [VScript] team:3 [VScript] location:Vector 000000000028EFB8 [-1952.000000 4128.000000 280.000000] [VScript] type:medium [VScript] min:Vector 000000000028EFE8 [-2096.000000 3680.000000 77.000061] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 0000000000260458 [4738.593750 1088.000000 944.000000] [VScript] team:3 [VScript] location:Vector 00000000002602C0 [4452.000000 840.000000 391.999878] [VScript] type:large [VScript] min:Vector 00000000002602F0 [4032.000000 511.999878 384.000000] [VScript] speed:fast [VScript] ======================= [VScript] max:Vector 0000000000765398 [4992.000000 -3872.000000 800.000000] [VScript] team:3 [VScript] location:Vector 0000000000260350 [4804.000000 -4472.000000 264.000000] [VScript] type:large [VScript] min:Vector 00000000007652A0 [4016.000000 -4640.000000 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 0000000000765238 [1584.500000 3920.000000 1152.000000] [VScript] team:3 [VScript] location:Vector 00000000007653F0 [1346.833252 3289.285156 391.999878] [VScript] type:medium [VScript] min:Vector 0000000000765420 [607.999939 3128.500000 -384.000000] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 00000000005DBBB0 [3284.000000 424.000000 448.000000] [VScript] team:3 [VScript] location:Vector 00000000002B7B40 [2548.799561 92.937256 391.999878] [VScript] type:medium [VScript] min:Vector 00000000005DBAB8 [2320.000000 -160.000000 -384.000122] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 00000000002B7B70 [-288.000000 2752.000000 1144.500000] [VScript] team:3 [VScript] location:Vector 00000000005DBC08 [-948.000000 2268.500000 391.999756] [VScript] type:ancient [VScript] min:Vector 00000000005DBC38 [-1034.875000 1967.999878 383.999756] [VScript] speed:normal [VScript] ======================= [VScript] max:Vector 0000000000803520 [4176.000000 -384.000000 400.000000] [VScript] team:3 [VScript] location:Vector 00000000005DBA78 [3936.000000 -576.000000 295.644104] [VScript] type:ancient [VScript] min:Vector 0000000000291048 [3192.000000 -976.000000 -384.000000] [VScript] speed:normal ]]--
function Lothros_OnEnterCombat(Unit,Event) Unit:RegisterUnitEvent("Lothros_Spell", 60000, 0) end function Lothros_Spell(Unit,Event) Unit:FullCastSpellOnTarget(38167,Unit:GetClosestPlayer()) end function Lothros_OnLeaveCombat(Unit,Event) Unit:RemoveEvents() end function Lothros_OnDied(Unit,Event) Unit:RemoveEvents() end RegisterUnitEvent(21928, 1, "Lothros_OnEnterCombat") RegisterUnitEvent(21928, 2, "Lothros_OnLeaveCombat") RegisterUnitEvent(21928, 4, "Lothros_OnDied")
module("luci.controller.advanced",package.seeall) function index() if not nixio.fs.access("/etc/config/advanced")then return end local e e=entry({"admin","system","advanced"},cbi("advanced"),_("高级设置"),60) e.dependent=true end
local ReplicatedStorage = game:GetService("ReplicatedStorage") require(ReplicatedStorage.TestEZ).TestBootstrap:run({ ReplicatedStorage.Plasma, ReplicatedStorage.Tests, })
function opponentNoteHit(id, direction, noteType, isSustainNote) if curBeat < 186 then if curBeat > 148 then cameraShake('cam', '0.015', '0.1') end end end
local ngx = _G.ngx local action = setmetatable({}, require "apps.api.internal.action_base") local assert_error = require("lapis.application").assert_error local models = require "models" local Threads = models.threads function action:GET() -- Get Thread local thread = assert_error(Threads:get(self.params.uri_id)) --Threads:format_from_db(thread) return { status = ngx.HTTP_OK, json = thread } end function action:PUT() local params = { id=self.params.uri_id } -- Extract flag from URI if self.params.uri_value:lower() == "true" or self.params.uri_value:lower() == "t" or tonumber(self.params.uri_value) == 1 then self.params.uri_value = true elseif self.params.uri_value:lower() == "false" or self.params.uri_value:lower() == "f" or tonumber(self.params.uri_value) == 0 then self.params.uri_value = false else return { status = ngx.HTTP_BAD_REQUEST, json = {} } end -- Extract variable from URI if self.params.uri_action == "sticky" then params.sticky = self.params.uri_value elseif self.params.uri_action == "lock" then params.lock = self.params.uri_value elseif self.params.uri_action == "save" then params.save = self.params.uri_value elseif self.params.uri_action == "size_override" then params.size_override = self.params.uri_value else return { status = ngx.HTTP_BAD_REQUEST, json = {} } end -- Modify thread local thread = assert_error(Threads:modify(params)) --Threads:format_from_db(thread) return { status = ngx.HTTP_OK, json = thread } end function action:DELETE() end return action
local Animation = {} local Animation_mt = { __index = Animation } function Animation.new(image, frames, duration) local new_animation = { image=image, frames=frames, max_frame=#frames, duration=duration or 0.1, position=0, elapsed=0, } return setmetatable(new_animation, Animation_mt) end function Animation:update(dt) self.elapsed = self.elapsed + dt if self.elapsed >= self.duration then self.elapsed = self.elapsed - self.duration if self.position == self.max_frame then self.position = 1 else self.position = self.position + 1 end end end function Animation:draw(x, y) if self.frames[self.position] ~= nil then love.graphics.setColor(255,255,255) love.graphics.draw(self.image, self.frames[self.position], x, y) end end return Animation
local asdf_to_number = require 'asdf_to_number' return function(vars, args) -- s [str] [digit 1] [digit 2] vars.write(args[2], vars.read(args[2]):sub( asdf_to_number(vars.read(args[3])) + 1, asdf_to_number(vars.read(args[4])) + 1)) end
--- Holds all created standard operating procedures. -- The created SOPs must be added in this static module. This prevents from being dependent on the load order of the Lua files. -- The currently added SOPs can be received at any time. A callback can be added to get notified about SOPs which are added subsequently. -- @module sopRegister -- @author Patrick Lang -- @copyright 2022 Patrick Lang local sopRegister = {} local utils = require "audiochecklist.utils" local standardOperatingProcecudes = {} local addedCallbacks = {} --- Adds a standard operating procedure to the list of SOPs -- @tparam standardOperatingProcedure sop The standard operating procedure to add function sopRegister.addSOP(sop) utils.verifyNotNil("sop", sop) utils.logInfo("SopExecutor", "Registered SOP '" .. sop:getName() .. "'") table.insert(standardOperatingProcecudes, sop) for _, callback in ipairs(addedCallbacks) do callback(sop) end end --- Gets all registered standard operating procedures -- @treturn tab An array which contains all standard operating procedures function sopRegister.getAllSOPs() return standardOperatingProcecudes end --- Adds a callback which is exeucted if a SOP is added to the register. -- The added SOP is passed as a parameter to the callback. -- @tparam func callback The callback to add. -- @usage sopRegister.addAddedCallback(function(sop) end) function sopRegister.addAddedCallback(callback) utils.verifyType("callback", callback, "function") table.insert(addedCallbacks, callback) end return sopRegister
local me = game.Players.yfc local char = me.Character local pg = me.PlayerGui local spd = 0 local cordx = 25000 local cordy = 750000 local cordz = 2765 local reading = "No readings found;" local wepstatus = "Inactive - none on board" local locations = 65 pcall(function() char["Ship"]:remove() end) local model = Instance.new("Model", char) model.Name = "Ship" function create(part, weld, mesh, sizex, sizey, sizez, scalex, scaley, scalez, type, bevel, id, cz, ca, color, form, anchored, cancollide, trans, reflect, name, topsurf, botsurf) part.formFactor = form part.Size = Vector3.new(sizex, sizey, sizez) part.BrickColor = BrickColor.new(color) part.Anchored = anchored part.CanCollide = cancollide part.Transparency = trans part.Reflectance = reflect part.Name = name part.TopSurface = topsurf part.BottomSurface = botsurf part:BreakJoints() weld.Part0 = part weld.Part1 = cz weld.C1 = ca weld.Parent = part mesh.Parent = part mesh.Scale = Vector3.new(scalex, scaley, scalez) if mesh.className == "BlockMesh" then mesh.Bevel = bevel end if mesh.className == "SpecialMesh" then mesh.MeshType = type end if mesh.className == "SpecialMesh" and mesh.meshType == "FileMesh" then mesh.MeshId = id end end local part1 = Instance.new("Part", model) local mesh1 = Instance.new("BlockMesh") local weld1 = Instance.new("Weld") create(part1, weld1, mesh1, 10, 1, 30, 1.01, 1.01, 1.01, "", 0.1, "", nil, CFrame.new(0, -0.4, 0) * CFrame.Angles(0, 0, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local pos = Instance.new("BodyPosition", part1) pos.position = Vector3.new(25, 10, 0) pos.maxForce = Vector3.new(math.huge, math.huge, math.huge) local gyro = Instance.new("BodyGyro", part1) gyro.maxTorque = Vector3.new(math.huge, math.huge, math.huge) local part2 = Instance.new("Part", model) local mesh2 = Instance.new("BlockMesh") local weld2 = Instance.new("Weld") create(part2, weld2, mesh2, 1, 10, 20, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(5, 4.5, 0) * CFrame.Angles(0, 0, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part3 = Instance.new("Part", model) local mesh3 = Instance.new("BlockMesh") local weld3 = Instance.new("Weld") create(part3, weld3, mesh3, 1, 10, 20, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(-5, 4.5, 0) * CFrame.Angles(0, 0, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part4 = Instance.new("Part", model) local mesh4 = Instance.new("BlockMesh") local weld4 = Instance.new("Weld") create(part4, weld4, mesh4, 10, 1, 20, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(0, 9, 0) * CFrame.Angles(0, 0, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part5 = Instance.new("Part", model) local mesh5 = Instance.new("BlockMesh") local weld5 = Instance.new("Weld") create(part5, weld5, mesh5, 10, 1, 11, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(0, 4.5, 12.5) * CFrame.Angles(1.1, 0, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part6 = Instance.new("Part", model) local mesh6 = Instance.new("SpecialMesh") local weld6 = Instance.new("Weld") create(part6, weld6, mesh6, 1, 10, 5, 1.01, 1.01, 1.01, "Wedge", 0.1, "", part1, CFrame.new(-5, 4.5, 12.5) * CFrame.Angles(0, 1.55*2, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part7 = Instance.new("Part", model) local mesh7 = Instance.new("SpecialMesh") local weld7 = Instance.new("Weld") create(part7, weld7, mesh7, 1, 10, 5, 1.01, 1.01, 1.01, "Wedge", 0.1, "", part1, CFrame.new(5, 4.5, 12.5) * CFrame.Angles(0, 1.55*2, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part8 = Instance.new("Part", model) local mesh8 = Instance.new("BlockMesh") local weld8 = Instance.new("Weld") create(part8, weld8, mesh8, 10, 10, 1, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(0, 4.5, -10.5) * CFrame.Angles(0, 0, 0), "Dark stone grey", "Custom", false, false, 0, 0, "Torso", "Smooth", "Smooth") local part9 = Instance.new("Seat", model) local mesh9 = Instance.new("CylinderMesh") local weld9 = Instance.new("Weld") create(part9, weld9, mesh9, 2, 1, 2, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(0, 0.5, 9.5) * CFrame.Angles(0, 1.55*2, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") for i = 1, 5 do local part10 = Instance.new("Seat", model) local mesh10 = Instance.new("CylinderMesh") local weld10 = Instance.new("Weld") create(part10, weld10, mesh10, 2, 1, 2, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(3.5, 0.5, -7.5+i*2.5) * CFrame.Angles(0, 1.55, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") local part11 = Instance.new("Seat", model) local mesh11 = Instance.new("CylinderMesh") local weld11 = Instance.new("Weld") create(part11, weld11, mesh11, 2, 1, 2, 1.01, 1.01, 1.01, "", 0.1, "", part1, CFrame.new(-3.5, 0.5, -7.5+i*2.5) * CFrame.Angles(0, -1.55, 0), "Dark stone grey", "Custom", false, true, 0, 0, "Torso", "Smooth", "Smooth") wait() end pcall(function() pg.RpgGui:remove() end) local gui = Instance.new("ScreenGui", pg) gui.Name = "RpgGui" local back = Instance.new("Frame", gui) back.Position = UDim2.new(0, 0, 0, 200) back.Size = UDim2.new(0, 200, 0, 200) back.BorderSizePixel = 0 back.BackgroundColor = BrickColor.new("Reddish brown") back.BackgroundTransparency = 0.15 local id = Instance.new("TextLabel", back) id.Position = UDim2.new(0, 0, 0, 0) id.Size = UDim2.new(0, 200, 0, 25) id.BorderSizePixel = 0 id.BackgroundColor = BrickColor.new("Really black") id.BackgroundTransparency = 0.5 id.TextColor = BrickColor.new("White") id.Text = "Speed: " ..spd.. " kps" id.TextWrap = true local id2 = Instance.new("TextLabel", back) id2.Position = UDim2.new(0, 0, 0, 30) id2.Size = UDim2.new(0, 200, 0, 25) id2.BorderSizePixel = 0 id2.BackgroundColor = BrickColor.new("Really black") id2.BackgroundTransparency = 0.5 id2.TextColor = BrickColor.new("White") id2.Text = "Cordinates: " ..cordx.. ", " ..cordy.. ", " ..cordz.. " " id2.TextWrap = true local id3 = Instance.new("TextButton", back) id3.Position = UDim2.new(0, 0, 0, 60) id3.Size = UDim2.new(0, 200, 0, 25) id3.BorderSizePixel = 0 id3.BackgroundColor = BrickColor.new("Really black") id3.BackgroundTransparency = 0.5 id3.TextColor = BrickColor.new("White") id3.Text = "Open interface" local id4 = Instance.new("TextButton", back) id4.Position = UDim2.new(0, 0, 0, 90) id4.Size = UDim2.new(0, 200, 0, 25) id4.BorderSizePixel = 0 id4.BackgroundColor = BrickColor.new("Really black") id4.BackgroundTransparency = 0.5 id4.TextColor = BrickColor.new("White") id4.Text = "Open flight data" local id5 = Instance.new("TextButton", back) id5.Position = UDim2.new(0, 0, 0, 120) id5.Size = UDim2.new(0, 200, 0, 25) id5.BorderSizePixel = 0 id5.BackgroundColor = BrickColor.new("Really black") id5.BackgroundTransparency = 0.5 id5.TextColor = BrickColor.new("White") id5.Text = "Open Realease switch" local id6 = Instance.new("TextButton", back) id6.Position = UDim2.new(0, 0, 0, 150) id6.Size = UDim2.new(0, 200, 0, 40) id6.BorderSizePixel = 0 id6.BackgroundColor = BrickColor.new("Really red") id6.BackgroundTransparency = 0.5 id6.TextColor = BrickColor.new("White") id6.Text = "ABORT" id6.FontSize = "Size18" local back2 = Instance.new("Frame", gui) back2.Position = UDim2.new(0, 200, 0, 200) back2.Size = UDim2.new(0, 200, 0, 125) back2.BorderSizePixel = 0 back2.BackgroundColor = BrickColor.new("Reddish brown") back2.BackgroundTransparency = 0.15 back2.Visible = false local idi = Instance.new("TextLabel", back2) idi.Position = UDim2.new(0, 0, 0, 0) idi.Size = UDim2.new(0, 200, 0, 25) idi.BorderSizePixel = 0 idi.BackgroundColor = BrickColor.new("Really black") idi.BackgroundTransparency = 0.5 idi.TextColor = BrickColor.new("White") idi.Text = "Interface: " ..reading.. " " idi.TextWrap = true local idi2 = Instance.new("TextButton", back2) idi2.Position = UDim2.new(0, 0, 0, 30) idi2.Size = UDim2.new(0, 200, 0, 25) idi2.BorderSizePixel = 0 idi2.BackgroundColor = BrickColor.new("Really black") idi2.BackgroundTransparency = 0.5 idi2.TextColor = BrickColor.new("White") idi2.Text = "Search again?" local idi3 = Instance.new("TextButton", back2) idi3.Position = UDim2.new(0, 0, 0, 60) idi3.Size = UDim2.new(0, 200, 0, 25) idi3.BorderSizePixel = 0 idi3.BackgroundColor = BrickColor.new("Really black") idi3.BackgroundTransparency = 0.5 idi3.TextColor = BrickColor.new("White") idi3.Text = "Reset scanner" local idi4 = Instance.new("TextButton", back2) idi4.Position = UDim2.new(0, 0, 0, 90) idi4.Size = UDim2.new(0, 200, 0, 25) idi4.BorderSizePixel = 0 idi4.BackgroundColor = BrickColor.new("Really black") idi4.BackgroundTransparency = 0.5 idi4.TextColor = BrickColor.new("White") idi4.Text = "Open Weapons console" local back3 = Instance.new("Frame", gui) back3.Position = UDim2.new(0, 400, 0, 200) back3.Size = UDim2.new(0, 200, 0, 125) back3.BorderSizePixel = 0 back3.Visible = false back3.BackgroundColor = BrickColor.new("Reddish brown") back3.BackgroundTransparency = 0.15 local idis = Instance.new("TextLabel", back3) idis.Position = UDim2.new(0, 0, 0, 0) idis.Size = UDim2.new(0, 200, 0, 25) idis.BorderSizePixel = 0 idis.BackgroundColor = BrickColor.new("Really black") idis.BackgroundTransparency = 0.5 idis.TextColor = BrickColor.new("White") idis.Text = "Weapons: " ..wepstatus.. " " idis.TextWrap = true local back4 = Instance.new("Frame", gui) back4.Position = UDim2.new(0, 200, 0, 200) back4.Size = UDim2.new(0, 200, 0, 125) back4.BorderSizePixel = 0 back4.Visible = false back4.BackgroundColor = BrickColor.new("Reddish brown") back4.BackgroundTransparency = 0.15 local idis = Instance.new("TextLabel", back4) idis.Position = UDim2.new(0, 0, 0, 0) idis.Size = UDim2.new(0, 200, 0, 50) idis.BorderSizePixel = 0 idis.BackgroundColor = BrickColor.new("Really red") idis.BackgroundTransparency = 0.5 idis.TextColor = BrickColor.new("White") idis.Text = "Are you sure?" idis.TextWrap = true local idis2 = Instance.new("TextButton", back4) idis2.Position = UDim2.new(0, 0, 0, 60) idis2.Size = UDim2.new(0, 100, 0, 50) idis2.BorderSizePixel = 5 idis2.BackgroundColor = BrickColor.new("Really red") idis2.BackgroundTransparency = 0.5 idis2.TextColor = BrickColor.new("White") idis2.Text = "Yes" local idis3 = Instance.new("TextButton", back4) idis3.Position = UDim2.new(0, 100, 0, 60) idis3.Size = UDim2.new(0, 100, 0, 50) idis3.BorderSizePixel = 5 idis3.BackgroundColor = BrickColor.new("Really red") idis3.BackgroundTransparency = 0.5 idis3.TextColor = BrickColor.new("White") idis3.Text = "No" local back5 = Instance.new("Frame", gui) back5.Position = UDim2.new(0, 200, 0, 200) back5.Size = UDim2.new(0, 600, 0, 600) back5.BorderSizePixel = 0 back5.Visible = false back5.BackgroundColor = BrickColor.new("Really blue") back5.BackgroundTransparency = 0.15 for i = 1, locations do local idisi = Instance.new("TextButton", back5) idisi.Position = UDim2.new(0, math.random(1, i*10), 0, math.random(1, i*10)) idisi.Size = UDim2.new(0, 1, 0, 1) idisi.BorderSizePixel = 0 idisi.BackgroundColor = BrickColor.new("White") idisi.BackgroundTransparency = 0.5 idisi.TextColor = BrickColor.new("White") idisi.Text = "" ..i.. "" wait() end id3.MouseButton1Click:connect(function() if back2.Visible == false then back2.Visible = true id3.Text = "Close interface" else back2.Visible = false id3.Text = "Open interface" end end) id4.MouseButton1Click:connect(function() if back5.Visible == false then back5.Visible = true id4.Text = "Close Flight Data" else back5.Visible = false id4.Text = "Open Flight Data" end end) idi4.MouseButton1Click:connect(function() if back3.Visible == false then back3.Visible = true idi4.Text = "Close Weapons consol" else back3.Visible = false idi4.Text = "Open Weapons console" end end) id5.MouseButton1Click:connect(function() if back4.Visible == false then back4.Visible = true id5.Text = "Close Realease switch" else back4.Visible = false id5.Text = "Open Realease switch" end end) idis2.MouseButton1Click:connect(function() back4.Visible = false end) idis3.MouseButton1Click:connect(function() back4.Visible = false end) id6.MouseButton1Click:connect(function() gui:remove() model:remove() script:remove() end)
local F, C, L = unpack(select(2, ...)) local CHAT = F:GetModule('Chat') local split, strfind, strmatch, gmatch, gsub, sub = string.split, string.find, string.match, string.gmatch, string.gsub, string.sub local pairs, ipairs, tonumber = pairs, ipairs, tonumber local min, max, tremove = math.min, math.max, table.remove local IsGuildMember, C_FriendList_IsFriend, IsGUIDInGroup, C_Timer_After = IsGuildMember, C_FriendList.IsFriend, IsGUIDInGroup, C_Timer.After local Ambiguate, UnitIsUnit, BNGetGameAccountInfoByGUID, GetTime, SetCVar = Ambiguate, UnitIsUnit, BNGetGameAccountInfoByGUID, GetTime, SetCVar local GetItemInfo, GetItemStats = GetItemInfo, GetItemStats local LE_ITEM_CLASS_WEAPON, LE_ITEM_CLASS_ARMOR = LE_ITEM_CLASS_WEAPON, LE_ITEM_CLASS_ARMOR local BN_TOAST_TYPE_CLUB_INVITATION = BN_TOAST_TYPE_CLUB_INVITATION or 6 -- Filter Chat symbols local msgSymbols = {'`', '~', '@', '#', '^', '*', '!', '?', '。', '|', ' ', '—', '——', '¥', '’', '‘', '“', '”', '【', '】', '『', '』', '《', '》', '〈', '〉', '(', ')', '〔', '〕', '、', ',', ':', ',', '_', '/', '~', '%-', '%.'} local FilterList = {} function CHAT:UpdateFilterList() F.SplitList(FilterList, C.chat.keywordsList, true) end -- ECF strings compare local last, this = {}, {} function CHAT:CompareStrDiff(sA, sB) -- arrays of bytes local len_a, len_b = #sA, #sB for j = 0, len_b do last[j+1] = j end for i = 1, len_a do this[1] = i for j = 1, len_b do this[j+1] = (sA[i] == sB[j]) and last[j] or (min(last[j+1], this[j], last[j]) + 1) end for j = 0, len_b do last[j+1] = this[j+1] end end return this[len_b+1] / max(len_a, len_b) end C.BadBoys = {} -- debug local chatLines, prevLineID, filterResult = {}, 0, false function CHAT:GetFilterResult(event, msg, name, flag, guid) if name == C.Name or (event == 'CHAT_MSG_WHISPER' and flag == 'GM') or flag == 'DEV' then return elseif guid and (IsGuildMember(guid) or BNGetGameAccountInfoByGUID(guid) or C_FriendList_IsFriend(guid) or (IsInInstance() and IsGUIDInGroup(guid))) then return end if C.BadBoys[name] and C.BadBoys[name] >= 5 then return true end local filterMsg = gsub(msg, '|H.-|h(.-)|h', '%1') filterMsg = gsub(filterMsg, '|c%x%x%x%x%x%x%x%x', '') filterMsg = gsub(filterMsg, '|r', '') -- Trash Filter for _, symbol in ipairs(msgSymbols) do filterMsg = gsub(filterMsg, symbol, '') end local matches = 0 for keyword in pairs(FilterList) do if keyword ~= '' then local _, count = gsub(filterMsg, keyword, '') if count > 0 then matches = matches + 1 end end end if matches >= 1 then return true end -- ECF Repeat Filter local msgTable = {name, {}, GetTime()} if filterMsg == '' then filterMsg = msg end for i = 1, #filterMsg do msgTable[2][i] = filterMsg:byte(i) end local chatLinesSize = #chatLines chatLines[chatLinesSize+1] = msgTable for i = 1, chatLinesSize do local line = chatLines[i] if line[1] == msgTable[1] and ((msgTable[3] - line[3] < .6) or CHAT:CompareStrDiff(line[2], msgTable[2]) <= .1) then tremove(chatLines, i) return true end end if chatLinesSize >= 30 then tremove(chatLines, 1) end end function CHAT:UpdateChatFilter(event, msg, author, _, _, _, flag, _, _, _, _, lineID, guid) if lineID == 0 or lineID ~= prevLineID then prevLineID = lineID local name = Ambiguate(author, 'none') filterResult = CHAT:GetFilterResult(event, msg, name, flag, guid) if filterResult then C.BadBoys[name] = (C.BadBoys[name] or 0) + 1 end end return filterResult end -- Block addon msg local addonBlockList = C.chat.addonBlockList local cvar local function toggleCVar(value) value = tonumber(value) or 1 SetCVar(cvar, value) end function CHAT:ToggleChatBubble(party) cvar = 'chatBubbles'..(party and 'Party' or '') if not GetCVarBool(cvar) then return end toggleCVar(0) C_Timer_After(.01, toggleCVar) end function CHAT:UpdateAddOnBlocker(event, msg, author) local name = Ambiguate(author, 'none') if UnitIsUnit(name, 'player') then return end for _, word in ipairs(addonBlockList) do if strfind(msg, word) then if event == 'CHAT_MSG_SAY' or event == 'CHAT_MSG_YELL' then CHAT:ToggleChatBubble() elseif event == 'CHAT_MSG_PARTY' or event == 'CHAT_MSG_PARTY_LEADER' then CHAT:ToggleChatBubble(true) end return true end end end -- Block trash clubs local trashClubs = {'站桩', '致敬我们'} function CHAT:BlockTrashClub() if self.toastType == BN_TOAST_TYPE_CLUB_INVITATION then local text = self.DoubleLine:GetText() or '' for _, name in pairs(trashClubs) do if strfind(text, name) then self:Hide() return end end end end function CHAT:ChatFilter() if C.chat.filters then self:UpdateFilterList() ChatFrame_AddMessageEventFilter('CHAT_MSG_CHANNEL', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_SAY', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_YELL', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_WHISPER', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_EMOTE', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_TEXT_EMOTE', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_RAID', self.UpdateChatFilter) ChatFrame_AddMessageEventFilter('CHAT_MSG_RAID_LEADER', self.UpdateChatFilter) end if C.chat.blockAddonAlert then ChatFrame_AddMessageEventFilter('CHAT_MSG_SAY', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_WHISPER', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_EMOTE', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_PARTY', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_PARTY_LEADER', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_RAID', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_RAID_LEADER', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_INSTANCE_CHAT', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_INSTANCE_CHAT_LEADER', self.UpdateAddOnBlocker) ChatFrame_AddMessageEventFilter('CHAT_MSG_CHANNEL', self.UpdateAddOnBlocker) end hooksecurefunc(BNToastFrame, 'ShowToast', self.BlockTrashClub) end
bmd.openurl("https://www.youtube.com/c/JiPi_YT/videos")
package("spdlog") set_homepage("https://github.com/gabime/spdlog") set_description("Fast C++ logging library.") set_urls("https://github.com/gabime/spdlog/archive/$(version).zip", "https://github.com/gabime/spdlog.git") add_versions("v1.9.0", "61f751265cfce8fb17f67e18fa1ad00077280c080008252d9e8f0fbab5c30662") add_versions("v1.8.5", "6e66c8ed4c014b0fb00c74d34eea95b5d34f6e4b51b746b1ea863dc3c2e854fd") add_versions("v1.8.2", "f0410b12b526065802b40db01304783550d3d20b4b6fe2f8da55f9d08ed2035d") add_versions("v1.8.1", "eed0095a1d52d08a0834feda146d4f9148fa4125620cd04d8ea57e0238fa39cd") add_versions("v1.8.0", "3cc41508fcd79e5141a6ef350506ef82982ca42a875e0588c02c19350ac3702e") add_versions("v1.5.0", "87e87c989f15d6b9f5379385aec1001c89a42941341ebaa09ec895b98a00efb4") add_versions("v1.4.2", "56b90f0bd5b126cf1b623eeb19bf4369516fa68f036bbc22d9729d2da511fb5a") add_versions("v1.3.1", "db6986d0141546d4fba5220944cc1f251bd8afdfc434bda173b4b0b6406e3cd0") add_configs("header_only", { description = "Use header only", default = true, type = "boolean"}) add_configs("fmt_external", { description = "Use external fmt library instead of bundled", default = false, type = "boolean"}) add_configs("noexcept", { description = "Compile with -fno-exceptions. Call abort() on any spdlog exceptions", default = false, type = "boolean"}) on_load(function (package) if not package:config("header_only") then package:add("defines", "SPDLOG_COMPILE_LIB") end if package:config("fmt_external") then package:add("defines", "SPDLOG_FMT_EXTERNAL") end if package:version():ge("1.4.0") and not package:config("header_only") then package:add("deps", "cmake") end if package:config("fmt_external") then package:add("deps", "fmt", {configs = {header_only = true}}) end end) on_install(function (package) if package:version():lt("1.4.0") or package:config("header_only") then os.cp("include", package:installdir()) return end local configs = {} if package:config("shared") and is_plat("windows") then raise("spdlog shared lib is not yet supported under windows!") end table.insert(configs, "-DSPDLOG_BUILD_SHARED=" .. (package:config("shared") and "ON" or "OFF")) table.insert(configs, "-DSPDLOG_FMT_EXTERNAL=" .. (package:config("fmt_external") and "ON" or "OFF")) table.insert(configs, "-SPDLOG_NO_EXCEPTIONS=" .. (package:config("noexcept") and "ON" or "OFF")) table.insert(configs, "-DSPDLOG_BUILD_TESTS=OFF") table.insert(configs, "-DSPDLOG_BUILD_EXAMPLE=OFF") import("package.tools.cmake").install(package, configs) end) on_test(function (package) assert(package:has_cxxfuncs("spdlog::info(\"\")", {includes = "spdlog/spdlog.h", configs = {languages = "c++11"}})) end)
local LoggerEnums = require "LoggerEnums" local Config = { logging = { mode = LoggerEnums.mode.file, level = LoggerEnums.level.debug, filePath = getScriptPath() .. "\\Logs\\" }, server = { host = "127.0.0.1", port = 34130, timeout = 1 -- In seconds. } script = { loopDelayOnError = 100 -- In milliseconds. waitForClientConnectionDelay = 100 -- In milliseconds. waitForClientConnectionAttemptLoggingInterval = 20 } } return Config
local util = require 'monochrome.util' local Default = { '#EBEBEB', '#101010' } local Subtle = { '#F1F5F9', '#0A1219' } local CoolGray = { '#F9FAFB', '#111827' } local Photon = { '#c6c6c6', '#262626' } local Amplified = { '#FFFFFF', '#000000' } -- LuaFormatter off local colors = { bright_red = '#ffc4c4', bright_green = '#eff6ab', bright_yellow = '#ffe6b5', bright_blue = '#c9e6fd', bright_purple = '#f7d7ff', bright_aqua = '#ddfcf8', bright_orange = '#ffd3c2', neutral_red = '#eca8a8', neutral_green = '#ccd389', neutral_yellow = '#efd5a0', neutral_blue = '#a5c6e1', neutral_purple = '#e1bee9', neutral_aqua = '#c7ebe6', neutral_orange = '#efb6a0', faded_red = '#ec8989', faded_green = '#c9d36a', faded_yellow = '#ceb581', faded_blue = '#8abae1', faded_purple = '#db9fe9', faded_aqua = '#abebe2', faded_orange = '#E69E83', base03 = '#002b36', base02 = '#073642', base01 = '#586e75', base00 = '#657b83', base0 = '#839496', base1 = '#93a1a1', base2 = '#eee8d5', base3 = '#fdf6e3', yellow = '#b58900', orange = '#cb4b16', red = '#dc322f', magenta = '#d33682', violet = '#6c71c4', blue = '#268bd2', cyan = '#2aa198', green = '#719e07', } -- LuaFormatter on local color_style if vim.g.monochrome_style == 'default' then color_style = Default elseif vim.g.monochrome_style == 'subtle' then color_style = Subtle elseif vim.g.monochrome_style == 'amplified' then color_style = Amplified elseif vim.g.monochrome_style == 'coolgray' then color_style = CoolGray elseif vim.g.monochrome_style == 'photon' then color_style = Photon elseif vim.g.monochrome_style == 'custom' then color_style = vim.g.monochrome_custom_style else color_style = Default end local fg, bg = unpack(color_style) if vim.o.background == 'light' then bg, fg = fg, bg end for k, v in pairs(util.colorize(fg, bg)) do colors[k] = v end return colors
--[[ QA API: Aligns a question to most likely predicates and entities from a structured knowledge base. Given the question, produces a ranked list of the most likely {predicate, entity pairs} --]] local QA_API = torch.class('softmax.AttentionAPI') function QA_API:__init(config) -- load modelf self.config = config self.model_path = config.model_path or "models/cm_5.th" self.models = {} self.path_to_idx = {} --self.model = self:load_model(self.model_path) end -- Loads model from current model path and sets the network to load from that model -- Adds model to our index function QA_API:load_model_from_path(model_path) assert(model_path ~= nil, "Must specify path to load model from") local model = dmn.Attention_Network.load(model_path) -- dmn.logger:print configurations model:print_config() -- set it to predict mode model:disable_dropouts() dmn.logger:print("Adding model at index" .. #self.models) table.insert(self.models, model) self.path_to_idx[model_path] = #self.models return model end function QA_API:load_model_from_binary(model) assert(model ~= nil, "Must specify model binary to load from") -- dmn.logger:print configurations model:print_config() -- set it to predict mode model:disable_dropouts() table.insert(self.models, model) self.path_to_idx[model:get_path(model.model_epoch)] = #self.models return model end -- Reranks predicates and entities for a question -- returns: rankings, likelihoods, question predicate/entity focus function QA_API:align(question, predicates, entities, beam_size) assert(question ~= nil, "Must specify question to use for Attention Network") assert(predicates ~= nil, "Must specify candidate predicates to use for Attention Network") assert(entities ~= nil, "Must specify candidate entities to use for Attention Network") assert(beam_size ~= nil, "Beam size must be specified") -- get all results from model ensemble and aggregate them local ranking_to_idx = {} local final_rankings = {} local final_likelihoods = {} local returned_rankings = {} local returned_likelihoods = {} local question_pred_focuses, question_entity_focuses if #predicates == 0 then for i = 1, beam_size do table.insert(predicates, "FOO") end end if #entities == 0 then for i = 1, beam_size do table.insert(entities, "BAR") end end assert(#predicates > 0, "Must give positive # of predicates") assert(#entities > 0, "Must give positive # of entities") for i = 1, #self.models do local cur_model = self.models[i] local rankings, likelihoods, cur_question_pred_focuses, cur_question_entity_focuses = cur_model:predict(question, predicates, entities, beam_size) question_pred_focuses = cur_question_pred_focuses question_entity_focuses = cur_question_entity_focuses --assert(false, json.encode(question_entity_focuses)) cur_size = 0 for j = 1, #rankings do local ranking = rankings[j] concated_ranking = table.concat(ranking) local cur_idx = cur_size + 1 if ranking_to_idx[concated_ranking] ~= nil then cur_idx = ranking_to_idx[concated_ranking] else ranking_to_idx[tostring(concated_ranking)] = cur_size cur_size = cur_size + 1 end local cur_cost = (final_rankings[cur_idx] == nil) and 0 or final_rankings[cur_idx][1] final_rankings[cur_idx] = {cur_cost + likelihoods[j], ranking} end end reranked_values = dmn.functions.topk(final_rankings, #final_rankings) for i = 1, #reranked_values do local log_loss = reranked_values[i][1] local ranking = reranked_values[i][2] table.insert(returned_rankings, ranking) table.insert(returned_likelihoods, log_loss) end return returned_rankings, returned_likelihoods, question_pred_focuses, question_entity_focuses end -- Reranks predicates/entities for a single model function QA_API:model_align(model, question, predicates, entities, beam_size) assert(question ~= nil, "Must specify question to use for Attention Network") assert(predicates ~= nil, "Must specify candidate predicates to use for Attention Network") assert(entities ~= nil, "Must specify candidate entities to use for Attention Network") assert(beam_size ~= nil, "Beam size must be specified") assert(model ~= nil, "Model to predict with must not be null") local rankings, likelihoods, question_pred_focuses, question_entity_focuses = model:predict(question, predicates, entities, beam_size) return rankings, likelihoods, question_pred_focuses, question_entity_focuses end -- returns best predicate and name for question function QA_API:answer_v2(question, min_ngrams, max_ngrams, num_results, beam_size, rerank) assert(question ~= nil, "Must specify question to answer") assert(min_ngrams ~= nil, "Must specify number of ngrams to use") assert(max_ngrams ~= nil, "Must specify max number of ngrams to use") assert(beam_size ~= nil, "Must specify beam size to use for reranking") assert(num_results ~= nil, "Must specify number of results to request from api") assert(rerank ~= nil, "Must specify whether to rerank ngrams or use raw ones") local num_facts = 10000 dmn.logger:print("Answering question " .. question) dmn.logger:print("Getting all ids") all_possibilities, log_likelihoods = softmax.entity_linker_api:candidate_ngrams( softmax.qa_api.models[1], question, min_ngrams, max_ngrams, beam_size, rerank) -- take the top one local query = {all_possibilities[1]} local ids, all_names, all_types = softmax.entity_linker_api:candidate_entities(query, num_results) dmn.logger:print("Generating candidates") --[[ candidate_predicates = { '/people/person/composer', '/song/writer/author', '/people/person/place_of_birth' } candidate_entities = {'Foo bar', 'Bar foo', 'Bye bye love', 'song'} ]] candidate_ids = {} fact_mappings = {} local candidate_predicates, candidate_entities, candidate_ids, fact_mappings = datasets.freebase_api:facts(ids, num_facts) dmn.logger:print("Reranking candidates") local rankings, likelihoods, question_pred_focuses, question_entity_focuses = softmax.qa_api:align( question, candidate_predicates, candidate_entities, beam_size ) likely_predicates = {} likely_names = {} likely_facts = {} likely_ids = {} for i = 1, #rankings do local ranking = rankings[i] local entity_ranking = ranking[2] local predicate_ranking = ranking[1] local likely_id = candidate_ids[entity_ranking] local likely_name = candidate_entities[entity_ranking] local likely_predicate = candidate_predicates[predicate_ranking] local likely_fact = fact_mappings[likely_name .. " " .. likely_predicate] if likely_fact == nil then --dmn.logger:print("NULL FACT") likely_fact = "NO FACT" end table.insert(likely_ids, likely_id) table.insert(likely_predicates, likely_predicate) table.insert(likely_names, likely_name) table.insert(likely_facts, likely_fact) end return likely_predicates, likely_names, likely_ids, likely_facts, fact_mappings, likelihoods, question_pred_focuses, question_entity_focuses, candidate_predicates, candidate_entities end -- returns best predicate and name for question function QA_API:answer_v3(question, min_ngrams, max_ngrams, num_results, beam_size, rerank) assert(question ~= nil, "Must specify question to answer") assert(min_ngrams ~= nil, "Must specify number of ngrams to use") assert(max_ngrams ~= nil, "Must specify max number of ngrams to use") assert(beam_size ~= nil, "Must specify beam size to use for reranking") assert(num_results ~= nil, "Must specify number of results to request from api") assert(rerank ~= nil, "Must specify whether to rerank ngrams or use raw ones") local num_facts = 10000 dmn.logger:print("Answering question " .. question) dmn.logger:print("Getting all ids") all_possibilities, log_likelihoods = softmax.entity_linker_api:candidate_ngrams( softmax.qa_api.models[1], question, min_ngrams, max_ngrams, beam_size, rerank) -- take the top one local query = {all_possibilities[1]} local ids, all_names, all_types = softmax.entity_linker_api:candidate_entities(query, num_results) dmn.logger:print("Generating candidates") local candidate_predicates, candidate_entities, fact_mappings = datasets.freebase_api:facts(ids, num_facts) dmn.logger:print("Reranking candidates") local entity_rankings, likelihoods, question_pred_focuses, question_entity_focuses = softmax.qa_api:align( question, {'foo'}, candidate_entities, beam_size ) local predicate_rankings, likelihoods, question_pred_focuses, question_entity_focuses = softmax.qa_api:align( question, candidate_predicates, candidate_entities, beam_size ) likely_predicates = {} likely_names = {} likely_facts = {} for i = 1, #entity_rankings do local entity_ranking = entity_rankings[i][2] local predicate_ranking = predicate_rankings[i][1] local likely_name = candidate_entities[entity_ranking] local likely_predicate = candidate_predicates[predicate_ranking] local likely_fact = fact_mappings[likely_name .. " " .. likely_predicate] if likely_fact == nil then --dmn.logger:print("NULL FACT") likely_fact = "NO FACT" end table.insert(likely_predicates, likely_predicate) table.insert(likely_names, likely_name) table.insert(likely_facts, likely_fact) end return likely_predicates, likely_names, likely_facts, fact_mappings, likelihoods, question_pred_focuses, question_entity_focuses, candidate_predicates, candidate_entities end function QA_API:answer(question, ngrams, filter_beam_size, rank_beam_size, query_beam_size, rerank) assert(question ~= nil, "Must specify question to answer") assert(ngrams ~= nil, "Must specify number of ngrams to use") assert(filter_beam_size ~= nil, "Must specify filter beam size to use") assert(rank_beam_size ~= nil, "Must specify rank beam size to use") assert(query_beam_size ~= nil, "Must specify query beam size to use") assert(rerank ~= nil, "Must specify whether to rerank ngrams or use raw ones") dmn.logger:print("Answering question " .. question) dmn.logger:print("Getting all ids") all_possibilities, log_likelihoods = softmax.entity_linker_api:candidate_ngrams( softmax.qa_api.models[1], question, ngrams, query_beam_size, rerank) local ids, all_names, all_types = softmax.entity_linker_api:candidate_entities(all_possibilities, 500) dmn.logger:print("Filtering ids and names from") local filtered_ids, filtered_names, filtered_types = softmax.entity_linker_api:filter_entities( softmax.qa_api, question, ids, all_names, all_types, query_beam_size) dmn.logger:print("Generating candidates") local candidate_predicates, candidate_entities, fact_mappings = softmax.entity_linker_api:candidate_facts(filtered_ids, filtered_names) dmn.logger:print("Reranking candidates") local rankings, likelihoods, question_pred_focuses, question_entity_focuses = softmax.qa_api:align( question, candidate_predicates, candidate_entities, rank_beam_size ) likely_predicates = {} likely_names = {} likely_facts = {} for i = 1, #rankings do local ranking = rankings[i] local entity_ranking = ranking[2] local predicate_ranking = ranking[1] local likely_name = candidate_entities[entity_ranking] local likely_predicate = candidate_predicates[predicate_ranking] local likely_fact = fact_mappings[likely_name .. " " .. likely_predicate] table.insert(likely_predicates, likely_predicate) table.insert(likely_names, likely_name) table.insert(likely_facts, likely_fact) end return likely_predicates, likely_names, likely_facts, likelihoods, question_pred_focuses, question_entity_focuses, candidate_predicates, candidate_entities end
-- Busted runner require "busted.runner"() -- Modules local Dispatcher = require "dispatcher" local Event = require "event" describe("Event dispatcher", function() it("should be createable", function() local dispatcher = Dispatcher:new() assert.same("table", type(dispatcher)) end) it("should be possible to register a single listener", function() local dispatcher = Dispatcher:new() dispatcher:on("event-name", function() end) assert.same(1, #dispatcher:getListeners("event-name")) end) it("should be possible to register multiple listeners", function() local dispatcher = Dispatcher:new() dispatcher:on("event-name", function() end) dispatcher:on("event-name", function() end) assert.same(2, #dispatcher:getListeners("event-name")) end) it("should be possible to register a listener to multiple events", function() local dispatcher = Dispatcher:new() dispatcher:on("event-name-1", function() end) dispatcher:on("event-name-2", function() end) assert.same(1, #dispatcher:getListeners("event-name-1")) assert.same(1, #dispatcher:getListeners("event-name-2")) end) it("should not be possible to register non-callable listeners", function() local dispatcher = Dispatcher:new() assert.has_error(function() dispatcher:addListener("event-name", true) end, "A registered listener must be callable") end) it("should be possible to remove a listener", function() local dispatcher = Dispatcher:new() local listener1 = function() end local listener2 = function() end dispatcher:on("event-name", listener1) dispatcher:on("event-name", listener2) assert.same(2, #dispatcher:getListeners("event-name")) dispatcher:removeListener("event-name", listener1) assert.same(1, #dispatcher:getListeners("event-name")) dispatcher:removeListener("event-name", listener2) assert.same(0, #dispatcher:getListeners("event-name")) end) it("should be possible to remove all listeners for a given event", function() local dispatcher = Dispatcher:new() local listener1 = function() end local listener2 = function() end dispatcher:on("event-name", listener1) dispatcher:on("event-name", listener2) dispatcher:on("another-event", listener1) dispatcher:on("another-event", listener2) assert.same(2, #dispatcher:getListeners("event-name")) assert.same(2, #dispatcher:getListeners("another-event")) dispatcher:removeListeners("event-name") assert.same(0, #dispatcher:getListeners("event-name")) assert.same(2, #dispatcher:getListeners("another-event")) end) it("should be possible to remove all listeners", function() local dispatcher = Dispatcher:new() local listener1 = function() end local listener2 = function() end dispatcher:on("event-name", listener1) dispatcher:on("event-name", listener2) dispatcher:on("another-event", listener1) dispatcher:on("another-event", listener2) assert.same(2, #dispatcher:getListeners("event-name")) assert.same(2, #dispatcher:getListeners("another-event")) dispatcher:removeAllListeners() assert.same(0, #dispatcher:getListeners("event-name")) assert.same(0, #dispatcher:getListeners("another-event")) end) it("should be possible to dispatch an event object", function() local dispatcher = Dispatcher:new() local event1 = Event:new() local event2 = Event:new() dispatcher:addListener("event-name", function() end) dispatcher:dispatch("event-name", event1) assert.truthy(event1.isDispatched) assert.is_not.truthy(event2.isDispatched) end) it("should be possible to dispatch without an event object", function() local dispatcher = Dispatcher:new() dispatcher:addListener("event-name", function() end) dispatcher:dispatch("event-name") assert.truthy(true) end) it("should be possible to pass data within an event object", function() local dispatcher = Dispatcher:new() local event = Event:new({ changed = false }) dispatcher:on("event-name", function(e) e.data.changed = true end) dispatcher:dispatch("event-name", event) assert.truthy(event.data) assert.truthy(event.data.changed) end) it("should be possible to stop the event propagation", function() local dispatcher = Dispatcher:new() local event = Event:new() local listener1 = spy.new(function(e) e:stopPropagation() end) local listener2 = spy.new(function() end) dispatcher:on("event-name", listener1) dispatcher:on("event-name", listener2) dispatcher:on("event-name", listener2) dispatcher:dispatch("event-name", event) assert.spy(listener1).was.called() assert.spy(listener2).was_not.called() end) it("should be possible to stop the event propagation event without an event object", function() local dispatcher = Dispatcher:new() local listener1 = spy.new(function(e) e:stopPropagation() end) local listener2 = spy.new(function() end) dispatcher:on("event-name", listener1) dispatcher:on("event-name", listener2) dispatcher:dispatch("event-name") assert.spy(listener1).was.called() assert.spy(listener2).was_not.called() end) it("should be possible to have multiple dispatchers (event busses)", function() local dispatcher1 = Dispatcher:new() local dispatcher2 = Dispatcher:new() local listener = function() end dispatcher1:on("event-name", listener) dispatcher2:on("event-name", listener) assert.same(1, #dispatcher1:getListeners("event-name")) assert.same(1, #dispatcher2:getListeners("event-name")) end) it("should be possible to use the method :on instead of :addListener", function() local dispatcher = Dispatcher:new() local event = Event:new() local listener = spy.new(function() end) dispatcher:on("event-name", listener) dispatcher:dispatch("event-name", event) assert.spy(listener).was.called() end) it("should be possible to run listeners in order", function() local dispatcher = Dispatcher:new() local event = Event:new({ number = 1 }) dispatcher:on("event-name", function(e) e.data.number = e.data.number + 1 end, 4) dispatcher:on("event-name", function(e) e.data.number = e.data.number + 2 end, 3) dispatcher:on("event-name", function(e) e.data.number = e.data.number * 2 end, 2) dispatcher:on("event-name", function(e) e.data.number = e.data.number * 3 end, 1) dispatcher:dispatch("event-name", event) assert.same(24, event.data.number) assert.is_not.same(9, event.data.number) end) it("should be possible to register multiple listeners for the same priority", function() local dispatcher = Dispatcher:new() local event = Event:new({ number = 1 }) dispatcher:on("event-name", function(e) e.data.number = e.data.number + 1 end, 1) dispatcher:on("event-name", function(e) e.data.number = e.data.number + 1 end, 1) dispatcher:on("event-name", function(e) e.data.number = e.data.number * 2 end, 2) dispatcher:on("event-name", function(e) e.data.number = e.data.number * 2 end, 2) dispatcher:dispatch("event-name", event) assert.same(6, event.data.number) assert.is_not.same(12, event.data.number) end) it("should not be possible to add a non-numeric priority", function() local dispatcher = Dispatcher:new() assert.has_error(function() dispatcher:addListener("event-name", function() end, "NaN") end, "priority must be a number") end) it("should do nothing if removeListeners is called without an eventName", function() local dispatcher = Dispatcher:new() local listener = function() end dispatcher:on("event-name", listener) dispatcher:on("event-name", listener) dispatcher:removeListeners() assert.same(2, #dispatcher:getListeners("event-name")) end) end)
local t = Def.ActorFrame { } for player_index, player_number in ipairs(GAMESTATE:GetEnabledPlayers()) do -- Modifiers local MOD_SIZE = 48 -- Frame local mod_frame = Def.ActorFrame { InitCommand = function(self) self:x(-512) :y(SCREEN_HEIGHT - 158) end, OnCommand = function(self) self:sleep(0.5) :tween(0.8, "TweenType_Decelerate") :x(224) end } ---- Loop trough modifiers local mods = GAMESTATE:GetPlayerState(player_number):GetPlayerOptionsArray("ModsLevel_Preferred") local mod_filter = function(a) return a ~= "1x" and a ~= "Overhead" end for mod_index, mod in ipairs(table.find_all(mods, mod_filter)) do ---- Modifier Frame local m = Def.ActorFrame { InitCommand = function(self) self:x((MOD_SIZE + 16) * mod_index) end, } ---- Background m[#m+1] = Def.Quad { InitCommand = function(self) self:zoomto(MOD_SIZE, MOD_SIZE) :diffuse(ThemeColor.Purple) :diffusebottomedge(ColorDarkTone(ThemeColor.Purple)) end } ---- Label m[#m+1] = Def.BitmapText { Font = "Common body", InitCommand = function(self) local size = (MOD_SIZE/2) - 4 self:settext(mod) :scaletofit(-size, -size, size, size) end } mod_frame[#mod_frame+1] = m end t[#t+1] = mod_frame -- Score display local SCORE_FRAME_WIDTH = 360 ---- Frame local score_frame = Def.ActorFrame { InitCommand = function(self) self:x(player_number == "PlayerNumber_P1" and -SCORE_FRAME_WIDTH or SCREEN_WIDTH + SCORE_FRAME_WIDTH) :y(SCREEN_HEIGHT - 96) end, OnCommand = function(self) self:tween(0.8, "TweenType_Decelerate") :x(player_number == "PlayerNumber_P1" and SCORE_FRAME_WIDTH/2 or SCREEN_WIDTH - SCORE_FRAME_WIDTH/2) :y(SCREEN_HEIGHT - 96) end } ---- Background score_frame[#score_frame+1] = Def.Sprite { Texture = THEME:GetPathG("", "Gameplay/ScoreHolder.png"), InitCommand = function(self) self:diffuse(PlayerColors[player_number]) :zoom(0.60) :rotationy(player_number == "PlayerNumber_P1" and 0 or 180) end } ---- Score score_frame[#score_frame+1] = Def.RollingNumbers { Font = "Common body", InitCommand = function(self) self:diffuse(ThemeColor.White) :shadowcolor(ThemeColor.Black) :shadowlength(1) :set_chars_wide(7) :set_approach_seconds(0.5) :set_leading_attribute{ Diffuse=ThemeColor.Black } end, ScoreChangedMessageCommand = function(self, data) if data.PlayerNumber ~= player_number then return end local stage_stats = STATSMAN:GetCurStageStats() self:target_number(get_score(GAMESTATE:GetCurrentSteps(data.PlayerNumber), stage_stats:GetPlayerStageStats(data.PlayerNumber), true)) end, } ---- Background (Difficulty) score_frame[#score_frame+1] = Def.Sprite { Texture = THEME:GetPathG("", "Gameplay/DifficultyHolder.png"), InitCommand = function(self) local difficulty = GAMESTATE:GetCurrentSteps(player_number):GetDifficulty() self:diffuse(ThemeColor.Black) :zoom(0.60) :y(-58) :x(player_number == "PlayerNumber_P1" and -58 or 58) :rotationy(player_number == "PlayerNumber_P1" and 0 or 180) end } ---- Difficulty name score_frame[#score_frame+1] = Def.BitmapText { Font = "Common Body", InitCommand = function(self) local difficulty = GAMESTATE:GetCurrentSteps(player_number):GetDifficulty() self:diffuse(ThemeColor.White) :settext(THEME:GetString("Difficulty", difficulty)) :diffuse(ThemeColor.White) :shadowcolor(ThemeColor.Black) :shadowlength(1) :zoom(0.5) :halign(player_number == "PlayerNumber_P1" and 1 or 0) :y(-54) :x(player_number == "PlayerNumber_P1" and -35 or 35) :shadowcolor(ThemeColor.Black) :shadowlength(1) end, } ---- Difficulty level score_frame[#score_frame+1] = Def.BitmapText { Font = "MusicWheel Difficulty", InitCommand = function(self) local meter = GAMESTATE:GetCurrentSteps(player_number):GetMeter() local difficulty = GAMESTATE:GetCurrentSteps(player_number):GetDifficulty() self:diffuse(ThemeColor.White) :settext(meter) :diffuse(DifficultyColors[difficulty]) :shadowcolor(ThemeColor.Black) :shadowlength(1) :halign(player_number == "PlayerNumber_P1" and 0 or 1) :y(-54) :x(player_number == "PlayerNumber_P1" and -25 or 25) :shadowcolor(ThemeColor.Black) :shadowlength(1) end, } t[#t+1] = score_frame -- Life display local LIFE_FRAME_WIDTH = 650 local LIFE_FRAME_HEIGHT = 34 ---- Frame local life_frame = Def.ActorFrame { InitCommand = function(self) self:x(player_number == "PlayerNumber_P1" and PlayerP1X() or PlayerP2X()) :y(-48) end, OnCommand = function(self) self:tween(0.8, "TweenType_Decelerate" ) :x(player_number == "PlayerNumber_P1" and PlayerP1X() or PlayerP2X()) :y(48) end } ---- Background life_frame[#life_frame+1] = Def.Quad { InitCommand = function(self) self:zoomto(LIFE_FRAME_WIDTH, LIFE_FRAME_HEIGHT) :diffuse(PlayerColors[player_number]) :diffusealpha(0.4) end } ---- Life Meter life_frame[#life_frame+1] = Def.Quad { InitCommand = function(self) self:zoomto(0, LIFE_FRAME_HEIGHT) :halign(player_number == "PlayerNumber_P1" and 0 or 1) :x(player_number == "PlayerNumber_P1" and -LIFE_FRAME_WIDTH/2 or LIFE_FRAME_WIDTH/2) :diffuse(ThemeColor.Green) end, LifeChangedMessageCommand = function(self, data) if data.Player ~= player_number then return end local life = data.LifeMeter:GetLife() local state = "Regular" if data.LifeMeter:IsInDanger() then state = "Danger" elseif data.LifeMeter:IsHot() then state = "Hot" end if self.life_last_update ~= life then self:stoptweening() :linear(0.1) :zoomto(LIFE_FRAME_WIDTH * data.LifeMeter:GetLife(), LIFE_FRAME_HEIGHT) :diffuse(ThemeColor.White) :queuecommand(state) end self.life_last_update = data.LifeMeter:GetLife() end, RegularCommand = function(self) self:linear(0.2) :diffuse(ThemeColor.Green) end, HotCommand = function(self) local color = { ThemeColor.Green, ThemeColor.Blue, ThemeColor.Purple } for i, color in ipairs(color) do self:linear(0.2) :diffuse(color) end self:queuecommand("Hot") end, DangerCommand = function(self) for i, color in ipairs(ClearLampStates.Failed.flash_colors) do self:diffuse(color) :sleep(ClearLampStates.Failed.flash_speed) end self:queuecommand("Danger") end } life_frame[#life_frame+1] = Def.Sprite { Texture = THEME:GetPathG("", "Gameplay/LifeBar.png"), InitCommand = function(self) self:zoom(0.50) :diffuse(PlayerColors[player_number]) :x(player_number == "PlayerNumber_P1" and 9 or -9) :rotationy(player_number == "PlayerNumber_P1" and 0 or 180) :shadowcolor(ThemeColor.Black) :shadowlength(1) end } t[#t+1] = life_frame end return t
ENT.Type = "anim" ENT.Base = "cw_attpack_base" ENT.PrintName = "KHR Pistol Optics" ENT.PackageText = "KHR Pistol Optics" ENT.Category = "CW 2.0 Attachments" ENT.Author = "Spy" ENT.Spawnable = true ENT.AdminSpawnable = true ENT.attachments = {"kry_docter_sight", "md_microt1kh", "md_rmr"}
local ConstEnum = require("prototypes.enums.ConstEnum") -- 聚灵阵 -- ENTITY { type = "assembling-machine", name = "灵药园", icon = ConstEnum.graphics .. "/entity/7x7.png", icon_size = 288, max_health = 5000, flags = { "not-rotatable", "placeable-neutral", "placeable-player", "player-creation" }, minable = { mining_time = 2, result = "灵药园" }, crafting_categories = { "灵药种植" }, crafting_speed = 1, collision_box = { { -6.25, -6.25 }, { 6.25, 6.25 } }, selection_box = { { -6.5, -6.5 }, { 6.5, 6.5 } }, scale_entity_info_icon = true, always_draw_idle_animation = true, fluid_boxes = { { base_area = 1, base_level = 1, --pipe_covers = pipecoverspictures(), pipe_connections = { { type = "output", position = { 0, 7 } } }, production_type = "output", }, }, working_visualisations = { { animation = { filename = ConstEnum.graphics .. "/entity/7x7.png", size = 288, --shift = util.by_pixel(0, -36), scale = 0.7, }, fadeout = true } }, idle_animation = { layers = { { filename = ConstEnum.graphics .. "/entity/7x7.png", size = 288, --shift = util.by_pixel(0, -36), scale = 0.7, } } }, energy_usage = "100W", energy_source = { type = "burner", fuel_category = "灵力", effectivity = 1, fuel_inventory_size = 2, emissions_per_minute = 2, light_flicker = { color = { 0, 0, 0 }, minimum_intensity = 0.6, maximum_intensity = 0.95 }, smoke = { { name = "smoke", deviation = { 0.1, 0.1 }, frequency = 5, position = { 0.0, -0.8 }, starting_vertical_speed = 0.08, starting_frame_deviation = 60 } } }, result_inventory_size = 0, source_inventory_size = 0, se_allow_in_space = true }
-------------------------------------------------------------------------------- -------------------------------------------------------------------------------- -- F I N A L C U T P R O A P I -- -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- --- === cp.apple.finalcutpro.prefs.PreferencesWindow === --- --- Preferences Window Module. -------------------------------------------------------------------------------- -- -- EXTENSIONS: -- -------------------------------------------------------------------------------- local log = require("hs.logger").new("PrefsDlg") local inspect = require("hs.inspect") local axutils = require("cp.ui.axutils") local just = require("cp.just") local prop = require("cp.prop") local PlaybackPanel = require("cp.apple.finalcutpro.prefs.PlaybackPanel") local ImportPanel = require("cp.apple.finalcutpro.prefs.ImportPanel") local id = require("cp.apple.finalcutpro.ids") "PreferencesWindow" -------------------------------------------------------------------------------- -- -- THE MODULE: -- -------------------------------------------------------------------------------- local PreferencesWindow = {} function PreferencesWindow.matches(element) return element:attributeValue("AXSubrole") == "AXDialog" and not element:attributeValue("AXModal") and element:attributeValue("AXTitle") ~= "" and axutils.childWithRole(element, "AXToolbar") ~= nil and axutils.childWithRole(element, "AXGroup") ~= nil end -- TODO: Add documentation function PreferencesWindow:new(app) local o = {_app = app} return prop.extend(o, PreferencesWindow) end -- TODO: Add documentation function PreferencesWindow:app() return self._app end -- TODO: Add documentation function PreferencesWindow:UI() return axutils.cache(self, "_ui", function() local windowsUI = self:app():windowsUI() return windowsUI and self:_findWindowUI(windowsUI) end) end -- TODO: Add documentation function PreferencesWindow:_findWindowUI(windows) return axutils.childMatching(windows, PreferencesWindow.matches) end -- TODO: Add documentation -- Returns the UI for the AXToolbar containing this panel's buttons function PreferencesWindow:toolbarUI() return axutils.cache(self, "_toolbar", function() local ax = self:UI() return ax and axutils.childWith(ax, "AXRole", "AXToolbar") or nil end) end -- TODO: Add documentation -- Returns the UI for the AXGroup containing this panel's elements function PreferencesWindow:groupUI() return axutils.cache(self, "_group", function() local ui = self:UI() local group = ui and axutils.childWithRole(ui, "AXGroup") -- The group conains another single group that contains the actual checkboxes, etc. return group and #group == 1 and group[1] end) end -- TODO: Add documentation function PreferencesWindow:playbackPanel() if not self._playbackPanel then self._playbackPanel = PlaybackPanel:new(self) end return self._playbackPanel end -- TODO: Add documentation function PreferencesWindow:importPanel() if not self._importPanel then self._importPanel = ImportPanel:new(self) end return self._importPanel end -- TODO: Add documentation PreferencesWindow.isShowing = prop.new(function(self) return self:UI() ~= nil end):bind(PreferencesWindow) -- TODO: Add documentation -- Ensures the PreferencesWindow is showing function PreferencesWindow:show() if not self:isShowing() then -- open the window if self:app():menuBar():isEnabled({"Final Cut Pro", "Preferences…"}) then self:app():menuBar():selectMenu({"Final Cut Pro", "Preferences…"}) -- wait for it to open. local ui = just.doUntil(function() return self:UI() end) end end return self end -- TODO: Add documentation function PreferencesWindow:hide() local ui = self:UI() if ui then local closeBtn = axutils.childWith(ui, "AXSubrole", "AXCloseButton") if closeBtn then closeBtn:doPress() -- wait for it to close just.doWhile(function() return self:isShowing() end, 5) end end return self end return PreferencesWindow
return { { frequency = 0.02, phase = 90, }, { frequency = 0.1, phase = 270, }, { frequency = 0.01, phase = 180, }, { frequency = 0.2, phase = 270, }, { frequency = 1, phase = 0, }, { frequency = 0.05, phase = 120, }, { frequency = 2, phase = 45, }, { frequency = 0.005, phase = 0, }, { frequency = 0.5, phase = 320, }, }
-- -- Read bjam files, output premake -- premake.actions.convertbjam = {} local bjam = premake.actions.convertbjam function bjam.read(filename) local jamList = {} local oldDir = os.getcwd() if os.isdir(filename) then error("Expected filename, found directory : "..filename) end filename = path.getabsolute(filename) local shortFilename = path.getrelative(oldDir, filename) local dir = path.getdirectory(filename) if filename:contains('/repos') or filename:contains('/super/') or filename:contains('/releases/') or filename:contains('/onload/') or filename:contains('/lowbanddata-client/') or filename:contains('/tte') or filename:contains('/tde') or filename:contains('/tce/') or filename:contains('/tae/') or dir == path.getabsolute(repoRoot) then return jamList end if not filename:endswith('Jamfile') and not filename:endswith('Jamroot') then return jamList end os.chdir(dir) local file = io.open(filename, "r") if not file then error("Could not open file "..shortFilename) end local text = " "..file:read("*a") local textParts = text:replace('\t',' '):gsub('[ \n]#[^\n]*','') :replace('\n',' '):replace("\r",""):split(' ', true) file:close() local tokens = Seq:new(textParts) :except('') :iterate() local token local prevTokens = {} local customRules = {} local logOutput = {} local function logTokens(dest) logOutput = dest end customRules['set.intersection'] = { invoke = function(args) local set = {} for _,v in ipairs(args) do set[v] = v end return getKeys(v) end } local function nextToken() if not tokens then token = nil return nil end _,token = tokens() if token then table.insert( logOutput, token ) end for i=10,1,-1 do prevTokens[i+1]=prevTokens[i] end prevTokens[1] = token if not token then tokens = nil -- prevent wrap-around end return token end local tokenStack = {} local function pushTokens(ts) table.insert(tokenStack, tokens) tokens = Seq:new(ts):iterate() nextToken() end local function popTokens() ts = table.remove(tokenStack) if ts then tokens = ts end end local function expect(token, expectedToken) if token ~= expectedToken then errMsg = "Expected \""..tostring(expectedToken).."\", found \""..tostring(token).."\"" errMsg = errMsg .. '\n in '..shortFilename errMsg = errMsg .. '\n '..Seq:new(prevTokens):reverse():mkstring(' ') error(errMsg,2) end end local function expectNext(expectedToken) expect(nextToken(), expectedToken) end local function readList(includeCurrent) local rv = {} if not includeCurrent then nextToken() end local symbolList = toSet({ ":", ";", "[", "]", "{", "}", ")" }) while token do if token == '[' then -- command local cmd = nextToken() local arg1 = readList() local arg2 if token == ':' then arg2 = readList() end if cmd == 'glob' or cmd == 'glob-tree' then if cmd == 'glob-tree' then arg1 = Seq:new(arg1):select(function(v) return v:replace("*","**") end):toTable() end local cwd = os.getcwd() rv.evaluate = function() if arg1 and arg1.evaluate then arg1 = arg1.evaluate() end if arg2 and arg2.evaluate then arg2 = arg2.evaluate() end local oldCwd = os.getcwd() os.chdir(cwd) local sources = os.matchfiles(unpack(arg1)) if arg2 then local excludes = toSet(os.matchfiles(unpack(arg2))) local filteredSources = {} for _,v in ipairs(sources) do if not excludes[v] then table.insert(filteredSources, v) end sources = filteredSources end end os.chdir(oldCwd) return sources end table.insertflat(rv, arg1) rv.excludes = arg2 elseif cmd == 'MATCH' then rv.evaluate = function() if arg1 and arg1.evaluate then arg1 = arg1.evaluate() end if arg2 and arg2.evaluate then arg2 = arg2.evaluate() end local rv2 = {} for _,regexp in ipairs(arg1) do for _,v in ipairs(arg2) do local m = string.match(v, regexp) if m then table.insert(rv2, m) end end end return rv2 end table.insertflat(rv, arg2) elseif customRules[cmd] then local args = {} while token ~= ']' do local arg = readList() table.insert(args, arg) end customRules[cmd].invoke(args) else error("Unknown command "..cmd) end expect(token, "]") nextToken() elseif (not token) or symbolList[token] then break elseif token:startswith("<") then local key,value = token:match("<([^>]+)>([^:]*)") --print("with "..tostring(with)) if value:find("<") then value = value:sub(1,value:find("<")-2) end rv[key] = rv[key] or {} if value then table.insert(rv[key], value) end nextToken() else table.insert(rv, token) nextToken() end end return rv end local function readLine() local line = nil local rv = {} popTokens() nextToken() while token do if token == ';' then break end table.insert(rv, token) nextToken() end line = rv pushTokens(line) return rv end local rules = toSet({ "lib", "exe", "unit-test", "tde-lib", "obj", "provide", "towerscript", }) local skipRules = toSet({ "nfs-install", "release-files", "old-install-to", "install", "release", "list-releases", "import", "branch", "sh", "gitrepo", "gitrepo.everything", "list-repos", "actions", "shell", "proto-import", "proto-cpp", "tag-bin", "branch", "do-export", "passthrough-props", "cpp2doxy", "combo-lib", "list-zip", "generated-file", "generated", "tower-feature", "feature-expand-path", "feature-dep-reqs", "export-idir", "export-edir", "export-pdir", "export-dreq", }) local todo = toSet({ "make", "rename", }) function processScope() local scopeJamList = {} local maxExportNameLen = 0 while token do local jam = {} jam.type = token local line = { token } logTokens(line) local skip = false if token == 'project' or token == 'repo' then jam.name = nextToken() nextToken() while token == ':' do nextToken() if token == 'requirements' then jam.reqs = readList() elseif token == 'usage-requirements' then jam.ureqs = readList() elseif token == 'build-dir' then jam.builddir = readList() elseif token == 'system-libs' then jam.systemlibs = readList() elseif token == 'feature' then jam.feature = jam.feature or {} local f = {} f.type = 'feature' local condition = nextToken() local key,value = condition:match("<([^>]+)>(.*)") f.condition = {} f.condition[key] = value f.ifTrue = readList() table.insert( jam.feature, f ) else if not jam.sources then jam.sources = readList(true) end end end if token == 'include-root' then --ignore nextToken() end expect(token, nil) elseif rules[token] then if token == 'provide' then jam.type = nextToken() end jam.name = nextToken() if nextToken() == ":" then jam.sources = readList() end if token == ':' then -- requirements jam.reqs = readList() end if token == ':' then -- default build flags jam.defaultBuild = readList() end if token == ':' then -- usage requirements jam.ureqs = readList() end expect(token, nil) elseif token == 'tde-test' or token == 'unit-tests' then jam.name = nextToken() if nextToken() == ":" then jam.sources = readList() end if token == ":" then jam.ureqs = readList() end if token == ":" then jam.reqs = readList() end if token == ":" then jam.unknown = readList() end expect(token, nil) elseif not token then -- do nothing skip = true elseif todo[token] then -- TODO skip = true elseif skipRules[token] then skip = true elseif customRules[token] then -- to do skip = true elseif token == 'explicit' then jam.explicit = readList() expect(token, nil) elseif token == 'export' then jam.exportType = nextToken() jam.exportName = nextToken() maxExportNameLen = math.max( maxExportNameLen, #jam.exportName ) expectNext(":") jam.sources = readList() if token == ':' then -- ignore readList() end if token == ';' then nextToken() end expect(token, nil) elseif token == 'protos' then jam.cppVarName = nextToken() if nextToken() ~= ':' then jam.headerVarName = token nextToken() end expect(token, ":") jam.protofiles = readList() if token == ":" then jam.reqs = readList() end if token == ":" then jam.builddefaults = readList() end if token == ":" then jam.ureqs = readList() end expect(token, nil) elseif token == 'local' then jam.varName = nextToken() if nextToken() == '=' then jam.varValue = readList() else jam.varValue = {} end expect(token, nil) elseif token == 'path-constant' or token == 'constant' then jam.varName = nextToken() expectNext(":") jam.varValue = readList() expect(token, nil) elseif token == 'for' then jam.varName = nextToken() expectNext('in') jam.loopList = readList() expect(token, '{') nextToken() jam.loopCode = processScope() elseif token == '}' then nextToken() break elseif token == 'rule' then jam.ruleName = nextToken() nextToken() if token == '(' then jam.ruleArgs = {} while token ~= ')' do local args = readList() table.insert(jam.ruleArgs, args) end nextToken() end jam.invoke = function(args) end -- TODO customRules[jam.ruleName] = jam expect(token, '{') nextToken() jam.ruleCode = processScope() elseif token == 'alias' then jam.varName = nextToken() expectNext(':') jam.varValue = readList() if token then skip = true end elseif token == 'return' then jam.varValue = readList() elseif token == 'use-project' then jam.projectAlias = nextToken() expectNext(':') jam.projectFullname = nextToken() expectNext(nil) elseif token == 'if' then -- build simple evaluation tree function addBranch() local eval = {} nextToken() while token do if token == '!' then eval.type = 'not' eval.lhs = addBranch() elseif token == '(' then eval.type = 'brackets' eval.lhs = addBranch() return eval elseif token == ')' or token == '{' then return eval elseif token == 'in' then eval.type = 'in' eval.rhs = {} else -- append token to lhs or rhs lists if eval.rhs then table.insert( eval.rhs, token ) else eval.lhs = eval.lhs or {} table.insert( eval.lhs, token ) end end nextToken() end return eval end jam.condition = addBranch() nextToken() jam.ifTrueCode = processScope() elseif token == 'build-project' then jam.prjName = nextToken() expectNext(nil) elseif token == 'end' then expectNext(nil) else -- global var? local origToken = token jam.type = 'global' jam.varName = token nextToken() if token == '+=' then jam.varValue = readList() table.insert( jam.varValue, 0, "$("..jam.varName..")" ) elseif token == '=' then jam.varValue = readList() else expect(origToken, "global variable") end expect(token, nil) end if skip then jam.comment = "Not implemented: "..token token = nil end jam.line = table.concat(line, ' ') table.insert( scopeJamList, jam ) if token == nil then readLine() end end scopeJamList.maxExportNameLen = maxExportNameLen return scopeJamList end -- processScope readLine() jamList = processScope() os.chdir(oldDir) return jamList end
object_tangible_item_costume_kit_costume_kit = object_tangible_item_costume_kit_shared_costume_kit:new { } ObjectTemplates:addTemplate(object_tangible_item_costume_kit_costume_kit, "object/tangible/item/costume_kit/costume_kit.iff")
ITEM.name = "MK18" ITEM.description = "A Close-Quarters weapon, the MK18 is a performance-built M4A1 with a shorter upper reciever and adjustable stock meant to be used by special units who have a need for reliable firepower in close to medium range engagements. Fires 5.56x45 Rounds." ITEM.model = "models/weapons/ethereal/w_mk18.mdl" ITEM.class = "cw_kk_ins2_mk18" ITEM.weaponCategory = "primary" ITEM.width = 3 ITEM.height = 2 ITEM.price = 60000 ITEM.weight = 6
--[[ TheNexusAvenger Implementation of a command. --]] local BaseCommand = require(script.Parent.Parent:WaitForChild("BaseCommand")) local Command = BaseCommand:Extend() --[[ Creates the command. --]] function Command:__new() self:InitializeSuper("unadmin","Administrative","Unadmin players.") self.Arguments = { { Type = "nexusAdminPlayers", Name = "Players", Description = "Players to unadmin.", }, } end --[[ Runs the command. --]] function Command:Run(CommandContext,Players) self.super:Run(CommandContext) --Set the admin levels. local ExecutorAdminLevel = self.API.Authorization:GetAdminLevel(CommandContext.Executor) for _,Player in pairs(Players) do if Player ~= CommandContext.Executor then if self.API.Authorization:GetAdminLevel(Player) < ExecutorAdminLevel then self.API.Authorization:SetAdminLevel(Player,-1) else self:SendError("You can't unadmin players with higher levels than you.") end else self:SendError("You can't unadmin yourself.") end end end return Command
before_each(function() lor = _G.lor app = lor({ debug = true }) Request = _G.request Response = _G.response req = Request:new() res = Response:new() end) after_each(function() lor = nil app = nil Request = nil Response = nil req = nil res = nil end) describe("group index route: basic usages", function() it("should be error when giving wrong params", function() local flag = 0 local test_router = lor:Router() assert.has_error(function() test_router:get() end, "params should not be nil or empty") assert.has_error(function() test_router:get({}) end, "params should not be nil or empty") assert.has_error(function() test_router:get("/test") end, "it must be an function if there's only one param") assert.has_error(function() test_router:get("/test", "abc") end) end) it("uri should mathed", function() local flag = 0 local test_router = lor:Router() test_router:get(function(req, res, next) flag = 1 end) app:use("/test", test_router()) req.path = "/test" req.method = "get" app:handle(req, res) assert.is.equals(1, flag) end) it("uri should not mathed", function() local flag = 0 local test_router = lor:Router() test_router:get(function(req, res, next) flag = 1 end) app:use("/test", test_router()) app:erroruse(function(err, req, res, next) -- 404 error assert.is.truthy(err) assert.is.equals(false, req:is_found()) flag = 999 end) req.path = "/test/" req.method = "get" app:handle(req, res) assert.is.equals(999, flag) end) end) describe("group index route: multi funcs", function() it("array params", function() local flag = 0 local test_router = lor:Router() local func1 = function(req, res, next) flag = 1 next() end local func2 = function(req, res, next) flag = 2 next() end local last_func = function(req, res, next) flag = 3 end test_router:post({func1, func2, last_func}) app:use("/test", test_router()) req.path = "/test" req.method = "post" app:handle(req, res) assert.is.equals(3, flag) end) it("unpacked params", function() local flag = 0 local test_router = lor:Router() local func1 = function(req, res, next) flag = 1 next() end local func2 = function(req, res, next) flag = 2 next() end local last_func = function(req, res, next) flag = 3 end test_router:put(func1, func2, last_func) app:use("/test", test_router()) req.path = "/test" req.method = "put" app:handle(req, res) assert.is.equals(3, flag) end) it("mixed params, case1", function() local flag = 0 local test_router = lor:Router() local func1 = function(req, res, next) flag = 1 next() end local func2 = function(req, res, next) flag = 2 next() end local last_func = function(req, res, next) flag = 3 end test_router:get({func1, func2}, last_func) app:use("/test", test_router()) req.path = "/test" req.method = "get" app:handle(req, res) assert.is.equals(3, flag) end) it("mixed params, case2", function() local flag = 0 local test_router = lor:Router() local func1 = function(req, res, next) flag = 1 next() end local func2 = function(req, res, next) flag = 2 next() end local last_func = function(req, res, next) flag = 3 end test_router:put({func1}, func2, {last_func}) app:use("/test", test_router()) req.path = "/test" req.method = "put" app:handle(req, res) assert.is.equals(3, flag) end) end)
https://maps.googleapis.com/maps/api/place/nearbysearch/json?location=-33.8670522,151.1957362&radius=500&type=gym&keyword=climb&key=AIzaSyDGL9WfslaxKb43C2YxWEpwCnZzZNrZ8-c https://maps.googleapis.com/maps/api/place/details/json?placeid=2a35ed5051c6cfbb3c97adce679b87fb5a5ffabb&key=AIzaSyDGL9WfslaxKb43C2YxWEpwCnZzZNrZ8-c function handleResponse(event) print(event.response) end params = { body = }; network.request("https://www.googleapis.com/geolocation/v1/geolocate?key=AIzaSyDGL9WfslaxKb43C2YxWEpwCnZzZNrZ8-c", "GET", handleResponse, )
ELONA.i18n:add { mod = { loaded_script = "Loaded script {$1}. ", }, }
-- Predefined global variables: -- file_path -- comment_begin -- comment_end -- comment_line_prefix -- Globals set just before processing each LIMP comment: -- last_generated_data -- base_indent -- nl_style local table = table local debug = debug local string = string local tostring = tostring local type = type local select = select local ipairs = ipairs local dofile = dofile local load = load local getmetatable = getmetatable local setmetatable = setmetatable local fs = fs local util = util do -- strict.lua -- checks uses of undeclared global variables -- All global variables must be 'declared' through a regular assignment -- (even assigning nil will do) in a main chunk before being used -- anywhere or assigned to inside a function. local mt = getmetatable(_G) if mt == nil then mt = {} setmetatable(_G, mt) end __STRICT = true mt.__declared = {} mt.__newindex = function (t, n, v) if __STRICT and not mt.__declared[n] then local w = debug.getinfo(2, "S").what if w ~= "main" and w ~= "C" then error("assign to undeclared variable '"..n.."'", 2) end mt.__declared[n] = true end rawset(t, n, v) end mt.__index = function (t, n) if __STRICT and not mt.__declared[n] and debug.getinfo(2, "S").what ~= "C" then error("variable '"..n.."' is not declared", 2) end return rawget(t, n) end function global(...) for _, v in ipairs{...} do mt.__declared[v] = true end end end last_generated_data = nil base_indent = nil nl_style = nil indent_size = 3 indent_char = ' ' limprc_path = nil prefix = nil postfix = nil root_dir = nil backtick = '`' function trim_trailing_ws (str) return str:gsub('[ \t]+([\r\n])', '%1'):gsub('[ \t]+$', '') end function postprocess (str) return trim_trailing_ws(str) end do -- indent local current_indent = 0 function get_indent () local retval = '' if base_indent ~= nil and base_indent ~= '' then retval = base_indent end return retval .. string.rep(indent_char, current_indent * indent_size) end function write_indent () if base_indent ~= nil and base_indent ~= '' then write(base_indent) end local indent = string.rep(indent_char, current_indent * indent_size) if indent ~= '' then write(indent) end end function reset_indent () current_indent = 0 end function indent (count) if count == nil then count = 1 end current_indent = current_indent + count end function unindent (count) if count == nil then count = 1 end current_indent = current_indent - count end function set_indent (count) current_indent = count end end function normalize_newlines (str) local out = {} local n = 1; local search_start = 1 local str_len = #str while true do local nl_start = str:find('[\r\n]', search_start) if nl_start then out[n] = str:sub(search_start, nl_start - 1) out[n + 1] = nl_style n = n + 2 if str:byte(nl_start) == '\r' and nl_start < str_len and str:byte(nl_start + 1) == '\n' then search_start = nl_start + 2 else search_start = nl_start + 1 end else out[n] = str:sub(search_start) n = n + 1 break end end return table.concat(out); end function indent_newlines (str) return normalize_newlines(str):gsub(nl_style, nl_style .. get_indent()) end do -- write local out = nil local n = 1 local in_comment = false local function init () reset_indent() out = { } n = 1 in_comment = false write_prefix() end function nl () if out == nil then init() end out[n] = nl_style n = n + 1 write_indent() if in_comment then write(comment_line_prefix) end end local function write_table (table, visited_set) out[n] = tostring(table) n = n + 1 local mt = getmetatable(table) if not (mt and mt.__tostring) and visited_set[table] == nil then visited_set[table] = true out[n] = ': ' n = n + 1 indent() for k,v in pairs(table) do nl() local t = type(k) if t == 'string' then out[n] = k n = n + 1 elseif t == 'table' then write_table(k, visited_set) else out[n] = tostring(k) n = n + 1 end out[n] = ': ' n = n + 1 t = type(v) if t == 'string' then out[n] = v n = n + 1 elseif t == 'table' then write_table(v, visited_set) else out[n] = tostring(v) n = n + 1 end end unindent() end end local function write_value (val) if val ~= nil then local t = type(val) if t == 'function' then write(val()) elseif t == 'string' then out[n] = val n = n + 1 elseif t == 'table' then write_table(val, {}) else out[n] = tostring(val) n = n + 1 end end end function write (...) if out == nil then init() end for i = 1, select('#', ...) do write_value(select(i, ...)) end end function writeln (...) if out == nil then init() end write(...) nl() end function write_lines (...) if out == nil then init() end for i = 1, select('#', ...) do write_value(select(i, ...)) nl() end end function begin_comment () if out == nil then init() end if false == in_comment then in_comment = true write(comment_begin) end end function end_comment () if true == in_comment then in_comment = false write(comment_end) end end function _finish () write_postfix() local str = table.concat(out) out = nil if type(postprocess) == 'function' then str = postprocess(str) end return str end end function quiet() prefix = '' postfix = '' end function write_prefix () if prefix ~= nil then write(prefix) else nl() begin_comment() write(' ################# !! GENERATED CODE -- DO NOT MODIFY !! ################# ') end_comment() nl() end end function write_postfix () reset_indent() if postfix ~= nil then write(postfix) else nl() begin_comment() write(' ######################### END OF GENERATED CODE ######################### ') end_comment() end end do -- dependencies local deps = { } function get_depfile_target () return fs.ancestor_relative_path(file_path, root_dir) end function write_depfile () if not depfile_path or depfile_path == '' then return end local depfile = fs.get_file_contents(depfile_path) local depfile_exists = true if nil == depfile then depfile = '' depfile_exists = false end do local prefix = get_depfile_target() .. ':' local depfile_line = { prefix } for k, v in pairs(deps) do depfile_line[#depfile_line + 1] = ' ' depfile_line[#depfile_line + 1] = k end depfile_line = table.concat(depfile_line) local found_existing depfile = depfile:gsub(blt.gsub_escape(prefix) .. '[^\r\n]+', function () found_existing = true return depfile_line end, 1) if not found_existing then depfile = depfile .. depfile_line .. '\n' end end if not depfile_exists then fs.create_dirs(fs.parent_path(depfile_path)) end fs.put_file_contents(depfile_path, depfile) end function dependency (path) if path and path ~= '' then deps[path] = true end end end function load_file (path, chunk_name) local contents = fs.get_file_contents(path) if contents == nil then error('Path \'' .. path .. '\' does not exist!') end if not chunk_name then chunk_name = '@' .. fs.path_filename(path) end dependency(fs.ancestor_relative_path(path, root_dir)) local chunk, err = load(contents, chunk_name) if not chunk then error(err) end return chunk end function get_file_contents (path) local contents = fs.get_file_contents(path) if contents == nil then error('Path \'' .. path .. '\' does not exist!') end dependency(fs.ancestor_relative_path(path, root_dir)) return contents end function write_file (path) local contents = fs.get_file_contents(path) if contents ~= nil then dependency(fs.ancestor_relative_path(path, root_dir)) write(indent_newlines(contents)) end end -- Passes through the output from from a child process's stdout to the generated code. stderr is not redirected. function write_proc (command) local f = io.popen(command, 'r') write(indent_newlines(f:read('a'))) f:close() end function template (source) local template_parts = {} local parse_text = function (text) local search_start = 1 while true do local nl_start = text:find('[\r\n]', search_start) if nl_start then template_parts[#template_parts + 1] = text:sub(search_start, nl_start - 1) template_parts[#template_parts + 1] = nl if text:byte(nl_start) == '\r' and nl_start < #text and text:byte(nl_start + 1) == '\n' then search_start = nl_start + 2 else search_start = nl_start + 1 end else template_parts[#template_parts + 1] = text:sub(search_start) return end end end local env = {} local source_len = #source local search_start = 1 while true do local interp_start = source:find('`', search_start, true) if not interp_start then break end if interp_start > search_start then parse_text(source:sub(search_start, interp_start - 1)) end search_start = interp_start + 1 local interp_end = source:find('`', search_start, true) if not interp_end then interp_end = source_len + 1 end if interp_end == search_start then -- empty interp means write a backtick template_parts[#template_parts + 1] = '`' else local interp = source:sub(search_start, interp_end - 1) local interp_name = interp if not interp:find('[\r\n]') then interp = 'return ' .. interp end local interp_fn, err = load(interp, interp_name, 't', env) if not interp_fn then error(err) end template_parts[#template_parts + 1] = interp_fn end search_start = interp_end + 1 end if (search_start <= source_len) then parse_text(source:sub(search_start)) end local env_mt = {} env_mt.__newindex = function (table, slot, value) env_mt.context[slot] = value end env_mt.__index = function (table, slot) if env_mt.context then local context_value = env_mt.context[slot] if context_value ~= nil then return context_value end end return _ENV[slot] end setmetatable(env, env_mt) return function (context, ...) env_mt.context = context for i,v in ipairs(template_parts) do if type(v) == 'function' then if (v == nl) then nl() else write(v(...)) end else write(v) end end end end do -- include local chunks = { } local include_dirs = { } function get_include (include_name) if not include_name then error 'Must specify include script name!' end local existing = chunks[include_name] if existing ~= nil then return existing end local path = fs.resolve_path(include_name, include_dirs) if path and fs.stat(fs.canonical_path(path)).kind == 'file' then dependency(fs.ancestor_relative_path(path, root_dir)) local contents = fs.get_file_contents(path) local fn, err = load(contents, '@' .. include_name) if not fn then error(err) end chunks[include_name] = fn return fn end path = fs.resolve_path(include_name .. '.lua', include_dirs) if path and fs.stat(fs.canonical_path(path)).kind == 'file' then dependency(fs.ancestor_relative_path(path, root_dir)) local contents = fs.get_file_contents(path) local fn, err = load(contents, '@' .. include_name .. '.lua') if not fn then error(err) end chunks[include_name] = fn return fn end error('No include found matching \'' .. include_name .. '\'') end function register_include_dir (path) local n = #include_dirs for i = 1, n do if include_dirs[i] == path then return end end include_dirs[n + 1] = fs.absolute_path(path) end function resolve_include_path (path) return fs.resolve_path(path, include_dirs) end end function include (include_name, ...) return get_include(include_name)(...) end function import_limprc (path) local p = fs.compose_path(path, '.limprc') if fs.stat(p).kind == 'file' then limprc_path = p root_dir = path dofile(p) return true end local parent = fs.parent_path(path) if parent == "" then root_dir = path return false end return import_limprc(parent) end import_limprc(fs.parent_path(file_path))
data:extend({ { type = "technology", name = "steam-locomotives", icon = "__steamTrains__/graphics/technology/steam-locomotive.png", icon_size = 128, prerequisites = {"railway", "fluid-handling"}, effects = {}, unit = { ingredients = { {"automation-science-pack", 1}, {"logistic-science-pack", 1}, }, time = 30, count = 100 }, order = "c-g-a-b", } }) table.insert(data.raw.technology["steam-locomotives"].effects, {type = "unlock-recipe", recipe = "SteamTrains-locomotive"})
return { tileSize = 16, Solid = 0, Floor = 1, Corridor = 2, Door = 3, HHiddenDoor = 4, VHiddenDoor = 5, HWall = 6, VWall = 7, TLWall = 8, TRWall = 9, BLWall = 10, BRWall = 11, Dropoff1 = 12, Dropoff2 = 13, Dropoff3 = 14, Dropoff4 = 15, CorridorWall = 16, Pepper = 17 }
local Adapter = require('arken.ActiveRecord.Adapter') local QDateTime = require('QDateTime') local test = {} test.should_return_with_order = function() local adapter = Adapter.new() local where = adapter:where{ order = 'id' } assert( where == ' ORDER BY id', where ) end test.should_return_with_limit = function() local adapter = Adapter.new() local where = adapter:where{ limit = 100 } assert( where == ' LIMIT 100', where ) end test.should_return_with_order_and_limit = function() local adapter = Adapter.new() local where = adapter:where{ order = 'id', limit = 100 } assert( where == ' ORDER BY id LIMIT 100', where ) end test.should_return_with_join = function() local adapter = Adapter.new() local where = adapter:where{ join = { 'LEFT JOIN order ON customer.id = order.customer_id' } } assert( where == 'LEFT JOIN order ON customer.id = order.customer_id', where ) end test.should_return_with_join_and_values = function() local adapter = Adapter.new() local created_at = '2010/03/01' local join = { 'LEFT JOIN order ON customer.id = order.customer_id AND created_at > $created_at', created_at = created_at } local where = adapter:where{ join = join } assert( where == "LEFT JOIN order ON customer.id = order.customer_id AND created_at > '2010/03/01'", where ) end test.should_return_where_and_values = function() local adapter = Adapter.new() local created_at = '2010/03/01' local where = adapter:where{ where = 'created_at > $created_at', created_at = created_at } assert( where == " WHERE created_at > '2010/03/01'", where ) end test.should_return_where_and_boolean = function() local adapter = Adapter.new() local canceled = true local where = adapter:where{ where = 'canceled = $canceled', canceled = canceled } assert( where == " WHERE canceled = 'true'", where ) end test.should_return_where_and_number = function() local adapter = Adapter.new() local total = 100.35 local where = adapter:where{ where = 'total > $total', total = total } assert( where == " WHERE total > 100.35", where ) end test.should_return_where_and_userdata = function() local adapter = Adapter.new() local data = QDateTime.currentDateTime() local where = adapter:where{ where = 'data = $data', data = data } assert( where == string.format(" WHERE data = '%s'", data), where ) end test.should_return_where_and_table_with_strings = function() local adapter = Adapter.new() local names = {'John', 'Steve', 'Norman'} local where = adapter:where{ where = 'name IN ($names)', names = names } assert( where == " WHERE name IN ('John','Steve','Norman')", where ) end test.should_return_where_and_table_with_numbers = function() local adapter = Adapter.new() local values = {11234.34, 950.55, 137.35} local where = adapter:where{ where = 'values IN ($values)', values = values } assert( where == " WHERE values IN (11234.34,950.55,137.35)", where ) end test.should_return_where_and_2_parameters = function() local adapter = Adapter.new() local created_at = '2010/03/01' local customer_id = 1500 local where = adapter:where{ customer_id = customer_id, created_at = created_at } assert( where == " WHERE created_at = '2010/03/01' AND customer_id = 1500", where ) end test.should_error_if_values_emptys_and_flag_true = function() local adapter = Adapter.new() local created_at = '2010/03/01' local customer_id = 1500 local status, message = pcall(adapter.where, adapter, {}, true) assert( status == false ) assert( message[1]:contains("parameters for find empty") == true, message ) end test.should_return_where_with_boolean_value = function() local adapter = Adapter.new() local cancel = true local where = adapter:where{ cancel = cancel } assert( where == " WHERE cancel = 'true'", where ) end test.should_return_where_with_NULL = function() local adapter = Adapter.new() local flag = 'NULL' local where = adapter:where{ flag = flag } assert( where == " WHERE flag IS NULL", where ) end test.should_return_where_with_NOT_NULL = function() local adapter = Adapter.new() local flag = 'NOT NULL' local where = adapter:where{ flag = flag } assert( where == " WHERE flag IS NOT NULL", where ) end test.should_return_where_with_userdata = function() local QDateTime = require('QDateTime') local adapter = Adapter.new() local date = QDateTime.currentDateTime() local where = adapter:where{ date = date } local result = string.format(" WHERE date = '%s'", date:__tostring()) assert( where == result, where ) end test.should_return_where_with_table = function() local adapter = Adapter.new() local values = {12, 29, 33} local where = adapter:where{ id = values } local result = ' WHERE id IN (12,29,33)' assert( where == result, where ) end return test
local tab = {} tab.name = "TAB_CUSTOMIZATION" tab.id = 1 tab.text = "CUSTOMIZATION" tab.switchToKey = "gm_showhelp" if CLIENT then function tab:processKey(b, p) if self:processSlotKeyPress(b, p) then return true end return nil end local emptyString = "" local hud16 = "CW_HUD32" local hud18 = "CW_HUD38" local hud20 = "CW_HUD40" local hud36 = "CW_HUD48" local hud24 = "CW_HUD48" local greyGradient = surface.GetTextureID("cw2/gui/greygrad") local gradient = surface.GetTextureID("cw2/gui/gradient") function tab:drawFunc() for k, v in pairs(self.Attachments) do local meetsReqs = false -- check whether the current attachment category matches requirements for attaching meetsReqs = self:isCategoryEligible(v.dependencies, v.exclusions) if meetsReqs then self.HUDColors.white.a = 255 * self.CustomizeMenuAlpha self.HUDColors.black.a = 255 * self.CustomizeMenuAlpha -- first index of 'offset' table is X, second is Y local x, y = v.offset[1], v.offset[2] -- draw header and header gradient surface.SetDrawColor(0, 0, 0, 255 * self.CustomizeMenuAlpha) surface.SetTexture(gradient) surface.DrawTexturedRect(x - 3, y - 20, 200, 55) local found = emptyString local name = v.atts[v.last] local curAtt = CustomizableWeaponry.registeredAttachmentsSKey[name] if v.last then if curAtt then if curAtt.colorType then found = CustomizableWeaponry.colorableParts.colorText[curAtt.colorType] else if curAtt.isGrenadeLauncher then found = CustomizableWeaponry.grenadeTypes.cycleText end end end end draw.ShadowText(v.keyText .. v.header .. found, hud36, x, y + 6, self.HUDColors.white, self.HUDColors.black, 2, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) local curPos = 0 for k2, v2 in ipairs(v.atts) do if self:isAttachmentEligible(v2) then -- todo: change this part to properly support callbacks and shit -- do another attachment eligibility check in here, because there might be some callbacks we want to call -- if the current attachment is the current iteration, draw stuff local foundAtt = CustomizableWeaponry.registeredAttachmentsSKey[v2] local baseXPos = x + curPos * 140 if foundAtt then -- draw short display name along with it's icon draw.ShadowText(foundAtt.displayNameShort, hud16, baseXPos, y + 180, self.HUDColors.white, self.HUDColors.black, 2, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) surface.SetDrawColor(0, 0, 0, 200 * self.CustomizeMenuAlpha) surface.DrawOutlinedRect(baseXPos - 3, y + 50 - 3, 120, 120) surface.DrawOutlinedRect(baseXPos - 2, y + 50 - 2, 118, 118) -- give the outline a different color if it's the current attachment if v.last == k2 then surface.SetDrawColor(200, 255, 200, 255 * self.CustomizeMenuAlpha) else if self:canAttachSpecificAttachment(v2, self.Owner, nil, nil, nil, categoryData) then surface.SetDrawColor(0, 0, 0, 200 * self.CustomizeMenuAlpha) else surface.SetDrawColor(255, 175, 175, 150 * self.CustomizeMenuAlpha) end end surface.DrawRect(baseXPos - 1, y + 50 - 1, 116, 116) surface.SetDrawColor(255, 255, 255, 255 * self.CustomizeMenuAlpha) surface.SetTexture(foundAtt.displayIcon) surface.DrawTexturedRect(baseXPos - 1, y + 50 - 1, 116, 116) -- draw the reticle/beam color icon if foundAtt.colorType then local colorEntry = self.SightColors[foundAtt.name] if colorEntry then colorEntry = colorEntry.color if v.last == k2 then surface.SetDrawColor(0, 0, 0, 255 * self.CustomizeMenuAlpha) surface.DrawOutlinedRect(baseXPos + 1, y + 50, 38, 38) surface.SetDrawColor(0, 0, 0, 230 * self.CustomizeMenuAlpha) surface.DrawRect(baseXPos + 2, y + 51, 36, 36) end surface.SetDrawColor(colorEntry.r, colorEntry.g, colorEntry.b, 255 * self.CustomizeMenuAlpha) surface.SetTexture(foundAtt._reticleIcon) surface.DrawTexturedRect(baseXPos + 3, y + 51, 35, 35) end end if v.last == k2 then -- adjust gradient size to description line amount found = emptyString if self.SightColors[foundAtt.name] then found = self.SightColors[foundAtt.name].display else if curAtt then found = CustomizableWeaponry.formAdditionalText(self, curAtt) end end local size = #foundAtt.description surface.SetDrawColor(0, 0, 0, 200 * self.CustomizeMenuAlpha) surface.SetTexture(gradient) surface.DrawTexturedRect(x - 3, y + 200 - 3, 300, size * 30 + 50) for k3, v3 in ipairs(foundAtt.description) do draw.ShadowText(v3.t, hud18, x + 5, y + 210 - 3 + k3 * 30 + 17, v3.c, self.HUDColors.black, 2, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) end -- draw display name draw.ShadowText(foundAtt.displayName .. found, hud20, x, y + 218, self.HUDColors.white, self.HUDColors.black, 2, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) end curPos = curPos + 1 else cam.IgnoreZ(false) cam.End3D2D() error("CW 2.0 - attempt to display non-existent weapon attachment '" .. v2 .. "' in category index '" .. k .. "' of weapon '" .. self:GetClass() .. "' AKA '" .. self.PrintName .. "'") end end end end end if self.Trivia then local text = self.Trivia.text if self.Trivia.textFormatFunc then text = self.Trivia:textFormatFunc(self) end if text then draw.ShadowText(text, hud36, self.Trivia.x, self.Trivia.y, self.HUDColors.white, self.HUDColors.black, 2, TEXT_ALIGN_LEFT, TEXT_ALIGN_CENTER) end end end end CustomizableWeaponry.interactionMenu:addTab(tab)
local awful = require('awful') local beautiful = require('beautiful') local wibox = require('wibox') local gears = require('gears') local mat_icon = require('widget.material.icon') local dpi = require('beautiful').xresources.apply_dpi local icons = require('theme.icons') local TagList = require('widget.tag-list') local clickable_container = require('widget.material.clickable-container') return function(screen, panel, action_bar_width) local menu_icon = wibox.widget { icon = icons.menu, size = dpi(24), widget = mat_icon } local home_button = wibox.widget { wibox.widget { menu_icon, widget = clickable_container }, bg = beautiful.background.hue_800 .. '66', -- beautiful.primary.hue_500, widget = wibox.container.background } home_button:buttons( gears.table.join( awful.button( {}, 1, nil, function() panel:toggle() end ) ) ) -- Create an imagebox widget which will contains an icon indicating which layout we're using. -- We need one layoutbox per screen. local LayoutBox = function(s) local layoutBox = clickable_container(awful.widget.layoutbox(s)) layoutBox:buttons( awful.util.table.join( awful.button( {}, 1, function() awful.layout.inc(1) end ), awful.button( {}, 3, function() awful.layout.inc(-1) end ), awful.button( {}, 4, function() awful.layout.inc(1) end ), awful.button( {}, 5, function() awful.layout.inc(-1) end ) ) ) return layoutBox end panel:connect_signal( 'opened', function() menu_icon.icon = icons.close end ) panel:connect_signal( 'closed', function() menu_icon.icon = icons.menu end ) local separator = wibox.widget { orientation = 'horizontal', forced_height = dpi(1), opacity = 0.20, widget = wibox.widget.separator } return wibox.widget { id = 'action_bar', layout = wibox.layout.align.vertical, forced_width = action_bar_width, { -- Left widgets home_button, -- Create a taglist widget TagList(screen), require("widget.xdg-folders"), layout = wibox.layout.fixed.vertical, }, -- Middle widget nil, { -- Right widgets LayoutBox(s), layout = wibox.layout.fixed.vertical, } } end
if script.Parent.className ~= "HopperBin" then bin = Instance.new("HopperBin") bin.Name = "build" bin.Parent = game.Players.acb227.Backpack script.Parent = bin end bin = script.Parent size = 0 function onButton1Down(mouse) part = Instance.new("Explosion") part.Parent = workspace part.BlastRadius = size part.Position = mouse.Hit.p wait() mouse.Target:remove() end bin.Selected:connect(function(mouse) mouse.Icon = "rbxasset://textures\\GunCursor.png" mouse.Button1Down:connect(function() onButton1Down(mouse) end) end)
local Action = require(script.Parent.Action) return Action("StampScaleSet", function(max) return { max = max } end)
--- @module vline local BASE = (...):match("(.-)[^%.]+$") local core = require( BASE .. "core" ) local style = require( BASE .. "style" ) local group = {} ------------------------------------------------------------------------------- -- vertically allign all elements ------------------------------------------------------------------------------- function group.v_align( elements, align, x ) x = x or style.getCenterX() if align == "left" then for _, rect in ipairs( elements ) do rect.x = x end elseif align == "right" then for _, rect in ipairs( elements ) do rect.x = x - rect.w end elseif align == "center" then for _, rect in ipairs( elements ) do rect.x = x - rect.w / 2 end else error( "group.v_align invalid align: " .. tostring( align ) ) end end ------------------------------------------------------------------------------- -- horizontally allign all elements ------------------------------------------------------------------------------- function group.h_align( elements, align, y ) y = y or style.getCenterY() if align == "top" then for _, rect in ipairs( elements ) do rect.y = y end elseif align == "bottom" then for _, rect in ipairs( elements ) do rect.y = y - rect.h end elseif align == "center" then for _, rect in ipairs( elements ) do rect.y = y - rect.h / 2 end else error( "group.h_align invalid align: " .. tostring( align ) ) end end ------------------------------------------------------------------------------- -- arrange elements from top to bottom with vertical spacing in between ------------------------------------------------------------------------------- function group.v_distribute( elements, spacing ) if spacing and elements[ 1 ] then local y = elements[ 1 ].y for _, rect in ipairs( elements ) do rect.y = y y = y + rect.h + spacing end end end ------------------------------------------------------------------------------- -- make all elements have same width ------------------------------------------------------------------------------- function group.stretch_w( elements ) local w = 0 for _, rect in ipairs( elements ) do w = math.max( w, rect.w ) end for _, rect in ipairs( elements ) do rect.w = w end end ------------------------------------------------------------------------------- -- returns the arithmetic center of group ------------------------------------------------------------------------------- function group.get_center( elements ) local cx = 0 local cy = 0 local n = 0 for _, rect in ipairs( elements ) do cx = cx + rect.x + rect.w / 2 cy = cy + rect.y + rect.h / 2 n = n + 1 end if n == 0 then return style.getCenterX(), style.getCenterY() else return math.floor( cx / n ), math.floor( cy / n ) end end ------------------------------------------------------------------------------- -- centers whole group on screen; preserves element distances ------------------------------------------------------------------------------- function group.center_on_screen( elements ) local sx, sy = style.getCenterX(), style.getCenterY() local dx, dy = group.get_center( elements ) for _, rect in ipairs( elements ) do local rx = rect.x + rect.w / 2 local ry = rect.y + rect.h / 2 rect.x = math.floor( rect.x + sx - dx ) rect.y = math.floor( rect.y + sy - dy ) end end ------------------------------------------------------------------------------- return group
WorkingDirectoryBinaries = nil -- Loads all binaries in working directory -- Or loads the cached list if it exists function loadWorkingDirectory() if WorkingDirectoryBinaries then return WorkingDirectoryBinaries else WorkingDirectoryBinaries = {} end local binaries = love.filesystem.getDirectoryItems("framedata") for i, folderName in ipairs(binaries) do local path = "framedata/" .. folderName if love.filesystem.getInfo(path).type == "directory" then local files = love.filesystem.getDirectoryItems(path) for j, filename in ipairs(files) do if filename == "1.png" then obj = {} obj.path = path obj.filename = folderName -- TODO: This gets repeated in film.lua, extract this out local lines = love.filesystem.read(path .. "/" .. filename):split("\n") obj.niceTitle = lines[1] obj.fps = tonumber(lines[2]) WorkingDirectoryBinaries[#WorkingDirectoryBinaries + 1] = obj end end end end return WorkingDirectoryBinaries end
--- -- @type Slot -- -- DisplayObject that will be bound to bones. -- import local json = MOAIJsonParser local class = require "flower.class" local table = require "flower.table" local DisplayObject = require "flower.DisplayObject" local SpineUtils = require "flower.spine.SpineUtils" local SpineEvent = require "flower.spine.SpineEvent" -- class local Slot = class(DisplayObject) --- -- The constructor. -- @param slotData slot parameters table. Fields: (name, bone, color, attachment) -- @param skeleton skeleton object function Slot:init(slotData, skeleton) Slot.__super.init(self) self._data = slotData self.skeleton = skeleton local bone = skeleton.bones[slotData.bone] assert(bone, "Slot " .. slotData.name .. ": bone " .. slotData.bone .. " not found") self:setBone(bone) self:setToBindPose() end --- -- Attach slot to a bone -- @param bone bone object function Slot:setBone(bone) self:clearAttrLink(MOAITransform.INHERIT_TRANSFORM) if bone then self:setAttrLink(MOAITransform.INHERIT_TRANSFORM, bone, MOAITransform.TRANSFORM_TRAIT) end end --- -- Set attachment for a slot -- @param attachment attachment object function Slot:setAttachment(attachment) if not attachment then self:setDeck() self:setIndex() self:setTexture() return end self:setDeck(attachment:getDeck()) self:setIndex(attachment:getDeckIndex()) self:setTexture(attachment:getTexture()) self:setLoc(attachment:getLoc()) self:setRot(attachment:getRot()) self:setScl(attachment:getScl()) local w, h = self:getSize() self:setPiv(w / 2, h / 2) end --- -- Reset slot data to initial values function Slot:setToBindPose() local attachment = self._data.attachment local color = self._data.color or "ffffffff" if attachment then self:setAttachment(self.skeleton:getAttachment(attachment, self._data.name)) end self:setColor(SpineUtils.hexToRGBA(color)) end return Slot
-- Plugin configuration: julia-vim -- ============================================================================ -- Substitute LaTeX symbols after typing. vim.g.latex_to_unicode_auto = true -- Alignment configuration. vim.g.julia_indent_align_brackets = 0 vim.g.julia_indent_align_funcargs = 0 vim.g.julia_indent_align_import = 0
local lsp_name = "sumneko_lua" local config = require("lspmanager.utilities").get_config(lsp_name) local os = require("lspmanager.os") local cmd_exec = "./extension/server/bin/" if os.get_os() == os.OSes.Windows then cmd_exec = cmd_exec .. "Windows/lua-language-server.exe" else cmd_exec = cmd_exec .. "Linux/lua-language-server" end config.default_config.cmd = { cmd_exec, "-E", "./extension/server/main.lua" } config.default_config.settings = { Lua = { telemetry = { enable = false, }, workspace = { preloadFileSize = 180, }, }, } local function install_script() if os.get_os() == os.OSes.Windows then return [[ [Net.ServicePointManager]::SecurityProtocol = [Net.SecurityProtocolType]::Tls12 function get_latest_version() { $response = invoke-restmethod -uri "https://api.github.com/repos/sumneko/vscode-lua/releases/latest" return $response.tag_name } $version = get_latest_version $otherversion = $version.Trim("v") $url = "https://github.com/sumneko/vscode-lua/releases/download/$($version)/lua-$($otherversion).vsix" $out = "lua.vsix" if (Test-Path -Path Get-Location) { Remove-Item Get-Location -Force -Recurse } Invoke-WebRequest -Uri $url -OutFile $out Invoke-Expression 'tar -xf $($out)' Out-File -FilePath VERSION -Encoding string -InputObject "$($version)" Remove-Item $out ]] end return [[ if ! command -v jq &> /dev/null then exit 123 fi os=$(uname -s | tr "[:upper:]" "[:lower:]") version=$(curl -s "https://api.github.com/repos/sumneko/vscode-lua/releases/latest" | jq -r '.tag_name') case $os in linux) platform="Linux" ;; darwin) platform="macOS" ;; esac curl -L -o "sumneko-lua.vsix" "https://github.com/sumneko/vscode-lua/releases/download/$version/lua-$(echo $version | sed 's/v//').vsix" rm -rf sumneko-lua unzip sumneko-lua.vsix -d . rm sumneko-lua.vsix chmod +x extension/server/bin/$platform/lua-language-server echo $version > VERSION ]] end return vim.tbl_extend("error", config, { install_script = install_script, update_script = function() return require("lspmanager.installers.manual").update_script("sumneko/vscode-lua") end, })
local ffi = require "ffi" local libs = { OSX = { x86 = "OpenGL.framework/OpenGL", x64 = "OpenGL.framework/OpenGL" }, Windows = { x86 = "OPENGL32.DLL", x64 = "OPENGL32.DLL" }, } local gl = ffi.load( libs[ ffi.os ][ ffi.arch ] ) require "WTypes" ffi.cdef[[ typedef unsigned int GLenum; typedef unsigned char GLboolean; typedef unsigned int GLbitfield; typedef signed char GLbyte; typedef int GLint; typedef int GLsizei; typedef unsigned char GLubyte; typedef char GLchar; typedef char GLcharARB; typedef short GLshort; typedef unsigned short GLushort; typedef unsigned int GLuint; typedef int64_t GLint64; typedef uint64_t GLuint64; typedef int64_t GLint64EXT; typedef uint64_t GLuint64EXT; typedef unsigned short GLhalfNV; typedef float GLfloat; typedef float GLclampf; typedef double GLdouble; typedef double GLclampd; typedef void GLvoid; typedef long GLintptr; typedef long GLsizeiptr; typedef void *GLhandleARB; typedef long GLintptrARB; typedef long GLsizeiptrARB; typedef unsigned short GLhalfARB; typedef unsigned short GLhalf; ]] require 'gl' require 'glext' require 'wglext' local function getwglfunction(name) local funcptr = gl.wglGetProcAddress(name); if funcptr == nil then return nil end return ffi.cast('PFN'..name:upper()..'PROC', funcptr) end local M = setmetatable({}, { __index = function(t, k) local v = getwglfunction(k) or gl[k] rawset(t, k, v) return v end }) for i, name in ipairs { 'glGenVertexArray', 'glGenBuffer', 'glGenTexture', } do local plural = name..'s' local naked = M[plural] M[plural] = function(n, out) if out then naked(n, out) return out, n else local array = ffi.new('GLuint[?]', n) gl[plural](n, array) return array, n end end M[name] = function() local array = ffi.new('GLuint[1]') naked(1, array) return array[0] end end for i, name in ipairs { 'glDeleteVertexArray', 'glDeleteBuffer', } do local plural = name..'s' local naked = M[plural] M[name] = function(oneitem) local array = ffi.new('GLuint[1]') array[0] = oneitem M[plural](1, array) end end return M
function() local output = "" aura_env.h = string.format("%.2f",GetHaste()).."%" aura_env.v = string.format("%.2f",GetCombatRatingBonus(29)).."%" aura_env.c = string.format("%.2f",GetCritChance()).."%" aura_env.m = string.format("%.2f",GetMasteryEffect()).."%" if (GetHaste() or 0) >= 100 then aura_env.hb = " " elseif (GetHaste() or 0) >= 10 then aura_env.hb = " " else aura_env.hb = " " end if GetCombatRatingBonus(29) >= 100 then aura_env.vb = " " elseif GetCombatRatingBonus(29) >= 10 then aura_env.vb = " " else aura_env.vb = " " end if GetCritChance() >= 100 then aura_env.cb = " " elseif GetCritChance() >= 10 then aura_env.cb = " " else aura_env.cb = " " end if GetMasteryEffect() >= 100 then aura_env.mb = " " elseif GetMasteryEffect() >= 10 then aura_env.mb = " " else aura_env.mb = " " end local specID = GetSpecializationInfo(GetSpecialization()) local val = 0 local amount = 0 local primary = 0 for k,v in pairs(aura_env.specList) do if aura_env.specList[specID] ~= nil then primary = aura_env.specList[specID] if primary == 1 then val = "Str: " amount = UnitStat("player", primary) elseif primary == 2 then val = "Agi: " amount = UnitStat("player", primary) elseif primary == 4 then val = "Int: " amount = UnitStat("player", primary) else val = 0 amount = 0 end end end if amount >= 10000 then aura_env.pb = " " elseif amount >= 1000 then aura_env.pb = " " else aura_env.pb = " " end if primary > 0 then aura_env.p = val..aura_env.pb..amount.."\ " else aura_env.p = "Test: ".."1213".."\ " end aura_env.haste = "|cFFFF7D0AHaste:"..aura_env.hb..aura_env.h aura_env.vers = "|cFFFFF569Vers:"..aura_env.vb..aura_env.v aura_env.crit = "|cFF40C7EBCrit:"..aura_env.cb..aura_env.c aura_env.mast = "|cFF00FF96Mast:"..aura_env.mb..aura_env.m output = aura_env.p..aura_env.crit.."\ "..aura_env.haste.."\ "..aura_env.mast.."\ "..aura_env.vers return output end
local strict = require 'pl.strict' local test = require 'pl.test' local M = strict.module (...) function M.answer () Boo = false -- fine, it's a declared global -- in strict mode, you cannot assign to globals if you aren't in main test.assertraise(function() Foo = true end," assign to undeclared global 'Foo'") return 42 end function M.question () return 'what is the answer to Life, the Universe and Everything?' end return M
require("rrpg.lua"); local __o_rrpgObjs = require("rrpgObjs.lua"); require("rrpgGUI.lua"); require("rrpgDialogs.lua"); require("rrpgLFM.lua"); require("ndb.lua"); function newfrmCombat() __o_rrpgObjs.beginObjectsLoading(); local obj = gui.fromHandle(_obj_newObject("form")); local self = obj; local sheet = nil; rawset(obj, "_oldSetNodeObjectFunction", rawget(obj, "setNodeObject")); function obj:setNodeObject(nodeObject) sheet = nodeObject; self.sheet = nodeObject; self:_oldSetNodeObjectFunction(nodeObject); end; function obj:setNodeDatabase(nodeObject) self:setNodeObject(nodeObject); end; _gui_assignInitialParentForForm(obj.handle); obj:beginUpdate(); obj:setName("frmCombat"); obj:setAlign("client"); obj.scrollBox1 = gui.fromHandle(_obj_newObject("scrollBox")); obj.scrollBox1:setParent(obj); obj.scrollBox1:setAlign("client"); obj.scrollBox1:setName("scrollBox1"); obj.layout1 = gui.fromHandle(_obj_newObject("layout")); obj.layout1:setParent(obj.scrollBox1); obj.layout1:setLeft(0); obj.layout1:setTop(0); obj.layout1:setWidth(540); obj.layout1:setHeight(340); obj.layout1:setName("layout1"); obj.rectangle1 = gui.fromHandle(_obj_newObject("rectangle")); obj.rectangle1:setParent(obj.layout1); obj.rectangle1:setAlign("client"); obj.rectangle1:setColor("black"); obj.rectangle1:setName("rectangle1"); obj.label1 = gui.fromHandle(_obj_newObject("label")); obj.label1:setParent(obj.layout1); obj.label1:setLeft(5); obj.label1:setTop(0); obj.label1:setWidth(540); obj.label1:setHeight(20); obj.label1:setText("RANGED WEAPONS"); obj.label1:setHorzTextAlign("center"); obj.label1:setName("label1"); obj.button1 = gui.fromHandle(_obj_newObject("button")); obj.button1:setParent(obj.layout1); obj.button1:setText("+"); obj.button1:setLeft(5); obj.button1:setTop(0); obj.button1:setWidth(25); obj.button1:setHeight(25); obj.button1:setName("button1"); obj.label2 = gui.fromHandle(_obj_newObject("label")); obj.label2:setParent(obj.layout1); obj.label2:setText("WEAPON"); obj.label2:setLeft(5); obj.label2:setTop(25); obj.label2:setWidth(150); obj.label2:setHeight(20); obj.label2:setHorzTextAlign("center"); obj.label2:setName("label2"); obj.label3 = gui.fromHandle(_obj_newObject("label")); obj.label3:setParent(obj.layout1); obj.label3:setText("DMG"); obj.label3:setLeft(155); obj.label3:setTop(25); obj.label3:setWidth(40); obj.label3:setHeight(20); obj.label3:setHorzTextAlign("center"); obj.label3:setName("label3"); obj.label4 = gui.fromHandle(_obj_newObject("label")); obj.label4:setParent(obj.layout1); obj.label4:setText("ACC"); obj.label4:setLeft(195); obj.label4:setTop(25); obj.label4:setWidth(40); obj.label4:setHeight(20); obj.label4:setHorzTextAlign("center"); obj.label4:setName("label4"); obj.label5 = gui.fromHandle(_obj_newObject("label")); obj.label5:setParent(obj.layout1); obj.label5:setText("AP"); obj.label5:setLeft(235); obj.label5:setTop(25); obj.label5:setWidth(40); obj.label5:setHeight(20); obj.label5:setHorzTextAlign("center"); obj.label5:setName("label5"); obj.label6 = gui.fromHandle(_obj_newObject("label")); obj.label6:setParent(obj.layout1); obj.label6:setText("MODE"); obj.label6:setLeft(275); obj.label6:setTop(25); obj.label6:setWidth(40); obj.label6:setHeight(20); obj.label6:setHorzTextAlign("center"); obj.label6:setName("label6"); obj.label7 = gui.fromHandle(_obj_newObject("label")); obj.label7:setParent(obj.layout1); obj.label7:setText("RC"); obj.label7:setLeft(315); obj.label7:setTop(25); obj.label7:setWidth(40); obj.label7:setHeight(20); obj.label7:setHorzTextAlign("center"); obj.label7:setName("label7"); obj.label8 = gui.fromHandle(_obj_newObject("label")); obj.label8:setParent(obj.layout1); obj.label8:setText("AMMO"); obj.label8:setLeft(355); obj.label8:setTop(25); obj.label8:setWidth(40); obj.label8:setHeight(20); obj.label8:setHorzTextAlign("center"); obj.label8:setFontSize(11); obj.label8:setName("label8"); obj.label9 = gui.fromHandle(_obj_newObject("label")); obj.label9:setParent(obj.layout1); obj.label9:setText("PRICE"); obj.label9:setLeft(395); obj.label9:setTop(25); obj.label9:setWidth(40); obj.label9:setHeight(20); obj.label9:setHorzTextAlign("center"); obj.label9:setFontSize(12); obj.label9:setName("label9"); obj.label10 = gui.fromHandle(_obj_newObject("label")); obj.label10:setParent(obj.layout1); obj.label10:setText("WEIGHT"); obj.label10:setLeft(435); obj.label10:setTop(25); obj.label10:setWidth(40); obj.label10:setHeight(20); obj.label10:setHorzTextAlign("center"); obj.label10:setFontSize(11); obj.label10:setName("label10"); obj.rclRangedWeapons = gui.fromHandle(_obj_newObject("recordList")); obj.rclRangedWeapons:setParent(obj.layout1); obj.rclRangedWeapons:setName("rclRangedWeapons"); obj.rclRangedWeapons:setField("rangedWeaponsList"); obj.rclRangedWeapons:setTemplateForm("frmRanged"); obj.rclRangedWeapons:setLeft(5); obj.rclRangedWeapons:setTop(50); obj.rclRangedWeapons:setWidth(530); obj.rclRangedWeapons:setHeight(280); obj.rclRangedWeapons:setLayout("vertical"); obj.layout2 = gui.fromHandle(_obj_newObject("layout")); obj.layout2:setParent(obj.scrollBox1); obj.layout2:setLeft(545); obj.layout2:setTop(0); obj.layout2:setWidth(450); obj.layout2:setHeight(340); obj.layout2:setName("layout2"); obj.rectangle2 = gui.fromHandle(_obj_newObject("rectangle")); obj.rectangle2:setParent(obj.layout2); obj.rectangle2:setAlign("client"); obj.rectangle2:setColor("black"); obj.rectangle2:setName("rectangle2"); obj.label11 = gui.fromHandle(_obj_newObject("label")); obj.label11:setParent(obj.layout2); obj.label11:setLeft(5); obj.label11:setTop(0); obj.label11:setWidth(450); obj.label11:setHeight(20); obj.label11:setText("MELEE WEAPONS"); obj.label11:setHorzTextAlign("center"); obj.label11:setName("label11"); obj.button2 = gui.fromHandle(_obj_newObject("button")); obj.button2:setParent(obj.layout2); obj.button2:setText("+"); obj.button2:setLeft(5); obj.button2:setTop(0); obj.button2:setWidth(25); obj.button2:setHeight(25); obj.button2:setName("button2"); obj.label12 = gui.fromHandle(_obj_newObject("label")); obj.label12:setParent(obj.layout2); obj.label12:setText("WEAPON"); obj.label12:setLeft(5); obj.label12:setTop(25); obj.label12:setWidth(150); obj.label12:setHeight(20); obj.label12:setHorzTextAlign("center"); obj.label12:setName("label12"); obj.label13 = gui.fromHandle(_obj_newObject("label")); obj.label13:setParent(obj.layout2); obj.label13:setText("REACH"); obj.label13:setLeft(155); obj.label13:setTop(25); obj.label13:setWidth(40); obj.label13:setHeight(20); obj.label13:setHorzTextAlign("center"); obj.label13:setFontSize(11); obj.label13:setName("label13"); obj.label14 = gui.fromHandle(_obj_newObject("label")); obj.label14:setParent(obj.layout2); obj.label14:setText("DMG"); obj.label14:setLeft(195); obj.label14:setTop(25); obj.label14:setWidth(40); obj.label14:setHeight(20); obj.label14:setHorzTextAlign("center"); obj.label14:setName("label14"); obj.label15 = gui.fromHandle(_obj_newObject("label")); obj.label15:setParent(obj.layout2); obj.label15:setText("ACC"); obj.label15:setLeft(235); obj.label15:setTop(25); obj.label15:setWidth(40); obj.label15:setHeight(20); obj.label15:setHorzTextAlign("center"); obj.label15:setName("label15"); obj.label16 = gui.fromHandle(_obj_newObject("label")); obj.label16:setParent(obj.layout2); obj.label16:setText("AP"); obj.label16:setLeft(275); obj.label16:setTop(25); obj.label16:setWidth(40); obj.label16:setHeight(20); obj.label16:setHorzTextAlign("center"); obj.label16:setName("label16"); obj.label17 = gui.fromHandle(_obj_newObject("label")); obj.label17:setParent(obj.layout2); obj.label17:setText("PRICE"); obj.label17:setLeft(315); obj.label17:setTop(25); obj.label17:setWidth(40); obj.label17:setHeight(20); obj.label17:setHorzTextAlign("center"); obj.label17:setFontSize(12); obj.label17:setName("label17"); obj.label18 = gui.fromHandle(_obj_newObject("label")); obj.label18:setParent(obj.layout2); obj.label18:setText("WEIGHT"); obj.label18:setLeft(355); obj.label18:setTop(25); obj.label18:setWidth(40); obj.label18:setHeight(20); obj.label18:setHorzTextAlign("center"); obj.label18:setFontSize(11); obj.label18:setName("label18"); obj.rclMeleeWeapons = gui.fromHandle(_obj_newObject("recordList")); obj.rclMeleeWeapons:setParent(obj.layout2); obj.rclMeleeWeapons:setName("rclMeleeWeapons"); obj.rclMeleeWeapons:setField("meleeWeaponsList"); obj.rclMeleeWeapons:setTemplateForm("frmMelee"); obj.rclMeleeWeapons:setLeft(5); obj.rclMeleeWeapons:setTop(50); obj.rclMeleeWeapons:setWidth(440); obj.rclMeleeWeapons:setHeight(280); obj.rclMeleeWeapons:setLayout("vertical"); obj.layout3 = gui.fromHandle(_obj_newObject("layout")); obj.layout3:setParent(obj.scrollBox1); obj.layout3:setLeft(0); obj.layout3:setTop(345); obj.layout3:setWidth(460); obj.layout3:setHeight(340); obj.layout3:setName("layout3"); obj.rectangle3 = gui.fromHandle(_obj_newObject("rectangle")); obj.rectangle3:setParent(obj.layout3); obj.rectangle3:setAlign("client"); obj.rectangle3:setColor("black"); obj.rectangle3:setName("rectangle3"); obj.label19 = gui.fromHandle(_obj_newObject("label")); obj.label19:setParent(obj.layout3); obj.label19:setLeft(5); obj.label19:setTop(0); obj.label19:setWidth(460); obj.label19:setHeight(20); obj.label19:setText("AUGMENTATIONS"); obj.label19:setHorzTextAlign("center"); obj.label19:setName("label19"); obj.button3 = gui.fromHandle(_obj_newObject("button")); obj.button3:setParent(obj.layout3); obj.button3:setText("+"); obj.button3:setLeft(5); obj.button3:setTop(0); obj.button3:setWidth(25); obj.button3:setHeight(25); obj.button3:setName("button3"); obj.label20 = gui.fromHandle(_obj_newObject("label")); obj.label20:setParent(obj.layout3); obj.label20:setText("AUGMENTATION"); obj.label20:setLeft(5); obj.label20:setTop(25); obj.label20:setWidth(150); obj.label20:setHeight(20); obj.label20:setHorzTextAlign("center"); obj.label20:setName("label20"); obj.label21 = gui.fromHandle(_obj_newObject("label")); obj.label21:setParent(obj.layout3); obj.label21:setText("RATING"); obj.label21:setLeft(155); obj.label21:setTop(25); obj.label21:setWidth(50); obj.label21:setHeight(20); obj.label21:setHorzTextAlign("center"); obj.label21:setFontSize(11); obj.label21:setName("label21"); obj.label22 = gui.fromHandle(_obj_newObject("label")); obj.label22:setParent(obj.layout3); obj.label22:setText("NOTES"); obj.label22:setLeft(205); obj.label22:setTop(25); obj.label22:setWidth(100); obj.label22:setHeight(20); obj.label22:setHorzTextAlign("center"); obj.label22:setName("label22"); obj.label23 = gui.fromHandle(_obj_newObject("label")); obj.label23:setParent(obj.layout3); obj.label23:setText("ESSENCE"); obj.label23:setLeft(305); obj.label23:setTop(25); obj.label23:setWidth(50); obj.label23:setHeight(20); obj.label23:setHorzTextAlign("center"); obj.label23:setFontSize(11); obj.label23:setName("label23"); obj.label24 = gui.fromHandle(_obj_newObject("label")); obj.label24:setParent(obj.layout3); obj.label24:setText("PRICE"); obj.label24:setLeft(355); obj.label24:setTop(25); obj.label24:setWidth(50); obj.label24:setHeight(20); obj.label24:setHorzTextAlign("center"); obj.label24:setFontSize(12); obj.label24:setName("label24"); obj.rclAugmentations = gui.fromHandle(_obj_newObject("recordList")); obj.rclAugmentations:setParent(obj.layout3); obj.rclAugmentations:setName("rclAugmentations"); obj.rclAugmentations:setField("augmentationsList"); obj.rclAugmentations:setTemplateForm("frmAugmentation"); obj.rclAugmentations:setLeft(5); obj.rclAugmentations:setTop(50); obj.rclAugmentations:setWidth(450); obj.rclAugmentations:setHeight(280); obj.rclAugmentations:setLayout("vertical"); obj.layout4 = gui.fromHandle(_obj_newObject("layout")); obj.layout4:setParent(obj.scrollBox1); obj.layout4:setLeft(465); obj.layout4:setTop(345); obj.layout4:setWidth(360); obj.layout4:setHeight(340); obj.layout4:setName("layout4"); obj.rectangle4 = gui.fromHandle(_obj_newObject("rectangle")); obj.rectangle4:setParent(obj.layout4); obj.rectangle4:setAlign("client"); obj.rectangle4:setColor("black"); obj.rectangle4:setName("rectangle4"); obj.label25 = gui.fromHandle(_obj_newObject("label")); obj.label25:setParent(obj.layout4); obj.label25:setLeft(5); obj.label25:setTop(0); obj.label25:setWidth(360); obj.label25:setHeight(20); obj.label25:setText("ARMOR"); obj.label25:setHorzTextAlign("center"); obj.label25:setName("label25"); obj.button4 = gui.fromHandle(_obj_newObject("button")); obj.button4:setParent(obj.layout4); obj.button4:setText("+"); obj.button4:setLeft(5); obj.button4:setTop(0); obj.button4:setWidth(25); obj.button4:setHeight(25); obj.button4:setName("button4"); obj.label26 = gui.fromHandle(_obj_newObject("label")); obj.label26:setParent(obj.layout4); obj.label26:setText("ARMOR"); obj.label26:setLeft(5); obj.label26:setTop(25); obj.label26:setWidth(100); obj.label26:setHeight(20); obj.label26:setHorzTextAlign("center"); obj.label26:setName("label26"); obj.label27 = gui.fromHandle(_obj_newObject("label")); obj.label27:setParent(obj.layout4); obj.label27:setText("RATING"); obj.label27:setLeft(105); obj.label27:setTop(25); obj.label27:setWidth(40); obj.label27:setHeight(20); obj.label27:setHorzTextAlign("center"); obj.label27:setFontSize(11); obj.label27:setName("label27"); obj.label28 = gui.fromHandle(_obj_newObject("label")); obj.label28:setParent(obj.layout4); obj.label28:setText("NOTES"); obj.label28:setLeft(145); obj.label28:setTop(25); obj.label28:setWidth(80); obj.label28:setHeight(20); obj.label28:setHorzTextAlign("center"); obj.label28:setName("label28"); obj.label29 = gui.fromHandle(_obj_newObject("label")); obj.label29:setParent(obj.layout4); obj.label29:setText("PRICE"); obj.label29:setLeft(225); obj.label29:setTop(25); obj.label29:setWidth(40); obj.label29:setHeight(20); obj.label29:setHorzTextAlign("center"); obj.label29:setFontSize(12); obj.label29:setName("label29"); obj.label30 = gui.fromHandle(_obj_newObject("label")); obj.label30:setParent(obj.layout4); obj.label30:setText("WEIGHT"); obj.label30:setLeft(265); obj.label30:setTop(25); obj.label30:setWidth(40); obj.label30:setHeight(20); obj.label30:setHorzTextAlign("center"); obj.label30:setFontSize(11); obj.label30:setName("label30"); obj.rclArmor = gui.fromHandle(_obj_newObject("recordList")); obj.rclArmor:setParent(obj.layout4); obj.rclArmor:setName("rclArmor"); obj.rclArmor:setField("armorList"); obj.rclArmor:setTemplateForm("frmArmor"); obj.rclArmor:setLeft(5); obj.rclArmor:setTop(50); obj.rclArmor:setWidth(350); obj.rclArmor:setHeight(280); obj.rclArmor:setLayout("vertical"); obj._e_event0 = obj.button1:addEventListener("onClick", function (self) self.rclRangedWeapons:append(); end, obj); obj._e_event1 = obj.rclRangedWeapons:addEventListener("onCompare", function (self, nodeA, nodeB) return utils.compareStringPtBr(nodeA.ranged_weapon, nodeB.ranged_weapon); end, obj); obj._e_event2 = obj.button2:addEventListener("onClick", function (self) self.rclMeleeWeapons:append(); end, obj); obj._e_event3 = obj.rclMeleeWeapons:addEventListener("onCompare", function (self, nodeA, nodeB) return utils.compareStringPtBr(nodeA.melee_weapon, nodeB.melee_weapon); end, obj); obj._e_event4 = obj.button3:addEventListener("onClick", function (self) self.rclAugmentations:append(); end, obj); obj._e_event5 = obj.rclAugmentations:addEventListener("onCompare", function (self, nodeA, nodeB) return utils.compareStringPtBr(nodeA.augmentation_name, nodeB.augmentation_name); end, obj); obj._e_event6 = obj.button4:addEventListener("onClick", function (self) self.rclArmor:append(); end, obj); obj._e_event7 = obj.rclArmor:addEventListener("onCompare", function (self, nodeA, nodeB) return utils.compareStringPtBr(nodeA.armor_name, nodeB.armor_name); end, obj); function obj:_releaseEvents() __o_rrpgObjs.removeEventListenerById(self._e_event7); __o_rrpgObjs.removeEventListenerById(self._e_event6); __o_rrpgObjs.removeEventListenerById(self._e_event5); __o_rrpgObjs.removeEventListenerById(self._e_event4); __o_rrpgObjs.removeEventListenerById(self._e_event3); __o_rrpgObjs.removeEventListenerById(self._e_event2); __o_rrpgObjs.removeEventListenerById(self._e_event1); __o_rrpgObjs.removeEventListenerById(self._e_event0); end; obj._oldLFMDestroy = obj.destroy; function obj:destroy() self:_releaseEvents(); if (self.handle ~= 0) and (self.setNodeDatabase ~= nil) then self:setNodeDatabase(nil); end; if self.button4 ~= nil then self.button4:destroy(); self.button4 = nil; end; if self.label14 ~= nil then self.label14:destroy(); self.label14 = nil; end; if self.button1 ~= nil then self.button1:destroy(); self.button1 = nil; end; if self.button3 ~= nil then self.button3:destroy(); self.button3 = nil; end; if self.label1 ~= nil then self.label1:destroy(); self.label1 = nil; end; if self.rclAugmentations ~= nil then self.rclAugmentations:destroy(); self.rclAugmentations = nil; end; if self.label8 ~= nil then self.label8:destroy(); self.label8 = nil; end; if self.label11 ~= nil then self.label11:destroy(); self.label11 = nil; end; if self.layout4 ~= nil then self.layout4:destroy(); self.layout4 = nil; end; if self.label3 ~= nil then self.label3:destroy(); self.label3 = nil; end; if self.label4 ~= nil then self.label4:destroy(); self.label4 = nil; end; if self.label6 ~= nil then self.label6:destroy(); self.label6 = nil; end; if self.rclRangedWeapons ~= nil then self.rclRangedWeapons:destroy(); self.rclRangedWeapons = nil; end; if self.label20 ~= nil then self.label20:destroy(); self.label20 = nil; end; if self.label17 ~= nil then self.label17:destroy(); self.label17 = nil; end; if self.rclArmor ~= nil then self.rclArmor:destroy(); self.rclArmor = nil; end; if self.label15 ~= nil then self.label15:destroy(); self.label15 = nil; end; if self.label25 ~= nil then self.label25:destroy(); self.label25 = nil; end; if self.label7 ~= nil then self.label7:destroy(); self.label7 = nil; end; if self.label18 ~= nil then self.label18:destroy(); self.label18 = nil; end; if self.label2 ~= nil then self.label2:destroy(); self.label2 = nil; end; if self.label5 ~= nil then self.label5:destroy(); self.label5 = nil; end; if self.label12 ~= nil then self.label12:destroy(); self.label12 = nil; end; if self.rclMeleeWeapons ~= nil then self.rclMeleeWeapons:destroy(); self.rclMeleeWeapons = nil; end; if self.rectangle4 ~= nil then self.rectangle4:destroy(); self.rectangle4 = nil; end; if self.label26 ~= nil then self.label26:destroy(); self.label26 = nil; end; if self.label29 ~= nil then self.label29:destroy(); self.label29 = nil; end; if self.rectangle2 ~= nil then self.rectangle2:destroy(); self.rectangle2 = nil; end; if self.rectangle3 ~= nil then self.rectangle3:destroy(); self.rectangle3 = nil; end; if self.label23 ~= nil then self.label23:destroy(); self.label23 = nil; end; if self.button2 ~= nil then self.button2:destroy(); self.button2 = nil; end; if self.label21 ~= nil then self.label21:destroy(); self.label21 = nil; end; if self.label22 ~= nil then self.label22:destroy(); self.label22 = nil; end; if self.label16 ~= nil then self.label16:destroy(); self.label16 = nil; end; if self.layout3 ~= nil then self.layout3:destroy(); self.layout3 = nil; end; if self.label24 ~= nil then self.label24:destroy(); self.label24 = nil; end; if self.label13 ~= nil then self.label13:destroy(); self.label13 = nil; end; if self.label9 ~= nil then self.label9:destroy(); self.label9 = nil; end; if self.label28 ~= nil then self.label28:destroy(); self.label28 = nil; end; if self.layout1 ~= nil then self.layout1:destroy(); self.layout1 = nil; end; if self.scrollBox1 ~= nil then self.scrollBox1:destroy(); self.scrollBox1 = nil; end; if self.rectangle1 ~= nil then self.rectangle1:destroy(); self.rectangle1 = nil; end; if self.label10 ~= nil then self.label10:destroy(); self.label10 = nil; end; if self.layout2 ~= nil then self.layout2:destroy(); self.layout2 = nil; end; if self.label19 ~= nil then self.label19:destroy(); self.label19 = nil; end; if self.label27 ~= nil then self.label27:destroy(); self.label27 = nil; end; if self.label30 ~= nil then self.label30:destroy(); self.label30 = nil; end; self:_oldLFMDestroy(); end; obj:endUpdate(); __o_rrpgObjs.endObjectsLoading(); return obj; end; local _frmCombat = { newEditor = newfrmCombat, new = newfrmCombat, name = "frmCombat", dataType = "", formType = "undefined", formComponentName = "form", title = "", description=""}; frmCombat = _frmCombat; rrpg.registrarForm(_frmCombat); return _frmCombat;
local wm = require("window_manager") wm.init() wm.run()
local PathOfBloodRelatedStats = { [ID.Murders] = true, [ID.Kills] = true, [ID.SoulsEaten] = true, [ID.StolenItems] = true, } ---@param character EclCharacter ---@param stat CustomStatData ---@param tooltip TooltipData local function OnCustomStatTooltip(character, stat, tooltip) if PathOfBloodRelatedStats[stat.ID] then if character:HasTag("LLSTAT_PathOfBloodFailed") then tooltip:AppendElement({ Type="StatsTalentsMalus", Label = GameHelpers.GetStringKeyText("LLSTAT_PathOfBloodFailed", "Impure") }) else tooltip:AppendElement({ Type="StatsTalentsBoost", Label = GameHelpers.GetStringKeyText("PURE_DisplayName", "Pure") }) end end end local stats = { ID.Murders, ID.Kills, ID.SoulsEaten, ID.StolenItems, } local registeredListeners = false Ext.RegisterListener("SessionLoaded", function() if Ext.IsModLoaded("1301db3d-1f54-4e98-9be5-5094030916e4") and not registeredListeners then CustomStatSystem:RegisterStatAddedHandler(stats, function(id, stat, character, stat_mc) if not character:HasTag("LLSTAT_PathOfBloodFailed") then stat_mc.label_txt.htmlText = string.format("<font color='#0C3D10'>%s</font>", stat_mc.label_txt.htmlText) --stat_mc.label_txt.htmlText = string.format("<font color='#7a1221'>%s</font>", stat_mc.label_txt.htmlText) end end) Game.Tooltip.RegisterListener("CustomStat", nil, OnCustomStatTooltip) registeredListeners = true end end)
Keys = { ["ESC"] = 322, ["F1"] = 288, ["F2"] = 289, ["F3"] = 170, ["F5"] = 166, ["F6"] = 167, ["F7"] = 168, ["F8"] = 169, ["F9"] = 56, ["F10"] = 57, ["~"] = 243, ["1"] = 157, ["2"] = 158, ["3"] = 160, ["4"] = 164, ["5"] = 165, ["6"] = 159, ["7"] = 161, ["8"] = 162, ["9"] = 163, ["-"] = 84, ["="] = 83, ["BACKSPACE"] = 177, ["TAB"] = 37, ["Q"] = 44, ["W"] = 32, ["E"] = 38, ["R"] = 45, ["T"] = 245, ["Y"] = 246, ["U"] = 303, ["P"] = 199, ["["] = 39, ["]"] = 40, ["ENTER"] = 18, ["CAPS"] = 137, ["A"] = 34, ["S"] = 8, ["D"] = 9, ["F"] = 23, ["G"] = 47, ["H"] = 74, ["K"] = 311, ["L"] = 182, ["LEFTSHIFT"] = 21, ["Z"] = 20, ["X"] = 73, ["C"] = 26, ["V"] = 0, ["B"] = 29, ["N"] = 249, ["M"] = 244, [","] = 82, ["."] = 81, ["LEFTCTRL"] = 36, ["LEFTALT"] = 19, ["SPACE"] = 22, ["RIGHTCTRL"] = 70, ["HOME"] = 213, ["PAGEUP"] = 10, ["PAGEDOWN"] = 11, ["DELETE"] = 178, ["LEFT"] = 174, ["RIGHT"] = 175, ["TOP"] = 27, ["DOWN"] = 173, } ESX = nil local robberyOngoing = false local MinPolice = 0 Citizen.CreateThread(function () while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(1) end if ESX.IsPlayerLoaded() then ESX.PlayerData = ESX.GetPlayerData() end end) RegisterNetEvent('esx:setJob') AddEventHandler('esx:setJob', function(job) ESX.PlayerData.job = job end) BankHeists = { ["Fleeca_Bank_Highway"] = { ["Money"] = 150000, ["Bank_Vault"] = { ["model"] = -63539571, ["x"] = -2958.539, ["y"] = 482.2706, ["z"] = 15.835, ["hStart"] = 0.0, ["hEnd"] = -79.5 }, ["Start_Robbing"] = { ["x"] = -2956.5705566406, ["y"] = 481.70111083984, ["z"] = 15.697088241577, ["h"] = 357.9729309082 }, ["Cash_Pile"] = { ["x"] = -2954.1071777344, ["y"] = 484.38818359375, ["z"] = 16.267852783203, ["h"] = 86.886528015137 } }, ["Fleeca_Bank_Center"] = { ["Money"] = 150000, ["Bank_Vault"] = { ["model"] = 2121050683, ["x"] = 148.025, ["y"] = -1044.364, ["z"] = 29.50693, ["hStart"] = 249.846, ["hEnd"] = -183.599 }, ["Start_Robbing"] = { ["x"] = 146.86993408203, ["y"] = -1046.0607910156, ["z"] = 29.368083953857, ["h"] = 218.72334289551 }, ["Cash_Pile"] = { ["x"] = 148.67572021484, ["y"] = -1049.197265625, ["z"] = 29.93883895874, ["h"] = 160.95620727539 } }, ["Fleeca_Bank_Top"] = { ["Money"] = 150000, ["Bank_Vault"] = { ["model"] = 2121050683, ["x"] = -352.725, ["y"] = -53.564, ["z"] = 49.50693, ["hStart"] = 249.846, ["hEnd"] = -183.599 }, ["Start_Robbing"] = { ["x"] = -353.85614013672, ["y"] = -55.297225952148, ["z"] = 49.036598205566, ["h"] = 222.63375854492 }, ["Cash_Pile"] = { ["x"] = -352.00219726563, ["y"] = -58.390628814697, ["z"] = 49.60733795166, ["h"] = 160.58137512207 } }, } RegisterNetEvent("esx_bankrobbery:alertCops") AddEventHandler("esx_bankrobbery:alertCops", function(bankId) local coords = BankHeists[bankId]["Start_Robbing"] ESX.ShowNotification("BANK: ALARM!", "", 10000) blip = AddBlipForCoord(coords["x"], coords["y"], coords["z"]) SetBlipSprite(blip, 161) SetBlipScale(blip, 1.0) SetBlipColour(blip, 75) end) Citizen.CreateThread(function() ResetDoors() while true do Citizen.Wait(5) if not robberyOngoing then for bank, values in pairs(BankHeists) do local StartPosition = values["Start_Robbing"] local ped = PlayerPedId() local pedCoords = GetEntityCoords(ped) local distanceCheck = GetDistanceBetweenCoords(pedCoords, StartPosition["x"], StartPosition["y"], StartPosition["z"], true) if distanceCheck <= 5.0 then ESX.Game.Utils.DrawText3D(StartPosition, "[E] Start Robbery", 0.4) if distanceCheck <= 1.5 then if IsControlJustPressed(0, Keys["E"]) then ESX.TriggerServerCallback("esx_bankrobbery:fetchCops", function(IsEnough) if IsEnough then TriggerServerEvent("esx_bankrobbery:startRobbery", bank) else ESX.ShowNotification("There is not enough policemen!") end end, MinPolice) end end end end end end end) RegisterNetEvent("esx_bankrobbery:startRobbery") AddEventHandler("esx_bankrobbery:startRobbery", function(bankId) StartRobbery(bankId) end) RegisterNetEvent("esx_bankrobbery:endRobbery") AddEventHandler("esx_bankrobbery:endRobbery", function(bankId) robberyOngoing = false end) RegisterNetEvent("esx_bankrobbery:changeCash") AddEventHandler("esx_bankrobbery:changeCash", function(bankId, newCash) if newCash <= 0 then BankHeists[bankId]["Money"] = 0 end BankHeists[bankId]["Money"] = newCash end) function StartRobbery(bankId) robberyOngoing = true local CashPosition = BankHeists[bankId]["Cash_Pile"] loadModel("bkr_prop_bkr_cashpile_04") loadAnimDict("anim@heists@ornate_bank@grab_cash_heels") local CashPile = CreateObject(GetHashKey("bkr_prop_bkr_cashpile_04"), CashPosition["x"], CashPosition["y"], CashPosition["z"], false) PlaceObjectOnGroundProperly(CashPile) SetEntityRotation(CashPile, 0, 0, CashPosition["h"], 2) FreezeEntityPosition(CashPile, true) SetEntityAsMissionEntity(CashPile, true, true) Citizen.CreateThread(function() while robberyOngoing do Citizen.Wait(5) local Cash = BankHeists[bankId]["Money"] local ped = PlayerPedId() local pedCoords = GetEntityCoords(ped) local distanceCheck = GetDistanceBetweenCoords(pedCoords, CashPosition["x"], CashPosition["y"], CashPosition["z"], false) if distanceCheck <= 1.5 then ESX.Game.Utils.DrawText3D({ x = CashPosition["x"], y = CashPosition["y"], z = CashPosition["z"] }, "[E] Grab " .. Cash, 0.4) if IsControlJustPressed(0, Keys["E"]) then if Cash > 0 then GrabCash(bankId) else DeleteEntity(CashPile) BankHeists[bankId]["Money"] = 0 ESX.ShowNotification("Everything is already recieved!") TriggerServerEvent("esx_bankrobbery:endRobbery", bankId) end end end if IsControlJustPressed(0, Keys["X"]) then DeleteEntity(CashPile) end end end) end function GrabCash(bankId) TaskPlayAnim(PlayerPedId(), "anim@heists@ornate_bank@grab_cash_heels", "grab", 8.0, -8.0, -1, 1, 0, false, false, false) Citizen.Wait(7500) ClearPedTasks(PlayerPedId()) local cashRecieved = math.random(5000, 7000) TriggerServerEvent("esx_bankrobbery:grabbedCash", bankId, BankHeists[bankId]["Money"], cashRecieved) end function loadAnimDict(dict) Citizen.CreateThread(function() while (not HasAnimDictLoaded(dict)) do RequestAnimDict(dict) Citizen.Wait(1) end end) end function loadModel(model) Citizen.CreateThread(function() while not HasModelLoaded(model) do RequestModel(model) Citizen.Wait(1) end end) end