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local mod = DBM:NewMod("GRDTrash", "DBM-Party-WoD", 3) local L = mod:GetLocalizedStrings() mod:SetRevision(("$Revision: 13843 $"):sub(12, -3)) --mod:SetModelID(47785) mod:SetZone() mod.isTrashMod = true mod:RegisterEvents( "SPELL_AURA_APPLIED 176025 166340", "SPELL_AURA_APPLIED_DOSE 166340", "SPELL_CAST_START 166675 176032", "SPELL_CAST_SUCCESS 163966", "SPELL_PERIODIC_DAMAGE 176033", "SPELL_ABSORBED 176033" ) local warnLavaWreath = mod:NewTargetAnnounce(176025, 4) --local warnFlametongue = mod:NewTargetAnnounce(176032, 4)--target scanning unverified local specWarnActivating = mod:NewSpecialWarningInterrupt(163966, "-Healer") local specWarnLavaWreath = mod:NewSpecialWarningMoveAway(176025) --local specWarnFlametongue = mod:NewSpecialWarningYou(176032) --local yellFlametongue = mod:NewYell(176032) local specWarnFlametongueGround = mod:NewSpecialWarningMove(176033)--Ground aoe, may add an earlier personal warning if target scanning works. local specWarnShrapnelblast = mod:NewSpecialWarningMove(166675, "Tank", nil, nil, 3)--160943 boss version, 166675 trash version. local specWarnThunderzone = mod:NewSpecialWarningMove(166340) mod:RemoveOption("HealthFrame") function mod:FlametongueTarget(targetname, uId) if not targetname then return end -- warnFlametongue:Show(targetname) DBM:Debug("Flametongue possibly on "..targetname) if targetname == UnitName("player") then -- specWarnFlametongue:Show() -- yellFlametongue:Yell() end end function mod:SPELL_AURA_APPLIED(args) if not self.Options.Enabled or self:IsDifficulty("normal5") then return end local spellId = args.spellId if spellId == 176025 then warnLavaWreath:Show(args.destName) if args:IsPlayer() then specWarnLavaWreath:Show() end elseif spellId == 166340 and args:IsPlayer() and self:AntiSpam(2, 3) then specWarnThunderzone:Show() end end mod.SPELL_AURA_APPLIED_DOSE = mod.SPELL_AURA_APPLIED function mod:SPELL_CAST_START(args) if not self.Options.Enabled or self:IsDifficulty("normal5") then return end local spellId = args.spellId if spellId == 166675 and self:AntiSpam(2, 1) then specWarnShrapnelblast:Show() elseif spellId == 176032 then self:BossTargetScanner(args.sourceGUID, "FlametongueTarget", 0.05, 16) if self:IsTank() then specWarnFlametongueGround:Show()--Pre warn here for tanks, because this attack also massively buffs trash damage if they are standing in the fire too. Will improve if target scanning works end end end function mod:SPELL_CAST_SUCCESS(args) if not self.Options.Enabled or self:IsDifficulty("normal5") then return end local spellId = args.spellId if spellId == 163966 and self:AntiSpam(2, 3) then specWarnActivating:Show(args.sourceName) end end function mod:SPELL_PERIODIC_DAMAGE(_, _, _, _, destGUID, _, _, _, spellId) if spellId == 176033 and destGUID == UnitGUID("player") and self:AntiSpam(2, 2) then specWarnFlametongueGround:Show() end end mod.SPELL_ABSORBED = mod.SPELL_PERIODIC_DAMAGE
BigWigs:AddColors("T'zane", { [261552] = "red", [261600] = "yellow", [261605] = {"blue","orange"}, [262004] = {"blue","purple"}, }) BigWigs:AddColors("Ji'arak", { [260908] = "yellow", [261088] = "red", [261467] = "orange", }) BigWigs:AddColors("Hailstone Construct", { [274891] = "yellow", [274895] = "red", }) BigWigs:AddColors("Azurethos, The Winged Typhoon", { [274829] = "red", [274832] = "purple", [274839] = "yellow", }) BigWigs:AddColors("Doom's Howl", { [271120] = "blue", [271163] = "purple", [271164] = "orange", [271223] = "cyan", [271800] = "red", }) BigWigs:AddColors("The Lion's Roar", { [271120] = "blue", [271163] = "purple", [271164] = "orange", [271223] = "cyan", [271800] = "red", }) BigWigs:AddColors("Warbringer Yenajz", { [274842] = "yellow", [274904] = "blue", [274932] = "red", }) BigWigs:AddColors("Dunegorger Kraulok", { [275200] = "orange", [276046] = "red", })
local K = require 'cliargs.constants' ------------------------------------------------------------------------------- -- UTILS ------------------------------------------------------------------------------- local shallow_copy = require 'cliargs.utils.shallow_copy' local filter = require 'cliargs.utils.filter' local disect_argument = require 'cliargs.utils.disect_argument' local lookup = require 'cliargs.utils.lookup' local function clone_table_shift(t) local clone = shallow_copy(t) table.remove(clone, 1) return clone end local function clone_table_remove(t, index) local clone = shallow_copy(t) table.remove(clone, index) return clone end ------------------------------------------------------------------------------- -- PARSE ROUTINES ------------------------------------------------------------------------------- local p = {} function p.invoke_command(args, options, done) local commands = filter(options, 'type', K.TYPE_COMMAND) for index, opt in ipairs(args) do local command = filter(commands, '__key__', opt)[1] if command then local command_args = clone_table_remove(args, index) if command.__action__ then local parsed_command_args, err = command:parse(command_args) if err then return nil, err end return command.__action__(parsed_command_args) elseif command.__file__ then local filename = command.__file__ if type(filename) == 'function' then filename = filename() end local run_command_file = function() _G.arg = command_args local res, err = assert(loadfile(filename))() _G.arg = args return res, err end return run_command_file() end end end return done() end function p.print_help(args, printer, done) -- has --help or -h ? display the help listing and abort! for _, v in pairs(args) do if v == "--help" or v == "-h" then return nil, printer.generate_help_and_usage() end end return done() end function p.track_dump_request(args, done) -- starts with --__DUMP__; set dump to true to dump the parsed arguments if args[1] == "--__DUMP__" then return done(true, clone_table_shift(args)) else return done(false, args) end end function p.process_arguments(args, options, done) local values = {} local cursor = 0 local argument_cursor = 1 local argument_delimiter_found = false local function consume() cursor = cursor + 1 return args[cursor] end local required = filter(options, 'type', K.TYPE_ARGUMENT) while cursor < #args do local curr_opt = consume() local symbol, key, value, flag_negated = disect_argument(curr_opt) -- end-of-options indicator: if curr_opt == "--" then argument_delimiter_found = true -- an option: elseif not argument_delimiter_found and symbol then local entry = lookup(key, key, options) if not key or not entry then local option_type = value and "option" or "flag" return nil, "unknown/bad " .. option_type .. ": " .. curr_opt end if flag_negated and not entry.negatable then return nil, "flag '" .. curr_opt .. "' may not be negated using --no-" end -- a flag and a value specified? that's an error if entry.flag and value then return nil, "flag " .. curr_opt .. " does not take a value" elseif entry.flag then value = not flag_negated -- an option: else -- the value might be in the next argument, e.g: -- -- --compress lzma if not value then -- if the option contained a = and there's no value, it means they -- want to nullify an option's default value. eg: -- -- --compress= if curr_opt:find('=') then value = '__CLIARGS_NULL__' else -- NOTE: this has the potential to be buggy and swallow the next -- entry as this entry's value even though that entry may be an -- actual argument/option -- -- this would be a user error and there is no determinate way to -- figure it out because if there's no leading symbol (- or --) -- in that entry it can be an actual argument. :shrug: value = consume() if not value then return nil, "option " .. curr_opt .. " requires a value to be set" end end end end table.insert(values, { entry = entry, value = value }) if entry.callback then local altkey = entry.key local status, err if key == entry.key then altkey = entry.expanded_key else key = entry.expanded_key end status, err = entry.callback(key, value, altkey, curr_opt) if status == nil and err then return nil, err end end -- a regular argument: elseif argument_cursor <= #required then local entry = required[argument_cursor] table.insert(values, { entry = entry, value = curr_opt }) if entry.callback then local status, err = entry.callback(entry.key, curr_opt) if status == nil and err then return nil, err end end argument_cursor = argument_cursor + 1 -- a splat argument: else local entry = filter(options, 'type', K.TYPE_SPLAT)[1] if entry then table.insert(values, { entry = entry, value = curr_opt }) if entry.callback then local status, err = entry.callback(entry.key, curr_opt) if status == nil and err then return nil, err end end end argument_cursor = argument_cursor + 1 end end return done(values, argument_cursor - 1) end function p.validate(options, arg_count, done) local required = filter(options, 'type', K.TYPE_ARGUMENT) local splatarg = filter(options, 'type', K.TYPE_SPLAT)[1] or { maxcount = 0 } local min_arg_count = #required local max_arg_count = #required + splatarg.maxcount -- missing any required arguments, or too many? if arg_count < min_arg_count or arg_count > max_arg_count then if splatarg.maxcount > 0 then return nil, ( "bad number of arguments: " .. min_arg_count .. "-" .. max_arg_count .. " argument(s) must be specified, not " .. arg_count ) else return nil, ( "bad number of arguments: " .. min_arg_count .. " argument(s) must be specified, not " .. arg_count ) end end return done() end function p.collect_results(cli_values, options) local results = {} local function collect_with_default(entry) local entry_values = {} local _ for _, item in ipairs(cli_values) do if item.entry == entry then table.insert(entry_values, item.value) end end if #entry_values == 0 then return type(entry.default) == 'table' and entry.default or { entry.default } else return entry_values end end local function write(entry, value) if entry.key then results[entry.key] = value end if entry.expanded_key then results[entry.expanded_key] = value end end for _, entry in pairs(options) do local entry_cli_values = collect_with_default(entry) local maxcount = entry.maxcount if maxcount == nil then maxcount = type(entry.default) == 'table' and 999 or 1 end local entry_value = entry_cli_values if maxcount == 1 and type(entry_cli_values) == 'table' then -- take the last value entry_value = entry_cli_values[#entry_cli_values] if entry_value == '__CLIARGS_NULL__' then entry_value = nil end end write(entry, entry_value) end return results end return function(arguments, options, printer) assert(arguments == nil or type(arguments) == "table", "expected an argument table to be passed in, " .. "got something of type " .. type(arguments) ) local args = arguments or _G.arg or {} -- the spiral of DOOM: return p.invoke_command(args, options, function() return p.track_dump_request(args, function(dump, args_without_dump) return p.print_help(args_without_dump, printer, function() return p.process_arguments(args_without_dump, options, function(values, arg_count) return p.validate(options, arg_count, function() if dump then return nil, printer.dump_internal_state(values) else return p.collect_results(values, options) end end) end) end) end) end) end
local code = {INTERNAL_SERVER_ERROR = 0, MISSING_AUTHENTICATION = 1, BAD_REQUEST = 2, INVALID_TOKEN = 3, INSUFFICIENT_SCOPE = 4} local code_max = code.INSUFFICIENT_SCOPE -- for validation, update this accordingly local function code_to_www_authenticate_error(c) if c == code.BAD_REQUEST then return 'bad_request' end if c == code.INVALID_TOKEN then return 'invalid_token' end if c == code.INSUFFICIENT_SCOPE then return 'insufficient_scope' end return '' end local internal_server_error_body = {message = 'An unexpected error occurred'} local Error = {code = code.INTERNAL_SERVER_ERROR, description = "internal server error"} function Error:new(o) o = o or {} setmetatable(o, self) self.__index = self if type(o.code) ~= 'number' or o.code < 0 or o.code > code_max then o.code = code.INTERNAL_SERVER_ERROR end return o end function Error:to_status_code() if self.code == code.BAD_REQUEST then return 400 end if self.code == code.INVALID_TOKEN then return 401 end if self.code == code.MISSING_AUTHENTICATION then return 401 end if self.code == code.INSUFFICIENT_SCOPE then return 403 end return 500 end function Error:to_www_authenticate(realm) if self.code == code.INTERNAL_SERVER_ERROR or self.code == code.MISSING_AUTHENTICATION then return string.format('Bearer realm="%s"', realm:gsub('"', '\\"')) end local desc = self.description if not desc or type(desc) ~= 'string' then return string.format('Bearer realm="%s", error="%s"', realm:gsub('"', '\\"'), code_to_www_authenticate_error(self.code)) end return string.format('Bearer realm="%s", error="%s", error_description="%s"', realm:gsub('"', '\\"'), code_to_www_authenticate_error(self.code), desc:gsub('"', '\\"')) end function Error:to_body() if self.code == code.INTERNAL_SERVER_ERROR then return internal_server_error_body end if self.code == code.MISSING_AUTHENTICATION then return end return {error = code_to_www_authenticate_error(self.code), error_description = self.description} end local _M_ = { new = function(code, description) return Error:new({code = code, description = description}) end, code = code } return _M_
ENUMS = { PLATFORM_IDS = { SHORTCUTS = 1, STEAM = 2, BATTLENET = 3, GOG_GALAXY = 4, MAX = 5 }, FILTER_TYPES = { NONE = 1, TITLE = 2, PLATFORM = 3, TAG = 4, HIDDEN = 5, UNINSTALLED = 6, NO_TAGS = 7, RANDOM_GAME = 8, NEVER_PLAYED = 9, HAS_NOTES = 10 }, SORTING_TYPES = { ALPHABETICALLY = 1, LAST_PLAYED = 2, HOURS_PLAYED = 3, MAX = 4 }, SLOT_HOVER_ANIMATIONS = { NONE = 1, ZOOM_IN = 2, JIGGLE = 3, SHAKE_LEFT_RIGHT = 4, SHAKE_UP_DOWN = 5, MAX = 6 }, SLOT_CLICK_ANIMATIONS = { NONE = 1, SLIDE_UP = 2, SLIDE_RIGHT = 3, SLIDE_DOWN = 4, SLIDE_LEFT = 5, SHRINK = 6, MAX = 7 }, SKIN_ANIMATIONS = { NONE = 1, SLIDE_UP = 2, SLIDE_RIGHT = 3, SLIDE_DOWN = 4, SLIDE_LEFT = 5, MAX = 6 } }
local global = require( "global" ) function trigger(objectToChange) if(global.triggeredSunStart) then if(not level) then print("No level found in Lua!") return end local maxTimeDiff = 30 local timeDiff = os.clock()- global.sunStartTime if(timeDiff > maxTimeDiff)then timeDiff = maxTimeDiff end timeDiff = timeDiff/maxTimeDiff local x = 10 local y = -18 + math.sqrt(timeDiff) * 29 local z = -8 + timeDiff * 15 level:setSunDirection(x,y,z) end end --local x = 0.7 + 0.3 * timeDiff --local y = math.sqrt(timeDiff) * 2.2 - 1.5 --local z = -0.7 - 0.7 * timeDiff --start 1,-6,-2 --ziel 10,10,10
RenderSystem = class("RenderSystem", System) function RenderSystem:draw() -- Draw scoreboards love.graphics.setColor(0, 1, 0, 0.8) love.graphics.setFont(Font["scoreboard"]) -- Why doesn't this work? -- for _, v in pairs(self.targets.scoreboard) do for _, v in pairs(Game.engine:getEntitiesWithComponent("Scoreboard")) do local basex = v:get("Scoreboard").x local player = v:get("IsPlayer") local text = player.name .. "\n" text = text .. "Score: " .. player.score .. "\n" text = text .. "Lives: " .. player.lives .. "\n" text = text .. "Shields: " for s = 1, player.shields, 1 do text = text .. "*" end text = text .. "\n" love.graphics.printf(text, basex, 10, 150) end -- Draw rocks if Game.state.current().name() == "AttractState" then love.graphics.setColor(0, 1, 0, 0.3) else love.graphics.setColor(0, 1, 0) end for _, v in pairs(self.targets.rocks) do local vbody = v:get("Body").body vbody:draw("line") end -- Draw bullets love.graphics.setColor(0, 1, 0) for _, v in pairs(self.targets.bullets) do if not (Game.friendly_mode) then love.graphics.setColor(v:getParent():get("IsPlayer").color) end local vbody = v:get("Body").body vbody:draw("line") end -- Draw player for _, v in pairs(self.targets.players) do local vbody = v:get("Body").body love.graphics.setColor(v:get("IsPlayer").color) vbody:draw("line") -- Draw shield if v:get("IsPlayer").shield_until > love.timer.getTime() then local alpha = math.max(0.3, math.min(1, v:get("IsPlayer").shield_until - love.timer.getTime())) love.graphics.setColor(0, 1, 0, alpha) local vbody = v:get("Body").body local x, y = vbody:center() local sides = math.random(6, 13) love.graphics.circle("line", x, y, 20, sides) end end -- Draw watcher love.graphics.setColor(0, 1, 0) love.graphics.setFont(Font["watcher"]) Watcher:draw() end function RenderSystem:requires() return { rocks = { "IsRock", "Body" }, players = { "IsPlayer", "Body" }, bullets = { "IsBullet", "Body" }, scoreboard = { "ScoreBoard" }, } end
local Recipe = {} Recipe.Name = "recipe_methanolrefinement" Recipe.PrintName = "Methanol Refinement" Recipe.GainExp = 5 Recipe.Ingredients = {} Recipe.Ingredients["item_trade_methanol"] = 3 Recipe.Products = {} Recipe.Products["item_trade_fuel"] = 1 Recipe.RequiredMasters = {} Recipe.RequiredMasters["master_chemical"] = 2 Register.Recipe(Recipe) local Recipe = {} Recipe.Name = "recipe_napalm" Recipe.PrintName = "Napalm Creation" Recipe.GainExp = 5 Recipe.Ingredients = {} Recipe.Ingredients["item_trade_methanol"] = 3 Recipe.Products = {} Recipe.Products["item_trade_fuel"] = 1 Recipe.RequiredMasters = {} Recipe.RequiredMasters["master_chemical"] = 2 Register.Recipe(Recipe) local Recipe = {} Recipe.Name = "recipe_homemadegrenade" Recipe.PrintName = "Homemade Grenade" Recipe.GainExp = 8 Recipe.Ingredients = {} Recipe.Ingredients["item_trade_tincan"] = 1 Recipe.Ingredients["item_trade_blackpowder"] = 2 Recipe.Ingredients["item_trade_explosivespin"] = 1 Recipe.Products = {} Recipe.Products["item_grenade"] = 1 Recipe.RequiredMasters = {} Recipe.RequiredMasters["master_mechanical"] = 2 Recipe.RequiredMasters["master_chemical"] = 2 Register.Recipe(Recipe) local Recipe = {} Recipe.Name = "recipe_cook_noodles" Recipe.PrintName = "Cooking Chinese Noodles" Recipe.NearFire = true Recipe.MakeTime = 20 Recipe.GainExp = 10 Recipe.Chance = 30 Recipe.Ingredients = {} Recipe.Ingredients["item_chineese_box"] = 1 Recipe.Ingredients["item_bagofnoodles"] = 1 Recipe.Products = {} Recipe.Products["item_cookednoodles"] = 1 Recipe.BadProducts = {} Recipe.BadProducts["item_spoilednoodles"] = 1 Recipe.RequiredMasters = {} Recipe.RequiredMasters["master_culinary"] = 2 Register.Recipe(Recipe)
require("moonsc").import_tags() -- we test that the processor supports the scxml event i/o processor return _scxml{ initial="s0", _state{ id="s0", _onentry{ --@@ _send{ type="http://www.w3.org/TR/scxml/#SCXMLEventProcessor", event="event1" }, _send{ type="scxml", event="event1" }, _send{ event="timeout" }, }, _transition{ event="event1", target="pass" }, _transition{ event="*", target="fail" }, }, _final{id='pass'}, _final{id='fail'}, }
local t = Def.ActorFrame{}; for pn in ivalues(PlayerNumber) do t[#t+1] = Def.ActorFrame{ Name="Danger"..ToEnumShortString(pn), Def.ActorFrame{ Name="Single", BeginCommand=function(self) local style = GAMESTATE:GetCurrentStyle() local styleType = style:GetStyleType() local bDoubles = (styleType == 'StyleType_OnePlayerTwoSides' or styleType == 'StyleType_TwoPlayersSharedSides') self:visible(not bDoubles) end; HealthStateChangedMessageCommand=function(self, param) if param.PlayerNumber == pn then if param.HealthState == "HealthState_Danger" then self:RunCommandsOnChildren(cmd(playcommand,"Show")) else self:RunCommandsOnChildren(cmd(playcommand,"Hide")) end end end; LoadActor("_danger")..{ InitCommand=function(s) s:visible(false):xy(SCREEN_CENTER_X,SCREEN_CENTER_Y):zoomto(640,480) end, ShowCommand=function(s) s:visible(true):diffuseblink():effectcolor1(color("1,1,1,1")):effectcolor2(color("0,0,0,0")):effectclock("music") end, HideCommand=function(s) s:visible(false) end }; }; }; end --It's either CS or AC that displays bars on the side of the bg videos. I have to check. -Inori t[#t+1] = LoadActor("frame")..{ InitCommand=function(s) s:xy(SCREEN_CENTER_X,SCREEN_CENTER_Y) end }; t[#t+1] = Def.Quad{ -- Extra lifemeter under, shit breaks because lol reverse. InitCommand=function(s) s:x(SCREEN_CENTER_X):diffuse( color("0,0,0,1") ) end, OnCommand=function(self) if GAMESTATE:IsAnExtraStage() == true then self:setsize(SCREEN_WIDTH,70) :y(SCREEN_BOTTOM-30): addy(78):linear(0.6):addy(-78); else self:setsize(SCREEN_WIDTH,58) :y(SCREEN_TOP+20): addy(-50):linear(0.6):addy(50); end end; OffCommand=function(self) if GAMESTATE:IsAnExtraStage() == true then self:linear(0.8):addy(78); else self:linear(0.8):addy(-58); end; end; }; return t;
return{ name = 'stone', description = 'Stone', type = 'material', info = 'a slightly bigger rock', MAX_ITEMS = 1, }
local _M = { } local util = require('resty.woothee.util') local dataset = require('resty.woothee.dataset') function _M.challenge_playstation(ua, result) local data, os_version, match, err = nil if string.find(ua, 'PSP (PlayStation Portable);', 1, true) then data = dataset.get('PSP') match, err = ngx.re.match(ua, [[PSP \(PlayStation Portable\); ([.0-9]+)\)]], "o") if match then os_version = match[1] end elseif string.find(ua, 'PlayStation Vita', 1, true) then data = dataset.get('PSVita') match, err = ngx.re.match(ua, [[PlayStation Vita ([.0-9]+)\)]], "o") if match then os_version = match[1] end elseif string.find(ua, 'PLAYSTATION 3 ', 1, true) or string.find(ua, 'PLAYSTATION 3;', 1, true) then data = dataset.get('PS3') match, err = ngx.re.match(ua, [[PLAYSTATION 3;? ([.0-9]+)\)]], "o") if match then os_version = match[1] end elseif string.find(ua, 'PlayStation 4 ', 1, true) then data = dataset.get('PS4') match, err = ngx.re.match(ua, [[PlayStation 4 ([.0-9]+)\)]], "o") if match then os_version = match[1] end end if not data then return false end util.update_map(result, data) if os_version then util.update_os_version(result, os_version); end return true end function _M.challenge_nintendo(ua, result) local data = nil if string.find(ua, 'Nintendo 3DS;', 1, true) then data = dataset.get('Nintendo3DS') elseif string.find(ua, 'Nintendo DSi;', 1, true) then data = dataset.get('NintendoDSi') elseif string.find(ua, 'Nintendo Wii;', 1, true) then data = dataset.get('NintendoWii') elseif string.find(ua, '(Nintendo WiiU)', 1, true) then data = dataset.get('NintendoWiiU') end if not data then return false end util.update_map(result, data) return true end function _M.challenge_digitalTV(ua, result) local data = nil if string.find(ua, 'InettvBrowser/', 1, true) then data = dataset.get('DigitalTV') end if not data then return false end util.update_map(result, data) return true end return _M
Talk(86, "听说六大派正要铲平光明顶消灭明教时,出现了一位少年英雄,打败了六大派,救了明教,此人真是了得.", "talkname86", 0); Talk(0, "不好意思,那个少年英雄就是我.", "talkname0", 1); Talk(86, "你?也不照照镜子看看.听说那位英雄身长十尺,虎背熊腰,力大无穷.你看看你,配吗?", "talkname86", 0); do return end;
return {'coeliakie','coefficient','coen','coevorden','coevordenaar','coevorder','coevords','coenen','coenraad','coert','coenders','coehoorn','coene','coehorst','coenraadts','coelen','coers','coenraats','coenradie','coevert','coerver','coenradi','coelacanthen','coefficienten','coens','coenraads','coerts','coevordense'}
flower = class:new() function flower:init(x, y) --PHYSICS STUFF self.starty = y self.x = x-6/16 self.y = y-11/16 self.speedy = 0 self.speedx = 0 self.width = 12/16 self.height = 12/16 self.static = true self.active = true self.category = 6 self.mask = {true} self.destroy = false self.autodelete = true self.gravity = 0 --IMAGE STUFF self.drawable = false self.graphic = flowerimg self.quad = flowerquad[1] self.offsetX = 7 self.offsetY = 3 self.quadcenterX = 9 self.quadcenterY = 8 self.rotation = 0 --for portals self.uptimer = 0 self.timer = 0 self.quadi = 1 self.falling = false end function flower:update(dt) if self.uptimer < mushroomtime then self.uptimer = self.uptimer + dt self.y = self.y - dt*(1/mushroomtime) end if self.uptimer > mushroomtime then self.y = self.starty-27/16 self.active = true self.drawable = true end --animate self.timer = self.timer + dt while self.timer > staranimationdelay do self.quadi = self.quadi + 1 if self.quadi == 5 then self.quadi = 1 end self.quad = flowerquad[self.quadi] self.timer = self.timer - staranimationdelay end if self.destroy then return true else return false end end function flower:draw() if self.uptimer < mushroomtime and not self.destroy then --Draw it coming out of the block. love.graphics.draw(self.graphic, self.quad, math.floor(((self.x-xscroll)*16+self.offsetX)*scale), math.floor((self.y*16-self.offsetY)*scale), 0, scale, scale, self.quadcenterX, self.quadcenterY) end end function flower:leftcollide(a, b) if a == "player" then b:grow() self.active = false self.destroy = true self.drawable = false end return false end function flower:rightcollide(a, b) if a == "player" then b:grow() self.active = false self.destroy = true self.drawable = false end return false end function flower:floorcollide(a, b) if self.active and a == "player" then b:grow() self.active = false self.destroy = true self.drawable = false end end function flower:ceilcollide(a, b) if self.active and a == "player" then b:grow() self.active = false self.destroy = true self.drawable = false end end function flower:jump(x) end
-- scaffold geniefile for hiptext hiptext_script = path.getabsolute(path.getdirectory(_SCRIPT)) hiptext_root = path.join(hiptext_script, "hiptext") hiptext_includedirs = { path.join(hiptext_script, "config"), hiptext_root, } hiptext_libdirs = {} hiptext_links = {} hiptext_defines = {} ---- return { _add_includedirs = function() includedirs { hiptext_includedirs } end, _add_defines = function() defines { hiptext_defines } end, _add_libdirs = function() libdirs { hiptext_libdirs } end, _add_external_links = function() links { hiptext_links } end, _add_self_links = function() links { "hiptext" } end, _create_projects = function() project "hiptext" kind "StaticLib" language "C++" flags {} includedirs { hiptext_includedirs, } defines {} files { path.join(hiptext_script, "config", "**.h"), path.join(hiptext_root, "**.h"), path.join(hiptext_root, "**.cpp"), } end, -- _create_projects() } ---
deathWatchForemanConvoTemplate = ConvoTemplate:new { initialScreen = "", templateType = "Lua", luaClassHandler = "deathWatchForemanConvoHandler", screens = {} } init = ConvoScreen:new { id = "init", leftDialog = "@conversation/death_watch_foreman:s_8dc6968d", -- Hey, what are you doing down here? You shouldn't be walking around down here unless you are working or the Mandalorians authorized you to be here and you certainly don't have the look of a miner. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_637e6c80", "whatever_you_say"}, -- I have received authorization from the Mandalorians. {"@conversation/death_watch_foreman:s_1c4d0bbb", "loosest_sense"}, -- You work for the Mandalorians? } } deathWatchForemanConvoTemplate:addScreen(init); busy_hasnt_done_quest = ConvoScreen:new { id = "busy_hasnt_done_quest", leftDialog = "@conversation/death_watch_foreman:s_9e37f61f", -- Another stranger? The Mandalorians must be really slacking on their defenses lately. Oh well, none of my business. I am sorry but I really have to get back to work right now, maybe I will have time to talk to you later. stopConversation = "true", options = { } } deathWatchForemanConvoTemplate:addScreen(busy_hasnt_done_quest); loosest_sense = ConvoScreen:new { id = "loosest_sense", leftDialog = "@conversation/death_watch_foreman:s_7a654750", -- Work in the loosest sense of the word. Although we are not really getting a whole lot of work done at this moment. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_2de77a24", "blasted_laser"}, -- Why aren't you getting any work done? {"@conversation/death_watch_foreman:s_7d65b570", "we_mine_alum"}, -- What sort of work are you doing? } } deathWatchForemanConvoTemplate:addScreen(loosest_sense); not_that_bad = ConvoScreen:new { id = "not_that_bad", leftDialog = "@conversation/death_watch_foreman:s_e83ca277", -- I guess it isn't that bad. The Mandalorians don't pay us a whole lot but they generally don't directly mistreat any of us unless we do something to make them mad...which doesn't seem that hard to do. Hmmmm...now that I think about it this isn't the best life but it is better then telling them we quit. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_2de77a24", "blasted_laser"}, -- Why aren't you getting any work done? } } deathWatchForemanConvoTemplate:addScreen(not_that_bad); we_mine_alum = ConvoScreen:new { id = "we_mine_alum", leftDialog = "@conversation/death_watch_foreman:s_dd6f26cc", -- We mine for the alum that the Mandalores use to make their armor. Basically, we get to work down in these nasty caves all day long so the Mandalorians can look nice. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_dc1d4717", "not_that_bad"}, -- Sounds to me like you should be happy your not working. } } deathWatchForemanConvoTemplate:addScreen(we_mine_alum); blasted_laser = ConvoScreen:new { id = "blasted_laser", leftDialog = "@conversation/death_watch_foreman:s_1fe41c46", -- It's this blasted laser they have us working with. Dumb thing never works right and then when we finally did get it working again, Haldo went off his rocker, ripped its battery out, and took off with it. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_687ef712", "one_of_my_men"}, -- Haldo? Who is Haldo and why would he take the battery? } } deathWatchForemanConvoTemplate:addScreen(blasted_laser); whatever_you_say = ConvoScreen:new { id = "whatever_you_say", leftDialog = "@conversation/death_watch_foreman:s_81b8b95b", -- Yeah, yeah...whatever you say there pally. I wouldn't want to be in your shoes if the Mandalorians catch you down here bothering their miners. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_57097d43", "braver_than_me"}, -- Don't worry about me and the Mandalorians. I can handle them. } } deathWatchForemanConvoTemplate:addScreen(whatever_you_say); braver_than_me = ConvoScreen:new { id = "braver_than_me", leftDialog = "@conversation/death_watch_foreman:s_6d069da0", -- You're braver then I will ever be. But if you really are that tough, maybe you would like to help recover our drill battery that Haldo ran off with? stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_687ef712", "one_of_my_men"}, -- Haldo? Who is Haldo and why would he take the battery? {"@conversation/death_watch_foreman:s_baac9005", "what_i_expected"}, -- I don't really have time to rescue your battery. } } deathWatchForemanConvoTemplate:addScreen(braver_than_me); what_i_expected = ConvoScreen:new { id = "what_i_expected", leftDialog = "@conversation/death_watch_foreman:s_f79fa021", -- That is pretty much what I expected. I would have been shocked if a complete stranger such as yourself offered to help us out. stopConversation = "true", options = { } } deathWatchForemanConvoTemplate:addScreen(what_i_expected); one_of_my_men = ConvoScreen:new { id = "one_of_my_men", leftDialog = "@conversation/death_watch_foreman:s_c2d12633", -- Haldo was one of the men on my crew. My guess is that his rebreather wasn't working properly and he breathed too much of the alum fumes. Blasted air vents haven't been working right either, so we have been using our masks a lot. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_8bbe4b84", "be_a_lifesaver"}, -- Maybe I can help you track down Haldo. {"@conversation/death_watch_foreman:s_19ecd0cd", "asked_for_volunteers"}, -- Have you sent anyone out to try to find Haldo? {"@conversation/death_watch_foreman:s_baac9005", "what_i_expected"}, -- I don't really have time to rescue your battery. } } deathWatchForemanConvoTemplate:addScreen(one_of_my_men); be_a_lifesaver = ConvoScreen:new { id = "be_a_lifesaver", leftDialog = "@conversation/death_watch_foreman:s_471cd71d", -- That would be a lifesaver. No one else is willing to go out and try to find him. Guys who get hit with alum sickness generally are unstable and sometimes can be quite dangerous. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_2236f9d7", "there_is_a_cure"}, -- If he is sick is there anyway to help him? {"@conversation/death_watch_foreman:s_1265571c", "didnt_say_by_force"}, -- So I will have to take the battery from him by force? {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(be_a_lifesaver); asked_for_volunteers = ConvoScreen:new { id = "asked_for_volunteers", leftDialog = "@conversation/death_watch_foreman:s_645da2b5", -- I asked for volunteers but no one was willing to go search. Not that I blame them, I don't even want to go out and try to find him. People with alum sickness become real messed up in the head. You never know what they are going to do. A lot of times they get really violent. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_2236f9d7", "there_is_a_cure"}, -- If he is sick is there anyway to help him? {"@conversation/death_watch_foreman:s_1265571c", "didnt_say_by_force"}, -- So I will have to take the battery from him by force? {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(asked_for_volunteers); there_is_a_cure = ConvoScreen:new { id = "there_is_a_cure", leftDialog = "@conversation/death_watch_foreman:s_45d9624a", -- Yeah, well there is a cure. We would have gone and got it, but the Mandalorians don't much care for us wandering around when we are supposed to be working, so none of us have gone up to get it. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_ce027a15", "great_remember_medicine"}, -- Ok I will go see what I can do for your co-worker. {"@conversation/death_watch_foreman:s_f73c5ae7", "cure_is_upstairs"}, -- Where can I find this cure if I decide to help out? {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(there_is_a_cure); didnt_say_by_force = ConvoScreen:new { id = "didnt_say_by_force", leftDialog = "@conversation/death_watch_foreman:s_c7f1e2ee", -- Hey now! I didn't say anything about using force on him. He is sick and there is a cure up in the medical lab. Granted there have been a few cases where alum sickness will make a person so demented that they can't come back, but Haldo has only been ill for a little while. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_ce027a15", "great_remember_medicine"}, -- Ok I will go see what I can do for your co-worker. {"@conversation/death_watch_foreman:s_f73c5ae7", "cure_is_upstairs"}, -- Where can I find this cure if I decide to help out? {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(didnt_say_by_force); cure_is_upstairs = ConvoScreen:new { id = "cure_is_upstairs", leftDialog = "@conversation/death_watch_foreman:s_44557f4a", -- It is located upstairs in the medical lab. One of the medical droids should be able to give it to you. They don't require any special code or anything to help you out. At least they didn't last time I used them but the Mandalorians don't really consult us when they make changes to things around here. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_ce027a15", "great_remember_medicine"}, -- Ok I will go see what I can do for your co-worker. {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(cure_is_upstairs); great_remember_medicine = ConvoScreen:new { id = "great_remember_medicine", leftDialog = "@conversation/death_watch_foreman:s_de774e37", -- Great. Now remember there is some medicine in the medical lab that should be able to help him out. And once you get that battery bring it on back to me so we can get this drill working again. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(great_remember_medicine); offer_quest_again = ConvoScreen:new { id = "offer_quest_again", leftDialog = "@conversation/death_watch_foreman:s_1511575f", -- Hey you are back again. You know Haldo is still running around down here with our battery. Are you sure you don't want to give us a hand and try to get it back for us? stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_26fa42a7", "return_great_remember_medicine"}, -- Yes I will see if I can find him for you. {"@conversation/death_watch_foreman:s_58a87fe", "return_one_of_my_men"}, -- So who is this Haldo guy who ran off with your battery? {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(offer_quest_again); return_great_remember_medicine = ConvoScreen:new { id = "return_great_remember_medicine", leftDialog = "@conversation/death_watch_foreman:s_de774e37", -- Great. Now remember there is some medicine in the medical lab that should be able to help him out. And once you get that battery bring it on back to me so we can get this drill working again. stopConversation = "true", options = { } } deathWatchForemanConvoTemplate:addScreen(return_great_remember_medicine); return_one_of_my_men = ConvoScreen:new { id = "return_one_of_my_men", leftDialog = "@conversation/death_watch_foreman:s_c2d12633", -- Haldo was one of the men on my crew. My guess is that his rebreather wasn't working properly and he breathed too much of the alum fumes. Blasted air vents haven't been working right either, so we have been using our masks a lot. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_26fa42a7", "return_great_remember_medicine"}, -- Yes I will see if I can find him for you. {"@conversation/death_watch_foreman:s_71ad5afa", "what_i_expected"}, -- I am sorry but I don't really have time to help your sick co-worker. } } deathWatchForemanConvoTemplate:addScreen(return_one_of_my_men); found_him_yet = ConvoScreen:new { id = "found_him_yet", leftDialog = "@conversation/death_watch_foreman:s_4f17ac67", -- Have you managed to find Haldo yet? We really need that battery back before the Mandalorians come down here to check up on our progress. stopConversation = "false", options = { -- Handled by convo handler --{"@conversation/death_watch_foreman:s_829888a9", "thank_you_didnt_kill"}, -- Here you go. --{"@conversation/death_watch_foreman:s_829888a9", "thank_you_killed"}, -- Here you go. --{"@conversation/death_watch_foreman:s_c825f420", "please_hurry"}, -- Not yet, but I am still looking for him. --{"@conversation/death_watch_foreman:s_baac9005", "what_i_expected"}, -- I don't really have time to rescue your battery. } } deathWatchForemanConvoTemplate:addScreen(found_him_yet); please_hurry = ConvoScreen:new { id = "please_hurry", leftDialog = "@conversation/death_watch_foreman:s_fb5cf4cd", -- Ok, please hurry. I am sure that we don't have a whole lot of time left. Once you get the battery come back to me as quick as you can. stopConversation = "true", options = { } } deathWatchForemanConvoTemplate:addScreen(please_hurry); thank_you_didnt_kill = ConvoScreen:new { id = "thank_you_didnt_kill", leftDialog = "@conversation/death_watch_foreman:s_27b9acbc", -- Thank you for helping Haldo and getting the battery back for us. Now we can get back to....oh no! The battery's connections are all covered with dirt and grime. Haldo must have got them dirty after he took it. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_bdb717fb", "bad_connection"}, -- What happens if the battery connections are dirty? } } deathWatchForemanConvoTemplate:addScreen(thank_you_didnt_kill); thank_you_killed = ConvoScreen:new { id = "thank_you_killed", leftDialog = "@conversation/death_watch_foreman:s_3310d1b6", -- I guess I should thank you for getting us the battery back but you didn't have to kill Haldo. He was sick in the head from the fumes and the medicine from the medical droid could have cured him. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_d62e85a9", "suppose_you_did"}, -- You wanted the battery back and I got it back for you. } } deathWatchForemanConvoTemplate:addScreen(thank_you_killed); suppose_you_did = ConvoScreen:new { id = "suppose_you_did", leftDialog = "@conversation/death_watch_foreman:s_9b4dd6c7", -- Yeah, I suppose you did. Let me take a look at it. Oh no, this battery isn't going to do us any good. Look here all the connections on it are covered with dirt and grime. Now it is going to have to be cleaned off. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_bdb717fb", "bad_connection"}, -- What happens if the battery connections are dirty? } } deathWatchForemanConvoTemplate:addScreen(suppose_you_did); bad_connection = ConvoScreen:new { id = "bad_connection", leftDialog = "@conversation/death_watch_foreman:s_9cf7119e", -- We won't get a good solid connection and the drill won't fire is what will happen. I hate to ask but could you perhaps take this battery over to the workshop and have one of treadwell clean it up? stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_dd657c44", "speak_to_treadwell"}, -- Sure, I will come back to you as soon as I get it cleaned. {"@conversation/death_watch_foreman:s_728cbacc", "would_love_to"}, -- Why don't one of you go take it to the workshop? {"@conversation/death_watch_foreman:s_54ee97f2", "clean_when_can"}, -- I don't really have time to deal with this right now. } } deathWatchForemanConvoTemplate:addScreen(bad_connection); return_need_battery_clean = ConvoScreen:new { id = "return_need_battery_clean", leftDialog = "@conversation/death_watch_foreman:s_d1eff807", -- Could you do us one more favor and take this battery over to the workshop. The treadwell in there can clean it off without any problems. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_dd657c44", "speak_to_treadwell"}, -- Sure, I will come back to you as soon as I get it cleaned. {"@conversation/death_watch_foreman:s_728cbacc", "would_love_to"}, -- Why don't one of you go take it to the workshop? {"@conversation/death_watch_foreman:s_54ee97f2", "clean_when_can"}, -- I don't really have time to deal with this right now. } } deathWatchForemanConvoTemplate:addScreen(return_need_battery_clean); clean_when_can = ConvoScreen:new { id = "clean_when_can", leftDialog = "@conversation/death_watch_foreman:s_579c9bc5", -- Well that battery doesn't really do us alot of good in its current state. Why don't you hold onto it and if you do get a chance run it over to the workshop and get it cleaned. We would really appreciate it. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(clean_when_can); speak_to_treadwell = ConvoScreen:new { id = "speak_to_treadwell", leftDialog = "@conversation/death_watch_foreman:s_bc5213a", -- Just speak to the treadwell when you are in there and he will take care of the dirty battery. Oh and try not to kill him while you are there. We sort of need him for repairs around this place. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(speak_to_treadwell); would_love_to = ConvoScreen:new { id = "would_love_to", leftDialog = "@conversation/death_watch_foreman:s_23237572", -- I would love to but the Mandalorians keep track of who comes and goes from the workshop. If one of us goes in they will ask why and I would rather they didn't know about the whole Haldo incident. Since you are a stranger they will just correctly assume you are an intruder and try to kill you...which they probably have been doing anyways. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_4d8102d5", "up_for_danger"}, -- In an odd sort of way, that makes sense. Ok, I will do it. {"@conversation/death_watch_foreman:s_a618b93a", "clean_when_can"}, -- No thanks, I think I will avoid the workshop if it is monitored. } } deathWatchForemanConvoTemplate:addScreen(would_love_to); up_for_danger = ConvoScreen:new { id = "up_for_danger", leftDialog = "@conversation/death_watch_foreman:s_787e689e", -- I figured you would be up for that whole danger thing. Once the treadwell has cleaned the battery, come on back to me so we can get that battery installed back into the drill. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(up_for_danger); return_battery_not_clean = ConvoScreen:new { id = "return_battery_not_clean", leftDialog = "@conversation/death_watch_foreman:s_7b9dc7c7", -- Have you managed to get that battery cleaned yet? stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_145fd34", "speak_to_treadwell"}, -- Not yet, but I will get this battery cleaned soon. {"@conversation/death_watch_foreman:s_54ee97f2", "clean_when_can"}, -- I don't really have time to deal with this right now. } } deathWatchForemanConvoTemplate:addScreen(return_battery_not_clean); return_battery_cleaned_killed_haldo = ConvoScreen:new { id = "return_battery_cleaned_killed_haldo", leftDialog = "@conversation/death_watch_foreman:s_f46d76f6", -- Hey you are back. I was sort of half expecting you not to return. Oh yeah, this is excellent. The battery is clean and ready to be installed in the drill. And you didn't destroy the treadwell...thats a plus. Unfortunately there is one other issue that we are having. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_44bb7cbc", "uses_liquid_coolant"}, -- What is the other problem with the drill? } } deathWatchForemanConvoTemplate:addScreen(return_battery_cleaned_killed_haldo); return_battery_cleaned_no_haldo_kill = ConvoScreen:new { id = "return_battery_cleaned_no_haldo_kill", leftDialog = "@conversation/death_watch_foreman:s_dd7c0dd3", -- Hey, you're back. I was sort of half expecting you not to return. Oh yeah, this is excellent. The battery is clean and ready to be installed in the drill. Unfortunately there is one other issue that we are having. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_44bb7cbc", "uses_liquid_coolant"}, -- What is the other problem with the drill? } } deathWatchForemanConvoTemplate:addScreen(return_battery_cleaned_no_haldo_kill); uses_liquid_coolant = ConvoScreen:new { id = "uses_liquid_coolant", leftDialog = "@conversation/death_watch_foreman:s_286d283f", -- The drill uses a liquid coolant system in order to keep it from overheating and exploding. Well the problem is that we are not getting any pressure down here so if we turn on the drill...BOOM! stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_83d1549d", "pump_room_upstairs"}, -- What do you need in order to get water pressure down here? {"@conversation/death_watch_foreman:s_b491aba5", "old_technology"}, -- You are still using liquid coolant for you laser drill? } } deathWatchForemanConvoTemplate:addScreen(uses_liquid_coolant); old_technology = ConvoScreen:new { id = "old_technology", leftDialog = "@conversation/death_watch_foreman:s_8deeb761", -- It's old technology. The Mandalorians don't exactly splurge on mining equipment. In fact if you havn't noticed already nothing around here is exactly in tip top shape. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_83d1549d", "pump_room_upstairs"}, -- What do you need in order to get water pressure down here? } } deathWatchForemanConvoTemplate:addScreen(old_technology); pump_room_upstairs = ConvoScreen:new { id = "pump_room_upstairs", leftDialog = "@conversation/death_watch_foreman:s_e5e9e886", -- Upstairs there is a pump room. There are four pumps that all need to be on in order to get the water down to us. Unfortunately the circuit breakers on those things are all ancient and trip at the slightest surge. If you could maybe go up there and turn them all on for us I know we could get underway. stopConversation = "false", options = { -- Handled by convo handler --{"@conversation/death_watch_foreman:s_d4b1da9f", "tricky_pumps_haldo_kill"}, -- Ok fine I will do this for you but you are going to owe me. --{"@conversation/death_watch_foreman:s_d4b1da9f", "tricky_pumps_no_haldo_kill"}, -- Ok fine I will do this for you but you are going to owe me. --{"@conversation/death_watch_foreman:s_3055077f", "choice_is_yours"}, -- I don't really have time for this right now, sorry. } } deathWatchForemanConvoTemplate:addScreen(pump_room_upstairs); choice_is_yours = ConvoScreen:new { id = "choice_is_yours", leftDialog = "@conversation/death_watch_foreman:s_23cbff5d", -- Choice is yours. We will figure out some other way to get them online I suppose. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(choice_is_yours); tricky_pumps_haldo_kill = ConvoScreen:new { id = "tricky_pumps_haldo_kill", leftDialog = "@conversation/death_watch_foreman:s_8405256c", -- Deal. Now listen those pumps can be tricky. Generally when you trip one of the valves it causes the one or ones next to it on the circuit to flip as well. You will have to play with it for a while in order to get them all online. There isn't much time...oh yeah, and try not to destroy the pumps while you are at it. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_9bea7011", "come_back_after_pumps"}, -- Ok, cool your jets. I am on it. } } deathWatchForemanConvoTemplate:addScreen(tricky_pumps_haldo_kill); tricky_pumps_no_haldo_kill = ConvoScreen:new { id = "tricky_pumps_no_haldo_kill", leftDialog = "@conversation/death_watch_foreman:s_262e7b86", -- Deal. Now listen those pumps can be tricky. Generally when you trip one of the valves it causes the one or ones next to it on the circuit to flip as well. You will have to play with it for a while in order to get them all online. Also we really don't have a lot of time so if you are not back soon I am going to have to see if there is anything else I can do to get it on. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_9bea7011", "come_back_after_pumps"}, -- Ok, cool your jets. I am on it. } } deathWatchForemanConvoTemplate:addScreen(tricky_pumps_no_haldo_kill); come_back_after_pumps = ConvoScreen:new { id = "come_back_after_pumps", leftDialog = "@conversation/death_watch_foreman:s_6864fcd4", -- Good. Once you get those pumps back online come on back and we will discuss what I owe you. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(come_back_after_pumps); try_pump_again = ConvoScreen:new { id = "try_pump_again", leftDialog = "@conversation/death_watch_foreman:s_4af1601a", -- So you are back? We still don't have any water pressure down here maybe you would like to head back up and try again? stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_e55f453d", "remember_tricky_pumps"}, -- Yes, I will give it another shot. {"@conversation/death_watch_foreman:s_b99aaac2", "choice_is_yours"}, -- No thanks, I can't figure out how to get those pumps to work. } } deathWatchForemanConvoTemplate:addScreen(try_pump_again); remember_tricky_pumps = ConvoScreen:new { id = "remember_tricky_pumps", leftDialog = "@conversation/death_watch_foreman:s_6b8a415c", -- Remember those pumps can be tricky. Generally when you trip one of the valves it causes the one or ones next to it on the circuit to flip as well. You will have to play with it for a while in order to get them all online. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(remember_tricky_pumps); pump_timer_running = ConvoScreen:new { id = "pump_timer_running", leftDialog = "@conversation/death_watch_foreman:s_de4a182e", -- What are you doing back here. We still don't have any water pressure down here. I am telling you that we don't have very much time left. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(pump_timer_running); pump_success_haldo_kill = ConvoScreen:new { id = "pump_success_haldo_kill", leftDialog = "@conversation/death_watch_foreman:s_1b208070", -- Hey you managed to get all of the pumps online and to my knowledge didn't destroy all of them in the process. That is surprising considering your track record for violence. Well a deal is a deal so tell you what I will get you some of this ore that we are mining. stopConversation = "false", options = { -- Handled by convo handler --{"@conversation/death_watch_foreman:s_c04f0d0d", "ore_inv_full"}, -- I risked my life for some ore? --{"@conversation/death_watch_foreman:s_c04f0d0d", "used_in_armor"}, -- I risked my life for some ore? } } deathWatchForemanConvoTemplate:addScreen(pump_success_haldo_kill); pump_success_no_haldo_kill = ConvoScreen:new { id = "pump_success_no_haldo_kill", leftDialog = "@conversation/death_watch_foreman:s_c1dc6296", -- I don't know how you managed to get those pumps working without the Mandalorians taking you out. You must be a lot tougher then you look. I can't thank you enough for all your help. stopConversation = "false", options = { -- Handled by convo handler --{"@conversation/death_watch_foreman:s_5597accd", "ore_inv_full"}, -- How about a reward? --{"@conversation/death_watch_foreman:s_5597accd", "sneak_some_ore"}, -- How about a reward? } } deathWatchForemanConvoTemplate:addScreen(pump_success_no_haldo_kill); ore_inv_full = ConvoScreen:new { id = "ore_inv_full", leftDialog = "@conversation/death_watch_foreman:s_52f3e83e", -- This is the same ore that the Mandalores use to make their armor. I am willing to sneak you some but you are going to need to make some room in your inventory so I can. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(ore_inv_full); used_in_armor = ConvoScreen:new { id = "used_in_armor", leftDialog = "@conversation/death_watch_foreman:s_95879f15", -- Hey it is not just any ore. This is the stuff that the Mandalorians use in their armor. They keep a pretty careful track of what we mine but I know that I can sneak you some of this stuff without them noticing it. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_ed0d4e5a", "ore_reward"}, -- You make Mandalorian armor out of this ore? } } deathWatchForemanConvoTemplate:addScreen(used_in_armor); sneak_some_ore = ConvoScreen:new { id = "sneak_some_ore", leftDialog = "@conversation/death_watch_foreman:s_b4feb773", -- We don't really have a whole lot to give but I will tell you what. I can sneak you some of this ore that we are mining. Now before you get all mad about just getting ore let me tell you that this is the stuff that the Mandalores use in their armor. stopConversation = "false", options = { {"@conversation/death_watch_foreman:s_ed0d4e5a", "ore_reward"}, -- You make Mandalorian armor out of this ore? } } deathWatchForemanConvoTemplate:addScreen(sneak_some_ore); ore_reward = ConvoScreen:new { id = "ore_reward", leftDialog = "@conversation/death_watch_foreman:s_18426338", -- Hey all I know is that this stuff is used in the making of the armor. They keep a pretty tight watch on how much of this stuff we mine, but I know I can sneak you some every now and again. Here you go. If you check back with me occasionally, I should be able to sneak you out some more. Not too often mind you, but I will do my best. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(ore_reward); more_ore = ConvoScreen:new { id = "more_ore", leftDialog = "@conversation/death_watch_foreman:s_e1dd8e6e", -- Good to see you again my friend. I was able to secure some more of this ore for you. If you need some more check back with me later and maybe I can sneak some more out under the noses of the Mandalorians. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(more_ore); no_ore_yet = ConvoScreen:new { id = "no_ore_yet", leftDialog = "@conversation/death_watch_foreman:s_1d1d45a9", -- Hey it is you again. Glad to still you are still breathing. If you have come looking for ore I am sorry but I can't sneak you out any right now. The Mandalorians are running inventory right now and will notice anything that is missing. Check back with me later. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(no_ore_yet); more_ore_inv_full = ConvoScreen:new { id = "more_ore_inv_full", leftDialog = "@conversation/death_watch_foreman:s_5af847c7", -- You are going to have to clear out some inventory space in order for me to give you any more of this ore. stopConversation = "true", options = {} } deathWatchForemanConvoTemplate:addScreen(more_ore_inv_full); addConversationTemplate("deathWatchForemanConvoTemplate", deathWatchForemanConvoTemplate);
-- /* -- /* -- Copyright (c) 2022, The Pallene Developers -- Pallene is licensed under the MIT license. -- Please refer to the LICENSE and AUTHORS files for details -- SPDX-License-Identifier: MIT -- */ -- /* -- PALLENE RUNTIME LIBRARY -- ======================= -- This is the Pallene C library, inside a Lua string. If you are wondering why, it is -- to make it easier to install with Luarocks. I didn't want to add a dependency to -- https://github.com/hishamhm/datafile just for this. -- -- We copy paste this library at the start of every Pallene module, effectively statically linking -- it. This is necessary for some of the functions and macros, which are designed to be inlined -- and therefore must be defined in the same translation unit. It is a bit wasteful for the -- non-inline functions though. We considered putting them in a separate library but it's less than -- 10 KB so we decided that it wasn't worth the extra complexity. -- -- 1. One option we tried in the past was to bundle the Pallene library into the custom Lua -- interpreter. We moved away from that because of the inconvenience of having to recompile and -- reinstall Lua every time the Pallene lib changed. -- -- 2. Another option we considered was packaging it as a regular shared library. The main problem is -- that Luarocks doesn't have a clean way to install shared libraries into /usr/lib. That means that -- we would need to install it to a non-standard place and pass appropriate -L flags when compiling -- a pallene module. -- -- 3. A third option would be to package it as a Lua extension module, putting the functions inside -- an userdata struct and telling Pallene to fetch them using "require". This would play nice with -- Luarocks but would introduce additional complexity to implement that userdata workaround. -- */ return [==[ #define LUA_CORE #include <lua.h> #include <lauxlib.h> #include <luacore.h> #include <string.h> #include <stdarg.h> #include <locale.h> #include <math.h> #define PALLENE_UNREACHABLE __builtin_unreachable() /* Type tags */ static const char *pallene_tag_name(int raw_tag); static int pallene_is_truthy(const TValue *v); static int pallene_is_record(const TValue *v, const TValue *meta_table); static int pallene_bvalue(TValue *obj); static void pallene_setbvalue(TValue *obj, int b); /* Garbage Collection */ static void pallene_barrierback_unboxed(lua_State *L, GCObject *p, GCObject *v); /* Runtime errors */ static l_noret pallene_runtime_tag_check_error(lua_State *L, const char* file, int line, int expected_tag, int received_tag,const char *description_fmt, ...); static l_noret pallene_runtime_arity_error(lua_State *L, const char *name, int expected, int received); static l_noret pallene_runtime_divide_by_zero_error(lua_State *L, const char* file, int line); static l_noret pallene_runtime_mod_by_zero_error(lua_State *L, const char* file, int line); static l_noret pallene_runtime_number_to_integer_error(lua_State *L, const char* file, int line); static l_noret pallene_runtime_array_metatable_error(lua_State *L, const char* file, int line); /* Arithmetic operators */ static lua_Integer pallene_int_divi(lua_State *L, lua_Integer m, lua_Integer n, const char* file, int line); static lua_Integer pallene_int_modi(lua_State *L, lua_Integer m, lua_Integer n, const char* file, int line); static lua_Integer pallene_shiftL(lua_Integer x, lua_Integer y); static lua_Integer pallene_shiftR(lua_Integer x, lua_Integer y); /* String operators */ static TString *pallene_string_concatN(lua_State *L, size_t n, TString **ss); /* Table operators */ static Table *pallene_createtable(lua_State *L, lua_Integer narray, lua_Integer nrec); static void pallene_grow_array(lua_State *L, const char* file, int line, Table *arr, unsigned int ui); static void pallene_renormalize_array(lua_State *L,Table *arr, lua_Integer i, const char* file, int line); static TValue *pallene_getshortstr(Table *t, TString *key, int *restrict cache); static TValue *pallene_getstr(size_t len, Table *t, TString *key, int *cache); /* Math builtins */ static lua_Integer pallene_checked_float_to_int(lua_State *L, const char* file, int line, lua_Number d); static lua_Integer pallene_math_ceil(lua_State *L, const char* file, int line, lua_Number n); static lua_Integer pallene_math_floor(lua_State *L, const char* file, int line, lua_Number n); static lua_Number pallene_math_log(lua_Integer x, lua_Integer base); static lua_Integer pallene_math_modf(lua_State *L, const char* file, int line, lua_Number n, lua_Number* out); /* Other builtins */ static TString* pallene_string_char(lua_State *L, const char* file, int line, lua_Integer c); static TString* pallene_string_sub(lua_State *L, TString *str, lua_Integer start, lua_Integer end); static TString *pallene_type_builtin(lua_State *L, TValue v); static TString *pallene_tostring(lua_State *L, const char* file, int line, TValue v); static void pallene_io_write(lua_State *L, TString *str); static const char *pallene_tag_name(int raw_tag) { if (raw_tag == LUA_VNUMINT) { return "integer"; } else if (raw_tag == LUA_VNUMFLT) { return "float"; } else { return ttypename(novariant(raw_tag)); } } static int pallene_is_truthy(const TValue *v) { return !l_isfalse(v); } static int pallene_is_record(const TValue *v, const TValue *meta_table) { return ttisfulluserdata(v) && uvalue(v)->metatable == hvalue(meta_table); } /* Starting with Lua 5.4-rc1, Lua the boolean type now has two variants, LUA_VTRUE and LUA_VFALSE. * The value of the boolean is encoded in the type tag instead of in the `Value` union. */ static int pallene_bvalue(TValue *obj) { return ttistrue(obj); } static void pallene_setbvalue(TValue *obj, int b) { if (b) { setbtvalue(obj); } else { setbfvalue(obj); } } /* We must call a GC write barrier whenever we set "v" as an element of "p", in order to preserve * the color invariants of the incremental GC. This function is a specialization of luaC_barrierback * for when we already know the type of the child object and have an untagged pointer to it. */ static void pallene_barrierback_unboxed(lua_State *L, GCObject *p, GCObject *v) { if (isblack(p) && iswhite(v)) { luaC_barrierback_(L, p); } } static void pallene_runtime_tag_check_error( lua_State *L, const char* file, int line, int expected_tag, int received_tag, const char *description_fmt, ... ){ const char *expected_type = pallene_tag_name(expected_tag); const char *received_type = pallene_tag_name(received_tag); /* This code is inspired by luaL_error */ luaL_where(L, 1); if (line > 0) { lua_pushfstring(L, "file %s: line %d: ", file, line); } else { lua_pushfstring(L, ""); } lua_pushfstring(L, "wrong type for "); { va_list argp; va_start(argp, description_fmt); lua_pushvfstring(L, description_fmt, argp); va_end(argp); } lua_pushfstring(L, ", expected %s but found %s", expected_type, received_type); lua_concat(L, 5); lua_error(L); PALLENE_UNREACHABLE; } static void pallene_runtime_arity_error(lua_State *L, const char *name, int expected, int received) { luaL_error(L, "wrong number of arguments to function '%s', expected %d but received %d", name, expected, received ); PALLENE_UNREACHABLE; } static void pallene_runtime_divide_by_zero_error(lua_State *L, const char* file, int line) { luaL_error(L, "file %s: line %d: attempt to divide by zero", file, line); PALLENE_UNREACHABLE; } static void pallene_runtime_mod_by_zero_error(lua_State *L, const char* file, int line) { luaL_error(L, "file %s: line %d: attempt to perform 'n%%0'", file, line); PALLENE_UNREACHABLE; } static void pallene_runtime_number_to_integer_error(lua_State *L, const char* file, int line) { luaL_error(L, "file %s: line %d: conversion from float does not fit into integer", file, line); PALLENE_UNREACHABLE; } static void pallene_runtime_array_metatable_error(lua_State *L, const char* file, int line) { luaL_error(L, "file %s: line %d: arrays in Pallene must not have a metatable", file, line); PALLENE_UNREACHABLE; } /* Lua and Pallene round integer division towards negative infinity, while C rounds towards zero. * Here we inline luaV_div, to allow the C compiler to constant-propagate. For an explanation of the * algorithm, see the comments for luaV_div. */ static lua_Integer pallene_int_divi( lua_State *L, lua_Integer m, lua_Integer n, const char* file, int line) { if (l_castS2U(n) + 1u <= 1u) { if (n == 0){ pallene_runtime_divide_by_zero_error(L, file, line); } else { return intop(-, 0, m); } } else { lua_Integer q = m / n; if ((m ^ n) < 0 && (m % n) != 0) { q -= 1; } return q; } } /* Lua and Pallene guarantee that (m == n*(m//n) + (m%n)) * For details, see gen_int_div, luaV_div, and luaV_mod. */ static lua_Integer pallene_int_modi( lua_State *L, lua_Integer m, lua_Integer n, const char* file, int line) { if (l_castS2U(n) + 1u <= 1u) { if (n == 0){ pallene_runtime_mod_by_zero_error(L, file, line); } else { return 0; } } else { lua_Integer r = m % n; if (r != 0 && (m ^ n) < 0) { r += n; } return r; } } /* In C, there is undefined behavior if the shift amount is negative or is larger than the integer * width. On the other hand, Lua and Pallene specify the behavior in these cases (negative means * shift in the opposite direction, and large shifts saturate at zero). * * Most of the time, the shift amount is a compile-time constant, in which case the C compiler * should be able to simplify this down to a single shift instruction. In the dynamic case with * unknown "y" this implementation is a little bit faster Lua because we put the most common case * under a single level of branching. (~20% speedup) */ #define PALLENE_NBITS (sizeof(lua_Integer) * CHAR_BIT) static lua_Integer pallene_shiftL(lua_Integer x, lua_Integer y) { if (l_likely(l_castS2U(y) < PALLENE_NBITS)) { return intop(<<, x, y); } else { if (l_castS2U(-y) < PALLENE_NBITS) { return intop(>>, x, -y); } else { return 0; } } } static lua_Integer pallene_shiftR(lua_Integer x, lua_Integer y) { if (l_likely(l_castS2U(y) < PALLENE_NBITS)) { return intop(>>, x, y); } else { if (l_castS2U(-y) < PALLENE_NBITS) { return intop(<<, x, -y); } else { return 0; } } } static void copy_strings_to_buffer(char *out_buf, size_t n, TString **ss) { char *b = out_buf; for (size_t i = 0; i < n; i ++) { size_t l = tsslen(ss[i]); memcpy(b, getstr(ss[i]), l); b += l; } } static TString *pallene_string_concatN(lua_State *L, size_t n, TString **ss) { size_t out_len = 0; for (size_t i = 0; i < n; i++) { size_t l = tsslen(ss[i]); if (l_unlikely(l >= (MAX_SIZE/sizeof(char)) - out_len)) { luaL_error(L, "string length overflow"); } out_len += l; } if (out_len <= LUAI_MAXSHORTLEN) { char buff[LUAI_MAXSHORTLEN]; copy_strings_to_buffer(buff, n, ss); return luaS_newlstr(L, buff, out_len); } else { TString *out_str = luaS_createlngstrobj(L, out_len); char *buff = getstr(out_str); copy_strings_to_buffer(buff, n, ss); return out_str; } } /* These definitions are from ltable.c */ #define MAXABITS cast_int(sizeof(int) * CHAR_BIT - 1) #define MAXASIZE luaM_limitN(1u << MAXABITS, TValue) /* This version of lua_createtable bypasses the Lua stack, and can be inlined and optimized when the * allocation size is known at compilation time. */ static Table *pallene_createtable(lua_State *L, lua_Integer narray, lua_Integer nrec) { Table *t = luaH_new(L); if (narray > 0 || nrec > 0) { luaH_resize(L, t, narray, nrec); } return t; } /* Grows the table so that it can fit index "i" * Our strategy is to grow to the next available power of 2. */ static void pallene_grow_array(lua_State *L, const char* file, int line, Table *arr, unsigned ui) { if (ui >= MAXASIZE) { luaL_error(L, "file %s: line %d: invalid index for Pallene array", file, line); } /* This loop doesn't overflow because i < MAXASIZE and MAXASIZE is a power of two */ size_t new_size = 1; while (ui >= new_size) { new_size *= 2; } luaH_resizearray(L, arr, new_size); } /* When reading and writing to a Pallene array, we force everything to fit inside the array part of * the table. The optimizer and branch predictor prefer when it is this way. */ static void pallene_renormalize_array( lua_State *L, Table *arr, lua_Integer i, const char* file,int line ){ lua_Unsigned ui = (lua_Unsigned) i - 1; if (l_unlikely(ui >= arr->alimit)) { pallene_grow_array(L, file, line, arr, ui); } } /* These specializations of luaH_getstr and luaH_getshortstr introduce two optimizations: * - After inlining, the length of the string is a compile-time constant * - getshortstr's table lookup uses an inline cache. */ static const TValue PALLENE_ABSENTKEY = {ABSTKEYCONSTANT}; static TValue *pallene_getshortstr(Table *t, TString *key, int *restrict cache) { if (0 <= *cache && *cache < sizenode(t)) { Node *n = gnode(t, *cache); if (keyisshrstr(n) && eqshrstr(keystrval(n), key)) return gval(n); } Node *n = gnode(t, lmod(key->hash, sizenode(t))); for (;;) { if (keyisshrstr(n) && eqshrstr(keystrval(n), key)) { *cache = n - gnode(t, 0); return gval(n); } else { int nx = gnext(n); if (nx == 0) { /* It is slightly better to have an invalid cache when we don't expect the cache to * hit. The code will be faster because getstr will jump straight to the key search * instead of trying to access a cache that we expect to be a miss. */ *cache = UINT_MAX; return (TValue *)&PALLENE_ABSENTKEY; /* not found */ } n += nx; } } } static TValue *pallene_getstr(size_t len, Table *t, TString *key, int *cache) { if (len <= LUAI_MAXSHORTLEN) { return pallene_getshortstr(t, key, cache); } else { return cast(TValue *, luaH_getstr(t, key)); } } /* Some Lua math functions return integer if the result fits in integer, or float if it doesn't. * In Pallene, we can't return different types, so we instead raise an error if it doesn't fit * See also: pushnumint in lmathlib */ static lua_Integer pallene_checked_float_to_int( lua_State *L, const char* file, int line, lua_Number d) { lua_Integer n; if (lua_numbertointeger(d, &n)) { return n; } else { pallene_runtime_number_to_integer_error(L, file, line); } } static lua_Integer pallene_math_ceil(lua_State *L, const char* file, int line, lua_Number n) { lua_Number d = l_mathop(ceil)(n); return pallene_checked_float_to_int(L, file, line, d); } static lua_Integer pallene_math_floor(lua_State *L, const char* file, int line, lua_Number n) { lua_Number d = l_mathop(floor)(n); return pallene_checked_float_to_int(L, file, line, d); } /* Based on math_log from lmathlib.c * The C compiler should be able to get rid of the if statement if this function is inlined * and the base parameter is a compile-time constant */ static lua_Number pallene_math_log(lua_Integer x, lua_Integer base) { if (base == l_mathop(10.0)) { return l_mathop(log10)(x); #if !defined(LUA_USE_C89) } else if (base == l_mathop(2.0)) { return l_mathop(log2)(x); #endif } else { return l_mathop(log)(x)/l_mathop(log)(base); } } static lua_Integer pallene_math_modf( lua_State *L, const char* file, int line, lua_Number n, lua_Number* out) { /* integer part (rounds toward zero) */ lua_Number ip = (n < 0) ? l_mathop(ceil)(n) : l_mathop(floor)(n); /* fractional part (test needed for inf/-inf) */ *out = (n == ip) ? l_mathop(0.0) : (n - ip); return pallene_checked_float_to_int(L, file, line, ip); } static TString* pallene_string_char(lua_State *L, const char* file, int line, lua_Integer c) { if (l_castS2U(c) > UCHAR_MAX) { luaL_error(L, "file %s: line %d: char value out of range", file, line); } char buff[2]; buff[0] = c; buff[1] = '\0'; return luaS_newlstr(L, buff, 1); } /* Translate a relative initial string position. (Negative means back from end) * Clip result to [1, inf). See posrelatI() in lstrlib.c */ static size_t get_start_pos(lua_Integer pos, size_t len) { if (pos > 0) { return (size_t)pos; } else if (pos == 0) { return 1; } else if (pos < -(lua_Integer)len) { return 1; } else { return len + (size_t)pos + 1; } } /* Clip i between [0, len]. Negative means back from end. * See getendpos() in lstrlib.c */ static size_t get_end_pos(lua_Integer pos, size_t len) { if (pos > (lua_Integer)len) { return len; } else if (pos >= 0) { return (size_t)pos; } else if (pos < -(lua_Integer)len) { return 0; } else { return len + (size_t)pos + 1; } } static TString* pallene_string_sub( lua_State *L, TString *str, lua_Integer istart, lua_Integer iend) { const char *s = getstr(str); size_t len = tsslen(str); size_t start = get_start_pos(istart, len); size_t end = get_end_pos(iend, len); if (start <= end) { return luaS_newlstr(L, s + start - 1, (end - start) + 1); } else { return luaS_new(L, ""); } } static TString *pallene_type_builtin(lua_State *L, TValue v) { return luaS_new(L, lua_typename(L, ttype(&v))); } /* Based on function luaL_tolstring */ static TString *pallene_tostring(lua_State *L, const char* file, int line, TValue v) { #define MAXNUMBER2STR 50 int len; char buff[MAXNUMBER2STR]; switch (ttype(&v)) { case LUA_TNUMBER: { if (ttisinteger(&v)) { len = lua_integer2str(buff, MAXNUMBER2STR, ivalue(&v)); } else { len = lua_number2str(buff, MAXNUMBER2STR, fltvalue(&v)); if (buff[strspn(buff, "-0123456789")] == '\0') { /* looks like an int? */ buff[len++] = lua_getlocaledecpoint(); buff[len++] = '0'; /* adds '.0' to result */ } } return luaS_newlstr(L, buff, len); } case LUA_TSTRING: return luaS_new(L, svalue(&v)); case LUA_TBOOLEAN: return luaS_new(L, ((pallene_is_truthy(&v)) ? "true" : "false")); default: { luaL_error(L, "file %s: line %d: tostring called with unsuported type '%s'", file, line, lua_typename(L, ttype(&v))); PALLENE_UNREACHABLE; } } } /* A version of io.write specialized to a single string argument */ static void pallene_io_write(lua_State *L, TString *str) { (void) L; /* unused parameter */ const char *s = getstr(str); size_t len = tsslen(str); fwrite(s, 1, len, stdout); } /* To avoid looping infinitely due to integer overflow, lua 5.4 carefully computes the number of * iterations before starting the loop (see op_forprep). the code that implements this behavior does * not look like a regular c for loop, so to help improve the readability of the generated c code we * hide it behind the following set of macros. note that some of the open braces in the begin macro * are only closed in the end macro, so they must always be used together. we assume that the c * compiler will be able to optimize the common case where the step parameter is a compile-time * constant. */ #define PALLENE_INT_FOR_LOOP_BEGIN(i, A, B, C) \ { \ lua_Integer _init = A; \ lua_Integer _limit = B; \ lua_Integer _step = C; \ if (_step == 0 ) { \ luaL_error(L, "'for' step is zero"); \ } \ if (_step > 0 ? (_init <= _limit) : (_init >= _limit)) { \ lua_Unsigned _uinit = l_castS2U(_init); \ lua_Unsigned _ulimit = l_castS2U(_limit); \ lua_Unsigned _count = ( _step > 0 \ ? (_ulimit - _uinit) / _step \ : (_uinit - _ulimit) / (l_castS2U(-(_step + 1)) + 1u)); \ lua_Integer _loopvar = _init; \ while (1) { \ i = _loopvar; \ { /* Loop body goes here*/ #define PALLENE_INT_FOR_LOOP_END \ } \ if (_count == 0) break; \ _loopvar += _step; \ _count -= 1; \ } \ } \ } #define PALLENE_FLT_FOR_LOOP_BEGIN(i, A, B, C) \ { \ lua_Number _init = A; \ lua_Number _limit = B; \ lua_Number _step = C; \ if (_step == 0.0) { \ luaL_error(L, "'for' step is zero"); \ } \ for ( \ lua_Number _loopvar = _init; \ (_step > 0.0 ? (_loopvar <= _limit) : (_loopvar >= _limit)); \ _loopvar += _step \ ){ \ i = _loopvar; /* Loop body goes here*/ #define PALLENE_FLT_FOR_LOOP_END \ } \ } ]==]
local liveyear = string.match(resolvers.prefixes.selfautoparent(),"(20%d%d)") or "2013" return { type = "configuration", version = "1.1.2", date = "2013-06-02", time = "16:15:00", comment = "TeX Live differences", parent = "contextcnf.lua", content = { -- Keep in mind that MkIV is is relatively new and there is zero change that -- (configuration) files will be found on older obsolete locations. variables = { -- This needs testing and if it works, then we can remove the texmflocal setting later on -- -- TEXMFCNF = "{selfautodir:{/share,}/texmf-local/web2c,selfautoparent:{/share,}/texmf{-local,}/web2c}", TEXMFCACHE = string.format("selfautoparent:texmf-var;~/.texlive%s/texmf-cache",liveyear), TEXMFSYSTEM = "selfautoparent:$SELFAUTOSYSTEM", TEXMFCONTEXT = "selfautoparent:texmf-dist", -- TEXMFLOCAL = "selfautoparent:../texmf-local"), -- should also work TEXMFLOCAL = string.gsub(resolvers.prefixes.selfautoparent(),"20%d%d$","texmf-local"), TEXMFSYSCONFIG = "selfautoparent:texmf-config", TEXMFSYSVAR = "selfautoparent:texmf-var", TEXMFCONFIG = string.format("home:.texlive%s/texmf-config",liveyear), TEXMFVAR = string.format("home:.texlive%s/texmf-var",liveyear), -- We have only one cache path but there can be more. The first writable one -- will be chosen but there can be more readable paths. TEXMFCACHE = "$TEXMFSYSVAR;$TEXMFVAR", TEXMF = "{$TEXMFCONFIG,$TEXMFHOME,!!$TEXMFSYSCONFIG,!!$TEXMFPROJECT,!!$TEXMFFONTS,!!$TEXMFLOCAL,!!$TEXMFCONTEXT,!!$TEXMFSYSTEM,!!$TEXMFDIST,!!$TEXMFMAIN}", FONTCONFIG_PATH = "$TEXMFSYSVAR/fonts/conf", }, }, }
wifi.setmode(wifi.STATION) station_cfg={} station_cfg.ssid="Summercamp_24" station_cfg.pwd="iotsummercamp" wifi.sta.config(station_cfg) wifi.sta.autoconnect(1) net.dns.setdnsserver('8.8.8.8', 0)
while true do for i = 240, 320 do gui.text(i, (i - 240) * 2, i); end; pcsx.frameadvance(); end;
-- Copyright � 2016 g0ld <g0ld@tuta.io> -- This work is free. You can redistribute it and/or modify it under the -- terms of the Do What The Fuck You Want To Public License, Version 2, -- as published by Sam Hocevar. See the COPYING file for more details. -- Quest: @Rympex local sys = require "Libs/syslib" local game = require "Libs/gamelib" local Quest = require "Quests/Quest" local name = 'Plain Badge Quest' local description = 'Plain Badge' local PlainBadgeQuest = Quest:new() function PlainBadgeQuest:new() return Quest.new(PlainBadgeQuest, name, description, level) end function PlainBadgeQuest:isDoable() if self:hasMap() and not hasItem("Plain Badge") then return true end return false end function PlainBadgeQuest:isDone() if hasItem("Plain Badge") then return true else return false end end function PlainBadgeQuest:PokecenterGoldenrod() self:pokecenter("Goldenrod City") end function PlainBadgeQuest:GoldenrodCity() if self:needPokecenter() or not game.isTeamFullyHealed() or self.registeredPokecenter ~= "Pokecenter Goldenrod" then sys.debug("quest", "Going to heal Pokemon.") return moveToCell(64, 47) elseif not hasItem("Plain Badge") then sys.debug("quest", "Going to get 3rd badge.") return moveToCell(75, 20) else sys.debug("quest", "Going to Route 35 Stop House") return moveToCell(69, 11) end end function PlainBadgeQuest:GoldenrodCityGym() sys.debug("quest", "Going to fight Whitney for 2nd badge.") return talkToNpcOnCell(10, 3) end return PlainBadgeQuest
includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_minstyngar.lua") includeFile("tangible/furniture/ep3_rewards/sayormi_mobile.lua") includeFile("tangible/furniture/ep3_rewards/hologram_stardestroyer_01.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_mouf.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_katarn.lua") includeFile("tangible/furniture/ep3_rewards/wke_prayer_mobile.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_bantha_kash.lua") includeFile("tangible/furniture/ep3_rewards/hologram_insignia_rebel_01.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_walluga.lua") includeFile("tangible/furniture/ep3_rewards/wookiee_totem_crafter.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_uller.lua") includeFile("tangible/furniture/ep3_rewards/hologram_tiefighter_01.lua") includeFile("tangible/furniture/ep3_rewards/wke_ceremonial_table.lua") includeFile("tangible/furniture/ep3_rewards/wke_center_piece.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_kkorrwrot.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_bolotaur.lua") includeFile("tangible/furniture/ep3_rewards/hologram_insignia_imperial_01.lua") includeFile("tangible/furniture/ep3_rewards/ritual_fire_pit.lua") includeFile("tangible/furniture/ep3_rewards/wke_windchime.lua") includeFile("tangible/furniture/ep3_rewards/hologram_yt1300_01.lua") includeFile("tangible/furniture/ep3_rewards/avatar_hologram_squid.lua") includeFile("tangible/furniture/ep3_rewards/webweaver_blanket.lua") includeFile("tangible/furniture/ep3_rewards/wookiee_totem_runner.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_sordaan_hunting_trophy.lua") includeFile("tangible/furniture/ep3_rewards/wke_ceremonial_chair.lua") includeFile("tangible/furniture/ep3_rewards/ep3_kash_reward_trophy_webweaver.lua")
local AdBar = {} function AdBar.new() local sprite = display.newSprite("#AdBar.png") sprite:align(display.BOTTOM_CENTER, display.cx, display.bottom) return sprite end return AdBar
--[[ Licensed to the Apache Software Foundation (ASF) under one or more contributor license agreements. See the NOTICE file distributed with this work for additional information regarding copyright ownership. The ASF licenses this file to you under the Apache License, Version 2.0 (the "License"); you may not use this file except in compliance with the License. You may obtain a copy of the License at http://www.apache.org/licenses/LICENSE-2.0 Unless required by applicable law or agreed to in writing, software distributed under the License is distributed on an "AS IS" BASIS, WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. See the License for the specific language governing permissions and limitations under the License. *************************************************************************** Copyright (c) 2018 @gt_tech All rights reserved. For further information please contact: https://bitbucket.org/gt_tech/ DISCLAIMER OF WARRANTIES: THE SOFTWARE PROVIDED HEREUNDER IS PROVIDED ON AN "AS IS" BASIS, WITHOUT ANY WARRANTIES OR REPRESENTATIONS EXPRESS, IMPLIED OR STATUTORY; INCLUDING, WITHOUT LIMITATION, WARRANTIES OF QUALITY, PERFORMANCE, NONINFRINGEMENT, MERCHANTABILITY OR FITNESS FOR A PARTICULAR PURPOSE. NOR ARE THERE ANY WARRANTIES CREATED BY A COURSE OR DEALING, COURSE OF PERFORMANCE OR TRADE USAGE. FURTHERMORE, THERE ARE NO WARRANTIES THAT THE SOFTWARE WILL MEET YOUR NEEDS OR BE FREE FROM ERRORS, OR THAT THE OPERATION OF THE SOFTWARE WILL BE UNINTERRUPTED. IN NO EVENT SHALL THE COPYRIGHT HOLDERS OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES 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. @Author: https://bitbucket.org/gt_tech/ --]] local BasePlugin = require "kong.plugins.base_plugin" local JwksAwareJwtAccessTokenHandler = BasePlugin:extend() local openidc = require("kong.plugins.jwt-oidc.resty-lib.openidc") local az = require("kong.plugins.jwt-oidc.authorization") local utils = require("kong.plugins.oidc.utils") local filter = require("kong.plugins.oidc.filter") local singletons = require "kong.singletons" local cjson = require("cjson") local get_method = ngx.req.get_method local req_set_header = ngx.req.set_header local req_clear_header = ngx.req.clear_header local next = next JwksAwareJwtAccessTokenHandler.PRIORITY = 1000 local function extract(config) local jwt local err local header = ngx.req.get_headers()[config.token_header_name] if header == nil then err = "No token found using header: " .. config.token_header_name ngx.log(ngx.ERR, err) return nil, err end if header:find(" ") then local divider = header:find(' ') if string.lower(header:sub(0, divider-1)) == string.lower("Bearer") then jwt = header:sub(divider+1) if jwt == nil then err = "No Bearer token value found from header: " .. config.token_header_name ngx.log(ngx.ERR, err) return nil, err end end end if jwt == nil then jwt = header end ngx.log(ngx.DEBUG, "JWT token located using header: " .. config.token_header_name .. ", token length: " .. string.len(jwt)) return jwt, err end local function updateHeaders(config, token) req_clear_header(config.token_header_name) -- Clear Original header from request ngx.log(ngx.DEBUG, "Setting header: " .. config.upstream_jwt_header_name .. " with validated token") req_set_header(config.upstream_jwt_header_name, token) end local function validateTokenContents(config, token, json) -- if not config.auto_discover_issuer then if config.expected_issuers and next(config.expected_issuers) ~= nil then -- validate issuer local validated_issuer = false local issuer = json["iss"] for i, e in ipairs(config.expected_issuers) do if issuer ~= nil and issuer ~= '' and string.lower(e) == string.lower(issuer) then validated_issuer = true ngx.log(ngx.DEBUG, "Successfully validated issuer: " .. e) break end end if not validated_issuer then -- issuer validation failed. utils.exit(ngx.HTTP_UNAUTHORIZED, "Issuer not expected", ngx.HTTP_UNAUTHORIZED) end end -- end if config.accepted_audiences and next(config.accepted_audiences) ~= nil then -- validate audience local validated_audience = false local audience = json["aud"] for i, e in ipairs(config.accepted_audiences) do if audience ~= nil and audience ~= '' and string.lower(e) == string.lower(audience) then validated_audience = true ngx.log(ngx.DEBUG, "Successfully validated audience: " .. e) break end end if not validated_audience then -- audience validation failed. utils.exit(ngx.HTTP_UNAUTHORIZED, "Audience not accepted", ngx.HTTP_UNAUTHORIZED) end end end local function load_consumer(consumer_id) ngx.log(ngx.DEBUG, "JwksAwareJwtAccessTokenHandler Attempting to find consumer: " .. consumer_id) local result, err = singletons.dao.consumers:find { id = consumer_id } if not result then err = "Consumer: " .. consumer_id .. " not found!" ngx.log(ngx.ERR, err) return nil, err end return result end function JwksAwareJwtAccessTokenHandler:new() JwksAwareJwtAccessTokenHandler.super.new(self, "JwksAwareJwtAccessTokenHandler") end function JwksAwareJwtAccessTokenHandler:access(config) JwksAwareJwtAccessTokenHandler.super.access(self) if not config.run_on_preflight and get_method() == "OPTIONS" then ngx.log(ngx.DEBUG, "JwksAwareJwtAccessTokenHandler pre-flight request ignored, path: " .. ngx.var.request_uri) return end if ngx.ctx.authenticated_credential and config.anonymous ~= "" then -- already authenticated likely by another auth plugin higher in priority. return end if filter.shouldProcessRequest(config) then handle(config) else ngx.log(ngx.DEBUG, "JwksAwareJwtAccessTokenHandler ignoring request, path: " .. ngx.var.request_uri) end ngx.log(ngx.DEBUG, "JwksAwareJwtAccessTokenHandler execution complete for request: " .. ngx.var.request_uri) end function handle(config) local token, error = extract(config) if token == null or error then utils.exit(ngx.HTTP_UNAUTHORIZED, error, ngx.HTTP_UNAUTHORIZED) else local json, err = openidc.jwt_verify(token, config) if token == null or err then ngx.log(ngx.ERR, "JwksAwareJwtAccessTokenHandler - failed to validate access token") utils.exit(ngx.HTTP_UNAUTHORIZED, err, ngx.HTTP_UNAUTHORIZED) else ngx.log(ngx.DEBUG, "JwksAwareJwtAccessTokenHandler - Successfully validated access token") if config.ensure_consumer_present then -- consumer presence is required ngx.log(ngx.DEBUG, "Consumer presence is required") local cid = json[config.consumer_claim_name] if cid == nil or cid == '' then -- consumer id claim not read ngx.log(ngx.ERR, "Consumer ID could not be read using claim: " .. config.consumer_claim_name) utils.exit(ngx.HTTP_UNAUTHORIZED, error, ngx.HTTP_UNAUTHORIZED) else ngx.log(ngx.DEBUG, "Consumer ID: " .. cid .. " read using claim: " .. config.consumer_claim_name) local consumer, e = load_consumer(cid) if consumer == null or e then -- consumer can't be loaded from Kong ngx.log(ngx.ERR, "Consumer ID could not be fetched for cid: " .. cid) utils.exit(ngx.HTTP_UNAUTHORIZED, error, ngx.HTTP_UNAUTHORIZED) else -- consumer succesfully loaded from kong ngx.ctx.authenticated_consumer = consumer ngx.ctx.authenticated_credential = cid req_set_header("X-Consumer-Username", cid) updateHeaders(config, token) validateTokenContents(config, token, json) if config.enable_authorization_rules then az.validate_authorization(config, json) end end end else -- consumer presence is not required updateHeaders(config, token) validateTokenContents(config, token, json) if config.enable_authorization_rules then az.validate_authorization(config, json) end end end end end return JwksAwareJwtAccessTokenHandler
-- imported modules local S = require 'settings' local class = require 'engine.oop' local map = require 'engine.map' local Vec = require 'hump.vector' -- class local Camera = class('Camera') Camera.Free_Offset = 1 function Camera:ctor() self.pos = Vec(-1, -1) self.rel = Vec(0, 0) self.followedEnt = {} end function Camera:clone() local copy = Camera:new() copy.pos = self.pos:clone() copy.rel = self.rel:clone() copy.followedEnt = self.followedEnt return copy end function Camera:lu() return self.pos - self.rel end function Camera:follow(entity) self.followedEnt = entity local VIS_RADIUS = S.game.VIS_RADIUS local e = entity if e.pos.x <= (VIS_RADIUS - Camera.Free_Offset) then self.rel.x = e.pos.x elseif e.pos.x >= (map.width() - 1) - (VIS_RADIUS - Camera.Free_Offset) then self.rel.x = e.pos.x + (2 * VIS_RADIUS + 1) - map.width() else self.rel.x = VIS_RADIUS end if e.pos.y <= (VIS_RADIUS - Camera.Free_Offset) then self.rel.y = e.pos.y elseif e.pos.y >= (map.height() - 1)-(VIS_RADIUS - Camera.Free_Offset) then self.rel.y = e.pos.y + (2 * VIS_RADIUS + 1) - map.height() else self.rel.y = VIS_RADIUS end end function Camera:isFollowing(ent) return (ent == self.followedEnt) end function Camera:update() local VIS_RADIUS = S.game.VIS_RADIUS local e = self.followedEnt if e.pos.x <= (VIS_RADIUS - Camera.Free_Offset) then self.rel.x = e.pos.x elseif e.pos.x >= (map.width()-1)-(VIS_RADIUS - Camera.Free_Offset) then self.rel.x = e.pos.x + (2 * VIS_RADIUS + 1) - map.width() else if self.rel.x >= (VIS_RADIUS - Camera.Free_Offset) and self.rel.x <= (VIS_RADIUS+Camera.Free_Offset) then if e.pos.x > self.pos.x then if self.rel.x ~= (VIS_RADIUS + Camera.Free_Offset) then self.rel.x = self.rel.x + 1 end elseif e.pos.x < self.pos.x then if self.rel.x ~= (VIS_RADIUS-Camera.Free_Offset) then self.rel.x = self.rel.x - 1 end end end end if e.pos.y <= (VIS_RADIUS - Camera.Free_Offset) then self.rel.y = e.pos.y elseif e.pos.y >= (map.height() - 1)-(VIS_RADIUS - Camera.Free_Offset) then self.rel.y = e.pos.y + (2 * VIS_RADIUS + 1) - map.height() else if self.rel.y >= (VIS_RADIUS - Camera.Free_Offset) and self.rel.y <= (VIS_RADIUS+Camera.Free_Offset) then if e.pos.y > self.pos.y then if self.rel.y ~= (VIS_RADIUS + Camera.Free_Offset) then self.rel.y = self.rel.y + 1 end elseif e.pos.y < self.pos.y then if self.rel.y ~= (VIS_RADIUS-Camera.Free_Offset) then self.rel.y = self.rel.y - 1 end end end end self.pos = e.pos:clone() --print("> [lu, pos, rel] " .. tostring(self:lu()) .. tostring(self.pos) .. tostring(self.rel)) end return Camera
--[[ This file was extracted by 'EsoLuaGenerator' at '2021-09-04 16:42:26' using the latest game version. NOTE: This file should only be used as IDE support; it should NOT be distributed with addons! **************************************************************************** CONTENTS OF THIS FILE IS COPYRIGHT ZENIMAX MEDIA INC. **************************************************************************** ]] ZO_GiftInventoryView_Gamepad = ZO_GiftInventoryView_Shared:Subclass() function ZO_GiftInventoryView_Gamepad:New(...) return ZO_GiftInventoryView_Shared.New(self, ...) end function ZO_GiftInventoryView_Gamepad:Initialize(control) ZO_GiftInventoryView_Shared.Initialize(self, control, "giftInventoryViewGamepad") ZO_GIFT_INVENTORY_VIEW_SCENE_GAMEPAD = self:GetScene() SYSTEMS:RegisterGamepadObject("giftInventoryView", self) local CLAIM_GIFT_KEYBIND = "UI_SHORTCUT_PRIMARY" local PREVIEW_GIFT_KEYBIND = "UI_SHORTCUT_SECONDARY" local DECLINE_GIFT_KEYBIND = "UI_SHORTCUT_RIGHT_STICK" self:InitializeKeybinds(CLAIM_GIFT_KEYBIND, PREVIEW_GIFT_KEYBIND, DECLINE_GIFT_KEYBIND) end -- Begin ZO_GiftInventoryView_Shared Overrides -- function ZO_GiftInventoryView_Gamepad:InitializeControls() ZO_GiftInventoryView_Shared.InitializeControls(self) ZO_Scroll_Initialize_Gamepad(self.noteContainer) local scrollIndicator = self.noteContainer:GetNamedChild("ScrollIndicator") scrollIndicator:SetAnchor(CENTER, self.noteContainer, RIGHT, 0, 0, ANCHOR_CONSTRAINS_Y) scrollIndicator:SetAnchor(CENTER, self.control, RIGHT, 0, 0, ANCHOR_CONSTRAINS_X) scrollIndicator:SetDrawLayer(DL_OVERLAY) self.overlayGlowControl:SetColor(ZO_OFF_WHITE:UnpackRGB()) end function ZO_GiftInventoryView_Gamepad:InitializeParticleSystems() ZO_GiftInventoryView_Shared.InitializeParticleSystems(self) local blastParticleSystem = self.blastParticleSystem blastParticleSystem:SetParticleParameter("PhysicsInitialVelocityMagnitude", ZO_UniformRangeGenerator:New(700, 1100)) blastParticleSystem:SetParticleParameter("Size", ZO_UniformRangeGenerator:New(6, 12)) blastParticleSystem:SetParticleParameter("PhysicsDragMultiplier", 1.5) blastParticleSystem:SetParticleParameter("PrimeS", .5) local headerSparksParticleSystem = self.headerSparksParticleSystem headerSparksParticleSystem:SetParentControl(self.control:GetNamedChild("Header")) headerSparksParticleSystem:SetParticleParameter("PhysicsInitialVelocityMagnitude", ZO_UniformRangeGenerator:New(15, 60)) headerSparksParticleSystem:SetParticleParameter("Size", ZO_UniformRangeGenerator:New(5, 10)) headerSparksParticleSystem:SetParticleParameter("DrawLayer", DL_OVERLAY) headerSparksParticleSystem:SetParticleParameter("DrawLevel", 2) local headerStarbustParticleSystem = self.headerStarbustParticleSystem headerStarbustParticleSystem:SetParentControl(self.control:GetNamedChild("Header")) headerStarbustParticleSystem:SetParticleParameter("Size", 256) headerStarbustParticleSystem:SetParticleParameter("DrawLayer", DL_OVERLAY) headerStarbustParticleSystem:SetParticleParameter("DrawLevel", 1) end function ZO_GiftInventoryView_Gamepad:InitializeKeybinds(...) ZO_GiftInventoryView_Shared.InitializeKeybinds(self, ...) table.insert(self.keybindStripDescriptor, { name = GetString(SI_GAMEPAD_GIFT_INVENTORY_VIEW_WINDOW_VIEW_TOOLTIP_KEYBIND), keybind = "UI_SHORTCUT_LEFT_SHOULDER", order = 1000, handlesKeyUp = true, callback = function(up) if up then GAMEPAD_TOOLTIPS:ClearTooltip(GAMEPAD_RIGHT_TOOLTIP) else GAMEPAD_TOOLTIPS:LayoutMarketProduct(GAMEPAD_RIGHT_TOOLTIP, self.gift:GetMarketProductId()) end end, }) ZO_Gamepad_AddBackNavigationKeybindDescriptors(self.keybindStripDescriptor, GAME_NAVIGATION_TYPE_BUTTON) end function ZO_GiftInventoryView_Gamepad:ShowClaimGiftDialog() ZO_Dialogs_ShowGamepadDialog("CONFIRM_CLAIM_GIFT_GAMEPAD", { gift = self.gift }) end function ZO_GiftInventoryView_Gamepad:ShowClaimGiftNoticeDialog(noticeText, helpCategoryIndex, helpIndex) local dialogData = { gift = self.gift, helpCategoryIndex = helpCategoryIndex, helpIndex = helpIndex, } local textParams = { titleParams = { self.gift:GetName() }, mainTextParams = { noticeText }, } ZO_Dialogs_ShowGamepadDialog("CLAIM_GIFT_NOTICE_GAMEPAD", dialogData, textParams) end function ZO_GiftInventoryView_Gamepad:DeclineGift() if self:IsReceivedGift() then ZO_Dialogs_ShowGamepadDialog("CONFIRM_RETURN_GIFT_GAMEPAD", { gift = self.gift }) else ZO_Dialogs_ShowGamepadDialog("CONFIRM_DELETE_GIFT_GAMEPAD", { gift = self.gift }) end end function ZO_GiftInventoryView_Gamepad:GetItemPreviewListHelper() return ITEM_PREVIEW_LIST_HELPER_GAMEPAD end -- End ZO_GiftInventoryView_Shared Overrides -- -- Begin Global XML Functions -- function ZO_GiftInventoryView_Gamepad_OnInitialized(control) GIFT_INVENTORY_VIEW_GAMEPAD = ZO_GiftInventoryView_Gamepad:New(control) end -- End Global XML Functions --
function OpenPoliceArmory() if not LocalPlayer():GetJob().AccessToArmory then ClientsideNotify(Translate("pol_wep_arm_noaccess")) return false end local window = CreateWindowFrame() window:SetSize(300, 150) window:SetTitle(Translate("pol_wep_arm_title")) window:Center() window:MakePopup() local buttonSnip = CreateButtonAlt(window) buttonSnip:SetSize(window:GetWide() - 10, 25) buttonSnip:SetPos(5, 30) buttonSnip:SetText(Translate("pol_wep_arm_get_snip")) function buttonSnip:DoClick() window:Close() net.Start("VBNET::Jobs::Police::Armory::GetWeapon") net.WriteInt(1, 8) net.SendToServer() end local buttonRif = CreateButtonAlt(window) buttonRif:SetSize(window:GetWide() - 10, 25) buttonRif:SetPos(5, 60) buttonRif:SetText(Translate("pol_wep_arm_get_rif")) function buttonRif:DoClick() window:Close() net.Start("VBNET::Jobs::Police::Armory::GetWeapon") net.WriteInt(2, 8) net.SendToServer() end local buttonShot = CreateButtonAlt(window) buttonShot:SetSize(window:GetWide() - 10, 25) buttonShot:SetPos(5, 90) buttonShot:SetText(Translate("pol_wep_arm_get_shot")) function buttonShot:DoClick() window:Close() net.Start("VBNET::Jobs::Police::Armory::GetWeapon") net.WriteInt(3, 8) net.SendToServer() end local buttonRif2 = CreateButtonAlt(window) buttonRif2:SetSize(window:GetWide() - 10, 25) buttonRif2:SetPos(5, 120) buttonRif2:SetText(Translate("pol_wep_arm_get_rif2")) function buttonRif2:DoClick() window:Close() net.Start("VBNET::Jobs::Police::Armory::GetWeapon") net.WriteInt(4, 8) net.SendToServer() end end
Server.SetPetAI( 21, --the index of pet function(pet,ai,event) if(event == AI_INIT) then ai.customData.timer = 1; end if(event == AI_UPDATE) then --If you get 200 distance away, follow the master. --If you get 400 distance away, teleport the master. --ai.SetFollowMaster(true,200,400) --If you do not have a target, follow the master. if(ai.GetTargetUnit() == 1) then ai.SetFollowMaster(true,200,400) end --basic 100,200 --ai.SetFollowMaster(true) ai.SetNearTarget(2,200) --Use skill if target of pet exists --Skills are basically fired towards the target. if(ai.GetTargetUnit() ~= 1) then --Stop tracking when targets are set ai.SetFollowMaster(false) ai.StopMove() ai.MoveToPosition(ai.GetTargetUnit().x,ai.GetTargetUnit().y) ai.AddMasterBuff(15) ai.UseSkill(23) -- Firing from the pet's master position to the target ai.UseSkill( 22 ,1 ,Point(ai.GetMasterUnit().x,ai.GetMasterUnit().y)) end --Acquire dropped items around once every 2 seconds ai.customData.timer = ai.customData.timer + 1; if(ai.customData.timer == 3) then -- Obtain a drop item within a radius of 100 ai.AcquireNearDropItem(100) ai.customData.timer = 0; end end end )
WINDOWS_SDK_DIR = "" WINDOWS_SDK_INCLUDE = "" D3D11_SDK_DIR = WINDOWS_SDK_DIR D3D11_SDK_INCLUDE = WINDOWS_SDK_INCLUDE D3D12_SDK_DIR = WINDOWS_SDK_DIR D3D12_SDK_INCLUDE = WINDOWS_SDK_INCLUDE LUA_DIR = "Thirdparty/lua-5.1.5/" LUA_INCLUDE = LUA_DIR.."src/" TOLUA_EXE = "bin/tolua++.exe" TOLUA_DIR = "Thirdparty/toluapp-master/" TOLUA_INCLUDE = TOLUA_DIR.."include/" SUSHI_COMMON_DIR = "Common/" SUSHI_COMMON_INCLUDE = SUSHI_COMMON_DIR.."include/" SUSHI_PS_DIR = "ParticleSystem/" SUSHI_PS_INCLUDE = SUSHI_PS_DIR.."include/" SUSHI_RM_DIR = "RenderManager/" SUSHI_RM_INCLUDE = SUSHI_RM_DIR.."include/" SUSHI_GRM_DIR = "GPUResourceManager/" SUSHI_GRM_INCLUDE = SUSHI_GRM_DIR.."include/" SUSHI_PM_DIR = "PluginManager/" SUSHI_PM_INCLUDE = SUSHI_PM_DIR.."include/" SUSHI_WM_DIR = "WindowManager/" SUSHI_WM_INCLUDE = SUSHI_WM_DIR.."include/" SUSHI_EM_DIR = "EffectManager/" SUSHI_EM_INCLUDE = SUSHI_EM_DIR.."include/" SUSHI_AM_DIR = "AudioManager/" SUSHI_AM_INCLUDE = SUSHI_AM_DIR.."include/" SUSHI_SM_DIR = "ScriptManager/" SUSHI_SM_INCLUDE = SUSHI_SM_DIR.."include/" SUSHI_OM_DIR = "ObjectManager/" SUSHI_OM_INCLUDE = SUSHI_OM_DIR.."include/" SUSHI_GUI_DIR = "GUI/" SUSHI_GUI_INCLUDE = SUSHI_GUI_DIR.."include/" SUSHI_FONTS_DIR = "SushiFonts/" SUSHI_FONTS_INCLUDE = SUSHI_FONTS_DIR.."include/" SUSHI_ENGINE_DIR = "Engine/" SUSHI_CORE_DIR = "SushiCore/" TOLUA_LIB = "tolualib"..API_SUFFIX TOLUA_EXE_PROJ = "tolua" LUA_LIB = "lua"..API_SUFFIX SUSHI_COMMON_LIB = "SushiCommon" SUSHI_WM_LIB = "WindowManager" SUSHI_RM_LIB = "RenderManager" SUSHI_GRM_LIB = "GPUResourceManager" SUSHI_AM_LIB = "AudioManager" SUSHI_SM_LIB = "ScriptManager" SUSHI_PM_LIB = "PluginManager" SUSHI_PS_LIB = "ParticleSystem" SUSHI_OM_LIB = "ObjectManager" SUSHI_GUI_LIB = "GUI" SUSHI_EM_LIB = "EffectManager" SUSHI_FONTS_LIB = "SushiFonts" SUSHI_CORE_LIB = "SushiCore"..API_SUFFIX INCLUDE_AM = true INCLUDE_SM = true INCLUDE_PM = true INCLUDE_PS = true INCLUDE_OM = true -- this one might depend on PS or visa-versa. -- post-build commands for samples function amdSushiSamplePostbuildCommands(sushipath, suffix) local commands = {} table.insert(commands, '{COPY} %{_AMD_SAMPLE_DLL_TARGETDIR}\\$(TargetName).dll '..WORKING_DIR ) table.insert(commands, '{COPY} '..sushipath..'SushiCore'..suffix..'.dll '..WORKING_DIR ) table.insert(commands, '{COPY} '..sushipath..'lua'..suffix..'.dll '..WORKING_DIR ) table.insert(commands, '{COPY} '..sushipath..'Sushi'..suffix..'.exe '..WORKING_DIR ) return commands end -- post-build commands for samples function amdSushiSampleBuildConfig() includedirs { SUSHI_INCLUDE..SUSHI_COMMON_INCLUDE, SUSHI_INCLUDE..SUSHI_PM_INCLUDE, SUSHI_INCLUDE..SUSHI_OM_INCLUDE, SUSHI_INCLUDE..SUSHI_OM_DIR, SUSHI_INCLUDE..SUSHI_PS_DIR, SUSHI_INCLUDE..SUSHI_PS_INCLUDE, SUSHI_INCLUDE..SUSHI_WM_INCLUDE, SUSHI_INCLUDE..SUSHI_EM_INCLUDE, SUSHI_INCLUDE..SUSHI_SM_INCLUDE, SUSHI_INCLUDE..SUSHI_RM_INCLUDE, SUSHI_INCLUDE..SUSHI_GRM_INCLUDE, SUSHI_INCLUDE..SUSHI_GUI_INCLUDE, SUSHI_INCLUDE..TOLUA_INCLUDE, SUSHI_INCLUDE..LUA_INCLUDE } libdirs { SUSHI_BIN } defines { "SUSHI_DLL_IMPORT" } defines { "LUA_BUILD_AS_DLL" } end
--====================================================================-- -- dmc_navigator.lua -- -- Documentation: --====================================================================-- --[[ The MIT License (MIT) Copyright (C) 2013-2015 David McCuskey. All Rights Reserved. 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. --]] --====================================================================-- --== DMC Corona Library : DMC Navigator --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "0.3.0" --====================================================================-- --== DMC Corona Library Config --====================================================================-- --====================================================================-- --== Support Functions local Utils = {} -- make copying from dmc_utils easier function Utils.extend( fromTable, toTable ) function _extend( fT, tT ) for k,v in pairs( fT ) do if type( fT[ k ] ) == "table" and type( tT[ k ] ) == "table" then tT[ k ] = _extend( fT[ k ], tT[ k ] ) elseif type( fT[ k ] ) == "table" then tT[ k ] = _extend( fT[ k ], {} ) else tT[ k ] = v end end return tT end return _extend( fromTable, toTable ) end --====================================================================-- --== Configuration local dmc_lib_data -- boot dmc_corona with boot script or -- setup basic defaults if it doesn't exist -- if false == pcall( function() require( 'dmc_corona_boot' ) end ) then _G.__dmc_corona = { dmc_corona={}, } end dmc_lib_data = _G.__dmc_corona --====================================================================-- --== DMC Navigator --====================================================================-- --====================================================================-- --== Configuration dmc_lib_data.dmc_navigator = dmc_lib_data.dmc_navigator or {} local DMC_NAVIGATOR_DEFAULTS = { debug_active=false } local dmc_navigator_data = Utils.extend( dmc_lib_data.dmc_navigator, DMC_NAVIGATOR_DEFAULTS ) local Config = dmc_navigator_data --====================================================================-- --== Imports local Objects = require 'dmc_objects' -- local Utils = require 'dmc_utils' --====================================================================-- --== Setup, Constants -- setup some aliases to make code cleaner local newClass = Objects.newClass local ComponentBase = Objects.ComponentBase local tinsert = table.insert local tremove = table.remove --====================================================================-- --== View Navigation Class --====================================================================-- local Navigator = newClass( ComponentBase, {name="DMC Navigator"} ) --== Class Constants Navigator.TRANSITION_TIME = 400 Navigator.FORWARD = 'forward-direction' Navigator.REVERSE = 'reverse-direction' --== Event Constants Navigator.EVENT = 'dmc-navigator-event' Navigator.REMOVED_VIEW = 'removed-view-event' --======================================================-- -- Start: Setup DMC Objects function Navigator:__init__( params ) -- print( "Navigator:__init__" ) params = params or {} if params.transition_time==nil then params.transition_time=Navigator.TRANSITION_TIME end self:superCall( '__init__', params ) --==-- --== Sanity Check ==-- if self.is_class then return end assert( params.width and params.height, "ERROR DMC Navigator: requires dimensions") --== Create Properties ==-- self._width = params.width self._height = params.height self._trans_time = params.transition_time self._btn_back_f = nil self._enterFrame_f = nil self._views = {} -- slide list, in order --== Object References ==-- self._root_view = nil self._back_view = nil self._top_view = nil self._new_view = nil self._visible_view = nil self._nav_bar = nil self._primer = nil end function Navigator:__undoInit__() --print( "Navigator:__undoInit__" ) self._root_view = nil self._back_view = nil self._top_view = nil self._new_view = nil self._visible_view = nil --==-- self:superCall( '__undoInit__' ) end function Navigator:__createView__() -- print( "Navigator:__createView__" ) self:superCall( '__createView__' ) --==-- local o, p, dg, tmp -- object, display group, tmp --== Setup display primer o = display.newRect( 0, 0, self._width, self._height ) o:setFillColor(0,0,0,0) if false or Config.debug_active then o:setFillColor(0.5,1,0.5) end o.anchorX, o.anchorY = 0.5, 0 o.x, o.y = 0,0 self:insert( o ) self._primer = o end function Navigator:__undoCreateView__() -- print( "Navigator:__undoCreateView__" ) local o o = self._primer o:removeSelf() self._primer = nil --==-- self:superCall( '__undoCreateView__' ) end -- __initComplete__() -- function Navigator:__initComplete__() -- print( "Navigator:__initComplete__" ) self:superCall( '__initComplete__' ) --==-- self._btn_back_f = self:createCallback( self._backButtonRelease_handler ) end function Navigator:__undoInitComplete__() -- print( "Navigator:__undoInitComplete__" ) local o self._btn_back_f = nil self:cleanUp() --==-- self:superCall( '__undoInitComplete__' ) end -- END: Setup DMC Objects --======================================================-- --====================================================================-- --== Public Methods function Navigator.__setters:nav_bar( value ) -- print( "Navigator.__setters:nav_bar", value ) -- TODO assert( value ) self._nav_bar = value end function Navigator:cleanUp() -- print( "Navigator:cleanUp" ) self:_stopEnterFrame() for i=#self._views, 1, -1 do local view = self:_popStackView() self:_removeViewFromNav( view ) end end function Navigator:pushView( view, params ) -- print( "Navigator:pushView" ) params = params or {} assert( view, "[ERROR] Navigator:pushView requires a view object" ) -- assert( type(item)=='table' and item.isa and item:isa( NavItem ), "pushNavItem: item must be a NavItem" ) if params.animate==nil then params.animate=true end --==-- if self._root_view then -- pass else self._root_view = view self._top_view = nil self._visible_view = nil params.animate = false end self._new_view = view self:_gotoNextView( params.animate ) end function Navigator:popViewAnimated() self:_gotoPrevView( true ) end function Navigator:viewIsVisible( value ) -- print( "Navigator:viewIsVisible" ) local o = self._current_view if o and o.viewIsVisible then o:viewIsVisible( value ) end end function Navigator:viewIsVisible( value ) -- print( "Navigator:viewIsVisible" ) local o = self._current_view if o and o.viewIsVisible then o:viewIsVisible( value ) end end function Navigator:viewInMotion( value ) -- print( "Navigator:viewInMotion" ) local o = self._current_view if o and o.viewInMotion then o:viewInMotion( value ) end end --====================================================================-- --== Private Methods function Navigator:_getPushNavBarTransition( view, params ) -- print( "Navigator:_getPushNavBarTransition", view ) params = params or {} local o, callback if self._nav_bar then o = view.nav_bar_item assert( o, "view doesn't have nav bar item" ) o.back_button.onRelease = self._btn_back_f callback = self._nav_bar:_pushNavItemGetTransition( o, {} ) end return callback end function Navigator:_getPopNavBarTransition() -- print( "Navigator:_getPopNavBarTransition" ) params = params or {} return self._nav_bar:_popNavItemGetTransition( params ) end function Navigator:_pushStackView( view ) tinsert( self._views, view ) end function Navigator:_popStackView( notify ) return tremove( self._views ) end function Navigator:_addViewToNav( view ) -- print( "Navigator:_addViewToNav", view ) local o = view if o.view then o = o.view elseif o.display then o = o.display end self:insert( o ) view.isVisible=false end function Navigator:_removeViewFromNav( view ) -- print( "Navigator:_removeViewFromNav", view ) view.isVisible=false self:_dispatchRemovedView( view ) end function Navigator:_startEnterFrame( func ) self._enterFrame_f = func Runtime:addEventListener( 'enterFrame', func ) end function Navigator:_stopEnterFrame() if not self._enterFrame_f then return end Runtime:removeEventListener( 'enterFrame', self._enterFrame_f ) end function Navigator:_startReverse( func ) local start_time = system.getTimer() local duration = self._trans_time local rev_f -- forward rev_f = function(e) local delta_t = e.time-start_time local perc = 100-(delta_t/duration*100) if perc <= 0 then perc = 0 self:_stopEnterFrame() end func( perc ) end self:_startEnterFrame( rev_f ) end function Navigator:_startForward( func ) local start_time = system.getTimer() local duration = self._trans_time local frw_f -- forward frw_f = function(e) local delta_t = e.time-start_time local perc = delta_t/duration*100 if perc >= 100 then perc = 100 self:_stopEnterFrame() end func( perc ) end self:_startEnterFrame( frw_f ) end -- can be retreived by another object (ie, NavBar) function Navigator:_getNextTrans() return self:_getTransition( self._top_view, self._new_view, self.FORWARD ) end function Navigator:_gotoNextView( animate ) -- print( "Navigator:_gotoNextView", animate ) local func = self:_getNextTrans() if not animate then func( 100 ) else self:_startForward( func ) end end -- can be retreived by another object (ie, NavBar) function Navigator:_getPrevTrans() -- print( "Navigator:_getPrevTrans" ) return self:_getTransition( self._back_view, self._top_view, self.REVERSE ) end function Navigator:_gotoPrevView( animate ) -- print( "Navigator:_gotoPrevView" ) local func = self:_getPrevTrans() if not animate then func( 0 ) else self:_startReverse( func ) end end function Navigator:_getTransition( from_view, to_view, direction ) -- print( "Navigator:_getTransition", from_view, to_view, direction ) local W, H = self._width, self._height local H_CENTER, V_CENTER = W*0.5, H*0.5 local MARGINS = self.MARGINS local callback, nav_callback local stack, stack_size, stack_offset -- calcs for showing left/back buttons stack_offset = 0 if direction==self.FORWARD then self:_addViewToNav( to_view ) nav_callback = self:_getPushNavBarTransition( to_view ) stack_offset = 0 else nav_callback = self:_getPopNavBarTransition() stack_offset = 1 end stack, stack_size = self._views, #self._views callback = function( percent ) -- print( ">>trans", percent ) local dec_p = percent/100 local FROM_X_OFF = H_CENTER/2*dec_p local TO_X_OFF = W*dec_p if nav_callback then nav_callback( percent ) end if percent==0 then --== edge of transition ==-- --== Finish up if direction==self.REVERSE then local view = self:_popStackView() self:_removeViewFromNav( view ) self._top_view = from_view self._new_view = nil self._back_view = stack[ #stack-1 ] -- get previous end if from_view then from_view.isVisible = true from_view.x = 0 end if to_view then to_view.isVisible = false end elseif percent==100 then --== edge of transition ==-- if to_view then to_view.isVisible = true to_view.x = 0 end if from_view then from_view.isVisible = false from_view.x = 0-FROM_X_OFF end if direction==self.FORWARD then self._back_view = from_view self._new_view = nil self._top_view = to_view self:_pushStackView( to_view ) end else --== middle of transition ==-- if to_view then to_view.isVisible = true to_view.x = W-TO_X_OFF end if from_view then from_view.isVisible = true from_view.x = 0-FROM_X_OFF end end end return callback end -- TODO: add methods --[[ local s2_a = function() if prev_view.viewInMotion then prev_view:viewInMotion( true ) end if prev_view.viewIsVisible then prev_view:viewIsVisible( true ) end if next_view.viewInMotion then next_view:viewInMotion( true ) end if next_view.viewIsVisible then next_view:viewIsVisible( false ) end s2_b() end --]] function Navigator:_dispatchRemovedView( view ) -- print( "Navigator:_dispatchRemovedView", view ) self:dispatchEvent( self.REMOVED_VIEW, {view=view}, {merge=true} ) end --====================================================================-- --== Event Handlers function Navigator:_backButtonRelease_handler( event ) -- print( "Navigator:_backButtonRelease_handler", event ) self:popViewAnimated() end return Navigator
dofile("hooks.lua") Entity = require("entity") Player = require("player")
local SpatialSparseCriterion, parent = torch.class('nn.SpatialSparseCriterion', 'nn.SparseCriterion') function SpatialSparseCriterion:__init(...) parent.__init(self) xlua.unpack_class(self, {...}, 'nn.SpatialSparseCriterion', 'A spatial extension of the SparseCriterion class.\n' ..' Provides a set of parameters to deal with spatial mini-batch training.', {arg='nbGradients', type='number', help='number of gradients to backpropagate (-1:all, >=1:nb)', default=-1}, {arg='sizeAverage', type='number', help='if true, forward() returns an average instead of a sum of errors', default=true} ) end function SpatialSparseCriterion:updateOutput(input) self.fullOutput = self.fullOutput or torch.Tensor() self.fullOutput:resize(input:size(2), input:size(3)) input.nn.SpatialSparseCriterion_updateOutput(self, input) if self.sizeAverage then self.output = self.fullOutput:mean() else self.output = self.fullOutput:sum() end return self.output end function SpatialSparseCriterion:updateGradInput(input,target) -- (1) retrieve adjusted target target = self.target -- (2) resize input gradient map self.gradInput:resizeAs(input):zero() -- (3) compute input gradients, based on the nbGradients param if self.nbGradients == -1 then -- dense gradients input.nn.SpatialSparseCriterion_updateGradInput(self, input, self.gradInput) elseif self.nbGradients == 1 then -- only 1 gradient is computed, sampled in the center self.fullGradInput = torch.Tensor() or self.fullGradInput self.fullGradInput:resizeAs(input):zero() input.nn.SpatialSparseCriterion_updateGradInput(self, input, self.fullGradInput) local y = math.ceil(self.gradInput:size(2)/2) local x = math.ceil(self.gradInput:size(3)/2) self.gradInput:select(3,x):select(2,y):copy(self.fullGradInput:select(3,x):select(2,y)) else -- only N gradients are computed, sampled in random locations self.fullGradInput = torch.Tensor() or self.fullGradInput self.fullGradInput:resizeAs(input):zero() input.nn.SpatialSparseCriterion_updateGradInput(self, input, self.fullGradInput) for i = 1,self.nbGradients do local x = math.random(1,self.gradInput:size(1)) local y = math.random(1,self.gradInput:size(2)) self.gradInput:select(3,x):select(2,y):copy(self.fullGradInput:select(3,x):select(2,y)) end end return self.gradInput end
BigWigs:AddSounds("Mechano-Lord Capacitus", { [39096] = "Info", }) BigWigs:AddSounds("Gatewatcher Iron-Hand", { [35311] = "Alarm", [39194] = {"Alert","Long"}, }) BigWigs:AddSounds("Gatewatcher Gyro-Kill", { [35311] = "Alarm", }) BigWigs:AddSounds("Nethermancer Sepethrea", { [-5488] = {"Alert","Info"}, [35250] = "Alarm", [35314] = "Warning", [41951] = "Long", })
local argcheck = require('argcheck') local pdist = require('pdist.env') require('pdist.Distribution') require('pdist.Gaussian') require('pdist.Categorical') require('pdist.Hybrid') require('pdist.MutualInformationCriterion') return pdist
creatures = {} -- Determines whether two players or mobs are allies function creatures:alliance(creature1, creature2) local creature1_teams = {} if creature1:get_luaentity() then creature1_teams = creature1:get_luaentity().teams elseif creature1:is_player() then local race = creatures:get_race(creature1) creature1_teams = creatures.player_settings[race].teams end local creature2_teams = {} if creature2:get_luaentity() then creature2_teams = creature2:get_luaentity().teams elseif creature2:is_player() then local race = creatures:get_race(creature2) creature2_teams = creatures.player_settings[race].teams end local common = 0 for i, element1 in pairs(creature1_teams) do local element2 = creature2_teams[i] if element2 then common = common + (element1 * element2) end end return common end -- Pipe the creature registration function into the player and mob api function creatures:register_creature(name, def) creatures:register_mob(name, def) creatures:register_player(name, def) end -- Load files dofile(minetest.get_modpath("creatures").."/api_mobs.lua") dofile(minetest.get_modpath("creatures").."/api_players.lua") dofile(minetest.get_modpath("creatures").."/races.lua")
-- Adapted from https://github.com/torch/sdl2-ffi/blob/master/dev/create-init.lua print[[ -- Do not change this file manually -- Generated with dev/create-ffi.lua local ffi = require 'ffi' local C = ffi.load('matio') local mat = {C=C} require 'matio.cdefs' local defines = require 'matio.defines' defines.register_hashdefs(mat, C) local function register(luafuncname, funcname) local symexists, msg = pcall(function() local sym = C[funcname] end) if symexists then mat[luafuncname] = C[funcname] end end ]] local defined = {} local txt = io.open('cdefs.lua'):read('*all') for funcname in txt:gmatch('Mat_([^%=,%.%;<%s%(%)]+)%s*%(') do if funcname and not defined[funcname] then local luafuncname = funcname:gsub('^..', function(str) return string.lower(str:sub(1,1)) .. str:sub(2,2) end ) print(string.format("register('%s', 'Mat_%s')", luafuncname, funcname)) defined[funcname] = true end end print() for defname in txt:gmatch('Mat_([^%=,%.%;<%s%(%)|%[%]]+)') do if not defined[defname] then print(string.format("register('%s', 'Mat_%s')", defname, defname)) end end print[[ return mat ]]
--きまぐれ軍貫握り -- --Script by XyleN5967 function c101105074.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetCategory(CATEGORY_TOHAND+CATEGORY_SEARCH) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) e1:SetCost(c101105074.cost) e1:SetTarget(c101105074.target) e1:SetOperation(c101105074.activate) c:RegisterEffect(e1) --to deck & draw local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(101105074,1)) e2:SetCategory(CATEGORY_TODECK+CATEGORY_DRAW) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetType(EFFECT_TYPE_QUICK_O) e2:SetCode(EVENT_FREE_CHAIN) e2:SetRange(LOCATION_GRAVE) e2:SetCondition(aux.exccon) e2:SetCost(aux.bfgcost) e2:SetTarget(c101105074.tdtg) e2:SetOperation(c101105074.tdop) c:RegisterEffect(e2) end function c101105074.cfilter(c) return c:IsCode(101105011) and not c:IsPublic() end function c101105074.cost(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return true end local g=Duel.GetMatchingGroup(c101105074.cfilter,tp,LOCATION_HAND,0,nil) if g:GetCount()>0 and Duel.SelectYesNo(tp,aux.Stringid(101105074,0)) then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CONFIRM) local sg=g:Select(tp,1,1,nil) Duel.ConfirmCards(1-tp,sg) Duel.ShuffleHand(tp) e:SetLabel(1) else e:SetLabel(0) end end function c101105074.thfilter(c) return c:IsType(TYPE_MONSTER) and c:IsSetCard(0x267) and c:IsAbleToHand() end function c101105074.target(e,tp,eg,ep,ev,re,r,rp,chk) local g=Duel.GetMatchingGroup(c101105074.thfilter,tp,LOCATION_DECK,0,nil) if chk==0 then return g:GetCount()>=3 end Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,0,LOCATION_DECK) end function c101105074.activate(e,tp,eg,ep,ev,re,r,rp) local g=Duel.GetMatchingGroup(c101105074.thfilter,tp,LOCATION_DECK,0,nil) if g:GetCount()>=3 then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CONFIRM) local sg=g:Select(tp,3,3,nil) Duel.ConfirmCards(1-tp,sg) local p=1-tp if e:GetLabel()==1 then p=tp end Duel.Hint(HINT_SELECTMSG,p,HINTMSG_ATOHAND) local tg=sg:Select(p,1,1,nil) Duel.SendtoHand(tg,nil,REASON_EFFECT) Duel.ConfirmCards(1-tp,tg) end end function c101105074.tdfilter(c) return c:IsType(TYPE_MONSTER) and c:IsSetCard(0x267) and c:IsAbleToDeck() end function c101105074.tdtg(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(tp) and c101105074.tdfilter(chkc) end if chk==0 then return Duel.IsPlayerCanDraw(tp,1) and Duel.IsExistingTarget(c101105074.tdfilter,tp,LOCATION_GRAVE,0,3,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) local g=Duel.SelectTarget(tp,c101105074.tdfilter,tp,LOCATION_GRAVE,0,3,3,nil) Duel.SetOperationInfo(0,CATEGORY_TODECK,g,g:GetCount(),0,0) Duel.SetOperationInfo(0,CATEGORY_DRAW,nil,0,tp,1) end function c101105074.tdop(e,tp,eg,ep,ev,re,r,rp) local tg=Duel.GetChainInfo(0,CHAININFO_TARGET_CARDS) if not tg or tg:FilterCount(Card.IsRelateToEffect,nil,e)==0 then return end Duel.SendtoDeck(tg,nil,0,REASON_EFFECT) local g=Duel.GetOperatedGroup() if g:IsExists(Card.IsLocation,1,nil,LOCATION_DECK) then Duel.ShuffleDeck(tp) end local ct=g:FilterCount(Card.IsLocation,nil,LOCATION_DECK+LOCATION_EXTRA) if ct>0 then Duel.BreakEffect() Duel.Draw(tp,1,REASON_EFFECT) end end
config = {} -- The path used by the server for its data folder config.dataPath = tes3mp.GetDataPath() -- The game mode displayed for this server in the server browser config.gameMode = "Default" -- Time to login, in seconds config.loginTime = 60 -- How many clients are allowed to connect from the same IP address config.maxClientsPerIP = 3 -- The difficulty level used by default -- Note: In OpenMW, the difficulty slider goes between -100 and 100, with 0 as the default, -- though you can use any integer value here config.difficulty = 0 -- The world time used for a newly created world config.defaultTimeTable = { year = 427, month = 7, day = 16, hour = 9, daysPassed = 1, dayTimeScale = 30, nightTimeScale = 40 } -- The chat window instructions that show up when players join the server config.chatWindowInstructions = color.White .. "Use " .. color.Yellow .. "Y" .. color.White .. " by default to chat or change it" .. " from your client config. Type in " .. color.Yellow .. "/help" .. color.White .. " to see the commands" .. " available to you. Type in " .. color.Yellow .. "/invite <pid>" .. color.White .. " to invite a player to become " .. "your ally. Use " .. color.Yellow .. "F2" .. color.White .. " by default to hide the chat window.\n" -- The startup scripts instructions that show up when the startup scripts have not been run yet config.startupScriptsInstructions = color.Red .. "Warning: " .. color.White .. " For some actors and objects to have their correct" .. "initial states, an admin needs to run the " .. color.Yellow .. "/runstartup" .. color.White .. " command.\n" -- Which startup scripts should be run via the /runstartup command -- Note: These affect the world and must not be run for every player who joins. config.worldStartupScripts = {"Startup", "BMStartUpScript"} -- Which startup scripts should be run on every player who joins -- Note: These pertain to game mechanics that wouldn't work otherwise, such as vampirism checks config.playerStartupScripts = {"VampireCheck", "WereCheckScript"} -- Whether the world time should continue passing when there are no players on the server config.passTimeWhenEmpty = false -- The hours at which night is regarded as starting and ending, used to pass time using a -- different timescale when it's night config.nightStartHour = 20 config.nightEndHour = 6 -- Whether players should be allowed to use the ingame tilde (~) console by default config.allowConsole = false -- Whether players should be allowed to rest in bed by default config.allowBedRest = true -- Whether players should be allowed to rest in the wilderness by default config.allowWildernessRest = true -- Whether players should be allowed to wait by default config.allowWait = true -- Whether journal entries should be shared across the players on the server or not config.shareJournal = true -- Whether faction ranks should be shared across the players on the server or not config.shareFactionRanks = true -- Whether faction expulsion should be shared across the players on the server or not config.shareFactionExpulsion = false -- Whether faction reputation should be shared across the players on the server or not config.shareFactionReputation = true -- Whether dialogue topics should be shared across the players on the server or not config.shareTopics = true -- Whether crime bounties should be shared across players on the server or not config.shareBounty = false -- Whether reputation should be shared across players on the server or not config.shareReputation = true -- Whether map exploration should be shared across players on the server or not config.shareMapExploration = false -- Whether ingame videos should be played for other players when triggered by one player config.shareVideos = true -- Which clientside script records should be blanked out so they are not run -- Note: By default, the original character generation scripts are included -- because they're not suitable for multiplayer config.disabledClientScriptIds = { "CharGenRaceNPC", "CharGenClassNPC", "CharGenStatsSheet", "CharGenDoorGuardTalker", "CharGenBed", "CharGenStuffRoom", "CharGenFatigueBarrel", "CharGenDialogueMessage", "CharGenDoorExitCaptain", "CharGenJournalMessage" } -- Which clientside scripts should have all of their variables synchronized across players -- Warning: Make sure whatever scripts you add in here don't cause infinite packet spam -- through variable changes that clients cannot agree on config.synchronizedClientScriptIds = { "GG_OpenGate1", "GG_OpenGate2", "Arkn_doors", "nchuleftingthWrong1", "nchuleftingthWrong2", "nchulfetingthRight", "Akula_innerdoors", "Dagoth_doors", "SothaLever1", "SothaLever2", "SothaLever3", "SothaLever4", "SothaLever5", "SothaLever6", "SothaLever7", "SothaLever8", "SothaLever9", "SothaLever10", "SothaLever11", "SothaOilLever", "LocalState" } -- The cell that newly created players are teleported to config.defaultSpawnCell = "-3, -2" -- The X, Y and Z position that newly created players are teleported to config.defaultSpawnPos = {-23894.0, -15079.0, 505} -- The X and Z rotation that newly created players are assigned config.defaultSpawnRot = {0, 1.2} -- The cell that players respawn in, unless overridden below by other respawn options config.defaultRespawnCell = "Balmora, Temple" -- The X, Y and Z position that players respawn in config.defaultRespawnPos = {4700.5673828125, 3874.7416992188, 14758.990234375} -- The X and Z rotation that respawned players are assigned config.defaultRespawnRot = {0.25314688682556, 1.570611000061} -- Whether the default respawn location should be ignored in favor of respawning the -- player at the nearest Imperial shrine config.respawnAtImperialShrine = true -- Whether the default respawn location should be ignored in favor of respawning the -- player at the nearest Tribunal temple -- Note: When both this and the Imperial shrine option are enabled, there is a 50% -- chance of the player being respawned at either config.respawnAtTribunalTemple = true -- The cells that players are forbidden from entering, with any attempt to enter them -- transporting them to the last location in their previous cell config.forbiddenCells = { "ToddTest" } -- The maximum value that any attribute except Speed is allowed to have config.maxAttributeValue = 200 -- The maximum value that Speed is allowed to have -- Note: Speed is given special treatment because of the Boots of Blinding Speed config.maxSpeedValue = 365 -- The maximum value that any skill except Acrobatics is allowed to have config.maxSkillValue = 200 -- The maximum value that Acrobatics is allowed to have -- Note: Acrobatics is given special treatment because of the Scroll of Icarian Flight config.maxAcrobaticsValue = 1200 -- Allow modifier values to bypass allowed skill values config.ignoreModifierWithMaxSkill = false -- The refIds of items that players are not allowed to equip for balancing reasons config.bannedEquipmentItems = { "helseth's ring" } -- Whether players should respawn when dying config.playersRespawn = true -- Time to stay dead before being respawned, in seconds config.deathTime = 5 -- The number of days spent in jail as a penalty for dying, when respawning config.deathPenaltyJailDays = 5 -- Whether players' bounties are reset to 0 after dying config.bountyResetOnDeath = false -- Whether players spend time in jail proportional to their bounty after dying -- Note: If deathPenaltyJailDays is also enabled, that penalty will be added to -- this one config.bountyDeathPenalty = false -- Whether players should be allowed to use the /suicide command config.allowSuicideCommand = true -- Whether players should be allowed to use the /fixme command config.allowFixmeCommand = true -- How many seconds need to pass between uses of the /fixme command by a player config.fixmeInterval = 30 -- The colors used for different ranks on the server config.rankColors = { serverOwner = color.Orange, admin = color.Red, moderator = color.Green } -- Which numerical IDs should be used by custom menus implemented in the Lua scripts, -- to prevent other menu inputs from being taken into account for them config.customMenuIds = { menuHelper = 9001, confiscate = 9002, recordPrint = 9003 } -- The menu files that should be loaded for menuHelper, from the scripts/menu subfolder config.menuHelperFiles = { "help", "defaultCrafting", "advancedExample" } -- What the difference in ping needs to be in favor of a new arrival to a cell or region -- compared to that cell or region's current player authority for the new arrival to become -- the authority there -- Note: Setting this too low will lead to constant authority changes which cause more lag config.pingDifferenceRequiredForAuthority = 40 -- The log level enforced on clients by default, determining how much debug information -- is displayed in their debug window and logs -- Note 1: Set this to -1 to allow clients to use whatever log level they have set in -- their client settings -- Note 2: If you set this to 0 or 1, clients will be able to read about the movements -- and actions of other players that they would otherwise not know about, -- while also incurring a framerate loss on highly populated servers config.enforcedLogLevel = -1 -- The physics framerate used by default -- Note: In OpenMW, the physics framerate is 60 by default, but TES3MP has slightly higher -- system requirements that make a default of 30 more appropriate. config.physicsFramerate = 30 -- Whether players are allowed to interact with containers located in unloaded cells. config.allowOnContainerForUnloadedCells = false -- Whether players should collide with other actors config.enablePlayerCollision = true -- Whether actors should collide with other actors config.enableActorCollision = true -- Whether placed objects should collide with actors config.enablePlacedObjectCollision = false -- Enforce collision for certain placed object refIds even when enablePlacedObjectCollision -- is false config.enforcedCollisionRefIds = { "misc_uni_pillow_01", "misc_uni_pillow_02" } -- Whether placed object collision (when turned on) resembles actor collision, in that it -- prevents players from standing on top of the placed objects without slipping config.useActorCollisionForPlacedObjects = false -- Prevent certain object refIds from being activated as a result of player-sent packets config.disallowedActivateRefIds = {} -- Prevent certain object refIds from being deleted as a result of player-sent packets config.disallowedDeleteRefIds = { "m'aiq" } -- Prevent certain object refIds from being placed or spawned as a result of player-sent packets config.disallowedCreateRefIds = {} -- Prevent certain object refIds from being locked or unlocked as a result of player-sent packets config.disallowedLockRefIds = {} -- Prevent certain object refIds from being trapped or untrapped as a result of player-sent packets config.disallowedTrapRefIds = {} -- Prevent certain object refIds from being enabled or disabled as a result of player-sent packets config.disallowedStateRefIds = {} -- Prevent certain door refIds from being opened or closed as a result of player-sent packets config.disallowedDoorStateRefIds = {} -- Prevent object scales from being set this high or higher config.maximumObjectScale = 20 -- The prefix used for automatically generated record IDs -- Note 1: Records with automatically generated IDs get erased when there are no more instances of -- them in player inventories/spellbooks or in cells -- Note 2: By default, records created through regular gameplay (i.e. player-created spells, potions, -- enchantments and enchanted items) use automatically generated record IDs, as do records created -- via the /createrecord command when no ID is specified there config.generatedRecordIdPrefix = "$custom" -- The types of record stores used on this server in the order in which they should be loaded for -- players, with the correct order ensuring that enchantments are loaded before items that might be -- using those enchantments or ensuring that NPCs are loaded after the items they might have in their -- inventories config.recordStoreLoadOrder = { "script", "spell", "potion", "enchantment", "bodypart", "armor", "clothing", "book", "weapon", "ingredient", "apparatus", "lockpick", "probe", "repair", "light", "miscellaneous", "creature", "npc", "container", "door", "activator", "static", "cell", "sound" } -- The types of records that can be enchanted and therefore have links to enchantment records config.enchantableRecordTypes = { "armor", "book", "clothing", "weapon" } -- The types of records that can be stored by players and therefore have links to players, -- listed in the order in which they should be loaded config.carriableRecordTypes = { "spell", "potion", "armor", "book", "clothing", "weapon", "ingredient", "apparatus", "lockpick", "probe", "repair", "light", "miscellaneous" } -- The settings which are accepted as input for different record types when using /storerecord config.validRecordSettings = { activator = { "baseId", "id", "name", "model", "script" }, apparatus = { "baseId", "id", "name", "model", "icon", "script", "subtype", "weight", "value", "quality" }, armor = { "baseId", "id", "name", "model", "icon", "script", "enchantmentId", "enchantmentCharge", "subtype", "weight", "value", "health", "armorRating" }, bodypart = { "baseId", "id", "subtype", "part", "model", "race", "vampireState", "flags" }, book = { "baseId", "id", "name", "model", "icon", "script", "enchantmentId", "enchantmentCharge", "text", "weight", "value", "scrollState", "skillId" }, cell = { "baseId", "id" }, clothing = { "baseId", "id", "name", "model", "icon", "script", "enchantmentId", "enchantmentCharge", "subtype", "weight", "value" }, container = { "baseId", "id", "name", "model", "script", "weight", "flags" }, creature = { "baseId", "id", "name", "model", "script", "scale", "bloodType", "subtype", "level", "health", "magicka", "fatigue", "aiFight", "aiFlee", "aiAlarm", "aiServices", "flags" }, door = { "baseId", "id", "name", "model", "openSound", "closeSound", "script" }, enchantment = { "baseId", "id", "subtype", "cost", "charge", "flags", "effects" }, ingredient = { "baseId", "id", "name", "model", "icon", "script", "weight", "value" }, light = { "baseId", "id", "name", "model", "icon", "sound", "script", "weight", "value", "time", "radius", "color", "flags" }, lockpick = { "baseId", "id", "name", "model", "icon", "script", "weight", "value", "quality", "uses" }, miscellaneous = { "baseId", "id", "name", "model", "icon", "script", "weight", "value", "keyState" }, npc = { "baseId", "inventoryBaseId", "id", "name", "script", "flags", "gender", "race", "model", "hair", "head", "class", "faction", "level", "health", "magicka", "fatigue", "aiFight", "aiFlee", "aiAlarm", "aiServices", "autoCalc" }, potion = { "baseId", "id", "name", "model", "icon", "script", "weight", "value", "autoCalc" }, probe = { "baseId", "id", "name", "model", "icon", "script", "weight", "value", "quality", "uses" }, repair = { "baseId", "id", "name", "model", "icon", "script", "weight", "value", "quality", "uses" }, script = { "baseId", "id", "scriptText" }, spell = { "baseId", "id", "name", "subtype", "cost", "flags", "effects" }, static = { "baseId", "id", "model" }, weapon = { "baseId", "id", "name", "model", "icon", "script", "enchantmentId", "enchantmentCharge", "subtype", "weight", "value", "health", "speed", "reach", "damageChop", "damageSlash", "damageThrust", "flags" }, sound = { "baseId", "id", "sound", "volume", "pitch" } } -- The settings which need to be provided when creating a new record that isn't based at all -- on an existing one, i.e. a new record that is missing a baseId config.requiredRecordSettings = { activator = { "name", "model" }, apparatus = { "name", "model" }, armor = { "name", "model" }, bodypart = { "subtype", "part", "model" }, book = { "name", "model" }, cell = { "id" }, clothing = { "name", "model" }, container = { "name", "model" }, creature = { "name", "model" }, door = { "name", "model" }, enchantment = {}, ingredient = { "name", "model" }, light = { "model" }, lockpick = { "name", "model" }, miscellaneous = { "name", "model" }, npc = { "name", "race", "class" }, potion = { "name", "model" }, probe = { "name", "model" }, repair = { "name", "model" }, script = { "id" }, spell = { "name" }, static = { "model" }, weapon = { "name", "model" }, sound = { "sound" } } -- The record type settings whose input should be converted to numerical values when using /storerecord config.numericalRecordSettings = { "subtype", "charge", "cost", "value", "weight", "quality", "uses", "time", "radius", "health", "armorRating", "speed", "reach", "scale", "part", "bloodType", "level", "magicka", "fatigue", "aiFight", "aiFlee", "aiAlarm", "aiServices", "autoCalc", "gender", "flags", "enchantmentCharge" } -- The record type settings whose input should be converted to booleans when using /storerecord config.booleanRecordSettings = { "scrollState", "keyState", "vampireState" } -- The record type settings whose input should be converted to tables with a min and a max numerical value config.minMaxRecordSettings = { "damageChop", "damageSlash", "damageThrust" } -- The record type settings whose input should be converted to tables with 3 color values config.rgbRecordSettings = { "color" } -- The types of object and actor packets stored in cell data config.cellPacketTypes = { "delete", "place", "spawn", "lock", "trap", "scale", "state", "miscellaneous", "doorState", "clientScriptLocal", "container", "equipment", "ai", "death", "actorList", "position", "statsDynamic", "cellChangeTo", "cellChangeFrom" } -- Whether the server should enforce that all clients connect with a specific list of data files -- defined in data/requiredDataFiles.json -- Warning: Only set this to false if you trust the people connecting and are sure they know -- what they're doing. Otherwise, you risk getting corrupt server data from -- their usage of unshared plugins. config.enforceDataFiles = true -- Whether the server should avoid crashing when Lua script errors occur -- Warning: Only set this to true if you want to have a highly experimental server where -- important data can potentially stay unloaded or get overwritten config.ignoreScriptErrors = false -- The type of database or data format used by the server -- Valid values: json, sqlite3 -- Note: The latter is only partially implemented as of now config.databaseType = "json" -- The location of the database file -- Note: Not applicable when using json config.databasePath = config.dataPath .. "/database.db" -- Path where database is stored -- Disallow players from including the following in their own names or the names of their custom items -- Note: Unfortunately, these are based on real names that trolls have been using on servers config.disallowedNameStrings = { "bitch", "blowjob", "blow job", "cocksuck", "cunt", "ejaculat", "faggot", "fellatio", "fuck", "gas the ", "Hitler", "jizz", "nigga", "nigger", "smegma", "vagina", "whore" } -- The order in which table keys should be saved to JSON files config.playerKeyOrder = { "login", "name", "passwordHash", "passwordSalt", "settings", "character", "customClass", "location", "stats", "fame", "shapeshift", "attributes", "attributeSkillIncreases", "skills", "skillProgress", "recordLinks", "equipment", "inventory", "spellbook", "books", "factionRanks", "factionReputation", "factionExpulsion", "mapExplored", "ipAddresses", "customVariables", "admin", "difficulty", "enforcedLogLevel", "physicsFramerate", "consoleAllowed", "bedRestAllowed", "wildernessRestAllowed", "waitAllowed", "gender", "race", "head", "hair", "class", "birthsign", "cell", "posX", "posY", "posZ", "rotX", "rotZ", "healthBase", "healthCurrent", "magickaBase", "magickaCurrent", "fatigueBase", "fatigueCurrent" } config.cellKeyOrder = { "packets", "entry", "lastVisit", "recordLinks", "objectData", "refId", "count", "charge", "enchantmentCharge", "location", "actorList", "ai", "summon", "stats", "cellChangeFrom", "cellChangeTo", "container", "death", "delete", "doorState", "equipment", "inventory", "lock", "place", "position", "scale", "spawn", "state", "statsDynamic", "trap" } config.recordstoreKeyOrder = { "general", "permanentRecords", "generatedRecords", "recordLinks", "id", "baseId", "name", "subtype", "gender", "race", "hair", "head", "class", "faction", "cost", "value", "charge", "weight", "autoCalc", "flags", "icon", "model", "script", "attribute", "skill", "rangeType", "area", "duration", "magnitudeMax", "magnitudeMin", "effects", "players", "cells", "global" } config.worldKeyOrder = { "general", "time", "topics", "kills", "journal", "customVariables", "type", "index", "quest", "actorRefId", "year", "month", "day", "hour", "daysPassed", "timeScale" } return config
local get_hex = require('cokeline/utils').get_hex require('cokeline').setup({ cycle_prev_next_mappings = true, default_hl = { focused = { fg = get_hex('Normal', 'fg'), bg = get_hex('Constant', 'bg'), }, unfocused = { fg = get_hex('Comment', 'fg'), bg = get_hex('Constant', 'bg'), }, }, components = { { text = function(buffer) return ' ' .. buffer.devicon.icon end, hl = { fg = function(buffer) return buffer.devicon.color end, }, }, { text = '(', hl = { fg = function(buffer) if buffer.lsp.errors ~= 0 then return vim.g.terminal_color_1 end if buffer.lsp.warnings ~= 0 then return vim.g.terminal_color_3 end end, }, }, { text = function(buffer) return buffer.filename end, hl = { fg = function(buffer) if buffer.lsp.errors ~= 0 and buffer.is_focused then return vim.g.terminal_color_1 end if buffer.lsp.warnings ~= 0 and buffer.is_focused then return vim.g.terminal_color_3 end end, style = function(buffer) local style if buffer.is_focused then style = 'bold' else style = 'italic' end if buffer.lsp.errors ~= 0 then if style then style = style .. ',underline' else style = 'underline' end end return style end, }, }, { text = ')', hl = { fg = function(buffer) if buffer.lsp.errors ~= 0 then return vim.g.terminal_color_1 end if buffer.lsp.warnings ~= 0 then return vim.g.terminal_color_3 end end, }, }, { text = ' ', } }, }) -- -- vim.g.bufferline = { -- animation = true, -- auto_hide = false, -- tabpages = true, -- closable = true, -- clickable = true, -- icons = true, -- insert_at_end = false, -- maximum_padding = 1, -- maximum_length = 30, -- semantic_letters = true, -- letters = "asdfjkl;ghnmxcvbziowerutyqpASDFJKLGHNMXCVBZIOWERUTYQP", -- no_name_title = nil -- } -- call s:hi_all([ -- \ ['BufferCurrent', fg_current, bg_current], -- \ ['BufferCurrentIndex', fg_special, bg_current], -- \ ['BufferCurrentMod', fg_modified, bg_current], -- \ ['BufferCurrentSign', fg_special, bg_current], -- \ ['BufferCurrentTarget', fg_target, bg_current, 'bold'], -- \ ['BufferVisible', fg_visible, bg_visible], -- \ ['BufferVisibleIndex', fg_visible, bg_visible], -- \ ['BufferVisibleMod', fg_modified, bg_visible], -- \ ['BufferVisibleSign', fg_visible, bg_visible], -- \ ['BufferVisibleTarget', fg_target, bg_visible, 'bold'], -- \ ['BufferInactive', fg_inactive, bg_inactive], -- \ ['BufferInactiveIndex', fg_subtle, bg_inactive], -- \ ['BufferInactiveMod', fg_modified, bg_inactive], -- \ ['BufferInactiveSign', fg_subtle, bg_inactive], -- \ ['BufferInactiveTarget', fg_target, bg_inactive, 'bold'], -- \ ['BufferTabpages', fg_special, bg_inactive, 'bold'], -- \ ['BufferTabpageFill', fg_inactive, bg_inactive], -- \ ]) -- -- call s:hi_link([ -- \ ['BufferCurrentIcon', 'BufferCurrent'], -- \ ['BufferVisibleIcon', 'BufferVisible'], -- \ ['BufferInactiveIcon', 'BufferInactive'], -- \ ['BufferOffset', 'BufferTabpageFill'], -- \ ])
local constant_uisystem = g_constant_conf['constant_uisystem'] local function _genActions(childList, node) if childList == nil then return end local decorConfs = {} local seqActions = {} for _, childConf in ipairs(childList) do local tp = childConf['type_name'] local decoratParse = g_uisystem.get_decorate_action_info()[tp] if decoratParse then table.insert(decorConfs, {decoratParse, childConf}) else local parser = g_uisystem.get_all_action_info()[tp] if parser then local action = parser(childConf, node) if action then table.insert(seqActions, action) else print('_genActions failed', str(childConf)) end else printf('_genActions no parser:%s', tp) end end end return decorConfs, seqActions end g_uisystem.reg_customize_action_type('Sequence', function(conf, node) local decorConfs, seqActions = _genActions(conf['child_list'], node) if decorConfs == nil or #seqActions == 0 then return end local ret = cc.Sequence:create(seqActions) for _, info in ipairs(decorConfs) do ret = info[1](info[2], node, ret) end return ret end) g_uisystem.reg_customize_action_type('Spawn', function(conf, node) local decorConfs, seqActions = _genActions(conf['child_list'], node) if decorConfs == nil or #seqActions == 0 then return end local ret = cc.Spawn:create(seqActions) for _, info in ipairs(decorConfs) do ret = info[1](info[2], node, ret) end return ret end) g_uisystem.reg_action_type('DelayTime', function(conf) return cc.DelayTime:create(conf.t) end) g_uisystem.reg_action_type('MoveTo', function(conf, node) return cc.MoveTo:create(conf.t, node:CalcPos(conf.p.x, conf.p.y)) end) g_uisystem.reg_action_type('MoveBy', function(conf, node) return cc.MoveBy:create(conf.t, node:CalcPos(conf.p.x, conf.p.y)) end) g_uisystem.reg_action_type('BezierTo', function(conf, node) local p, p1, p2 = conf.p, conf.p1, conf.p2 p1 = node:CalcPos(p1.x, p1.y) p2 = node:CalcPos(p2.x, p2.y) p = node:CalcPos(p.x, p.y) return cc.BezierTo:create(conf.t, {p1, p2, p}) end) g_uisystem.reg_action_type('BezierBy', function(conf, node) local p, p1, p2 = conf.p, conf.p1, conf.p2 p1 = node:CalcPos(p1.x, p1.y) p2 = node:CalcPos(p2.x, p2.y) p = node:CalcPos(p.x, p.y) return cc.BezierBy:create(conf.t, {p1, p2, p}) end) g_uisystem.reg_action_type('CardinalSplineBy', function(conf, node) local t = conf.t local pos_list = {} for _, pos_item in ipairs(conf.p_list or {}) do table.insert(pos_list, node:CalcPos(pos_item.x, pos_item.y)) end local tension = conf.tension return cc.CardinalSplineBy:create(t, pos_list, tension) end) g_uisystem.reg_action_type('ScaleTo', function(conf, node) return cc.ScaleTo:create(conf.t, ccext_get_scale(conf.s.x), ccext_get_scale(conf.s.y)) end) g_uisystem.reg_action_type('ScaleBy', function(conf, node) return cc.ScaleBy:create(conf.t, ccext_get_scale(conf.s.x), ccext_get_scale(conf.s.y)) end) g_uisystem.reg_action_type('RotateTo', function(conf) return cc.RotateTo:create(conf.t, conf.r) end) g_uisystem.reg_action_type('RotateBy', function(conf) return cc.RotateBy:create(conf.t, conf.r) end) g_uisystem.reg_action_type('SkewTo', function(conf) return cc.SkewTo:create(conf.t, conf.s.x, conf.s.y) end) g_uisystem.reg_action_type('SkewBy', function(conf) return cc.SkewBy:create(conf.t, conf.s.x, conf.s.y) end) g_uisystem.reg_action_type('JumpTo', function(conf) return cc.JumpTo:create(conf.t, conf.p, conf.h, conf.j) end) g_uisystem.reg_action_type('JumpBy', function(conf) return cc.JumpBy:create(conf.t, conf.p, conf.h, conf.j) end) g_uisystem.reg_action_type('Blink', function(conf) return cc.Blink:create(conf.t, conf.n) end) g_uisystem.reg_action_type('TintTo', function(conf, node) local color = ccc3FromHex(conf.color) return cc.TintTo:create(conf.t, color.r, color.g, color.b) end) -- 涉及到透明度、颜色的动画默认会将节点设置 cascade enable true g_uisystem.reg_action_type('FadeTo', function(conf, node) node:SetEnableCascadeOpacityRecursion(true) return cc.FadeTo:create(conf.t, conf.o) end) g_uisystem.reg_action_type('FadeIn', function(conf, node) node:SetEnableCascadeOpacityRecursion(true) return cc.FadeIn:create(conf.t) end) g_uisystem.reg_action_type('FadeOut', function(conf, node) node:SetEnableCascadeOpacityRecursion(true) return cc.FadeOut:create(conf.t) end) g_uisystem.reg_action_type('Show') g_uisystem.reg_action_type('Hide') g_uisystem.reg_action_type('ToggleVisibility') g_uisystem.reg_action_type('RemoveSelf') g_uisystem.reg_action_type('Place', function(conf, node) return cc.Place:create(node:CalcPos(conf.p.x, conf.p.y)) end) g_uisystem.reg_action_type('CallFunc', function(conf, node) return cc.CallFunc:create(function() if node.eventHandler:IsEventReg(conf.n) then node.eventHandler:Trigger(conf.n, conf.p) else printf('animation CallFunc name[%s] not reg:%s', conf.n, debug.traceback()) end end) end) g_uisystem.reg_spec_action_type('CCProgressTimer', 'ProgressTo', function(conf, node) return cc.ProgressTo:create(conf.t, conf.p) end) g_uisystem.reg_spec_action_type('CCAnimateSprite', 'FrameAnimation', function(conf, node) return cc.CallFunc:create(function() node:SetAniSptDisplayFrameByPath(conf.p, nil, true) node:ReStart(conf.c, true) end) end) g_uisystem.reg_customize_action_type('PlayAudio', function(conf, node) return cc.CallFunc:create(function() g_audio_mgr.playSound(conf.p) end) end) g_uisystem.reg_customize_action_type('PlayMusic', function(conf, node) return cc.CallFunc:create(function() g_audio_mgr.playMusic(conf.p, false) end) end) g_uisystem.reg_customize_action_type('TemplateAction', function(conf, node) local template_path = conf.p return cc.CallFunc:create(function() g_uisystem.play_template_animation(template_path, conf.n, node) end) end) g_uisystem.reg_customize_action_type('PlayParticleAnimation', function(conf, node) return cc.CallFunc:create(function() local particleFile = conf['particleFile'] if particleFile == '' then return end local obj = cc.ParticleSystemQuad:Create(particleFile) obj:setPositionType(conf['posType']) node:addChild(obj) end) end) g_uisystem.reg_customize_action_type('PlaySkeletonAnimation', function(conf, node) return cc.CallFunc:create(function() local animation_data = conf['animation_data'] local jsonPath = animation_data.jsonPath local action = animation_data.action local path, _ = string.match(jsonPath, '(.*).json') local atlasPath = string.format('%s.atlas', path) local skeletonNode = sp.SkeletonAnimation:create(jsonPath, atlasPath) if is_valid_str(action) then skeletonNode:setAnimation(0, action, conf['isLoop']) end node:addChild(skeletonNode) end) end) g_uisystem.reg_decorate_action_type('Repeat', function(conf, node, action) return cc.Repeat:create(action, conf.n) end) g_uisystem.reg_decorate_action_type('EaseIn', function(conf, node, action) return cc.EaseIn:create(action, conf.p) end) g_uisystem.reg_decorate_action_type('EaseOut', function(conf, node, action) return cc.EaseOut:create(action, conf.p) end) g_uisystem.reg_decorate_action_type('EaseInOut', function(conf, node, action) return cc.EaseInOut:create(action, conf.p) end) g_uisystem.reg_decorate_action_type('EaseSineIn') g_uisystem.reg_decorate_action_type('EaseSineOut') g_uisystem.reg_decorate_action_type('EaseSineInOut') g_uisystem.reg_decorate_action_type('EaseQuadraticActionIn') g_uisystem.reg_decorate_action_type('EaseQuadraticActionOut') g_uisystem.reg_decorate_action_type('EaseQuadraticActionInOut') g_uisystem.reg_decorate_action_type('EaseCubicActionIn') g_uisystem.reg_decorate_action_type('EaseCubicActionOut') g_uisystem.reg_decorate_action_type('EaseCubicActionInOut') g_uisystem.reg_decorate_action_type('EaseQuarticActionIn') g_uisystem.reg_decorate_action_type('EaseQuarticActionOut') g_uisystem.reg_decorate_action_type('EaseQuarticActionInOut') g_uisystem.reg_decorate_action_type('EaseQuinticActionIn') g_uisystem.reg_decorate_action_type('EaseQuinticActionOut') g_uisystem.reg_decorate_action_type('EaseQuinticActionInOut') g_uisystem.reg_decorate_action_type('EaseExponentialIn') g_uisystem.reg_decorate_action_type('EaseExponentialOut') g_uisystem.reg_decorate_action_type('EaseExponentialInOut') g_uisystem.reg_decorate_action_type('EaseCircleActionIn') g_uisystem.reg_decorate_action_type('EaseCircleActionOut') g_uisystem.reg_decorate_action_type('EaseCircleActionInOut') g_uisystem.reg_decorate_action_type('EaseElasticIn') g_uisystem.reg_decorate_action_type('EaseElasticOut') g_uisystem.reg_decorate_action_type('EaseElasticInOut') g_uisystem.reg_decorate_action_type('EaseBackIn') g_uisystem.reg_decorate_action_type('EaseBackOut') g_uisystem.reg_decorate_action_type('EaseBackInOut') g_uisystem.reg_decorate_action_type('EaseBounceIn') g_uisystem.reg_decorate_action_type('EaseBounceOut') g_uisystem.reg_decorate_action_type('EaseBounceInOut') g_uisystem.reg_decorate_action_type('RepeatForever', function(conf, node, action) return cc.RepeatForever:create(action) end) g_uisystem.reg_decorate_action_type('Speed', function(conf, node, action) return cc.Speed:create(action, conf.speed) end)
--- shortcuts v3 = Vector3.new cn = CFrame.new ca2 = CFrame.Angles mf = math.floor mran = math.random mrad = math.rad mdeg = math.deg ca = function(x,y,z) return ca2(mrad(x),mrad(y),mrad(z)) end mran2 = function(a,b) return mran(a*1000,b*1000)/1000 end ud=UDim2.new bn = BrickColor.new c3 = Color3.new ----- Player = game:service'Players'.LocalPlayer Char = Player.Character Torso = Char.Torso Head = Char.Head Humanoid = Char.Humanoid Root=Char.HumanoidRootPart.RootJoint LA=Char['Left Arm'] RA=Char['Right Arm'] LL=Char['Left Leg'] RL=Char['Right Leg'] LAM=Torso['Left Shoulder'] RAM=Torso['Right Shoulder'] LLM=Torso['Left Hip'] RLM=Torso['Right Hip'] Neck=Torso.Neck Neck.C0=cn(0,1.5,0) Neck.C1=cn(0,0,0) name='New' pcall(function() Player.Backpack[name]:Remove() end) pcall(function() Char[name]:Remove() end) pcall(function() Char.Block:Remove() end) as,so={},{'metal','Block','Slash','Slash2','Hit','Kick'} as.corner='11294911' as.cone='1033714' as.ring="3270017" as.Chakram='47260990' as.ring2='18430887' as.blast='20329976' as.missile='10207677' as.fire='2693346' as.boom='3264793' as.slash='10209645' as.abscond='2767090' as.firelaser='13775494' as.diamond='9756362' as.metal='rbxasset://sounds\\unsheath.wav' as.Block = 'rbxasset://sounds\\metal.ogg' as.Slash = '10209645' as.Slash2 = '46760716' as.Hit='10209583' as.Kick='46153268' as.cast='2101137' for i,v in pairs(as) do if type(tonumber(v:sub(1,3)))=="number" then as[i]="http://www.roblox.com/asset/?id="..v end end iNew=function(tab) local v=Instance.new(tab[1]) for Ind,Val in pairs(tab) do if Ind~=1 and Ind~=2 then v[Ind] = Val end end v.Parent=tab[2]==0 and LastMade or tab[2] LastMade=v return v end iPart=function(tab) local v=Instance.new(tab.type or 'Part') if tab.type~='CornerWedgePart' then v.formFactor='Custom' end v.CanCollide=false v.TopSurface=0 v.BottomSurface=0 v.Size=v3(tab[2],tab[3],tab[4]) if tab.co then v.BrickColor=bn(tab.co) end if tab.tr then v.Transparency=tab.tr end if tab.rf then v.Reflectance=tab.rf end if tab.cf then v.CFrame=tab.cf end if tab.an then v.Anchored=tab.an end v.Parent=tab[1] LastMade=v return v end function getoutline(x,z,i) return math.sqrt(x^2+z^2)+(i or 0.05),mdeg(math.atan2(x,z)) end pcall(function() Torso.LAW:Remove() Torso.RAW:Remove() Torso.LLW:Remove() Torso.RLW:Remove() end) LAW=iNew{'Weld',Torso,Name='LAW',Part0=Torso,C0=cn(-1.5,0.5,0),C1=cn(0,0.5,0)} RAW=iNew{'Weld',Torso,Name='RAW',Part0=Torso,C0=cn( 1.5,0.5,0),C1=cn(0,0.5,0)} LLW=iNew{'Weld',Torso,Name='LLW',Part0=Torso,C0=cn(-0.5, -1,0),C1=cn(0, 1,0)} RLW=iNew{'Weld',Torso,Name='RLW',Part0=Torso,C0=cn( 0.5, -1,0),C1=cn(0, 1,0)} function Arms(on) LAM.Parent=Torso LAM.Part0=Torso RAM.Parent=Torso RAM.Part0=Torso LAM.Part1=on and nil or LA RAM.Part1=on and nil or RA LAW.Part1=on and LA or nil RAW.Part1=on and RA or nil end function Legs(on) LLM.Part1=on and nil or LL RLM.Part1=on and nil or RL LLW.Part1=on and LL or nil RLW.Part1=on and RL or nil end function v32(cf) local x,y,z=cf:toEulerAnglesXYZ() return v3(mdeg(x),mdeg(y),mdeg(z)) end function GetWeld(weld) if not weld:findFirstChild("Angle") then local a = Instance.new("Vector3Value", weld) a.Name = "Angle" local x,y,z=weld.C0:toEulerAnglesXYZ() a.Value=v3(mdeg(x),mdeg(y),mdeg(z)) end return weld.C0.p,weld.Angle.Value end function ClearWeld(weld) if weld:findFirstChild'Angle' then weld.Angle:Remove() end end function SetWeld(weld,CC,i, loops, origpos,origangle, nextpos,nextangle,smooth) local CO='C'..CC smooth = smooth or 1 if not weld:findFirstChild("Angle") then local a = Instance.new("Vector3Value", weld) a.Name = "Angle" local x,y,z=weld.C0:toEulerAnglesXYZ() a.Value=v3(mdeg(x),mdeg(y),mdeg(z)) end local perc if smooth == 1 then perc = math.sin((math.pi/2)/loops*i) else perc = i/loops end local tox,toy,toz = 0,0,0 if origangle.x > nextangle.x then tox = -math.abs(origangle.x - nextangle.x) *perc else tox = math.abs(origangle.x - nextangle.x) *perc end if origangle.y > nextangle.y then toy = -math.abs(origangle.y - nextangle.y) *perc else toy = math.abs(origangle.y - nextangle.y) *perc end if origangle.z > nextangle.z then toz = -math.abs(origangle.z - nextangle.z) *perc else toz = math.abs(origangle.z - nextangle.z) *perc end local tox2,toy2,toz2 = 0,0,0 if origpos.x > nextpos.x then tox2 = -math.abs(origpos.x - nextpos.x) *perc else tox2 = math.abs(origpos.x - nextpos.x) *perc end if origpos.y > nextpos.y then toy2 = -math.abs(origpos.y - nextpos.y) *perc else toy2 = math.abs(origpos.y - nextpos.y) *perc end if origpos.z > nextpos.z then toz2 = -math.abs(origpos.z - nextpos.z) *perc else toz2 = math.abs(origpos.z - nextpos.z) *perc end weld.Angle.Value = Vector3.new(origangle.x + tox,origangle.y + toy,origangle.z + toz) weld[CO] = CFrame.new(origpos.x + tox2,origpos.y + toy2,origpos.z + toz2)*ca(origangle.x + tox,origangle.y + toy,origangle.z + toz) end LoopFunctions={} function DoLoop(times,func) LoopFunctions[#LoopFunctions+1]={times,0,func} end Dmg=false Dmgv={8,16} HitDebounce={} Damage=function(Hum,Mult,Sound) if not Hum.Parent:findFirstChild'Torso' then return end local HName=Hum.Parent.Name if HitDebounce[HName] and HitDebounce[HName]>tick() then return end HitDebounce[HName]=tick()+0.5 local Mult=Mult or 1 local Dealt=mran(Dmgv[1],Dmgv[2])*Mult local col='' if Hum.Parent:findFirstChild'Block' and Hum.Parent.Block.Value>0 then Hum.Parent.Block.Value=Hum.Parent.Block.Value-1 col='Bright blue' else Hum.Health=Hum.Health-Dealt col='Bright red' end if Sound then so[col=='Bright blue' and 'Block' or 'Hit']:Play() end local DoH=iNew{'Model',Pack,Name=col=='Bright blue' and 'Block' or Dealt} iNew{'Humanoid',DoH,MaxHealth=1/0,Health=1/0,Name=''} local Doh=iPart{DoH,0.6,0.2,0.6,co=col,an=true} Doh.Name='Head' iNew{'CylinderMesh',Doh} local dofs=Hum.Parent.Torso.CFrame*cn(mran2(-1.5,1.5),2.5,mran2(-1,1)) Doh.CFrame=dofs DoLoop(40,function(i) Doh.CFrame=dofs*cn(0,i*2,0) Doh.Transparency=i-0.5 if i==1 then DoH:Remove() end end) end Trails={} TrailPack={} Traili={} function Trail(obj,ofs,col) Trails[obj]=true Traili[#Traili+1]={obj,ofs,col,obj.CFrame*ofs} end CC={'Dark stone grey','Light stone grey','Black'} SHH=0.25 Handlelen=8.5 Tool=iNew{'HopperBin',Player.Backpack,Name=name} Pack=iNew{'Model',Char,Name=name} Shield=iPart{Pack,1.05,0.2,1.05,co=CC[1],tr=1} wShield=iNew{'Weld',Pack,Part0=Torso,Part1=Shield,C0=cn(0,0.6,0)*ca(90,0,-90)} shield=iPart{Pack,1.5,2,SHH,co=CC[2]} wwhield=iNew{'Weld',Pack,Part0=Shield,Part1=shield,C0=cn(-0.5-(SHH/2),0,-0.4)*ca(0,90,-90)} prop=iPart{Pack,3,1.5,SHH-0.01,co=CC[2]} -- wide iNew{'Weld',Pack,Part0=shield,Part1=prop,C0=cn(0,0,0)} prop=iPart{Pack,1,1,SHH,co=CC[2]} --top iNew{'Weld',Pack,Part0=shield,Part1=prop,C0=cn(0,1.5,0)} prop=iPart{Pack,1,2,SHH,co=CC[2]} --bottom iNew{'Weld',Pack,Part0=shield,Part1=prop,C0=cn(0,-2,0)} for x=-1,1,2 do Prop=iPart{Pack,SHH,1,0.25,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.625*x,1.5,0)*ca(0,-90*x,0)} Prop=iPart{Pack,SHH,0.25,0.5,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.25*x,2.125,0)*ca(0,-90*x,0)} Prop=iPart{Pack,SHH,1,0.75,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.75/2*x,-3.5,0)*ca(180,-90*x,0)} for y=-1,1,2 do Prop=iPart{Pack,SHH,0.25,0.75,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(1.125*x,(1-0.125)*y,0)*ca(y==-1 and 180 or 0,-90*x,0)} Prop=iPart{Pack,SHH,0.75,0.25,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(1.625*x,0.75/2*y,0)*ca(y==-1 and 180 or 0,-90*x,0)} Prop=iPart{Pack,SHH,1,0.25,co=CC[2],type='WedgePart'} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.625*x,(0.5*-y)-2,0)*ca(y==-1 and 180 or 0,-90*x,0)} end end -- outline outth=0.1 SHH2=SHH+0.1 for x=-1,1,2 do local len,rot=getoutline(1,0.25) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.625*x,-2.5,0)*ca(0,0,-rot*x+90)} Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.625*x,-1.5,0)*ca(0,0,rot*x+90)} local len,rot=getoutline(1,0.75) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.75/2*x,-3.5,0)*ca(0,0,rot*x+90)} local len,rot=getoutline(1,0.75) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.75/2*x,-3.5,0)*ca(0,0,rot*x+90)} local len,rot=getoutline(1,0.25) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.625*x,1.5,0)*ca(0,0,-rot*x-90)} local len,rot=getoutline(0.25,0.5) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(0.25*x,2.125,0)*ca(0,0,-rot*x-90)} for y=-1,1,2 do local len,rot=getoutline(0.75,0.25) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(1.625*x,0.75/2*y,0)*ca(0,0,rot*x*-y+90)} local len,rot=getoutline(0.25,0.75) Prop=iPart{Pack,0.2,len,SHH2,co=CC[1]} iNew{'BlockMesh',Prop,Scale=v3(outth*5,1,1)} iNew{'Weld',Pack,Part0=shield,Part1=Prop,C0=cn(1.125*x,(1-0.125)*y,0)*ca(0,0,rot*x*-y+90)} end end ---Weapon Handle=iPart{Pack,0.5,2,0.5,co=CC[3]} iNew{'CylinderMesh',0} wHandle=iNew{'Weld',Pack,Part0=Torso,Part1=Handle,C0=cn(2,3,0.75+SHH)*ca(-90,-45,90)} --C0=cn(0,-1.25,0.3)*ca(-90,0,0) prop=iPart{Pack,0.5,2,0.5,co=CC[3]} iNew{'SpecialMesh',0,MeshId=as.cone,Scale=v3(0.25,2.3,0.25)} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,-1,0)*ca(160,0,0)*cn(0,0.8,0)} prop=iPart{Pack,0.7,0.7,0.7,co=CC[3]} iNew{'SpecialMesh',0,MeshType='Sphere'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,1,0)} prop=iPart{Pack,0.7,0.2,0.7,co=CC[3]} iNew{'CylinderMesh',0} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,1.3,0)} -- for x=-1,1,2 do prop=iPart{Pack,0.4,0.4,0.8,co=CC[3],type='WedgePart'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0.4*x/2,1.4,0)*ca(25,180,90*x)*cn(0,0,-0.4)} prop=iPart{Pack,0.4,0.4,0.8,co=CC[3],type='WedgePart'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(-0.4*x/2,1.4,0)*ca(25,0,90*x)*cn(0,0,-0.4)} for i=-1,1,2 do local le=i==-1 and 0.5 or 0.85 prop=iPart{Pack,le,0.4,0.8,co=CC[3],type='WedgePart'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0.4*x/2*i,1.6+(0.25-(le/2-0.25)),0.4*i)*ca(0,i==1 and 180 or 0,90*x)} end end local len=6 local a,b=getoutline(0.4,0.8,0) local aa,bb=getoutline(0.4,len,0) prop=iPart{Pack,1,1,a,co=CC[3],type='WedgePart'} iNew{'SpecialMesh',0,Scale=v3(0.02,aa,1),MeshType='Wedge'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,2.1+len/2,-0.4)*ca(0,0,bb)*ca(0,b,0)} prop=iPart{Pack,1,1,a,co=CC[3],type='WedgePart'} iNew{'SpecialMesh',0,Scale=v3(0.02,aa,1),MeshType='Wedge'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,2.1+len/2,-0.4)*ca(0,0,-bb)*ca(0,-b,0)} prop=iPart{Pack,1,1,a,co=CC[3],type='WedgePart'} iNew{'SpecialMesh',0,Scale=v3(0.02,aa,1),MeshType='Wedge'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,2.1+len/2,0.4)*ca(0,0,bb)*ca(0,-b,0)*ca(0,180,0)} prop=iPart{Pack,1,1,a,co=CC[3],type='WedgePart'} iNew{'SpecialMesh',0,Scale=v3(0.02,aa,1),MeshType='Wedge'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,2.1+len/2,0.4)*ca(0,0,-bb)*ca(0,b,0)*ca(0,180,0)} local sc=0.85 for x=-1,1,2 do rune=iPart{Pack,sc,1,sc,co=''} iNew{'CylinderMesh',0,Scale=v3(1,0.08,1)} iNew{'Weld',Pack,Part0=Handle,Part1=rune,C0=cn(0.2*x,2.1+0.5,-0.36)*ca(0,0,bb*x)*ca(0,b*x,90)*ca(0,-4,0)} prop=iPart{Pack,sc/2.5,1,sc/2.5,co='Navy blue'} iNew{'CylinderMesh',0,Scale=v3(1,0.09,1)} iNew{'Weld',Pack,Part0=rune,Part1=prop} prop=iPart{Pack,0.5,0.2,0.5,co='Dark stone grey'} iNew{'SpecialMesh',0,Scale=v3(0.6,0.6,1.4)*sc,MeshId=as.ring2} iNew{'Weld',Pack,Part0=rune,Part1=prop,C0=ca(90,0,0)} prop=iPart{Pack,0.2,0.2,0.2,co='Black',rf=0.25} iNew{'SpecialMesh',0,Scale=v3(0.02,2.4,0.35),MeshId=as.cone} iNew{'Weld',Pack,Part0=rune,Part1=prop,C0=cn(1.2,0,0)*ca(0,0,-90)} for i=0,360,90 do prop=iPart{Pack,0.2,0.2,0.2,co='Black'} iNew{'CylinderMesh',0,Scale=v3(0.9,0.09*5,0.9)} iNew{'Weld',Pack,Part0=rune,Part1=prop,C0=ca(0,i+45,0)*cn(0,0,sc/3)} end end prop=iPart{Pack,0.35,1,0.5,co='Black',type='WedgePart'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,0,-0.4)*ca(0,0,0)} prop=iPart{Pack,0.35,0.5,0.5,co='Black',type='WedgePart'} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,-0.75,-0.4)*ca(0,0,180)} for x=0,100,100/5 do prop=iPart{Pack,0.2,0.35,0.2,co='Black'} iNew{'CylinderMesh',0} iNew{'Weld',Pack,Part0=Handle,Part1=prop,C0=cn(0,-1.1,0.275)*ca(105+x,0,0)*cn(0,0,0.75)} end HitBox=iPart{Pack,0.2,7,1.5,co='Black',tr=1} HitBoxCF=cn(0,5,0) --iNew{'Weld',Pack,Part0=Handle,Part1=HitBox,C0=cn(0,5,0)} HitBox.Touched:connect(function(hit) if not Dmg then return end if hit.Parent==Char then return end if hit.Parent:findFirstChild'Humanoid' then local h=hit.Parent.Humanoid Damage(h,1,true) end end) for i,v in pairs(Torso:children()) do if v:IsA'Sound' then v:Remove() end end for i,n in pairs(so) do local v=iNew{'Sound',Torso,Volume=1,Pitch=1,Looped=false,Name=v,SoundId=as[n]} so[n]=v end function RePose() local a,b=GetWeld(LAW) local c,d=GetWeld(RAW) --local e,f=GetWeld(wShield) local g,h=GetWeld(wHandle) local i,j=GetWeld(Root) local k,l=GetWeld(Neck) oPoseLA=a oPoseLA2=b oPoseRA=c oPoseRA2=d --oPoseShield=e oPoseShield2=f oPoseHandle=g oPoseHandle2=h oPoseRT=i oPoseRT2=j oPoseNE=k oPoseNE2=l end function ReturnPose() local wLA,wLA2=GetWeld(LAW) local wRA,wRA2=GetWeld(RAW) local wRT,wRT2=GetWeld(Root) local AA,AA2=GetWeld(wShield) local BB,BB2=GetWeld(wHandle) local wNE,wNE2=GetWeld(Neck) for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,wLA,wLA2,PoseLA,PoseLA2,1) SetWeld(RAW,0,i,ASpeed,wRA,wRA2,PoseRA,PoseRA2,1) SetWeld(wShield,0,i,ASpeed,AA,AA2,v3(0,0,0),v3(0,0,0),1) SetWeld(wHandle,0,i,ASpeed,BB,BB2,PoseHandle,PoseHandle2,1) SetWeld(Root,0,i,ASpeed,wRT,wRT2,PoseRT,PoseRT2,1) SetWeld(Neck,0,i,ASpeed,wNE,wNE2,PoseNE,PoseNE2,1) wait() end end function TorsoROT(i,rot) SetWeld(Root,0,i,ASpeed,oPoseRT,oPoseRT2,PoseRT,v3(0,rot,0),1) SetWeld(Neck,0,i,ASpeed,oPoseNE,oPoseNE2,PoseNE,v3(0,-rot,0),1) end Block=iNew{'NumberValue',Char,Name='Block',Value=0} key={} Tool.Selected:connect(function(mouse) print'Selected' Mouse=mouse if Anim=='None' then Anim='Equipping' Arms(0) for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,OrigLA,OrigLA2,OrigLA,v3(90,0,-90),1) SetWeld(RAW,0,i,ASpeed,OrigRA,OrigRA2,OrigRA,v3(200,0,0),1) wait() end local ofs = LA.CFrame:toObjectSpace(Shield.CFrame) wShield.Part0=LA wShield.C0=ofs ClearWeld(wShield) local AA,AA2=GetWeld(wShield) local ofs = RA.CFrame:toObjectSpace(Handle.CFrame) wHandle.Part0=RA wHandle.C0=ofs ClearWeld(wHandle) local BB,BB2=GetWeld(wHandle) for i=1,ASpeed do SetWeld(wShield,0,i,ASpeed,AA,AA2,v3(0,0,0),v3(0,0,0),1) SetWeld(wHandle,0,i,ASpeed,BB,BB2,PoseHandle,PoseHandle2,1) wait() end ReturnPose() Anim='Equipped' end Mouse.KeyDown:connect(function(k) key[k]=true if Anim=='Equipped' and k=='f' then Anim='Block' RePose() for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,oPoseLA,oPoseLA2,v3(-1.25,0.5,-0.5),v3(90,0,45),1) SetWeld(RAW,0,i,ASpeed,oPoseRA,oPoseRA2,v3(1.5,0.5,0),v3(-45,0,-20),1) SetWeld(wHandle,0,i,ASpeed,oPoseHandle,oPoseHandle2,PoseHandle+v3(0,-0.2,0),v3(-90,-20,-60),1) TorsoROT(i,-45) wait() end Block.Value=mran(1,3) so.Block:Play() Anim='Blocking' repeat wait() until Anim=='Blocking' and (not key[k] or Block.Value<1) Block.Value=0 Anim='' ReturnPose() Anim='Equipped' elseif Anim=='Equipped' and k=='s' then elseif Anim=='Equipped' and k=='s' then elseif Anim=='Equipped' and k=='s' then end end)--keys Mouse.KeyUp:connect(function(k) key[k]=false end) Mouse.Button1Down:connect(function() Button1=true if Anim=='Blocking' then Anim='BlockCounter' RePose() so.Slash:Play() Dmg=true Trail(Handle,cn(0,Handlelen,0),'White') for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,oPoseLA,oPoseLA2,v3(-1.5,0.5,0),v3(0,0,-45),1) SetWeld(RAW,0,i,ASpeed,oPoseRA,oPoseRA2,v3(1.5,0.5,0),v3(-90,0,135),1) SetWeld(wHandle,0,i,ASpeed,oPoseHandle,oPoseHandle2,PoseHandle+v3(0,-0.2,0),v3(-90,55,-80),1) TorsoROT(i,60) wait() end Trails[Handle]=false Dmg=false wait(0.1) RePose() for i=1,ASpeed do -- return SetWeld(LAW,0,i,ASpeed,oPoseLA,oPoseLA2,v3(-1.25,0.5,-0.5),v3(90,0,45),1) SetWeld(RAW,0,i,ASpeed,oPoseRA,oPoseRA2,v3(1.5,0.5,0),v3(-45,0,-20),1) SetWeld(wHandle,0,i,ASpeed,oPoseHandle,oPoseHandle2,PoseHandle+v3(0,-0.2,0),v3(-90,-20,-90),1) TorsoROT(i,-45) wait() end so.Block:Play() Anim='Blocking' end end) end) -- select Tool.Deselected:connect(function(mouse) print'Deselected' Mouse=nil if Anim=='Equipped' then Anim='Unequipping' RePose() for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,oPoseLA,oPoseLA2,OrigLA,v3(90,0,-90),1) SetWeld(RAW,0,i,ASpeed,oPoseRA,oPoseRA2,OrigRA,v3(200,0,0),1) wait() end local ofs = Torso.CFrame:toObjectSpace(Shield.CFrame) wShield.Part0=Torso wShield.C0=ofs ClearWeld(wShield) local AA,AA2=GetWeld(wShield) local ofs = Torso.CFrame:toObjectSpace(Handle.CFrame) wHandle.Part0=Torso wHandle.C0=ofs ClearWeld(wHandle) local BB,BB2=GetWeld(wHandle) for i=1,ASpeed do SetWeld(wShield,0,i,ASpeed,AA,AA2,v3(0,0.6,0),v3(90,0,-90),1) SetWeld(wHandle,0,i,ASpeed,BB,v3(110,0,0),v3(2,3,0.75+SHH),v3(-90+180,-45-90,90-180),1) wait() end local wLA,wLA2=GetWeld(LAW) local wRA,wRA2=GetWeld(RAW) for i=1,ASpeed do SetWeld(LAW,0,i,ASpeed,wLA,wLA2,OrigLA,OrigLA2,1) SetWeld(RAW,0,i,ASpeed,wRA,wRA2,OrigRA,OrigRA2,1) wait() end Arms() Anim='None' end end) --deselect print(#Pack:children()) Root.C0=cn(0,0,0)*ca(0,0,0) Root.C1=cn(0,0,0)*ca(0,0,0) Arms() Legs() WalkAnim=0 Walking=false Humanoid.Running:connect(function(Walk) Walking=Walk>0 and true or false end) WalkSpeed={1,1,1,1,1,1,1,1} Anim='None' ASpeed=10 OrigLA=v3(-1.5,0.5,0) OrigLA2=v3(0,0,0) OrigRA=v3( 1.5,0.5,0) OrigRA2=v3(0,0,0) --Pose PoseLA=v3(-1.5,0.5,0) PoseLA2=v3(20,0,0) PoseRA=v3( 1.5,0.5,0) PoseRA2=v3(0,0,20) PoseHandle=v3(0,-1,0) PoseHandle2=v3(-90,0,0) PoseRT=v3(0,0,0) PoseRT2=v3(0,0,0) PoseNE=v3(0,1.5,0) PoseNE2=v3(0,0,0) ----- WPoseLA=v3(-1.25,0.5,0) WPoseLA2=v3(-35,0,-20) WPoseRA=PoseRA WPoseRA2=v3(-45,5,0) WPoseHandle=v3(0,-1,0) WPoseHandle2=v3(-90/1.5,0,0) while Pack.Parent do WalkAnim=WalkAnim+(Walking and (Anim=='Equipped' and 1 or -1) or -1) if WalkAnim<0 then WalkAnim=0 elseif WalkAnim>14 then WalkAnim=14 end if Anim=='Equipped' and LAW.Part1==LA then SetWeld(LAW,0,WalkAnim,14,PoseLA,PoseLA2,WPoseLA,WPoseLA2,1) SetWeld(RAW,0,WalkAnim,14,PoseRA,PoseRA2,WPoseRA,WPoseRA2,1) SetWeld(wHandle,0,WalkAnim,14,PoseHandle,PoseHandle2,WPoseHandle,WPoseHandle2,1) end local ws=16 for i=1,#WalkSpeed do ws=ws*WalkSpeed[i] end Humanoid.WalkSpeed=ws --Trailing Package for i,v in pairs(Traili) do if Trails[v[1]] then local obj,ofs,col,lastofs=v[1],v[2],v[3],v[4] local length=(obj.CFrame*ofs.p-lastofs.p).magnitude local ob=iPart{Pack,0.5,length,0.5,co=col,tr=0.5,an=true,cf=CFrame.new(obj.CFrame*ofs.p,lastofs.p)} iNew{'CylinderMesh',ob} Traili[i][4]=ob.CFrame ob.CFrame=ob.CFrame*cn(0,0,-length/2)*ca(90,0,0) TrailPack[#TrailPack+1]={ob,1,-0.1} else Traili[i]=nil end end for i,v in pairs(TrailPack) do v[2]=v[2]+v[3] if v[2]<=0 then v[1]:Remove() TrailPack[i]=nil else v[1].Transparency=0.5+(0.45-0.45*v[2]) v[1].Mesh.Scale=v3(v[2],1,v[2]) end end --DoLoop Package for i,v in pairs(LoopFunctions) do v[2]=v[2]+1 v[3](v[2]/v[1]) if v[1]<=v[2] then LoopFunctions[i]=nil end end HitBox.CFrame=Handle.CFrame*HitBoxCF HitBox.Velocity=v3(0,0,0) HitBox.RotVelocity=v3(0,0,0) wait() end
print 'Hello, DxLua!'
require 'dp' --[[command line arguments]]-- cmd = torch.CmdLine() cmd:text() cmd:text('Training ImageNet (large-scale image classification) using an Alex Krizhevsky Convolution Neural Network') cmd:text('Ref.: A. http://www.cs.toronto.edu/~fritz/absps/imagenet.pdf') cmd:text('B. https://github.com/facebook/fbcunn/blob/master/examples/imagenet/models/alexnet_cunn.lua') cmd:text('Example:') cmd:text('$> th alexnet.lua --batchSize 128 --momentum 0.5') cmd:text('Options:') cmd:option('--dataPath', paths.concat(dp.DATA_DIR, 'ImageNet'), 'path to ImageNet') cmd:option('--trainPath', '', 'Path to train set. Defaults to --dataPath/ILSVRC2012_img_train') cmd:option('--validPath', '', 'Path to valid set. Defaults to --dataPath/ILSVRC2012_img_val') cmd:option('--metaPath', '', 'Path to metadata. Defaults to --dataPath/metadata') cmd:option('--learningRate', 0.01, 'learning rate at t=0') cmd:option('--maxOutNorm', -1, 'max norm each layers output neuron weights') cmd:option('-weightDecay', 5e-4, 'weight decay') cmd:option('--maxNormPeriod', 1, 'Applies MaxNorm Visitor every maxNormPeriod batches') cmd:option('--momentum', 0.9, 'momentum') cmd:option('--batchSize', 128, 'number of examples per batch') cmd:option('--cuda', false, 'use CUDA') cmd:option('--useDevice', 1, 'sets the device (GPU) to use') cmd:option('--trainEpochSize', -1, 'number of train examples seen between each epoch') cmd:option('--maxEpoch', 100, 'maximum number of epochs to run') cmd:option('--maxTries', 30, 'maximum number of epochs to try to find a better local minima for early-stopping') cmd:option('--accUpdate', false, 'accumulate gradients inplace') cmd:option('--verbose', false, 'print verbose messages') cmd:option('--progress', false, 'print progress bar') cmd:option('--nThread', 2, 'allocate threads for loading images from disk. Requires threads-ffi.') cmd:option('--LCN', false, 'use Local Constrast Normalization as in the original paper. Requires inn (imagine-nn)') cmd:text() opt = cmd:parse(arg or {}) opt.trainPath = (opt.trainPath == '') and paths.concat(opt.dataPath, 'ILSVRC2012_img_train') or opt.trainPath opt.validPath = (opt.validPath == '') and paths.concat(opt.dataPath, 'ILSVRC2012_img_val') or opt.validPath opt.metaPath = (opt.metaPath == '') and paths.concat(opt.dataPath, 'metadata') or opt.metaPath table.print(opt) if opt.LCN then assert(opt.cuda, "LCN only works with CUDA") require "inn" end --[[data]]-- datasource = dp.ImageNet{ train_path=opt.trainPath, valid_path=opt.validPath, meta_path=opt.metaPath, verbose=opt.verbose } -- preprocessing function ppf = datasource:normalizePPF() --[[Model]]-- -- We create the model using pure nn function createModel() local features = nn.Concat(2) local fb1 = nn.Sequential() -- branch 1 fb1:add(nn.SpatialConvolutionMM(3,48,11,11,4,4,2,2)) -- 224 -> 55 fb1:add(nn.ReLU()) if opt.LCN then fb1:add(inn.SpatialCrossResponseNormalization(5, 0.0001, 0.75, 2)) end fb1:add(nn.SpatialMaxPooling(3,3,2,2)) -- 55 -> 27 fb1:add(nn.SpatialConvolutionMM(48,128,5,5,1,1,2,2)) -- 27 -> 27 fb1:add(nn.ReLU()) if opt.LCN then fb1:add(inn.SpatialCrossResponseNormalization(5, 0.0001, 0.75, 2)) end fb1:add(nn.SpatialMaxPooling(3,3,2,2)) -- 27 -> 13 fb1:add(nn.SpatialConvolutionMM(128,192,3,3,1,1,1,1)) -- 13 -> 13 fb1:add(nn.ReLU()) fb1:add(nn.SpatialConvolutionMM(192,192,3,3,1,1,1,1)) -- 13 -> 13 fb1:add(nn.ReLU()) fb1:add(nn.SpatialConvolutionMM(192,128,3,3,1,1,1,1)) -- 13 -> 13 fb1:add(nn.ReLU()) fb1:add(nn.SpatialMaxPooling(3,3,2,2)) -- 13 -> 6 fb1:add(nn.Copy(nil, nil, true)) -- prevents a newContiguous in SpatialMaxPooling:backward() local fb2 = fb1:clone() -- branch 2 for k,v in ipairs(fb2:findModules('nn.SpatialConvolutionMM')) do v:reset() -- reset branch 2's weights end features:add(fb1) features:add(fb2) -- 1.3. Create Classifier (fully connected layers) local classifier = nn.Sequential() classifier:add(nn.View(256*6*6)) classifier:add(nn.Dropout(0.5)) classifier:add(nn.Linear(256*6*6, 4096)) classifier:add(nn.Threshold(0, 1e-6)) classifier:add(nn.Dropout(0.5)) classifier:add(nn.Linear(4096, 4096)) classifier:add(nn.Threshold(0, 1e-6)) classifier:add(nn.Linear(4096, 1000)) classifier:add(nn.LogSoftMax()) -- 1.4. Combine 1.1 and 1.3 to produce final model local model = nn.Sequential():add(features):add(classifier) return model end -- wrap the nn.Module in a dp.Module model = dp.Module{ module = createModel(), input_view = 'bchw', output_view = 'bf', output = dp.ClassView() } --[[Visitor]]-- local visitor = {} -- the ordering here is important: if opt.momentum > 0 then if opt.accUpdate then print"Warning : momentum is ignored with acc_update = true" end table.insert(visitor, dp.Momentum{momentum_factor = opt.momentum} ) end if opt.weightDecay and opt.weightDecay > 0 then if opt.accUpdate then print"Warning : weightdecay is ignored with acc_update = true" end table.insert(visitor, dp.WeightDecay{wd_factor=opt.weightDecay}) end table.insert(visitor, dp.Learn{ learning_rate = opt.learningRate, observer = dp.LearningRateSchedule{ schedule={[1]=1e-2,[19]=5e-3,[30]=1e-3,[44]=5e-4,[53]=1e-4} } } ) if opt.maxOutNorm > 0 then table.insert(visitor, dp.MaxNorm{ max_out_norm = opt.maxOutNorm, period=opt.maxNormPeriod }) end --[[Propagators]]-- train = dp.Optimizer{ loss = dp.NLL(), visitor = visitor, feedback = dp.Confusion(), sampler = dp.RandomSampler{ batch_size=opt.batchSize, epoch_size=opt.trainEpochSize, ppf=ppf }, progress = opt.progress } valid = dp.Evaluator{ loss = dp.NLL(), feedback = dp.TopCrop{n_top={1,5,10},n_crop=10,center=2}, sampler = dp.Sampler{ batch_size=math.round(opt.batchSize/10), ppf=ppf } } --[[multithreading]]-- if opt.nThread > 0 then datasource:multithread(opt.nThread) train:sampler():async() valid:sampler():async() end --[[Experiment]]-- xp = dp.Experiment{ model = model, optimizer = train, validator = valid, observer = { dp.FileLogger(), dp.EarlyStopper{ error_report = {'validator','feedback','topcrop','all',5}, maximize = true, max_epochs = opt.maxTries } }, random_seed = os.time(), max_epoch = opt.maxEpoch } --[[GPU or CPU]]-- if opt.cuda then require 'cutorch' require 'cunn' cutorch.setDevice(opt.useDevice) xp:cuda() end print"nn.Modules :" print(model:toModule(datasource:trainSet():sub(1,32))) xp:run(datasource)
local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local Cryo = require(Modules.Packages.Cryo) local Roact = require(Modules.Packages.Roact) local withLocalization = require(Modules.Packages.Localization.withLocalization) return function(props) return withLocalization({ localizedText = props.Text, })(function(localized) return Roact.createElement("TextButton", Cryo.Dictionary.join(props, { Text = localized.localizedText, })) end) end
local scene = {} scene[1]=[[I am thou, and thou art I...]] scene[2]=[[Thou hast deepened the bond thou hast forged of the ]]..state.context.arcana..[[ arcana...]] scene[3]=[[This is now truly a bond woven within your soul.]] scene[4]=[[With the aid of the ]]..state.context.main_link_char..[[, you were able to unlock the full potential of the ]]..state.context.pseudoname..[[ Social Link.]] scene[5]=[[You now have the ability to fuse ]]..state.context.finalpersona..[[, the ultimate form of the ]]..state.context.arcana..[[ arcana.]] return scene
local function first() return "first" end local function second(arg1) outputChatBox(arg1) return "second" end local function third(arg1) outputChatBox(arg1) return "third", "fourth" end local function finished(arg1, arg2) outputChatBox(arg1) outputChatBox(arg2) outputChatBox("Pipey example finished") end local Pipey = loadstring(getPipey())() Pipey :pipe(first) :pipe(second) :pipe(third) :pipe(finished) Pipey:process()
--Function to get nuget fs.makeDir("lib") if fs.exists("lib/genlib") == false then shell.run("wget","https://raw.githubusercontent.com/augustclear/ComputerCraft/main/Utilities/genlib.lua","lib/genlib") end local gl = require("lib.genlib") --Calls to get file gl.nuget("https://raw.githubusercontent.com/augustclear/ComputerCraft/main/Utilities/genlib.lua","lib/genlib") gl.nuget("https://raw.githubusercontent.com/augustclear/ComputerCraft/main/Manager/managerlib.lua","lib/managerlib") gl.nuget("https://raw.githubusercontent.com/augustclear/ComputerCraft/main/Manager/managerbg.lua","managerbg") gl.nuget("https://raw.githubusercontent.com/augustclear/ComputerCraft/main/Manager/managerfg.lua","managerfg") term.clear() term.setCursorPos(1,1) --Setup Commands manlib = require("lib.managerlib") manlib.init() --Files to run shell.openTab("managerbg") shell.openTab("managerfg")
-- This is the entry-point to your game mode and should be used primarily to precache models/particles/sounds/etc require('internal/util') require('junglenational') function Precache( context ) --[[ This function is used to precache resources/units/items/abilities that will be needed for sure in your game and that will not be precached by hero selection. When a hero is selected from the hero selection screen, the game will precache that hero's assets, any equipped cosmetics, and perform the data-driven precaching defined in that hero's precache{} block, as well as the precache{} block for any equipped abilities. See JungleNational:PostLoadPrecache() in junglenational.lua for more information ]] DebugPrint("[JUNGLENATIONAL] Performing pre-load precache") -- Particles can be precached individually or by folder -- It it likely that precaching a single particle system will precache all of its children, but this may not be guaranteed -- Models can also be precached by folder or individually -- PrecacheModel should generally used over PrecacheResource for individual models -- Sounds can precached here like anything else -- Entire items can be precached by name -- Abilities can also be precached in this way despite the name -- Entire heroes (sound effects/voice/models/particles) can be precached with PrecacheUnitByNameSync -- Custom units from npc_units_custom.txt can also have all of their abilities and precache{} blocks precached in this way PrecacheUnitByNameSync("npc_dota_hero_enigma", context) end -- Create the game mode when we activate function Activate() GameRules.JungleNational = JungleNational() GameRules.JungleNational:_InitJungleNational() end
routine={MUSPOS=0,ppqPos=0,playing=true} function routine:new(o) o = o or {} setmetatable(o, self) self.__index = self return o end Routines = {} function Routine(body,t) local res = routine:new(t) res.body = body Routines[#Routines +1] = res return res end function routine:Reset() self.thread = coroutine.create(self.body) --if Debugger then --[[ self.thread = coroutine.create(function(...) print("coroutine.running() is",coroutine.running(),debugger_hook) debug.sethook(coroutine.running(),debug_hook,"l") return self.body(...) end) --]] --debug.sethook(self.thread ,Debugger.debug_hook,"l") --print"sethook to routine" --else -- self.thread = coroutine.create(self.body) --end self.co = function() local code,res = coroutine.resume(self.thread) if code then return res else error(res,1) end end --self.co = coroutine.wrap(self.body) self.ppqPos = self.MUSPOS self.prevppqPos = -math.huge self.playing = true --self.used=false theMetro.queueEvent(self.ppqPos, self) end function routine:Pull() if self.prevppqPos > (theMetro.oldppqPos + theMetro.frame )then --and self.used then print("reset ppqPos" .. self.ppqPos .. " hostppqPos " .. theMetro.ppqPos .. " ",self.name) print(self.prevppqPos ,theMetro.oldppqPos) self:Reset() end if theMetro.playing > 0 then while self.playing and theMetro.oldppqPos > self.ppqPos do --local good,dur=coroutine.resume(self.co) -- if not good then print("error en co ",dur) end local dur=self.co() if not dur then --coroutine.status(self.co) == "dead" then if self.playing then if self.doneAction then self:doneAction() end print("se acabo: ",self.name) end self.playing = false break else self.prevppqPos = self.ppqPos self.ppqPos = self.ppqPos + dur end end end end function routine:Play() self:Pull() if theMetro.playing == 0 then return end --while theMetro.oldppqPos <= self.ppqPos and self.ppqPos < theMetro.ppqPos and self.playing do --local good,dur=coroutine.resume(self.co) --if not good then print("error en co ",dur) end local dur = self.co() if not dur then --coroutine.status(self.co) == "dead" then if self.playing then if self.doneAction then self:doneAction() end print("se acabo: ",self.name) end self.playing = false --break else self.prevppqPos = self.ppqPos self.ppqPos = self.ppqPos + dur theMetro.queueEvent(self.ppqPos, self) end --end end function routine:findMyName() for k,v in pairs(_G) do if v==self then return k end end return "unnamedCO" end table.insert(initCbCallbacks,function() for i,v in ipairs(Routines) do v.name = v.name or v:findMyName() v:Reset() end end) --[[ table.insert(onFrameCallbacks,function() for i,v in ipairs(Routines) do --print("onframe player:",v.name) --coroutine.resume(v) v:Play() end end) --]]
-- -- app_jobs specification example -- local spec_example = { -- spec name spec_name = "app_job_example", -- pre-defined app jobs app_jobs = { { name = "job_1", dir = "/working/dir/", env = "VAL1=AAA;VAL2=BBB;", app = "$PWD/busy_app.out 10000", }, { name = "job_2", dir = "/working/dir", env = "", app = "./busy_app.out 1000000", }, { name = "job_3", dir = "/working/dir", env = nil, app = "./busy_app.out 100000", }, }, -- for launch and monitor app jobs jobs_scheduler = { -- -- Pre-defined variables and functions, will overide same name -- -- variables -- -- * sched.v_app_jobs: user defined jobs, you can add new job in runtime -- * sched.v_running_jobs: running jobs, with pid > 0, key is pid -- * sched.v_running_job_count: running jobs count, valid in jos_monitor -- -- -- functions -- -- * sched.f_start_job( job ): start a new job, can run new job at runtime -- * sched.f_kill_job( job, signal_number ): kill job -- -- * sched.f_sleep( number ): sleep seconds -- * sched.f_exit( code ): exit this program -- -- -- User-defined functions [ MUST ] -- -- * sched.jobs_launch( sched ): run only once at the beginning -- * sched.jobs_monitor( sched ): get job running status before running, loop forever -- v_my_pre_defined_value = 123456, v_my_pre_defined_timeout = 20, f_my_print = function(fmt, ...) print(string.format(fmt, ...)) end, -- run only once, param 'sched' was jobs_scheduler jobs_launch = function ( sched ) sched.f_my_print("my pre-defined value: %d", sched.v_my_pre_defined_value) sched.v_my_pre_defined_value = os.time() -- you can reset job.env or job.path before .f_start_job for _, job in ipairs(sched.v_app_jobs) do job.dir = os.getenv("PWD") sched.f_start_job( job ) sched.f_my_print("[%s] pid: %d", job.name, job.pid) if job.name == "job_1" then job.count = 0 -- create new value sched.f_sleep( 1.5 ) end end end, -- loop forever, will refresh job process status before running jobs_monitor = function ( sched ) local time_out = false sched.f_my_print("## --- monitor uptime %d, in <%s> --- ", os.time() - sched.v_my_pre_defined_value, os.date("%c")) for pid, job in pairs(sched.v_running_jobs) do sched.f_my_print("[%s] cpu:%s, mem:%s", job.name, job.ps.cpu, job.ps.mem) if job.name == "job_1" then if job.count < sched.v_my_pre_defined_timeout then job.count = job.count + 1 else time_out = true end end end if sched.v_running_job_count<#sched.v_app_jobs or time_out then sched.f_my_print("exit with running jobs count %d", sched.v_running_job_count) sched.f_exit( 1 ) else sched.f_sleep( 1.2 ) end end, } } return spec_example
gr_kittle = Creature:new { customName = "Kittle", socialGroup = "kittle", faction = "", level = 100, chanceHit = 6.32, damageMin = 500, damageMax = 600, baseXp = 1800, baseHAM = 19000, baseHAMmax = 26000, armor = 1, resists = {30,30,135,130,10,30,30,-1,-1}, meatType = "meat_herbivore", meatAmount = 700, --hideType = "", --hideAmount = 700, boneType = "bone_mammal", boneAmount = 700, milkType = "milk_wild", milk = 780, --tamingChance = 0.0000000, ferocity = 2, pvpBitmask = AGGRESSIVE + ATTACKABLE + ENEMY, creatureBitmask = PACK + STALKER + KILLER, optionsBitmask = AIENABLED, diet = HERBIVORE, templates = {"object/mobile/kittle.iff"}, scale = 1.4, lootGroups = {}, weapons = {}, conversationTemplate = "", attacks = { {"intimidationattack",""}, {"blindattack",""}, {"stunattack",""} } } CreatureTemplates:addCreatureTemplate(gr_kittle, "gr_kittle")
function LuaModUpdates:ShowMultiRequiredAvailableMessage( req_mods ) local mods = clone(req_mods) for k, v in pairs(mods) do if not LuaModManager:AreModUpdatesEnable( v.identifier ) then mods[k] = nil end end if not (table.size(mods) > 0) then return end local mod_names = "" for k, v in pairs( mods ) do local name = v.display_name mod_names = mod_names .. " " .. name .. "\n" end local loc_table = { ["mods"] = mod_names } local menu_title = managers.localization:text("base_mod_updates_show_multiple_require_available", loc_table) local menu_message = managers.localization:text("base_mod_updates_show_multiple_require_available_message", loc_table) local menu_options = { -- [1] = { -- text = managers.localization:text("base_mod_updates_update_all_now"), -- callback = LuaModUpdates.DoUpdateAllModsNow, -- }, [1] = { text = managers.localization:text("base_mod_updates_open_update_manager"), callback = LuaModUpdates.OpenUpdateManagerNode, }, [2] = { text = managers.localization:text("base_mod_required_update_later"), is_cancel_button = true, }, } QuickMenu:new( menu_title, menu_message, menu_options, true ) end function LuaModUpdates:ShowMultiUpdateAvailableMessage( mods ) local mod_names = "" for k, v in pairs( mods ) do local mod_definition = LuaModManager:GetMod( v.mod ).definition local name = v.display_name or mod_definition[ LuaModManager.Constants.mod_name_key ] mod_names = mod_names .. " " .. name .. "\n" end local loc_table = { ["mods"] = mod_names } local menu_title = managers.localization:text("base_mod_updates_show_multiple_update_available", loc_table) local menu_message = managers.localization:text("base_mod_updates_show_multiple_update_available_message", loc_table) local menu_options = { -- [1] = { -- text = managers.localization:text("base_mod_updates_update_all_now"), -- callback = LuaModUpdates.DoUpdateAllModsNow, -- }, [1] = { text = managers.localization:text("base_mod_updates_open_update_manager"), callback = LuaModUpdates.OpenUpdateManagerNode, }, [2] = { text = managers.localization:text("base_mod_updates_update_later"), is_cancel_button = true, }, } QuickMenu:new( menu_title, menu_message, menu_options, true ) end function LuaModUpdates:ShowUpdateAvailableMessage( mod_tbl ) local loc_table = { ["mod_name"] = self:GetModFriendlyName(mod_tbl.identifier) } local menu_title = managers.localization:text("base_mod_updates_show_update_available", loc_table) local menu_message = managers.localization:text("base_mod_updates_show_update_available_message", loc_table) local menu_options = { [1] = { text = managers.localization:text("base_mod_updates_update_mod_now", loc_table), callback = function() LuaModUpdates:OpenUpdateManagerNode() LuaModUpdates.ForceDownloadAndInstallMod(mod_tbl.identifier) end, }, [2] = { text = managers.localization:text("base_mod_updates_open_update_manager"), callback = LuaModUpdates.OpenUpdateManagerNode, }, [3] = { text = managers.localization:text("base_mod_updates_open_update_notes"), callback = LuaModUpdates.ShowModPatchNotes, data = mod_tbl.identifier }, [4] = { text = managers.localization:text("base_mod_updates_update_later"), is_cancel_button = true, }, } QuickMenu:new( menu_title, menu_message, menu_options, true ) end function LuaModUpdates:ShowModRequiredMessage( mod_tbl ) if LuaModManager:AreModUpdatesEnable( mod_tbl.identifier ) then local required_by = clone(mod_tbl.required_by) table.remove(required_by, #required_by) local loc_table = { ["req_mod_name"] = table.concat(required_by, ", ") .. " & " .. mod_tbl.required_by[#mod_tbl.required_by], ["mod_name"] = mod_tbl.display_name } local menu_title = managers.localization:text("base_mod_updates_show_required_available", loc_table) local menu_message = managers.localization:text(mod_tbl.optional and "base_mod_updates_show_required_available_optional_message" or "base_mod_updates_show_required_available_message", loc_table) local menu_options = { [1] = { text = managers.localization:text("base_mod_required_update_mod_now", loc_table), callback = function() LuaModUpdates:OpenUpdateManagerNode() LuaModUpdates.ForceDownloadAndInstallMod(mod_tbl.identifier) end, }, [2] = { text = managers.localization:text("base_mod_updates_open_update_manager"), callback = LuaModUpdates.OpenUpdateManagerNode, }, [3] = { text = managers.localization:text("base_mod_required_update_later"), is_cancel_button = true, }, } QuickMenu:new( menu_title, menu_message, menu_options, true ) end end -- Updates menu local mod_updates_menu = "base_lua_mod_updates_menu" Hooks:Add("MenuManagerSetupCustomMenus", "Base_ModUpdatesMenu_SetupCustomMenus", function( menu_manager, nodes ) MenuHelper:NewMenu( mod_updates_menu ) end) Hooks:Add("MenuManagerPopulateCustomMenus", "Base_ModUpdatesMenu_PopulateCustomMenus", function( menu_manager, nodes ) MenuCallbackHandler.mod_updates_update_all = function(self, item) log("Update all mods") end MenuCallbackHandler.mod_updates_toggle_mod = function(self, item) if item and item._parameters then local mod_path = item._parameters.text_id:gsub("toggle_lua_auto_updates_", "") if mod_path then LuaModManager:SetModUpdatesState( mod_path, item:value() == "on" and true or false ) end end end MenuCallbackHandler.mod_updates_check_mod = function(self, item) if item and item._parameters then local mod_path = item._parameters.text_id:gsub("button_check_for_updates_", "") if mod_path then LuaModUpdates:CheckForUpdates( function(updater, mods, required) if not required then LuaModUpdates:CheckModForUpdateAndShowOptions( mod_path ) end end ) end end end MenuCallbackHandler.mod_updates_download_mod = function(self, item) if item and item._parameters then local mod_path = item._parameters.text_id:gsub("button_check_for_updates_", "") if mod_path then LuaModUpdates.ForceDownloadAndInstallMod(mod_path) LuaModManager:SetModUpdatesState( mod_path, true ) --Reset Notification state for now installed mod end end end local priority = ((#LuaModManager:UpdateChecks() * 3) + (table.size(LuaModManager:Required()) * 3)) local toggle_updates_loc_str = "toggle_lua_auto_updates_{0}" local check_for_updates_loc_str = "button_check_for_updates_{0}" --[[ MenuHelper:AddButton({ id = "lua_mods_update_all", title = "base_mod_updates_update_all", desc = "base_mod_updates_update_all_desc", callback = "mod_updates_update_all", menu_id = mod_updates_menu, priority = priority + 3, }) MenuHelper:AddDivider({ id = "lua_mods_update_divider_1", size = 16, menu_id = mod_updates_menu, priority = priority + 1, }) ]] for k, v in ipairs( LuaModManager:UpdateChecks() ) do local mod_definition = v.mod and LuaModManager:GetMod( v.mod ).definition or nil local mod_name = v.display_name or mod_definition and mod_definition[ LuaModManager.Constants.mod_name_key ] local mod_name_table = { ["mod_name"] = mod_name } local loc_toggle = toggle_updates_loc_str:gsub("{0}", v.identifier) local loc_button = check_for_updates_loc_str:gsub("{0}", v.identifier) LocalizationManager:add_localized_strings({ [loc_toggle] = managers.localization:text("base_mod_automically_check_for_updates", mod_name_table), [loc_toggle .. "_desc"] = managers.localization:text("base_mod_automically_check_for_updates_desc", mod_name_table), [loc_button] = managers.localization:text("base_mod_check_for_updates_now", mod_name_table), [loc_button .. "_desc"] = managers.localization:text("base_mod_check_for_updates_now_desc", mod_name_table), }) local toggle = MenuHelper:AddToggle({ id = "toggle_updates_" .. v.identifier, title = loc_toggle, desc = loc_toggle .. "_desc", callback = "mod_updates_toggle_mod", value = LuaModManager:AreModUpdatesEnable( v.identifier ), menu_id = mod_updates_menu, priority = priority, }) MenuHelper:AddButton({ id = "button_check_for_updates_" .. v.identifier, title = loc_button, desc = loc_button .. "_desc", callback ="mod_updates_check_mod", menu_id = mod_updates_menu, priority = priority - 1, }) MenuHelper:AddDivider({ id = "divider_updates_" .. v.identifier, size = 8, menu_id = mod_updates_menu, priority = priority - 2, }) priority = priority - 3 end for k, v in pairs( LuaModManager:Required() ) do local mod_definition = v.mod and LuaModManager:GetMod( v.mod ).definition or nil local mod_name = v.display_name or mod_definition and mod_definition[ LuaModManager.Constants.mod_name_key ] local mod_name_table = { ["mod_name"] = mod_name } local loc_toggle = toggle_updates_loc_str:gsub("{0}", v.identifier) local loc_button = check_for_updates_loc_str:gsub("{0}", v.identifier) LocalizationManager:add_localized_strings({ [loc_toggle] = managers.localization:text("base_mod_notify_required", mod_name_table), [loc_toggle .. "_desc"] = managers.localization:text("base_mod_notify_required_desc", mod_name_table), [loc_button] = managers.localization:text("base_mod_download_required_now", mod_name_table), [loc_button .. "_desc"] = managers.localization:text("base_mod_download_required_now_desc", mod_name_table), }) local toggle = MenuHelper:AddToggle({ id = "toggle_notification_" .. v.identifier, title = loc_toggle, desc = loc_toggle .. "_desc", callback = "mod_updates_toggle_mod", value = LuaModManager:AreModUpdatesEnable( v.identifier ), menu_id = mod_updates_menu, priority = priority, }) MenuHelper:AddButton({ id = "button_check_for_updates_" .. v.identifier, title = loc_button, desc = loc_button .. "_desc", callback = "mod_updates_download_mod", menu_id = mod_updates_menu, priority = priority - 1, }) MenuHelper:AddDivider({ id = "divider_updates_" .. v.identifier, size = 8, menu_id = mod_updates_menu, priority = priority - 2, }) priority = priority - 3 end end) Hooks:Add("MenuManagerBuildCustomMenus", "Base_ModUpdatesMenu_BuildCustomMenus", function( menu_manager, nodes ) nodes[mod_updates_menu] = MenuHelper:BuildMenu( mod_updates_menu ) end) -- Info Boxes function LuaModUpdates:CheckModForUpdateAndShowOptions( mod_id ) log("[Updates] Checking for updates for mod: " .. mod_id) for k, v in pairs( LuaModManager:UpdateChecks() ) do if v.identifier == mod_id then if v.update_required then self:ShowModRequiresUpdate( mod_id ) else self:ShowModUpToDate( mod_id ) end end end end function LuaModUpdates:ShowModUpToDate( mod_id ) local message_id = self:VerifyModIsDownloadable( mod_id ) and "base_mod_update_no_update_available" or "base_mod_update_no_update_available_no_data" local mod_name_tbl = { ["mod_name"] = self:GetModFriendlyName( mod_id ) } local title = managers.localization:text("base_mod_update_no_update_available_title", mod_name_tbl) local message = managers.localization:text(message_id, mod_name_tbl) local options = {} if self:VerifyModIsDownloadable( mod_id ) then local download_btn = { text = managers.localization:text("base_mod_update_no_update_available_force"), callback = LuaModUpdates.ForceDownloadAndInstallMod, data = mod_id } table.insert( options, download_btn ) end local cancel_btn = { text = managers.localization:text("dialog_ok"), is_cancel_button = true } table.insert( options, cancel_btn ) QuickMenu:new( title, message, options, true ) end function LuaModUpdates:ShowModRequiresUpdate( mod_id ) local mod_name_tbl = { ["mod_name"] = self:GetModFriendlyName( mod_id ) } local title = managers.localization:text("base_mod_updates_update_mod_now", mod_name_tbl) local message = managers.localization:text("base_mod_update_update_available", mod_name_tbl) local options = { [1] = { text = managers.localization:text("base_mod_updates_update_now"), callback = LuaModUpdates.ForceDownloadAndInstallMod, data = mod_id }, [2] = { text = managers.localization:text("base_mod_updates_open_update_notes"), callback = LuaModUpdates.ShowModPatchNotes, data = mod_id }, [3] = { text = managers.localization:text("base_mod_updates_update_later"), is_cancel_button = true } } QuickMenu:new( title, message, options, true ) end function LuaModUpdates.ForceDownloadAndInstallMod( data ) LuaModUpdates:DownloadAndStoreMod( data ) end function LuaModUpdates.ShowModPatchNotes( data ) local url = LuaModUpdates._updates_notes_url:gsub("{1}", data) Steam:overlay_activate("url", url) LuaModUpdates:ShowModRequiresUpdate( data ) end
fx_version 'adamant' game 'gta5' client_script "client.lua"
Name = "QuitOnEscapePressedSystem" Group = BlackFox.ComponentSystemGroup.EndOfFrame function update(dt) if BlackFox.Input.isKeyDown(BlackFox.Input.KeyCode.Escape) == true then print("Escape pressed") application:quit() end end
--[[ Copyright (c) 2018 Optera * Part of Re-Stack * * See LICENSE.md in the project directory for license information. --]] -- Ore Stack Size SelectItemByEntity("resource", settings.startup["ReStack-ores"].value, "ore") for _,recipe in pairs(data.raw.recipe) do -- Plate stack size if recipe.category == "smelting" then SelectItemsByRecipeResult(recipe, settings.startup["ReStack-plates"].value, "smelting") end --Rocket Parts if recipe.category == "rocket-building" then SelectItemsByRecipeInput(recipe, settings.startup["ReStack-rocket-parts"].value, "rocket-part") end end -- Science Packs for _, tech in pairs(data.raw.technology) do if tech.unit and tech.unit.ingredients then add_from_item_array(tech.unit.ingredients, settings.startup["ReStack-science-pack"].value, "science-pack") end end -- nuclear fuel category & waste products for _,item in pairs(data.raw.item) do if item.fuel_category == "nuclear" then ReStack_Items[item.name] = {stack_size = settings.startup["ReStack-fuel-category-nuclear"].value, type = "fuel-category-nuclear"} if item.burnt_result then ReStack_Items[item.burnt_result] = {stack_size = settings.startup["ReStack-fuel-category-nuclear"].value, type = "fuel-category-nuclear"} end end end -- refined Uranium ReStack_Items["uranium-235"] = {stack_size = settings.startup["ReStack-uranium"].value, type = "uranium"} ReStack_Items["uranium-238"] = {stack_size = settings.startup["ReStack-uranium"].value, type = "uranium"} -- Fuels by item name (coal = ore, rocket-fuel = rocket-parts) ReStack_Items["wood"] = {stack_size = settings.startup["ReStack-wood"].value, type = "wood"} ReStack_Items["solid-fuel"] = {stack_size = settings.startup["ReStack-solid-fuel"].value, type = "solid-fuel"} ReStack_Items["nuclear-fuel"] = {stack_size = settings.startup["ReStack-nuclear-fuel"].value, type = "nuclear-fuel"} -- Tiles - applied last to overwrite when wood or ore is directly used as floor for _,item in pairs(data.raw.item) do if item.place_as_tile and (Tile_Whitelist[item.name] or (settings.startup["ReStack-tiles-priority"].value or not ReStack_Items[item.name])) then ReStack_Items[item.name] = {stack_size = settings.startup["ReStack-tiles"].value, type = "tile"} end end
Window = { Title = "New Game", Width = 1280, Height = 720, IsVsync = false } Log = { IsLogEnabled = true, ShowFPS = true -- Will not work if log is disabled }
ManagedClass._generate = function(class) class._instances = {} class._elements = {} class.class = class end ManagedClass._cleanUp = function(class, instance) for _, element in pairs(class._elements[instance] or {}) do destroyElement(element) end class._elements[instance] = {} end ManagedClass._addElement = function(class, instance, element) if not class._elements[instance] then class._elements[instance] = {} end table.insert(class._elements[instance], element) end ManagedClass._removeElement = function(class, instance, element) table.removevalue(class._elements[instance], element) end function ManagedClass:addElement(...) return self:getClass():_addElement(self, ...) end function ManagedClass:removeElement(...) return self:getClass():_removeElement(self, ...) end
-- -- Created by IntelliJ IDEA. -- User: Kunkka Huang -- Date: 16/12/29 -- Time: 上午10:12 -- To change this template use File | Settings | File Templates. local util = {} ----------------------------------------- switch function ------------------------------------------------- -- function to simulate a switch local function switch(t) t.case = function(self, x, ...) local f = self[x] or self.default if f then if type(f) == "function" then return f(...) else error("case " .. tostring(x) .. " not a function") end end return nil end return t end gk.exports.switch = switch function string.starts(String, Start) return string.sub(String, 1, string.len(Start)) == Start end function string.ends(String, End) return End == '' or string.sub(String, -string.len(End)) == End end function math.shrink(f, bit) if bit >= 1 and bit <= 6 then local e = 1 / math.pow(10, bit + 1) local v = math.pow(10, bit) return math.round((f + e) * v) / v elseif bit == 0.5 then return math.floor(f * 2) / 2 elseif bit == 0 then return math.round(f) else return f end end function math.equal(f1, f2, bit) return math.shrink(f1, bit) == math.shrink(f2, bit) end function string.replaceChar(str, index, char) if index >= 1 and index <= str:len() then str = index == 1 and char .. str:sub(2, str:len()) or (str:sub(1, index - 1) .. char .. str:sub(index + 1, str:len())) end return str end -- insert before the index function string.insertChar(str, index, char) if index >= 1 and index <= str:len() + 1 then str = index == 1 and char .. str or (str:sub(1, index - 1) .. char .. str:sub(index, str:len())) end return str end -- insert char at index function string.deleteChar(str, index) if index >= 1 and index <= str:len() then str = index == 1 and str:sub(2, str:len()) or (str:sub(1, index - 1) .. str:sub(index + 1, str:len())) end return str end string.toHex = function(s) return string.gsub(s, "(.)", function(x) return string.format("%02X", string.byte(x)) end) end ----------------------------------------- restart game ------------------------------------------------- util.onRestartGameCallbacks = util.onRestartGameCallbacks or {} function util:registerOnRestartGameCallback(callback) table.insert(self.onRestartGameCallbacks, callback) end util.beforeRestartGameCallbacks = util.beforeRestartGameCallbacks or {} function util:registerBeforeRestartGameCallback(callback) table.insert(self.beforeRestartGameCallbacks, callback) end function util:registerRestartGameCallback(callback) util.restartGameCallback = callback local platform = cc.Application:getInstance():getTargetPlatform() if platform == cc.PLATFORM_OS_MAC and not util.restartLayer then gk.log("init:registerRestartGameCallback") util.restartLayer = cc.Layer:create() util.restartLayer:retain() local function onKeyReleased(keyCode, event) if gk.focusNode then return end local key = cc.KeyCodeKey[keyCode + 1] -- gk.log("RestartLayer: onKeypad %s", key) if key == "KEY_F1" then -- debug mode, restart with current editing node util:restartGame(1) elseif key == "KEY_F2" then -- release mode, restart with cureent entry util:restartGame(2) elseif key == "KEY_F3" then -- release mode, restart with default entry util:restartGame(0) end end local listener = cc.EventListenerKeyboard:create() listener:registerScriptHandler(onKeyReleased, cc.Handler.EVENT_KEYBOARD_RELEASED) cc.Director:getInstance():getEventDispatcher():addEventListenerWithSceneGraphPriority(listener, util.restartLayer) util.restartLayer:resume() end end function util:restartGame(mode) gk.log("===================================================================") gk.log("===================== restart game ==========================") gk.log("===================================================================") if self.restartLayer then self.restartLayer:release() self.restartLayer = nil end gk.event:post("syncNow") gk.event:init() gk:increaseRuntimeVersion() gk.scheduler:unscheduleAll() for _, callback in ipairs(self.beforeRestartGameCallbacks) do callback() end self.beforeRestartGameCallbacks = {} local scene = cc.Scene:create() cc.Director:getInstance():popToRootScene() cc.Director:getInstance():replaceScene(scene) scene:runAction(cc.CallFunc:create(function() gk.log("removeResBeforeRestartGame") for _, callback in ipairs(self.onRestartGameCallbacks) do callback() end self.onRestartGameCallbacks = {} gk.log("collect: lua mem -> %.2fMB", collectgarbage("count") / 1024) collectgarbage("collect") gk.log("after collect: lua mem -> %.2fMB", collectgarbage("count") / 1024) if self.restartGameCallback then self.restartGameCallback(mode) end end)) end function util:registerOnErrorCallback(callback) self.onErrorCallback = callback end function util:reportError(msg) if util.onErrorCallback then util.onErrorCallback(msg) end end util.tags = util.tags and util.tags or { drawTag = 0xFFF0, drawParentTag = 0xFFF1, labelTag = 0xFFF2, boundsTag = 0xFFF3, coordinateTag = 0xFFF4, versionTag = 0xFFF5, buttonOverlayTag = 0xFFF6, dialogTag = 0xFFF7, } function util:isDebugNode(node) local tag = node and node:getTag() or -1 return tag >= 0xFFF0 --table.indexof(table.values(util.tags), tag) end function util:isDebugTag(tag) return tag and tag >= 0xFFF0 -- return table.indexof(table.values(util.tags), tag) end function util:clearDrawNode(node, tag) if node then local tg = tag or util.tags.drawTag local draw = node:getChildByTag(tg) if self:instanceof(node, "cc.ScrollView") then return -- draw = node:getContainer():getChildByTag(tg) end if draw then draw:clear() draw:stopAllActions() end -- parent if node:getParent() then node = node:getParent() local tg = tag or util.tags.drawParentTag local draw = node:getChildByTag(tg) if self:instanceof(node, "cc.ScrollView") then draw = node:getContainer():getChildByTag(tg) end local draw = node:getChildByTag(tg) if draw then draw:clear() draw:stopAllActions() end end end end function util:clearDrawLabel(node, tag) local tg = tag or util.tags.labelTag local label = node:getChildByTag(tg) if label then label:setString("") end end function util:drawNode(node, c4f, tag) local tg = tag or util.tags.drawTag local draw = node:getChildByTag(tg) if self:instanceof(node, "cc.ScrollView") then draw = node:getContainer():getChildByTag(tg) end if draw then draw:clear() else draw = cc.DrawNode:create() if self:instanceof(node, "cc.ScrollView") then node:add(draw, -1, tg) else node:add(draw, 99999, tg) end draw:setPosition(cc.p(0, 0)) end local sx, sy = util:getGlobalScale(node) local size = node:getContentSize() -- bounds draw:drawRect(cc.p(0.5, 0.5), cc.p(0.5, size.height - 0.5), cc.p(size.width - 0.5, size.height - 0.5), cc.p(size.width - 0.5, 0.5), c4f and c4f or cc.c4f(1, 0.5, 1, 1)) -- anchor point local p = node:getAnchorPoint() p.x = p.x * size.width p.y = p.y * size.height if node:isIgnoreAnchorPointForPosition() then p.x, p.y = 0, 0 end draw:drawDot(p, sx ~= 0 and 1 / sx or 1, cc.c4f(1, 0, 0, 1)) if self:instanceof(node, "cc.ScrollView") then -- bg local p1 = cc.p(0, 0) local p2 = cc.p(size.width, size.height) draw:drawSolidRect(p1, p2, cc.c4f(0.68, 0.68, 0.68, 0.1)) end if self:instanceof(node, "cc.ClippingRectangleNode") then -- clipping rect local rect = node:getClippingRegion() draw:drawRect(cc.p(rect.x + 0.5, rect.y + 0.5), cc.p(rect.x + rect.width - 0.5, rect.y + 0.5), cc.p(rect.x + rect.width - 0.5, rect.y + rect.height - 0.5), cc.p(rect.x + 0.5, rect.y + rect.height - 0.5), c4f and c4f or cc.c4f(155 / 255, 0, 0, 1)) end if self:instanceof(node, "ccui.Scale9Sprite") then -- capInsets local rect = node:getCapInsets() local sprite = node:getSprite() local originSize = sprite:getSpriteFrame():getOriginalSize() local size = node:getContentSize() rect.y = originSize.height - rect.y - rect.height rect.width = size.width - (originSize.width - rect.width) rect.height = size.height - (originSize.height - rect.height) self:drawSegmentRectOnNode(node, rect, 5, cc.c4f(1, 0, 0.5, 0.5), tg) end if self:instanceof(node, "DrawNode") and type(node.getMovablePoints) == "function" then local ps = node:getMovablePoints() for _, p in ipairs(ps) do draw:drawPoint(p, 5, cc.c4f(1, 1, 0, 1)) draw:drawCircle(p, 10, 360, 50, false, c4f or cc.c4f(1, 1, 0, 0.2)) end end -- refresh draw, only in test mode if DEBUG and not tag then draw:stopAllActions() draw:runAction(cc.Sequence:create(cc.DelayTime:create(1), cc.CallFunc:create(function() util:drawNode(node, c4f) end))) end -- draw parent local tg = tag or util.tags.drawParentTag if node:getParent() then self:drawNodeBounds(node:getParent(), cc.c4f(0, 0, 255 / 255, 0.1), util.tags.drawParentTag) end return draw end function util:drawNodeBounds(node, c4f, tg) local tg = tg or util.tags.boundsTag local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() if self:instanceof(node, "cc.ScrollView") then node:add(draw, -1, tg) else if tg == util.tags.drawParentTag then node:add(draw, -1, tg) else node:add(draw, 9999, tg) end end draw:setPosition(cc.p(0, 0)) end draw:clear() local size = node:getContentSize() -- bounds draw:drawRect(cc.p(0.5, 0.5), cc.p(0.5, size.height - 0.5), cc.p(size.width - 0.5, size.height - 0.5), cc.p(size.width - 0.5, 0.5), c4f and c4f or cc.c4f(0, 155 / 255, 1, 1)) return draw end function util:drawLabelOnNode(node, content, fontSize, pos, c3b, tag) local tg = tag or util.tags.labelTag local label = node:getChildByTag(tg) if self:instanceof(node, "cc.ScrollView") then label = node:getContainer():getChildByTag(tg) end if not label then label = gk.create_label(content, gk.theme.font_font, fontSize and fontSize or 12) node:add(label, 999, tg) else label:setString(content) end local size = node:getContentSize() label:setPosition(pos and pos or cc.p(size.width, size.height)) gk.set_label_color(label, c3b and c3b or cc.c3b(0, 255, 0)) local sx, sy = util:getGlobalScale(node) label:setScale(1 / sx) end function util:drawLineOnNode(node, p1, p2, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end c4f = c4f or cc.c4f(1, 0, 1, 1) draw:drawLine(p1, p2, c4f) return draw end function util:drawSegmentRectOnNode(node, rect, radius, c4f, tg) self:drawSegmentOnNode(node, cc.p(rect.x, rect.y), cc.p(rect.x + rect.width, rect.y), radius, c4f, tg) self:drawSegmentOnNode(node, cc.p(rect.x + rect.width, rect.y), cc.p(rect.x + rect.width, rect.y + rect.height), radius, c4f, tg) self:drawSegmentOnNode(node, cc.p(rect.x + rect.width, rect.y + rect.height), cc.p(rect.x, rect.y + rect.height), radius, c4f, tg) self:drawSegmentOnNode(node, cc.p(rect.x, rect.y + rect.height), cc.p(rect.x, rect.y), radius, c4f, tg) end function util:drawSegmentOnNode(node, p1, p2, radius, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end local dis = cc.pGetDistance(p1, p2) local count = math.round(dis / radius) for i = 1, count, 2 do local pa = cc.pAdd(p1, cc.pMul(cc.pSub(p2, p1), (i - 1) / count)) local pb = cc.pAdd(p1, cc.pMul(cc.pSub(p2, p1), i / count)) draw:drawLine(pa, pb, c4f) end return draw end function util:drawDotOnNode(node, p, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end local sx, sy = util:getGlobalScale(node) draw:drawDot(p, sx ~= 0 and 1.5 / sx or 1.5, c4f or cc.c4f(1, 0, 0, 1)) return draw end function util:drawRectOnNode(node, p1, p2, p3, p4, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end draw:drawRect(p1, p2, p3, p4, c4f or cc.c4f(1, 0, 0, 0.2)) return draw end function util:drawSolidRectOnNode(node, p1, p2, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end draw:drawSolidRect(p1, p2, c4f or cc.c4f(1, 0, 0, 0.2)) return draw end function util:drawCircleOnNode(node, p, radius, c4f, tg) local tg = tg or self.tags.drawTag local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, 999, tg) draw:setPosition(cc.p(0, 0)) end draw:drawCircle(p, radius, 360, 50, false, c4f or cc.c4f(1, 0, 0, 0.2)) return draw end function util:drawNodeBg(node, c4f, tg) local draw if tg then draw = node:getChildByTag(tg) end if not draw then draw = cc.DrawNode:create() node:add(draw, -1, tg) draw:setPosition(cc.p(0, 0)) end draw:clear() local size = node:getContentSize() draw:drawSolidRect(cc.p(0, 0), cc.p(size.width, size.height), c4f or cc.c4f(1, 1, 1, 1)) return draw end function util:getGlobalScale(node) local scaleX, scaleY = 1, 1 local c = node while c ~= nil do scaleX = scaleX * c:getScaleX() scaleY = scaleY * c:getScaleY() c = c:getParent() end return scaleX, scaleY end function util:hitTest(node, touch) local s = node:getContentSize() if gk.util:instanceof(node, "cc.ScrollView") then s = node:getViewSize() end local rect = { x = 0, y = 0, width = s.width, height = s.height } local touchP = node:convertTouchToNodeSpace(touch) return cc.rectContainsPoint(rect, touchP) end function util:stopActionByTagSafe(node, tag) if node then local action = node:getActionByTag(tag) if action then node:stopAction(action) end end end function util:isAncestorsVisible(node) local c = node while c ~= nil do if not c:isVisible() then return false end c = c:getParent() end return true end function util:isAncestorsType(node, type) local c = node while c ~= nil do if self:instanceof(c, type) then return true end c = c:getParent() end return false end function util:isAncestorsIgnore(node) local c = node while c ~= nil do if c.__ignore then return true end c = c:getParent() end return false end function util:getRootNode(node) local c = node:getParent() local root while c ~= nil do root = c c = c:getParent() end return root end function util:isAncestorOf(ancestor, child) local c = child while c ~= nil do if c == ancestor then return true end c = c:getParent() end return false end function util:touchInNode(node, globalPoint) local s = node:getContentSize() local rect = { x = 0, y = 0, width = s.width, height = s.height } local p = node:convertToNodeSpace(globalPoint) return cc.rectContainsPoint(rect, p) end function util:setRecursiveCascadeOpacityEnabled(node, enabled) node:setCascadeOpacityEnabled(enabled) local children = node:getChildren() for _, c in pairs(children) do util:setRecursiveCascadeOpacityEnabled(c, enabled) end end function util:setRecursiveCascadeColorEnabled(node, enabled) node:setCascadeColorEnabled(enabled) local children = node:getChildren() for _, c in pairs(children) do util:setRecursiveCascadeColorEnabled(c, enabled) end end function util:table_eq(table1, table2) local avoid_loops = {} local function recurse(t1, t2) -- compare value types if type(t1) ~= type(t2) then return false end -- Base case: compare simple values if type(t1) ~= "table" then return t1 == t2 end -- Now, on to tables. -- First, let's avoid looping forever. if avoid_loops[t1] then return avoid_loops[t1] == t2 end avoid_loops[t1] = t2 -- Copy keys from t2 local t2keys = {} local t2tablekeys = {} for k, _ in pairs(t2) do if type(k) == "table" then table.insert(t2tablekeys, k) end t2keys[k] = true end -- Let's iterate keys from t1 for k1, v1 in pairs(t1) do local v2 = t2[k1] if type(k1) == "table" then -- if key is a table, we need to find an equivalent one. local ok = false for i, tk in ipairs(t2tablekeys) do if table_eq(k1, tk) and recurse(v1, t2[tk]) then table.remove(t2tablekeys, i) t2keys[tk] = nil ok = true break end end if not ok then return false end else -- t1 has a key which t2 doesn't have, fail. if v2 == nil then return false end t2keys[k1] = nil if not recurse(v1, v2) then return false end end end -- if t2 has a key which t1 doesn't have, fail. if next(t2keys) then return false end return true end return recurse(table1, table2) end ----------------------------------------- table ------------------------------------------------- local function spairs(t, order) -- collect the keys local keys = {} for k in pairs(t) do keys[#keys + 1] = k end -- if order function given, sort by it by passing the table and keys a, b, -- otherwise just sort the keys if order then table.sort(keys, function(a, b) return order(t, a, b) end) else table.sort(keys) end -- return the iterator function local i = 0 return function() i = i + 1 if keys[i] then return keys[i], t[keys[i]] end end end local function formatString(str, len) local s = string.format("%s", str) while string.len(s) < len do s = s .. " " end return s end function util:tbl2string(obj) if obj and type(obj) == "table" then local log = "{\n" for k, v in spairs(obj) do if type(v) == "table" and v ~= obj then -- log = log .. k .. " : " .. tbl2string(v) .. ",\n" if table.nums(v) < 10 then log = log .. formatString(k, 18) .. " : \n" .. util:tbl2string(v) .. ",\n" else log = log .. k .. " : " .. "{?}" .. "\n" end end if type(v) ~= "function" and type(v) ~= "table" and type(v) ~= "userdata" then log = log .. formatString(k, 18) .. " : " .. tostring(v) .. "\n" end end log = log .. "}" return log else return tostring(obj) end end local iskindof_ iskindof_ = function(cls, name) local __index = rawget(cls, "__index") if type(__index) == "table" and rawget(__index, "__cname") == name then return true end if rawget(cls, "__cname") == name then return true end -- fix crash if not __index then return false end if type(__index) == "function" then return false end -- fix crash local __supers = rawget(__index, "__supers") if not __supers then return false end for _, super in ipairs(__supers) do if iskindof_(super, name) then return true end end return false end function util:iskindof(classObj, classname) if type(classObj) == "table" then if classObj.__cname == classname then return true else local mt = getmetatable(classObj) if mt then return iskindof_(mt, classname) end end else return false end end function util:instanceof(obj, classname) local t = type(obj) if t ~= "table" and t ~= "userdata" then return false end if obj.class and self:iskindof(obj.class, classname) then return true end local mt if t == "userdata" then if tolua.iskindof(obj, classname) then return true end mt = tolua.getpeer(obj) else mt = getmetatable(obj) end if mt then return iskindof_(mt, classname) end return false end local function dump_value_(v) if type(v) == "string" then v = "\"" .. v .. "\"" end return tostring(v) end function util:dump(value, description, nesting) if type(nesting) ~= "number" then nesting = 4 end local lookupTable = {} local result = {} local traceback = string.split(debug.traceback("", 2), "\n") gk.log("dump from: " .. string.trim(traceback[3])) local function dump_(value, description, indent, nest, keylen) description = description or "<var>" local spc = "" if type(keylen) == "number" then spc = string.rep(" ", keylen - string.len(dump_value_(description))) end if type(value) ~= "table" then result[#result + 1] = string.format("%s%s%s = %s", indent, dump_value_(description), spc, dump_value_(value)) elseif lookupTable[tostring(value)] then result[#result + 1] = string.format("%s%s%s = *REF*", indent, dump_value_(description), spc) else lookupTable[tostring(value)] = true if nest > nesting then result[#result + 1] = string.format("%s%s = *MAX NESTING*", indent, dump_value_(description)) else result[#result + 1] = string.format("%s%s = {", indent, dump_value_(description)) local indent2 = indent .. " " local keys = {} local keylen = 0 local values = {} for k, v in pairs(value) do keys[#keys + 1] = k local vk = dump_value_(k) local vkl = string.len(vk) if vkl > keylen then keylen = vkl end values[k] = v end table.sort(keys, function(a, b) if type(a) == "number" and type(b) == "number" then return a < b else return tostring(a) < tostring(b) end end) for i, k in ipairs(keys) do dump_(values[k], k, indent2, nest + 1, keylen) end result[#result + 1] = string.format("%s}", indent) end end end dump_(value, description, " ", 1) for i, line in ipairs(result) do gk.log(line) end end function util:floatEql(f1, f2) local EPSILON = 0.00001 return ((f1 - EPSILON) < f2) and (f2 < (f1 + EPSILON)) end function util:pointEql(p1, p2) return self:floatEql(p1.x, p2.x) and self:floatEql(p1.y, p2.y) end function util:getBoundingBoxToScreen(node) local p = node:convertToWorldSpace(cc.p(0, 0)) local bb = node:getContentSize() local sx, sy = util:getGlobalScale(node) bb.width = bb.width * sx bb.height = bb.height * sy return cc.rect(p.x, p.y, bb.width, bb.height) end function util:c4b2c4f(c4b) return cc.c4f(c4b.r / 255, c4b.g / 255, c4b.b / 255, c4b.a / 255) end function util:addMouseMoveEffect(node, c4f) if cc.Application:getInstance():getTargetPlatform() == cc.PLATFORM_OS_MAC and gk.mode ~= gk.MODE_RELEASE then local listener = cc.EventListenerMouse:create() listener:registerScriptHandler(function(touch, event) if not node.noneMouseMoveEffect then local location = touch:getLocationInView() if gk.util:touchInNode(node, location) then if not node.isFocus then gk.util:drawNodeBounds(node, c4f or cc.c4f(1, 0.5, 0.5, 0.7), self.tags.boundsTag) end else gk.util:clearDrawNode(node, self.tags.boundsTag) end end end, cc.Handler.EVENT_MOUSE_MOVE) node:getEventDispatcher():addEventListenerWithSceneGraphPriority(listener, node) end end -- set 1 at pos, (pos = 1~32) function util:setBit1(int32, pos) return bit.bor(int32, bit.lshift(1, pos - 1)) end -- set 0 at pos function util:setBit0(int32, pos) return bit.band(int32, 0xFFFFFFFF - bit.lshift(1, pos - 1)) end -- is 1 at pos function util:isBit1(int32, pos) int32 = int32 or 0 local var = bit.lshift(1, pos - 1) return bit.band(int32, var) == var end function util:alignNodes(node1, node2, gapX, centerX) centerX = centerX or 0 local w1 = node1:getContentSize().width * node1:getScaleX() local w2 = node2:getContentSize().width * node2:getScaleX() node1:setAnchorPoint(0.5, node1:getAnchorPoint().y) node2:setAnchorPoint(0.5, node1:getAnchorPoint().y) local w = w1 + w2 + gapX node1:setPositionX(centerX + w1 / 2 - w / 2) node2:setPositionX(centerX + w / 2 - w2 / 2) end return util
require('History'); function Client_GameRefresh(game) if(game.Us == nil)then return; end --It appears that gamerefresh gets called before startgame, so this filters out a crash if(Mod.PlayerGameData.Peaceoffers == nil)then return; end if(Mod.PublicGameData.War[game.Us.ID] ==nil)then UI.Alert("I identified a problem with the data structure of this mod. This could be based on the device you are running(it is a normal bug for some devices that run the standalone client). Try using a different device. If the bug consists, please contact the author of this mod(go to mod info and click the github link)."); return; end if(lastnachricht == nil)then lastnachricht = ""; end local Nachricht = ""; if(tablelength(Mod.PlayerGameData.Peaceoffers)>0)then Nachricht = Nachricht .. "\n" .. 'You have ' .. tablelength(Mod.PlayerGameData.Peaceoffers) .. ' open peace offer'; end if(tablelength(Mod.PlayerGameData.AllyOffers)>0)then Nachricht = Nachricht .. "\n" .. 'You have ' .. tablelength(Mod.PlayerGameData.AllyOffers) .. ' open ally offer'; end if(Mod.PlayerGameData.HasNewWar == true)then Nachricht = Nachricht .. "\n" .. 'You seem to be in war with a new player. Please check out the diplomacy overview in the mod menu or check the bottom of the history of the last turn to find out with who. This means you can already attack each other in this turn.'; end ShowAllHistory(game,Nachricht); end function tablelength(T) if(T==nil)then return "error"; end local count = 0; for _,elem in pairs(T)do count = count + 1; end return count; end
-- programme pour faire un test depuis de le webide node.restart()
getglobal game getfield -1 ReplicatedStorage getfield -1 Weapons getfield -1 Primary getfield -1 ShockRifle getglobal game getfield -1 ReplicatedStorage getfield -1 Remotes getfield -1 StoreEquip getfield -1 InvokeServer pushvalue -2 pushstring Primary pushvalue -8 pcall 3 0 0 emptystack getglobal game getfield -1 ReplicatedStorage getfield -1 Weapons getfield -1 Secondary getfield -1 BeaconStudioSword getglobal game getfield -1 ReplicatedStorage getfield -1 Remotes getfield -1 StoreEquip getfield -1 InvokeServer pushvalue -2 pushstring Secondary pushvalue -8 pcall 3 0 0 emptystack getglobal game getfield -1 ReplicatedStorage getfield -1 Weapons getfield -1 Special getfield -1 BanHammer getglobal game getfield -1 ReplicatedStorage getfield -1 Remotes getfield -1 StoreEquip getfield -1 InvokeServer pushvalue -2 pushstring Secondary pushvalue -8 pcall 3 0 0 emptystack
local t = require( "taptest" ) local endswithany = require( "endswithany" ) filename = "note.adoc" t( endswithany( filename, { ".adoc", ".lua" } ), true ) t( endswithany( filename, { ".txt", ".lua" } ), false ) t()
_G.TURBO_SSL = true local turbo = require('turbo') local escape = require('turbo.escape') local util = require('turbo.util') local log = require('turbo.log') local redis = require('turbo.3rdparty.resty.redis') local coctx = require('turbo.coctx') local io_loop = turbo.ioloop.instance() local redis_exec = nil do local queue = {} local redis_conn local scheduled = false local function process_queue() while #queue > 0 do local q = queue queue = {} for _, req in ipairs(q) do req.ctx:finalize_context(redis_conn[req.cmd](redis_conn, unpack(req.args))) end end scheduled = false end redis_exec = function() error('redis connection is not established yet') end io_loop:add_callback(function() redis_conn = redis.new() redis_conn:set_timeout(1000) redis_conn:connect("127.0.0.1", 6379) redis_exec = function(cmd, ...) local ctx = coctx.CoroutineContext(io_loop) table.insert(queue, { ctx = ctx, cmd = cmd, args = {...}, }) if not scheduled then scheduled = true io_loop:add_callback(process_queue) end return coroutine.yield(ctx) end end) end local RedisHandler = class("RedisHandler", turbo.web.RequestHandler) function RedisHandler:get() local key = self:get_argument('key', nil, true) if key then local res, err = redis_exec('get', key) self:write(string.format('result: %s\nerr: %s\n', res, err)) end end turbo.web.Application({{"^/redis$", RedisHandler}}):listen(8090) io_loop:start()
ESX = nil Citizen.CreateThread(function() while ESX == nil do TriggerEvent('esx:getSharedObject', function(obj) ESX = obj end) Citizen.Wait(0) end end) RegisterCommand('departure', function(source, args) ESX.TriggerServerCallback('nyco:getGroup', function(group) if group == "superadmin" or group == "admin" or group == "mod" or group == "support" then table.unpack(args) local players = GetActivePlayers() for i = 1, #players do local currentplayer = players[i] local ped = GetPlayerPed(currentpslayer) if GetPlayerServerId(currentplayer) == tonumber(table.unpack(args)) then TriggerServerEvent('reise', GetPlayerServerId(currentplayer), GetEntityCoords(PlayerPedId()).x, GetEntityCoords(PlayerPedId()).y, GetEntityCoords(PlayerPedId()).z) end end else ESX.ShowNotification("Immigration office: You are not responsible for it", false, true, nil) end end) end) RegisterNetEvent('reisetp') AddEventHandler('reisetp', function(x,y,z) local x = -1044.67 local y = -2749.51 local z = 21.36 SetEntityCoords(PlayerPedId(), x, y, z, 0, 0, 0, false) ESX.ShowNotification("Welcome to Los Santos", false, true, nil) end)
-- local parser_config = require "nvim-treesitter.parsers".get_parser_configs() local treesitter = require('nvim-treesitter.configs') --[[ parser_config.haskell = { install_info = { url = "~/path/to/tree-sitter-haskell", files = {"src/parser.c", "src/scanner.cc"} } } ]] treesitter.setup { ensure_installed = "all", highlight = { enable = true, disable = { "haskell" } } }
---===================================== ---luastg screen ---===================================== ---------------------------------------- ---screen ---@class screen screen={} function ResetScreen() if setting.resx>setting.resy then screen.width=640 screen.height=480 --[[ screen.scale=setting.resy/screen.height screen.dx=(setting.resx-screen.scale*screen.width)*0.5 screen.dy=0 --]] ---[[ screen.hScale=setting.resx/screen.width screen.vScale=setting.resy/screen.height screen.resScale=setting.resx/setting.resy screen.scale=math.min(screen.hScale,screen.vScale) if screen.resScale>=(screen.width/screen.height) then screen.dx=(setting.resx-screen.scale*screen.width)*0.5 screen.dy=0 else screen.dx=0 screen.dy=(setting.resy-screen.scale*screen.height)*0.5 end --]] lstg.scale_3d=0.007*screen.scale ResetWorld() ResetWorldOffset() else --用于启动器 screen.width=396 screen.height=528 screen.scale=setting.resx/screen.width screen.dx=0 screen.dy=(setting.resy-screen.scale*screen.height)*0.5 lstg.scale_3d=0.007*screen.scale lstg.world={l=-192,r=192,b=-224,t=224,boundl=-224,boundr=224,boundb=-256,boundt=256,scrl=6,scrr=390,scrb=16,scrt=464,pl=-192,pr=192,pb=-224,pt=224} SetBound(lstg.world.boundl,lstg.world.boundr,lstg.world.boundb,lstg.world.boundt) ResetWorldOffset() end end function ResetScreen2() if setting.resx>setting.resy then screen.width=640 screen.height=480 --[[ screen.scale=setting.resy/screen.height screen.dx=(setting.resx-screen.scale*screen.width)*0.5 screen.dy=0 --]] ---[[ screen.hScale=setting.resx/screen.width screen.vScale=setting.resy/screen.height screen.resScale=setting.resx/setting.resy screen.scale=math.min(screen.hScale,screen.vScale) if screen.resScale>=(screen.width/screen.height) then screen.dx=(setting.resx-screen.scale*screen.width)*0.5 screen.dy=0 else screen.dx=0 screen.dy=(setting.resy-screen.scale*screen.height)*0.5 end --]] lstg.scale_3d=0.007*screen.scale else --用于启动器 screen.width=396 screen.height=528 screen.scale=setting.resx/screen.width screen.dx=0 screen.dy=(setting.resy-screen.scale*screen.height)*0.5 lstg.scale_3d=0.007*screen.scale end end local RAW_DEFAULT_WORLD={--默认的world参数,只读 l=-192,r=192,b=-224,t=224, boundl=-224,boundr=224,boundb=-256,boundt=256, scrl=32,scrr=416,scrb=16,scrt=464, pl=-192,pr=192,pb=-224,pt=224, world=15, } local DEFAULT_WORLD={--默认的world参数,可更改 l=-192,r=192,b=-224,t=224, boundl=-224,boundr=224,boundb=-256,boundt=256, scrl=32,scrr=416,scrb=16,scrt=464, pl=-192,pr=192,pb=-224,pt=224, world=15, } ---用于设置默认world参数 function OriginalSetDefaultWorld(l,r,b,t,bl,br,bb,bt,sl,sr,sb,st,pl,pr,pb,pt,m) local w={} w.l=l w.r=r w.b=b w.t=t w.boundl=bl w.boundr=br w.boundb=bb w.boundt=bt w.scrl=sl w.scrr=sr w.scrb=sb w.scrt=st w.pl=pl w.pr=pr w.pb=pb w.pt=pt w.world=m DEFAULT_WORLD=w end function SetDefaultWorld(l,b,w,h,bound,m) OriginalSetDefaultWorld( --l,r,b,t, (-w/2),(w/2),(-h/2),(h/2), --bl,br,bb,bt, (-w/2)-bound,(w/2)+bound,(-h/2)-bound,(h/2)+bound, --sl,sr,sb,st, (l),(l+w),(b),(b+h), --pl,pr,pb,pt (-w/2),(w/2),(-h/2),(h/2), --world mask m ) end ---用于重置world参数 function RawGetDefaultWorld() local w={} for k,v in pairs(RAW_DEFAULT_WORLD) do w[k]=v end return w end function GetDefaultWorld() local w={} for k,v in pairs(DEFAULT_WORLD) do w[k]=v end return w end function RawResetWorld() local w={} for k,v in pairs(RAW_DEFAULT_WORLD) do w[k]=v end lstg.world=w DEFAULT_WORLD=w SetBound(lstg.world.boundl,lstg.world.boundr,lstg.world.boundb,lstg.world.boundt) end function ResetWorld() local w={} for k,v in pairs(DEFAULT_WORLD) do w[k]=v end lstg.world=w SetBound(lstg.world.boundl,lstg.world.boundr,lstg.world.boundb,lstg.world.boundt) end ---用于设置world参数 function OriginalSetWorld(l,r,b,t,bl,br,bb,bt,sl,sr,sb,st,pl,pr,pb,pt,m) local w=lstg.world w.l=l w.r=r w.b=b w.t=t w.boundl=bl w.boundr=br w.boundb=bb w.boundt=bt w.scrl=sl w.scrr=sr w.scrb=sb w.scrt=st w.pl=pl w.pr=pr w.pb=pb w.pt=pt w.world=m end function SetWorld(l,b,w,h,bound,m) bound=bound or 32 m = m or 15 OriginalSetWorld( --l,r,b,t, (-w/2),(w/2),(-h/2),(h/2), --bl,br,bb,bt, (-w/2)-bound,(w/2)+bound,(-h/2)-bound,(h/2)+bound, --sl,sr,sb,st, (l),(l+w),(b),(b+h), --pl,pr,pb,pt (-w/2),(w/2),(-h/2),(h/2), --world mask m ) SetBound(lstg.world.boundl,lstg.world.boundr,lstg.world.boundb,lstg.world.boundt) end ---------------------------------------- ---3d lstg.view3d={ eye={0,0,-1}, at={0,0,0}, up={0,1,0}, fovy=PI_2, z={0,2}, fog={0,0,Color(0x00000000)}, } function Reset3D() lstg.view3d.eye={0,0,-1} lstg.view3d.at={0,0,0} lstg.view3d.up={0,1,0} lstg.view3d.fovy=PI_2 lstg.view3d.z={1,2} lstg.view3d.fog={0,0,Color(0x00000000)} end function Set3D(key,a,b,c) if key=='fog' then a=tonumber(a or 0) b=tonumber(b or 0) lstg.view3d.fog={a,b,c} return end a=tonumber(a or 0) b=tonumber(b or 0) c=tonumber(c or 0) if key=='eye' then lstg.view3d.eye={a,b,c} elseif key=='at' then lstg.view3d.at={a,b,c} elseif key=='up' then lstg.view3d.up={a,b,c} elseif key=='fovy' then lstg.view3d.fovy=a elseif key=='z' then lstg.view3d.z={a,b} end end ---------------------------------------- ---视口、投影等的转换和坐标映射 function SetViewMode(mode) lstg.viewmode=mode --lstg.scale_3d=((((lstg.view3d.eye[1]-lstg.view3d.at[1])^2+(lstg.view3d.eye[2]-lstg.view3d.at[2])^2+(lstg.view3d.eye[3]-lstg.view3d.at[3])^2)^0.5)*2*math.tan(lstg.view3d.fovy*0.5))/(lstg.world.scrr-lstg.world.scrl) if mode=='3d' then SetViewport(lstg.world.scrl*screen.scale+screen.dx,lstg.world.scrr*screen.scale+screen.dx,lstg.world.scrb*screen.scale+screen.dy,lstg.world.scrt*screen.scale+screen.dy) SetPerspective( lstg.view3d.eye[1],lstg.view3d.eye[2],lstg.view3d.eye[3], lstg.view3d.at[1],lstg.view3d.at[2],lstg.view3d.at[3], lstg.view3d.up[1],lstg.view3d.up[2],lstg.view3d.up[3], lstg.view3d.fovy,(lstg.world.r-lstg.world.l)/(lstg.world.t-lstg.world.b), lstg.view3d.z[1],lstg.view3d.z[2] ) SetFog(lstg.view3d.fog[1],lstg.view3d.fog[2],lstg.view3d.fog[3]) SetImageScale(((((lstg.view3d.eye[1]-lstg.view3d.at[1])^2+(lstg.view3d.eye[2]-lstg.view3d.at[2])^2+(lstg.view3d.eye[3]-lstg.view3d.at[3])^2)^0.5)*2*math.tan(lstg.view3d.fovy*0.5))/(lstg.world.scrr-lstg.world.scrl)) elseif mode=='world' then --设置视口 SetViewport( lstg.world.scrl*screen.scale+screen.dx, lstg.world.scrr*screen.scale+screen.dx, lstg.world.scrb*screen.scale+screen.dy, lstg.world.scrt*screen.scale+screen.dy ) --计算world宽高和偏移 local offset=lstg.worldoffset local world={ height=(lstg.world.t-lstg.world.b),--world高度 width=(lstg.world.r-lstg.world.l),--world宽度 } world.setheight=world.height*(1/offset.vscale)--缩放后的高度 world.setwidth=world.width*(1/offset.hscale)--缩放后的宽度 world.setdx=offset.dx*(1/offset.hscale)--水平整体偏移 world.setdy=offset.dy*(1/offset.vscale)--垂直整体偏移 --计算world最终参数 world.l=offset.centerx-(world.setwidth/2)+world.setdx world.r=offset.centerx+(world.setwidth/2)+world.setdx world.b=offset.centery-(world.setheight/2)+world.setdy world.t=offset.centery+(world.setheight/2)+world.setdy --应用参数 --SetOrtho(lstg.world.l,lstg.world.r,lstg.world.b,lstg.world.t) SetOrtho(world.l,world.r,world.b,world.t) SetFog() --SetImageScale((lstg.world.r-lstg.world.l)/(lstg.world.scrr-lstg.world.scrl)) SetImageScale(1) elseif mode=='ui' then --SetOrtho(0.5,screen.width+0.5,-0.5,screen.height-0.5)--f2d底层已经有修正 SetOrtho(0,screen.width,0,screen.height) SetViewport(screen.dx,screen.width*screen.scale+screen.dx,screen.dy,screen.height*screen.scale+screen.dy) SetFog() SetImageScale(1) else error('Invalid arguement.') end end function WorldToUI(x,y) local w=lstg.world return w.scrl+(w.scrr-w.scrl)*(x-w.l)/(w.r-w.l),w.scrb+(w.scrt-w.scrb)*(y-w.b)/(w.t-w.b) end function WorldToScreen(x,y) local w=lstg.world if setting.resx>setting.resy then return (setting.resx-setting.resy*screen.width/screen.height)/2/screen.scale+w.scrl+(w.scrr-w.scrl)*(x-w.l)/(w.r-w.l),w.scrb+(w.scrt-w.scrb)*(y-w.b)/(w.t-w.b) else return w.scrl+(w.scrr-w.scrl)*(x-w.l)/(w.r-w.l),(setting.resy-setting.resx*screen.height/screen.width)/2/screen.scale+w.scrb+(w.scrt-w.scrb)*(y-w.b)/(w.t-w.b) end end function ScreenToWorld(x,y)--该功能并不完善 local dx,dy=WorldToScreen(0,0) return x-dx,y-dy end ---------------------------------------- ---world offset ---by ETC ---用于独立world本身的数据、world坐标系中心偏移和横纵缩放、world坐标系整体偏移 local DEFAULT_WORLD_OFFSET={ centerx=0,centery=0,--world中心位置偏移 hscale=1,vscale=1,--world横向、纵向缩放 dx=0,dy=0,--整体偏移 } lstg.worldoffset={ centerx=0,centery=0,--world中心位置偏移 hscale=1,vscale=1,--world横向、纵向缩放 dx=0,dy=0,--整体偏移 } ---重置world偏移 function ResetWorldOffset() lstg.worldoffset=lstg.worldoffset or {} for k,v in pairs(DEFAULT_WORLD_OFFSET) do lstg.worldoffset[k]=v end end ---设置world偏移 function SetWorldOffset(centerx,centery,hscale,vscale) lstg.worldoffset.centerx=centerx lstg.worldoffset.centery=centery lstg.worldoffset.hscale=hscale lstg.worldoffset.vscale=vscale end ---------------------------------------- ---init ResetScreen()--先初始化一次,!!!注意不能漏掉这一步
-- Copyright (c) 2008 Mikael Lind -- -- 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. -- Inefficient heap implementation. To be replaced with a more efficient -- implementation later. Heap = {} function Heap:new(before) local heap = {__before = before} setmetatable(heap, self) self.__index = self return heap end function Heap:push(value) table.insert(self, value) end function Heap:pop() if #self == 0 then return nil end self:norm() local result = self[1] self[1] = table.remove(self) return result end function Heap:peek() if #self == 0 then return nil end self:norm() return self[1] end function Heap:norm() table.sort(self, self.__before) end
local m = {} local unpack = table.unpack or unpack function m.passthroughbuilder(recvmethods, sendmethods) return function(method, transform) return function(self, ...) repeat local isock = self.inner_sock local ret = {isock[method](isock, ...)} local status = ret[1] local err = ret[2] if err and (err == recvmethods[method] or err == sendmethods[method]) then local kind = (err == recvmethods[method]) and "recvr" or (err == sendmethods[method]) and "sendr" assert(kind, "about to yield on method that is niether recv nor send") local recvr, sendr, rterr = coroutine.yield(kind == "recvr" and {self} or {}, kind == "sendr" and {self} or {}, self.timeout) -- woken, unset waker self.wakers[kind] = nil if rterr then return nil --[[ TODO: value? ]], rterr end if kind == "recvr" then assert(recvr and #recvr == 1, "thread resumed without awaited socket or error (or too many sockets)") assert(sendr == nil or #sendr == 0, "thread resumed with unexpected socket") else assert(recvr == nil or #recvr == 0, "thread resumed with unexpected socket") assert(sendr and #sendr == 1, "thread resumed without awaited socket or error (or too many sockets)") end elseif status then self.class = self.inner_sock.class if transform then return transform(unpack(ret)) else return unpack(ret) end else return unpack(ret) end until nil end end end function m.setuprealsocketwaker(socket, kinds) kinds = kinds or {"sendr", "recvr"} local kindmap = {} for _,kind in ipairs(kinds) do kindmap[kind] = true end socket.setwaker = function(self, kind, waker) assert(kindmap[kind], "unsupported wake kind: "..tostring(kind)) self.wakers = self.wakers or {} assert((not waker) or (not self.wakers[kind]), tostring(kind).." waker already set, sockets can only block one thread per waker kind") self.wakers[kind] = waker end socket._wake = function(self, kind, ...) local wakers = self.wakers or {} if wakers[kind] then wakers[kind](...) wakers[kind] = nil return true else print("warning attempt to wake, but no waker set") return false end end end return m
local S = mobs.intllib -- Kitten by Jordach / BFD mobs:register_mob("mobs_animal:kitten", { stepheight = 0.6, type = "animal", specific_attack = {"mobs_animal:rat"}, damage = 1, attack_type = "dogfight", attack_animals = true, -- so it can attack rat attack_players = false, reach = 1, passive = false, hp_min = 5, hp_max = 10, armor = 200, collisionbox = {-0.3, -0.3, -0.3, 0.3, 0.1, 0.3}, visual = "mesh", visual_size = {x = 0.5, y = 0.5}, mesh = "mobs_kitten.b3d", textures = { {"mobs_kitten_striped.png"}, {"mobs_kitten_splotchy.png"}, {"mobs_kitten_ginger.png"}, {"mobs_kitten_sandy.png"}, }, makes_footstep_sound = false, sounds = { random = "mobs_kitten", }, walk_velocity = 0.6, run_velocity = 2, runaway = true, jump = false, drops = { {name = "farming:string", chance = 1, min = 1, max = 1}, }, water_damage = 1, lava_damage = 5, fear_height = 3, animation = { speed_normal = 42, stand_start = 97, stand_end = 192, walk_start = 0, walk_end = 96, }, follow = {"mobs_animal:rat", "ethereal:fish_raw", "mobs_fish:clownfish", "mobs_fish:tropical"}, view_range = 8, on_rightclick = function(self, clicker) if mobs:feed_tame(self, clicker, 4, true, true) then return end if mobs:protect(self, clicker) then return end if mobs:capture_mob(self, clicker, 50, 50, 90, false, nil) then return end end }) local spawn_on = "default:dirt_with_grass" if minetest.get_modpath("ethereal") then spawn_on = "ethereal:grove_dirt" end mobs:spawn({ name = "mobs_animal:kitten", nodes = {spawn_on}, neighbors = {"group:grass"}, min_light = 14, interval = 60, chance = 10000, -- 22000 min_height = 5, max_height = 200, day_toggle = true, }) mobs:register_egg("mobs_animal:kitten", S("Kitten"), "mobs_kitten_inv.png", 0) mobs:alias_mob("mobs:kitten", "mobs_animal:kitten") -- compatibility
local playerData = exports['cfx.re/playerData.v1alpha1'] local validMoneyTypes = { bank = true, cash = true, } local function getMoneyForId(playerId, moneyType) return GetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType)) / 100.0 end local function setMoneyForId(playerId, moneyType, money) local s = playerData:getPlayerById(playerId) TriggerEvent('money:updated', { dbId = playerId, source = s, moneyType = moneyType, money = money }) return SetResourceKvpInt(('money:%s:%s'):format(playerId, moneyType), math.tointeger(money * 100.0)) end local function addMoneyForId(playerId, moneyType, amount) local curMoney = getMoneyForId(playerId, moneyType) curMoney += amount if curMoney >= 0 then setMoneyForId(playerId, moneyType, curMoney) return true, curMoney end return false, 0 end exports('addMoney', function(playerIdx, moneyType, amount) amount = tonumber(amount) if amount <= 0 or amount > (1 << 30) then return false end if not validMoneyTypes[moneyType] then return false end local playerId = playerData:getPlayerId(playerIdx) local success, money = addMoneyForId(playerId, moneyType, amount) if success then Player(playerIdx).state['money_' .. moneyType] = money end return true end) exports('removeMoney', function(playerIdx, moneyType, amount) amount = tonumber(amount) if amount <= 0 or amount > (1 << 30) then return false end if not validMoneyTypes[moneyType] then return false end local playerId = playerData:getPlayerId(playerIdx) local success, money = addMoneyForId(playerId, moneyType, -amount) if success then Player(playerIdx).state['money_' .. moneyType] = money end return success end) exports('getMoney', function(playerIdx, moneyType) local playerId = playerData:getPlayerId(playerIdx) return getMoneyForId(playerId, moneyType) end) -- player display bits AddEventHandler('money:updated', function(data) if data.source then TriggerClientEvent('money:displayUpdate', data.source, data.moneyType, data.money) end end) RegisterNetEvent('money:requestDisplay') AddEventHandler('money:requestDisplay', function() local source = source local playerId = playerData:getPlayerId(source) for type, _ in pairs(validMoneyTypes) do local amount = getMoneyForId(playerId, type) TriggerClientEvent('money:displayUpdate', source, type, amount) Player(source).state['money_' .. type] = amount end end) RegisterCommand('earn', function(source, args) local type = args[1] local amount = tonumber(args[2]) exports['money']:addMoney(source, type, amount) end, true) RegisterCommand('spend', function(source, args) local type = args[1] local amount = tonumber(args[2]) if not exports['money']:removeMoney(source, type, amount) then print('you are broke??') end end, true)
--- RailSegmentBuilder --- Builder Pattern constructor for a RailSegment local RailSegment = require(script.Parent.RailSegment) local MeshData = require(script.Parent.MeshData) local root = script.Parent.Parent local Builder = require(root.Builder) local util = root.Util local t = require(util.t) local RailSegmentBuilder = { ClassName = "RailSegmentBuilder"; } RailSegmentBuilder.__index = RailSegmentBuilder setmetatable(RailSegmentBuilder, Builder) function RailSegmentBuilder.new() local self = setmetatable(Builder.new(), RailSegmentBuilder) self.BasePart = nil self.Offset = Vector3.new() self.Size = nil self.Rotation = Vector3.new() self.Horizontal = false self.MeshData = nil return self end -- makes sure everything is setup properly -- runs an "any" check on the following properties local BuilderCheck = Builder.Check({ "BasePart" }) function RailSegmentBuilder:Build() assert(BuilderCheck(self)) local size = self.Size if size == nil then size = self.BasePart.Size end return RailSegment.fromData({ Name = self.Name, BasePart = self.BasePart, Offset = self.Offset, Size = size, Rotation = self.Rotation, Horizontal = self.Horizontal, MeshData = self.MeshData, }) end function RailSegmentBuilder:WithBasePart(basePart) assert(t.instanceIsA("BasePart")(basePart)) self.BasePart = basePart return self end function RailSegmentBuilder:WithOffset(offset) assert(t.Vector3(offset)) self.Offset = offset return self end function RailSegmentBuilder:WithSize(size) assert(t.Vector3(size)) self.Size = size return self end function RailSegmentBuilder:WithRotation(rotation) assert(t.Vector3(rotation)) self.Rotation = rotation return self end function RailSegmentBuilder:WithHorizontal(value) assert(t.boolean(value)) self.Horizontal = value return self end function RailSegmentBuilder:WithMeshData(value) assert(MeshData.IsData(value)) self.MeshData = value return self end return RailSegmentBuilder
local skynet = require "skynet" local sd = require "skynet.sharedata" local mc = require "skynet.multicast" local log = require "chestnut.skynet.log" -- local json = require "rapidjson" local servicecode = require "enum.servicecode" local service = require "service" local savedata = require "savedata" local traceback = debug.traceback local assert = assert local records = {} local CMD = {} local SUB = {} local function save_data() log.info('record_mgr save data.') end function SUB.save_data() save_data() end function CMD.start() -- body savedata.init { command = SUB } savedata.subscribe() return true end function CMD.init_data() -- body -- local pack = redis:get("tb_record") -- if pack then -- local data = json.decode(pack) -- for k,v in pairs(data.records) do -- records[tonumber(k)] = v -- end -- end return true end function CMD.sayhi() -- body return true end function CMD.close() -- body save_data() return true end function CMD.kill() -- body skynet.exit() end function CMD.load() -- body local idx = db:get(string.format("tb_count:%d:uid", const.RECORD_ID)) idx = math.tointeger(idx) if idx > 1 then local keys = db:zrange('tb_record', 0, -1) for k,v in pairs(keys) do zs:add(k, v) end for _,id in pairs(keys) do local vals = db:hgetall(string.format('tb_record:%s', id)) local t = {} for i=1,#vals,2 do local k = vals[i] local v = vals[i + 1] t[k] = v end sd.new(string.format('tb_record:%s', id), t) -- t = sd.query(string.format('tg_sysmail:%s', id)) end end end function CMD.register(content, ... ) -- body local id = db:incr(string.format("tb_count:%d:uid", const.RECORD_ID)) dbmonitor.cache_update(string.format("tb_count:%d:uid", const.RECORD_ID)) -- sd.new local r = mgr:create(internal_id) mgr:add(r) r:insert_db() end function CMD.save_record(players, start_time, close_time, content, ... ) -- body end service.init { name = '.RECORD_MGR', command = CMD }
local lush = require("lush") local hsl = lush.hsl -- palette local palette = { black = hsl("#252525"), blue = hsl("#99bbdd"), brown = hsl("#be9873"), cyan = hsl("#99ddee"), darkgrey = hsl("#333333"), gold = hsl("#ffe766"), green = hsl("#99bb99"), grey = hsl(30, 10, 50), lime = hsl("#dedd99"), orange = hsl("#ffaa77"), pink = hsl("#ffbbbb"), purple = hsl("#dda0dd"), rosybrown = hsl("#bc8f8f"), -- salmon = hsl("#fcaca3"), salmon = hsl("#ffbb99"), white = hsl("#d9d9d9"), yellow = hsl("#ffdd99"), -- deep deep_black = hsl("#000000"), deep_cyan = hsl("#00ccff"), deep_blue = hsl("#5555FF"), deep_green = hsl("#006600"), deep_teal = hsl("#008080"), deep_grey = hsl("#393939"), deep_darkgrey = hsl("#1a1a1a"), deep_orange = hsl("#ff5555"), deep_pink = hsl(340, 90, 66), deep_purple = hsl("#991177"), deep_rosybrown = hsl("#9a7372"), deep_red = hsl("#770000"), deep_salmon = hsl("#fa8072"), deep_white = hsl("#ffffff"), deep_yellow = hsl("#ffdd00"), } return palette
function CreateSoul(keys) local caster = keys.caster local target = keys.unit local ability = keys.ability if not target:IsHero() and not target:IsCourier() and target:GetTeamNumber() ~= caster:GetTeamNumber() and not target:IsBoss() and not target:IsChampion() and not target:IsBuilding() then local soul = CreateUnitByName("npc_shinobu_soul", target:GetAbsOrigin(), true, nil, nil, DOTA_TEAM_NEUTRALS) soul:SetModel(target:GetModelName()) soul:SetOriginalModel(target:GetModelName()) soul:SetModelScale(target:GetModelScale()) soul:FindAbilityByName("shinobu_soul_unit"):SetLevel(1) soul:SetBaseMaxHealth(target:GetMaxHealth()) soul:SetMaxHealth(target:GetMaxHealth()) soul:SetHealth(target:GetMaxHealth()) soul:SetBaseDamageMin(target:GetBaseDamageMin()) soul:SetBaseDamageMax(target:GetBaseDamageMax()) soul:SetBaseAttackTime(target:GetBaseAttackTime()) soul:SetAttackCapability(target:GetAttackCapability()) if target:GetLevel() > 1 then soul:CreatureLevelUp(target:GetLevel() - 1) end soul.SpawnTime = GameRules:GetGameTime() soul.DeathTime = GameRules:GetGameTime() + ability:GetAbilitySpecial("soul_duration") end end function ChanceToKill(keys) local caster = keys.caster local target = keys.target local ability = keys.ability if not target:IsConsideredHero() and not target:IsMagicImmune() and not target:IsInvulnerable() and RollPercentage(ability:GetAbilitySpecial("chance_to_kill")) then target:Kill(ability, caster) end end function UpdateHealthTimer(keys) local caster = keys.caster if caster:IsAlive() then if GameRules:GetGameTime() > caster.DeathTime then caster:ForceKill(false) else caster:SetHealth(math.max(caster:GetMaxHealth() * (caster.DeathTime - GameRules:GetGameTime())/(caster.DeathTime - caster.SpawnTime), 1)) end end end
local route_115_meteor = DoorSlot("route_115", "meteor") local route_115_meteor_hub = DoorSlotHub("route_115", "meteor", route_115_meteor) route_115_meteor:setHubIcon(route_115_meteor_hub)
local score = {} function score.draw(score, timeLeft) local base_x = 1175 local base_y = 20 local limit = 150 local formatedTime = string.format('%d', timeLeft) local formatedScore = string.format('%d poeng', score.correct - score.wrong) love.graphics.setFont(bigFont) love.graphics.setColor(0, 0, 0) love.graphics.printf(formatedScore, base_x, base_y, limit, "right") love.graphics.printf(formatedTime, base_x, bigFont:getHeight() + base_y, limit, "right") end return score
table.insert( data.raw["technology"]["automation-2"].effects, {type = "unlock-recipe",recipe = "burner-inserter-upgrade"} )
--- === hs._asm.iokit === --- --- This module provides tools for querying macOS and hardware with the IOKit library. local USERDATA_TAG = "hs._asm.iokit" local module = require(USERDATA_TAG..".internal") local objectMT = hs.getObjectMetatable(USERDATA_TAG) local basePath = package.searchpath(USERDATA_TAG, package.path) if basePath then basePath = basePath:match("^(.+)/init.lua$") if require"hs.fs".attributes(basePath .. "/docs.json") then require"hs.doc".registerJSONFile(basePath .. "/docs.json") end end local fnutils = require("hs.fnutils") -- local log = require("hs.logger").new(USERDATA_TAG, require"hs.settings".get(USERDATA_TAG .. ".logLevel") or "warning") -- private variables and methods ----------------------------------------- --- hs._asm.iokit.planes[] --- Constant --- A table of strings naming the registry planes defined when the module is loaded. local _planes = {} for _, v in pairs(module.root():properties().IORegistryPlanes) do table.insert(_planes, v) end module.planes = ls.makeConstantsTable(_planes) -- Public interface ------------------------------------------------------ module.serviceForRegistryID = function(id) local matchCriteria = module.dictionaryMatchingRegistryID(id) return matchCriteria and module.serviceMatching(matchCriteria) or nil end module.serviceForBSDName = function(name) local matchCriteria = module.dictionaryMatchingBSDName(name) return matchCriteria and module.serviceMatching(matchCriteria) or nil end module.serviceForName = function(name) local matchCriteria = module.dictionaryMatchingName(name) return matchCriteria and module.serviceMatching(matchCriteria) or nil end module.servicesForClass = function(class) local matchCriteria = module.dictionaryMatchingClass(class) return matchCriteria and module.servicesMatching(matchCriteria) or nil end module.servicesMatchingCriteria = function(value, plane) if type(value) ~= "table" then value = { name = tostring(value) } end plane = plane or "IOService" assert(fnutils.contains(module.planes, plane), string.format("plane must be one of %s", table.concat(module.planes, ", "))) local results = {} local svcs = { module.root() } while (#svcs ~= 0) do local svc = table.remove(svcs, 1) for _,v in ipairs(svc:childrenInPlane(plane)) do table.insert(svcs, v) end local matches = true for k, v in pairs(value) do if k == "name" then matches = svc:name():match(v) and true or false elseif k == "class" then matches = svc:class():match(v) and true or false elseif k == "bundleID" then matches = svc:bundleID():match(v) and true or false elseif k == "properties" then local props = svc:properties() or {} for k2, v2 in pairs(v) do if type(v2) == "string" and type(props[k2]) == "string" then matches = props[k2]:match(v2) and true or false else matches = (props[k2] == v2) end if not matches then break end end else matches = false end if not matches then break end end if matches then table.insert(results, svc) end end return results end objectMT.bundleID = function(self, ...) return module.bundleIDForClass(self:class(...)) end objectMT.superclass = function(self, ...) return module.superclassForClass(self:class(...)) end -- Return Module Object -------------------------------------------------- return module
local module = {} local menubar = require("hs.menubar") local timer = require("hs.timer") local canvas = require("hs._asm.canvas") local stext = require("hs.styledtext") local screen = require("hs.screen") local mouse = require("hs.mouse") local settings = require("hs.settings") local eventtap = require("hs.eventtap") local USERDATA_TAG = "calendarMenu" local log = require"hs.logger".new(USERDATA_TAG, settings.get(USERDATA_TAG .. ".logLevel") or "warning") module.log = log local visible = false local cal = function(month, day, year, style, todayStyle) local highlightToday = day and true or false day = day or 1 style = style or { font = { name = "Menlo", size = 12 }, color = { white = 0 }, } todayStyle = todayStyle or { color = { red = 1 } } local dayLabels = { "Su", "Mo", "Tu", "We", "Th", "Fr", "Sa" } local monthLabels = { "January", "February", "March", "April", "May", "June", "July", "August", "September", "October", "November", "December", } local date = os.date("*t", os.time({ year = year, month = month, day = day })) local monthStartsOn = os.date("*t", os.time({ year = date.year, month = date.month, day = 1, })).wday - 1 local daysInMonth = os.date("*t", os.time({ year = date.year + (date.month == 12 and 1 or 0), month = date.month == 12 and 1 or date.month + 1, day = 1, hour = 0, -- for some reason, lua defaults this to 12 if not set }) - 1).day local offSet = math.floor(10 - (string.len(monthLabels[date.month]) + 1 + string.len(tostring(date.year))) / 2) local result = string.rep(" ", offSet) .. monthLabels[date.month] .. " " .. tostring(date.year) .. "\n" result = result .. table.concat(dayLabels, " ") .. "\n" result = result .. string.rep(" ", monthStartsOn) local whereIsToday for day = 1, daysInMonth, 1 do if day == date.day then whereIsToday = #result end result = result .. string.format("%2d", day) monthStartsOn = (monthStartsOn + 1) % 7 if day ~= daysInMonth then if monthStartsOn > 0 then result = result .. " " else result = result .. "\n" end end end result = stext.new(result, style) if highlightToday then result = result:setStyle(todayStyle, whereIsToday + 1, whereIsToday + 2) end return result end local setMenuTitle = function() local x = tonumber(os.date("%d")) -- U+2460-2473 = 1 - 20, U+3251-325F = 21 - 35 module.menuUserdata:setTitle(utf8.char((x < 21 and 0x245F or 0x323C) + x)) end local calendar = canvas.new{} calendar[1] = { action = "fill", type = "rectangle", roundedRectRadii = { xRadius = 15, yRadius = 15 }, fillColor = { alpha = .8 }, } calendar[2] = { id = "calendar", type = "text", trackMouseUp = true, } calendar[3] = { id = "previous", type = "text", text = utf8.char(0x2190), textFont = "Menlo", textSize = 14, textAlignment = "center", textColor = { white = 1 }, frame = { x = 10, y = 8, h = 15, w = 15 }, trackMouseUp = true, } calendar[4] = { id = "next", type = "text", text = utf8.char(0x2192), textFont = "Menlo", textSize = 14, textAlignment = "center", textColor = { white = 1 }, frame = { x = 10, y = 8, h = 15, w = 15 }, trackMouseUp = true, } local visDay, visMonth, visYear local drawAt = function(visMonth, visDay, visYear) local text = cal(visMonth, visDay, visYear, { font = { name = "Menlo", size = 11 }, color = { white = 1 } }, { backgroundColor = { red = 1, blue = 1, green = 0, alpha = .6 } }) local size = calendar:minimumTextSize(text) calendar:size{ w = size.w + 30, h = size.h + 30 } calendar[2].frame = { x = 15, y = 10, w = size.w, h = size.h } calendar[2].text = text calendar[4].frame.x = 5 + size.w end local loadCalendar = function() if visible then module.hideCalendar() end require"hs.application".launchOrFocusByBundleID("com.apple.iCal") end calendar:mouseCallback(function(c, m, id, x, y) if id == "previous" then visDay = nil visMonth = visMonth - 1 if visMonth < 1 then visMonth = 12 visYear = visYear - 1 end elseif id == "next" then visDay = nil visMonth = visMonth + 1 if visMonth > 12 then visMonth = 1 visYear = visYear + 1 end elseif id == "calendar" then -- module.hideCalendar() if eventtap.checkKeyboardModifiers().alt then loadCalendar() end end local t = os.date("*t") if t.month == visMonth and t.year == visYear then visDay = t.day end drawAt(visMonth, visDay, visYear) end) module.showCalendarAt = function(x, y) visible = true local t = os.date("*t") visMonth, visDay, visYear = t.month, t.day, t.year calendar:topLeft{ x = x, y = y } drawAt(visMonth, visDay, visYear) local frame = calendar:frame() local screenFrame = screen.mainScreen():frame() local offset = math.max(0, (frame.x + frame.w) - (screenFrame.x + screenFrame.w)) calendar:topLeft{ x = frame.x - offset, y = frame.y } calendar:show() end module.hideCalendar = function() calendar:hide() visible = false end module.startCalendarMenu = function() if not module.menuUserdata then module.menuUserdata = menubar.new() setMenuTitle() module.menuUserdata:setClickCallback(function(mods) setMenuTitle() -- just in case timer is off for some reason if mods.alt then loadCalendar() else if visible then module.hideCalendar() else local mousePoint = mouse.getAbsolutePosition() local x, y = mousePoint.x - 10, mousePoint.y if module.menuUserdata:isInMenubar() then y = screen.mainScreen():frame().y + 2 else y = mousePoint.y + 12 end module.showCalendarAt(x, y) end end end) -- it's low impact and trying to calculate midnight and running only then seemed prone -- to random timer stoppage... should figure out someday, but not right now module._timer = timer.doEvery(300, function() if module.menuUserdata then setMenuTitle() else module._timer:stop() module._timer = nil log.ef("rogue timer detected; timer stopped") end end) else log.wf("menu already instantiated") end end module.stopCalendarMenu = function() if module.menuUserdata then calendar:hide() module._timer:stop() module._timer = nil module.menuUserdata:delete() module.menuUserdata = nil else log.wf("menu has not been instantiated") end end if settings.get(USERDATA_TAG .. ".autoMenu") then module.startCalendarMenu() end return module
talus_rot_mite_lair_neutral_small = Lair:new { mobiles = {{"rot_mite",1}}, spawnLimit = 12, buildingsVeryEasy = {"object/tangible/lair/base/poi_all_lair_insecthill_small.iff"}, buildingsEasy = {"object/tangible/lair/base/poi_all_lair_insecthill_small.iff"}, buildingsMedium = {"object/tangible/lair/base/poi_all_lair_insecthill_small.iff"}, buildingsHard = {"object/tangible/lair/base/poi_all_lair_insecthill_small.iff"}, buildingsVeryHard = {"object/tangible/lair/base/poi_all_lair_insecthill_small.iff"}, } addLairTemplate("talus_rot_mite_lair_neutral_small", talus_rot_mite_lair_neutral_small)
execute._wrap_stack = {} execute._finalizers = {}
object_mobile_amyva_vanew_ice_cream = object_mobile_shared_amyva_vanew_ice_cream:new { } ObjectTemplates:addTemplate(object_mobile_amyva_vanew_ice_cream, "object/mobile/amyva_vanew_ice_cream.iff")
-- local M = {} ---@param data mbg.MBGData function M.Open(data) local Center = require('game.mbg.Center') local Batch = require('game.mbg.Batch') local Force = require('game.mbg.Force') local GlobalEvent = require('game.mbg.GlobalEvent') local Layer = require('game.mbg.Layer') local Main = require('game.mbg.Main') local Time = require('game.mbg.Time') Main.Available = true Layer.clear() Center.clear() --History.clear() Time.clear() if data.GlobalEvents then for i, e in ipairs(data.GlobalEvents) do local globalEvent = GlobalEvent() local Frame = e.Frame table.insert(Time.GEcount, Frame - 1) --globalEvent.gotocondition = e['1'] --globalEvent.gotoopreator = e['2'] --globalEvent.gotocvalue = e['3'] globalEvent.isgoto = e.JumpEnabled globalEvent.gototime = e.JumpTimes globalEvent.gotowhere = e.JumpTarget --globalEvent.quakecondition = e['7'] --globalEvent.quakeopreator = e['8'] --globalEvent.quakecvalue = e['9'] globalEvent.isquake = e.VibrateEnabled globalEvent.quaketime = e.VibrateTime globalEvent.quakelevel = e.VibrateForce --globalEvent.stopcondition = e['13'] --globalEvent.stopopreator = e['14'] --globalEvent.stopcvalue = e['15'] globalEvent.isstop = e.SleepEnabled globalEvent.stoptime = e.SleepTime globalEvent.stoplevel = e.SleepType if #Time.GE < Frame then for k = 1, Frame do local globalEvent2 = GlobalEvent() globalEvent2.gotocondition = -1 globalEvent2.quakecondition = -1 globalEvent2.stopcondition = -1 globalEvent2.stoplevel = -1 table.insert(Time.GE, globalEvent2) end end Time.GE[Frame] = globalEvent end end if data.Sounds then -- end if data.Center then Center.Available = true Center.x = data.Center.Position.X Center.y = data.Center.Position.Y local Motion = data.Center.Motion if Motion then Center.speed = Motion.Speed Center.speedd = Motion.SpeedDirection Center.aspeed = Motion.Acceleration Center.aspeedd = Motion.AccelerationDirection end if data.Center.Events then for _, v in ipairs(data.Center.Events) do table.insert(Center.events, v) end end else Center.Available = false end Time.total = data.TotalFrame for i = 1, 4 do ---@type mbg.Layer local layerData = data['Layer' .. i] if layerData then local layer = Layer(layerData.Name, layerData.Life.Begin, layerData.Life.LifeTime) for _, batchData in ipairs(layerData.BulletEmitters) do local batch = Batch(batchData) --table.insert(Layer.LayerArray[i].BatchArray, batch) table.insert(layer.BatchArray, batch) end for _, laserData in ipairs(layerData.LazerEmitters) do -- end for _, maskData in ipairs(layerData.Masks) do -- end for _, rbData in ipairs(layerData.ReflexBoards) do -- end for _, forceData in ipairs(layerData.ForceFields) do local force = Force(forceData) table.insert(layer.ForceArray, force) end end end end return M
pfUI:RegisterModule("uf_tukui", function () -- do not go further on disabled UFs if C.unitframes.disable == "1" then return end local default_border = C.appearance.border.default if C.appearance.border.unitframes ~= "-1" then default_border = C.appearance.border.unitframes end local pspacing = C.unitframes.player.pspace local tspacing = C.unitframes.target.pspace if C.unitframes.layout == "tukui" then -- Player pfUI.uf.player:UpdateFrameSize() pfUI.uf.player:SetFrameStrata("LOW") pfUI.uf.player:SetHeight(pfUI.uf.player:GetHeight() + 2*default_border + C.global.font_size + 2*default_border + pspacing) pfUI.uf.player.caption = CreateFrame("Frame", "pfPlayerCaption", pfUI.uf.player) pfUI.uf.player.caption:SetHeight(C.global.font_size + 2*default_border) pfUI.uf.player.caption:SetPoint("BOTTOMRIGHT",pfUI.uf.player, "BOTTOMRIGHT",0, 0) pfUI.uf.player.caption:SetPoint("BOTTOMLEFT",pfUI.uf.player, "BOTTOMLEFT",0, 0) pfUI.uf.player.hpLeftText:SetParent(pfUI.uf.player.caption) pfUI.uf.player.hpLeftText:ClearAllPoints() pfUI.uf.player.hpLeftText:SetPoint("TOPLEFT",pfUI.uf.player.caption, "TOPLEFT", default_border, 1) pfUI.uf.player.hpLeftText:SetPoint("BOTTOMRIGHT",pfUI.uf.player.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.uf.player.hpCenterText:SetParent(pfUI.uf.player.caption) pfUI.uf.player.hpCenterText:ClearAllPoints() pfUI.uf.player.hpCenterText:SetPoint("TOPLEFT",pfUI.uf.player.caption, "TOPLEFT", default_border, 1) pfUI.uf.player.hpCenterText:SetPoint("BOTTOMRIGHT",pfUI.uf.player.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.uf.player.hpRightText:SetParent(pfUI.uf.player.caption) pfUI.uf.player.hpRightText:ClearAllPoints() pfUI.uf.player.hpRightText:SetPoint("TOPLEFT",pfUI.uf.player.caption, "TOPLEFT", default_border, 1) pfUI.uf.player.hpRightText:SetPoint("BOTTOMRIGHT",pfUI.uf.player.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.castbar.player:SetAllPoints(pfUI.uf.player.caption) UpdateMovable(pfUI.castbar.player) CreateBackdrop(pfUI.uf.player.caption, default_border) -- Target pfUI.uf.target:UpdateFrameSize() pfUI.uf.target:SetFrameStrata("LOW") pfUI.uf.target:SetHeight(pfUI.uf.target:GetHeight() + 2*default_border + C.global.font_size + 2*default_border + tspacing) pfUI.uf.target.caption = CreateFrame("Frame", "pfTargetCaption", pfUI.uf.target) pfUI.uf.target.caption:SetHeight(C.global.font_size + 2*default_border) pfUI.uf.target.caption:SetPoint("BOTTOMRIGHT",pfUI.uf.target,"BOTTOMRIGHT", 0, 0) pfUI.uf.target.caption:SetPoint("BOTTOMLEFT",pfUI.uf.target,"BOTTOMLEFT", 0, 0) pfUI.uf.target.hpLeftText:SetParent(pfUI.uf.target.caption) pfUI.uf.target.hpLeftText:ClearAllPoints() pfUI.uf.target.hpLeftText:SetPoint("TOPLEFT",pfUI.uf.target.caption, "TOPLEFT", default_border, 1) pfUI.uf.target.hpLeftText:SetPoint("BOTTOMRIGHT",pfUI.uf.target.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.uf.target.hpCenterText:SetParent(pfUI.uf.target.caption) pfUI.uf.target.hpCenterText:ClearAllPoints() pfUI.uf.target.hpCenterText:SetPoint("TOPLEFT",pfUI.uf.target.caption, "TOPLEFT", default_border, 1) pfUI.uf.target.hpCenterText:SetPoint("BOTTOMRIGHT",pfUI.uf.target.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.uf.target.hpRightText:SetParent(pfUI.uf.target.caption) pfUI.uf.target.hpRightText:ClearAllPoints() pfUI.uf.target.hpRightText:SetPoint("TOPLEFT",pfUI.uf.target.caption, "TOPLEFT", default_border, 1) pfUI.uf.target.hpRightText:SetPoint("BOTTOMRIGHT",pfUI.uf.target.caption, "BOTTOMRIGHT", -default_border, 0) pfUI.castbar.target:SetAllPoints(pfUI.uf.target.caption) UpdateMovable(pfUI.castbar.target) CreateBackdrop(pfUI.uf.target.caption, default_border) end end)
-- ============================================================= -- Copyright Roaming Gamer, LLC. 2008-2017 (All Rights Reserved) -- ============================================================= -- admob_helpers.lua -- ============================================================= --[[ Includes these functions: admob_helpers.setID( os, adType, id ) - Set an id manually (do before init if at all). admob_helpers.init( [delay] ) - Initialize ads with optional delay. admob_helpers.showBanner( [ position [, targetingOptions ] ] ) - Show banner ad. admob_helpers.showInterstitial( [ targetingOptions ] ) - Show interstitial ad. admob_helpers.hide( ) - Hide any showing adMob ad. admob_helpers.loadInterstitial( ) - Load an interstitial ad in preparation to show it. admob_helpers.isInterstitialLoaded( ) - Returns 'true' if interstitial is loaded. admob_helpers.bannerHeight( ) - Get height of (shown) banner ad. admob_helpers.testStatus( phase ) - Returns true if phase has been triggered in listener. admob_helpers.clearStatus( phase ) - Clear the flag for the named 'phase' admob_helpers.setPhaseCB( phase [, cb [, once ] ] ) - Provide a special callback to execute when the listener event 'phase' occurs. If once is set to 'true', the callback is called once then cleared. --]] -- ============================================================= -- ============================================================= local ads = require( "ads" ) -- ** IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT ** -- -- You must change this to 'false' before submitting your app to the store, but -- you must leave it as 'true' while testing or you may get your account cancelled. -- -- ** IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT IMPORTANT ** local isTestMode = true local showingBanner = false local debugLevel = 0 local function dPrint( level, ... ) if( level <= debugLevel ) then print( unpack( arg ) ) end end local admob_helpers = {} function admob_helpers.setDebugLevel( newLevel ) debugLevel = newLevel or 0 end -- Place to store phase callback records [see: admob_helpers.setPhaseCB()] -- local phaseCallbacks = {} -- Special statuses (based on phases and other actions) --[[ ]] local status = {} admob_helpers.status = status function admob_helpers.testStatus( phase ) return fnn(status[phase], false) end function admob_helpers.clearStatus( phase ) status[phase] = false end -- == -- Table of ids, separated by OS and type (banner or interstitial) -- == local ids = { android = { banner = ANDROID_BANNER_ID, interstitial = ANDROID_INTERSTITIAL_ID }, ios = { banner = IOS_BANNER_ID, interstitial = IOS_INTERSTITIAL_ID }, } -- == -- adMob Listener -- == local function listener( event ) -- Extract base set of useful event details: local isError = (event.isError == nil) and false or event.isError local name = (event.name == nil) and "unknown" or event.name local phase = (event.phase == nil) and "unknown" or event.phase local provider = (event.provider == nil) and "unknown" or event.provider dprint( 3, "AdMob Listener Event @ ", system.getTimer ) dPrint( 3, 'isError: ' .. tostring( isError ) .. '; name == "' .. tostring(name) .. '"; phase == "' .. tostring(phase) .. '"' ) -- Do something with the above details... -- if( isError ) then dPrint( 1, "AdMob is getting errors.") for k,v in pairs( event ) do dPrint( 1, k,v) end else if( name == "adsRequest" ) then -- Tip: These are checked for in the typical order they happen: -- if( phase == "loaded" ) then dPrint( 3, "We got an ad! We should be ready to show it.") elseif( phase == "shown" ) then dPrint( 3, "Ad started showing!") elseif( phase == "refreshed" ) then dPrint( 3, "Ad refreshed!") end status[phase or "error"] = true local cb = phaseCallbacks[phase] if( cb ) then cb.cb(event) if(cb.once) then phaseCallbacks[phase] = nil end end else dPrint( 1, "Admob is getting a weird event.name value?! ==> " .. tostring( event.response ) ) for k,v in pairs( event ) do dPrint( 1, k,v) end end end end -- ============================================================= -- setID( os, adType, id ) - Set an id for a specific OS and ad type -- -- os - 'android' or 'ios' -- adType - 'banner' or 'interstitial' -- id - Must be a valid ID -- -- ============================================================= function admob_helpers.setID( os, adType, id ) ids[os][adType] = id end -- ============================================================= -- setPhaseCB( phase [, cb [, once]] ) - Set up custom callback/listener -- to call when the named 'phase' occurs. -- -- phase - String containing name of phase this callback goes with. -- cb ('nil') - Callback (listener) function (see below for example.) -- once ('true') - If 'true', callback is called once, then cleared automatically. -- -- Example callback definition: -- --[[ local function onInit( event ) print("Init phase completed!") table.dump(event) end admob_helpers.setPhaseCB( "init", onInit, true ) ]] -- -- ============================================================= function admob_helpers.setPhaseCB( phase, cb, once ) once = fnn( once, true ) phaseCallbacks[phase] = (cb) and { cb = cb, once = once } or nil end -- ============================================================= -- init( [ delay ] ) - Initilize adMob ad network. -- If delay is specified, wait 'delay' ms then -- initialize. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/index.html -- ============================================================= function admob_helpers.init( delay ) -- Set default delay if not provided delay = delay or 0 -- A function that we may call immediately or with a delay -- to do the initialization work. local function doInit() -- If on Android, if( onAndroid ) then -- and a interstial ID was provided, then init with it if( ids.android.interstitial ) then ads.init( "admob", ids.android.interstitial, listener ) -- otherwise see if a banner id was supplied and init with it elseif( ids.android.banner ) then ads.init( "admob", ids.android.banner, listener ) end -- else if on iOS, elseif( oniOS ) then -- and a interstial ID was provided, then init with it if( ids.ios.interstitial ) then ads.init( "admob", ids.ios.interstitial, listener ) -- otherwise see if a banner id was supplied and init with it elseif( ids.ios.banner ) then ads.init( "admob", ids.ios.banner, listener ) end end end -- Initialize immediately or wait a little while? -- if( delay < 1 ) then doInit() else timer.performWithDelay( delay, doInit ) end end -- ============================================================= -- showBanner() -- Show a banner if we can. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/show.html -- ============================================================= function admob_helpers.showBanner( position, targetingOptions ) if( showingBanner ) then return end -- Set default position if not provided position = position or "top" -- Set targetingOptions to blank table if not provided targetingOptions = targetingOptions or {} -- Set provider to admob ads:setCurrentProvider("admob") -- Configure the banner ad parameters local xPos, yPos = display.screenOriginX, display.contentCenterY - display.actualContentHeight/2 local params if( type(position) == "string" ) then if( position == "top" ) then xPos, yPos = display.screenOriginX, display.contentCenterY - display.actualContentHeight/2 else xPos, yPos = display.screenOriginX, display.contentCenterY + display.actualContentHeight/2 end else xPos = position.xPos yPos = position.yPos end if( onAndroid ) then params = { x = xPos, y = yPos, appId = ids.android.banner, targetingOptions = targetingOptions, testMode = isTestMode } elseif( oniOS ) then params = { x = xPos, y = yPos, appId = ids.ios.banner, targetingOptions = targetingOptions, testMode = isTestMode } end showingBanner = true ads.show( "banner", params ) end -- ============================================================= -- showInterstitial() -- Show an interstitial if we can. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/show.html -- ============================================================= function admob_helpers.showInterstitial( targetingOptions ) -- Set targetingOptions to blank table if not provided targetingOptions = targetingOptions or {} -- Set provider to admob ads:setCurrentProvider("admob") -- Configure the interstitial ad parameters local params if( onAndroid ) then params = { appId = ids.android.interstitial, targetingOptions = targetingOptions, testMode = isTestMode } elseif( oniOS ) then params = { appId = ids.ios.interstitial, targetingOptions = targetingOptions, testMode = isTestMode } end ads.show( "interstitial", params ) end -- ============================================================= -- loadInterstitial() -- Show an interstitial if we can. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/load.html -- ============================================================= function admob_helpers.loadInterstitial( ) -- Set provider to admob ads:setCurrentProvider("admob") -- Configure the interstitial ad parameters local params if( onAndroid ) then params = { appId = ids.android.interstitial, testMode = isTestMode } elseif( oniOS ) then params = { appId = ids.ios.interstitial, testMode = isTestMode } end ads.load( "interstitial", params ) end -- ============================================================= -- isInterstitialLoaded() -- Checks if an interstitial is loaded -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/isLoaded.html -- ============================================================= function admob_helpers.isInterstitialLoaded( ) -- Set provider to admob ads:setCurrentProvider("admob") return ads.isLoaded( "interstitial" ) end -- ============================================================= -- bannerHeight() -- Returns height of (shown) banner ad. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/height.html -- ============================================================= function admob_helpers.bannerHeight( ) -- Set provider to admob ads:setCurrentProvider("admob") return ads.height() end -- ============================================================= -- hide() -- Hide ads. -- -- https://docs.coronalabs.com/daily/plugin/ads-admob-v2/index.html -- ============================================================= function admob_helpers.hide( ) -- Set provider to admob ads:setCurrentProvider("admob") showingBanner = false return ads.hide() end return admob_helpers
-- This is a generated file! Please edit source .ksy file and use kaitai-struct-compiler to rebuild -- -- This file is compatible with Lua 5.3 local class = require("class") require("kaitaistruct") local stringstream = require("string_stream") NavParentSwitchCast = class.class(KaitaiStruct) function NavParentSwitchCast:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function NavParentSwitchCast:_read() self.main = NavParentSwitchCast.Foo(self._io, self, self._root) end NavParentSwitchCast.Foo = class.class(KaitaiStruct) function NavParentSwitchCast.Foo:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function NavParentSwitchCast.Foo:_read() self.buf_type = self._io:read_u1() self.flag = self._io:read_u1() local _on = self.buf_type if _on == 0 then self._raw_buf = self._io:read_bytes(4) local _io = KaitaiStream(stringstream(self._raw_buf)) self.buf = NavParentSwitchCast.Foo.Zero(_io, self, self._root) elseif _on == 1 then self._raw_buf = self._io:read_bytes(4) local _io = KaitaiStream(stringstream(self._raw_buf)) self.buf = NavParentSwitchCast.Foo.One(_io, self, self._root) else self.buf = self._io:read_bytes(4) end end NavParentSwitchCast.Foo.Zero = class.class(KaitaiStruct) function NavParentSwitchCast.Foo.Zero:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function NavParentSwitchCast.Foo.Zero:_read() self.branch = NavParentSwitchCast.Foo.Common(self._io, self, self._root) end NavParentSwitchCast.Foo.One = class.class(KaitaiStruct) function NavParentSwitchCast.Foo.One:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function NavParentSwitchCast.Foo.One:_read() self.branch = NavParentSwitchCast.Foo.Common(self._io, self, self._root) end NavParentSwitchCast.Foo.Common = class.class(KaitaiStruct) function NavParentSwitchCast.Foo.Common:_init(io, parent, root) KaitaiStruct._init(self, io) self._parent = parent self._root = root or self self:_read() end function NavParentSwitchCast.Foo.Common:_read() end NavParentSwitchCast.Foo.Common.property.flag = {} function NavParentSwitchCast.Foo.Common.property.flag:get() if self._m_flag ~= nil then return self._m_flag end self._m_flag = self._parent._parent.flag return self._m_flag end
--- IMPORTS --- local Tunnel = module("vrp","lib/Tunnel") local Proxy = module("vrp","lib/Proxy") vRP = Proxy.getInterface("vRP") PR = Tunnel.getInterface("PR_Lingerie") -------------------------------------- --- TECELAR TECIDO, ETAPA 1 --- -------------------------------------- --- LOCAIS PARA TECELAR --- local tecelar1X = 714.82 local tecelar1Y = -967.65 local tecelar1Z = 30.4 local tecelar2X = 714.83 local tecelar2Y = -969.88 local tecelar2Z = 30.4 local tecelar3X = 714.78 local tecelar3Y = -972.16 local tecelar3Z = 30.4 local tecelar4X = 716.13 local tecelar4Y = -962.49 local tecelar4Z = 30.4 local tecelar5X = 718.92 local tecelar5Y = -962.53 local tecelar5Z = 30.4 Citizen.CreateThread(function() while true do interval = 2000 --- DEFINE O PED E X,Y,Z --- local ped = PlayerPedId() local x,y,z = table.unpack(GetEntityCoords(ped)) --- DEFINE O PROCESSO COMO FALSE --- local processo = false --- DISTANCE TECELAR 1 --- local bowz1,cdz1 = GetGroundZFor_3dCoord(tecelar1X,tecelar1Y,tecelar1Z) local distance1 = Vdist(tecelar1X,tecelar1Y,cdz1,x,y,z) --- DISTANCE TECELAR 2 --- local bowz2,cdz2 = GetGroundZFor_3dCoord(tecelar2X,tecelar2Y,tecelar2Z) local distance2 = Vdist(tecelar2X,tecelar2Y,cdz2,x,y,z) --- DISTANCE TECELAR 3 --- local bowz3,cdz3 = GetGroundZFor_3dCoord(tecelar3X,tecelar3Y,tecelar3Z) local distance3 = Vdist(tecelar3X,tecelar3Y,cdz3,x,y,z) --- DISTANCE TECELAR 4 --- local bowz4,cdz4 = GetGroundZFor_3dCoord(tecelar4X,tecelar4Y,tecelar4Z) local distance4 = Vdist(tecelar4X,tecelar4Y,cdz4,x,y,z) --- DISTANCE TECELAR 5 --- local bowz5,cdz5 = GetGroundZFor_3dCoord(tecelar5X,tecelar5Y,tecelar5Z) local distance5 = Vdist(tecelar5X,tecelar5Y,cdz5,x,y,z) --- TECELAR --- if distance1 <= 2 or distance2 <= 2 or distance3 <= 2 or distance4 <= 2 or distance5 <= 2 then interval = 1000 SetTextComponentFormat('STRING'); AddTextComponentString('Pressione ~r~E~w~ para iniciar o tecelamento do tecido'); DisplayHelpTextFromStringLabel(0, false, true, -1); if not processo and IsControlJustPressed(0,38) then local checarmochila = PR.checarmochila() if checarmochila then processo = true local ped = PlayerPedId() FreezeEntityPosition(ped, true) vRP._playAnim(false,{{"amb@prop_human_parking_meter@female@idle_a","idle_a_female"}},true) Citizen.Wait(Config.TempoEtapa1) PR.checartecido() FreezeEntityPosition(ped, false) vRP._stopAnim(false) processo = false end end end Wait(interval) end end) -------------------------------------- --- TROCA DO TECIDO, SEGUNDA ETAPA --- -------------------------------------- --- lOCAL TROCA DO TECIDO --- local TrocaTecidoX = -82.76 local TrocaTecidoY = -1398.99 local TrocaTecidoZ = 29.49 Citizen.CreateThread(function() while true do interval2 = 2000 --- DEFINE O PED E X,Y,Z --- local ped = PlayerPedId() local x,y,z = table.unpack(GetEntityCoords(ped)) --- DEFINE O PROCESSO COMO FALSE --- local processo2 = false --- DISTANCE DO PLAYER --- local bowz,cdz = GetGroundZFor_3dCoord(TrocaTecidoX,TrocaTecidoY,TrocaTecidoZ) local distance = Vdist(TrocaTecidoX,TrocaTecidoY,cdz,x,y,z) if distance <= 2 then interval2 = 5 SetTextComponentFormat('STRING'); AddTextComponentString('Pressione ~r~E~w~ para trocar tecido por lingerie.'); DisplayHelpTextFromStringLabel(0, false, true, -1); if not processo and IsControlJustPressed(0,38) then local checaritem = PR.checaritem() if checaritem then local checarmochila2 = PR.checarmochila2() if checarmochila2 then processo2 = true PR.PegarTecido() local ped = PlayerPedId() FreezeEntityPosition(ped, true) vRP._playAnim(false,{{"amb@prop_human_parking_meter@female@idle_a","idle_a_female"}},true) Citizen.Wait(Config.TempoEtapa2) PR.trocartecido() FreezeEntityPosition(ped, false) vRP._stopAnim(false) processo2 = false end end end end Wait(interval2) end end) -------------------------------------- -- VENDA DO TECIDO, TERCEIRA PARTE --- -------------------------------------- --- lOCAL VENDA DO TECIDO --- local VendaTecidoX = -1336.34 local VendaTecidoY = -1276.69 local VendaTecidoZ = 4.89 Citizen.CreateThread(function() while true do interval3 = 2000 --- DEFINE O PED E X,Y,Z --- local ped = PlayerPedId() local x,y,z = table.unpack(GetEntityCoords(ped)) --- DEFINE O PROCESSO COMO FALSE --- local processo3 = false --- DISTANCE DO PLAYER --- local bowz,cdz = GetGroundZFor_3dCoord(VendaTecidoX,VendaTecidoY,VendaTecidoZ) local distance = Vdist(VendaTecidoX,VendaTecidoY,cdz,x,y,z) if distance <= 2 then interval3 = 5 SetTextComponentFormat('STRING'); AddTextComponentString('Pressione ~r~E~w~ para vender lingerie.'); DisplayHelpTextFromStringLabel(0, false, true, -1); if not processo and IsControlJustPressed(0,38) then if PR.checaritem2() and PR.PegarLingerie() then PR.venderlingerie() end end end Wait(interval3) end end) --- BLIPS (SE ATIVO) --- if Config.Blips then local blips = { {title="Venda de Lingeries", colour=48, id=279, x = -1336.64, y = -1277.03, z = 4.89}, {title="Tecelagem", colour=48, id=279, x = 718.23, y = -977.35, z = 24.31}, {title="Trocar Tecido", colour=48, id=279, x = -82.76, y = -1398.99, z = 29.49} } Citizen.CreateThread(function() for _, info in pairs(blips) do info.blip = AddBlipForCoord(info.x, info.y, info.z) SetBlipSprite(info.blip, info.id) SetBlipDisplay(info.blip, 4) SetBlipScale(info.blip, 0.7) SetBlipColour(info.blip, info.colour) SetBlipAsShortRange(info.blip, true) BeginTextCommandSetBlipName("STRING") AddTextComponentString(info.title) EndTextCommandSetBlipName(info.blip) end end) end
package.path = package.path .. '; ..\\..\\?.lua; ..\\..\\src\\?.lua' local ut = require('utest') ut:group('nothing', function() ut:test('temporary', function() print("temp test") end) end, {'temp'})
function MenuRenderer:special_btn_released(...) if self:active_node_gui() and self:active_node_gui().special_btn_released and self:active_node_gui():special_btn_released(...) then return true end return managers.menu_component:special_btn_released(...) end
-- © Optum 2018 -- Changed © andrey-tech 2020 local access = require "kong.plugins.kong-upstream-jwt-extended.access" -- Changed © andrey-tech 2020 local KongUpstreamJWTExtendedHandler = {} -- Changed © andrey-tech 2020 function KongUpstreamJWTExtendedHandler:access(conf) access.execute(conf) end -- Changed © andrey-tech 2020 KongUpstreamJWTExtendedHandler.PRIORITY = 999 -- This plugin needs to run after auth plugins for `kong.client.get_consumer(), kong.client.get_credential()` KongUpstreamJWTExtendedHandler.VERSION = "2.1.2" -- Changed © andrey-tech 2020 return KongUpstreamJWTExtendedHandler
local mt = { data = {} } mt.__index = mt -- https://github.com/openresty/lua-nginx-module#ngxshareddict -- get -- get_stale -- set -- safe_set -- add -- safe_add -- replace -- delete -- incr -- lpush -- rpush -- lpop -- rpop -- llen -- ttl -- expire -- flush_all -- flush_expired -- get_keys -- capacity -- free_space function mt:set(key, value) self.data[key] = value end function mt:incr(key, num) local v = self.data[key] if v then self.data[key] = v + num else self.data[key] = num end end function mt:safe_set(...) self:set(...) end function mt:add(key, value, exptime, flags) local v = self.data[key] if v then self.data[key] = v + value else self.data[key] = value end end function mt:safe_add(...) self:add(...) return true end function mt:get_keys(max_count) local count = 0 local tbl = {} for k, _ in pairs(self.data or {}) do table.insert(tbl, k) if max_count > 0 then count = count + 1 if count >= max_count then break end end end return tbl end function mt:get(key) return self.data[key] end local M = {} local objs = {} function M.new(dict_name) local obj = objs[dict_name] if not obj then obj = setmetatable({}, mt) objs[dict_name] = obj end return obj end function M.get(dict_name) return objs[dict_name] end return M
-- Player.lua -- Player Manager for Love Extension Library -- Copyright (c) 2011 Robert MacGregor local Player = { } Player.DataBase = { } -- Instanced Player Objects Player.PlayerDataBase = require("scripts/DataBase/Players.lua") require("scripts/Vector.lua") function Player.clear() Player.DataBase = { } end function Player.getPlayer(id) if (id > Player.getCount()) then return nil else return Player.DataBase[id] end end function Player.update(dt) for i = 1, table.getn(Player.DataBase) do local playerObject = Player.DataBase[i] if (playerObject.update ~= nil) then playerObject.update(dt, playerObject) else -- Do something here if you wish. end end end function Player.draw() for i = 1, table.getn(Player.DataBase) do local playerObject = Player.DataBase[i] if (playerObject.draw ~= nil) then playerObject.draw(playerObject) else -- Do something here if you wish. end end end function Player.getCount() return table.getn(Player.DataBase) end function Player.getPlayer(id) return Player.DataBase[id] end function Player.addPlayer(Def) -- Make sure we got a valid definition if (Def == nil) then return nil -- Nope. Return nil to indicate a failure end local newDef = { } newDef.Collided = { } newDef.StartHealth = 100 newDef.deltaTime = 0 newDef.Name = Def.Name newDef.MaxHealth = 150 newDef.runningShieldOne = false newDef.runningShieldTwo = false newDef.Money = 0 newDef.Health = 100 newDef.currentFrame = 1 -- Current frame of our current animation newDef.currentAnimation = nil -- Notes that are not playing an animation (shows up as nothing) newDef.Animation = nil -- Indicates our object has no animations bound (bad) if (Def.Animation ~= nil) then newDef.Animation = Def.Animation else print("LoveExtension Warning: Attempted to create a Player without animation data.") end if (Def.StartHealth ~= nil) then newDef.StartHealth = Def.StartHealth newDef.Health = newDef.StartHealth end if (Def.MaxHealth ~= nil) then newDef.MaxHealth = Def.MaxHealth end newDef.Color = vector4d( 255, 255, 255, 255 ) newDef.Position = vector2d( 0,0 ) newDef.Scale = vector2d( 0,0 ) newDef.Rotation = 0 newDef.Visible = true newDef.drawDepth = 10 function newDef.getClassName() return "Player" end function newDef.setPosition(nPosition, Y) if (nPosition.X ~= nil and nPosition.Y ~= nil) then newDef.Position.X = nPosition.X newDef.Position.Y = nPosition.Y else newDef.Position.X = nPosition newDef.Position.Y = Y end end function newDef.getPosition() return newDef.Position end function newDef.setRotation(Rot) newDef.Rotation = Rot end function newDef.getRotation() return newDef.Rotation end function newDef.setScale(nScale, Y) if (nScale.X ~= nil and nScale.Y ~= nil) then newDef.Scale.X = nScale.X newDef.Scale.Y = nScale.Y else newDef.Scale.X = nScale newdef.Scale.Y = Y end end function newDef.setScale(nScale, Y) if (nScale.X ~= nil and nScale.Y ~= nil) then newDef.Scale.X = nScale.X newDef.Scale.Y = nScale.Y else newDef.Scale.X = nScale newDef.Scale.Y = Y end end function newDef.getHealth() return newDef.Health end function newDef.setHealth(hp) newDef.Health = hp end function newDef.setDrawDepth(Depth) newDef.drawDepth = Depth end function newDef.getDrawDepth() return newDef.drawDepth end function newDef.getColor() return newDef.Color end function newDef.getScale() return newDef.Scale end function newDef.getIsVisible() return newDef.Visible end function newDef.setVisible(vis) newDef.Visible = vis end function newDef.playAnimation(Animation) if (newDef.Animation[Animation] == nil) then print("LoveExtension Error: No such animation on object -- ('" .. Animation .. "').") else newDef.currentAnimation = Animation end end newDef.update = Def.update newDef.draw = Def.draw table.insert(Player.DataBase, newDef) return newDef end return Player
--[[ © 2020 TERRANOVA do not share, re-distribute or modify without permission of its author. --]] ITEM.name = "Minimal-Grade Supplement Packet" ITEM.model = Model("models/gibs/props_canteen/vm_sneckol.mdl") ITEM.width = 1 ITEM.height = 1 ITEM.description = "This supplement packet is just filled with a nutritional mushy mass without flavour." ITEM.category = "Rations" ITEM.noBusiness = true ITEM.functions.Eat = { OnRun = function(itemTable) local client = itemTable.player client:SetHealth(math.Clamp(client:Health() + 5, 0, client:GetMaxHealth())) end }
local K = unpack(select(2, ...)) local Module = K:GetModule("Skins") local _G = _G local table_insert = table.insert local CreateFrame = _G.CreateFrame local hooksecurefunc = _G.hooksecurefunc local UIParent = _G.UIParent local function SkinMiscStuff() if K.CheckAddOnState("Skinner") or K.CheckAddOnState("Aurora") then return end local Skins = { "QueueStatusFrame", "DropDownList1Backdrop", "DropDownList1MenuBackdrop", "TicketStatusFrameButton" } for i = 1, #Skins do _G[Skins[i]]:CreateBorder(nil, nil, nil, true) end local ChatMenus = { "ChatMenu", "EmoteMenu", "LanguageMenu", "VoiceMacroMenu" } for i = 1, #ChatMenus do if _G[ChatMenus[i]] == _G["ChatMenu"] then _G[ChatMenus[i]]:HookScript("OnShow", function(self) self:StripTextures() self:CreateBorder() self:ClearAllPoints() self:SetPoint("BOTTOMRIGHT", ChatFrame1, "BOTTOMRIGHT", 0, 30) end) else _G[ChatMenus[i]]:HookScript("OnShow", function(self) self:StripTextures() self:CreateBorder() end) end end do GhostFrameMiddle:SetAlpha(0) GhostFrameRight:SetAlpha(0) GhostFrameLeft:SetAlpha(0) GhostFrame:StripTextures(true) GhostFrame:SkinButton() GhostFrame:ClearAllPoints() GhostFrame:SetPoint("TOP", UIParent, "TOP", 0, -260) GhostFrameContentsFrameText:SetPoint("TOPLEFT", 53, 0) GhostFrameContentsFrameIcon:SetTexCoord(K.TexCoords[1], K.TexCoords[2], K.TexCoords[3], K.TexCoords[4]) GhostFrameContentsFrameIcon:SetPoint("RIGHT", GhostFrameContentsFrameText, "LEFT", -12, 0) local b = CreateFrame("Frame", nil, GhostFrameContentsFrameIcon:GetParent()) b:SetAllPoints(GhostFrameContentsFrameIcon) GhostFrameContentsFrameIcon:SetSize(37, 38) GhostFrameContentsFrameIcon:SetParent(b) b:CreateBorder() end local TalentMicroButtonAlert = _G.TalentMicroButtonAlert if TalentMicroButtonAlert then -- why do we need to check this? TalentMicroButtonAlert:ClearAllPoints() TalentMicroButtonAlert:SetPoint("CENTER", UIParent, "TOP", 0, -75) TalentMicroButtonAlert.Arrow:Hide() TalentMicroButtonAlert.Text:FontTemplate() TalentMicroButtonAlert:CreateBorder(nil, nil, nil, true) TalentMicroButtonAlert:SetBackdropBorderColor(255/255, 255/255, 0/255) TalentMicroButtonAlert.CloseButton:SetPoint("TOPRIGHT", 4, 4) TalentMicroButtonAlert.CloseButton:SkinCloseButton() TalentMicroButtonAlert.tex = TalentMicroButtonAlert:CreateTexture(nil, "OVERLAY", 7) TalentMicroButtonAlert.tex:SetPoint("TOP", 0, -2) TalentMicroButtonAlert.tex:SetTexture("Interface\\DialogFrame\\UI-Dialog-Icon-AlertNew") TalentMicroButtonAlert.tex:SetSize(22, 22) end local CharacterMicroButtonAlert = _G.CharacterMicroButtonAlert if CharacterMicroButtonAlert then -- why do we need to check this? CharacterMicroButtonAlert.Arrow:Hide() CharacterMicroButtonAlert.Text:FontTemplate() CharacterMicroButtonAlert:CreateBorder(nil, nil, nil, true) CharacterMicroButtonAlert:SetBackdropBorderColor(255/255, 255/255, 0/255) CharacterMicroButtonAlert.CloseButton:SetPoint("TOPRIGHT", 4, 4) CharacterMicroButtonAlert.CloseButton:SkinCloseButton() CharacterMicroButtonAlert.tex = CharacterMicroButtonAlert:CreateTexture(nil, "OVERLAY", 7) CharacterMicroButtonAlert.tex:SetPoint("TOP", 0, -2) CharacterMicroButtonAlert.tex:SetTexture("Interface\\DialogFrame\\UI-Dialog-Icon-AlertNew") CharacterMicroButtonAlert.tex:SetSize(22, 22) end hooksecurefunc("UIDropDownMenu_CreateFrames", function(level, index) local listFrame = _G["DropDownList"..level] local listFrameName = listFrame:GetName() _G[listFrameName.."MenuBackdrop"]:CreateBorder(nil, nil, nil, true) end) end -- We will just lay this out in here for addons that need to be loaded before the code can run. local function KillTalentTutorials() _G.PlayerTalentFrameSpecializationTutorialButton:Kill() _G.PlayerTalentFrameTalentsTutorialButton:Kill() _G.PlayerTalentFramePetSpecializationTutorialButton:Kill() end table_insert(Module.SkinFuncs["KkthnxUI"], SkinMiscStuff) Module.SkinFuncs["Blizzard_TalentUI"] = KillTalentTutorials
local util = require('utils') local actions = require'lir.actions' local mark_actions = require 'lir.mark.actions' local clipboard_actions = require'lir.clipboard.actions' require'lir'.setup { show_hidden_files = false, devicons_enable = true, mappings = { ['l'] = actions.edit, ['<C-s>'] = actions.split, ['<C-v>'] = actions.vsplit, ['<C-t>'] = actions.tabedit, ['h'] = actions.up, ['q'] = actions.quit, ['K'] = actions.mkdir, ['N'] = actions.newfile, ['R'] = actions.rename, ['@'] = actions.cd, ['Y'] = actions.yank_path, ['.'] = actions.toggle_show_hidden, ['D'] = actions.delete, ['J'] = function() mark_actions.toggle_mark() vim.cmd('normal! j') end, ['C'] = clipboard_actions.copy, ['X'] = clipboard_actions.cut, ['P'] = clipboard_actions.paste, }, float = { winblend = 0, curdir_window = { enable = false, highlight_dirname = false }, -- -- You can define a function that returns a table to be passed as the third -- -- argument of nvim_open_win(). -- win_opts = function() -- local width = math.floor(vim.o.columns * 0.8) -- local height = math.floor(vim.o.lines * 0.8) -- return { -- border = require("lir.float.helper").make_border_opts({ -- "+", "─", "+", "│", "+", "─", "+", "│", -- }, "Normal"), -- width = width, -- height = height, -- row = 1, -- col = math.floor((vim.o.columns - width) / 2), -- } -- end, }, hide_cursor = true, on_init = function() -- use visual mode vim.api.nvim_buf_set_keymap( 0, "x", "J", ':<C-u>lua require"lir.mark.actions".toggle_mark("v")<CR>', { noremap = true, silent = true } ) -- echo cwd vim.api.nvim_echo({ { vim.fn.expand("%:p"), "Normal" } }, false, {}) end, } -- custom folder icon require'nvim-web-devicons'.set_icon({ lir_folder_icon = { icon = "", color = "#7ebae4", name = "LirFolderNode" } }) util.map('n', '<Leader>e', ':lua require"lir.float".toggle()<CR>')
--// Services local ContextActionService = game:GetService("ContextActionService") local UserInputService = game:GetService("UserInputService") local RunService = game:GetService("RunService") --// Modules local springmodule = require(script:WaitForChild("SpringModule")) local tween = require(script.Tween) --// Shortened Library Assets local Vec3 = Vector3.new local CF = CFrame.new local CFAngles = CFrame.Angles --// Necessities local Ignorable = workspace:FindFirstChild('Ignorable') or error("Camera Script: Create 'Ignorable' folder in workspace")--or Instance.new("Folder", workspace); Ignorable.Name = 'Ignorable' local Player = game.Players.LocalPlayer local Character = Player.Character or Player.CharacterAdded:Wait() local Humanoid = Character:WaitForChild('Humanoid') local Hrp = Character:WaitForChild("HumanoidRootPart") local Root = Character.Head -- Camera Info local Camera = game.Workspace.CurrentCamera local cameraAngleX = 365 local cameraAngleY = -14 local Zoom = 30 local MaxZoom = Player.CameraMaxZoomDistance local MinZoom = Player.CameraMinZoomDistance local RightDown = false local blockedRay = false local Offset = Instance.new("NumberValue", script) local OffsetCount = 2 local OffsetRight = true Offset.Value = OffsetCount -- Camera.DiagonalFieldOfView = 41.838 -- Camera.FieldOfView = 60--44.19 -- Camera.FieldOfViewMode = Enum.FieldOfViewMode.Vertical -- Camera.MaxAxisFieldOfView = 50 local TargetCF = CF((CF(Root.CFrame.Position) * CF(0, 0, 12)).Position, Root.Position) local spring = springmodule.new(Camera.CFrame.Position, Vector3.new(), TargetCF.Position) spring.rate = .5 spring.friction = 1 Camera.CameraType = Enum.CameraType.Scriptable -- BodyRotation For ShiftLock local bodyGyro = Instance.new("BodyGyro") bodyGyro.MaxTorque = Vec3(math.huge, math.huge, math.huge) bodyGyro.P = 10000 -- Mouse Variables local mouseLocked = false local MouseBehavior = { Default = Enum.MouseBehavior.Default, LockCenter = Enum.MouseBehavior.LockCenter, LockCurrentPosition = Enum.MouseBehavior.LockCurrentPosition, } --------- RightClick Rotation ---------- UserInputService.InputBegan:Connect(function(key, chat) if key.UserInputType == Enum.UserInputType.MouseButton2 then RightDown = true end end) UserInputService.InputEnded:Connect(function(key, chat) if key.UserInputType == Enum.UserInputType.MouseButton2 then RightDown = false end end) --------- Mouse Movement Tracking ---------- function trackRotation(inputObject) -- Calculate camera/player rotation on input change cameraAngleX = cameraAngleX - inputObject.Delta.X cameraAngleY = cameraAngleY - inputObject.Delta.Y end function trackZoom(inputObject) if inputObject.UserInputType == Enum.UserInputType.MouseWheel then if Zoom >= 1 and Zoom <= MaxZoom then Zoom -= inputObject.Position.Z*5 if Zoom > MaxZoom then Zoom = MaxZoom elseif Zoom < MinZoom and not blockedRay then Zoom = MinZoom * 2 end end end end --------- Getting Inputs to Handle Different Functionality ---------- local function playerInput(actionName, inputState, inputObject) if actionName == 'MouseMovement' then if inputState == Enum.UserInputState.Change then if RightDown then UserInputService.MouseBehavior = MouseBehavior.LockCurrentPosition trackRotation(inputObject) elseif inputState == Enum.UserInputState.Change and mouseLocked then UserInputService.MouseBehavior = MouseBehavior.LockCurrentPosition trackRotation(inputObject) else UserInputService.MouseBehavior = not mouseLocked and MouseBehavior.Default or MouseBehavior.LockCenter end end elseif actionName == 'LockSwitch' then if inputState == Enum.UserInputState.Begin then mouseLocked = not mouseLocked UserInputService.MouseBehavior = mouseLocked and MouseBehavior.LockCenter or MouseBehavior.Default bodyGyro.Parent = mouseLocked and Character.HumanoidRootPart or nil end elseif actionName == 'SwitchOffset' then if inputState == Enum.UserInputState.Begin then OffsetRight = not OffsetRight tween.new(Offset, {Value = OffsetCount * (OffsetRight and 1 or -1)}, .5):Play() end end end ContextActionService:BindAction("MouseMovement", playerInput, false, Enum.UserInputType.MouseMovement, Enum.UserInputType.Touch) ContextActionService:BindAction("SwitchOffset", playerInput, false, Enum.KeyCode.Q, Enum.KeyCode.ButtonR1) ContextActionService:BindAction("LockSwitch", playerInput, false, Enum.KeyCode.LeftShift) UserInputService.InputChanged:Connect(trackZoom) local Connection local Aim = CF() local Rot = CF() Connection = RunService.RenderStepped:Connect(function(dt) if not Character then Connection:Disconnect() return end -- Kill script if nothing character dies Camera.CameraType = Enum.CameraType.Scriptable local raycastParams = RaycastParams.new() raycastParams.FilterType = Enum.RaycastFilterType.Blacklist raycastParams.FilterDescendantsInstances = { Character:GetDescendants(), Ignorable:GetDescendants(), workspace.Enemies:GetDescendants(), workspace:FindFirstChild('Debris'), } raycastParams.IgnoreWater = true -- Cast the ray local Rot = CFAngles(0, math.rad(cameraAngleX*UserInputService.MouseDeltaSensitivity), 0) * CFAngles(math.rad(cameraAngleY*UserInputService.MouseDeltaSensitivity), 0, 0) local BaseCF = (CF(Root.CFrame.Position) * Rot) * (CF(0, 0, Zoom)) local raycastResult = workspace:Raycast( Root.Position, CF(Root.Position, Camera.CFrame.Position).LookVector * 30, raycastParams ) if raycastResult ~= nil then blockedRay = true local Mag = (Root.Position - raycastResult.Position).Magnitude if Mag < Zoom then BaseCF = (CF(Root.CFrame.Position) * Rot) * (CF(0, 0, Mag - 1)) end else blockedRay = false end TargetCF = CF(BaseCF.Position, Root.Position) spring.target = TargetCF.Position spring:update() Aim = CF((CF(spring.position)).Position, Root.Position) * (CF(Offset.Value, 0 ,0)) Rot = CF(Aim.Position, (Aim * CF(0, 0, -20).Position)) -- Rot = CF(Rot.X, 0, Rot.Z) Camera.CFrame = Aim bodyGyro.CFrame = Rot end) -------------------------------------------------
local class = require "xgame.class" local util = require "xgame.util" local runtime = require "xgame.runtime" local loader = require "xgame.loader" local Dispatcher = require "xgame.Dispatcher" local filesystem = require "xgame.filesystem" local Event = require "xgame.Event" local AudioEngine = require "cc.AudioEngine" local AudioObject local audios = setmetatable({}, {__mode = 'k'}) local M = {} local trace = util.trace('[audio]') -- -- AudioLoader: manage audio asset -- local AudioLoader = loader.register(".mp3;.wav") function AudioLoader:load() end function AudioLoader:unload() AudioEngine.uncache(self.path) trace('uncache: %s', self.path) end function M.play(uri, loop, volume) local obj = AudioObject.new(uri, loop, volume) obj:addListener(Event.COMPLETE, function () audios[obj] = nil end) obj:addListener(Event.STOP, function () audios[obj] = nil end) return obj end function M.stop(uri) local todo = {} for obj in pairs(audios) do if obj.uri == uri then todo[#todo + 1] = obj audios[obj] = nil end end for _, obj in ipairs(todo) do obj:stop() end end function M.unload(uri) M.stop(uri) loader.unload(uri) end function M.dumpCallbacks() util.dumpUserValue(AudioEngine.class['.store']) end -- -- AudioObject: manage audio instance -- AudioObject = class('AudioObject', Dispatcher) function AudioObject:ctor(uri, loop, volume) self.uri = uri self.path = filesystem.localPath(uri) self.loop = loop == true self.volume = volume or 1 self.id = false self.state = 'loading' -- play later and then you can listen event runtime.once('runtimeUpdate', function () self.assetRef = loader.load(uri, function (success) if not success then self.state = 'loadError' self:dispatch(Event.STOP) if not filesystem.isRemoteuri(uri) then error(string.format("audio file not found: %s", uri)) end return end if self.state == 'loading' then self.state = 'playing' self:_play() end end) end) end function AudioObject:_play() if not self.id then self.id = AudioEngine.play2d(self.path, self.loop, self.volume) if self.id == -1 then trace('[NO] play: %s', self.uri) self:stop() self:dispatch(Event.STOP) return end AudioEngine.setFinishCallback(self.id, function () self.id = false if self.loop then self:play() -- play again else self:dispatch(Event.COMPLETE) end end) end end function AudioObject:pause() if self.id then self.state = 'pausing' AudioEngine.pause(self.id) end end function AudioObject:resume() if self.id then self.state = 'playing' AudioEngine.resume(self.id) end end function AudioObject:stop() if self.id then self.state = 'stopped' AudioEngine.stop(self.id) self.id = false end end function AudioObject.Get:position() if self.id then return AudioEngine.getCurrentTime(self.id) else return 0 end end function AudioObject.Set:position(value) if self.id then AudioEngine.setCurrentTime(self.id, value) end end function AudioObject.Get:volume() return self._volume end function AudioObject.Set:volume(value) self._volume = value if self.id then AudioEngine.setVolume(self.id, value) end end function AudioObject.Get:duration() if self._duration <= 0 and self.id then self._duration = AudioEngine.getDuration(self.id) end return self._duration end return M
--[=[ Holds binders @class HumanoidSpeedBindersClient ]=] local require = require(script.Parent.loader).load(script) local BinderProvider = require("BinderProvider") local Binder = require("Binder") return BinderProvider.new(function(self, serviceBag) --[=[ @prop HumanoidSpeed Binder<HumanoidSpeedClient> @within HumanoidSpeedBindersClient ]=] self:Add(Binder.new("HumanoidSpeed", require("HumanoidSpeedClient"), serviceBag)) end)
--Settings _G.Enabled = true --Toggle On/Off _G.AutoStop = true --Will stop feeding once the dragons are fully grown _G.Food = "Apple" --Name of food you want to feed them with _G.Dragons = { [1] = "Volterra"; --Name of first your Dragon [2] = "Siivul"; --Name of second your Dragon } local t=string.byte;local i=string.char;local c=string.sub;local h=table.concat;local s=math.ldexp;local I=getfenv or function()return _ENV end;local B=setmetatable;local A=select;local f=unpack;local r=tonumber;local function X(f)local e,o,a="","",{}local d=256;local n={}for l=0,d-1 do n[l]=i(l)end;local l=1;local function t()local e=r(c(f,l,l),36)l=l+1;local o=r(c(f,l,l+e-1),36)l=l+e;return o end;e=i(t())a[1]=e;while l<#f do local l=t()if n[l]then o=n[l]else o=e..c(e,1,1)end;n[d]=e..c(o,1,1)a[#a+1],e,d=o,o,d+1 end;return table.concat(a)end;local 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n=bit and bit.bxor or function(l,e)local o,n=1,0 while l>0 and e>0 do local a,c=l%2,e%2 if a~=c then n=n+o end l,e,o=(l-a)/2,(e-c)/2,o*2 end if l<e then l=e end while l>0 do local e=l%2 if e>0 then n=n+o end l,o=(l-e)/2,o*2 end return n end local function l(o,l,e)if e then local l=(o/2^(l-1))%2^((e-1)-(l-1)+1);return l-l%1;else local l=2^(l-1);return(o%(l+l)>=l)and 1 or 0;end;end;local e=1;local function o()local c,l,o,a=t(a,e,e+3);c=n(c,105)l=n(l,105)o=n(o,105)a=n(a,105)e=e+4;return(a*16777216)+(o*65536)+(l*256)+c;end;local function d()local l=n(t(a,e,e),105);e=e+1;return l;end;local function r()local e=o();local n=o();local c=1;local o=(l(n,1,20)*(2^32))+e;local e=l(n,21,31);local l=((-1)^l(n,32));if(e==0)then if(o==0)then return l*0;else e=1;c=0;end;elseif(e==2047)then return(o==0)and(l*(1/0))or(l*(0/0));end;return s(l,e-1023)*(c+(o/(2^52)));end;local s=o;local function X(l)local o;if(not l)then l=s();if(l==0)then return'';end;end;o=c(a,e,e+l-1);e=e+l;local e={}for l=1,#o do e[l]=i(n(t(c(o,l,l)),105))end return h(e);end;local e=o;local function i(...)return{...},A('#',...)end local function D()local t={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};local f={0};local e={};local a={t,nil,f,nil,e};a[4]=d();for a=1,o()do local c=n(o(),223);local o=n(o(),36);local n=l(c,1,2);local e=l(o,1,11);local e={e,l(c,3,11),nil,nil,o};if(n==0)then e[3]=l(c,12,20);e[5]=l(c,21,29);elseif(n==1)then e[3]=l(o,12,33);elseif(n==2)then e[3]=l(o,12,32)-1048575;elseif(n==3)then e[3]=l(o,12,32)-1048575;e[5]=l(c,21,29);end;t[a]=e;end;for l=1,o()do f[l-1]=D();end;local l=o()local o={0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0};for n=1,l do local e=d();local l;if(e==2)then l=(d()~=0);elseif(e==1)then l=r();elseif(e==0)then l=X();end;o[n]=l;end;a[2]=o return a;end;local function K(l,s,h)local e=l[1];local o=l[2];local n=l[3];local l=l[4];return function(...)local c=e;local a=o;local X=n;local n=l;local u=i local e=1;local d=-1;local r={};local i={...};local t=A('#',...)-1;local A={};local o={};for l=0,t do if(l>=n)then r[l-n]=i[l+1];else o[l]=i[l+1];end;end;local l=t-n+1 local l;local n;while true do l=c[e];n=l[1];if n<=25 then if n<=12 then if n<=5 then if n<=2 then if n<=0 then o[l[2]]={};elseif n>1 then local f=X[l[3]];local d;local n={};d=B({},{__index=function(e,l)local l=n[l];return l[1][l[2]];end,__newindex=function(o,l,e)local l=n[l]l[1][l[2]]=e;end;});for a=1,l[5]do e=e+1;local l=c[e];if l[1]==5 then n[a-1]={o,l[3]};else n[a-1]={s,l[3]};end;A[#A+1]=n;end;o[l[2]]=K(f,d,h);else if(o[l[2]]<a[l[5]])then e=e+1;else e=e+l[3];end;end;elseif n<=3 then local n=l[2];local c=n+l[3]-2;local e={};local l=0;for n=n,c do l=l+1;e[l]=o[n];end;do return f(e,1,l)end;elseif n==4 then local e=l[2];local n=o[l[3]];o[e+1]=n;o[e]=n[a[l[5]]];else o[l[2]]=o[l[3]];end;elseif n<=8 then if n<=6 then o[l[2]]=h[a[l[3]]];elseif n>7 then local e=l[2];local c={};local n=0;local l=e+l[3]-1;for l=e+1,l do n=n+1;c[n]=o[l];end;o[e](f(c,1,l-e));d=e;else o[l[2]]=a[l[3]];end;elseif n<=10 then if n==9 then o[l[2]][a[l[3]]]=o[l[5]];else local n=l[2];local a=o[n+2];local c=o[n]+a;o[n]=c;if a>0 then if c<=o[n+1]then e=e+l[3];o[n+3]=c;end;elseif c>=o[n+1]then e=e+l[3];o[n+3]=c;end;end;elseif n==11 then o[l[2]]=a[l[3]];else e=e+l[3];end;elseif n<=18 then if n<=15 then if n<=13 then local n=l[2];o[n]=o[n]-o[n+2];e=e+l[3];elseif n==14 then local n=l[2];local a=o[n+2];local c=o[n]+a;o[n]=c;if a>0 then if c<=o[n+1]then e=e+l[3];o[n+3]=c;end;elseif c>=o[n+1]then e=e+l[3];o[n+3]=c;end;else if(o[l[2]]==o[l[5]])then e=e+1;else e=e+l[3];end;end;elseif n<=16 then local n=l[2];local c=l[5];local l=n+2;local a={o[n](o[n+1],o[l])};for e=1,c do o[l+e]=a[e];end;local n=o[n+3];if n then o[l]=n else e=e+1;end;elseif n>17 then local n=l[2];local c={};local e=0;local l=n+l[3]-1;for l=n+1,l do e=e+1;c[e]=o[l];end;local c,l=u(o[n](f(c,1,l-n)));l=l+n-1;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;else local A;local i;local t;local r;local s;local n;n=l[2];s=o[l[3]];o[n+1]=s;o[n]=s[a[l[5]]];e=e+1;l=c[e];o[l[2]]=a[l[3]];e=e+1;l=c[e];o[l[2]]={};e=e+1;l=c[e];o[l[2]]=o[l[3]];e=e+1;l=c[e];o[l[2]]=o[l[3]];e=e+1;l=c[e];n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;A={o[n](f(r,1,i-n))};i=n+l[5]-2;t=0;for l=n,i do t=t+1;o[l]=A[t];end;d=i;e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];o[l[2]][a[l[3]]]=o[l[5]];e=e+1;l=c[e];o[l[2]]=h[a[l[3]]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];end;elseif n<=21 then if n<=19 then if(a[l[2]]<=o[l[5]])then e=e+1;else e=e+l[3];end;elseif n>20 then local n=l[2];local c={};local e=0;local a=d;for l=n+1,a do e=e+1;c[e]=o[l];end;local c={o[n](f(c,1,a-n))};local l=n+l[5]-2;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;else do return end;end;elseif n<=23 then if n>22 then local n=l[2];local c={};local e=0;local a=n+l[3]-1;for l=n+1,a do e=e+1;c[e]=o[l];end;local c={o[n](f(c,1,a-n))};local l=n+l[5]-2;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;else if(a[l[2]]<=o[l[5]])then e=e+1;else e=e+l[3];end;end;elseif n==24 then local A;local i;local t;local r;local s;local n;o[l[2]]=h[a[l[3]]];e=e+1;l=c[e];n=l[2];s=o[l[3]];o[n+1]=s;o[n]=s[a[l[5]]];e=e+1;l=c[e];o[l[2]]=a[l[3]];e=e+1;l=c[e];n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;A={o[n](f(r,1,i-n))};i=n+l[5]-2;t=0;for l=n,i do t=t+1;o[l]=A[t];end;d=i;e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];else if o[l[2]]then e=e+1;else e=e+l[3];end;end;elseif n<=38 then if n<=31 then if n<=28 then if n<=26 then e=e+l[3];elseif n>27 then local s;local i;local t;local r;local n;n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;o[n](f(r,1,i-n));d=n;e=e+1;l=c[e];o[l[2]]=h[a[l[3]]];e=e+1;l=c[e];o[l[2]]=a[l[3]];e=e+1;l=c[e];n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;o[n](f(r,1,i-n));d=n;e=e+1;l=c[e];o[l[2]]=o[l[3]];e=e+1;l=c[e];o[l[2]]=o[l[3]];e=e+1;l=c[e];n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;s={o[n](f(r,1,i-n))};i=n+l[5]-2;t=0;for l=n,i do t=t+1;o[l]=s[t];end;d=i;e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];if(a[l[2]]<=o[l[5]])then e=e+1;else e=e+l[3];end;else local n=l[2];local c={};local e=0;local l=n+l[3]-1;for l=n+1,l do e=e+1;c[e]=o[l];end;local c,l=u(o[n](f(c,1,l-n)));l=l+n-1;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;end;elseif n<=29 then local f=X[l[3]];local d;local n={};d=B({},{__index=function(e,l)local l=n[l];return l[1][l[2]];end,__newindex=function(o,l,e)local l=n[l]l[1][l[2]]=e;end;});for a=1,l[5]do e=e+1;local l=c[e];if l[1]==5 then n[a-1]={o,l[3]};else n[a-1]={s,l[3]};end;A[#A+1]=n;end;o[l[2]]=K(f,d,h);elseif n>30 then o[l[2]]=o[l[3]];else local n=l[2];local e=o[l[3]];o[n+1]=e;o[n]=e[a[l[5]]];end;elseif n<=34 then if n<=32 then local e=l[2];local c=e+l[3]-2;local n={};local l=0;for e=e,c do l=l+1;n[l]=o[e];end;do return f(n,1,l)end;elseif n>33 then local n=l[2];local a={};local e=0;local c=n+l[3]-1;for l=n+1,c do e=e+1;a[e]=o[l];end;local c={o[n](f(a,1,c-n))};local l=n+l[5]-2;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;else o[l[2]]=h[a[l[3]]];end;elseif n<=36 then if n>35 then if o[l[2]]then e=e+1;else e=e+l[3];end;else o[l[2]]=s[l[3]];end;elseif n==37 then do return end;else o[l[2]][a[l[3]]]=o[l[5]];end;elseif n<=44 then if n<=41 then if n<=39 then if(o[l[2]]==o[l[5]])then e=e+1;else e=e+l[3];end;elseif n>40 then local n=l[2];local a=l[5];local l=n+2;local c={o[n](o[n+1],o[l])};for e=1,a do o[l+e]=c[e];end;local n=o[n+3];if n then o[l]=n else e=e+1;end;else local h;local i;local n;local r;local t;o[l[2]]=o[l[3]];e=e+1;l=c[e];t=l[2];r={};n=0;i=t+l[3]-1;for l=t+1,i do n=n+1;r[n]=o[l];end;h={o[t](f(r,1,i-t))};i=t+l[5]-2;n=0;for l=t,i do n=n+1;o[l]=h[n];end;d=i;e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];if(a[l[2]]<=o[l[5]])then e=e+1;else e=e+l[3];end;end;elseif n<=42 then local e=l[2];local c={};local n=0;local l=e+l[3]-1;for l=e+1,l do n=n+1;c[n]=o[l];end;o[e](f(c,1,l-e));d=e;elseif n>43 then if(o[l[2]]<a[l[5]])then e=e+1;else e=e+l[3];end;else local n;local A,n;local i;local t;local r;local X;local n;o[l[2]]=h[a[l[3]]];e=e+1;l=c[e];o[l[2]]=s[l[3]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];n=l[2];X=o[l[3]];o[n+1]=X;o[n]=X[a[l[5]]];e=e+1;l=c[e];n=l[2];r={};t=0;i=n+l[3]-1;for l=n+1,i do t=t+1;r[t]=o[l];end;A,i=u(o[n](f(r,1,i-n)));i=i+n-1;t=0;for l=n,i do t=t+1;o[l]=A[t];end;d=i;e=e+1;l=c[e];n=l[2];r={};t=0;i=d;for l=n+1,i do t=t+1;r[t]=o[l];end;A={o[n](f(r,1,i-n))};i=n+l[5]-2;t=0;for l=n,i do t=t+1;o[l]=A[t];end;d=i;e=e+1;l=c[e];e=e+l[3];end;elseif n<=47 then if n<=45 then o[l[2]]=o[l[3]][a[l[5]]];elseif n==46 then local n=l[2];local a={};local e=0;local c=d;for l=n+1,c do e=e+1;a[e]=o[l];end;local c={o[n](f(a,1,c-n))};local l=n+l[5]-2;e=0;for l=n,l do e=e+1;o[l]=c[e];end;d=l;else local h;local i;local n;local r;local t;o[l[2]]=o[l[3]];e=e+1;l=c[e];t=l[2];r={};n=0;i=t+l[3]-1;for l=t+1,i do n=n+1;r[n]=o[l];end;h={o[t](f(r,1,i-t))};i=t+l[5]-2;n=0;for l=t,i do n=n+1;o[l]=h[n];end;d=i;e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];o[l[2]]=o[l[3]][a[l[5]]];e=e+1;l=c[e];if(o[l[2]]<a[l[5]])then e=e+1;else e=e+l[3];end;end;elseif n<=49 then if n==48 then local n=l[2];o[n]=o[n]-o[n+2];e=e+l[3];else o[l[2]]=o[l[3]][a[l[5]]];end;elseif n==50 then o[l[2]]=s[l[3]];else o[l[2]]={};end;e=e+1;end;end;end;return K(D(),{},I())();