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--- CONFIG IN "CUSTOM OPTIONS" TAB - DO NOT TOUCH THIS ---
aura_env.anchorConfValues = {
[1] = "TOP",
[2] = "BOTTOM",
[3] = "LEFT",
[4] = "RIGHT",
[5] = "CENTER",
[6] = "TOPLEFT",
[7] = "TOPRIGHT",
[8] = "BOTTOMLEFT",
[9] = "BOTTOMRIGHT",
}
-- check if ElvUI is used and the nameplates module is enabled
aura_env.useElvUINameplates = ElvUI and ElvUI[1].NamePlates
-- check if KuiNameplates are used
aura_env.useKuiNameplates = KuiNameplates ~= nil
-- check if Tidy Plates are used
aura_env.useTidyPlates = TidyPlates ~= nil
aura_env.usePlater = Plater ~= nil
aura_env.isMDTInstalled = MethodDungeonTools ~= nil and MethodDungeonTools.GetEnemyForces ~= nil
if not aura_env.isMDTInstalled then
print(("%s require to enable MethodDungeonTools"):format(aura_env.id))
end
aura_env.updateTeeming = function()
local _, affixes = C_ChallengeMode.GetActiveKeystoneInfo()
aura_env.teeming = false
for _, affixID in ipairs(affixes) do
if affixID == 5 then
aura_env.teeming = true
end
end
end
aura_env.NEAupdateRegion = function(state)
if state.isMaster then return end
local region = WeakAuras.GetRegion(aura_env.id, state.cloneId)
state.nameplate = state.nameplate or C_NamePlate.GetNamePlateForUnit(state.unit)
if not state.nameplate or not state.show then
return
end
local xOffset = aura_env.config["xOffset"]
local yOffset = aura_env.config["yOffset"]
if aura_env.useElvUINameplates then
region:SetAnchor(aura_env.anchorConfValues[aura_env.config["anchorPoint"]], state.nameplate.unitFrame.Health, aura_env.anchorConfValues[aura_env.config["relativeAnchor"]])
elseif aura_env.useTidyPlates then
region:SetAnchor(aura_env.anchorConfValues[aura_env.config["anchorPoint"]], state.nameplate.extended.bars.healthbar, aura_env.anchorConfValues[aura_env.config["relativeAnchor"]])
elseif aura_env.useKuiNameplates then
region:SetAnchor(aura_env.anchorConfValues[aura_env.config["anchorPoint"]], state.nameplate.kui.HealthBar, aura_env.anchorConfValues[aura_env.config["relativeAnchor"]])
elseif aura_env.usePlater then
region:SetAnchor(aura_env.anchorConfValues[aura_env.config["anchorPoint"]], state.nameplate.unitFrame.healthBar, aura_env.anchorConfValues[aura_env.config["relativeAnchor"]])
else
region:SetAnchor(aura_env.anchorConfValues[aura_env.config["anchorPoint"]], state.nameplate, aura_env.anchorConfValues[aura_env.config["relativeAnchor"]])
end
region:SetOffset(xOffset, yOffset)
region:Show()
end
aura_env.GetMobCount = function()
local _,_,steps = C_Scenario.GetStepInfo()
local percent, total,_,_,current = select(4, C_Scenario.GetCriteriaInfo(steps))
if current then
current = tonumber(string.sub(current, 1, string.len(current) - 1)) or 0
current = (current / total) * 100
return current or 0
end
return 0
end
|
--[[
Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2523149203
Profile Page: https://steamcommunity.com/id/Piengineer12
GitHub Page: https://github.com/Piengineer12/public-addons/tree/master/hacpg
Donate: https://ko-fi.com/piengineer12
Links above are confirmed working as of 2021-06-21. All dates are in ISO 8601 format.
VERSION = 1.0.1
VERSION_DATE = 2021-06-21
]]
AddCSLuaFile()
ENT.Base = "base_anim"
ENT.Type = "anim"
ENT.Category = "HACPG"
ENT.PrintName = "Particle Generator"
ENT.Author = "Piengineer"
ENT.Contact = "https://steamcommunity.com/id/Piengineer12/"
ENT.Purpose = "Highly Advanced Customizable Particle Generator"
ENT.Instructions = "Use and see."
ENT.Spawnable = true
--ENT.AdminOnly = false
ENT.RenderGroup = RENDERGROUP_OPAQUE
--ENT.DisableDuplicator = false
--ENT.DoNotDuplicate = false
--ENT.IconOverride = "materials/entities/base.png"
--ENT.AutomaticFrameAdvance = false
--ENT.Editable = false
ENT.ClientHACPGVarInfo = {
{
name = "Particle Density",
options = {
{
class = "BurstDelay",
type = "Float",
min = 0,
max = 10,
name = "Burst Delay",
desc = "Time between bursts."
},
{
class = "ParticlesPerBurst",
type = "Int",
min = 1,
max = 100,
name = "Particles Per Burst",
desc = "Number of particles to create per burst."
},
{
class = "BurstDuration",
type = "Float",
min = 0,
max = 10,
name = "Burst Duration",
desc = "Amount of time to spend spawning particles within a burst."
},
}
},
{
name = "Particle Spawning",
options = {
{
class = "LifeTime",
type = "Float",
min = 0,
max = 10,
name = "Life Time",
desc = "How long each particle lasts."
},
{
class = "Origin",
type = "Vector",
minmax = false,
min = -500,
max = 500,
name = "Origin Offset",
desc = "The origin's offset from the center of the emitter."
},
{
class = "SpawnDistance",
type = "Float",
min = 0,
max = 1000,
name = "Spawn Distance From Origin",
desc = "Particle spawn distance from the origin of the particle emitter."
},
{
class = "SpawnOffset",
type = "Vector",
min = -500,
max = 500,
name = "Spawn Offset",
desc = "The origin's offset from the center of the emitter."
},
{
class = "ParticleAngles",
type = "Angle",
name = "Spawn Angle",
desc = "Angle of particles when spawned. If 2D, only the roll component is used."
},
}
},
{
name = "Particle Rendering",
options = {
{
class = "MaterialList",
type = "MaterialList",
name = "Materials",
desc = "Materials that the particles should be animated from. At least 1 material is required."
},
{
class = "3D",
name = "3D Particles",
desc = "Allows particles to be rendered in 3D, unlike 2D particles which always face the player."
},
{
class = "StartSize",
type = "Float",
min = 0,
max = 100,
name = "Starting Size",
desc = "Size of particles right after spawning."
},
{
class = "EndSize",
type = "Float",
min = 0,
max = 100,
name = "Ending Size",
desc = "Size of particles right before dying."
},
{
class = "ParticleColor",
type = "Color",
name = "Color",
desc = "Color of particles. Note that colors are applied subtractively."
},
{
class = "Unlit",
name = "Always Bright",
desc = "Causes particles to be unaffected by darkness. Useful on dark maps."
},
{
class = "StartAlpha",
type = "Int",
min = 0,
max = 255,
name = "Starting Alpha",
desc = "Opacity of particles right after spawning."
},
{
class = "EndAlpha",
type = "Int",
min = 0,
max = 255,
name = "Ending Alpha",
desc = "Opacity of particles right before dying."
},
{
class = "StartLength",
type = "Float",
min = 0,
max = 100,
name = "Starting Length",
desc = "Length of particles right after spawning."
},
{
class = "EndLength",
type = "Float",
min = 0,
max = 100,
name = "Ending Length",
desc = "Length of particles right before dying."
}
}
},
{
name = "Particle Physics",
options = {
{
class = "ParticleVelocity",
type = "Vector",
min = -500,
max = 500,
name = "Velocity",
desc = "Particle velocity."
},
{
class = "VelocityFromOrigin",
type = "Float",
min = -500,
max = 500,
name = "Velocity From Origin",
desc = "Particle outward velocity from the origin. Negative values cause particles to move towards the origin instead."
},
{
class = "ClockwiseVelocityFromOrigin",
type = "Float",
min = -500,
max = 500,
name = "Clockwise Velocity From Origin",
desc = "Particle rightward velocity from the origin. Negative values cause particles to move leftwards instead."
},
{
class = "Acceleration",
type = "Vector",
min = -500,
max = 500,
name = "Acceleration",
desc = "Particle acceleration. Can be used to simulate gravity."
},
{
class = "Orbiting",
name = "Always Adjust Acceleration To Point Towards Origin",
desc = "Causes particles to orbit around the origin."
},
{
class = "AngularVelocity",
type = "Angle",
mul = 10,
name = "Angular Velocity",
desc = "Angular velocity of particles. If 2D, only the roll component is used."
},
{
class = "CollisionsEnabled",
name = "Collisions",
desc = "Allows particles to collide with terrain."
},
{
class = "Bounciness",
type = "Float",
min = 0,
max = 10,
name = "Bounciness",
desc = "Multiplier for velocity after any collision."
},
{
class = "AirResistance",
type = "Float",
min = 0,
max = 100,
name = "Air Resistance",
desc = "Multiplier for how much air slows down each particle."
}
}
},
}
ENT.ServerHACPGVarInfo = {}
for k,v in pairs(ENT.ClientHACPGVarInfo) do
for k2,v2 in pairs(v.options) do
ENT.ServerHACPGVarInfo[v2.class] = v2.type or "Bool"
end
end
function ENT:SetupDataTables()
self:NetworkVar("Bool",0,"3D")
self:NetworkVar("Bool",1,"CollisionsEnabled")
self:NetworkVar("Bool",2,"Orbiting")
self:NetworkVar("Bool",3,"Unlit")
self:NetworkVar("Int",0,"MinParticlesPerBurst")
self:NetworkVar("Int",1,"MaxParticlesPerBurst")
self:NetworkVar("Int",2,"MinStartAlpha")
self:NetworkVar("Int",3,"MaxStartAlpha")
self:NetworkVar("Int",4,"MinEndAlpha")
self:NetworkVar("Int",5,"MaxEndAlpha")
self:NetworkVar("Float",0,"MinBurstDuration")
self:NetworkVar("Float",1,"MaxBurstDuration")
self:NetworkVar("Float",2,"MinBurstDelay")
self:NetworkVar("Float",3,"MaxBurstDelay")
self:NetworkVar("Float",4,"MinSpawnDistance")
self:NetworkVar("Float",5,"MaxSpawnDistance")
self:NetworkVar("Float",6,"MinLifeTime")
self:NetworkVar("Float",7,"MaxLifeTime")
self:NetworkVar("Float",8,"MinVelocityFromOrigin")
self:NetworkVar("Float",9,"MaxVelocityFromOrigin")
self:NetworkVar("Float",10,"MinBounciness")
self:NetworkVar("Float",11,"MaxBounciness")
self:NetworkVar("Float",12,"MinAirResistance")
self:NetworkVar("Float",13,"MaxAirResistance")
self:NetworkVar("Float",14,"MinStartSize")
self:NetworkVar("Float",15,"MaxStartSize")
self:NetworkVar("Float",16,"MinEndSize")
self:NetworkVar("Float",17,"MaxEndSize")
self:NetworkVar("Float",18,"MinStartLength")
self:NetworkVar("Float",19,"MaxStartLength")
self:NetworkVar("Float",20,"MinEndLength")
self:NetworkVar("Float",21,"MaxEndLength")
self:NetworkVar("Float",22,"MinClockwiseVelocityFromOrigin")
self:NetworkVar("Float",23,"MaxClockwiseVelocityFromOrigin")
self:NetworkVar("Vector",0,"Origin")
self:NetworkVar("Vector",1,"MinSpawnOffset")
self:NetworkVar("Vector",2,"MaxSpawnOffset")
self:NetworkVar("Vector",3,"MinParticleColor")
self:NetworkVar("Vector",4,"MaxParticleColor")
self:NetworkVar("Vector",5,"MinParticleAngles")
self:NetworkVar("Vector",6,"MaxParticleAngles")
self:NetworkVar("Vector",7,"MinParticleVelocity")
self:NetworkVar("Vector",8,"MaxParticleVelocity")
self:NetworkVar("Vector",9,"MinAngularVelocity")
self:NetworkVar("Vector",10,"MaxAngularVelocity")
self:NetworkVar("Vector",11,"MinAcceleration")
self:NetworkVar("Vector",12,"MaxAcceleration")
end
function ENT:SpawnFunction(ply, trace, classname)
if not trace.Hit then return end
local ent = ents.Create(classname)
ent:Spawn()
ent:Activate()
ent:SetSubMaterial(2, "sprites/glow04_noz_gmod")
ent:SetHACPGVar("ParticlesPerBurst", 10)
ent:SetHACPGVar("StartAlpha", 255)
ent:SetHACPGVar("BurstDelay", 1)
ent:SetHACPGVar("LifeTime", 1)
ent:SetHACPGVar("ParticleVelocity", Vector(-100,-100,-100), Vector(100,100,100))
ent:SetHACPGVar("StartSize", 10)
ent:SetHACPGVar("ParticleColor", Vector(1,1,1))
ent:SetHACPGVar("Unlit", true)
ent:SetPos(trace.HitPos+trace.HitNormal*16)
ent:SetAngles(ply:GetAngles())
return ent
end
function ENT:Initialize()
if SERVER then
self:SetModel("models/maxofs2d/cube_tool.mdl")
self:SetMaterial("models/hacpg_generator")
self:PhysicsInit(SOLID_VPHYSICS)
local physobj = self:GetPhysicsObject()
if IsValid(physobj) then
physobj:Wake()
end
self:SetUseType(SIMPLE_USE)
if WireLib then
local inputs, inputTypes = {"Fire"}, {"NORMAL"}
for i,v in ipairs(self.ClientHACPGVarInfo) do
for i2,v2 in ipairs(v.options) do
local class = v2.class
if v2.type == "Float" or v2.type == "Int" then
table.insert(inputs, "Min"..class)
table.insert(inputTypes, "NORMAL")
table.insert(inputs, "Max"..class)
table.insert(inputTypes, "NORMAL")
elseif v2.type == "Vector" or v2.type == "Color" or v2.type == "Angle" then
if v2.minmax == false then
table.insert(inputs, class)
table.insert(inputTypes, "VECTOR")
else
table.insert(inputs, "Min"..class)
table.insert(inputTypes, "VECTOR")
table.insert(inputs, "Max"..class)
table.insert(inputTypes, "VECTOR")
end
--[[elseif v2.type == "Angle" then
table.insert(inputs, "Min"..class)
table.insert(inputTypes, "ANGLE")
table.insert(inputs, "Max"..class)
table.insert(inputTypes, "ANGLE")]]
elseif v2.type == "MaterialList" then
table.insert(inputs, class)
table.insert(inputTypes, "STRING")
else
table.insert(inputs, class)
table.insert(inputTypes, "NORMAL")
end
end
end
self.ValidWiremodInputNames = {}
for k,v in pairs(inputs) do
self.ValidWiremodInputNames[v] = true
end
self.Inputs = WireLib.CreateSpecialInputs(self, inputs, inputTypes)
-- Had to scrape code from other addons for Wiremod functionality.
-- Where on earth is the official API documentation anyway?!
local baseClass = baseclass.Get("base_wire_entity")
self.OnRemove = baseClass.OnRemove
self.OnRestore = baseClass.OnRestore
self.BuildDupeInfo = baseClass.BuildDupeInfo
self.ApplyDupeInfo = baseClass.ApplyDupeInfo
self.OnEntityCopyTableFinish = baseClass.OnEntityCopyTableFinish
self.OnDuplicated = baseClass.OnDuplicated
end
end
if CLIENT then
self.ParticleEmitters = {}
self.DeadParticleEmitters = {}
end
end
function ENT:TriggerInput(input, value)
if self.ValidWiremodInputNames[input] then
self:SetHACPGVar(input, value)
end
end
function ENT:Think()
if CLIENT then
if CurTime() > (self.NextBurst or 0) then
self.NextBurst = CurTime() + self:GetHACPGVar("BurstDelay")
self:FireBurst()
end
--[[if CurTime() > (self.NextAngleParameterCheck or 0) then
self.NextAngleParameterCheck = CurTime() + 1
for class,typ in pairs(self.ServerHACPGVarInfo) do
if typ == "Angle" then
-- ...
end
end
end]]
self:DoParticleEmitterThink()
self:SetNextClientThink(CurTime())
end
end
function ENT:Use(activator, caller)
if activator:IsPlayer() then
net.Start("hacpg")
net.WriteString("customize_generator")
net.WriteEntity(self)
net.Send(activator)
end
end
function ENT:PreEntityCopy()
-- this is kind of inefficient
baseclass.Get("base_wire_entity").PreEntityCopy(self)
-- invalid submaterials are not transferred, but we want to do it anyway
self.CopyParticleMaterials = {}
for i=0,31 do
self.CopyParticleMaterials[i] = self:GetSubMaterial(i)
end
end
function ENT:PostEntityPaste(...)
-- again
baseclass.Get("base_wire_entity").PostEntityPaste(self, ...)
if self.CopyParticleMaterials then
for i=0,31 do
self:SetSubMaterial(i, self.CopyParticleMaterials[i])
end
end
end
if CLIENT then
function ENT:OnRemove()
local particleEmitters = self.ParticleEmitters or {}
-- Wait! Sometimes OnRemove is lying!
timer.Simple(1, function()
if not IsValid(self) then
for k,v in pairs(particleEmitters) do
if IsValid(v.emitter) then
v.emitter:Finish()
end
end
end
end)
end
end
--[[function ENT:Draw()
self:DrawModel()
end]]
if SERVER then
util.AddNetworkString("hacpg")
end
net.Receive("hacpg", function(length, ply)
local func = net.ReadString()
if func == "customize_generator" then
if SERVER then
if (ply.HACPG_ExpensiveMessageDelay or 0) > RealTime() then
return
end
local ent = net.ReadEntity()
if (IsValid(ent) and ent:GetClass()=="hacpg_default_generator") then
local receivedTable = net.ReadTable()
--PrintTable(receivedTable)
for k,v in pairs(receivedTable) do
if istable(v) then
if ent.ServerHACPGVarInfo[k]=="MaterialList" then
local checksOut = true
for k2,v2 in pairs(v) do
if not isstring(v2) then
checksOut = false
end
end
if checksOut then
for k2,v2 in pairs(v) do
ent:SetSubMaterial(math.Clamp(k2, 2, 31), v2)
end
end
elseif ent:TypesCheckOut(v[1], ent.ServerHACPGVarInfo[k]) and ent:TypesCheckOut(v[2], ent.ServerHACPGVarInfo[k]) then
ent:SetHACPGVar(k, v[1], v[2])
end
elseif ent:TypesCheckOut(v, ent.ServerHACPGVarInfo[k]) then
ent:SetHACPGVar(k, v)
end
end
end
ply.HACPG_ExpensiveMessageDelay = RealTime() + 1
end
if CLIENT then
net.ReadEntity():CreateEditUI()
end
end
end)
function ENT:TypesCheckOut(argument, typeStr)
if not typeStr then return false
elseif typeStr == "Float" or typeStr == "Int" then
return isnumber(argument) and (typeStr ~= "Int" or argument % 1 == 0)
elseif typeStr == "Vector" or typeStr == "Color" or typeStr == "Angle" then
return isvector(argument)
--[[elseif typeStr == "Angle" then
return isangle(argument)]]
elseif typeStr == "Bool" then
return isbool(argument)
end
return false
end
function ENT:RandomFloat(minFloat, maxFloat)
return math.random()*(maxFloat-minFloat)+minFloat
end
function ENT:RandomVector(minVector, maxVector)
local retVector = maxVector-minVector
retVector.x = retVector.x * math.random()
retVector.y = retVector.y * math.random()
retVector.z = retVector.z * math.random()
retVector:Add(minVector)
return retVector
end
--[[function ENT:RandomAngle(minAngle, maxAngle)
local retAngle = maxAngle-minAngle
retAngle.p = retAngle.p * math.random()
retAngle.y = retAngle.y * math.random()
retAngle.r = retAngle.r * math.random()
retAngle:Add(minAngle)
return retAngle
end]]
function ENT:VectorToAngle(vector)
return Angle(vector.x, vector.y, vector.z)
end
function ENT:CreateRandomNormalizedVector()
for i=1,1000 do
local vector = VectorRand()
if vector:LengthSqr() <= 1 and not vector:IsZero() then
vector:Normalize()
return vector
end
end
return vector_up
end
local thingsThatDontReturnAFloat = {
ParticlesPerBurst = "Int", SpawnOffset = "Vector",
ParticleColor = "Vector", StartAlpha = "Int", EndAlpha = "Int",
ParticleVelocity = "Vector", Acceleration = "Vector",
ParticleAngles = "Vector", AngularVelocity = "Vector"
}
function ENT:SetHACPGVar(var, minValue, maxValue)
local setFunction = self["Set"..var]
if setFunction then
setFunction(self, minValue)
else
local setFunctionMin = self["SetMin"..var]
local setFunctionMax = self["SetMax"..var]
if setFunctionMin and setFunctionMax then
setFunctionMin(self, minValue)
setFunctionMax(self, maxValue or minValue)
end
end
end
function ENT:GetHACPGVar(var)
local getFunction = self["Get"..var]
if getFunction then
return getFunction(self)
else
local getFunctionMin = self["GetMin"..var]
local getFunctionMax = self["GetMax"..var]
if getFunctionMin and getFunctionMax then
local customReturnType = thingsThatDontReturnAFloat[var]
if customReturnType == "Int" then
return math.random(getFunctionMin(self), getFunctionMax(self))
elseif customReturnType == "Vector" then
return self:RandomVector(getFunctionMin(self), getFunctionMax(self))
--[[elseif customReturnType == "Angle" then
return self:RandomAngle(getFunctionMin(self), getFunctionMax(self))]]
else
return self:RandomFloat(getFunctionMin(self), getFunctionMax(self))
end
end
end
end
function ENT:GetMaterialList()
local materials = {}
for i=2,31 do
materials[i] = self:GetSubMaterial(i)
end
return materials
end
function ENT:FireBurst()
local emitter = ParticleEmitter(self:LocalToWorld(self:GetHACPGVar("Origin")), self:GetHACPGVar("3D"))
if IsValid(emitter) then
table.insert(self.ParticleEmitters, {
emitter = emitter,
curParticles = 0,
maxParticles = self:GetHACPGVar("ParticlesPerBurst"),
startTime = CurTime(),
endTime = CurTime()+self:GetHACPGVar("BurstDuration")
})
end
end
function ENT:GenerateParticleThinkFunction(emitter)
local orbitPos = emitter:GetPos()
local gravityMul
local materialsNeeded = {}
for i=2,31 do
if self:GetSubMaterial(i)~="" then
materialsNeeded[i-1] = self:GetSubMaterial(i)
else break
end
end
local materialCount = #materialsNeeded -- cheaper than doing it every frame
local currentMaterial = materialsNeeded[1]
return function(particle)
if not gravityMul then
gravityMul = particle:GetGravity():Length()*1e4
end
if IsValid(self) then
if self:GetHACPGVar("Orbiting") then
local gravityVector = orbitPos - particle:GetPos()
gravityVector:Mul(gravityMul/gravityVector:Length()^3)
particle:SetGravity(gravityVector)
--print("[HACPG] particle "..CurTime()..' '..gravityMul..' '..tostring(particle:GetGravity()))
if materialCount <= 1 then
particle:SetNextThink(CurTime())
end
end
if materialCount > 1 then
local materialIndex = math.min(math.floor(materialCount*particle:GetLifeTime()/particle:GetDieTime())+1, materialCount)
local neededMaterial = materialsNeeded[materialIndex]
if currentMaterial ~= neededMaterial then
particle:SetMaterial(neededMaterial)
currentMaterial = neededMaterial
end
particle:SetNextThink(CurTime())
end
end
end
end
function ENT:DoParticleEmitterThink()
for k,v in pairs(self.ParticleEmitters) do
if IsValid(v.emitter) then
local expectedActivations
if v.endTime - v.startTime <= 0 then
expectedActivations = v.maxParticles
else
expectedActivations = math.min(math.floor(math.Remap(CurTime(), v.startTime, v.endTime, 0, v.maxParticles)), v.maxParticles)
end
for i=1, expectedActivations - v.curParticles do
self:GetEmitterToAddParticle(v.emitter)
end
v.curParticles = expectedActivations
if expectedActivations == v.maxParticles then
table.insert(self.DeadParticleEmitters, k)
end
else
print("[HACPG] NULL CLuaEmitter - this is not supposed to happen!")
end
end
table.SortDesc(self.DeadParticleEmitters)
for i,v in ipairs(self.DeadParticleEmitters) do
self.ParticleEmitters[v].emitter:Finish()
table.remove(self.ParticleEmitters, v)
end
table.Empty(self.DeadParticleEmitters)
end
local rot90 = Angle(0,-90,0)
function ENT:GetEmitterToAddParticle(emitter)
local spawnPos = Vector(0,0,0)
local spawnDistance = self:GetHACPGVar("SpawnDistance")
if spawnDistance ~= 0 then
spawnPos = self:CreateRandomNormalizedVector()
spawnPos:Mul(spawnDistance)
end
spawnPos:Add(self:GetHACPGVar("SpawnOffset"))
spawnPos:Add(self:WorldToLocal(emitter:GetPos()))
local particle = emitter:Add(self:GetSubMaterial(2), self:LocalToWorld(spawnPos))
if particle then
local velocity = self:LocalToWorld(spawnPos) - emitter:GetPos()
velocity:Normalize()
local upVector = Vector(0,0,1)
upVector:Rotate(self:GetAngles())
local velocity2 = upVector:Cross(velocity)
--velocity2:Rotate(rot90)
--velocity2:Rotate(self:GetAngles())
velocity2:Normalize()
velocity:Mul(self:GetHACPGVar("VelocityFromOrigin"))
velocity2:Mul(self:GetHACPGVar("ClockwiseVelocityFromOrigin"))
velocity:Add(velocity2)
velocity2 = self:GetHACPGVar("ParticleVelocity")
velocity2:Rotate(self:GetAngles())
velocity:Add(velocity2)
local angles = self:LocalToWorldAngles(self:VectorToAngle(self:GetHACPGVar("ParticleAngles")))
local angularVelocity = self:VectorToAngle(self:GetHACPGVar("AngularVelocity"))
local particleColor = self:GetHACPGVar("ParticleColor"):ToColor()
local acceleration = self:GetHACPGVar("Acceleration")
acceleration:Rotate(self:GetAngles())
particle:SetStartSize(self:GetHACPGVar("StartSize"))
particle:SetEndSize(self:GetHACPGVar("EndSize"))
particle:SetStartLength(self:GetHACPGVar("StartLength"))
particle:SetEndLength(self:GetHACPGVar("EndLength"))
particle:SetLighting(not self:GetHACPGVar("Unlit"))
particle:SetColor(particleColor.r, particleColor.g, particleColor.b)
particle:SetStartAlpha(self:GetHACPGVar("StartAlpha"))
particle:SetEndAlpha(self:GetHACPGVar("EndAlpha"))
particle:SetDieTime(self:GetHACPGVar("LifeTime"))
particle:SetVelocityScale(false)
particle:SetVelocity(velocity)
particle:SetGravity(acceleration)
if emitter:Is3D() then
particle:SetAngles(angles)
particle:SetAngleVelocity(angularVelocity)
else
particle:SetRoll(angles.r)
particle:SetRollDelta(angularVelocity.r)
end
particle:SetCollide(self:GetHACPGVar("CollisionsEnabled"))
particle:SetBounce(self:GetHACPGVar("Bounciness"))
particle:SetAirResistance(self:GetHACPGVar("AirResistance"))
particle:SetThinkFunction(self:GenerateParticleThinkFunction(emitter))
end
end
function ENT:CreateDataTable()
local dataTable = {}
for k,v in pairs(self.ClientHACPGVarInfo) do
for k2,v2 in pairs(v.options) do
local var = v2.class
local getFunction = self["Get"..var]
if getFunction then
dataTable[var] = getFunction(self)
else
local getFunctionMin = self["GetMin"..var]
local getFunctionMax = self["GetMax"..var]
if getFunctionMin and getFunctionMax then
dataTable[var] = {getFunctionMin(self), getFunctionMax(self)}
end
end
end
end
return dataTable
end
function ENT:SendDataTable(dataTable)
--PrintTable(dataTable)
net.Start("hacpg")
net.WriteString("customize_generator")
net.WriteEntity(self)
net.WriteTable(dataTable) -- I'm too lazy to think about this properly...
net.SendToServer()
end
function ENT:CreateEditUI()
local ent = self
local dataTable = ent:CreateDataTable()
local Main = vgui.Create("DFrame")
Main:SetSize(ScrW()/2, ScrH()/2)
Main:Center()
Main:SetSizable(true)
Main:SetTitle("Particle Generator Settings Editor")
Main:MakePopup()
function Main:InsertMinMaxSliders(OptionPanel, name, desc, decimals, minValue, maxValue, minDefault, maxDefault, minFunction, maxFunction)
local MinSlider, MaxSlider
MinSlider = OptionPanel:Add("DNumSlider")
MinSlider:SetText("Minimum "..name)
MinSlider:SetMinMax(minValue, maxValue)
MinSlider:SetValue(minDefault)
MinSlider:SetDefaultValue(minDefault)
MinSlider:SetDecimals(decimals)
MinSlider:SetDark(true)
MinSlider:Dock(TOP)
MinSlider:SetTooltip(desc)
function MinSlider:OnValueChanged(value)
if MaxSlider:GetValue() < value then
MaxSlider:SetValue(value)
end
minFunction(value)
end
MaxSlider = OptionPanel:Add("DNumSlider")
MaxSlider:SetText("Maximum "..name)
MaxSlider:SetMinMax(minValue, maxValue)
MaxSlider:SetValue(maxDefault)
MaxSlider:SetDefaultValue(maxDefault)
MaxSlider:SetDecimals(decimals)
MaxSlider:SetDark(true)
MaxSlider:Dock(TOP)
MaxSlider:SetTooltip(desc)
function MaxSlider:OnValueChanged(value)
if MinSlider:GetValue() > value then
MinSlider:SetValue(value)
end
maxFunction(value)
end
end
if not file.IsDir("hacpg_presets", "DATA") then
file.CreateDir("hacpg_presets")
end
if not file.IsDir("hacpg_presets/examples", "DATA") then
file.CreateDir("hacpg_presets/examples")
self:CreateExamples()
end
local Categories = vgui.Create("DCategoryList", Main)
Categories:SetTall(ScrH())
Categories:Dock(FILL)
function Categories:Paint() end
function Main:Refresh()
if not IsValid(ent) then return end
Categories:Clear()
local Category = Categories:Add("Presets")
local Options = vgui.Create("DPanel")
Options:DockPadding(2,2,2,2)
Category:SetContents(Options)
local WarningLabel = Options:Add("DLabel")
WarningLabel:SetText("Remember that your settings will be lost if you close this window without saving!")
WarningLabel:SetDark(true)
WarningLabel:Dock(TOP)
local PresetPanel = Options:Add("DPanel")
PresetPanel:Dock(TOP)
local LoadButton = PresetPanel:Add("DButton")
LoadButton:SetText("Load Preset")
LoadButton:SizeToContentsX(8)
LoadButton:Dock(RIGHT)
local SaveButton = PresetPanel:Add("DButton")
SaveButton:SetText("Save Preset")
SaveButton:SizeToContentsX(8)
SaveButton:Dock(RIGHT)
local PresetEntry = PresetPanel:Add("DTextEntry")
PresetEntry:SetPlaceholderText("Preset name...")
PresetEntry:Dock(FILL)
PresetEntry.knownPresetNames = {}
function PresetEntry:ScanFiles(filePath)
local files, dirs = file.Find("hacpg_presets/"..filePath.."*", "DATA")
for k,v in pairs(files) do
self.knownPresetNames[filePath..v:StripExtension()] = true
end
for k,v in pairs(dirs) do
self:ScanFiles(filePath..v..'/')
end
end
function PresetEntry:GetAutoComplete(text)
local results = {}
for k,v in pairs(PresetEntry.knownPresetNames) do
if k:StartWith(text:lower()) then
table.insert(results, k)
end
end
return results
end
PresetEntry:ScanFiles("")
PresetPanel:SetTall(LoadButton:GetTall())
function SaveButton:SaveData(fileName, overwrite)
-- Windows becomes suprisingly unstable if these names are used, better reject these
local illegalNames = {"con", "prn", "aux", "nul", "lpt1", "lpt2", "lpt3", "lpt4", "com1", "com2", "com3", "com4"}
local illegal = false
for k,v in pairs(illegalNames) do
if fileName:match("%W"..v.."%W") then
illegal = v
break
end
end
if illegal and system.IsWindows() then
Derma_Message("You can't name a file/folder \""..illegal.."\"!\n(Blame Microsoft)",
"Save Failed", "#GameUI_OK")
elseif file.Exists(fileName, "DATA") and not overwrite then
Derma_Query("Are you sure you want to overwrite this preset?", "Overwrite Preset",
"Yes", function()
if IsValid(self) then
self:SaveData(fileName, true)
end
end, "No")
else
surface.PlaySound("buttons/button15.wav")
local dataStr = util.TableToJSON(dataTable)
local filePath = fileName:GetPathFromFilename()
if not file.IsDir(filePath, "DATA") then
file.CreateDir(filePath:sub(1,-2))
end
file.Write(fileName, dataStr)
PresetEntry.knownPresetNames = {}
PresetEntry:ScanFiles("")
end
end
function SaveButton:DoClick()
if PresetEntry:GetValue()=="" then
Derma_Message("Please enter a preset name.","Save Failed","#GameUI_OK")
else
local fileName = string.format("hacpg_presets/%s.dat", PresetEntry:GetValue())
self:SaveData(fileName:lower())
end
end
function LoadButton:DoClick()
if IsValid(ent) then
ent:FileLoader(function(fileName)
if IsValid(Main) then
local dataStr = file.Read(fileName, "DATA")
dataTable = util.JSONToTable(dataStr)
Main:Refresh()
ent:SendDataTable(dataTable)
end
end)
end
end
Category:SetExpanded(false)
for i,v in ipairs(ent.ClientHACPGVarInfo) do
local Category = Categories:Add(v.name)
local Options = vgui.Create("DPanel")
Options:DockPadding(2,2,2,2)
Category:SetContents(Options)
for i2,v2 in ipairs(v.options) do
if v2.type == "Float" or v2.type == "Int" then
local decimals = v2.type == "Int" and 0 or math.Round(4-math.log10(v2.max-v2.min))
Main:InsertMinMaxSliders(Options, v2.name, v2.desc, decimals, v2.min, v2.max,
dataTable[v2.class][1], dataTable[v2.class][2],
function(value) dataTable[v2.class][1] = math.Round(value, decimals) end, function(value) dataTable[v2.class][2] = math.Round(value, decimals) end)
elseif v2.type == "Vector" then
local decimals = math.Round(4-math.log10(v2.max-v2.min))
-- this looks ugly as hell, but I really don't have much of a choice here...
for i3,v3 in ipairs({{'x'," X"}, {'y'," Y"}, {'z'," Z"}}) do
local axis = v3[1]
if v2.minmax ~= false then
Main:InsertMinMaxSliders(Options, v2.name..v3[2], v2.desc, decimals, v2.min, v2.max,
dataTable[v2.class][1][axis], dataTable[v2.class][2][axis],
function(value) dataTable[v2.class][1][axis] = value end, function(value) dataTable[v2.class][2][axis] = value end)
else
local Slider = Options:Add("DNumSlider")
Slider:SetText(v2.name..v3[2])
Slider:SetMinMax(v2.min, v2.max)
Slider:SetValue(dataTable[v2.class][axis])
Slider:SetDefaultValue(dataTable[v2.class][axis])
Slider:SetDecimals(decimals)
Slider:SetDark(true)
Slider:Dock(TOP)
Slider:SetTooltip(v2.desc)
function Slider:OnValueChanged(value)
dataTable[v2.class][axis] = value
end
end
end
elseif v2.type == "Angle" then
--[[for i3,v3 in ipairs({{'p'," Pitch"}, {'y'," Yaw"}, {'r'," Roll"}}) do
local axis = v3[1]
Main:InsertMinMaxSliders(Options, v2.name..v3[2], 1, axis=='p' and -90 or -179.9, axis=='p' and 90 or 180,
dataTable[v2.class][1][axis], dataTable[v2.class][2][axis],
function(value) dataTable[v2.class][1][axis] = value end, function(value) dataTable[v2.class][2][axis] = value end)
end]]
for i3,v3 in ipairs({{'x'," Pitch"}, {'y'," Yaw"}, {'z'," Roll"}}) do
local axis = v3[1]
Main:InsertMinMaxSliders(Options, v2.name..v3[2], v2.desc, 1, -180*(v2.mul or 1), 180*(v2.mul or 1),
dataTable[v2.class][1][axis], dataTable[v2.class][2][axis],
function(value) dataTable[v2.class][1][axis] = value end, function(value) dataTable[v2.class][2][axis] = value end)
end
elseif v2.type == "Color" then
for i3,v3 in ipairs({{'x'," Red"}, {'y'," Green"}, {'z'," Blue"}}) do
local axis = v3[1]
Main:InsertMinMaxSliders(Options, v2.name..v3[2], v2.desc, 4, 0, 1,
dataTable[v2.class][1][axis], dataTable[v2.class][2][axis],
function(value) dataTable[v2.class][1][axis] = value end, function(value) dataTable[v2.class][2][axis] = value end)
end
elseif v2.type == "MaterialList" then
local Label = Options:Add("DLabel")
Label:SetText("Animation Material List")
Label:SetDark(true)
Label:Dock(TOP)
Label:SetTooltip(v2.desc)
local ScrollPanel = Options:Add("DScrollPanel")
ScrollPanel:SetTall(ScrH()/9)
ScrollPanel:Dock(TOP)
ScrollPanel:SetTooltip(v2.desc)
local MaterialEntries = ScrollPanel:Add("DIconLayout")
MaterialEntries:SetSpaceY(0)
MaterialEntries:SetStretchHeight(true)
MaterialEntries:Dock(TOP)
for i=2,31 do
local MaterialDPanel = MaterialEntries:Add("DPanel")
MaterialDPanel:SetTall(24)
MaterialDPanel:Dock(TOP)
local BrowserButton = MaterialDPanel:Add("DButton")
BrowserButton:SetText("Browse...")
BrowserButton:SizeToContentsX(8)
BrowserButton:Dock(LEFT)
local MaterialEntry = MaterialDPanel:Add("DTextEntry")
MaterialEntry:SetText(dataTable[v2.class][i])
MaterialEntry:Dock(FILL)
function MaterialEntry:OnChange()
dataTable[v2.class][i] = self:GetText()
end
function BrowserButton:DoClick()
if IsValid(ent) then
ent:CreateMaterialBrowser(function(material)
MaterialEntry:SetText(material)
dataTable[v2.class][i] = material
end)
end
end
end
else
local CheckBox = Options:Add("DCheckBoxLabel")
CheckBox:SetText(v2.name)
CheckBox:SetValue(dataTable[v2.class])
CheckBox:SetDark(true)
CheckBox:Dock(TOP)
CheckBox:SetTooltip(v2.desc)
function CheckBox:OnChange(value)
dataTable[v2.class] = value
end
end
end
Category:SetExpanded(false)
--Options:SetTall(ScrH()/6)
end
end
Main:Refresh()
local Accept = Main:Add("DButton")
Accept:SetText("Set Changes")
Accept:Dock(BOTTOM)
function Accept:DoClick()
surface.PlaySound("buttons/button15.wav")
if IsValid(ent) then
ent:SendDataTable(dataTable)
end
end
end
function ENT:CreateMaterialBrowser(callback)
local Main = vgui.Create("DFrame")
Main:SetSize(640, 480)
Main:SetTitle("Material Browser")
Main:Center()
Main:MakePopup()
Main:SetSizable(true)
Main.btnMaxim:SetDisabled(false)
function Main.btnMaxim:DoClick()
if Main:GetDraggable() then
Main.savedPos = {Main:GetPos()}
Main:SetPos(0, 0)
Main:SetSize(ScrW(), ScrH())
Main:SetDraggable(false)
Main:SetSizable(false)
else
Main:SetPos(unpack(Main.savedPos))
Main:SetSize(640, 480)
Main:SetDraggable(true)
Main:SetSizable(true)
end
end
local Label = vgui.Create("DLabel", Main)
Label:SetText("I'd recommend searching through the \"effects\", \"sprites\" or \"particle\" folders to find a good particle image.\n\z
NOTE: I very strongly recommend using Extended Spawnmenu's material browser and copying the image you want to your clipboard rather than using this, \z
as there are MAJOR bugs with this browser (including one which keeps creating giant rapidly flickering pixels on the screen!).")
Label:SetWrap(true)
Label:SetAutoStretchVertical(true)
Label:Dock(TOP)
local HorizontalDivider = vgui.Create("DHorizontalDivider", Main)
HorizontalDivider:Dock(FILL)
HorizontalDivider:SetLeftWidth(240)
local Browser = vgui.Create("DTree")
HorizontalDivider:SetLeft(Browser)
local MaterialNode = Browser:AddNode("materials")
MaterialNode:MakeFolder("materials", "GAME")
local MaterialSelectScroller = vgui.Create("DScrollPanel")
HorizontalDivider:SetRight(MaterialSelectScroller)
local MaterialSelect = vgui.Create("DIconLayout", MaterialSelectScroller)
MaterialSelect:Dock(FILL)
MaterialSelect.nextLoad = RealTime()
function Browser:DoClick()
local selectedNode = self:GetSelectedItem()
MaterialSelect:GetMaterialsInFolder(selectedNode:GetFolder())
end
function MaterialSelect:GetMaterialsInFolder(folder)
MaterialSelect:Clear()
self.materialStrings = {}
self.lastMaterial = nil
for i,v in ipairs(file.Find(folder.."/*.vmt", "GAME")) do
if v:GetExtensionFromFilename() == "vmt" then
local path = folder:sub(11)..'/'
table.insert(self.materialStrings, path..v)
end
end
end
function MaterialSelect:Think()
if self.materialStrings and self.nextLoad <= RealTime() then
local k,v = next(self.materialStrings, self.lastMaterial)
if v then
local startTime = SysTime()
local material = Material(v)
if material:GetShader():lower() ~= "spritecard" then
local Image = vgui.Create("DImageButton", MaterialSelect)
Image:SetSize(128, 128)
Image:SetMaterial(material)
Image:SetTooltip(v)
function Image:DoClick()
Main:Close()
callback(v)
end
end
self.nextLoad = RealTime() + (SysTime() - startTime)
self.lastMaterial = k
else
self.materialStrings = nil
end
end
end
end
function ENT:FileLoader(callback)
local ent = self
local FileMain = vgui.Create("DFrame")
FileMain:SetSize(ScrH()/2,ScrH()/2)
FileMain:Center()
FileMain:MakePopup()
FileMain:SetTitle("File Browser")
local ButtonPanel = vgui.Create("DPanel", FileMain)
function ButtonPanel:Paint() end
local FileEntry = vgui.Create("DTextEntry", ButtonPanel)
FileEntry:Dock(FILL)
FileEntry:SetPlaceholderText("Enter a preset name...")
local OKButton = vgui.Create("DButton", ButtonPanel)
OKButton:SetText("Load Preset")
OKButton:SizeToContentsX(8)
OKButton:SizeToContentsY(8)
ButtonPanel:SetHeight(OKButton:GetTall())
ButtonPanel:Dock(BOTTOM)
OKButton:Dock(RIGHT)
local DeleteButton = vgui.Create("DButton", ButtonPanel)
DeleteButton:SetText("Delete Preset")
DeleteButton:SizeToContentsX(8)
DeleteButton:SizeToContentsY(8)
DeleteButton:Dock(RIGHT)
function DeleteButton:DoClick()
local pathFileName = "hacpg_presets/"..FileEntry:GetValue()..".dat"
if FileEntry:GetValue()=="" then
Derma_Message("Please enter a preset name.","Load Failed","#GameUI_OK")
elseif file.Exists(pathFileName, "DATA") then
Derma_Query("Are you sure you want to delete the preset \""..FileEntry:GetValue().."\"?", "Confirm Deletion",
"Yes", function()
if IsValid(FileMain) and IsValid(ent) then
file.Delete(pathFileName)
local localPath = pathFileName:GetPathFromFilename()
local otherThingsInPath = table.Add(file.Find(localPath.."*", "DATA"))
if table.IsEmpty(otherThingsInPath) and localPath ~= "hacpg_presets/" then
file.Delete(localPath)
end
FileMain:Close()
ent:FileLoader(callback)
end
end, "No")
else
Derma_Message("Cannot find preset \""..FileEntry:GetValue().."\".","Load Failed","#GameUI_OK")
end
end
local FileBrowser = vgui.Create("DFileBrowser", FileMain)
FileBrowser:Dock(FILL)
FileBrowser:SetPath("DATA")
FileBrowser:SetBaseFolder("hacpg_presets")
FileBrowser:SetCurrentFolder("hacpg_presets")
--FileBrowser:SetOpen(true)
function FileBrowser:OnSelect(fileName)
FileEntry:SetText(fileName:sub(15):StripExtension())
end
function OKButton:DoClick()
if FileEntry:GetValue()=="" then
Derma_Message("Please enter a preset name.","Load Failed","#GameUI_OK")
elseif file.Exists("hacpg_presets/"..FileEntry:GetValue()..".dat", "DATA") then
callback("hacpg_presets/"..FileEntry:GetValue()..".dat")
FileMain:Close()
else
Derma_Message("Cannot find preset \""..FileEntry:GetValue().."\".","Load Failed","#GameUI_OK")
end
end
end
function ENT:CreateExamples()
local examples = {
["booster"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":true,"ParticleVelocity":["[100 0 0]","[100 0 0]"],"EndSize":[50.0,50.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.05,0.05],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[2.0,2.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/select_ring.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[8 0 0]","ParticleColor":["[0 0.5 1]","[0 0.5 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[5.0,5.0],"StartAlpha":[255.0,255.0]}]],
["booster static"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":true,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[20.0,20.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.05,0.05],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[1.0,1.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/select_ring.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[8 0 0]","ParticleColor":["[0 0.5 1]","[0 0.5 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[5.0,5.0],"StartAlpha":[255.0,255.0]}]],
["fake ball generator"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[-100 -100 200]","[100 100 400]"],"EndSize":[10.0,10.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.1,0.1],"Orbiting":false,"Bounciness":[1.0,1.0],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[1.0,1.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 -300]","[0 0 -300]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"sprites/sent_ball.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 0]","ParticleColor":["[0 0 0]","[1 1 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[10.0,10.0],"StartAlpha":[255.0,255.0]}]],
["purple magic barrier"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[5.0,5.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":true,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 -38]","[0 0 -38]"],"ClockwiseVelocityFromOrigin":[100.0,100.0],"SpawnDistance":[40.0,40.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"sprites/glow04_noz_gmod.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 50]","ParticleColor":["[0 0 1]","[1 0 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[5.0,5.0],"StartAlpha":[255.0,255.0]}]],
["rain maker"] = [[{"ParticlesPerBurst":[20.0,20.0],"3D":false,"ParticleVelocity":["[-10 -10 -500]","[10 10 -500]"],"EndSize":[0.2,0.2],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.02,0.02],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 -500]","[0 0 -500]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[10.0,10.0],"StartLength":[10.0,10.0],"Unlit":true,"LifeTime":[1.3,1.3],"SpawnOffset":["[-500 -500 500]","[500 500 500]"],"MaterialList":{"2":"effects/laser_tracer","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 500]","ParticleColor":["[0 0 0.5]","[0 0.5 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[10.0,10.0],"StartAlpha":[0.0,0.0]}]],
["rainbow fountain"] = [[{"ParticlesPerBurst":[4.0,4.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[0.0,0.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.5],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[20.0,30.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 -200]","[0 0 -150]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.1,0.1],"VelocityFromOrigin":[150.0,200.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[3.0,3.0],"SpawnOffset":["[0 0 1]","[0 0 1]"],"MaterialList":{"2":"sprites/blueflare1_noz_gmod.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 8]","ParticleColor":["[0 0 0]","[1 1 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[3.0,3.0],"StartAlpha":[255.0,255.0]}]],
["rainbow star field"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[5.0,5.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,1000.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[-500 -500 -500]","[500 500 500]"],"MaterialList":{"2":"effects/yellowflare.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 0]","ParticleColor":["[0.5 0.5 0.5]","[1 1 1]"],"ParticleAngles":["[0 0 -180]","[0 0 180]"],"StartSize":[5.0,5.0],"StartAlpha":[255.0,255.0]}]],
["rainbow star field ignore walls"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[5.0,5.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,1000.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[-500 -500 -500]","[500 500 500]"],"MaterialList":{"2":"effects/yellowflare_noz.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 0]","ParticleColor":["[0.5 0.5 0.5]","[1 1 1]"],"ParticleAngles":["[0 0 -180]","[0 0 180]"],"StartSize":[5.0,5.0],"StartAlpha":[255.0,255.0]}]],
["red bouncing laser"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[500 0 0]","[500 0 0]"],"EndSize":[2.0,2.0],"AngularVelocity":["[0 0 -180]","[0 0 -180]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[1.0,1.0],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[50.0,50.0],"StartLength":[50.0,50.0],"Unlit":true,"LifeTime":[1.0,1.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/laser_tracer","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[-15 0 0]","ParticleColor":["[1 0 0]","[1 0.0938 0.0938]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[2.0,2.0],"StartAlpha":[255.0,255.0]}]],
["red laser"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[500 0 0]","[500 0 0]"],"EndSize":[2.0,2.0],"AngularVelocity":["[0 0 -180]","[0 0 -180]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[100.0,100.0],"StartLength":[100.0,100.0],"Unlit":true,"LifeTime":[1.0,1.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/laser_tracer","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[-15 0 0]","ParticleColor":["[1 0 0]","[1 0.0938 0.0938]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[2.0,2.0],"StartAlpha":[255.0,255.0]}]],
["red super long laser"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[500 0 0]","[500 0 0]"],"EndSize":[2.0,2.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[500 0 0]","[500 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[100.0,100.0],"StartLength":[100.0,100.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/laser_tracer","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[-15 0 0]","ParticleColor":["[1 0 0]","[1 0.0938 0.0938]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[2.0,2.0],"StartAlpha":[255.0,255.0]}]],
["rotate indicator"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":true,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[20.0,20.0],"AngularVelocity":["[0 0 -180]","[0 0 -180]"],"BurstDelay":[2.0,2.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[2.05,2.05],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"effects/wheel_ring","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[15 0 0]","ParticleColor":["[1 1 1]","[1 1 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[20.0,20.0],"StartAlpha":[255.0,255.0]}]],
["simple explosion"] = [[{"ParticlesPerBurst":[100.0,100.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[100.0,100.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[2.5,2.5],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":false,"EndAlpha":[0.0,0.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[1.0,1.0],"VelocityFromOrigin":[100.0,150.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[2.5,2.5],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"sprites/orangecore1_gmod","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 0]","ParticleColor":["[1 0.5 0]","[1 0.5 0]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[10.0,10.0],"StartAlpha":[255.0,255.0]}]],
["smoke generator"] = [[{"ParticlesPerBurst":[1.0,1.0],"3D":false,"ParticleVelocity":["[0 0 0]","[0 0 0]"],"EndSize":[100.0,100.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[1.0,1.0],"CollisionsEnabled":true,"EndAlpha":[0.0,0.0],"AirResistance":[100.0,100.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 -20]","[0 0 -20]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[1.0,1.0],"VelocityFromOrigin":[200.0,500.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[0 0 0]","[0 0 0]"],"MaterialList":{"2":"particles/smokey","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 8]","ParticleColor":["[1 1 1]","[1 1 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[10.0,10.0],"StartAlpha":[255.0,255.0]}]],
["snow maker"] = [[{"ParticlesPerBurst":[2.0,2.0],"3D":false,"ParticleVelocity":["[-10 -10 -120]","[10 10 -120]"],"EndSize":[0.0,0.0],"AngularVelocity":["[0 0 0]","[0 0 0]"],"BurstDelay":[0.0,0.0],"Orbiting":false,"Bounciness":[0.0,0.0],"CollisionsEnabled":true,"EndAlpha":[255.0,255.0],"AirResistance":[0.0,0.0],"BurstDuration":[0.0,0.0],"Acceleration":["[0 0 0]","[0 0 0]"],"ClockwiseVelocityFromOrigin":[0.0,0.0],"SpawnDistance":[0.0,0.0],"VelocityFromOrigin":[0.0,0.0],"EndLength":[0.0,0.0],"StartLength":[0.0,0.0],"Unlit":true,"LifeTime":[10.0,10.0],"SpawnOffset":["[-500 -500 500]","[500 500 500]"],"MaterialList":{"2":"sprites/blueflare1_noz_gmod.vmt","3":"","4":"","5":"","6":"","7":"","8":"","9":"","10":"","11":"","12":"","13":"","14":"","15":"","16":"","17":"","18":"","19":"","20":"","21":"","22":"","23":"","24":"","25":"","26":"","27":"","28":"","29":"","30":"","31":""},"Origin":"[0 0 500]","ParticleColor":["[1 1 1]","[1 1 1]"],"ParticleAngles":["[0 0 0]","[0 0 0]"],"StartSize":[5.0,5.0],"StartAlpha":[0.0,0.0]}]],
}
for k,v in pairs(examples) do
file.Write("hacpg_presets/examples/"..k..".dat", v)
end
end
|
-- Minichunkspy: Disassemble and reassemble chunks.
-- Copyright M Joonas Pihlaja 2009
-- MIT license
--
-- minichunkspy = require"minichunkspy"
--
-- chunk = string.dump(loadfile"blabla.lua")
-- disassembled_chunk = minichunkspy.disassemble(chunk)
-- chunk = minichunkspy.assemble(disassembled_chunk)
-- assert(minichunkspy.validate(<function or chunk>))
--
-- Tested on little-endian 32 and 64 bit platforms.
local string, table, math = string, table, math
local ipairs, setmetatable, type, assert = ipairs, setmetatable, type, assert
local _ = __END_OF_GLOBALS__
local string_char, string_byte, string_sub = string.char, string.byte, string.sub
local math_frexp, math_ldexp, math_abs = math.frexp, math.ldexp, math.abs
local table_concat = table.concat
local Inf = math.huge
local NaN = Inf - Inf
local BIG_ENDIAN = false
local SIZEOF_SIZE_T = 4
local SIZEOF_INT = 4
local SIZEOF_NUMBER = 8
local save_stack = {}
local function save()
save_stack[#save_stack+1]
= {BIG_ENDIAN, SIZEOF_SIZE_T, SIZEOF_INT, SIZEOF_NUMBER}
end
local function restore ()
BIG_ENDIAN, SIZEOF_SIZE_T, SIZEOF_INT, SIZEOF_NUMBER
= unpack(save_stack[#save_stack])
save_stack[#save_stack] = nil
end
local function construct (class, self)
return class.new(class, self)
end
local mt_memo = {}
local Field = construct{
new =
function (class, self)
local self = self or {}
local mt = mt_memo[class] or {
__index = class,
__call = construct
}
mt_memo[class] = mt
return setmetatable(self, mt)
end,
}
local None = Field{
unpack = function (self, bytes, ix) return nil, ix end,
pack = function (self, val) return "" end
}
local char_memo = {}
local function char(n)
local field = char_memo[n] or Field{
unpack = function (self, bytes, ix)
return string_sub(bytes, ix, ix+n-1), ix+n
end,
pack = function (self, val) return string_sub(val, 1, n) end
}
char_memo[n] = field
return field
end
local uint8 = Field{
unpack = function (self, bytes, ix)
return string_byte(bytes, ix, ix), ix+1
end,
pack = function (self, val) return string_char(val) end
}
local uint32 = Field{
unpack =
function (self, bytes, ix)
local a,b,c,d = string_byte(bytes, ix, ix+3)
if BIG_ENDIAN then a,b,c,d = d,c,b,a end
return a + b*256 + c*256^2 + d*256^3, ix+4
end,
pack =
function (self, val)
assert(type(val) == "number",
"unexpected value type to pack as an uint32")
local a,b,c,d
d = val % 2^32
a = d % 256; d = (d - a) / 256
b = d % 256; d = (d - b) / 256
c = d % 256; d = (d - c) / 256
if BIG_ENDIAN then a,b,c,d = d,c,b,a end
return string_char(a,b,c,d)
end
}
local uint64 = Field{
unpack =
function (self, bytes, ix)
local a = uint32:unpack(bytes, ix)
local b = uint32:unpack(bytes, ix+4)
if BIG_ENDIAN then a,b = b,a end
return a + b*2^32, ix+8
end,
pack =
function (self, val)
assert(type(val) == "number",
"unexpected value type to pack as an uint64")
local a = val % 2^32
local b = (val - a) / 2^32
if BIG_ENDIAN then a,b = b,a end
return uint32:pack(a) .. uint32:pack(b)
end
}
local function explode_double(bytes, ix)
local a = uint32:unpack(bytes, ix)
local b = uint32:unpack(bytes, ix+4)
if BIG_ENDIAN then a,b = b,a end --XXX: ARM mixed-endian
local sig_hi = b % 2^20
local sig_lo = a
local significand = sig_lo + sig_hi*2^32
b = (b - sig_hi) / 2^20
local biased_exp = b % 2^11
local sign = b <= biased_exp and 1 or -1
--print(sign, significand, biased_exp, "explode")
return sign, biased_exp, significand
end
local function implode_double(sign, biased_exp, significand)
--print(sign, significand, biased_exp, "implode")
local sig_lo = significand % 2^32
local sig_hi = (significand - sig_lo) / 2^32
local a = sig_lo
local b = ((sign < 0 and 2^11 or 0) + biased_exp)*2^20 + sig_hi
if BIG_ENDIAN then a,b = b,a end --XXX: ARM mixed-endian
return uint32.pack(nil, a) .. uint32.pack(nil, b)
end
local function math_sign(x)
if x ~= x then return x end --sign of NaN is NaN
if x == 0 then x = 1/x end --extract sign of zero
return x > 0 and 1 or -1
end
local SMALLEST_SUBNORMAL = math_ldexp(1, -1022 - 52)
local SMALLEST_NORMAL = SMALLEST_SUBNORMAL * 2^52
local LARGEST_SUBNORMAL = math_ldexp(2^52 - 1, -1022 - 52)
local LARGEST_NORMAL = math_ldexp(2^53 - 1, 1023 - 52)
assert(SMALLEST_SUBNORMAL ~= 0.0 and SMALLEST_SUBNORMAL / 2 == 0.0)
assert(LARGEST_NORMAL ~= Inf)
assert(LARGEST_NORMAL * 2 == Inf)
local double = Field{
unpack =
function (self, bytes, ix)
local sign, biased_exp, significand = explode_double(bytes, ix)
local val
if biased_exp == 0 then --subnormal
val = math_ldexp(significand, -1022 - 52)
elseif biased_exp == 2047 then
val = significand == 0 and Inf or NaN --XXX: loses NaN mantissa
else --normal
val = math_ldexp(2^52 + significand, biased_exp - 1023 - 52)
end
val = sign*val
return val, ix+8
end,
pack =
function (self, val)
if val ~= val then
return implode_double(1,2047,2^52-1) --XXX: loses NaN mantissa
end
local sign = math_sign(val)
val = math_abs(val)
if val == Inf then return implode_double(sign, 2047, 0) end
if val == 0 then return implode_double(sign, 0, 0) end
local biased_exp, significand
if val <= LARGEST_SUBNORMAL then
biased_exp = 0
significand = val / SMALLEST_SUBNORMAL
else
local frac, exp = math_frexp(val)
significand = (2*frac - 1)*2^52
biased_exp = exp + 1022
end
return implode_double(sign, biased_exp, significand)
end
}
local Byte = uint8
local IntegralTypes = {
[4] = uint32,
[8] = uint64
}
local FloatTypes = {
[4] = float,
[8] = double
}
local Size_t = Field{
unpack = function (self, bytes, ix)
return IntegralTypes[SIZEOF_SIZE_T]:unpack(bytes, ix)
end,
pack = function (self, val)
return IntegralTypes[SIZEOF_SIZE_T]:pack(val)
end,
}
local Integer = Field{
unpack = function (self, bytes, ix)
return IntegralTypes[SIZEOF_INT]:unpack(bytes, ix)
end,
pack = function (self, val)
return IntegralTypes[SIZEOF_INT]:pack(val)
end,
}
local Number = Field{
unpack = function (self, bytes, ix)
return FloatTypes[SIZEOF_NUMBER]:unpack(bytes, ix)
end,
pack = function (self, val)
return FloatTypes[SIZEOF_NUMBER]:pack(val)
end,
}
-- Opaque types:
local Insn = char(4)
local Struct = Field{
unpack =
function (self, bytes, ix)
local val = {}
local i,j = 1,1
while self[i] do
local field = self[i]
local key = field.name
if not key then key, j = j, j+1 end
--print("unpacking struct field", key, " at index ", ix)
val[key], ix = field:unpack(bytes, ix)
i = i+1
end
return val, ix
end,
pack =
function (self, val)
local data = {}
local i,j = 1,1
while self[i] do
local field = self[i]
local key = field.name
if not key then key, j = j, j+1 end
data[i] = field:pack(val[key])
i = i+1
end
return table_concat(data)
end
}
local List = Field{
unpack =
function (self, bytes, ix)
local len, ix = Integer:unpack(bytes, ix)
local vals = {}
local field = self.type
for i=1,len do
--print("unpacking list field", i, " at index ", ix)
vals[i], ix = field:unpack(bytes, ix)
end
return vals, ix
end,
pack =
function (self, vals)
local len = #vals
local data = { Integer:pack(len) }
local field = self.type
for i=1,len do
data[#data+1] = field:pack(vals[i])
end
return table_concat(data)
end
}
local Boolean = Field{
unpack =
function (self, bytes, ix)
local val, ix = Integer:unpack(bytes, ix)
assert(val == 0 or val == 1,
"unpacked an unexpected value "..val.." for a Boolean")
return val == 1, ix
end,
pack =
function (self, val)
assert(type(val) == "boolean",
"unexpected value type to pack as a Boolean")
return Integer:pack(val and 1 or 0)
end
}
local String = Field{
unpack =
function (self, bytes, ix)
local len, ix = Size_t:unpack(bytes, ix)
local val = nil
if len > 0 then
-- len includes trailing nul byte; ignore it
local string_len = len - 1
val = bytes:sub(ix, ix+string_len-1)
end
return val, ix + len
end,
pack =
function (self, val)
assert(type(val) == "nil" or type(val) == "string",
"unexpected value type to pack as a String")
if val == nil then
return Size_t:pack(0)
end
return Size_t:pack(#val+1) .. val .. "\000"
end
}
local ChunkHeader = Struct{
char(4){name = "signature"},
Byte{name = "version"},
Byte{name = "format"},
Byte{name = "endianness"},
Byte{name = "sizeof_int"},
Byte{name = "sizeof_size_t"},
Byte{name = "sizeof_insn"},
Byte{name = "sizeof_Number"},
Byte{name = "integral_flag"},
}
local ConstantTypes = {
[0] = None,
[1] = Boolean,
[3] = Number,
[4] = String,
}
local Constant = Field{
unpack =
function (self, bytes, ix)
local t, ix = Byte:unpack(bytes, ix)
local field = ConstantTypes[t]
assert(field, "unknown constant type "..t.." to unpack")
local v, ix = field:unpack(bytes, ix)
if t == 3 then
assert(type(v) == "number")
end
return {
type = t,
value = v
}, ix
end,
pack =
function (self, val)
local t, v = val.type, val.value
return Byte:pack(t) .. ConstantTypes[t]:pack(v)
end
}
local Local = Struct{
String{name = "name"},
Integer{name = "startpc"},
Integer{name = "endpc"}
}
local Function = Struct{
String{name = "name"},
Integer{name = "line"},
Integer{name = "last_line"},
Byte{name = "num_upvalues"},
Byte{name = "num_parameters"},
Byte{name = "is_vararg"},
Byte{name = "max_stack_size"},
List{name = "insns", type = Insn},
List{name = "constants", type = Constant},
List{name = "prototypes", type = nil}, --patch type below
List{name = "source_lines", type = Integer},
List{name = "locals", type = Local},
List{name = "upvalues", type = String},
}
assert(Function[10].name == "prototypes",
"missed the function prototype list")
Function[10].type = Function
local Chunk = Field{
unpack =
function (self, bytes, ix)
local chunk = {}
local header, ix = ChunkHeader:unpack(bytes, ix)
assert(header.signature == "\027Lua", "signature check failed")
assert(header.version == 81, "version mismatch")
assert(header.format == 0, "format mismatch")
assert(header.endianness == 0 or
header.endianness == 1, "endianness mismatch")
assert(IntegralTypes[header.sizeof_int], "int size unsupported")
assert(IntegralTypes[header.sizeof_size_t], "size_t size unsupported")
assert(header.sizeof_insn == 4, "insn size unsupported")
assert(FloatTypes[header.sizeof_Number], "number size unsupported")
assert(header.integral_flag == 0, "integral flag mismatch; only floats supported")
save()
BIG_ENDIAN = header.endianness == 0
SIZEOF_SIZE_T = header.sizeof_size_t
SIZEOF_INT = header.sizeof_int
SIZEOF_NUMBER = header.sizeof_Number
chunk.header = header
chunk.body, ix = Function:unpack(bytes, ix)
restore()
return chunk, ix
end,
pack =
function (self, val)
local data
save()
local header = val.header
BIG_ENDIAN = header.endianness == 0
SIZEOF_SIZE_T = header.sizeof_size_t
SIZEOF_INT = header.sizeof_int
SIZEOF_NUMBER = header.sizeof_Number
data = ChunkHeader:pack(val.header) .. Function:pack(val.body)
restore()
return data
end
}
local function validate(chunk)
if type(chunk) == "function" then
return validate(string.dump(chunk))
end
local f = Chunk:unpack(chunk, 1)
local chunk2 = Chunk:pack(f)
if chunk == chunk2 then return true end
local i
local len = math.min(#chunk, #chunk2)
for i=1,len do
local a = chunk:sub(i,i)
local b = chunk:sub(i,i)
if a ~= b then
return false, ("chunk roundtripping failed: "..
"first byte difference at index %d"):format(i)
end
end
return false, ("chunk round tripping failed: "..
"original length %d vs. %d"):format(#chunk, #chunk2)
end
return {
disassemble = function (chunk) return Chunk:unpack(chunk, 1) end,
assemble = function (disassembled) return Chunk:pack(disassembled) end,
validate = validate
}
|
-- Standard awesome library
local gears = require("gears")
local awful = require("awful")
require("awful.autofocus")
-- does not reside inside the default awesome 4.0 config rc.lua
-- awful.rules = require("awful.rules")
-- Widget and layout library
local wibox = require("wibox")
-- Theme handling library
local beautiful = require("beautiful")
-- Notification library
local naughty = require("naughty")
local menubar = require("menubar")
local hotkeys_popup = require("awful.hotkeys_popup").widget
-- {{{ Error handling
-- Check if awesome encountered an error during startup and fell back to
-- another config (This code will only ever execute for the fallback config)
if awesome.startup_errors then
naughty.notify({ preset = naughty.config.presets.critical,
title = "Oops, there were errors during startup!",
text = awesome.startup_errors })
end
-- Handle runtime errors after startup
do
local in_error = false
awesome.connect_signal("debug::error", function (err)
-- Make sure we don't go into an endless error loop
if in_error then return end
in_error = true
naughty.notify({ preset = naughty.config.presets.critical,
title = "Oops, an error happened!",
text = tostring(err) })
in_error = false
end)
end
-- }}}
-- {{{ Variable definitions
-- Themes define colours, icons, and wallpapers
beautiful.init("~/.config/awesome/lenny-theme/theme.lua")
-- This is used later as the default terminal and editor to run.
terminal = "lxterminal"
editor = "code"
editor_cmd = editor
screenAdjust = "~/.config/awesome/lenny-theme/screen-adjust.sh"
editAwesomeConfig = "code -n .config/awesome/" -- obviously cwd is ~ when spawning ;-)
-- Default modkey.
-- Usually, Mod4 is the key with a logo between Control and Alt.
modkey = "Mod4"
-- Table of layouts to cover with awful.layout.inc, order matters.
awful.layout.layouts =
{
awful.layout.suit.tile,
awful.layout.suit.tile.left,
awful.layout.suit.tile.bottom,
awful.layout.suit.tile.top,
awful.layout.suit.fair,
awful.layout.suit.fair.horizontal,
awful.layout.suit.floating
}
menubar.utils.terminal = terminal -- Set the terminal for applications that require it
awful.spawn(terminal)
awful.spawn(terminal)
awful.spawn.with_shell(screenAdjust)
screenSpawningRule = {
rule = { },
properties = {
maximized = false,
screen = 1,
focus = true
}
}
local function adjustScreenSpawningRule(screenIndex)
if type(screenIndex) ~= "number" then
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "We noticed this is not a number!"})
return
end
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "I set the screenSpawningRule to have screen: " .. tostring(screenIndex)})
screenSpawningRule.properties.screen = screenIndex
end
local function assertMouseIsInFocusedScreen(c)
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "mouse is in: " .. mouse.screen.index .. " and focus is on: " .. c.screen.index})
if mouse.screen.index == c.screen.index then return end
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "We should use the force!"})
-- use the force sloppily to make mouse move on that screen
awful.screen.focus(c.screen)
end
-- {{{ All Wiboxes
---------------------------------------------------------------------------------------------
-- Wallpaper
local function init_screen(s)
-- hide all panels
if s.screenToppanel then s.screenToppanel.visible = false end
if s.screenLeftpanel then s.screenLeftpanel.visible = false end
if s.screenBottompanel then s.screenBottompanel.visible = false end
-- Wallpaper
if beautiful.wallpaper then
local wallpaper = beautiful.wallpaper
-- If wallpaper is a function, call it with the screen
if type(wallpaper) == "function" then
wallpaper = wallpaper(s)
end
gears.wallpaper.maximized(wallpaper, s, true)
end
end
screen.connect_signal("property::geometry", init_screen)
-- Create a textclock widget as global widget because it is the same for each screen
mytextclock = awful.widget.textclock()
--mytaglist.buttons = awful.util.table.join(
local taglist_buttons = awful.util.table.join(
awful.button({ }, 1, function(t) t:view_only() end),
awful.button({ modkey }, 1,
function(t)
if client.focus then
client.focus:move_to_tag(t)
end
end),
awful.button({ }, 3, awful.tag.viewtoggle),
awful.button({ modkey }, 3,
function(t)
if client.focus then
client.focus:toggle_tag(t)
end
end),
awful.button({ }, 4, function(t) awful.tag.viewnext(t.screen) end),
awful.button({ }, 5, function(t) awful.tag.viewprev(t.screen) end)
)
--mytasklist = {}
--mytasklist.buttons = awful.util.table.join(
local tasklist_buttons = awful.util.table.join(
awful.button({ }, 1, function (c)
if c == client.focus then
c.minimized = true
else
-- Without this, the following
-- :isvisible() makes no sense
c.minimized = false
if not c:isvisible() and c.first_tag then
c.first_tag:view_only()
end
-- This will also un-minimize
-- the client, if needed
client.focus = c
c:raise()
end
end),
awful.button({ }, 3, function ()
-- showing the menu? / not for me :-)
end),
awful.button({ }, 4, function ()
awful.client.focus.byidx(1)
if client.focus then client.focus:raise() end
end),
awful.button({ }, 5, function ()
awful.client.focus.byidx(-1)
if client.focus then client.focus:raise() end
end))
-- set up all the screens, by attaching
awful.screen.connect_for_each_screen(
function(s)
--give every screen it's own tag "table"
awful.tag({ "1", "2", "3", "4", "5", "6", "7", "8", "9" }, s, awful.layout.layouts[1])
--layoutbox every screen has it's own current layout - layoutbox is indicating the current layout
s.screenLayoutbox = awful.widget.layoutbox(s)
s.screenLayoutbox:buttons(
awful.util.table.join(
awful.button({ }, 1, function () awful.layout.inc( 1) end),
awful.button({ }, 3, function () awful.layout.inc(-1) end),
awful.button({ }, 4, function () awful.layout.inc( 1) end),
awful.button({ }, 5, function () awful.layout.inc(-1) end)
)
)
--create taglist widget
s.screenTaglist = awful.widget.taglist(s, awful.widget.taglist.filter.all, taglist_buttons)
--create tasklist widget
s.screenTasklist = awful.widget.tasklist(s, awful.widget.tasklist.filter.currenttags, tasklist_buttons)
--create the panels
s.screenBottompanel = awful.wibar({ position = "bottom", screen = s })
s.screenLeftpanel = awful.wibar({ position = "left", screen = s })
s.screenToppanel = awful.wibar({ position = "top", screen = s })
-- the leftpanel
-- not yet any entries here...
s.screenLeftpanel:setup {
layout = wibox.layout.fixed.vertical,
{
layout = wibox.layout.fixed.horizontal,
wibox.widget{
markup = tostring(s.index),
align = 'center',
valign = 'center',
widget = wibox.widget.textbox
}
},
-- nil,
nil,
nil
}
-- the bottompanel
s.screenBottompanel:setup {
layout = wibox.layout.align.horizontal,
{ -- Left widgets^^
layout = wibox.layout.fixed.horizontal,
s.screenLayoutbox,
s.screenTaglist
},
nil, -- Middle widget
{ -- Right widgets
layout = wibox.layout.fixed.horizontal,
mytextclock
}
}
-- the toppanel
s.screenToppanel:setup {
layout = wibox.layout.align.horizontal,
{ -- Left widgets
layout = wibox.layout.fixed.horizontal,
s.screenTasklist
},
nil, -- Middle widget
nil -- Right widget
}
init_screen(s)
end
)
-- {{{ Key bindings
globalkeys = awful.util.table.join(
awful.key({ modkey, }, "Left", awful.tag.viewprev ),
awful.key({ modkey, }, "Right", awful.tag.viewnext ),
-- navigation
awful.key({ modkey, }, "w",
function ()
awful.client.focus.byidx( 1)
if client.focus then client.focus:raise() end
end),
awful.key({ modkey, }, "s",
function ()
awful.client.focus.byidx(-1)
if client.focus then client.focus:raise() end
end),
awful.key({ modkey, }, "a", function () awful.screen.focus_relative( 1) end),
awful.key({ modkey, }, "d", function () awful.screen.focus_relative(-1) end),
-- Layout manipulation
awful.key({ modkey, "Shift" }, "j", function () awful.client.swap.byidx( 1) end),
awful.key({ modkey, "Shift" }, "k", function () awful.client.swap.byidx( -1) end),
-- Standard program
awful.key({ modkey, }, "t",
function ()
adjustScreenSpawningRule(mouse.screen.index)
awful.spawn(terminal)
end
),
awful.key({ modkey, }, "´",
function ()
-- TODO write this functionality on another key...^^
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "Pause key did work!" })
awful.spawn.with_shell(screenAdjust)
end
),
awful.key({ modkey, }, "#",
function ()
adjustScreenSpawningRule(mouse.screen.index)
awful.spawn.with_shell(editAwesomeConfig)
end
),
awful.key({ modkey, "Shift" }, "^", awesome.restart),
awful.key({ modkey, "Shift" }, "Escape", awesome.quit),
awful.key({ modkey, }, "l", function () awful.tag.incmwfact( 0.05) end),
awful.key({ modkey, }, "h", function () awful.tag.incmwfact(-0.05) end),
awful.key({ modkey, "Shift" }, "h", function () awful.tag.incnmaster( 1) end),
awful.key({ modkey, "Shift" }, "l", function () awful.tag.incnmaster(-1) end),
awful.key({ modkey, "Control" }, "h", function () awful.tag.incncol( 1) end),
awful.key({ modkey, "Control" }, "l", function () awful.tag.incncol(-1) end),
awful.key({ modkey, }, "Up", function () awful.layout.inc( 1) end),
awful.key({ modkey, }, "Down", function () awful.layout.inc(-1) end),
awful.key({ modkey, "Control" }, "n", awful.client.restore),
-- Menubar
awful.key({ modkey }, "p",
function()
adjustScreenSpawningRule(mouse.screen.index)
menubar.show()
end),
-- show/hide all wiboxes
awful.key({ modkey}, "v",
function ()
--check how much boxes are visible
local mostly_seen = 0
if mouse.screen.screenToppanel.visible then mostly_seen = mostly_seen + 1 end
if mouse.screen.screenLeftpanel.visible then mostly_seen = mostly_seen + 1 end
if mouse.screen.screenBottompanel.visible then mostly_seen = mostly_seen + 1 end
--when more then the half of them is visible hide othervise show them all
if mostly_seen >= 2 then
mouse.screen.screenToppanel.visible = false
mouse.screen.screenLeftpanel.visible = false
mouse.screen.screenBottompanel.visible = false
else
mouse.screen.screenToppanel.visible = true
mouse.screen.screenLeftpanel.visible = true
mouse.screen.screenBottompanel.visible = true
end
end
),
-- selective show/hide
awful.key({ modkey}, "b",
function ()
mouse.screen.screenBottompanel.visible = not mouse.screen.screenBottompanel.visible
end
),
awful.key({ modkey}, "c",
function ()
mouse.screen.screenLeftpanel.visible = not mouse.screen.screenLeftpanel.visible
end
),
awful.key({ modkey}, "g",
function ()
mouse.screen.screenToppanel.visible = not mouse.screen.screenToppanel.visible
end
)
)
clientkeys = awful.util.table.join(
awful.key({ modkey, }, "Return", function (c) c.fullscreen = not c.fullscreen end),
awful.key({ modkey, }, "Delete", function (c) c:kill() end),
awful.key({ modkey, "Control" }, "space", awful.client.floating.toggle ),
awful.key({ modkey, "Control" }, "Return", function (c) c:swap(awful.client.getmaster()) end),
awful.key({ modkey, }, "o", awful.client.movetoscreen ),
awful.key({ modkey, }, "-", function (c) c.ontop = not c.ontop end),
awful.key({ modkey, }, "n",
function (c)
-- The client currently has the input focus, so it cannot be
-- minimized, since minimized clients can't have the focus.
c.minimized = true
end)--,
)
-- Bind all key numbers to tags.
-- Be careful: we use keycodes to make it work on any keyboard layout.
-- This should map on the top row of your keyboard, usually 1 to 9.
for i = 1, 9 do
globalkeys = awful.util.table.join(globalkeys,
awful.key({ modkey }, "#" .. i + 9,
function ()
local screen = mouse.screen
local tag = awful.tag.gettags(screen)[i]
if tag then
awful.tag.viewonly(tag)
end
end),
awful.key({ modkey, "Control" }, "#" .. i + 9,
function ()
local screen = mouse.screen
local tag = awful.tag.gettags(screen)[i]
if tag then
awful.tag.viewtoggle(tag)
end
end),
awful.key({ modkey, "Shift" }, "#" .. i + 9,
function ()
if client.focus then
local tag = awful.tag.gettags(client.focus.screen)[i]
if tag then
awful.client.movetotag(tag)
end
end
end),
awful.key({ modkey, "Control", "Shift" }, "#" .. i + 9,
function ()
if client.focus then
local tag = awful.tag.gettags(client.focus.screen)[i]
if tag then
awful.client.toggletag(tag)
end
end
end))
end
clientbuttons = awful.util.table.join(
awful.button({ }, 1, function (c) client.focus = c; c:raise() end),
awful.button({ modkey }, 1, awful.mouse.client.move),
awful.button({ modkey }, 3, awful.mouse.client.resize)
)
-- Set keys
root.keys(globalkeys)
-- }}}
-- {{{ Rules
awful.rules.rules = {
-- All clients will match this rule.
{ rule = { },
properties = { border_width = beautiful.border_width,
border_color = beautiful.border_normal,
keys = clientkeys,
buttons = clientbuttons } },
screenSpawningRule
}
-- }}}
-- {{{ Signals
-- Signal function to execute when a new client appears.
client.connect_signal("manage", function (c, startup)
-- Enable sloppy focus
--c:connect_signal("mouse::enter", function(c)
-- if awful.layout.get(c.screen) ~= awful.layout.suit.magnifier
-- and awful.client.focus.filter(c) then
-- client.focus = c
-- end
--end)
if not startup then
-- Set the windows at the slave,
-- i.e. put it at the end of others instead of setting it master.
-- awful.client.setslave(c)
-- Put windows in a smart way, only if they does not set an initial position.
if not c.size_hints.user_position and not c.size_hints.program_position then
awful.placement.no_overlap(c)
awful.placement.no_offscreen(c)
end
end
local titlebars_enabled = false
if titlebars_enabled and (c.type == "normal" or c.type == "dialog") then
-- buttons for the titlebar
local buttons = awful.util.table.join(
awful.button({ }, 1, function()
client.focus = c
c:raise()
awful.mouse.client.move(c)
end),
awful.button({ }, 3, function()
client.focus = c
c:raise()
awful.mouse.client.resize(c)
end)
)
-- Widgets that are aligned to the left
local left_layout = wibox.layout.fixed.horizontal()
left_layout:add(awful.titlebar.widget.iconwidget(c))
left_layout:buttons(buttons)
-- Widgets that are aligned to the right
local right_layout = wibox.layout.fixed.horizontal()
right_layout:add(awful.titlebar.widget.floatingbutton(c))
right_layout:add(awful.titlebar.widget.maximizedbutton(c))
right_layout:add(awful.titlebar.widget.stickybutton(c))
right_layout:add(awful.titlebar.widget.ontopbutton(c))
right_layout:add(awful.titlebar.widget.closebutton(c))
-- The title goes in the middle
local middle_layout = wibox.layout.flex.horizontal()
local title = awful.titlebar.widget.titlewidget(c)
title:set_align("center")
middle_layout:add(title)
middle_layout:buttons(buttons)
-- Now bring it all together
local layout = wibox.layout.align.horizontal()
layout:set_left(left_layout)
layout:set_right(right_layout)
layout:set_middle(middle_layout)
awful.titlebar(c):set_widget(layout)
end
end)
-- awful.tag.connect_signal("request::select", function(s)
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "I have been called"})
-- end)
-- client.connect_signal("property::screen", function(s)
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "I have been called, screen property fo client Changed!"})
-- end)
-- screen.connect_signal("focus", function(s)
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "I have been called - screen focus signal!"})
-- end)
-- client.connect_signal("mouse::enter", function(c) adjustScreenSpawningRule(c.screen.index); end)
client.connect_signal("focus", function(c) c.border_color = beautiful.border_focus; adjustScreenSpawningRule(c.screen.index); assertMouseIsInFocusedScreen(c) end)
client.connect_signal("unfocus", function(c) c.border_color = beautiful.border_normal end)
-- }}}
-- monkey path to do some magic ;-)
local original_focus = awful.screen.focus
awful.screen.focus = function(leScreen)
original_focus(leScreen)
adjustScreenSpawningRule(leScreen)
-- naughty.notify({ preset = naughty.config.presets.normal,
-- title = "FYI",
-- text = "We used the monkey magic!"})
-- unfocus the the client when he is not in the current screen.
-- todo
end
|
-- trackselect.lua
--
-- Because --slang isn't smart enough.
--
-- This script tries to select non-dub
-- audio and subtitle tracks.
-- Idea from https://github.com/siikamiika/scripts/blob/master/mpv%20scripts/dualaudiofix.lua
local defaults = {
audio = {
selected = nil,
best = {},
lang_score = nil,
channels_score = -math.huge,
preferred = "jpn/japanese",
excluded = "",
expected = "",
id = ""
},
video = {
selected = nil,
best = {},
lang_score = nil,
preferred = "",
excluded = "",
expected = "",
id = ""
},
sub = {
selected = nil,
best = {},
lang_score = nil,
preferred = "eng",
excluded = "sign",
expected = "",
id = ""
}
}
local options = {
enabled = true,
-- Do track selection synchronously, plays nicer with other scripts
hook = true,
-- Mimic mpv's track list fingerprint to preserve user-selected tracks across files
fingerprint = true,
-- Override user's explicit track selection
force = false,
-- Try to re-select the last track if mpv cannot do it e.g. when fingerprint changes
smart_keep = false
}
for _type, track in pairs(defaults) do
options["preferred_" .. _type .. "_lang"] = track.preferred
options["excluded_" .. _type .. "_words"] = track.excluded
options["expected_" .. _type .. "_words"] = track.expected
end
options["preferred_audio_channels"] = ""
local tracks = {}
local last = {}
local fingerprint = ""
mp.options = require "mp.options"
function contains(track, words, attr)
if not track[attr] then return false end
local i = 0
if track.external then
i = 1
end
for word in string.gmatch(words:lower(), "([^/]+)") do
i = i - 1
if string.match(tostring(track[attr] or ""):lower(), word) then
return i
end
end
return false
end
function preferred(track, words, attr, title)
local score = contains(track, words, attr)
if not score then
if tracks[track.type][title] == nil then
tracks[track.type][title] = -math.huge
return true
end
return false
end
if tracks[track.type][title] == nil or score > tracks[track.type][title] then
tracks[track.type][title] = score
return true
end
return false
end
function preferred_or_equals(track, words, attr, title)
local score = contains(track, words, attr)
if not score then
if tracks[track.type][title] == nil then
return true
end
return false
end
if tracks[track.type][title] == nil or score >= tracks[track.type][title] then
return true
end
return false
end
function copy(obj)
if type(obj) ~= "table" then return obj end
local res = {}
for k, v in pairs(obj) do res[k] = copy(v) end
return res
end
function track_layout_hash(tracklist)
local t = {}
for _, track in ipairs(tracklist) do
t[#t+1] = string.format("%s-%d-%s-%s-%s-%s", track.type, track.id, tostring(track.default), tostring(track.external), track.lang or "", track.external and "" or (track.title or ""))
end
return table.concat(t, "\n")
end
function trackselect()
mp.options.read_options(options, "trackselect")
if not options.enabled then return end
tracks = copy(defaults)
local filename = mp.get_property("filename/no-ext")
local tracklist = mp.get_property_native("track-list")
local tracklist_changed = false
local found_last = {}
if options.fingerprint then
local new_fingerprint = track_layout_hash(tracklist)
if new_fingerprint == fingerprint then
return
end
fingerprint = new_fingerprint
tracklist_changed = true
end
for _, track in ipairs(tracklist) do
if options.smart_keep and last[track.type] ~= nil and last[track.type].lang == track.lang and last[track.type].codec == track.codec and last[track.type].external == track.external and last[track.type].title == track.title then
tracks[track.type].best = track
options["preferred_" .. track.type .. "_lang"] = ""
options["excluded_" .. track.type .. "_words"] = ""
options["expected_" .. track.type .. "_words"] = ""
options["preferred_" .. track.type .. "_channels"] = ""
found_last[track.type] = true
elseif not options.force and (tracklist_changed or not options.fingerprint) then
if tracks[track.type].id == "" then
tracks[track.type].id = mp.get_property(track.type:sub(1, 1) .. "id", "auto")
end
if tracks[track.type].id ~= "auto" then
options["preferred_" .. track.type .. "_lang"] = ""
options["excluded_" .. track.type .. "_words"] = ""
options["expected_" .. track.type .. "_words"] = ""
options["preferred_" .. track.type .. "_channels"] = ""
end
end
if options["preferred_" .. track.type .. "_lang"] ~= "" or options["excluded_" .. track.type .. "_words"] ~= "" or options["expected_" .. track.type .. "_words"] ~= "" or (options["preferred_" .. track.type .. "_channels"] or "") ~= "" then
if track.selected then
tracks[track.type].selected = track.id
if options.smart_keep then
last[track.type] = track
end
end
if track.external then
track.title = string.gsub(string.gsub(track.title, "%W", "%%%1"), filename, "")
end
if next(tracks[track.type].best) == nil or not (tracks[track.type].best.external and tracks[track.type].best.lang ~= nil) then
if options["excluded_" .. track.type .. "_words"] == "" or not contains(track, options["excluded_" .. track.type .. "_words"], "title") then
if options["expected_" .. track.type .. "_words"] == "" or contains(track, options["expected_" .. track.type .. "_words"], "title") then
local pass = true
local channels = false
local lang = false
if (options["preferred_" .. track.type .. "_channels"] or "") ~= "" and preferred_or_equals(track, options["preferred_" .. track.type .. "_lang"], "lang", "lang_score") then
channels = preferred(track, options["preferred_" .. track.type .. "_channels"], "demux-channel-count", "channels_score")
pass = channels
end
if options["preferred_" .. track.type .. "_lang"] ~= "" then
lang = preferred(track, options["preferred_" .. track.type .. "_lang"], "lang", "lang_score")
end
if (options["preferred_" .. track.type .. "_lang"] == "" and pass) or channels or lang or (track.external and track.lang == nil and (not tracks[track.type].best.external or tracks[track.type].best.lang == nil)) then
tracks[track.type].best = track
end
end
end
end
end
end
for _type, track in pairs(tracks) do
if next(track.best) ~= nil and track.best.id ~= track.selected then
mp.set_property(_type:sub(1, 1) .. "id", track.best.id)
if options.smart_keep and found_last[track.best.type] then
last[track.best.type] = track.best
end
end
end
end
function selected_tracks()
local tracklist = mp.get_property_native("track-list")
last = {}
for _, track in ipairs(tracklist) do
if track.selected then
last[track.type] = track
end
end
end
if options.hook then
mp.add_hook("on_preloaded", 50, trackselect)
else
mp.register_event("file-loaded", trackselect)
end
if options.smart_keep then
mp.register_event("track-switched", selected_tracks)
end
|
local Items = {
{ -- Ice
["titleBGA"] = color("#4488FF"),
["titleBGB"] = color("#112244"),
["titleBGPattern"] = color("#4488FF"),
["swmeHF"] = color("#224488"),
["swmeFooter"] = color("#224488"),
["swmeBGA"] = color("#224488"),
["swmeBGB"] = color("#224488"),
["swmeGrid"] = color("#224488"),
["swmePattern"] = color("#22448850"),
["serviceBG"] = color("#224488"),
["playModeIconsBaseColor"] = color("#4488FF73"),
["playModeIconsBaseGradient"] = color("#22448873"),
["playModeIconsEmblem"] = color("#FFFFFF75"),
["headerTextColor"] = color("#FFFFFF"),
["headerTextGradient"] = color("#BBDDFF"),
["midShadeA"] = color("#4488FF"),
["headerSortA"] = color("#224488"),
["headerSortB"] = color("#112244"),
["headerStripeA"] = color("#224488"),
["headerStripeB"] = color("#4488FF"),
["promptBG"] = color("#112244"),
["wheelHighlightFade"] = color("#4488FF50"),
["wheelHighlightA"] = color("#FFFFFF"),
["wheelHighlightB"] = color("#4488FF"),
["wheelSongItem"] = color("#000000"),
["wheelSectionItemA"] = color("#4488FF"),
["wheelSectionItemB"] = color("#4488FF"),
["SSMHelpPopup"] = color("#000000"),
["gameplayHeader"] = color("#000000"),
["gameplayTitle"] = color("#FFFFFF"),
["gameplayMeter"] = color("#000000"),
["lifeFrame"] = color("#112244"),
["lifeMeter"] = color("#224488"),
["menuBlockBase"] = color("#000000"),
["menuBlockGlow"] = color("#000000"),
["titlemenuBlockGlow"] = color("#112244"),
["menuBlockHighlightA"] = color("#FFFFFF"),
["menuBlockHighlightB"] = color("#4488FF"),
["menuTextGainFocus"] = color("#FFFFFF"),
["menuTextLoseFocus"] = color("#4488FF"),
["optionExplanationBG"] = color("#00000050")
} -- end Ice
}
|
return {
hand_left = {
{ {9, 40}, {12, 35}, {7, 39}, {-1, 38}, {0, 0}, {9, 40}, {9, 40}, {10, 40}, {8, 40}, {9, 39}, {1, 40}, {-10, 40}, },
{ {9, 40}, {12, 32}, {7, 38}, {-2, 38}, {0, 0}, {-10, 40}, {-10, 40}, {-10, 40}, {-10, 40}, {-9, 38}, {-1, 40}, {-10, 40}, },
{ {14, 30}, {0, 0}, {0, 0}, {18, 34}, {0, 0}, {-17, 45}, {14, 25}, {20, 40}, {10, 40}, {10, 40}, {10, 40}, {10, 40}, },
{ {15, 30}, {0, 0}, {0, 0}, {10, 26}, {0, 0}, {12, 36}, {14, 25}, {5, 30}, {14, 28}, {18, 30}, {15, 32}, {19, 32}, },
{ {5, 24}, {5, 22}, {5, 23}, {0, 0}, {0, 0}, {5, 22}, {11, 25}, {9, 25}, {10, 25}, {5, 33}, {2, 46}, {15, 29}, },
{ {12, 24}, {12, 22}, {12, 23}, {0, 0}, {0, 0}, {12, 22}, {-13, 25}, {-13, 25}, {-13, 25}, {13, 32}, {8, 46}, {0, 0}, },
{ {-4, 28}, {-4, 26}, {-4, 27}, {0, 0}, {0, 0}, {-4, 26}, {3, 41}, {3, 39}, {3, 40}, {0, 0}, {0, 0}, {3, 39}, },
{ {14, 25}, {15, 23}, {15, 24}, {0, 0}, {0, 0}, {15, 23}, {13, 40}, {13, 38}, {13, 39}, {0, 0}, {0, 0}, {13, 38}, },
{ {9, 40}, {9, 38}, {9, 39}, {9, 38}, {9, 40}, {9, 38}, {9, 39}, {9, 38}, {9, 40}, {11, 35}, {7, 39}, {7, 38}, },
{ {17, 23}, {17, 21}, {17, 22}, {17, 21}, {17, 38}, {17, 36}, {17, 37}, {17, 36}, {18, 32}, {18, 30}, {18, 31}, {18, 30}, },
{ {5, 26}, {-10, 31}, {3, 31}, {9, 29}, {5, 26}, {-10, 31}, {3, 31}, {10, 29}, {5, 23}, {-10, 27}, {3, 27}, {10, 25}, },
{ {18, 31}, {18, 31}, {18, 31}, {17, 31}, {18, 31}, {18, 31}, {18, 31}, {18, 31}, {18, 27}, {18, 27}, {18, 27}, {18, 27}, },
{ {-1, 46}, {-1, 46}, {0, 46}, {-1, 46}, {10, 43}, {9, 44}, {4, 46}, {10, 44}, {2, 37}, {1, 45}, {1, 33}, {0, 0}, },
{ {10, 46}, {11, 46}, {12, 46}, {11, 46}, {-10, 38}, {-11, 33}, {-9, 34}, {-10, 33}, {16, 35}, {16, 45}, {16, 32}, {0, 0}, },
{ {-9, 32}, {-9, 32}, {-9, 32}, {0, 0}, {-9, 31}, {-9, 31}, {-9, 31}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, },
{ {12, 32}, {12, 32}, {12, 32}, {0, 0}, {12, 31}, {12, 31}, {12, 31}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, },
},
hand_right = {
{ {-10, 40}, {-13, 32}, {-8, 38}, {3, 37}, {0, 0}, {-10, 40}, {-10, 40}, {-10, 40}, {-10, 39}, {-9, 40}, {0, 40}, {9, 40}, },
{ {-10, 40}, {-12, 35}, {-8, 39}, {0, 38}, {0, 0}, {9, 40}, {9, 40}, {9, 40}, {8, 38}, {9, 40}, {-2, 40}, {9, 40}, },
{ {-16, 30}, {0, 0}, {0, 0}, {-10, 26}, {0, 0}, {-13, 36}, {-15, 25}, {-7, 30}, {-15, 28}, {-18, 30}, {-16, 32}, {-20, 32}, },
{ {-15, 30}, {0, 0}, {0, 0}, {-18, 34}, {0, 0}, {16, 45}, {-15, 25}, {-21, 40}, {-11, 40}, {-10, 40}, {-11, 40}, {-11, 40}, },
{ {-13, 24}, {-13, 22}, {-13, 23}, {0, 0}, {0, 0}, {-13, 22}, {-10, 25}, {-11, 25}, {-10, 25}, {-13, 32}, {-9, 46}, {-17, 29}, },
{ {-6, 24}, {-6, 22}, {-6, 23}, {0, 0}, {0, 0}, {-6, 22}, {9, 25}, {9, 25}, {9, 25}, {-5, 33}, {-3, 46}, {0, 0}, },
{ {-16, 25}, {-16, 23}, {-16, 24}, {0, 0}, {0, 0}, {-16, 23}, {-14, 40}, {-14, 38}, {-14, 39}, {0, 0}, {0, 0}, {-14, 38}, },
{ {2, 28}, {3, 26}, {3, 27}, {0, 0}, {0, 0}, {3, 26}, {-4, 41}, {-4, 39}, {-4, 40}, {0, 0}, {0, 0}, {-4, 39}, },
{ {-18, 23}, {-18, 21}, {-18, 22}, {-18, 21}, {-18, 38}, {-18, 36}, {-18, 37}, {-18, 36}, {-19, 32}, {-19, 30}, {-19, 31}, {-19, 30}, },
{ {-10, 40}, {-10, 38}, {-10, 39}, {-10, 38}, {-10, 40}, {-10, 38}, {-10, 39}, {-10, 38}, {-10, 40}, {-13, 35}, {-8, 39}, {-8, 38}, },
{ {-19, 31}, {-19, 31}, {-19, 31}, {-19, 31}, {-19, 31}, {-19, 31}, {-19, 31}, {-19, 31}, {-19, 27}, {-19, 27}, {-19, 27}, {-19, 27}, },
{ {-6, 26}, {9, 31}, {-4, 31}, {-12, 29}, {-6, 26}, {9, 31}, {-4, 31}, {-11, 29}, {-6, 22}, {9, 27}, {-4, 27}, {-11, 25}, },
{ {-11, 46}, {-12, 46}, {-13, 46}, {-12, 46}, {-3, 46}, {-8, 44}, {-8, 43}, {-8, 44}, {-17, 35}, {-17, 45}, {-17, 33}, {0, 0}, },
{ {0, 46}, {-1, 46}, {-2, 46}, {-1, 46}, {10, 34}, {11, 33}, {11, 38}, {12, 33}, {-3, 37}, {-2, 45}, {-2, 33}, {0, 0}, },
{ {-13, 32}, {-13, 32}, {-13, 32}, {0, 0}, {-13, 31}, {-13, 31}, {-13, 31}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, },
{ {8, 32}, {8, 32}, {8, 32}, {0, 0}, {8, 31}, {8, 31}, {8, 31}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, {0, 0}, },
},
}
|
local playsession = {
{"Turbulent_Bread", {1902}},
{"Chevalier1200", {5595}},
{"ETK03", {99384}},
{"StormBreaker", {88794}},
{"tickterd", {71586}}
}
return playsession
|
---- TODO: make this a module with creation arguments, &c
-- build a JI rate knob that goes through zero
local ji = dofile(_path.code .. 'zebra/lib/ji.lua')
-- the gamut
local gam = ji.partch()
n = #gam
print("gamut size: "..#gam)
-- multiply index by float, return pair
gam.fmul = function(i,f) return { f*gam[i][1], gam[i][2] } end
-- divide index by float, return pair
gam.fdiv = function(i,f) return { gam[i][1], gam[i][2]*f } end
-- multiply scale index by pair, return pair
gam.mul = function(i, p) return { p[1] * gam[i][1], p[2] * gam[i][2] } end
-- get float for index
gam.f = function(i)
if gam[i][2] == 0 then return 0
else return gam[i][1] / gam[i][2] end
end
local octa = 3 -- octaves above
local octb = 3 -- octaves below
local r = 0 -- current ratio
local o = nil -- current octave
local i = 0 -- current index
local pval = {} -- list of positive values
local plo = 2 ^ (-1 * octb) -- positive lower bound
local phi = 2 ^ (octa) -- positive upper bound
-- generating
o = -1 * octb
while o < octa do
print("octave: " .. o)
i = 0
while i < n do
i=i+1
--print(i)
if (o<0) then
pval[#pval + 1] = gam.fdiv(i, 2^(-1*o))
else
pval[#pval + 1] = gam.fmul(i, 2^o)
end
end
o = o + 1
end
pval[#pval + 1] = { phi, 1};
-- build bipolar values
local bval = {}
i = #pval
print("negative...")
while i > 0 do
--print(i)
bval[#bval + 1] = {pval[i][1] * -1, pval[i][2]}
i=i-1
end
----- ZERO
bval[#bval+1] = {0,1}
i = 0
print("positive again...")
while i < #pval do
i = i + 1
bval[#bval + 1] = pval[i]
end
print("done.")
pval = nil
local nob = {}
for k,v in pairs(bval) do
nob[k] = { v[1], v[2], v[1]/v[2] }
end
for k,v in pairs(nob) do
if v[1] == -1 and v[2] == 1 then print(k, v[1], v[2], v[3]) end
if v[1] == 0 and v[2] == 1 then print(k, v[1], v[2], v[3]) end
if v[1] == 1 and v[2] == 1 then print(k, v[1], v[2], v[3]) end
end
bval = nil
return nob
|
local _ = function(k,...) return ImportPackage("i18n").t(GetPackageName(),k,...) end
gatherTable = {
--[[ {
gather_zone = { 186601, -39031, 1451 },
gather_item = "unprocessed_weed",
process_zone = { 70695, 9566, 1366 },
process_item = "processed_weed"
},
{
gather_zone = { 186474, -43277, 1451 },
gather_item = "unprocessed_heroin",
process_zone = { 73218, 3822, 1367 },
process_item = "processed_heroin"
},
{
gather_zone = { 193607, -46512, 1451 },
gather_item = "unprocessed_meth",
process_zone = { 72095, 1418, 1367 },
process_item = "processed_meth"
},
{
gather_zone = { 192080, -45155, 1529 },
gather_item = "unprocessed_coke",
process_zone = { 71981, 106, 1367 },
process_item = "processed_coke"
}, ]]
{
gather_zone = { -96766, 88886, 180 },
gather_item = "unprocessed_rock",
gather_tool = "pickaxe",
process_zone = { -82629, 90991, 481 },
process_item = "processed_rock"
},
{
gather_zone = { 232464, 193521, 112 },
gather_item = "fish",
gather_tool = "fishing_rod",
},
}
gatherZoneCached = {}
processZoneCached = {}
AddEvent("OnPackageStart", function()
for k,v in pairs(gatherTable) do
if v.gather_zone ~= nil then
v.gatherObject = CreatePickup(2, v.gather_zone[1], v.gather_zone[2], v.gather_zone[3])
CreateText3D(_("gather").."\n".._("press_e"), 18, v.gather_zone[1], v.gather_zone[2], v.gather_zone[3] + 120, 0, 0, 0)
table.insert(gatherZoneCached, v.gatherObject)
end
if v.process_zone ~= nil then
v.processObject = CreatePickup(2, v.process_zone[1], v.process_zone[2], v.process_zone[3])
CreateText3D(_("process").."\n".._("press_e"), 18, v.process_zone[1], v.process_zone[2], v.process_zone[3] + 120, 0, 0, 0)
table.insert(processZoneCached, v.processObject)
end
end
end)
AddEvent("OnPlayerJoin", function(player)
CallRemoteEvent(player, "gatheringSetup", gatherZoneCached, processZoneCached)
end)
AddEvent("OnPlayerDeath", function(player)
PlayerData[player].onAction = false
PlayerData[player].isActioned = false
end)
AddRemoteEvent("StartGathering", function(player, gatherzone)
local gather = GetGatherByGatherzone(gatherzone)
local animation = ""
local attached_item = 0
if gatherTable[gather].gather_tool ~= nil then
if PlayerData[player].inventory[gatherTable[gather].gather_tool] == nil then
return CallRemoteEvent(player, "MakeNotification", _("need_tool"), "linear-gradient(to right, #ff5f6d, #ffc371)")
end
end
if PlayerData[player].onAction then
PlayerData[player].onAction = false
return
end
if GetPlayerVehicle(player) ~= 0 then
return
end
if gatherTable[gather].gather_tool == "pickaxe" then
animation = "PICKAXE_SWING"
attached_item = 1063
elseif gatherTable[gather].gather_tool == "fishing_rod" then
animation = "FISHING"
attached_item = 1111
else
animation = "PICKUP_LOWER"
end
PlayerData[player].onAction = true
function DoGathering(player, animation, gather, attached_item)
if PlayerData[player].onAction and not PlayerData[player].isActioned then
CallRemoteEvent(player, "LockControlMove", true)
PlayerData[player].isActioned = true
SetPlayerAnimation(player, animation)
SetAttachedItem(player, "hand_r", attached_item)
Delay(4000, function()
SetPlayerAnimation(player, animation)
end)
Delay(8000, function()
PlayerData[player].isActioned = false
AddInventory(player, gatherTable[gather].gather_item, 1)
CallRemoteEvent(player, "MakeNotification", _("gather_success", _(gatherTable[gather].gather_item)), "linear-gradient(to right, #00b09b, #96c93d)")
SetPlayerAnimation(player, "STOP")
CallRemoteEvent(player, "LockControlMove", false)
SetAttachedItem(player, "hand_r", 0)
return DoGathering(player, animation, gather, attached_item)
end)
end
end
DoGathering(player, animation, gather, attached_item)
end)
AddRemoteEvent("StartProcessing", function(player, processzone)
gather = GetGatherByProcesszone(processzone)
unprocessed_item = gatherTable[gather].gather_item
if PlayerData[player].onAction then
PlayerData[player].onAction = false
return
end
if GetPlayerVehicle(player) ~= 0 then
return
end
PlayerData[player].onAction = true
function DoProcessing(player, gather, unprocessed_item)
if PlayerData[player].onAction and not PlayerData[player].isActioned then
if PlayerData[player].inventory[unprocessed_item] == nil then
PlayerData[player].onAction = false
return CallRemoteEvent(player, "MakeNotification", _("not_enough_item"), "linear-gradient(to right, #ff5f6d, #ffc371)")
end
if tonumber(PlayerData[player].inventory[unprocessed_item]) < 1 then
PlayerData[player].onAction = false
return CallRemoteEvent(player, "MakeNotification", _("not_enough_item"), "linear-gradient(to right, #ff5f6d, #ffc371)")
else
CallRemoteEvent(player, "LockControlMove", true)
RemoveInventory(player, unprocessed_item, 1)
SetPlayerAnimation(player, "COMBINE")
PlayerData[player].isActioned = true
Delay(4000, function()
SetPlayerAnimation(player, "COMBINE")
end)
Delay(8000, function()
PlayerData[player].isActioned = false
AddInventory(player, gatherTable[gather].process_item, 1)
CallRemoteEvent(player, "MakeNotification", _("process_success", _(gatherTable[gather].process_item)), "linear-gradient(to right, #00b09b, #96c93d)")
CallRemoteEvent(player, "LockControlMove", false)
SetPlayerAnimation(player, "STOP")
return DoProcessing(player, gather, unprocessed_item)
end)
end
end
end
DoProcessing(player, gather, unprocessed_item)
end)
function GetGatherByGatherzone(gatherzone)
for k,v in pairs(gatherTable) do
if v.gatherObject == gatherzone then
return k
end
end
end
function GetGatherByProcesszone(processzone)
for k,v in pairs(gatherTable) do
if v.processObject == processzone then
return k
end
end
end
|
-- TargetScore Graphs and Pacemaker contributed by iamjackg
-- ActionOnMissedTarget contributed by DinsFire64
-- cleanup + fixes by djpohly and andrewipark
-- ---------------------------------------------------------------
-- first, the usual suspects
local player = ...
local pn = ToEnumShortString(player)
-- Make sure that someone requested something from this file.
-- (There's a lot. See the long note near the end, just above the pacemaker implementation.)
local Pacemaker = SL[pn].ActiveModifiers.Pacemaker
local WantsTargetGraph = SL[pn].ActiveModifiers.DataVisualizations == "Target Score Graph"
local FailOnMissedTarget = PREFSMAN:GetPreference("EventMode") and SL[pn].ActiveModifiers.ActionOnMissedTarget == "Fail"
local RestartOnMissedTarget = PREFSMAN:GetPreference("EventMode") and SL[pn].ActiveModifiers.ActionOnMissedTarget == "Restart"
-- if none of them apply, bail now
if not (Pacemaker or WantsTargetGraph or FailOnMissedTarget or RestartOnMissedTarget) then return end
local pss = STATSMAN:GetCurStageStats():GetPlayerStageStats(player)
-- ---------------------------------------------------------------
-- some functions local to this file
-- Finds the top score for the current song (or course) given a player.
local function GetTopScore(pn, kind)
if not pn or not kind then return end
local SongOrCourse, StepsOrTrail, scorelist
if GAMESTATE:IsCourseMode() then
SongOrCourse = GAMESTATE:GetCurrentCourse()
StepsOrTrail = GAMESTATE:GetCurrentTrail(pn)
else
SongOrCourse = GAMESTATE:GetCurrentSong()
StepsOrTrail = GAMESTATE:GetCurrentSteps(pn)
end
if kind == "Machine" then
scorelist = PROFILEMAN:GetMachineProfile():GetHighScoreList(SongOrCourse,StepsOrTrail)
elseif kind == "Personal" then
scorelist = PROFILEMAN:GetProfile(pn):GetHighScoreList(SongOrCourse,StepsOrTrail)
end
if scorelist then
local topscore = scorelist:GetHighScores()[1]
if topscore then return topscore:GetPercentDP() end
end
return 0
end
-- Ported from PSS.cpp, can be removed if that gets exported to Lua
local function GetCurMaxPercentDancePoints()
local possible = pss:GetPossibleDancePoints()
if possible == 0 then
return 0
end
local currentMax = pss:GetCurrentPossibleDancePoints()
if currentMax == possible then
return 1
end
return currentMax / possible
end
-- ---------------------------------------------------------------
-- flags for fail/restart behavior
-- ---------------------------------------------------------------
-- possible targets, as defined in ./Scripts/SL-PlayerOptions.lua within TargetScore.Values()
-- { 'C-', 'C', 'C+', 'B-', 'B', 'B+', 'A-', 'A', 'A+', 'S-', 'S', 'S+', '*', '**', '***', '****', 'Machine best', 'Personal best' }
-- get personal best score
local pbGradeScore = GetTopScore(player, "Personal")
local target_grade = {
-- the index of the target score chosen in the PlayerOptions menu
index = tonumber(SL[pn].ActiveModifiers.TargetScore),
-- the score the player is trying to achieve
score = 0
}
if (target_grade.index == 17) then
-- player set TargetGrade as Machine best
target_grade.score = GetTopScore(player, "Machine")
elseif (target_grade.index == 18) then
-- player set TargetGrade as Personal best
target_grade.score = pbGradeScore
else
-- player set TargetGrade as a particular letter grade
-- anything from C- to ☆☆☆☆
target_grade.score = THEME:GetMetric("PlayerStageStats", "GradePercentTier" .. string.format("%02d", 17 - target_grade.index))
end
-- if there is no personal/machine score, default to S as target
if target_grade.score == 0 then
target_grade.score = THEME:GetMetric("PlayerStageStats", "GradePercentTier06")
end
-- ---------------------------------------------------------------
-- the main ActorFrame for this player
local player_af = Def.ActorFrame{
OnCommand=function(self)
self:xy(_screen.w-7, 58):zoom(0.25)
end,
-- any time we receive a judgment
JudgmentMessageCommand=function(self,params)
self:queuecommand("Update")
end,
}
-- ---------------------------------------------------------------
-- FIXME: The ActionOnMissedTarget logic depends on the Pacemaker logic.
-- From a programmer's perspective, it makes sense to lump it all together in a single Actor,
-- but to the player, the Pacemaker and ActionOnMissedTarget are distinct features
-- that do not and should not depend on one another being active.
--
-- I've modified this file enough that the features can be activated independently now,
-- but there's still too much code involving disparate features in this one single file.
--
-- I don't have the time to fully detangle all this so it's staying this way until
-- someone rewrites this file OR human civilization ends in fire paving the way for GNU/Hurd.
if not SL[pn].ActiveModifiers.DoNotJudgeMe and (SL[pn].ActiveModifiers.Pacemaker or FailOnMissedTarget or RestartOnMissedTarget) then
-- pacemaker text
player_af[#player_af+1] = Def.BitmapText{
-- FIXME this should use Wendy Monospace to prevent flicker whenever a 1 appears.
-- For that, need to add +/- signs to the font file.
Font="Common Bold",
InitCommand=function(self)
-- don't draw it if we don't need it
self:visible(SL[pn].ActiveModifiers.Pacemaker)
self:horizalign(right)
end,
UpdateCommand=function(self)
local DPCurr = pss:GetActualDancePoints()
local DPCurrMax = pss:GetCurrentPossibleDancePoints()
local DPMax = pss:GetPossibleDancePoints()
local percentDifference = (DPCurr - (target_grade.score * DPCurrMax)) / DPMax
-- cap negative score displays
percentDifference = math.max(percentDifference, -target_grade.score)
local places = 2
-- if there's enough dance points so that our current precision is ambiguous,
-- i.e. each dance point is less than half of a digit in the last place,
-- and we don't already display 2.5 digits,
-- i.e. 2 significant figures and (possibly) a leading 1,
-- add a decimal point.
-- .1995 prevents flickering between .01995, which is rounded and displayed as ".0200", and
-- and an actual .0200, which is displayed as ".020"
while (math.abs(percentDifference) < 0.1995 / math.pow(10, places))
and (DPMax >= 2 * math.pow(10, places + 2)) and (places < 4) do
places = places + 1
end
self:settext(string.format("%+."..places.."f", percentDifference * 100))
-- have we already missed so many dance points
-- that the current goal is not possible anymore?
if ((DPCurrMax - DPCurr) > (DPMax * (1 - target_grade.score))) then
self:diffusealpha(0.65)
-- check to see if the user wants to do something when they don't achieve their score.
if FailOnMissedTarget then
-- use SM_BeginFailed instead of SM_NotesEnded to *immediately* leave the screen instead of a nice fadeout.
-- we want to get back into the next round because we want that score boi.
SCREENMAN:GetTopScreen():PostScreenMessage("SM_BeginFailed", 0)
elseif RestartOnMissedTarget then
-- this setting assumes event mode, so no need for changing stage number.
SCREENMAN:GetTopScreen():SetPrevScreenName("ScreenGameplay"):SetNextScreenName("ScreenGameplay"):begin_backing_out()
end
end
end,
}
end
return player_af
|
position = {x = 49.8963356018066, y = 0.94785475730896, z = 17.2338695526123}
rotation = {x = 1.53067890096281E-06, y = 270.005737304688, z = -5.80849473408307E-06}
|
AddCSLuaFile("cl_init.lua")
AddCSLuaFile("shared.lua")
include("shared.lua")
local RD = CAF.GetAddon("Resource Distribution")
local EnergyToTemperature_Increment = 250
function ENT:Initialize()
self:PhysicsInit(SOLID_VPHYSICS)
self:SetMoveType(MOVETYPE_VPHYSICS)
self:SetSolid(SOLID_VPHYSICS)
self:SetNWInt("overlaymode", 1)
self:SetNWInt("OOO", 0)
self.Active = 0
self:SetTemperature(-1)
self.caf = self.caf or {}
self.caf.custom = self.caf.custom or {}
end
function ENT:GetThermalMass()
if not self.ThermalMass then
local phys = self:GetPhysicsObject()
if phys:IsValid() then
self.ThermalMass = phys:GetMass()
end
end
return self.ThermalMass or 1
end
--use this to set self.active
--put a self:TurnOn and self:TurnOff() in your ent
--give value as nil to toggle
--override to do overdrive
--AcceptInput (use action) calls this function with value = nil
function ENT:SetActive(value, caller)
if ((not (value == nil) and value ~= 0) or (value == nil)) and self.Active == 0 then
if self.TurnOn then
self:TurnOn(nil, caller)
end
elseif ((not (value == nil) and value == 0) or (value == nil)) and self.Active == 1 then
if self.TurnOff then
self:TurnOff(nil, caller)
end
end
end
function ENT:SetOOO(value)
self:SetNWInt("OOO", value)
end
AccessorFunc(ENT, "LSMULTIPLIER", "Multiplier", FORCE_NUMBER)
function ENT:GetMultiplier()
return self.LSMULTIPLIER or 1
end
function ENT:NormalizeTemperatureTo(otherTemperature, increment)
local selfTemperature = self:GetTemperature()
if selfTemperature < 0 or math.abs(selfTemperature - otherTemperature) < 0.1 then
self:SetTemperature(otherTemperature)
return
end
self:SetTemperature(selfTemperature + ((otherTemperature - selfTemperature) * increment / self:GetThermalMass()))
end
function ENT:WarmUpWithEnergy(energy, dontconsume)
if not dontconsume then
energy = self:ConsumeResource("energy", energy)
end
self:SetTemperature(self:GetTemperature() + (energy * EnergyToTemperature_Increment / self:GetThermalMass()))
end
function ENT:SetTemperature(temp)
self:SetNWFloat("Temperature", temp)
end
function ENT:Think()
self:NextThink(CurTime() + 1)
local envTemperature = -1
if self.environment then
if self.environment.GetTemperature then
envTemperature = self.environment:GetTemperature(self)
elseif self.environment.environment and self.environment.environment.GetTemperature then
envTemperature = self.environment.environment:GetTemperature(self)
end
end
if envTemperature < 0 then
if self.UpdateWireOutput then
self:UpdateWireOutput()
end
return true
end
self:NormalizeTemperatureTo(envTemperature, 0.1)
if self.UpdateWireOutput then
self:UpdateWireOutput()
end
return true
end
function ENT:Repair()
self:SetHealth(self:GetMaxHealth())
end
function ENT:AcceptInput(name, activator, caller)
if name == "Use" and caller:IsPlayer() and caller:KeyDownLast(IN_USE) == false then
if self.Inputs and caller.useaction and caller.useaction == true then
local maxz = table.Count(self.Inputs)
local last = false
local num = 1
for k, v in pairs(self.Inputs) do
if num >= maxz then
last = true
end
net.Start("RD_AddInputToMenu")
net.WriteBool(last)
net.WriteString(v.Name)
net.WriteEntity(self)
net.Send(caller)
num = num + 1
end
else
self:SetActive(nil, caller)
end
end
end
util.AddNetworkString("RD_AddInputToMenu")
--should make the damage go to the shield if the shield is installed(CDS)
function ENT:OnTakeDamage(DmgInfo)
if self.Shield then
self.Shield:ShieldDamage(DmgInfo:GetDamage())
CDS_ShieldImpact(self:GetPos())
return
end
if CAF and CAF.GetAddon("Life Support") then
CAF.GetAddon("Life Support").DamageLS(self, DmgInfo:GetDamage())
end
end
function ENT:OnRemove()
RD.Unlink(self)
RD.RemoveRDEntity(self)
if WireLib then
WireLib.Remove(self)
end
if self.InputsBeingTriggered then
for k, v in pairs(self.InputsBeingTriggered) do
hook.Remove("Think", "ButtonHoldThinkNumber" .. v.hooknum)
end
end
end
--NEW Functions
function ENT:RegisterNonStorageDevice()
return RD.RegisterNonStorageDevice(self)
end
function ENT:AddResource(resource, maxamount, defaultvalue)
return RD.AddResource(self, resource, maxamount, defaultvalue)
end
function ENT:ConsumeResource(resource, amount)
return RD.ConsumeResource(self, resource, amount)
end
function ENT:SupplyResource(resource, amount, temperature)
return RD.SupplyResource(self, resource, amount, temperature)
end
function ENT:Link(netid)
return RD.Link(self, netid)
end
function ENT:Unlink()
return RD.Unlink(self)
end
function ENT:GetResourceAmount(resource)
return RD.GetResourceAmount(self, resource)
end
function ENT:GetResourceData(resource)
return RD.GetResourceData(self, resource)
end
function ENT:GetUnitCapacity(resource)
return RD.GetUnitCapacity(self, resource)
end
function ENT:GetNetworkCapacity(resource)
return RD.GetNetworkCapacity(self, resource)
end
function ENT:GetEntityTable()
return RD.GetEntityTable(self)
end
--END NEW Functions
function ENT:OnRestore()
if WireLib then
WireLib.Restored(self)
end
end
function ENT:PreEntityCopy()
RD.BuildDupeInfo(self)
if WireLib then
local DupeInfo = WireLib.BuildDupeInfo(self)
if DupeInfo then
duplicator.StoreEntityModifier(self, "WireDupeInfo", DupeInfo)
end
end
end
function ENT:PostEntityPaste(Player, Ent, CreatedEntities)
RD.ApplyDupeInfo(Ent, CreatedEntities)
if WireLib and Ent.EntityMods and Ent.EntityMods.WireDupeInfo then
WireLib.ApplyDupeInfo(Player, Ent, Ent.EntityMods.WireDupeInfo, function(id) return CreatedEntities[id] end)
end
end
function ENT:DoUpdateWireOutput(outputName, resourceName)
local amount, capacity = self:GetResourceData(resourceName)
Wire_TriggerOutput(self, outputName, amount)
Wire_TriggerOutput(self, "Max " .. outputName, capacity)
end
|
local _, private = ...
-- Lua Globals --
-- luacheck: globals tinsert ipairs next
-- RealUI --
local RealUI = private.RealUI
local MODNAME = "InterfaceTweaks"
local InterfaceTweaks = RealUI:NewModule(MODNAME, "AceEvent-3.0")
local modules, moduleEvents = {}, {}
local moduleAddons = {
nibRealUI = {
function()
for tag, info in next, modules do
if info.setEnabled then
info.setEnabled(InterfaceTweaks.db.global[tag])
end
end
end
}
}
local function AddTweak(tag, info)
modules[tag] = info
if info.addon then
if not moduleAddons[info.addon] then
moduleAddons[info.addon] = {}
end
tinsert(moduleAddons[info.addon], info.onLoad)
end
if info.event then
if not moduleEvents[info.event] then
moduleEvents[info.event] = {}
end
tinsert(moduleEvents[info.event], info.func)
InterfaceTweaks:RegisterEvent(info.event, "OnEvent")
end
end
function InterfaceTweaks:AddTweak(tag, info, enabled)
if self.db then
self.db.global[tag] = enabled
else
info.isEnabled = enabled
end
AddTweak(tag, info)
end
function InterfaceTweaks:GetTweaks()
return RealUI.ShallowCopy(modules)
end
function InterfaceTweaks:OnEvent(event, ...)
if event == "ADDON_LOADED" then
local addon = ...
if moduleAddons[addon] then
for _, func in ipairs(moduleAddons[addon]) do
func()
end
end
else
for _, func in ipairs(moduleEvents[event]) do
func(...)
end
end
end
----====####$$$$%%%%%$$$$####====----
-- Achievement Screenshots --
----====####$$$$%%%%%$$$$####====----
AddTweak("achShots", {
name = "Tweaks_Achievements",
event = "ACHIEVEMENT_EARNED",
func = function(achievementID, alreadyEarned)
if not InterfaceTweaks.db.global.achShots then return end
_G.C_Timer.After(1, function()
_G.Screenshot()
end)
end
})
----====####$$$$%%%%%$$$$####====----
-- Auto Holiday Boss --
----====####$$$$%%%%%$$$$####====----
do
AddTweak("autoHoliday", {
name = "Tweaks_AutoHoliday",
})
local doneHoliday
_G.LFDParentFrame:HookScript("OnShow", function()
if not InterfaceTweaks.db.global.autoHoliday then return end
if not doneHoliday then
for index = 1, _G.GetNumRandomDungeons() do
local dungeonID = _G.GetLFGRandomDungeonInfo(index)
local isHoliday = _G.select(15, _G.GetLFGDungeonInfo(dungeonID))
if isHoliday then
if _G.GetLFGDungeonRewards(dungeonID) then
doneHoliday = true
else
_G.LFDQueueFrame_SetType(dungeonID)
end
end
end
end
end)
end
----====####$$$$%%%%%$$$$####====----
-- Mouse Trail --
----====####$$$$%%%%%$$$$####====----
do
local pollingRate, numLines = 0.05, 15
local lines = {}
for i = 1, numLines do
local line = _G.UIParent:CreateLine()
line:SetThickness(_G.Lerp(5, 1, (i - 1)/numLines))
line:SetColorTexture(1, 1, 1)
local startA, endA = _G.Lerp(1, 0, (i - 1)/numLines), _G.Lerp(1, 0, i/numLines)
line:SetGradientAlpha("HORIZONTAL", 1, 1, 1, startA, 1, 1, 1, endA)
lines[i] = {line = line, x = 0, y = 0}
end
local function UpdateTrail()
local scale = _G.UIParent:GetEffectiveScale()
local startX, startY = _G.GetCursorPosition()
for i = 1, numLines do
local info = lines[i]
local endX, endY = info.x, info.y
info.line:SetStartPoint("BOTTOMLEFT", _G.UIParent, startX / scale, startY / scale)
info.line:SetEndPoint("BOTTOMLEFT", _G.UIParent, endX / scale, endY / scale)
info.x, info.y = startX, startY
startX, startY = endX, endY
end
end
local ticker
AddTweak("mouseTrail", {
name = "Tweaks_MouseTrail",
setEnabled = function(enabled)
if enabled then
ticker = _G.C_Timer.NewTicker(pollingRate, UpdateTrail)
elseif ticker then
ticker:Cancel()
end
end,
})
end
InterfaceTweaks:RegisterEvent("ADDON_LOADED", "OnEvent")
function InterfaceTweaks:OnInitialize()
self.db = RealUI.db:RegisterNamespace(MODNAME)
self.db:RegisterDefaults({
global = {
["**"] = false
},
})
for tag, info in next, modules do
if info.isEnabled ~= nil then
self.db.global[tag] = info.isEnabled
info.isEnabled = nil
end
end
end
|
-- -*- mode: lua; tab-width: 2; indent-tabs-mode: 1; st-rulers: [70] -*-
-- vim: ts=4 sw=4 ft=lua noet
----------------------------------------------------------------------
-- @author Daniel Barney <daniel@pagodabox.com>
-- @copyright 2015, Pagoda Box, Inc.
-- @doc
--
-- @end
-- Created : 15 May 2015 by Daniel Barney <daniel@pagodabox.com>
----------------------------------------------------------------------
-- round_robin evenly divides the data over all nodes in the cluster.
-- when one node is down, the data is divided over the remaining nodes
return function(data,order,state,id)
-- if this node is not alive, then we don't need to do any
-- calcualtions
if not state[id] then
return {}
end
local add = {}
local count = #order
local failover_idx = 0
local alive_count = count
local node_idx = count + 1 -- really gets set in the for loop
local node_failover_idx = 0
local is_alive = {}
-- count how many servers are alive, count how many servers have
-- failed before we find the id so that we can shift the id down
-- when we are doing failover for other nodes
local failed_count = 0
for idx,name in pairs(order) do
if name == id then
node_idx = idx
end
local alive = state[name]
is_alive[idx] = alive
if not alive then
if idx < node_idx then
failed_count = failed_count + 1
end
alive_count = alive_count - 1
end
end
node_failover_idx = node_idx - failed_count
for i=1,#data do
-- lua arrays are not 0 indexed, but mod is, so we account for it
-- here
local real_idx = ((i - 1) % count) + 1
if real_idx == node_idx then
-- the data point is assigned to this node
add[#add + 1] = data[i]
elseif not is_alive[real_idx] then
-- if the other node is down, and we are responsible for it then
-- add it in
if ((failover_idx - 1) % alive_count) + 1 ==
node_failover_idx then
add[#add + 1] = data[i]
end
failover_idx = failover_idx + 1
end
end
return add
end
|
-- coding: utf-8
--[[
-- PLEASE DO "NOT" EDIT THIS FILE!
-- This file was automatically created.
--
-- If you won't to apply correction go to:
-- http://rom.curseforge.com/addons/dailynotes/localization/
--]]
return
{
["AAHFILTER"] = "Objetos diarios. Con/<min_xp>/<max_level> (opcional)",
["CFG_CHARLVL"] = "Nivel del personaje en lugar del nivel de la misión",
["CFG_TITLE"] = "DailyNotes - Opciones",
["CFG_TT_DIALOG"] = "Información en ventana emergente",
["CFG_TT_ITEMS"] = "Información sobre los objetos",
["CFG_TT_MOBS"] = "Información sobre las bestias",
["CFG_UNDONEQUEST"] = "Muestra misiones diarias no realizadas",
["CFG_ZBAGHOOK"] = "Resaltar objetos",
["CONFIG_CLEAR"] = [=[Eliminar la configuración de DailyNotes.
¿Estás seguro?]=],
["COUNT"] = "%i de %i para %s",
["COUNT_FIN"] = "Estado de la misión: Finalizadas",
["COUNT_START"] = "Estado de la misión: Iniciadas",
["DAILIES_RESET"] = "Misión diaria disponible de nuevo",
["DAILY"] = "Misiones diarias",
["DN_CFG_COUNTER"] = "Mostrar contador de objetos",
["DN_CFG_DQ_ONLY"] = "sólo para objetos de misión diaria",
["DN_CFG_RESET"] = "Reinicializar",
["DN_CFG_TAKER"] = "Auto-Aceptar sólo con objetos suficientes",
["DN_CFG_VERBOSE"] = "Información extendida",
["DN_CFG_VERBOSE_QUEST"] = "Incluir texto de la misión",
["DN_F_C_ZONE"] = "Zona",
["DN_F_COUNT"] = "Contador",
["DN_F_DAILIES"] = "Diarias:",
["DN_F_FINISHED"] = "Finalizadas:",
["DN_F_ITEM"] = "Objeto",
["DN_F_LEVEL"] = "Nivel",
["DN_F_NAME"] = "Nombre",
["DN_F_Q_ALL"] = "Todas <tooltip>Seleccionar todas las misiones",
["DN_F_Q_GATHER"] = [=[Objetos <tooltip>Marcar misiones de recolección
(misiones donde sólo se pueden recoger objetos si la misión está activa)]=],
["DN_F_Q_KILL"] = "Asesinato <tooltip>Marcar misiones en las que el objetivo es acabar con algo o alguien",
["DN_F_Q_NONE"] = "Ninguna <tooltip>Eliminar todas las selecciones",
["DN_F_Q_OPTIONS"] = "Opciones <tooltip>Mostrar opciones",
["DN_F_Q_TAKE"] = "Misión automática",
["DN_F_REW1"] = "Pexp",
["DN_F_REW2"] = "Energía",
["DN_F_TARGET"] = "Objetivo",
["DN_F_ZONE"] = "Zona",
["DROPSITEM"] = "Objeto de misión diaria: |cfff0d030%s",
["ENERGY"] = "Energía: %i",
["EPIC"] = "Misiones épicas",
["ERR_DAILIES"] = "Las 10 misiones diarias ya están realizadas.",
["ERR_QUESTS"] = "Libro de misiones lleno.",
["F_MAINCHAR"] = "Sólo clase principal",
["F_SECCHAR"] = "Sólo clase secundaria",
["FILTER_CLEAR"] = "Reiniciar filtro",
["FILTER_ENERGY"] = "Misiones de justicia",
["FILTER_XP"] = "EXP en misiones",
["FIN"] = "|cffA0A0FF Suficiente para %i misión(es)",
["FIND_END"] = "PNJ que da la recompensa: |cffe0e000",
["FIND_MOB"] = "Localiza |cffe01010",
["FIND_NPC"] = "PNJ: |cffe0e000",
["FIND_START"] = "PNJ que ofrece la misión: |cffe0e000",
["INVOLVED"] = "Misión diaria: |cfffccf00%s",
["KILLCOUNT"] = "|cffFCCF00%i para %s",
["NEED"] = "|cffff8080 Necesitas %i más",
["NEEDSOTHER"] = "|cffff8080 Necesitas otro objeto",
["PREQUEST"] = "Requiere misión: ",
["PUBLIC"] = "Misiones públicas",
["QEND"] = "Final: %s",
["QPOS"] = "|cff909090(%s: %g/%g)",
["QSTART"] = "Inicio: %s",
["QSTARTEND"] = "Inicio/Final: %s",
["REPEATABLE"] = "Misiones repetibles",
["T_AUTOQUEST"] = [=[Cada misión seleccionada será aceptada y finalizada de forma automática si se interacciona con un PNJ o un tablón de anuncios.
Las misiones de recolección son unicamente aceptadas si las condiciones de la misión se cumplen.]=],
["T_CHARLVL"] = "Cambiar la visualización entre el nivel de la misión y el nivel requerido del jugador.",
["T_COUNT"] = "Filtro por contador.",
["T_COUNTER"] = "Mostrar contador de objetos del inventario en el mensaje de recogida.",
["T_DQ_ONLY"] = "Mostrar contador sólo si el objeto es un objeto de misión diaria.",
["T_LVL1"] = "Mostrar misiones para el nivel de la clase principal.",
["T_LVL2"] = "Mostrar misiones para el nivel de la clase secundaria.",
["T_RESET"] = [=[Reiniciar todas las opciones de DailyNotes
(Opciones y la configuración de auto-misión).]=],
["T_TAKER"] = [=[Las misiones sólo serán aceptadas automaticamente
cuando tengas los objetos suficientes en el inventario. (Por defecto).]=],
["T_TT_DIALOG"] = "Mostrar información completa de las misiones diarias en DailyNotes.",
["T_TT_ITEMS"] = "Mostrar información de los objetos en una ventana emergente.",
["T_TT_MOBS"] = "Mostrar en la descripción de la bestia si está involucrada en una misión diaria.",
["T_UNDONEQUEST"] = "Muestra misiones diarias no realizadas todavía como misiones normales en los diálogos con PNJ",
["T_VERBOSE"] = [=[Mostrar posiciones de los PNJ
(Información de los objetos como ventana de diálogo).]=],
["T_VERBOSE_QUEST"] = "Mostrar el texto de la misión en la ventana emergente.",
["T_ZBAGHOOK"] = "Resaltar objetos de misión diaria en la bolsa (requiere Zbag)",
["T_ZONE"] = "Mostrar misiones sólo en esta zona.",
["UNDONE"] = "Sólo no realizadas",
["XP"] = "XP: %i Oro/Doblones: %i/%i",
["ZONE_ALL"] = "Todas las zonas",
["ZONE_CUR"] = "Zona actual",
["ZONE_YLAB"] = "Laboratorio de Ystra"
}
|
local http = require "socket.http"
local json = require "lib/dkjson"
-- Temp bot loading. Will need to clean this up.
local nbot = require "bots/example"
-- Initiate some global variables that bots will
-- need access to.
game = {}
map = {taverns = {}, mines = {}, heros = true, hero = true}
-- Set up for validity checks
local valid_modes = {
arena = "http://vindinium.org/api/arena",
training = "http://vindinium.org/api/training"
}
local valid_moves = {"Stay", "North", "South", "East", "West"}
local valid_tiles = {
ground = {s = " ", v = 0},
hero = {s = "@(%d)", v = 0},
mine = {s = "$([%d%-])", v = 5},
tavern = {s = "%[%]", v = 10},
wall = {s = "##", v = 11}
}
-- Make the the body for a POST HTTP request
-- @param body_pairs: a table of key-value pairs
-- @return: a string
local function mk_request_body(body_pairs)
local buffer = {}
for k, v in pairs(body_pairs) do
table.insert(buffer, k .. "=" .. v)
end
return table.concat(buffer, "&")
end
-- Send a POST HTTP request, update game with respose values
-- @param game: a game object including a url or mode
-- @param body_pairs: a table of key-value pairs
-- @return: the response as a json string
local function request(body_pairs)
local response_body = {}
local request_body = mk_request_body(body_pairs)
--Send the request
local _, code, headers = http.request{
url = game.playUrl or valid_modes[game.mode],
method = "POST",
sink = ltn12.sink.table(response_body),
source = ltn12.source.string(request_body),
headers = {
["Content-Type"] = "application/x-www-form-urlencoded",
["Content-Length"] = string.len(request_body)
}
}
-- Validate response
assert(type(response_body) == 'table', 'Invalid response from server')
local response = table.concat(response_body)
assert(code == 200, "Request failed: " .. code .. " - ".. response)
return response
end
-- Vindinium uses a 0 base and X as the vertical direction,
-- while lua uses 1 as a base and X is traditionally horizontal.
-- This corrects that.
local function correct_pos(pos)
pos.x, pos.y = pos.y + 1, pos.x + 1
end
-- Turn the position of a tile in the string
-- into x and y values
local function correct_xy(a,b)
x = (a - 1) / 2 % map.size + 1
y = ((b / 2) - x) / map.size + 1
return x, y
end
-- Replace the heroes last positions with ground on the map.
local function remove_heroes()
for i = 1, 4 do
map[map.heroes[i].pos.y][map.heroes[i].pos.x] = 0
end
end
local function update_map(board, tile, store)
local i = 1
while true do
local a, b, c = string.find(board, tile.s, i)
if a then
i = b + 1
else break
end
local x, y = correct_xy(a, b)
if not map[y] then map[y] = {} end
if c then
if c == "-" then c = 0
else c = tonumber(c)
end
map[y][x] = tile.v + c
else
map[y][x] = tile.v
end
if store then
table.insert(store, {
pos = {x = x, y = y},
id = c
})
end
end
end
-- Map parsers
local function parse_first_response(response)
local parsed = json.decode(response)
game.finished = parsed.game.finished
game.id = parsed.game.id
game.turn = parsed.game.turn
game.maxTurns = parsed.game.maxTurns
game.token = parsed.token
game.viewUrl = parsed.viewUrl
game.playUrl = parsed.playUrl
map.size = parsed.game.board.size
map.heroes = parsed.game.heroes
correct_pos(map.heroes[1].pos)
correct_pos(map.heroes[2].pos)
correct_pos(map.heroes[3].pos)
correct_pos(map.heroes[4].pos)
map.hero = parsed.hero
correct_pos(map.hero.pos)
local board = parsed.game.board.tiles
update_map(board, valid_tiles.ground)
update_map(board, valid_tiles.wall)
update_map(board, valid_tiles.hero)
update_map(board, valid_tiles.mine, map.mines)
update_map(board, valid_tiles.tavern, map.taverns)
end
local function parse_response(response)
local parsed = json.decode(response)
game.finished = parsed.game.finished
game.turn = parsed.game.turn
remove_heroes()
map.heroes = parsed.game.heroes
correct_pos(map.heroes[1].pos)
correct_pos(map.heroes[2].pos)
correct_pos(map.heroes[3].pos)
correct_pos(map.heroes[4].pos)
map.hero = parsed.hero
correct_pos(map.hero.pos)
map.mines = {}
local board = parsed.game.board.tiles
update_map(board, valid_tiles.hero)
update_map(board, valid_tiles.mine, map.mines)
end
-- Function that returns a random valid move.
-- Good for testing and example bots.
function game.random_move()
return valid_moves[math.random(1,5)]
end
--
-- Set filtering to nearest neighbor, for sprite art
love.graphics.setDefaultFilter("nearest", "nearest")
-- Load all needed images
local gfx = {
tile_size = 24,
tile_offset = 8,
[0] = love.graphics.newImage("gfx/0_ground.png"),
[1] = {
north = love.graphics.newImage("gfx/1_heroN.png"),
east = love.graphics.newImage("gfx/1_heroE.png"),
south = love.graphics.newImage("gfx/1_heroS.png"),
west = love.graphics.newImage("gfx/1_heroW.png")
},
[2] = {
north = love.graphics.newImage("gfx/2_heroN.png"),
east = love.graphics.newImage("gfx/2_heroE.png"),
south = love.graphics.newImage("gfx/2_heroS.png"),
west = love.graphics.newImage("gfx/2_heroW.png")
},
[3] = {
north = love.graphics.newImage("gfx/3_heroN.png"),
east = love.graphics.newImage("gfx/3_heroE.png"),
south = love.graphics.newImage("gfx/3_heroS.png"),
west = love.graphics.newImage("gfx/3_heroW.png")
},
[4] = {
north = love.graphics.newImage("gfx/4_heroN.png"),
east = love.graphics.newImage("gfx/4_heroE.png"),
south = love.graphics.newImage("gfx/4_heroS.png"),
west = love.graphics.newImage("gfx/4_heroW.png")
},
[5] = love.graphics.newImage("gfx/5_mine.png"),
[6] = love.graphics.newImage("gfx/6_mine.png"),
[7] = love.graphics.newImage("gfx/7_mine.png"),
[8] = love.graphics.newImage("gfx/8_mine.png"),
[9] = love.graphics.newImage("gfx/9_mine.png"),
[10] = love.graphics.newImage("gfx/10_tavern.png")
}
-- Draw the map to a canvas, as it never changes.
local function draw_map()
local map_canvas = love.graphics.newCanvas(map.size*gfx.tile_size,
map.size*gfx.tile_size),
love.graphics.setCanvas(map_canvas)
for y = 1, map.size do
if map[y] then
for x = 1, map.size do
if map[y][x] ~= 11 then
love.graphics.draw(gfx[0], x*gfx.tile_size,
y*(gfx.tile_size-gfx.tile_offset))
end
end
end
end
love.graphics.setCanvas()
gfx.map = love.graphics.newImage(map_canvas:getImageData())
end
---
function love.load()
assert(type(nbot) == "table", "Settings table is invalid.")
game.key = assert(nbot.key, "A key must be provided")
game.mode = nbot.mode or "training"
game.loop = nbot.loop or random_move
game.pre_loop = nbot.pre_loop
assert(valid_modes[game.mode], "Invalid game mode: " .. game.mode)
-- Initial connection request
local response = request{key = game.key}
parse_first_response(response)
-- Run pre_loop function if availiable
if game.pre_loop then game.pre_loop() end
end
function love.update()
if not game.finished then
local move = game.loop()
response = request{key = game.key, dir = move}
parse_response(response)
else
love.event.quit()
end
end
function love.draw()
-- init the map if it doesn't exist
if not gfx.map then
draw_map()
end
-- draw the map
love.graphics.draw(gfx.map, 1, 1)
-- draw a test sprite every other turn, because I
-- can't figure out why the map disappears and this doesn't.
if game.turn % 8 == 0 then
love.graphics.draw(gfx[10], 24, 25)
end
end
|
local gHunger = 0.0
local gThirst = 0.0
RegisterNetEvent('BasicNeeds.utils')
AddEventHandler('BasicNeeds.utils', function(calledFunction, ...)
local p = promise.new()
p:resolve({...})
local result = Citizen.Await(p)
calledFunction(table.unpack(result))
end)
RegisterCommand("callit", function(source, args)
VaryHunger(source, 1.5)
end)
function VaryHunger(source, variation)
local _source = source
-- local User = API.getUserFromSource(_source)
-- if User == nil then
-- return
-- end
-- local Character = User:getCharacter()
-- if Character == nil then
-- return
-- end
local hunger = 25
hunger = tonumber(hunger)
if hunger then
local was_starving = hunger >= 100
hunger = hunger + variation
local is_starving = hunger >= 100
local overflow = hunger - 100
if overflow > 0 then
-- TriggerClientEvent("BasicNeeds.utils", _source, VaryPlayerHealth, -overflow * 8)
end
TriggerClientEvent("BasicNeeds.utils", _source, VaryPlayerHealth, -overflow * 8,0)
if hunger < 0 then
hunger = 0
elseif hunger > 100 then
hunger = 100
end
gHunger = tonumber(math.floor(hunger * 100) / 100)
-- Character:setData(Character:getId(), 'metaData', 'hunger', gHunger)
updateSocialNeeds(_source, _source)
end
end
function VaryThirst(variation)
local _source = source
local User = getUserFromSource(_source)
if User == nil then
return
end
local Character = User:getCharacter()
if Character == nil then
return
end
local thirst = json.decode(Character:getData(Character:getId(), 'metaData', 'thirst'))
thirst = tonumber(thirst)
if thirst then
local was_starving = thirst >= 100
thirst = thirst + variation
local is_starving = thirst >= 100
local overflow = thirst - 100
if overflow > 0 then
cAPI.VaryPlayerHealth(_source, -overflow * 8)
end
if thirst < 0 then
thirst = 0
elseif thirst > 100 then
thirst = 100
end
gThirst = tonumber(math.floor(thirst * 100) / 100)
Character:setData(Character:getId(), 'metaData', 'thirst', gThirst)
updateSocialNeeds(_source, _source)
end
end
function updateSocialNeeds(src)
local _source = src
-- TriggerClientEvent('BasicNeeds.update', _source, gHunger, gThirst)
end
|
position = {x = -11.2038688659668, y = 1.43724429607391, z = 17.7157440185547}
rotation = {x = -8.22400543256663E-05, y = 90.027229309082, z = -0.000312642223434523}
|
air = build.blockState("minecraft:air");
frameBlock = build.blockState("minecraft:light_gray_concrete");
platBlock = build.blockState("minecraft:polished_andesite");
ventBlock = build.blockState("minecraft:gray_concrete");
wallBlock = build.blockState("minecraft:quartz_pillar");
floorBlock = build.blockState("minecraft:polished_granite");
dirt = build.blockState("minecraft:dirt");
stone = build.blockState("minecraft:stone");
sandstone = build.blockState("minecraft:sandstone");
hazardBlock = build.blockState("minecraft:yellow_concrete");
emeraldBlock = build.blockState("minecraft:emerald_block");
|
-- There shall be light !
--
-- WTFPL by Gundul
lightup = {}
lightup.switch = {}
local timer = 0 -- do not touch
local check = 0.1 -- intervall in which is checked for light, the smaller the more realistic but the harder for cpu
local turnoff = 0.2 -- after how many seconds the light is turned off again
local distance = 20 -- max distance of the torchlight
local brightness = 14 -- max brightness
minetest.register_privilege("lightup", {description ="automatic light in air and water"})
-- register water and airnodes, together with their new brothers.
lightup.switch[1] = {name="default:water_source", change="lightup:brightwater"}
lightup.switch[2] = {name="default:water_flowing", change="lightup:brightwater_flowing"}
lightup.switch[3] = {name="default:river_water_source", change="lightup:brightriverwater"}
lightup.switch[4] = {name="default:river_water_flowing", change="lightup:brightriverwater_flowing"}
lightup.switch[5] = {name="water_life:muddy_river_water_source", change="lightup:brightmuddywater"}
lightup.switch[6] = {name="water_life:muddy_river_water_flowing", change="lightup:brightmuddywater_flowing"}
lightup.switch[7] = {name="air", change="lightup:brightair"}
-- this function is taken from Termos' mobkit api.
local function pos_shift(pos,vec) -- vec components can be omitted e.g. vec={y=1}
vec.x=vec.x or 0
vec.y=vec.y or 0
vec.z=vec.z or 0
return {x=pos.x+vec.x,
y=pos.y+vec.y,
z=pos.z+vec.z}
end
-- the name says it all
local function clone_node(node_name)
if not (node_name and type(node_name) == 'string') then
return
end
local node = minetest.registered_nodes[node_name]
return table.copy(node)
end
-- throwing a raycast
local function find_collision(pos1,dir)
pos1 = pos_shift(pos1,vector.multiply(dir,1))
local pos2 = pos_shift(pos1,vector.multiply(dir,distance))
local ray = minetest.raycast(pos1, pos2, true, false)
for pointed_thing in ray do
if pointed_thing.type == "node" then
local dist = math.floor(vector.distance(pos1,pointed_thing.under))
pos2 = pos_shift(pos1,vector.multiply(dir,dist-1))
return pos2
end
if pointed_thing.type == "object" then
local obj = pointed_thing.ref
local objpos = obj:get_pos()
return objpos
end
end
return nil
end
--register all that new bright nodes
for i = 1,#lightup.switch,1 do
if minetest.registered_nodes[lightup.switch[i].name] and not minetest.registered_nodes[lightup.switch[i].change] then
local water = clone_node(lightup.switch[i].name)
water.liquid_alternative_flowing = lightup.switch[i].change
water.liquid_alternative_source = lightup.switch[i].change
water.groups.not_in_creative_inventory = 1
water.light_source = brightness
water.liquid_renewable = false
water.on_timer = function(pos, elapsed)
minetest.set_node(pos,{name=lightup.switch[i].name}) -- when node timer is elapsed turn back into src
end
minetest.register_node(lightup.switch[i].change, water)
end
end
-- globalstep to check for people with lightup priv
-- change that check for a certain item in player inventory
-- or whatever you want and need
minetest.register_globalstep(function(dtime)
timer = timer + dtime
if timer > check then
for _,plyr in ipairs(minetest.get_connected_players()) do
local name = plyr:get_player_name()
local privs = minetest.get_player_privs(name)
if privs.lightup or privs.server then
local yaw = plyr:get_look_horizontal()
local pos = plyr:get_pos()
local dir = plyr:get_look_dir()
pos.y = pos.y + 1.4
local target = find_collision(pos,dir)
if target then
local node = minetest.get_node_or_nil(target)
--minetest.chat_send_all(dump(node.name))
for i = 1,#lightup.switch,1 do
-- found a node ? change it into a bright brother
if node and node.name == lightup.switch[i].name then
minetest.swap_node(target, {name=lightup.switch[i].change})
minetest.after(1,function(target)
local timer = minetest.get_node_timer(target)
timer:start(turnoff)
end, target)
end
-- still pointing to a bright node ? set nodetimer to max again.
if node and node.name == lightup.switch[i].change then
local timer = minetest.get_node_timer(target)
if timer:is_started() then
timer:set(turnoff,0)
end
end
end
end
end
end
timer = 0
end
end)
|
-- keybindings
---@diagnostic disable-next-line: lowercase-global
screen = screen or {}
local awful = require('awful')
local beautiful = require('beautiful')
local gtable = require('gears.table')
local config = require('config')
local modkey = config.modkey
local clientkeys = gtable.join(
-- awful.key({ modkey }, 'q', function(c) c:kill() end),
awful.key({ modkey }, '[', function(c) c:kill() end),
awful.key({ modkey, 'Shift' }, '[', function(c) c:move_to_screen(c.screen.index - 1) end),
awful.key({ modkey, 'Shift' }, ']', function(c) c:move_to_screen() end),
awful.key({ modkey, 'Shift' }, 'space', awful.client.floating.toggle)
)
local clientbuttons = gtable.join(
awful.button({ }, 1, function(c)
c:emit_signal('request::activate', 'mouse_click', { raise = true })
end),
awful.button({ modkey }, 1, function(c)
c:emit_signal('request::activate', 'mouse_click', { raise = true })
c.floating = true
awful.mouse.client.move(c)
end),
awful.button({ modkey }, 3, function(c)
c:emit_signal('request::activate', 'mouse_click', { raise = true })
awful.layout.set(awful.layout.suit.floating)
awful.mouse.client.resize(c)
end)
)
local rules = {
{
rule = {},
properties = {
border_width = beautiful.border_width,
border_color = beautiful.border_normal,
focus = awful.client.focus.filter,
raise = false,
keys = clientkeys,
buttons = clientbuttons,
screen = awful.screen.preferred,
placement = awful.placement.no_overlap + awful.placement.no_offscreen,
maximized = false,
},
callback = function(c)
awful.client.setslave(c)
end
},
{
rule_any = {
class = { 'dialog', 'pop-up', 'task-dialog' },
},
properties = { floating = true, ontop = true, sticky = true, above = true },
},
{
rule = { class = 'firefoxdeveloperedition' },
properties = {
tag = ' ☰ ',
screen = screen[1],
},
},
{
rule_any = {
class = { 'sun-awt-X11-XDialogPeer', 'jetbrains-idea' },
},
properties = {
tag = screen.count() > 1 and ' ☲ ' or ' ☱ ',
screen = screen[1],
},
},
{
rule_any = {
instance = { 'nnnterm', 'tmuxterm' },
},
properties = {
tag = ' ☲ ',
screen = screen[3] or screen[1],
},
},
{
rule = { class = 'Slack' },
properties = {
tag = screen.count() > 1 and ' ☱ ' or ' ☴ ' ,
screen = screen[3] or screen[1],
},
},
{
rule = { class = 'Google-chrome' },
properties = {
tag = screen.count() > 1 and ' ☰ ' or ' ☶ ',
screen = screen[2] or screen[1],
},
},
{
rule = { class = 'Postman' },
properties = {
tag = screen.count() > 1 and ' ☶ ' or ' ☰ ',
screen = screen[3] or screen[1],
},
},
{
rule_any = {
instance = { 'rtorrentterm', 'sptterm' },
},
properties = {
tag = screen.count() > 1 and ' ☴ ' or ' ☵ ',
screen = screen[3] or screen[1],
},
},
{
rule = {
class = 'qBittorrent',
instance = 'qbittorrent',
},
properties = {
tag = screen.count() > 1 and ' ☴ ' or ' ☴ ',
screen = screen[3] or screen[1],
},
},
}
return rules
|
require("common/commonLogic");
require("hall/common/commonJumpCmds");
require("hall/gameData/share/shareDataInterface");
require("gameData/weixinShareUtil");
CommonJumpLogic = class(CommonLogic);
CommonJumpLogic.s_commonJumpEvent = EventDispatcher.getInstance():getUserEvent();
CommonJumpLogic.getInstance = function()
if not CommonJumpLogic.s_instance then
CommonJumpLogic.s_instance = new(CommonJumpLogic);
end
return CommonJumpLogic.s_instance;
end
CommonJumpLogic.releaseInstance = function()
delete(CommonJumpLogic.s_instance);
CommonJumpLogic.s_instance = nil;
end
CommonJumpLogic.ctor = function(self)
self.m_jumpData = {};
end
--@brief 执行js调用
--@param data:必须包含cmd命令
--@return 此调用是否需要在大厅才能执行
CommonJumpLogic.executeJsCall = function(self, data)
Log.v("CommonJumpLogic.executeJsCall", "data = ", data);
if table.isEmpty(data) then
return;
end
local cmd = number.valueOf(data.cmd);
local config = CommonJumpCmds.s_jumpCmdConfig[cmd];
if table.isEmpty(config) then
return;
end
local func = config.func;
if func and type(func) == "function" then
self:resetJumpData();
local funcTab = config.onPreExecuteFunc;
if funcTab and type(funcTab) == "function" then
funcTab(self, data);
end
local onlyExecuteInHall = func(self, data, unpack( table.verify(config.extParams) ) );
local hasExecuted = false;
if onlyExecuteInHall then
hasExecuted = EventDispatcher.getInstance():dispatch(CommonJumpLogic.s_commonJumpEvent);
end
if hasExecuted then
return false;
else
return onlyExecuteInHall;
end
end
end
--设置跳转参数
--[[ self.m_jumpData {
cmd = xxx; -- 对应 CommonJumpCmds
stateId = xxx; --跳转状态id
params = {}; --参数列表
}
--]]
--设置跳转参数
CommonJumpLogic.setJumpData = function(self, cmd, stateId, params)
if not cmd and not stateId then
return;
end
self.m_jumpData = {
cmd = cmd;
stateId = stateId;
params = table.verify(params);
}
end
--重置跳转参数
CommonJumpLogic.resetJumpData = function(self)
self.m_jumpData = {};
end
--判断是否已经含有跳转命令
CommonJumpLogic.hasJumpCommond = function(self)
if table.isEmpty(self.m_jumpData) then
return false;
else
return true;
end
end
--获取跳转参数
CommonJumpLogic.getJumpParams = function(self)
return self.m_jumpData.cmd, self.m_jumpData.stateId, table.verify(self.m_jumpData.params);
end
--跳转到其他状态
CommonJumpLogic.__onExecuteJumpState = function(self, data, state, style, isPopupState)
if not kLoginDataInterface:getIsLoginSuccess() then
Toast.getInstance():showText("请先登录游戏",50,30,kAlginLeft,"",26,250,210,70);
return;
end
if state then
StateMachine.getInstance():pushState(state, style, isPopupState)
end
end
--返回大厅
CommonJumpLogic.__onBackToHall = function(self, data)
return true;
end
--调用下载
CommonJumpLogic.__onToDownLoad = function(self, data)
self.m_jumpData = {
cmd = CommonJumpCmds.SEND_DOWNLOAD;
}
return true;
end
--跳转到游戏
CommonJumpLogic.__onJumpToGame = function(self, data)
local gameId = number.valueOf(data.gameid);
local levelId = number.valueOf(data.level);
if gameId <= 0 then
return;
end
--将参数补全 防止需要安装或更新
local gameConfig = kGameManager:getGameConfigById(gameId);
gameConfig.status = HallUpdateConfig.getInstance():getGameStatus(gameId);
gameConfig.levelId = levelId;
self.m_jumpData = {
cmd = CommonJumpCmds.GOTO_GAME;
params = gameConfig;
}
return true;
end
--跳转到任务
CommonJumpLogic.__onJumpToTask = function(self, data)
self.m_jumpData = { cmd = CommonJumpCmds.GOTO_TASK };
return true;
end
--更新银币
CommonJumpLogic.__onUpdateUserMoney = function(self, data)
local money = tonumber(data.money);
if money and money >= 0 then
kUserInfoData:setMoney(money);
end
end
--更新用户钻石
CommonJumpLogic.__onUpdateUserDiamond = function(self, data)
local diamond = tonumber(data.diamond);
if diamond and diamond >= 0 then
kUserInfoData:setDiamond(diamond);
end
end
--更新用户金条
CommonJumpLogic.__onUpdateUserCrystal = function(self, data)
local crystal = tonumber(data.crystal);
if crystal and crystal >= 0 then
kUserInfoData:setCrystal(crystal);
end
end
--跳转到私人房
CommonJumpLogic.__onJumpToPrivateRoom = function(self, data)
self.m_jumpData = {
cmd = CommonJumpCmds.GOTO_PRIVATE_ROOM;
}
require("hall/privateRoom/data/privateRoomDataInterface");
PrivateRoomDataInterface.getInstance():setJumpInfo(data);
return true;
end
--跳转到广播界面
CommonJumpLogic.__onJumpToBroadcast = function(self)
self.m_jumpData = { cmd = CommonJumpCmds.GOTO_BROADCAST };
return true;
end
--微信分享/微信邀请
CommonJumpLogic.__onWeiXinShare = function(self, data, isSendToFriendsCircle)
local info = table.verify(data.info);
local weiChatInfo = ShareDataInterface.getInstance():getWeiXinChatInfo();
local url = isSendToFriendsCircle and weiChatInfo.space_url or weiChatInfo.friend_url;
url = info.share_url or url;
local title = info.title or weiChatInfo.title;
local desc = info.desc or weiChatInfo.desc;
local share_icon = info.share_icon or weiChatInfo.share_icon;
WeixinShareUtil.getInstance():weixinSendWebPage(url, title, desc, share_icon, isSendToFriendsCircle);
end
--跳转到比赛界面
CommonJumpLogic.__onJumpToMatchRoom = function(self, data)
self.m_jumpData = {
cmd = CommonJumpCmds.GOTO_MATCH_ROOM;
}
require("isolater/interface/matchIsolater");
MatchIsolater.getInstance():setMatchJumpInfo(data);
return true;
end
--跳转到房间列表界面
CommonJumpLogic.__onJumpToRoomList = function(self, data)
local gameid = number.valueOf(data.gameid);
if gameid <= 0 then
return;
end
--将参数补全 防止需要安装或更新
local gameConfig = kGameManager:getGameConfigById(gameid);
gameConfig.status = HallUpdateConfig.getInstance():getGameStatus(gameid);
self.m_jumpData = {
cmd = CommonJumpCmds.GOTO_GAME_ROOM_LIST;
params = gameConfig;
}
return true;
end
--跳转到团队赛
CommonJumpLogic.__onToGroupRoom = function(self)
self.m_jumpData = {
stateId = States.GroupGame;
}
return true;
end
--empty function
CommonJumpLogic.__emptyFunc = function(self)
end
CommonJumpLogic.__onExecuteRechargeJumpTab = function(self, data)
local tab = number.valueOf(data.tab);
require("hall/recharge/data/rechargeDataInterface");
RechargeDataInterface.getInstance():setToRechargeModeByJumpTab(tab);
end
--跳转到注册界面
CommonJumpLogic.__onJumpToRegisterAccount = function(self)
self.m_jumpData = { cmd = CommonJumpCmds.GOTO_REGISTER_ACCOUNT };
return true;
end
CommonJumpCmds.s_jumpCmdConfig = {
[CommonJumpCmds.GET_USER_DATA] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.SEND_DOWNLOAD] = { func = CommonJumpLogic.__onToDownLoad };
[CommonJumpCmds.QUIT_GAME] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.GOTO_LOGIN] = { func = CommonJumpLogic.__onBackToHall };
[CommonJumpCmds.GOTO_USERINFO] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.UserInfo, nil, true} };
[CommonJumpCmds.GOTO_HALL] = { func = CommonJumpLogic.__onBackToHall };
[CommonJumpCmds.GOTO_GAME] = { func = CommonJumpLogic.__onJumpToGame };
[CommonJumpCmds.GOTO_SHOP] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.Recharge}, onPreExecuteFunc = CommonJumpLogic.__onExecuteRechargeJumpTab};
[CommonJumpCmds.GOTO_TASK] = { func = CommonJumpLogic.__onJumpToTask };
[CommonJumpCmds.GOTO_RANK] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.RankList} };
[CommonJumpCmds.GOTO_FRIENDS] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.Community} };
[CommonJumpCmds.UPDATE_MONEY] = { func = CommonJumpLogic.__onUpdateUserMoney };
[CommonJumpCmds.INPUT_CDKEY] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.GOTO_ACTIVITY_ONLY_LUA] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.Activity} };
[CommonJumpCmds.GOTO_ACTIVITY] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.Activity} };
[CommonJumpCmds.GOTO_DIAMOND_SHOP] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.DiamondShop} };
[CommonJumpCmds.GOTO_PRIVATE_ROOM] = { func = CommonJumpLogic.__onJumpToPrivateRoom };
[CommonJumpCmds.GOTO_BROADCAST] = { func = CommonJumpLogic.__onJumpToBroadcast };
[CommonJumpCmds.GOTO_SEND_MESSAGE] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.Message} };
[CommonJumpCmds.GOTO_WEIXIN_SHARE] = { func = CommonJumpLogic.__onWeiXinShare, extParams = {true} };
[CommonJumpCmds.GOTO_WEIXIN_INVITE] = { func = CommonJumpLogic.__onWeiXinShare, extParams = {false} };
[CommonJumpCmds.GOTO_MATCH_ROOM] = { func = CommonJumpLogic.__onJumpToMatchRoom };
[CommonJumpCmds.GOTO_GAME_ROOM_LIST] = { func = CommonJumpLogic.__onJumpToRoomList };
[CommonJumpCmds.GOTO_GROUP_ROOM] = { func = CommonJumpLogic.__onExecuteJumpState, extParams = {States.GroupGame} };
[CommonJumpCmds.UPDATE_DIAMOND] = { func = CommonJumpLogic.__onUpdateUserDiamond };
[CommonJumpCmds.START_RECHARGE] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.ANGECY_RECHARGE] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.ANGECY_H5_BACK] = { func = CommonJumpLogic.__emptyFunc };
[CommonJumpCmds.UPDATE_CRYSTAL] = { func = CommonJumpLogic.__onUpdateUserCrystal };
[CommonJumpCmds.GOTO_REGISTER_ACCOUNT] = { func = CommonJumpLogic.__onJumpToRegisterAccount };
}
|
local hap = require "hap"
local Active = require "hap.char.Active"
local CurTemp = require "hap.char.CurrentTemperature"
local CurHeatCoolState = require "hap.char.CurrentHeaterCoolerState"
local TgtHeatCoolState = require "hap.char.TargetHeaterCoolerState"
local CoolThrholdTemp = require "hap.char.CoolingThresholdTemperature"
local HeatThrholdTemp = require "hap.char.HeatingThresholdTemperature"
local SwingMode = require "hap.char.SwingMode"
local searchKey = require "util".searchKey
local raiseEvent = hap.raiseEvent
local M = {}
--- Property value -> Characteristic value.
local valMapping = {
power = {
on = Active.value.Active,
off = Active.value.Inactive
},
ver_swing = {
on = SwingMode.value.Enabled,
off = SwingMode.value.Disabled
},
mode = {
cool = TgtHeatCoolState.value.Cool,
heat = TgtHeatCoolState.value.Heat,
auto = TgtHeatCoolState.value.HeatOrCool,
}
}
---Create a acpartner.
---@param device MiioDevice Device object.
---@param info MiioDeviceInfo Device inforamtion.
---@param conf MiioAccessoryConf Device configuration.
---@return HAPAccessory accessory HomeKit Accessory.
function M.gen(device, info, conf)
local iids = conf.iids
return {
aid = conf.aid,
category = "BridgedAccessory",
name = conf.name or "Lumi Acpartner",
mfg = "lumi",
model = info.model,
sn = conf.sn,
fwVer = info.fw_ver,
hwVer = info.hw_ver,
services = {
hap.AccessoryInformationService,
{
iid = iids.heaterCooler,
type = "HeaterCooler",
props = {
primaryService = true,
hidden = false
},
chars = {
Active.new(iids.active, function (request)
local value = valMapping.power[device:getProp("power")]
device.logger:info("Read Active: " .. searchKey(Active.value, value))
return value
end, function (request, value)
device.logger:info("Write Active: " .. searchKey(Active.value, value))
device:setProp("power", searchKey(valMapping.power, value))
raiseEvent(request.aid, request.sid, request.cid)
core.createTimer(function ()
raiseEvent(request.aid, iids.heaterCooler, iids.curTemp)
raiseEvent(request.aid, iids.heaterCooler, iids.tgtState)
raiseEvent(request.aid, iids.heaterCooler, iids.curState)
raiseEvent(request.aid, iids.heaterCooler, iids.coolThrTemp)
raiseEvent(request.aid, iids.heaterCooler, iids.heatThrTemp)
raiseEvent(request.aid, iids.heaterCooler, iids.swingMode)
end):start(500)
end),
CurTemp.new(iids.curTemp, function (request)
local value = device:getProp("tar_temp")
device.logger:info("Read CurrentTemperature: " .. value)
return value
end),
CurHeatCoolState.new(iids.curState, function (request)
local mode = device:getProp("mode")
local value
if mode == "cool" then
value = CurHeatCoolState.value.Cooling
elseif mode == "heat" then
value = CurHeatCoolState.value.Heating
else
value = CurHeatCoolState.value.Idle
end
device.logger:info("Read CurrentHeaterCoolerState: " .. searchKey(CurHeatCoolState.value, value))
return value
end),
TgtHeatCoolState.new(iids.tgtState, function (request)
local mode = device:getProp("mode")
local value
if mode == "unsupport" or mode == "dry" or mode == "wind" then
value = TgtHeatCoolState.value.HeatOrCool
else
value = valMapping.mode[mode]
end
device.logger:info("Read TargetHeaterCoolerState: " .. searchKey(TgtHeatCoolState.value, value))
return value
end, function (request, value)
device.logger:info("Write TargetHeaterCoolerState: " .. searchKey(TgtHeatCoolState.value, value))
device:setProp("mode", searchKey(valMapping.mode, value))
raiseEvent(request.aid, request.sid, request.cid)
core.createTimer(function ()
raiseEvent(request.aid, iids.heaterCooler, iids.curState)
raiseEvent(request.aid, iids.heaterCooler, iids.coolThrTemp)
raiseEvent(request.aid, iids.heaterCooler, iids.heatThrTemp)
end):start(500)
end),
CoolThrholdTemp.new(iids.coolThrTemp, function (request)
local value = device:getProp("tar_temp")
device.logger:info("Read CoolingThresholdTemperature: " .. value)
return value
end, function (request, value)
device.logger:info("Write CoolingThresholdTemperature: " .. value)
device:setProp("tar_temp", math.tointeger(value))
raiseEvent(request.aid, request.sid, request.cid)
end, 16, 30, 1),
HeatThrholdTemp.new(iids.heatThrTemp, function (request)
local value = device:getProp("tar_temp")
device.logger:info("Read HeatingThresholdTemperature: " .. value)
return value
end, function (request, value)
device.logger:info("Write HeatingThresholdTemperature: " .. value)
device:setProp("tar_temp", math.tointeger(value))
raiseEvent(request.aid, request.sid, request.cid)
end, 16, 30, 1),
SwingMode.new(iids.swingMode, function (request)
local ver_swing = device:getProp("ver_swing")
local value
if ver_swing == "unsupport" then
value = SwingMode.value.Disabled
else
value = valMapping.ver_swing[ver_swing]
end
device.logger:info("Read SwingMode: " .. searchKey(SwingMode.value, value))
return value
end, function (request, value)
device.logger:info("Write SwingMode: " .. searchKey(SwingMode.value, value))
device:setProp("ver_swing", searchKey(valMapping.ver_swing, value))
raiseEvent(request.aid, request.sid, request.cid)
end)
}
}
},
cbs = {
identify = function (request)
device.logger:info("Identify callback is called.")
end
}
}
end
return M
|
-- oft.lua
--
-- One Function Tests
--
-- Check if we are on windows. If so, check for ANSICON env variable
-- for color support. Otherwise, assume color support.
local cs = package.config:sub(1,1) ~= '\\'
if not cs then cs = os.getenv("ANSICON") end
-- Rendering
local RED = cs and '\27[31m' or ''
local GREEN = cs and '\27[32m' or ''
local RESET = cs and '\27[0m' or ''
local checkmark = '\226\156\147'
local xmark = '\226\156\151'
local greenCheck = RESET .. GREEN .. checkmark .. RESET
local function report(description, ok)
if ok then
return ('%s%s %s%s'):format(GREEN, checkmark, description, RESET)
else
return ('%s%s %s%s'):format(RED, xmark, description, RESET)
end
end
local function progressStart(description)
io.write('\n' .. description .. ' progress: ')
end
local function progress(ok, index)
if ok then
io.write(greenCheck)
else
io.write(('%s%s(%d)%s'):format(RESET, RED, index, RESET))
end
end
local function progressEnd()
print '\n'
end
local function renderLevel(ast, level)
local res = ast.result
local rep = report(res.description, res.status)
print(string.rep(' ', level) .. rep)
for i = 1, #ast do
renderLevel(ast[i], level + 1)
end
end
local function render(ast)
renderLevel(ast, 0)
local errors, numFailed, numPassed = ast.errors, ast.failed, ast.passed
if #errors > 0 then
print(('\n%s%d Errors: \n'):format(RED, #errors))
for i = 1, #errors do
print(i .. ': ' .. errors[i].long)
end
end
print(('\n%s%d%s Failed, %s%d%s Passed.'):format(
RED, numFailed, RESET,
GREEN, numPassed, RESET))
end
-- Testing
local dynamicTest
local function test(description, fn, errors)
if not fn then
fn = description
description = 'sub test'
end
local ast = {}
local failed, passed = 0, 0
local function subtest(desc, f)
local ret = test(desc, f, errors)
ast[#ast + 1] = ret
passed = passed + ret.passed
failed = failed + ret.failed
return ret
end
local oldDyanmic = dynamicTest
dynamicTest = subtest
local ok, err = pcall(fn)
dynamicTest = oldDyanmic
local errorIndex = #errors + 1
progress(ok, errorIndex)
if not ok then
errors[errorIndex] = {
short = err,
long = debug.traceback(err)
}
end
ast.result = {
description = description,
status = ok,
err = err
}
ast.passed = passed + (ok and 1 or 0)
ast.failed = failed + (ok and 0 or 1)
return ast
end
local function rootTest(description, fn)
if not fn then
fn = description
description = 'root test'
end
local errors = {}
progressStart(description)
local results = test(description, fn, errors)
progressEnd(description)
results.errors = errors
render(results)
return results
end
dynamicTest = rootTest
return function(...)
return dynamicTest(...)
end
|
local up = "upvalue"
local x, y = 0, f() or function() print(up) end
y()
|
require "base"
require "memory"
local nes_cpu = {}
nes.cpu = nes_cpu
--register registers
local nes_cpu_register_count = 0
local nes_cpu_registers = {}
nes_cpu.registers = nes_cpu_registers
local nes_cpu_reg_cache = emu.getregisters()
local do_remove = false
local emu_getregister = emu.getregister
local function reg_reg(reg, reg_name)
local nes_cpu_register = {}
nes_cpu_registers[reg] = nes_cpu_register
nes_cpu_register.name = reg_name
do_remove = true
end
local expected_regs = {"A", "PC", "X", "Y"}
for outer_k, outer_v in pairs(nes_cpu_reg_cache) do
for inner_k, inner_v in pairs(expected_regs) do --just values, actually
if outer_k == inner_v then
reg_reg(inner_v, inner_v)
end
end
if (not do_remove) and bizstring.startswith(outer_k, "S") then
reg_reg("SP", outer_k)
end
if do_remove then
nes_cpu_reg_cache[outer_k] = nil
nes_cpu_register_count = nes_cpu_register_count - 1
do_remove = false
else
nes_cpu_register_count = nes_cpu_register_count + 1
end
end
local nes_cpu_flags
--register flags
if nes_cpu_register_count > 1 then
nes_cpu.flag_mode = 'separate'
nes_cpu_flags = {}
nes_cpu.flags = nes_cpu_flags
for k,v in pairs(nes_cpu_reg_cache) do
if bizstring.startswith(k, "Flag ") then
nes_cpu_flags[bizstring.substring(k, 5, string.len(k)-5)] = k
end
end
else
nes_cpu.flag_mode = 'unified'
for k,v in pairs(nes_cpu_reg_cache) do
nes_cpu.flags = k
end
end
local nes_cpu_flag_names = {
'C', --carry
'Z', --zero
'I', --interrupt disable
'D', --decimal
'B', --break
'T', --"unused" (always 1)
'V', --overflow
'N' --negative
}
nes_cpu.flag_names = nes_cpu_flag_names
--flag handling
local nes_cpu_flag = {}
nes_cpu.flag = nes_cpu_flag
local function nes_cpu_flag_handle(flag_name, handle)
for k,v in pairs(nes_cpu_flag_names) do
if v == flag_name then
if nes_cpu.flag_mode == 'unified' then
return handle(nes_cpu.flags, k-1)
elseif nes_cpu.flag_mode == 'separate' then
return handle(v)
end
end
end
end
--get flag
local function nes_cpu_flag_get(flag_name, shift_count)
if shift_count == nil then --separate
return emu.getregister(nes_cpu_flags[flag_name])
else --unified
return bit.band(bit.rshift(emu.getregister(flag_name), shift_count), 1)
end
end
function nes_cpu_flag.get(name)
return nes_cpu_flag_handle(name, nes_cpu_flag_get)
end
--set flag
local nes_cpu_flag_set_closure_helper
local function nes_cpu_flag_set(flag_name, shift_count)
if shift_count == nil then --separate
emu.setregister(nes_cpu_flags[flag_name], nes_cpu_flag_set_closure_helper)
else --unified
local operation
if nes_cpu_flag_set_closure_helper == 0 then
operation = bit.clear
else
operation = bit.set
end
emu.setregister(flag_name, operation(emu.getregister(flag_name), shift_count))
end
end
function nes_cpu_flag.set(name, value)
nes_cpu_flag_set_closure_helper = value
console.log("Blargh\n")
nes_cpu_flag_handle(name, nes_cpu_flag_set)
end
--looping increment
local function inc_byte(value)
if value == 0xFF then
return 0
end
return value+1
end
--looping decrement
local function dec_byte(value)
if value == 0 then
return 0xFF
end
return value-1
end
--direct stack operations
local nes_cpu_stack = {}
nes_cpu.stack = nes_cpu_stack
--stack peek
function nes_cpu_stack.peek()
return nes.memory.stack.read(emu.getregister(nes_cpu_registers.SP.name))
end
--stack pull
local function nes_cpu_stack_pull()
local sp_name = nes_cpu_registers.SP
local sp_value = emu.getregister(sp_name)
local return_value = nes.memory.stack.read(sp_value)
sp_value = inc_byte(sp_value)
emu.setregister(sp_name, sp_value)
return return_value
end
nes_cpu_stack.pull = nes_cpu_stack_pull
--stack push
local function nes_cpu_stack_push(value)
local sp_name = nes_cpu_registers.SP
local sp_value = emu.getregister(sp_name)
nes.memory.stack.write(sp_value, value)
sp_value = dec_byte(sp_value)
emu.setregister(sp_name, sp_value)
end
nes_cpu_stack.push = nes_cpu_stack_push
--nes opcodes
local nes_cpu_ops = {}
nes_cpu.ops = nes_cpu_ops
--simulated execution
function nes_cpu_ops.JMP(addr)
emu.setregister(nes_cpu_registers.PC, addr)
end
function nes_cpu_ops.JSR(addr)
local return_address = nes_cpu_stack.emu.getregister(nes_cpu_registers.PC) + 2
nes_cpu_stack_push(bit.rshift(return_address, 8), 0xFF)
nes_cpu_stack_push(bit.band(return_address, 0xFF))
emu.setregister(nes_cpu_registers.PC, addr)
end
|
require("globals")
require("maths")
WorldManager = require("worldmanager")
BallManager = require("ballmanager")
PadManager = require("padmanager")
BrickManager = require("brickmanager")
WallManager = require("wallmanager")
function love.load()
WorldManager.load() -- load world environnement (gravity, etc)
WallManager.load() -- load Walls body static (CCD)
BallManager.load() -- load ball body dynamic
PadManager.load() -- load pad body kinematic
BrickManager.load() -- load brick body kinematic (change to dynamic when is break)
end
--
function love.update(dt)
WorldManager.update(dt) -- update all physics and collisions events
WallManager.update(dt) -- my logic
BallManager.update(dt) -- my logic
PadManager.update(dt) -- my logic
BrickManager.update(dt) -- my logic
end
--
function love.draw()
WorldManager.draw() -- debug only if necessarry
BallManager.draw() -- my draw
WallManager.draw() -- my draw
PadManager.draw() -- my draw
BrickManager.draw() -- my draw
end
--
function love.keypressed(key)
BallManager.keypressed(key) -- space for launch
end
--
|
-- A table with a build-in new()-method for creating instances.
-- Based on http://lua.org/pil/16.1.html
-- Note that the new()-method is effectively a constructor, so
-- if you need your own, you can copy the code and adjust it
-- to your needs instead.
local class = {
-- Create a new instance of the class.
new = function(self, object)
object = object or {}
setmetatable(object, self)
self.__index = self
return object
end,
-- For convenience, some functions from the standard library have been
-- mapped here as well.
-- Append to the end of the table.
insert = function(self, item)
table.insert(self, item)
end,
-- Sort the table.
sort = function(self, item)
table.sort(self, item)
end,
}
return class:new()
|
require 'nn'
require 'nngraph'
local inputs = {}
-- nn.Identity used as a placeholder for input
table.insert(inputs,nn.Identity()()) -- input
table.insert(inputs,nn.Identity()()) -- c at t-1
table.insert(inputs,nn.Identity()()) -- h at t-1
local input = inputs[1]
local prev_c = inputs[2]
local prev_h = inputs[3]
local i2h = nn.Linear(input_size, 4*rnn_size)(input)
-- Input to hidden layer. 4 parts would be used for 4 different gates
-- Linear transformation to the incoming data, input. y=Ax+b.
local h2h = nn.Linear(rnn_size,4*rnn_size)(prev_h)
-- hidden to hidden layer. 4 parts would be used for 4 different gates
local preactivations = nn.CAddTable()({i2h,h2h})
-- i2h + h2h
-- Portions of this preactivations are for different gates
-- narrow(dim,index,size)
-- narrow returns a Tensor with the dimension dim is narrowed from index to index+size-1
local pre_sigmoid_chunk = nn.Narrow(2,1,3*rnn_size)(preactivations)
-- we just chose 3 parts of preactivations on which we will apply sigmoid
local in_chunk = nn.Narrow(2,3*rnn_size+1,rnn_size)(preactivations)
-- we just chose 1 part of preactivation on which we will apply tanh (input preactivations)
local all_gates = nn.Sigmoid()(pre_sigmoid_chunk)
local in_transform = nn.Tanh()(in_chunk)
-- seperating 3 gates on which we applied sigmoid
local in_gate = nn.Narrow(2,1,rnn_size)(all_gates)
local forget_gate = nn.Narrow(2,rnn_size+1,rnn_size)(all_gates)
local out_gate = nn.Narrow(2,2*rnn_size+1,rnn_size)(all_gates)
-- next_c equation implementation
local c_forget = nn.CMulTable()({forget_gate,prev_c})
local c_input = nn.CMulTable()({in_gate,in_transform})
local next_c = nn.CAddTable()({c_forget,c_input})
-- next_h equation implementation
local c_transform = nn.Tanh()(next_c)
local next_h = nn.CMulTable()({out_gate,c_transform})
outputs = {}
table.insert(outputs,next_c)
table.insert(outputs,next_h)
return nn.gModule(inputs,outputs)
|
local ui, uiu, uie = require("ui").quick()
local themer = {}
function themer.dump()
local theme = {}
for id, el in pairs(uie) do
id = id:match("__(.+)")
if not id then
goto next
end
local style = el.__default
style = style and style.style
if not style then
style = {}
end
local sub = {}
for key, value in pairs(style) do
sub[key] = value
end
if sub then
theme[id] = sub
end
::next::
end
return theme
end
function themer.apply(theme)
if not theme then
return
end
if themer.current ~= themer.default and theme ~= themer.default then
themer.apply(themer.default)
end
themer.current = theme
for id, tel in pairs(theme) do
local el = uie[id]
if not el then
goto next
end
local style = el.__default
if not style then
goto next
end
style = style and style.style
if not style then
style = {}
el.__default.style = style
end
for key, value in pairs(tel) do
style[key] = value
end
::next::
end
if ui.root then
ui.globalReflowID = ui.globalReflowID + 1
end
end
function themer.skin(theme, deep, el)
theme = theme or themer.default
local function skin(el)
local style = el.style
local types = el.__types
local custom = {}
for key, value in pairs(style) do
custom[key] = value
end
for i = #types, 1, -1 do
local type = types[i]
local sub = uie[type]
if sub then
sub = sub.__default.style
if sub then
for key, value in pairs(sub) do
if _G.type(value) == "table" then
local copy = {}
for k, v in pairs(value) do
copy[k] = v
end
value = copy
end
style[key] = value
end
end
end
local sub = theme[type]
if sub then
for key, value in pairs(sub) do
if _G.type(value) == "table" then
local copy = {}
for k, v in pairs(value) do
copy[k] = v
end
value = copy
end
style[key] = value
end
end
end
for key, value in pairs(custom) do
style[key] = value
end
if deep then
local children = el.children
if children then
for i = 1, #children do
skin(children[i])
end
end
end
end
if el then
return skin(el)
end
if el == nil and type(deep) == "table" then
return skin(deep)
end
if deep == nil then
deep = true
end
return skin
end
themer.default = themer.dump()
themer.current = themer.default
return themer
|
local Packages = script.Parent.Parent
local Roact = require(Packages.Roact)
local joinDictionaries = require(script.Parent.joinDictionaries)
local withTheme = require(script.Parent.withTheme)
local BaseButton = Roact.Component:extend("BaseButton")
local Constants = require(script.Parent.Constants)
BaseButton.defaultProps = {
LayoutOrder = 0,
Disabled = false,
Selected = false,
Position = UDim2.fromScale(0, 0),
AnchorPoint = Vector2.new(0, 0),
Size = UDim2.fromScale(1, 1),
Text = "Button.defaultProps.Text",
TextColorStyle = Enum.StudioStyleGuideColor.ButtonText,
BackgroundColorStyle = Enum.StudioStyleGuideColor.Button,
BorderColorStyle = Enum.StudioStyleGuideColor.ButtonBorder,
OnActivated = function() end,
}
local propsToScrub = {
Disabled = Roact.None,
Selected = Roact.None,
TextColorStyle = Roact.None,
BackgroundColorStyle = Roact.None,
BorderColorStyle = Roact.None,
OnActivated = Roact.None,
}
function BaseButton:init()
self:setState({
Hover = false,
Pressed = false,
})
self.onInputBegan = function(_, inputObject)
if self.props.Disabled then
return
elseif inputObject.UserInputType == Enum.UserInputType.MouseMovement then
self:setState({ Hover = true })
elseif inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
self:setState({ Pressed = true })
end
end
self.onInputEnded = function(_, inputObject)
if self.props.Disabled then
return
elseif inputObject.UserInputType == Enum.UserInputType.MouseMovement then
self:setState({ Hover = false })
elseif inputObject.UserInputType == Enum.UserInputType.MouseButton1 then
self:setState({ Pressed = false })
end
end
self.onActivated = function()
if not self.props.Disabled then
self:setState({
Hover = false,
Pressed = false,
})
self.props.OnActivated()
end
end
end
function BaseButton:render()
local modifier = Enum.StudioStyleGuideModifier.Default
if self.props.Disabled then
modifier = Enum.StudioStyleGuideModifier.Disabled
elseif self.props.Selected then
modifier = Enum.StudioStyleGuideModifier.Selected
elseif self.state.Pressed then
modifier = Enum.StudioStyleGuideModifier.Pressed
elseif self.state.Hover then
modifier = Enum.StudioStyleGuideModifier.Hover
end
return withTheme(function(theme)
local scrubbedProps = joinDictionaries(self.props, propsToScrub, {
Font = Constants.Font,
TextSize = Constants.TextSize,
TextColor3 = theme:GetColor(self.props.TextColorStyle, modifier),
BackgroundColor3 = theme:GetColor(self.props.BackgroundColorStyle, modifier),
BorderColor3 = theme:GetColor(self.props.BorderColorStyle, modifier),
BorderMode = Enum.BorderMode.Inset,
AutoButtonColor = false,
[Roact.Event.InputBegan] = self.onInputBegan,
[Roact.Event.InputEnded] = self.onInputEnded,
[Roact.Event.Activated] = self.onActivated,
})
return Roact.createElement("TextButton", scrubbedProps)
end)
end
return BaseButton
|
--This is the minimum time to wait before the host can start the game (seconds)
--Less than ~20 seconds will mean that the individual surfaces are not fully loaded
wait_before_start = 20
--This is the length between each round of fighting (minutes)
round_length = 10
--The clock will turn yellow below this time (seconds)
round_timer_yellow = 180
--A warning will sound for all players and the clock will go red below this time (seconds)
round_timer_warning = 60
--This is the number of rounds that a game will last for
game_length = 25
--This will increase the general speed of the match
--This number is used to lower the requirements for recipes in both time and resources
game_speed = 1
--This is the minimum amount of time it can take to craft something at 100% crafting speed (i.e. by hand)
--Set to 0 to not have a minimum
--NOTE: There still seems to be a minimum for some recipes hardcoded
minimum_base_crafting_speed = 0.1
team_names = {
"Player_1",
"Player_2",
"Player_3",
"Player_4",
"Player_5",
"Player_6",
"Player_7",
"Player_8"
}
--This is how much each biter will cost to buy for a fight
biter_costs = {}
biter_costs["small-biter"] = 100
biter_costs["medium-biter"] = 1000
biter_costs["big-biter"] = 10000
biter_costs["behemoth-biter"] = 100000
biter_costs["small-spitter"] = 100
biter_costs["medium-spitter"] = 1000
biter_costs["big-spitter"] = 10000
biter_costs["behemoth-spitter"] = 100000
--Item Values
item_values = {}
--Set item values by copying the following line (without the "--") and
--filling in the item name in the quotes, and replacing the X with the desired value
--item_values[""] = X
--The below items are required to have values
--Any others added will override the automatic value generation
item_values["iron-ore"] = 1
item_values["copper-ore"] = 1
item_values["stone"] = 1
item_values["coal"] = 2
item_values["water"] = 1
item_values["crude-oil"] = 2
item_values["raw-fish"] = 5
item_values["wood"] = 2
--These will effect the automatic value generation buy multiply these values by the respective value
ingredient_modifier = 1.0
tech_level_modifier = 1.0 --Not currently in use
energy_modifier = 1.0
overall_modifier = 1.0
--This is mostly for loging of the game
--Check [factorio install]/script-output/proxy_wars.log for the log file
debug_mode = true
special_debug = false
|
---
-- xcode/xcode-alt.lua
-- Common support code for the Apple Xcode exporters.
-- Copyright (c) 2009-2015 Jason Perkins and the Premake project
---
local p = premake
p.modules.xcode_alt = {}
local m = p.modules.xcode_alt
m._VERSION = p._VERSION
m.elements = {}
include("xcode_common.lua")
include("xcode4_workspace.lua")
include("xcode_project.lua")
include("xcode_scheme.lua")
newaction {
trigger = "xcode4",
shortname = "Apple Xcode 4 - Alt",
description = "Generate Apple Xcode 4 project files",
-- Xcode always uses Mac OS X path and naming conventions
os = "macosx",
-- The capabilities of this action
valid_kinds = { "ConsoleApp", "WindowedApp", "SharedLib", "StaticLib", "Makefile", "None" },
valid_languages = { "C", "C++" },
valid_tools = {
cc = { "gcc", "clang" },
},
-- Workspace and project generation logic
onWorkspace = function(wks)
p.generate(wks, ".xcworkspace/contents.xcworkspacedata", p.modules.xcode_alt.generateWorkspace)
end,
onProject = function(prj)
p.generate(prj, ".xcodeproj/project.pbxproj", p.modules.xcode_alt.generateProject)
p.generate(prj, ".xcodeproj/xcshareddata/xcschemes/" .. prj.name .. ".xcscheme", p.modules.xcode_alt.scheme.generate)
end,
}
return m
|
---
-- @author wesen
-- @copyright 2019 wesen <wesen-ac@web.de>
-- @release 0.1
-- @license MIT
--
local object = require "classic"
local IpcMessageQueue = require "ipc.IpcMessageQueue"
local UnixSocket = require "socket.UnixSocket"
---
-- Base class for a IPC communication partner.
--
-- @type IpcCommunicationPartner
--
local IpcCommunicationPartner = object:extend()
---
-- The list of event handlers
-- Available events are: "onMessageReceived"
--
-- @tfield function[] eventHandlers
--
IpcCommunicationPartner.eventHandlers = {}
---
-- The message queue that will be used to receive messages from the other communication partner
--
-- @tfield IpcMessageQueue messageQueue
--
IpcCommunicationPartner.messageQueue = nil
---
-- The unix socket that will be used to connect to the other communication partner
--
-- @tfield UnixSocket unixSocket
--
IpcCommunicationPartner.unixSocket = nil
---
-- IpcCommunicationPartner constructor.
--
function IpcCommunicationPartner:new()
self.unixSocket = UnixSocket()
self.unixSocket:enableNonBlockingMode()
self:initializeUnixSocket(self.unixSocket)
self.messageQueue = IpcMessageQueue(self.unixSocket)
end
-- Public Methods
---
-- A single listen cycle that checks if there is a new message in the message queue.
-- If there is the "onMessageReceived" event handler will be called.
--
function IpcCommunicationPartner:listen()
local nextMessage = self.messageQueue:fetchNextMessage()
if (nextMessage ~= nil) then
if (self.eventHandlers["onMessageReceived"]) then
self.eventHandlers["onMessageReceived"](nextMessage)
end
end
end
-- Protected Methods
---
-- Initializes the unix socket for this communication partner.
--
-- @tparam UnixSocket _unixSocket The unix socket to initialize
--
function IpcCommunicationPartner:initializeUnixSocket(_unixSocket)
end
---
-- Initializes the event handlers based on a custom list of event handlers.
--
-- @tfield function[] _eventHandlers The custom list of event handlers
--
function IpcCommunicationPartner:initializeEventHandlers(_eventHandlers)
if (type(_eventHandlers) == "table") then
self.eventHandlers = _eventHandlers
end
end
return IpcCommunicationPartner
|
local spread = 20
local m = Instance.new("Model")
m.Name = "Dome"
m.Parent = Workspace
local m2 = Instance.new("Model")
m2.Name = "Door"
m2.Parent = m
for ii = 1,21 do
for i = 1, 90 do
p = Instance.new("Part")
p.Name = "Part"..i
p.Anchored = true
p.Parent = m
p.Size = Vector3.new(1,spread*0.1,spread*0.075)
p.CFrame = CFrame.fromEulerAnglesXYZ(0,math.rad(i*4),math.rad(ii*4)) * CFrame.new(spread,ii/10,0)
p.BrickColor = BrickColor.new(1)
end
end
m.Part1.Parent = m2
m.Part2.Parent = m2
m.Part3.Parent = m2
m.Part4.Parent = m2
m.Part1.Parent = m2
m.Part2.Parent = m2
m.Part3.Parent = m2
m.Part4.Parent = m2
m.Part1.Parent = m2
m.Part2.Parent = m2
m.Part3.Parent = m2
m.Part4.Parent = m2
m.Part1.Parent = m2
m.Part2.Parent = m2
m.Part3.Parent = m2
m.Part4.Parent = m2
m.Part1.Parent = m2
m.Part2.Parent = m2
m.Part3.Parent = m2
m.Part4.Parent = m2
wait()
for i,p in pairs(m2:GetChildren()) do
p.BrickColor = BrickColor.new()
p.Transparency = 1
p.CanCollide = false
me = game.Players.yfc
me.Chatted:connect(function(msg)
if string.find(string.lower(msg), "delete") ~= nil or string.find(string.lower(msg), "remove") ~= nil then
Workspace.Dome:Remove()
end
if string.find(string.lower(msg), "open") ~= nil then
p.Transparency = 1
p.CanCollide = false
end
if string.find(string.lower(msg), "close") ~= nil then
p.Transparency = 0
p.CanCollide = true
end
end)
end
script.Parent = m
|
lighton=0
tmr.alarm(0,1000,1,function()
if lighton==0 then
lighton=1
led(512,512,512)
-- 512/1024, 50% duty cycle
else
lighton=0
led(0,0,0)
end
end)
|
spinner = 0.0
cube = nil
rot = nil
lookAt = nil
tristram = Model("tristram.glb")
sponza = MeshGroup()
--sponza:loadMesh("sponza.gltf")
dofile("camera.lua")
testEffect = Effect("test.fx")
SPEED = 5.0
SENSITIVITY = 0.15
time = 0.0
renderMode = "PointLighting"
alphaValue = 1.0
starfield = {}
starradius = 64
starcount = 0
starcolors = {
Color(255,0,0),
Color(255,255,0),
Color(255,255,255),
Color(0,255,255),
Color(0,0,255),
Color(255,0,255),
Color(0,255,0),
Color(0,0,255)
}
function _init()
ShowCursor(false)
SetCursorMode(CURSORMODE_CENTERED)
cube = Model("cube.glb")
for i=1,starcount do
local x = math.random() - 0.5
local y = math.random() - 0.5
local z = math.random() - 0.5
local m = math.sqrt(x*x + y*y + z*z)
x = x / m; y = y / m; z = z / m
table.insert(starfield, {
color = starcolors[math.random(1,#starcolors)],
pos = Vector3(x,y,z) * (math.random(0.0,1.0) * starradius)
})
end
end
function _destroy()
end
function _update(dt)
spinner = spinner + 1.5*dt
time = time + dt
rot = euler(spinner, math.sin(spinner), 0)
if GetKeyDown(KEY_F2) then
ShowCursor(not IsCursorVisible())
SetCursorMode(1-GetCursorMode())
end
if GetKeyDown(KEY_ESCAPE) then
ExitGame()
end
local vel = Vector3()
if GetKey("w") then
vel = vel + Vector3(camera.fwdl * dt * SPEED)
end
if GetKey("s") then
vel = vel + Vector3(camera.fwdl * dt * SPEED):neg()
end
if GetKey("a") then
vel = vel + Vector3(camera.rhs * dt * SPEED):neg()
end
if GetKey("d") then
vel = vel + Vector3(camera.rhs * dt * SPEED)
end
if GetKey(KEY_SHIFT) then
vel = vel * 2
end
if GetKeyDown(KEY_F3) then
if renderMode == "PointLighting" then
renderMode = "AmbientLighting"
else
renderMode = "PointLighting"
end
end
if GetKeyDown(KEY_F4) then
alphaValue = alphaValue + 0.5
if alphaValue > 1.0 then
alphaValue = 0.0
end
end
if GetKeyDown(KEY_F5) then
alphaValue = 1.0
end
if vel:mag() ~= 0 then
camera.vel = camera.vel + (Vector3(vel) - camera.vel)*0.10
camera.heldControls = true
end
updateCamera(dt)
end
function _render()
ClearScene(20,20,20)
CameraPerspective(70)
lookAt:bind(VIEW)
local numPasses = testEffect:start(renderMode)
for i=1,numPasses
do
testEffect:beginPass(i)
testEffect:setVector3("campos", camera.pos)
testEffect:setVector4("globalAmbient", Vector3(0.12), 1.0)
testEffect:setVector4("lights[0].diffuse", Vector3(1.0), 1.0)
testEffect:setFloat("alphaValue", alphaValue)
testEffect:commit()
tristram:draw(Matrix())
sponza:draw(Matrix():translate(0,5, 10))
for i=1,#starfield
do
local w = (rot * Matrix():translate(starfield[i].pos))
cube:draw(w)
end
testEffect:endPass()
end
end
function _render2d( )
-- TODO UI SYSTEM
--[[
MOCKUP:
UIBegin()
UIQuad(0,0,0.5,0.5, Color(255,0,0))
UIText(0,0,12,"Hello World!")
UIEnd()
]]
end
|
--------------------------------------------------------------------------------
------------------------------ ##### ## ------------------------------
------------------------------ ## ## # ## ------------------------------
------------------------------ ## ## ## ## ------------------------------
------------------------------ ## ## # ## ------------------------------
------------------------------ ##### ### ###### ------------------------------
-------------------------------- --------------------------------
----------------------- An Object Request Broker in Lua ------------------------
--------------------------------------------------------------------------------
-- Project: OiL - ORB in Lua: An Object Request Broker in Lua --
-- Release: 0.5 --
-- Title : Remote Object Proxies --
-- Authors: Renato Maia <maia@inf.puc-rio.br> --
--------------------------------------------------------------------------------
-- proxies:Facet
-- proxy:object proxyto(reference:table)
--
-- invoker:Receptacle
-- [results:object], [except:table] invoke(reference, operation, args...)
--------------------------------------------------------------------------------
local setmetatable = setmetatable
local oo = require "oil.oo" --[[VERBOSE]] local verbose = require "oil.verbose"
module("oil.kernel.base.Proxies", oo.class)
local function newclass(methodmaker)
return setmetatable(oo.initclass{
__tostring = proxytostring,
}, {
__mode = "v", -- TODO:[maia] can method creation/collection be worse than
-- memory leak due to invocation of constantly
-- changing methods ?
__call = oo.rawnew,
__index = function(cache, field)
local function invoker(self, ...) --[[VERBOSE]] verbose:proxies("call to ",field," ", ...)
return self.__manager.requester:newrequest(self.__reference, field, ...)
end
invoker = methodmaker(invoker, field)
cache[field] = invoker
return invoker
end,
})
end
function __init(self, ...)
self = oo.rawnew(self, ...)
self.class = self.class or newclass(self.invoker)
return self
end
function fromstring(self, reference, ...)
local result, except = self.referrer:decode(reference)
if result then
result, except = self:resolve(result, ...)
end
return result, except
end
function resolve(self, reference, ...) --[[VERBOSE]] verbose:proxies(true, "resolve reference for ",reference)
local result, except
local servants = self.servants
if servants then
result, except = self.referrer:islocal(reference, servants.accesspoint)
if result then --[[VERBOSE]] verbose:proxies("local object with key '",result,"' restored")
result = servants:retrieve(result)
end
end
if not result then --[[VERBOSE]] verbose:proxies("new proxy created for reference", reference)
result, except = self:newproxy(reference, ...)
end --[[VERBOSE]] verbose:proxies(false)
return result, except
end
function newproxy(self, reference) --[[VERBOSE]] verbose:proxies("new proxy to ",reference)
return self.class{
__manager = self,
__reference = reference,
}
end
function excepthandler(self, handler) --[[VERBOSE]] verbose:proxies("setting exception handler for proxies")
self.defaulthandler = handler
return true
end
|
local FOLDER_NAME, private = ...
local Chronicles = private.Core
local Locale = LibStub("AceLocale-3.0"):GetLocale(private.addon_name)
DemoFactionsDB = {
--[[ structure:
[factionId] = {
id=[integer], -- Id of the faction
name=[string], -- name of the faction
description=[string], -- description
timeline=[integer], -- id of the timeline
},
--]]
[1] = {
id = 1,
name = Locale["Titans"],
description = Locale["Titans description"],
timeline = 2
},
[2] = {
id = 2,
name = Locale["OldGods"],
description = Locale["OldGods description"],
timeline = 2
},
}
|
require 'paths'
require 'image'
local anno_utils = require 'utils.anno_utils_filter'
local tablex = require('pl.tablex')
local M = {}
local DataLoader = torch.class('lstm.DataLoader', M)
function DataLoader:__init(opt)
print('Initialize dataloader...')
self.feat_dirs = {}
table.insert(self.feat_dirs, paths.concat(opt.data, opt.train_feat))
table.insert(self.feat_dirs, paths.concat(opt.data, opt.val_feat))
self.anno_dirs = {}
table.insert(self.anno_dirs, paths.concat(opt.data, opt.train_anno))
table.insert(self.anno_dirs, paths.concat(opt.data, opt.val_anno))
self.fc7_dirs = {}
table.insert(self.fc7_dirs, paths.concat(opt.data, opt.train_fc7))
table.insert(self.fc7_dirs, paths.concat(opt.data, opt.val_fc7))
self.att_size = opt.att_size
self.feat_size = opt.feat_size
self.fc7_size = opt.fc7_size
self.reason_step = opt.reason_step
self.anno_utils = anno_utils
self.use_noun = opt.use_noun
self.truncate = opt.truncate
self.jpg = opt.jpg
-- Prepare captions
self.id2file, self.train_ids, self.val_ids = anno_utils.read_dataset(self.feat_dirs, '.dat')
self.id2fc7_file, _, _ = anno_utils.read_dataset(self.fc7_dirs, '.dat')
self.id2captions, self.word2index, self.index2word, self.word_cnt = anno_utils.read_captions(self.anno_dirs, nil)
opt.word2index = self.word2index
print('Dataset summary:')
print('id2file size: ' .. tablex.size(self.id2file))
print('id2captions size: ' .. tablex.size(self.id2captions))
print('word2index size: '.. tablex.size(self.word2index))
print('word_cnt: ' .. self.word_cnt)
-- This is for model
opt.word_cnt = self.word_cnt
-- Split dataset into train, val and test
-- self.train_set, self.val_set, self.test_set = anno_utils.split_dataset(self.val_ids, opt.val_size, opt.test_size)
self.train_set, self.val_set, self.test_set = anno_utils.read_index_split(opt)
if opt.test_mode then
self.val_set, self.test_set = self.test_set, self.val_set
end
if opt.server_train_mode then
local cur_n = #self.train_set
for i = 1, #self.val_set do
self.train_set[cur_n + i] = self.val_set[i]
end
self.val_set = self.test_set
end
if opt.server_test_mode then
server_id2file, server_test_ids, _ = anno_utils.read_dataset({paths.concat(opt.data, opt.test_feat)},'.dat')
server_id2fc7_file, _, _ = anno_utils.read_dataset({paths.concat(opt.data, opt.test_fc7)}, '.dat')
self.val_set = server_test_ids
self.id2file = server_id2file
self.id2fc7_file = server_id2fc7_file
end
print('validation set size: ' .. tablex.size(self.val_set))
print('test set size: ' .. tablex.size(self.test_set))
-- local cur_n = #self.train_set
-- for i = 1, #self.train_ids do
-- self.train_set[cur_n + i] = self.train_ids[i]
-- end
print('train set size: ' .. tablex.size(self.train_set))
-- Generate len2captions
self.train_len2captions = anno_utils.gen_len2captions(self.train_set, self.id2captions)
print('size of train_len2captions: ' .. tablex.size(self.train_len2captions))
if not opt.server_test_mode then
self.val_len2captions = anno_utils.gen_len2captions(self.val_set, self.id2captions)
print('size of val_len2captions: ' .. tablex.size(self.val_len2captions))
end
local max_seq_len = 1
for k,v in pairs(self.train_len2captions) do
-- print(k)
-- if k > opt.max_seq_len then opt.max_seq_len = k end
max_seq_len = math.max(max_seq_len, k)
end
opt.max_seq_len = max_seq_len + 2
print('Max sequence length is: ' .. opt.max_seq_len)
-- os.exit()
end
--------------------------------------------------------
-- genrate training data
-- INPUT
-- batch: a table of captions
-- OUTPUT
-- image: a tensor, 196*512
--------------------------------------------------------
function DataLoader:gen_train_data(batch)
-- local images = torch.CudaTensor(#batch, 512, 14, 14)
local images = torch.CudaTensor(#batch, self.att_size, self.feat_size)
local input_text = torch.CudaTensor(#batch, #batch[1][3] + 1)
local output_text = torch.CudaTensor(#batch, #batch[1][3] + 1)
local fc7_images = torch.CudaTensor(#batch, self.fc7_size)
local noun_list
if self.use_noun then
noun_list = torch.Tensor(#batch, self.word_cnt):zero()
else
noun_list = nil
end
for i = 1, #batch do
-- caption = {id, caption}
local id, ann_id, caption = batch[i][1], batch[i][2], batch[i][3]
-- local file = files[id2index[id]]
local file = self.id2file[id]
local fc7_file = self.id2fc7_file[id]
-- from 512*14*14
images[i]:copy(torch.load(file):reshape(self.feat_size, self.att_size):transpose(1, 2))
fc7_images[i]:copy(torch.load(fc7_file))
local word_dict = {}
for j = 1, #caption do
input_text[i][j + 1] = caption[j]
output_text[i][j] = caption[j]
word_dict[caption[j]] = true
end
input_text[i][1] = anno_utils.START_NUM
output_text[i][#caption + 1] = anno_utils.STOP_NUM
if self.use_cat then
if self.id2cats[id] ~= nil then
for k, cat in ipairs(self.id2cats[id]) do
noun_list[i][k] = cat
end
end
elseif self.use_noun then
local ind = 1
for k, _ in pairs(word_dict) do
if k > anno_utils.NUM then
noun_list[i][ind] = k
ind = ind + 1
end
end
end
end
return images, fc7_images, input_text, output_text, noun_list
end
function DataLoader:gen_test_data(j1, j2)
local images = torch.CudaTensor(j2 - j1 + 1, self.att_size, self.feat_size)
local fc7_images = torch.CudaTensor(j2 - j1 + 1, self.fc7_size)
for i = j1, j2 do
local id = self.val_set[i]
local file = self.id2file[id]
local fc7_file = self.id2fc7_file[id]
images[i - j1 + 1]:copy(torch.load(file):reshape(self.feat_size, self.att_size):transpose(1, 2))
fc7_images[i - j1 + 1]:copy(torch.load(fc7_file))
end
return images, fc7_images
end
-----------------------------------------------------
-- generate batch with same length for training
-----------------------------------------------------
function DataLoader:gen_batch(len2captions, batch_size)
local batches = {}
for len, captions in pairs(len2captions) do
local i = 1; local j = batch_size
while i <= #captions do
j = j <= #captions and j or #captions
local batch = {}
for k = i, j do table.insert(batch, captions[k]) end
table.insert(batches, batch)
i = j + 1; j = i + batch_size - 1
end
end
return batches
end
return M.DataLoader
|
mt = require "moduletest"
json = require "json"
local out = {}
out["dials"] = {}
for key, value in pairs(mt.list) do
if type(value) == "table" then
if #value > 0 and value[1] ~= "" then
out["dials"][key] = value
end
else
out[key] = value
end
end
print(json.encode(out))
|
PWM_PINS = {5, 6, 7} -- gpio12, gpio13, gpio14
INPUT_PIN = 2 -- gpio04
function startup()
if abort == true then
print('Start aborted!')
return
end
print('Start.')
dofile('rgb-pwm.lua')
end
uart.setup(0, 9600, 8, 0, 1, 1)
gpio.mode(INPUT_PIN, gpio.INPUT)
for i=1, 3 do
gpio.mode(PWM_PINS[i], gpio.OUTPUT)
gpio.write(PWM_PINS[i], gpio.LOW)
end
abort = false
tmr.alarm(0,10000,0,startup)
|
local function onCreate(overlay)
local menu = StackMenu:create(500, overlay, 15)
local resume = menu:addButton("Resume")
local exit = menu:addButton("Exit")
resume.onClick = function()
game.gui.pop()
game.input.hideMouse()
game.control.resume()
end
exit.onClick = function()
game.gui.change("main_menu")
game.control.exitGame()
end
end
game.gui.addGui{
id = "pause",
title = "Pause Menu",
create = onCreate,
}
game.onKeyReleased(game.Keyboard.Escape, function()
if game.control.currentState() == game.State.InGame then
game.control.pause()
game.gui.push("pause")
game.input.showMouse()
end
end)
|
local themes = require('telescope.themes')
local builtin = require('telescope.builtin')
local extensions = require('telescope._extensions').manager
local config = require('telescope.config')
local command = {}
local arg_value = {
['nil'] = nil,['""'] = '',['"'] = ''
}
local bool_type = {
['false'] = false,['true'] = true
}
-- convert command line string arguments to
-- lua number boolean type and nil value
local function convert_user_opts(user_opts)
local default_opts = config.values
local _switch = {
['boolean'] = function(key,val)
if val == 'false' then
user_opts[key] = false
return
end
user_opts[key] = true
end,
['number'] = function(key,val)
user_opts[key] = tonumber(val)
end,
['string'] = function(key,val)
if arg_value[val] ~= nil then
user_opts[key] = arg_value[val]
return
end
if bool_type[val] ~= nil then
user_opts[key] = bool_type[val]
end
end
}
local _switch_metatable = {
__index = function(_,k)
print(string.format('Type of %s does not match',k))
end
}
setmetatable(_switch,_switch_metatable)
for key,val in pairs(user_opts) do
if default_opts[key] ~= nil then
_switch[type(default_opts[key])](key,val)
else
_switch['string'](key,val)
end
end
end
-- receive the viml command args
-- it should be a table value like
-- {
-- cmd = 'find_files',
-- theme = 'dropdown',
-- extension_type = 'command'
-- opts = {
-- cwd = '***',
-- }
function command.run_command(args)
local user_opts = args or {}
if next(user_opts) == nil and not user_opts.cmd then
print('[Telescope] your command miss args')
return
end
local cmd = user_opts.cmd
local opts = user_opts.opts or {}
local extension_type = user_opts.extension_type or ''
local theme = user_opts.theme or ''
if next(opts) ~= nil then
convert_user_opts(opts)
end
if string.len(theme) > 0 then
opts = themes[theme](opts)
end
if string.len(extension_type) > 0 and extension_type ~= '"' then
extensions[cmd][extension_type](opts)
return
end
if builtin[cmd] then
builtin[cmd](opts)
return
end
if rawget(extensions,cmd) then
extensions[cmd][cmd](opts)
end
end
return command
|
local status, hyperModeAppMappings = pcall(require, 'keyboard.hyper-apps')
if not status then
hyperModeAppMappings = require('keyboard.hyper-apps-defaults')
end
for i, mapping in ipairs(hyperModeAppMappings) do
hs.hotkey.bind({'shift', 'ctrl', 'alt', 'cmd'}, mapping[1], function()
local appName = mapping[2]
local app = hs.application.get(appName)
if app then
app:activate()
else
hs.application.launchOrFocus(appName)
end
end)
end
|
--[[
Lua 5.1 Copyright (C) 1994-2006 Lua.org, PUC-Rio
]]
package.path = ngx.var.app.."/?.lua;"..package.path
local Http = require ("contrib/http");
local Crypt = require ("contrib/crypt");
local Sql = require ("contrib/sql");
--GenerateSessionId
function GenUid (PseudoId)
local Dict = "0X1P2QV4cCUdeAfgMhijEklmnS5OpZ@qrKsWt9vIw7by6zBu-DF3Hx8JaL_NRoTYG";
local DictLen = string.len (Dict);
local Index = 0;
local Pch = 0;
local SessionId = "";
local Salt = os.time();
PseudoId = string.sub(tostring(Salt-64), -3, -1)..PseudoId..string.sub(tostring(Salt+64), -3, -1);
local Len = string.len (PseudoId);
for i=1, Len do
Index = string.find (Dict, string.sub (PseudoId, i, i));
Index = Index + 13;
if Index > DictLen then
Index = Index - DictLen;
end
SessionId = SessionId..string.sub(Dict, Index, Index);
end
return (SessionId);
end
--Method
local Method = Http.Request ("Method");
--Start
if Method == "Start" then
local UserName = Http.Request ("UserName");
local Password = Http.Request ("Password");
local Q = Sql.Query;
Q:New ([[SELECT "UserName", "Password" FROM "Auth"."User" WHERE "UserName"=? LIMIT 1;]]);
Q:SetString (UserName);
local pgmoon = require ("pgmoon");
local db = pgmoon.new(Sql.Conf);
assert(db:connect());
local Res, Err = db:query (Q.Stm);
if table.getn(Res) == 0 then
Http.Response ({Result = 0});
db:keepalive();
return;
end
if not Crypt.CheckPassw(Password, Res[1].Password) then
Http.Response ({Result = 0});
return;
end
db:keepalive();
local Session = require ("resty.session").start();
--Session.cookie.lifetime = 60;
Session.cookie.persistent = true;
Session.data.uid = UserName;
Session:save ();
Http.Response ({Result = 1});
return;
end
--Renew
if Method == "Renew" then
local Session = require ("resty.session").open();
if not Session.data.uid then
Http.Response ({Result = 0});
return false;
end
--Session.cookie.lifetime = 60;
--Session:save ();
Http.Response ({Result = 1});
return;
end
--Terminate
if Method == "Terminate" then
local Session = require ("resty.session").start();
Session:destroy ();
Http.Response ({Result = 1});
return;
end
--LoginRequired
function LoginRequired ()
local Session = require ("resty.session").open();
if not Session.data.uid then
return false;
end
--Session.cookie.lifetime = 60;
--Session:save ();
return true;
end
--GetUser
function GetUser ()
local Session = require ("resty.session").open();
if not Session.data.uid then
return "";
end
return Session.data.uid;
end
return {LoginRequired = LoginRequired, GetUser = GetUser}
|
local dataforms = require "util.dataforms";
local adhoc_util = require "util.adhoc";
local serialization = require "util.serialization";
local adhoc_new = module:require "adhoc".new;
-- Dataform borrowed from Prosodys busted test for util.dataforms
local form = dataforms.new({
title = "form-title",
instructions = "form-instructions",
{
type = "hidden",
name = "FORM_TYPE",
value = "xmpp:prosody.im/spec/util.dataforms#1",
};
{
type = "fixed";
value = "Fixed field";
},
{
type = "boolean",
label = "boolean-label",
name = "boolean-field",
value = true,
},
{
type = "fixed",
label = "fixed-label",
name = "fixed-field",
value = "fixed-value",
},
{
type = "hidden",
label = "hidden-label",
name = "hidden-field",
value = "hidden-value",
},
{
type = "jid-multi",
label = "jid-multi-label",
name = "jid-multi-field",
value = {
"jid@multi/value#1",
"jid@multi/value#2",
},
},
{
type = "jid-single",
label = "jid-single-label",
name = "jid-single-field",
value = "jid@single/value",
},
{
type = "list-multi",
label = "list-multi-label",
name = "list-multi-field",
value = {
"list-multi-option-value#1",
"list-multi-option-value#3",
},
options = {
{
label = "list-multi-option-label#1",
value = "list-multi-option-value#1",
default = true,
},
{
label = "list-multi-option-label#2",
value = "list-multi-option-value#2",
default = false,
},
{
label = "list-multi-option-label#3",
value = "list-multi-option-value#3",
default = true,
},
}
},
{
type = "list-single",
label = "list-single-label",
name = "list-single-field",
value = "list-single-value",
options = {
"list-single-value",
"list-single-value#2",
"list-single-value#3",
}
},
{
type = "text-multi",
label = "text-multi-label",
name = "text-multi-field",
value = "text\nmulti\nvalue",
},
{
type = "text-private",
label = "text-private-label",
name = "text-private-field",
value = "text-private-value",
},
{
type = "text-single",
label = "text-single-label",
name = "text-single-field",
value = "text-single-value",
},
})
local function handler(fields, err, data) -- luacheck: ignore 212/data
return {
status = "completed",
info = "Data was:\n"
.. serialization.serialize(err or fields),
};
end
module:provides("adhoc",
adhoc_new("Dataforms Demo",
"xmpp:zash.se/mod_adhoc_test",
adhoc_util.new_simple_form(form, handler)));
|
return {
encode = function(s)
end,
decode = function(s)
end
}
|
local shell = require("shell")
local args, opts = shell.parse(...)
local str = ""
local out = {}
if opts.a then
opts.s = true; opts.r = true; opts.v = true; opts.p = true; opts.o = true;
end
if opts.s then
table.insert(out, "Fuchas Kernel")
end
if opts.r then
table.insert(out, OSDATA.VERSION)
end
if opts.v then
table.insert(out, OSDATA.BUILD_DATE)
end
if opts.p then
table.insert(out, _VERSION)
end
if opts.o then
table.insert(out, "Fuchas")
end
print(table.concat(out, " "))
|
dbg=require("debugger")
function arrayInit(Arr,lim)
for i=1,lim do
Arr[i]=0
end
return Arr
end
--copies contents of array A1 to A2
--optional 3rd argument: lim
--controls how much of A1 to copy to A2
function arrayCopy(A1,A2,lim)
lim=lim or #A1
for i=1,lim do
table.insert(A2,A1[i])
end
end
function mergeSort(list)
-- dbg()
firstHalf={}
secondHalf={}
if #list > 1 then
arrayCopy(list, firstHalf, (#list)/2)
mergeSort(firstHalf)
--merge sort the second half
secondHalfLength=#list - (#list)/2
arrayCopy(list, secondHalf, secondHalfLength)
mergeSort(secondHalf)
merge(list,firstHalf,secondHalf)
end
return
end
function merge(list1,list2,temp)
temp=temp or {}
local current1 = 1 --current index in list1
local current2 = 1 --current index in list2
local current3 = 1 --current index in temp
while current1< #list1 and current2 < #list2 do
if list1[current1] < list2[current2] then
temp[current3] = list1[current1];
current3=current3+1
current1=current1+1
else
temp[current3]=list2[current2];
current3=current3+1
current2=current2+1
end
end
while current1 < #list1 do
temp[current3] = list1[current1]
current3=current3+1
current1=current1+1
end
while current2 < #list2 do
temp[current3] = list2[current2];
current3=current3+1
current2=current2+1
end
end
function printArray(Arr)
for i,v in ipairs(Arr) do
io.write(v," ")
end
io.write("\n")
end
function main()
local list={350, 223, 445, -45, 56, 234, -99, 498, 428, -990, 56, 78, 88, -999};
local s1 = "Before invoking the Merge Sort algorithm:\n";
local s2 = "After invoking the Merge Sort algorithm:\n";
local s3 = "Merge Sort runs in O(n lg n) time!\n";
print(s1)
printArray(list);
print("\n");
mergeSort(list);
print(s2);
printArray(list);
print("\n");
print(s3);
end
main()
|
---addon namespace
local _, ns = ...
ns.pigments = {
{
itemId = 39151,
name = "Alabaster Pigment",
sources = {
{
itemId = 765,
name = "Silverleaf",
chance = 1.0,
},
{
itemId = 2447,
name = "Peacebloom",
chance = 1.0,
},
{
itemId = 2449,
name = "Earthroot",
chance = 1.0,
},
}
},
{
itemId = 39334,
name = "Dusky Pigment",
sources = {
{
itemId = 2452,
name = "Swiftthistle",
chance = 1.0,
},
{
itemId = 3820,
name = "Stranglekelp",
chance = 1.0,
},
{
itemId = 785,
name = "Mageroyal",
chance = 1.0,
},
{
itemId = 2453,
name = "Bruiseweed",
chance = 1.0,
},
{
itemId = 2450,
name = "Briarthorn",
chance = 1.0,
},
}
},
{
itemId = 43103,
name = "Verdent Pigment",
sources = {
{
itemId = 2452,
name = "Swiftthistle",
chance = 0.25,
},
{
itemId = 3820,
name = "Stranglekelp",
chance = 0.50,
},
{
itemId = 785,
name = "Mageroyal",
chance = 0.25,
},
{
itemId = 2453,
name = "Bruiseweed",
chance = 0.50,
},
{
itemId = 2450,
name = "Briarthorn",
chance = 0.25,
},
}
},
{
itemId = 39338,
name = "Golden Pigment",
sources = {
{
itemId = 3355,
name = "Wild Steelbloom",
chance = 1.0,
},
{
itemId = 3357,
name = "Liferoot",
chance = 1.0,
},
{
itemId = 3356,
name = "Kingsblood",
chance = 1.0,
},
{
itemId = 3369,
name = "Grave Moss",
chance = 1.0,
},
}
},
{
itemId = 43104,
name = "Burnt Pigment",
sources = {
{
itemId = 3355,
name = "Wild Steelbloom",
chance = 0.25,
},
{
itemId = 3357,
name = "Liferoot",
chance = 0.50,
},
{
itemId = 3356,
name = "Kingsblood",
chance = 0.50,
},
{
itemId = 3369,
name = "Grave Moss",
chance = 0.25,
},
}
},
{
itemId = 39339,
name = "Emerald Pigment",
sources = {
{
itemId = 3819,
name = "Wintersbite",
chance = 1.0,
},
{
itemId = 3358,
name = [[Khadgar's Whisker]],
chance = 1.0,
},
{
itemId = 3821,
name = "Goldthorn",
chance = 1.0,
},
{
itemId = 3818,
name = "Fadeleaf",
chance = 1.0,
},
}
},
{
itemId = 43105,
name = "Indigo Pigment",
sources = {
{
itemId = 3819,
name = "Wintersbite",
chance = 0.50,
},
{
itemId = 3358,
name = [[Khadgar's Whisker]],
chance = 0.50,
},
{
itemId = 3821,
name = "Goldthorn",
chance = 0.25,
},
{
itemId = 3818,
name = "Fadeleaf",
chance = 0.25,
},
}
},
{
itemId = 39340,
name = "Violet Pigment",
sources = {
{
itemId = 8838,
name = "Sungrass",
chance = 1.0,
},
{
itemId = 8836,
name = [[Arthas' Tears]],
chance = 1.0,
},
{
itemId = 8831,
name = "Purple Lotus",
chance = 1.0,
},
{
itemId = 8846,
name = "Gromsblood",
chance = 1.0,
},
{
itemId = 8845,
name = "Ghost Mushroom",
chance = 1.0,
},
{
itemId = 4625,
name = "Firebloom",
chance = 1.0,
},
{
itemId = 8839,
name = "Blindweed",
chance = 1.0,
},
}
},
{
itemId = 43106,
name = "Ruby Pigment",
sources = {
{
itemId = 8838,
name = "Sungrass",
chance = 0.25,
},
{
itemId = 8836,
name = [[Arthas' Tears]],
chance = 0.25,
},
{
itemId = 8831,
name = "Purple Lotus",
chance = 0.25,
},
{
itemId = 8846,
name = "Gromsblood",
chance = 0.50,
},
{
itemId = 8845,
name = "Ghost Mushroom",
chance = 0.50,
},
{
itemId = 4625,
name = "Firebloom",
chance = 0.25,
},
{
itemId = 8839,
name = "Blindweed",
chance = 0.50,
},
}
},
{
itemId = 39341,
name = "Silvery Pigment",
sources = {
{
itemId = 13466,
name = "Plaguebloom",
chance = 1.0,
},
{
itemId = 13465,
name = "Mountain Silversage",
chance = 1.0,
},
{
itemId = 13467,
name = "Icecap",
chance = 1.0,
},
{
itemId = 13464,
name = "Golden Sansam",
chance = 1.0,
},
{
itemId = 13463,
name = "Dreamfoil",
chance = 1.0,
},
}
},
{
itemId = 43107,
name = "Sapphire Pigment",
sources = {
{
itemId = 13466,
name = "Plaguebloom",
chance = 0.50,
},
{
itemId = 13465,
name = "Mountain Silversage",
chance = 0.50,
},
{
itemId = 13467,
name = "Icecap",
chance = 0.50,
},
{
itemId = 13464,
name = "Golden Sansam",
chance = 0.25,
},
{
itemId = 13463,
name = "Dreamfoil",
chance = 0.25,
},
}
},
{
itemId = 39342,
name = "Nether Pigment",
sources = {
{
itemId = 22789,
name = "Terocone",
chance = 1.0,
},
{
itemId = 22787,
name = "Ragveil",
chance = 1.0,
},
{
itemId = 22792,
name = "Nightmare Vine",
chance = 1.0,
},
{
itemId = 22791,
name = "Netherbloom",
chance = 1.0,
},
{
itemId = 22793,
name = "Mana Thistle",
chance = 1.0,
},
{
itemId = 22785,
name = "Felweed",
chance = 1.0,
},
{
itemId = 22786,
name = "Dreaming Glory",
chance = 1.0,
},
{
itemId = 22790,
name = "Ancient Lichen",
chance = 1.0,
},
}
},
{
itemId = 43108,
name = "Ebon Pigment",
sources = {
{
itemId = 22789,
name = "Terocone",
chance = 0.25,
},
{
itemId = 22787,
name = "Ragveil",
chance = 0.25,
},
{
itemId = 22792,
name = "Nightmare Vine",
chance = 0.50,
},
{
itemId = 22791,
name = "Netherbloom",
chance = 0.50,
},
{
itemId = 22793,
name = "Mana Thistle",
chance = 0.50,
},
{
itemId = 22785,
name = "Felweed",
chance = 0.25,
},
{
itemId = 22786,
name = "Dreaming Glory",
chance = 0.25,
},
{
itemId = 22790,
name = "Ancient Lichen",
chance = 0.50,
},
}
},
{
itemId = 39343,
name = "Azure Pigment",
sources = {
{
itemId = 36904,
name = "Tiger Lily",
chance = 1.0,
},
{
itemId = 36907,
name = [[Talandra's Rose]],
chance = 1.0,
},
{
itemId = 36905,
name = "Lichbloom",
chance = 1.0,
},
{
itemId = 36906,
name = "Icethorn",
chance = 1.0,
},
{
itemId = 36901,
name = "Goldclover",
chance = 1.0,
},
{
itemId = 39969,
name = "Fire Seed",
chance = 1.0,
},
{
itemId = 39970,
name = "Fire Leaf",
chance = 1.0,
},
{
itemId = 37921,
name = "Deadnettle",
chance = 1.0,
},
{
itemId = 36903,
name = [[Adder's Tongue]],
chance = 1.0,
},
}
},
{
itemId = 43109,
name = "Icy Pigment",
sources = {
{
itemId = 36904,
name = "Tiger Lily",
chance = 0.25,
},
{
itemId = 36907,
name = [[Talandra's Rose]],
chance = 0.25,
},
{
itemId = 36905,
name = "Lichbloom",
chance = 0.50,
},
{
itemId = 36906,
name = "Icethorn",
chance = 0.50,
},
{
itemId = 36901,
name = "Goldclover",
chance = 0.25,
},
{
itemId = 39969,
name = "Fire Seed",
chance = 0.25,
},
{
itemId = 39970,
name = "Fire Leaf",
chance = 0.25,
},
{
itemId = 37921,
name = "Deadnettle",
chance = 0.25,
},
{
itemId = 36903,
name = [[Adder's Tongue]],
chance = 0.50,
},
}
},
}
ns.inks = {
{
itemId = 37101,
name = "Ivory Ink",
pigments = {
{
itemId = 39151,
quantidy = 1.0,
name = "Alabaster Pigment",
dbName = "pigments",
}
}
},
{
itemId = 39469,
name = "Moonglow Ink",
pigments = {
{
itemId = 39151,
quantidy = 2.0,
name = "Alabaster Pigment",
dbName = "pigments",
}
}
},
{
itemId = 39774,
name = "Midnight Ink",
pigments = {
{
itemId = 39334,
quantidy = 2.0,
name = "Dusky Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43115,
name = [[Hunter's Ink]],
pigments = {
{
itemId = 43103,
quantidy = 2.0,
name = "Verdent Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43116,
name = [[Lion's Ink]],
pigments = {
{
itemId = 39338,
quantidy = 2.0,
name = "Golden Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43117,
name = "Dawnstar Ink",
pigments = {
{
itemId = 43104,
quantidy = 1.0,
name = "Burnt Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43118,
name = "Jadefire Ink",
pigments = {
{
itemId = 39339,
quantidy = 2.0,
name = "Emerald Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43119,
name = "Royal Ink",
pigments = {
{
itemId = 43105,
quantidy = 1.0,
name = "Indigo Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43120,
name = "Celestial Ink",
pigments = {
{
itemId = 39340,
quantidy = 2.0,
name = "Violet Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43121,
name = "Firey Ink",
pigments = {
{
itemId = 43106,
quantidy = 1.0,
name = "Ruby Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43122,
name = "Shimmering Ink",
pigments = {
{
itemId = 39341,
quantidy = 2.0,
name = "Silvery Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43123,
name = "Ink of the Sky",
pigments = {
{
itemId = 43107,
quantidy = 1.0,
name = "Sapphire Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43124,
name = "Ethereal Ink",
pigments = {
{
itemId = 39342,
quantidy = 2.0,
name = "Nether Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43125,
name = "Darkflame Ink",
pigments = {
{
itemId = 43108,
quantidy = 1.0,
name = "Ebon Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43126,
name = "Ink of the Sea",
pigments = {
{
itemId = 39343,
quantidy = 2.0,
name = "Azure Pigment",
dbName = "pigments",
}
}
},
{
itemId = 43127,
name = "Snowfall Ink",
pigments = {
{
itemId = 43109,
quantidy = 2.0,
name = "Icy Pigment",
dbName = "pigments",
}
}
},
}
ns.glyphs = {
{
type = "Major",
name = "Glyph of Mass Dispel",
requiredLevel = 70,
class = "PRIEST",
level = 75,
itemId = 42404,
}, -- [1]
{
type = "Major",
name = "Glyph of Vigor",
requiredLevel = 70,
class = "ROGUE",
level = 75,
itemId = 42971,
}, -- [2]
{
type = "Major",
name = "Glyph of Frostfire",
requiredLevel = 75,
class = "MAGE",
level = 75,
itemId = 44684,
}, -- [3]
{
type = "Major",
name = "Glyph of Fire Elemental Totem",
requiredLevel = 68,
class = "SHAMAN",
level = 73,
itemId = 41529,
}, -- [4]
{
type = "Major",
name = "Glyph of Invisibility",
requiredLevel = 68,
class = "MAGE",
level = 73,
itemId = 42748,
}, -- [5]
{
type = "Major",
name = "Glyph of Snake Trap",
requiredLevel = 68,
class = "HUNTER",
level = 73,
itemId = 42913,
}, -- [6]
{
type = "Major",
name = "Glyph of Lifebloom",
requiredLevel = 64,
class = "DRUID",
level = 71,
itemId = 40915,
}, -- [7]
{
type = "Major",
name = "Glyph of Lava",
requiredLevel = 66,
class = "SHAMAN",
level = 71,
itemId = 41524,
}, -- [8]
{
type = "Major",
name = "Glyph of Ice Lance",
requiredLevel = 66,
class = "MAGE",
level = 71,
itemId = 42745,
}, -- [9]
{
type = "Major",
name = "Glyph of Avenging Wrath",
requiredLevel = 70,
class = "PALADIN",
level = 70,
itemId = 41107,
}, -- [10]
{
type = "Minor",
name = "Glyph of Curse of Exhaustion",
requiredLevel = 70,
class = "WARLOCK",
level = 70,
itemId = 43392,
}, -- [11]
{
type = "Major",
name = "Glyph of Intervene",
requiredLevel = 70,
class = "WARRIOR",
level = 70,
itemId = 43419,
}, -- [12]
{
type = "Minor",
name = "Glyph of Blast Wave",
requiredLevel = 70,
class = "MAGE",
level = 70,
itemId = 44920,
}, -- [13]
{
type = "Minor",
name = "Glyph of Typhoon",
requiredLevel = 70,
class = "DRUID",
level = 70,
itemId = 44922,
}, -- [14]
{
type = "Minor",
name = "Glyph of Thunderstorm",
requiredLevel = 70,
class = "SHAMAN",
level = 70,
itemId = 44923,
}, -- [15]
{
type = "Major",
name = "Glyph of Focus",
requiredLevel = 70,
class = "DRUID",
level = 70,
itemId = 44928,
}, -- [16]
{
type = "Major",
name = "Glyph of Deadly Throw",
requiredLevel = 64,
class = "ROGUE",
level = 69,
itemId = 42959,
}, -- [17]
{
type = "Minor",
name = "Glyph of Souls",
requiredLevel = 68,
class = "WARLOCK",
level = 68,
itemId = 43394,
}, -- [18]
{
type = "Minor",
name = "Glyph of Command",
requiredLevel = 68,
class = "WARRIOR",
level = 68,
itemId = 49084,
}, -- [19]
{
type = "Major",
name = "Glyph of Shadow Word: Death",
requiredLevel = 62,
class = "PRIEST",
level = 67,
itemId = 42414,
}, -- [20]
{
type = "Major",
name = "Glyph of Molten Armor",
requiredLevel = 62,
class = "MAGE",
level = 67,
itemId = 42751,
}, -- [21]
{
type = "Major",
name = "Glyph of Steady Shot",
requiredLevel = 62,
class = "HUNTER",
level = 67,
itemId = 42914,
}, -- [22]
{
type = "Minor",
name = "Glyph of Shadowfiend",
requiredLevel = 66,
class = "PRIEST",
level = 66,
itemId = 43374,
}, -- [23]
{
type = "Major",
name = "Glyph of Starfall",
requiredLevel = 60,
class = "DRUID",
level = 65,
itemId = 40921,
}, -- [24]
{
type = "Major",
name = "Glyph of Arcane Blast",
requiredLevel = 64,
class = "MAGE",
level = 64,
itemId = 44955,
}, -- [25]
{
type = "Minor",
name = "Glyph of Enduring Victory",
requiredLevel = 62,
class = "WARRIOR",
level = 62,
itemId = 43400,
}, -- [26]
{
type = "Major",
name = "Glyph of Mangle",
requiredLevel = 50,
class = "DRUID",
level = 55,
itemId = 40900,
}, -- [27]
{
type = "Major",
name = [[Glyph of Avenger's Shield]],
requiredLevel = 50,
class = "PALADIN",
level = 55,
itemId = 41101,
}, -- [28]
{
type = "Major",
name = "Glyph of Elemental Mastery",
requiredLevel = 50,
class = "SHAMAN",
level = 55,
itemId = 41552,
}, -- [29]
{
type = "Major",
name = "Glyph of Circle of Healing",
requiredLevel = 50,
class = "PRIEST",
level = 55,
itemId = 42396,
}, -- [30]
{
type = "Major",
name = "Glyph of Felguard",
requiredLevel = 50,
class = "WARLOCK",
level = 55,
itemId = 42459,
}, -- [31]
{
type = "Major",
name = "Glyph of Unstable Affliction",
requiredLevel = 50,
class = "WARLOCK",
level = 55,
itemId = 42472,
}, -- [32]
{
type = "Major",
name = "Glyph of Water Elemental",
requiredLevel = 50,
class = "MAGE",
level = 55,
itemId = 42754,
}, -- [33]
{
type = "Major",
name = "Glyph of Anti-Magic Shell",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43533,
}, -- [34]
{
type = "Major",
name = "Glyph of Heart Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43534,
}, -- [35]
{
type = "Minor",
name = "Glyph of Blood Tap",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43535,
}, -- [36]
{
type = "Major",
name = "Glyph of Bone Shield",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43536,
}, -- [37]
{
type = "Major",
name = "Glyph of Chains of Ice",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43537,
}, -- [38]
{
type = "Major",
name = "Glyph of Dark Command",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43538,
}, -- [39]
{
type = "Minor",
name = [[Glyph of Death's Embrace]],
requiredLevel = "55",
class = "DEATH KNIGHT",
level = "55",
itemId = 43539,
}, -- [40]
{
type = "Major",
name = "Glyph of Death Grip",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43541,
}, -- [41]
{
type = "Major",
name = "Glyph of Death and Decay",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43542,
}, -- [42]
{
type = "Major",
name = "Glyph of Frost Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43543,
}, -- [43]
{
type = "Minor",
name = "Glyph of Horn of Winter",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43544,
}, -- [44]
{
type = "Major",
name = "Glyph of Icebound Fortitude",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43545,
}, -- [45]
{
type = "Major",
name = "Glyph of Icy Touch",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43546,
}, -- [46]
{
type = "Major",
name = "Glyph of Obliterate",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43547,
}, -- [47]
{
type = "Major",
name = "Glyph of Plague Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43548,
}, -- [48]
{
type = "Major",
name = "Glyph of the Ghoul",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43549,
}, -- [49]
{
type = "Major",
name = "Glyph of Rune Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43550,
}, -- [50]
{
type = "Major",
name = "Glyph of Scourge Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43551,
}, -- [51]
{
type = "Major",
name = "Glyph of Strangulate",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43552,
}, -- [52]
{
type = "Major",
name = "Glyph of Unbreakable Armor",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43553,
}, -- [53]
{
type = "Major",
name = "Glyph of Vampiric Blood",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43554,
}, -- [54]
{
type = "Minor",
name = "Glyph of Corpse Explosion",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43671,
}, -- [55]
{
type = "Minor",
name = "Glyph of Pestilence",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43672,
}, -- [56]
{
type = "Minor",
name = "Glyph of Raise Dead",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 44432,
}, -- [57]
{
type = "Major",
name = "Glyph of Rune Tap",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43825,
}, -- [58]
{
type = "Major",
name = "Glyph of Blood Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43826,
}, -- [59]
{
type = "Major",
name = "Glyph of Death Strike",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 43827,
}, -- [60]
{
type = "Major",
name = "Glyph of Holy Wrath",
requiredLevel = 50,
class = "PALADIN",
level = 55,
itemId = 43867,
}, -- [61]
{
type = "Major",
name = "Glyph of Seal of Righteousness",
requiredLevel = 50,
class = "PALADIN",
level = 55,
itemId = 43868,
}, -- [62]
{
type = "Major",
name = "Glyph of Seal of Vengeance",
requiredLevel = 50,
class = "PALADIN",
level = 55,
itemId = 43869,
}, -- [63]
{
type = "Major",
name = "Glyph of Raise Dead",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 55,
itemId = 44432,
}, -- [64]
{
type = "Major",
name = "Glyph of Eternal Water",
requiredLevel = 50,
class = "MAGE",
level = 55,
itemId = 50045,
}, -- [65]
{
type = "Major",
name = "Glyph of Devastate",
requiredLevel = 50,
class = "WARRIOR",
level = 50,
itemId = 43415,
}, -- [66]
{
type = "Major",
name = "Glyph of Hammer of Wrath",
requiredLevel = 44,
class = "PALADIN",
level = 49,
itemId = 41097,
}, -- [67]
{
type = "Major",
name = "Glyph of Death Coil",
requiredLevel = 42,
class = "WARLOCK",
level = 47,
itemId = 42457,
}, -- [68]
{
type = "Major",
name = "Glyph of Swiftmend",
requiredLevel = 40,
class = "DRUID",
level = 45,
itemId = 40906,
}, -- [69]
{
type = "Major",
name = "Glyph of Innervate",
requiredLevel = 40,
class = "DRUID",
level = 45,
itemId = 40908,
}, -- [70]
{
type = "Major",
name = "Glyph of Hurricane",
requiredLevel = 40,
class = "DRUID",
level = 45,
itemId = 40920,
}, -- [71]
{
type = "Major",
name = "Glyph of Chain Heal",
requiredLevel = 40,
class = "SHAMAN",
level = 45,
itemId = 41517,
}, -- [72]
{
type = "Major",
name = "Glyph of Mana Tide Totem",
requiredLevel = 40,
class = "SHAMAN",
level = 45,
itemId = 41538,
}, -- [73]
{
type = "Major",
name = "Glyph of Stormstrike",
requiredLevel = 40,
class = "SHAMAN",
level = 45,
itemId = 41539,
}, -- [74]
{
type = "Major",
name = "Glyph of Lightwell",
requiredLevel = 40,
class = "PRIEST",
level = 45,
itemId = 42403,
}, -- [75]
{
type = "Major",
name = "Glyph of Conflagrate",
requiredLevel = 40,
class = "WARLOCK",
level = 45,
itemId = 42454,
}, -- [76]
{
type = "Major",
name = "Glyph of Howl of Terror",
requiredLevel = 40,
class = "WARLOCK",
level = 45,
itemId = 42463,
}, -- [77]
{
type = "Major",
name = "Glyph of Arcane Power",
requiredLevel = 40,
class = "MAGE",
level = 45,
itemId = 42736,
}, -- [78]
{
type = "Major",
name = "Glyph of Bestial Wrath",
requiredLevel = 40,
class = "HUNTER",
level = 45,
itemId = 42902,
}, -- [79]
{
type = "Major",
name = "Glyph of Trueshot Aura",
requiredLevel = 40,
class = "HUNTER",
level = 45,
itemId = 42915,
}, -- [80]
{
type = "Major",
name = "Glyph of Volley",
requiredLevel = 40,
class = "HUNTER",
level = 45,
itemId = 42916,
}, -- [81]
{
type = "Major",
name = "Glyph of Wyvern Sting",
requiredLevel = 40,
class = "HUNTER",
level = 45,
itemId = 42917,
}, -- [82]
{
type = "Major",
name = "Glyph of Adrenaline Rush",
requiredLevel = 40,
class = "ROGUE",
level = 45,
itemId = 42954,
}, -- [83]
{
type = "Major",
name = "Glyph of Berserk",
requiredLevel = 60,
class = "DRUID",
level = 45,
itemId = 45601,
}, -- [84]
{
type = "Major",
name = "Glyph of Wild Growth",
requiredLevel = 60,
class = "DRUID",
level = 45,
itemId = 45602,
}, -- [85]
{
type = "Major",
name = "Glyph of Nourish",
requiredLevel = 80,
class = "DRUID",
level = 45,
itemId = 45603,
}, -- [86]
{
type = "Major",
name = "Glyph of Savage Roar",
requiredLevel = 75,
class = "DRUID",
level = 45,
itemId = 45604,
}, -- [87]
{
type = "Major",
name = "Glyph of Monsoon",
requiredLevel = 50,
class = "DRUID",
level = 45,
itemId = 45622,
}, -- [88]
{
type = "Major",
name = "Glyph of Barkskin",
requiredLevel = 44,
class = "DRUID",
level = 45,
itemId = 45623,
}, -- [89]
{
type = "Major",
name = "Glyph of Chimera Shot",
requiredLevel = 60,
class = "HUNTER",
level = 45,
itemId = 45625,
}, -- [90]
{
type = "Major",
name = "Glyph of Explosive Shot",
requiredLevel = 60,
class = "HUNTER",
level = 45,
itemId = 45731,
}, -- [91]
{
type = "Major",
name = "Glyph of Kill Shot",
requiredLevel = 71,
class = "HUNTER",
level = 45,
itemId = 45732,
}, -- [92]
{
type = "Major",
name = "Glyph of Explosive Trap",
requiredLevel = 34,
class = "HUNTER",
level = 45,
itemId = 45733,
}, -- [93]
{
type = "Major",
name = "Glyph of Scatter Shot",
requiredLevel = 20,
class = "HUNTER",
level = 45,
itemId = 45734,
}, -- [94]
{
type = "Major",
name = "Glyph of Raptor Strike",
requiredLevel = 15,
class = "HUNTER",
level = 45,
itemId = 45735,
}, -- [95]
{
type = "Major",
name = "Glyph of Deep Freeze",
requiredLevel = 60,
class = "MAGE",
level = 45,
itemId = 45736,
}, -- [96]
{
type = "Major",
name = "Glyph of Envenom",
requiredLevel = 62,
class = "ROGUE",
level = 45,
itemId = 45908,
}, -- [97]
{
type = "Major",
name = "Glyph of Seal of Wisdom",
requiredLevel = 38,
class = "PALADIN",
level = 43,
itemId = 41109,
}, -- [98]
{
type = "Major",
name = "Glyph of Frenzied Regeneration",
requiredLevel = 36,
class = "DRUID",
level = 41,
itemId = 40896,
}, -- [99]
{
type = "Minor",
name = "Glyph of the Pack",
requiredLevel = 40,
class = "HUNTER",
level = 40,
itemId = 43355,
}, -- [100]
{
type = "Minor",
name = "Glyph of Safe Fall",
requiredLevel = 40,
class = "ROGUE",
level = 40,
itemId = 43378,
}, -- [101]
{
type = "Major",
name = "Glyph of Bloodthirst",
requiredLevel = 40,
class = "WARRIOR",
level = 40,
itemId = 43412,
}, -- [102]
{
type = "Major",
name = "Glyph of Mortal Strike",
requiredLevel = 40,
class = "WARRIOR",
level = 40,
itemId = 43421,
}, -- [103]
{
type = "Major",
name = "Glyph of Blocking",
requiredLevel = 40,
class = "WARRIOR",
level = 40,
itemId = 43425,
}, -- [104]
{
type = "Major",
name = "Glyph of Mage Armor",
requiredLevel = 34,
class = "MAGE",
level = 39,
itemId = 42749,
}, -- [105]
{
type = "Major",
name = "Glyph of Chain Lightning",
requiredLevel = 32,
class = "SHAMAN",
level = 37,
itemId = 41518,
}, -- [106]
{
type = "Major",
name = "Glyph of Whirlwind",
requiredLevel = 36,
class = "WARRIOR",
level = 36,
itemId = 43432,
}, -- [107]
{
type = "Major",
name = "Glyph of Cleansing",
requiredLevel = 35,
class = "PALADIN",
level = 35,
itemId = 41104,
}, -- [108]
{
type = "Major",
name = "Glyph of Seal of Light",
requiredLevel = 30,
class = "PALADIN",
level = 35,
itemId = 41110,
}, -- [109]
{
type = "Major",
name = "Glyph of Earthliving Weapon",
requiredLevel = 30,
class = "SHAMAN",
level = 35,
itemId = 41527,
}, -- [110]
{
type = "Major",
name = "Glyph of Windfury Weapon",
requiredLevel = 30,
class = "SHAMAN",
level = 35,
itemId = 41542,
}, -- [111]
{
type = "Major",
name = "Glyph of Mind Control",
requiredLevel = 30,
class = "PRIEST",
level = 35,
itemId = 42405,
}, -- [112]
{
type = "Major",
name = "Glyph of Prayer of Healing",
requiredLevel = 30,
class = "PRIEST",
level = 35,
itemId = 42409,
}, -- [113]
{
type = "Major",
name = "Glyph of Spirit of Redemption",
requiredLevel = 30,
class = "PRIEST",
level = 35,
itemId = 42417,
}, -- [114]
{
type = "Major",
name = "Glyph of Felhunter",
requiredLevel = 30,
class = "WARLOCK",
level = 35,
itemId = 42460,
}, -- [115]
{
type = "Major",
name = "Glyph of Siphon Life",
requiredLevel = 30,
class = "WARLOCK",
level = 35,
itemId = 42469,
}, -- [116]
{
type = "Major",
name = "Glyph of Ice Block",
requiredLevel = 30,
class = "MAGE",
level = 35,
itemId = 42744,
}, -- [117]
{
type = "Major",
name = "Glyph of Mana Gem",
requiredLevel = 30,
class = "MAGE",
level = 35,
itemId = 42750,
}, -- [118]
{
type = "Major",
name = "Glyph of the Beast",
requiredLevel = 30,
class = "HUNTER",
level = 35,
itemId = 42899,
}, -- [119]
{
type = "Major",
name = "Glyph of Blade Flurry",
requiredLevel = 30,
class = "ROGUE",
level = 35,
itemId = 42957,
}, -- [120]
{
type = "Major",
name = "Glyph of Hemorrhage",
requiredLevel = 30,
class = "ROGUE",
level = 35,
itemId = 42967,
}, -- [121]
{
type = "Major",
name = "Glyph of Preparation",
requiredLevel = 30,
class = "ROGUE",
level = 35,
itemId = 42968,
}, -- [122]
{
type = "Minor",
name = "Glyph of Feign Death",
requiredLevel = 30,
class = "HUNTER",
level = 35,
itemId = 43351,
}, -- [123]
{
type = "Minor",
name = "Glyph of Levitate",
requiredLevel = 34,
class = "PRIEST",
level = 34,
itemId = 43370,
}, -- [124]
{
type = "Major",
name = "Glyph of Incinerate",
requiredLevel = 28,
class = "WARLOCK",
level = 33,
itemId = 42453,
}, -- [125]
{
type = "Major",
name = "Glyph of Frost Trap",
requiredLevel = 28,
class = "HUNTER",
level = 33,
itemId = 42906,
}, -- [126]
{
type = "Minor",
name = "Glyph of Challenging Roar",
requiredLevel = 28,
class = "DRUID",
level = 33,
itemId = 43334,
}, -- [127]
{
type = "Major",
name = "Glyph of Succubus",
requiredLevel = 26,
class = "WARLOCK",
level = 31,
itemId = 42471,
}, -- [128]
{
type = "Major",
name = "Glyph of Rapid Fire",
requiredLevel = 26,
class = "HUNTER",
level = 31,
itemId = 42911,
}, -- [129]
{
type = "Minor",
name = "Glyph of the Wise",
requiredLevel = 15,
class = "PALADIN",
level = 30,
itemId = 43369,
}, -- [130]
{
type = "Minor",
name = "Glyph of Shadow Protection",
requiredLevel = 30,
class = "PRIEST",
level = 30,
itemId = 43372,
}, -- [131]
{
type = "Minor",
name = "Glyph of Astral Recall",
requiredLevel = 30,
class = "SHAMAN",
level = 30,
itemId = 43381,
}, -- [132]
{
type = "Minor",
name = "Glyph of Renewed Life",
requiredLevel = 30,
class = "SHAMAN",
level = 30,
itemId = 43385,
}, -- [133]
{
type = "Minor",
name = "Glyph of Enslave Demon",
requiredLevel = 30,
class = "WARLOCK",
level = 30,
itemId = 43393,
}, -- [134]
{
type = "Major",
name = "Glyph of Sweeping Strikes",
requiredLevel = 30,
class = "WARRIOR",
level = 30,
itemId = 43428,
}, -- [135]
{
type = "Major",
name = "Glyph of Turn Evil",
requiredLevel = 24,
class = "PALADIN",
level = 29,
itemId = 41102,
}, -- [136]
{
type = "Major",
name = "Glyph of Rake",
requiredLevel = 24,
class = "DRUID",
level = 28,
itemId = 40903,
}, -- [137]
{
type = "Minor",
name = "Glyph of Water Walking",
requiredLevel = 28,
class = "SHAMAN",
level = 28,
itemId = 43388,
}, -- [138]
{
type = "Major",
name = "Glyph of Shred",
requiredLevel = 22,
class = "DRUID",
level = 26,
itemId = 40901,
}, -- [139]
{
type = "Major",
name = "Glyph of Rip",
requiredLevel = 20,
class = "DRUID",
level = 25,
itemId = 40902,
}, -- [140]
{
type = "Major",
name = "Glyph of Rebirth",
requiredLevel = 20,
class = "DRUID",
level = 25,
itemId = 40909,
}, -- [141]
{
type = "Major",
name = "Glyph of Starfire",
requiredLevel = 20,
class = "DRUID",
level = 25,
itemId = 40916,
}, -- [142]
{
type = "Major",
name = "Glyph of Insect Swarm",
requiredLevel = 20,
class = "DRUID",
level = 25,
itemId = 40919,
}, -- [143]
{
type = "Major",
name = "Glyph of Seal of Command",
requiredLevel = 20,
class = "PALADIN",
level = 25,
itemId = 41094,
}, -- [144]
{
type = "Major",
name = "Glyph of Crusader Strike",
requiredLevel = 20,
class = "PALADIN",
level = 25,
itemId = 41098,
}, -- [145]
{
type = "Major",
name = "Glyph of Consecration",
requiredLevel = 20,
class = "PALADIN",
level = 25,
itemId = 41099,
}, -- [146]
{
type = "Major",
name = "Glyph of Exorcism",
requiredLevel = 20,
class = "PALADIN",
level = 25,
itemId = 41103,
}, -- [147]
{
type = "Major",
name = "Glyph of Flash of Light",
requiredLevel = 20,
class = "PALADIN",
level = 25,
itemId = 41105,
}, -- [148]
{
type = "Major",
name = "Glyph of Healing Stream Totem",
requiredLevel = 20,
class = "SHAMAN",
level = 25,
itemId = 41533,
}, -- [149]
{
type = "Major",
name = "Glyph of Lesser Healing Wave",
requiredLevel = 20,
class = "SHAMAN",
level = 25,
itemId = 41535,
}, -- [150]
{
type = "Major",
name = "Glyph of Water Mastery",
requiredLevel = 20,
class = "SHAMAN",
level = 25,
itemId = 41541,
}, -- [151]
{
type = "Major",
name = "Glyph of Frost Shock",
requiredLevel = 20,
class = "SHAMAN",
level = 25,
itemId = 41547,
}, -- [152]
{
type = "Major",
name = "Glyph of Fear Ward",
requiredLevel = 20,
class = "PRIEST",
level = 25,
itemId = 42399,
}, -- [153]
{
type = "Major",
name = "Glyph of Flash Heal",
requiredLevel = 20,
class = "PRIEST",
level = 25,
itemId = 42400,
}, -- [154]
{
type = "Major",
name = "Glyph of Holy Nova",
requiredLevel = 20,
class = "PRIEST",
level = 25,
itemId = 42401,
}, -- [155]
{
type = "Major",
name = "Glyph of Shadow",
requiredLevel = 20,
class = "PRIEST",
level = 25,
itemId = 42407,
}, -- [156]
{
type = "Major",
name = "Glyph of Scourge Imprisonment",
requiredLevel = 20,
class = "PRIEST",
level = 25,
itemId = 42412,
}, -- [157]
{
type = "Major",
name = "Glyph of Shadowburn",
requiredLevel = 20,
class = "WARLOCK",
level = 25,
itemId = 42468,
}, -- [158]
{
type = "Major",
name = "Glyph of Blink",
requiredLevel = 20,
class = "MAGE",
level = 25,
itemId = 42737,
}, -- [159]
{
type = "Major",
name = "Glyph of Evocation",
requiredLevel = 20,
class = "MAGE",
level = 25,
itemId = 42738,
}, -- [160]
{
type = "Major",
name = "Glyph of Icy Veins",
requiredLevel = 20,
class = "MAGE",
level = 25,
itemId = 42746,
}, -- [161]
{
type = "Major",
name = "Glyph of Scorch",
requiredLevel = 20,
class = "MAGE",
level = 25,
itemId = 42747,
}, -- [162]
{
type = "Major",
name = "Glyph of Aimed Shot",
requiredLevel = 20,
class = "HUNTER",
level = 25,
itemId = 42897,
}, -- [163]
{
type = "Major",
name = "Glyph of Deterrence",
requiredLevel = 20,
class = "HUNTER",
level = 25,
itemId = 42903,
}, -- [164]
{
type = "Major",
name = "Glyph of Disengage",
requiredLevel = 20,
class = "HUNTER",
level = 25,
itemId = 42904,
}, -- [165]
{
type = "Major",
name = "Glyph of Freezing Trap",
requiredLevel = 20,
class = "HUNTER",
level = 25,
itemId = 42905,
}, -- [166]
{
type = "Major",
name = "Glyph of Crippling Poison",
requiredLevel = 20,
class = "ROGUE",
level = 25,
itemId = 42958,
}, -- [167]
{
type = "Major",
name = "Glyph of Ghostly Strike",
requiredLevel = 20,
class = "ROGUE",
level = 25,
itemId = 42965,
}, -- [168]
{
type = "Major",
name = "Glyph of Rupture",
requiredLevel = 20,
class = "ROGUE",
level = 25,
itemId = 42969,
}, -- [169]
{
type = "Minor",
name = "Glyph of Unburdened Rebirth",
requiredLevel = 20,
class = "DRUID",
level = 25,
itemId = 43331,
}, -- [170]
{
type = "Major",
name = "Glyph of Execution",
requiredLevel = 24,
class = "WARRIOR",
level = 24,
itemId = 43416,
}, -- [171]
{
type = "Major",
name = "Glyph of Dispel Magic",
requiredLevel = 18,
class = "PRIEST",
level = 23,
itemId = 42397,
}, -- [172]
{
type = "Major",
name = "Glyph of Searing Pain",
requiredLevel = 18,
class = "WARLOCK",
level = 23,
itemId = 42466,
}, -- [173]
{
type = "Major",
name = "Glyph of Soulstone",
requiredLevel = 18,
class = "WARLOCK",
level = 23,
itemId = 42470,
}, -- [174]
{
type = "Major",
name = "Glyph of Remove Curse",
requiredLevel = 18,
class = "MAGE",
level = 23,
itemId = 42753,
}, -- [175]
{
type = "Major",
name = "Glyph of Multi-Shot",
requiredLevel = 18,
class = "HUNTER",
level = 23,
itemId = 42910,
}, -- [176]
{
type = "Major",
name = "Glyph of Ambush",
requiredLevel = 18,
class = "ROGUE",
level = 23,
itemId = 42955,
}, -- [177]
{
type = "Minor",
name = "Glyph of Water Breathing",
requiredLevel = 22,
class = "SHAMAN",
level = 22,
itemId = 43344,
}, -- [178]
{
type = "Minor",
name = "Glyph of Frost Ward",
requiredLevel = 22,
class = "MAGE",
level = 22,
itemId = 43360,
}, -- [179]
{
type = "Minor",
name = "Glyph of Distract",
requiredLevel = 22,
class = "ROGUE",
level = 22,
itemId = 43376,
}, -- [180]
{
type = "Minor",
name = "Glyph of Vanish",
requiredLevel = 22,
class = "ROGUE",
level = 22,
itemId = 43380,
}, -- [181]
{
type = "Minor",
name = "Glyph of Kilrogg",
requiredLevel = 22,
class = "WARLOCK",
level = 22,
itemId = 43391,
}, -- [182]
{
type = "Major",
name = "Glyph of Immolation Trap",
requiredLevel = 16,
class = "HUNTER",
level = 21,
itemId = 42908,
}, -- [183]
{
type = "Major",
name = "Glyph of Feint",
requiredLevel = 16,
class = "ROGUE",
level = 21,
itemId = 42963,
}, -- [184]
{
type = "Minor",
name = "Glyph of Aquatic Form",
requiredLevel = 16,
class = "DRUID",
level = 21,
itemId = 43316,
}, -- [185]
{
type = "Minor",
name = "Glyph of Dash",
requiredLevel = 16,
class = "DRUID",
level = 21,
itemId = 43674,
}, -- [186]
{
type = "Major",
name = "Glyph of Mind Flay",
requiredLevel = 20,
class = "PRIEST",
level = 20,
itemId = 42415,
}, -- [187]
{
type = "Major",
name = "Glyph of Aspect of the Viper",
requiredLevel = 20,
class = "HUNTER",
level = 20,
itemId = 42901,
}, -- [188]
{
type = "Minor",
name = "Glyph of Fire Ward",
requiredLevel = 20,
class = "MAGE",
level = 20,
itemId = 43357,
}, -- [189]
{
type = "Minor",
name = "Glyph of Blessing of Kings",
requiredLevel = 20,
class = "PALADIN",
level = 20,
itemId = 43365,
}, -- [190]
{
type = "Minor",
name = "Glyph of Sense Undead",
requiredLevel = 20,
class = "PALADIN",
level = 20,
itemId = 43368,
}, -- [191]
{
type = "Minor",
name = "Glyph of Shackle Undead",
requiredLevel = 20,
class = "PRIEST",
level = 20,
itemId = 43373,
}, -- [192]
{
type = "Minor",
name = "Deprecated Glyph of the Black Wolf",
requiredLevel = 20,
class = "SHAMAN",
level = 20,
itemId = 43384,
}, -- [193]
{
type = "Minor",
name = "Glyph of Water Shield",
requiredLevel = 20,
class = "SHAMAN",
level = 20,
itemId = 43386,
}, -- [194]
{
type = "Major",
name = "Glyph of Cleaving",
requiredLevel = 20,
class = "WARRIOR",
level = 20,
itemId = 43414,
}, -- [195]
{
type = "Major",
name = "Glyph of Last Stand",
requiredLevel = 20,
class = "WARRIOR",
level = 20,
itemId = 43426,
}, -- [196]
{
type = "Major",
name = "Glyph of Survival Instincts",
requiredLevel = 20,
class = "DRUID",
level = 20,
itemId = 46372,
}, -- [197]
{
type = "Major",
name = "Glyph of Claw",
requiredLevel = 20,
class = "DRUID",
level = 20,
itemId = 48720,
}, -- [198]
{
type = "Major",
name = "Glyph of Righteous Defense",
requiredLevel = 15,
class = "PALADIN",
level = 19,
itemId = 41100,
}, -- [199]
{
type = "Major",
name = "Glyph of Psychic Scream",
requiredLevel = 15,
class = "PRIEST",
level = 19,
itemId = 42410,
}, -- [200]
{
type = "Major",
name = "Glyph of Arcane Explosion",
requiredLevel = 15,
class = "MAGE",
level = 19,
itemId = 42734,
}, -- [201]
{
type = "Major",
name = "Glyph of Expose Armor",
requiredLevel = 15,
class = "ROGUE",
level = 19,
itemId = 42962,
}, -- [202]
{
type = "Major",
name = "Glyph of Garrote",
requiredLevel = 15,
class = "ROGUE",
level = 19,
itemId = 42964,
}, -- [203]
{
type = "Major",
name = "Glyph of Regrowth",
requiredLevel = 15,
class = "DRUID",
level = 18,
itemId = 40912,
}, -- [204]
{
type = "Major",
name = "Glyph of Spiritual Attunement",
requiredLevel = 18,
class = "PALADIN",
level = 18,
itemId = 41096,
}, -- [205]
{
type = "Major",
name = "Glyph of Fire Nova",
requiredLevel = 15,
class = "SHAMAN",
level = 18,
itemId = 41530,
}, -- [206]
{
type = "Major",
name = "Glyph of Inner Fire",
requiredLevel = 15,
class = "PRIEST",
level = 17,
itemId = 42402,
}, -- [207]
{
type = "Major",
name = "Glyph of Health Funnel",
requiredLevel = 15,
class = "WARLOCK",
level = 17,
itemId = 42461,
}, -- [208]
{
type = "Minor",
name = "Glyph of Pick Lock",
requiredLevel = 16,
class = "ROGUE",
level = 16,
itemId = 43377,
}, -- [209]
{
type = "Minor",
name = "Glyph of Mocking Blow",
requiredLevel = 16,
class = "WARRIOR",
level = 16,
itemId = 43398,
}, -- [210]
{
type = "Major",
name = "Glyph of Barbaric Insults",
requiredLevel = 16,
class = "WARRIOR",
level = 16,
itemId = 43420,
}, -- [211]
{
type = "Minor",
name = "Glyph of Ghost Wolf",
requiredLevel = 16,
class = "SHAMAN",
level = 16,
itemId = 43725,
}, -- [212]
{
type = "Major",
name = "Glyph of Growl",
requiredLevel = 15,
class = "DRUID",
level = 15,
itemId = 40899,
}, -- [213]
{
type = "Major",
name = "Glyph of Moonfire",
requiredLevel = 15,
class = "DRUID",
level = 15,
itemId = 40923,
}, -- [214]
{
type = "Major",
name = "Glyph of Divinity",
requiredLevel = 15,
class = "PALADIN",
level = 15,
itemId = 41108,
}, -- [215]
{
type = "Major",
name = "Glyph of Flame Shock",
requiredLevel = 15,
class = "SHAMAN",
level = 15,
itemId = 41531,
}, -- [216]
{
type = "Major",
name = "Glyph of Flametongue Weapon",
requiredLevel = 15,
class = "SHAMAN",
level = 15,
itemId = 41532,
}, -- [217]
{
type = "Major",
name = "Glyph of Lava Lash",
requiredLevel = 15,
class = "SHAMAN",
level = 15,
itemId = 41540,
}, -- [218]
{
type = "Major",
name = "Glyph of Shadow Word: Pain",
requiredLevel = 15,
class = "PRIEST",
level = 15,
itemId = 42406,
}, -- [219]
{
type = "Major",
name = "Glyph of Corruption",
requiredLevel = 15,
class = "WARLOCK",
level = 15,
itemId = 42455,
}, -- [220]
{
type = "Major",
name = "Glyph of Healthstone",
requiredLevel = 15,
class = "WARLOCK",
level = 15,
itemId = 42462,
}, -- [221]
{
type = "Major",
name = "Glyph of Voidwalker",
requiredLevel = 15,
class = "WARLOCK",
level = 15,
itemId = 42473,
}, -- [222]
{
type = "Major",
name = "Glyph of Frost Nova",
requiredLevel = 15,
class = "MAGE",
level = 15,
itemId = 42741,
}, -- [223]
{
type = "Major",
name = "Glyph of Ice Armor",
requiredLevel = 15,
class = "MAGE",
level = 15,
itemId = 42743,
}, -- [224]
{
type = "Major",
name = "Glyph of the Hawk",
requiredLevel = 15,
class = "HUNTER",
level = 15,
itemId = 42909,
}, -- [225]
{
type = "Major",
name = "Glyph of Sap",
requiredLevel = 15,
class = "ROGUE",
level = 15,
itemId = 42970,
}, -- [226]
{
type = "Major",
name = "Glyph of Slice and Dice",
requiredLevel = 15,
class = "ROGUE",
level = 15,
itemId = 42973,
}, -- [227]
{
type = "Major",
name = "Glyph of Sprint",
requiredLevel = 15,
class = "ROGUE",
level = 15,
itemId = 42974,
}, -- [228]
{
type = "Minor",
name = "Glyph of Revive Pet",
requiredLevel = 15,
class = "HUNTER",
level = 15,
itemId = 43338,
}, -- [229]
{
type = "Major",
name = "Glyph of Victory Rush",
requiredLevel = 15,
class = "WARRIOR",
level = 15,
itemId = 43431,
}, -- [230]
{
type = "Major",
name = "Glyph of Quick Decay",
requiredLevel = 15,
class = "WARLOCK",
level = 15,
itemId = 50077,
}, -- [231]
{
type = "Minor",
name = "Glyph of Possessed Strength",
requiredLevel = 15,
class = "HUNTER",
level = 14,
itemId = 43354,
}, -- [232]
{
type = "Minor",
name = "Glyph of Scare Beast",
requiredLevel = 15,
class = "HUNTER",
level = 14,
itemId = 43356,
}, -- [233]
{
type = "Minor",
name = "Glyph of Blessing of Wisdom",
requiredLevel = 15,
class = "PALADIN",
level = 14,
itemId = 43366,
}, -- [234]
{
type = "Major",
name = "Glyph of Revenge",
requiredLevel = 15,
class = "WARRIOR",
level = 14,
itemId = 43424,
}, -- [235]
{
type = "Major",
name = "Glyph of Hammer of Justice",
requiredLevel = 15,
class = "PALADIN",
level = 13,
itemId = 41095,
}, -- [236]
{
type = "Major",
name = "Glyph of Lightning Shield",
requiredLevel = 15,
class = "SHAMAN",
level = 13,
itemId = 41537,
}, -- [237]
{
type = "Major",
name = "Glyph of Fade",
requiredLevel = 15,
class = "PRIEST",
level = 13,
itemId = 42398,
}, -- [238]
{
type = "Major",
name = "Glyph of Renew",
requiredLevel = 15,
class = "PRIEST",
level = 13,
itemId = 42411,
}, -- [239]
{
type = "Major",
name = "Glyph of Curse of Agony",
requiredLevel = 15,
class = "WARLOCK",
level = 13,
itemId = 42456,
}, -- [240]
{
type = "Major",
name = "Glyph of Fear",
requiredLevel = 15,
class = "WARLOCK",
level = 13,
itemId = 42458,
}, -- [241]
{
type = "Major",
name = "Glyph of Arcane Missiles",
requiredLevel = 15,
class = "MAGE",
level = 13,
itemId = 42735,
}, -- [242]
{
type = "Major",
name = "Glyph of Polymorph",
requiredLevel = 15,
class = "MAGE",
level = 13,
itemId = 42752,
}, -- [243]
{
type = "Major",
name = "Glyph of Evasion",
requiredLevel = 15,
class = "ROGUE",
level = 13,
itemId = 42960,
}, -- [244]
{
type = "Minor",
name = "Glyph of Mend Pet",
requiredLevel = 15,
class = "HUNTER",
level = 12,
itemId = 43350,
}, -- [245]
{
type = "Minor",
name = "Glyph of Slow Fall",
requiredLevel = 15,
class = "MAGE",
level = 12,
itemId = 43364,
}, -- [246]
{
type = "Major",
name = "Glyph of Living Bomb",
requiredLevel = 60,
class = "MAGE",
level = 45,
itemId = 45737,
}, -- [247]
{
type = "Major",
name = "Glyph of Arcane Barrage",
requiredLevel = 60,
class = "MAGE",
level = 45,
itemId = 45738,
}, -- [248]
{
type = "Major",
name = "Glyph of Mirror Image",
requiredLevel = 80,
class = "MAGE",
level = 45,
itemId = 45739,
}, -- [249]
{
type = "Major",
name = "Glyph of Ice Barrier",
requiredLevel = 46,
class = "MAGE",
level = 45,
itemId = 45740,
}, -- [250]
{
type = "Major",
name = "Glyph of Beacon of Light",
requiredLevel = 60,
class = "PALADIN",
level = 45,
itemId = 45741,
}, -- [251]
{
type = "Major",
name = "Glyph of Hammer of the Righteous",
requiredLevel = 60,
class = "PALADIN",
level = 45,
itemId = 45742,
}, -- [252]
{
type = "Major",
name = "Glyph of Divine Storm",
requiredLevel = 60,
class = "PALADIN",
level = 45,
itemId = 45743,
}, -- [253]
{
type = "Major",
name = "Glyph of Shield of Righteousness",
requiredLevel = 75,
class = "PALADIN",
level = 45,
itemId = 45744,
}, -- [254]
{
type = "Major",
name = "Glyph of Divine Plea",
requiredLevel = 71,
class = "PALADIN",
level = 45,
itemId = 45745,
}, -- [255]
{
type = "Major",
name = "Glyph of Holy Shock",
requiredLevel = 40,
class = "PALADIN",
level = 45,
itemId = 45746,
}, -- [256]
{
type = "Major",
name = "Glyph of Salvation",
requiredLevel = 26,
class = "PALADIN",
level = 45,
itemId = 45747,
}, -- [257]
{
type = "Major",
name = "Glyph of Dispersion",
requiredLevel = 60,
class = "PRIEST",
level = 45,
itemId = 45753,
}, -- [258]
{
type = "Major",
name = "Glyph of Guardian Spirit",
requiredLevel = 60,
class = "PRIEST",
level = 45,
itemId = 45755,
}, -- [259]
{
type = "Major",
name = "Glyph of Penance",
requiredLevel = 60,
class = "PRIEST",
level = 45,
itemId = 45756,
}, -- [260]
{
type = "Major",
name = "Glyph of Mind Sear",
requiredLevel = 75,
class = "PRIEST",
level = 45,
itemId = 45757,
}, -- [261]
{
type = "Major",
name = "Glyph of Hymn of Hope",
requiredLevel = 60,
class = "PRIEST",
level = 45,
itemId = 45758,
}, -- [262]
{
type = "Major",
name = "Glyph of Pain Suppression",
requiredLevel = 50,
class = "PRIEST",
level = 45,
itemId = 45760,
}, -- [263]
{
type = "Major",
name = "Glyph of Hunger for Blood",
requiredLevel = 60,
class = "ROGUE",
level = 45,
itemId = 45761,
}, -- [264]
{
type = "Major",
name = "Glyph of Killing Spree",
requiredLevel = 60,
class = "ROGUE",
level = 45,
itemId = 45762,
}, -- [265]
{
type = "Major",
name = "Glyph of Shadow Dance",
requiredLevel = 60,
class = "ROGUE",
level = 45,
itemId = 45764,
}, -- [266]
{
type = "Major",
name = "Glyph of Fan of Knives",
requiredLevel = 80,
class = "ROGUE",
level = 45,
itemId = 45766,
}, -- [267]
{
type = "Major",
name = "Glyph of Tricks of the Trade",
requiredLevel = 75,
class = "ROGUE",
level = 45,
itemId = 45767,
}, -- [268]
{
type = "Major",
name = "Glyph of Mutilate",
requiredLevel = 50,
class = "ROGUE",
level = 45,
itemId = 45768,
}, -- [269]
{
type = "Major",
name = "Glyph of Cloak of Shadows",
requiredLevel = 66,
class = "ROGUE",
level = 45,
itemId = 45769,
}, -- [270]
{
type = "Major",
name = "Glyph of Thunder",
requiredLevel = 60,
class = "SHAMAN",
level = 45,
itemId = 45770,
}, -- [271]
{
type = "Major",
name = "Glyph of Feral Spirit",
requiredLevel = 60,
class = "SHAMAN",
level = 45,
itemId = 45771,
}, -- [272]
{
type = "Major",
name = "Glyph of Riptide",
requiredLevel = 60,
class = "SHAMAN",
level = 45,
itemId = 45772,
}, -- [273]
{
type = "Major",
name = "Glyph of Earth Shield",
requiredLevel = 50,
class = "SHAMAN",
level = 45,
itemId = 45775,
}, -- [274]
{
type = "Major",
name = "Glyph of Totem of Wrath",
requiredLevel = 50,
class = "SHAMAN",
level = 45,
itemId = 45776,
}, -- [275]
{
type = "Major",
name = "Glyph of Hex",
requiredLevel = 80,
class = "SHAMAN",
level = 45,
itemId = 45777,
}, -- [276]
{
type = "Major",
name = "Glyph of Stoneclaw Totem",
requiredLevel = 15,
class = "SHAMAN",
level = 45,
itemId = 45778,
}, -- [277]
{
type = "Major",
name = "Glyph of Haunt",
requiredLevel = 60,
class = "WARLOCK",
level = 45,
itemId = 45779,
}, -- [278]
{
type = "Major",
name = "Glyph of Metamorphosis",
requiredLevel = 60,
class = "WARLOCK",
level = 45,
itemId = 45780,
}, -- [279]
{
type = "Major",
name = "Glyph of Chaos Bolt",
requiredLevel = 60,
class = "WARLOCK",
level = 45,
itemId = 45781,
}, -- [280]
{
type = "Major",
name = "Glyph of Demonic Circle",
requiredLevel = 80,
class = "WARLOCK",
level = 45,
itemId = 45782,
}, -- [281]
{
type = "Major",
name = "Glyph of Shadowflame",
requiredLevel = 75,
class = "WARLOCK",
level = 45,
itemId = 45783,
}, -- [282]
{
type = "Major",
name = "Glyph of Life Tap",
requiredLevel = 15,
class = "WARLOCK",
level = 45,
itemId = 45785,
}, -- [283]
{
type = "Major",
name = "Glyph of Soul Link",
requiredLevel = 20,
class = "WARLOCK",
level = 45,
itemId = 45789,
}, -- [284]
{
type = "Major",
name = "Glyph of Bladestorm",
requiredLevel = 60,
class = "WARRIOR",
level = 45,
itemId = 45790,
}, -- [285]
{
type = "Major",
name = "Glyph of Shockwave",
requiredLevel = 60,
class = "WARRIOR",
level = 45,
itemId = 45792,
}, -- [286]
{
type = "Major",
name = "Glyph of Vigilance",
requiredLevel = 40,
class = "WARRIOR",
level = 45,
itemId = 45793,
}, -- [287]
{
type = "Major",
name = "Glyph of Enraged Regeneration",
requiredLevel = 75,
class = "WARRIOR",
level = 45,
itemId = 45794,
}, -- [288]
{
type = "Major",
name = "Glyph of Spell Reflection",
requiredLevel = 64,
class = "WARRIOR",
level = 45,
itemId = 45795,
}, -- [289]
{
type = "Major",
name = "Glyph of Shield Wall",
requiredLevel = 28,
class = "WARRIOR",
level = 45,
itemId = 45797,
}, -- [290]
{
type = "Major",
name = "Glyph of Dancing Rune Weapon",
requiredLevel = 60,
class = "DEATH KNIGHT",
level = 45,
itemId = 45799,
}, -- [291]
{
type = "Major",
name = "Glyph of Hungering Cold",
requiredLevel = 60,
class = "DEATH KNIGHT",
level = 45,
itemId = 45800,
}, -- [292]
{
type = "Major",
name = "Glyph of Unholy Blight",
requiredLevel = 60,
class = "DEATH KNIGHT",
level = 45,
itemId = 45803,
}, -- [293]
{
type = "Major",
name = "Glyph of Dark Death",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 45,
itemId = 45804,
}, -- [294]
{
type = "Major",
name = "Glyph of Disease",
requiredLevel = 55,
class = "DEATH KNIGHT",
level = 45,
itemId = 45805,
}, -- [295]
{
type = "Major",
name = "Glyph of Howling Blast",
requiredLevel = 60,
class = "DEATH KNIGHT",
level = 45,
itemId = 45806,
}, -- [296]
}
ns.minorResearch = {
{
itemId = 43316,
name = [[Glyph of Aquatic Form]],
requiredLevel = 100,
},
{
itemId = 43339,
name = [[Glyph of Arcane Intellect]],
requiredLevel = 75,
},
{
itemId = 43381,
name = [[Glyph of Astral Recall]],
requiredLevel = 150,
},
{
itemId = 43395,
name = [[Glyph of Battle]],
requiredLevel = 75,
},
{
itemId = 44920,
name = [[Glyph of Blast Wave]],
requiredLevel = 350,
},
{
itemId = 43365,
name = [[Glyph of Blessing of Kings]],
requiredLevel = 100,
},
{
itemId = 43340,
name = [[Glyph of Blessing of Might]],
requiredLevel = 75,
},
{
itemId = 43366,
name = [[Glyph of Blessing of Wisdom]],
requiredLevel = 75,
},
{
itemId = 43535,
name = [[Glyph of Blood Tap]],
requiredLevel = 325,
},
{
itemId = 43396,
name = [[Glyph of Bloodrage]],
requiredLevel = 75,
},
{
itemId = 43379,
name = [[Glyph of Blurred Speed]],
requiredLevel = 75,
},
{
itemId = 43334,
name = [[Glyph of Challenging Roar]],
requiredLevel = 150,
},
{
itemId = 43397,
name = [[Glyph of Charge]],
requiredLevel = 75,
},
{
itemId = 49084,
name = [[Glyph of Command]],
requiredLevel = 350,
},
{
itemId = 43671,
name = [[Glyph of Corpse Explosion]],
requiredLevel = 300,
},
{
itemId = 43392,
name = [[Glyph of Curse of Exhaustion]],
requiredLevel = 150,
},
{
itemId = 43674,
name = [[Glyph of Dash]],
requiredLevel = 150,
},
{
itemId = 43539,
name = [[Glyph of Death's Embrace]],
requiredLevel = 300,
},
{
itemId = 43376,
name = [[Glyph of Distract]],
requiredLevel = 125,
},
{
itemId = 43390,
name = [[Glyph of Drain Soul]],
requiredLevel = 75,
},
{
itemId = 43400,
name = [[Glyph of Enduring Victory]],
requiredLevel = 325,
},
{
itemId = 43393,
name = [[Glyph of Enslave Demon]],
requiredLevel = 150,
},
{
itemId = 43342,
name = [[Glyph of Fading]],
requiredLevel = 75,
},
{
itemId = 43351,
name = [[Glyph of Feign Death]],
requiredLevel = 150,
},
{
itemId = 43357,
name = [[Glyph of Fire Ward]],
requiredLevel = 100,
},
{
itemId = 43371,
name = [[Glyph of Fortitude]],
requiredLevel = 75,
},
{
itemId = 43359,
name = [[Glyph of Frost Armor]],
requiredLevel = 75,
},
{
itemId = 43360,
name = [[Glyph of Frost Ward]],
requiredLevel = 125,
},
{
itemId = 43725,
name = [[Glyph of Ghost Wolf]],
requiredLevel = 100,
},
{
itemId = 43544,
name = [[Glyph of Horn of Winter]],
requiredLevel = 325,
},
{
itemId = 43391,
name = [[Glyph of Kilrogg]],
requiredLevel = 125,
},
{
itemId = 43367,
name = [[Glyph of Lay on Hands]],
requiredLevel = 75,
},
{
itemId = 43370,
name = [[Glyph of Levitate]],
requiredLevel = 175,
},
{
itemId = 43350,
name = [[Glyph of Mend Pet]],
requiredLevel = 75,
},
{
itemId = 43398,
name = [[Glyph of Mocking Blow]],
requiredLevel = 100,
},
{
itemId = 43672,
name = [[Glyph of Pestilence]],
requiredLevel = 300,
},
{
itemId = 43377,
name = [[Glyph of Pick Lock]],
requiredLevel = 100,
},
{
itemId = 43343,
name = [[Glyph of Pick Pocket]],
requiredLevel = 75,
},
{
itemId = 43354,
name = [[Glyph of Possessed Strength]],
requiredLevel = 75,
},
{
itemId = 43673,
name = [[Glyph of Raise Dead]],
requiredLevel = 300,
},
{
itemId = 43385,
name = [[Glyph of Renewed Life]],
requiredLevel = 150,
},
{
itemId = 43338,
name = [[Glyph of Revive Pet]],
requiredLevel = 75,
},
{
itemId = 43378,
name = [[Glyph of Safe Fall]],
requiredLevel = 200,
},
{
itemId = 43356,
name = [[Glyph of Scare Beast]],
requiredLevel = 75,
},
{
itemId = 43368,
name = [[Glyph of Sense Undead]],
requiredLevel = 100,
},
{
itemId = 43373,
name = [[Glyph of Shackle Undead]],
requiredLevel = 100,
},
{
itemId = 43372,
name = [[Glyph of Shadow Protection]],
requiredLevel = 150,
},
{
itemId = 43374,
name = [[Glyph of Shadowfiend]],
requiredLevel = 385,
},
{
itemId = 43364,
name = [[Glyph of Slow Fall]],
requiredLevel = 75,
},
{
itemId = 43394,
name = [[Glyph of Souls]],
requiredLevel = 385,
},
{
itemId = 43355,
name = [[Glyph of the Pack]],
requiredLevel = 200,
},
{
itemId = 43361,
name = [[Glyph of the Penguin]],
requiredLevel = 75,
},
{
itemId = 43335,
name = [[Glyph of the Wild]],
requiredLevel = 75,
},
{
itemId = 43369,
name = [[Glyph of the Wise]],
requiredLevel = 150,
},
{
itemId = 43332,
name = [[Glyph of Thorns]],
requiredLevel = 75,
},
{
itemId = 43399,
name = [[Glyph of Thunder Clap]],
requiredLevel = 75,
},
{
itemId = 44923,
name = [[Glyph of Thunderstorm]],
requiredLevel = 350,
},
{
itemId = 44922,
name = [[Glyph of Typhoon]],
requiredLevel = 350,
},
{
itemId = 43331,
name = [[Glyph of Unburdened Rebirth]],
requiredLevel = 100,
},
{
itemId = 43389,
name = [[Glyph of Unending Breath]],
requiredLevel = 100,
},
{
itemId = 43380,
name = [[Glyph of Vanish]],
requiredLevel = 125,
},
{
itemId = 43344,
name = [[Glyph of Water Breathing]],
requiredLevel = 125,
},
{
itemId = 43386,
name = [[Glyph of Water Shield]],
requiredLevel = 100,
},
{
itemId = 43388,
name = [[Glyph of Water Walking]],
requiredLevel = 150,
},
}
ns.northrendResearch = {
{
itemId = 42954,
name = [[Glyph of Adrenaline Rush]],
minLevel = 385,
},
{
itemId = 43533,
name = [[Glyph of Anti-Magic Shell]],
minLevel = 385,
},
{
itemId = 42901,
name = [[Glyph of Aspect of the Viper]],
minLevel = 385,
},
{
itemId = 41101,
name = [[Glyph of Avenger's Shield]],
minLevel = 385,
},
{
itemId = 41107,
name = [[Glyph of Avenging Wrath]],
minLevel = 385,
},
{
itemId = 42902,
name = [[Glyph of Bestial Wrath]],
minLevel = 385,
},
{
itemId = 42957,
name = [[Glyph of Blade Flurry]],
minLevel = 385,
},
{
itemId = 43425,
name = [[Glyph of Blocking]],
minLevel = 385,
},
{
itemId = 43412,
name = [[Glyph of Bloodthirst]],
minLevel = 385,
},
{
itemId = 41517,
name = [[Glyph of Chain Heal]],
minLevel = 385,
},
{
itemId = 41518,
name = [[Glyph of Chain Lightning]],
minLevel = 385,
},
{
itemId = 43537,
name = [[Glyph of Chains of Ice]],
minLevel = 385,
},
{
itemId = 42396,
name = [[Glyph of Circle of Healing]],
minLevel = 385,
},
{
itemId = 42454,
name = [[Glyph of Conflagrate]],
minLevel = 385,
},
{
itemId = 42958,
name = [[Glyph of Crippling Poison]],
minLevel = 385,
},
{
itemId = 42456,
name = [[Glyph of Curse of Agony]],
minLevel = 385,
},
{
itemId = 43538,
name = [[Glyph of Dark Command]],
minLevel = 385,
},
{
itemId = 42959,
name = [[Glyph of Deadly Throw]],
minLevel = 385,
},
{
itemId = 43542,
name = [[Glyph of Death and Decay]],
minLevel = 385,
},
{
itemId = 42457,
name = [[Glyph of Death Coil]],
minLevel = 385,
},
{
itemId = 43415,
name = [[Glyph of Devastate]],
minLevel = 385,
},
{
itemId = 41552,
name = [[Glyph of Elemental Mastery]],
minLevel = 385,
},
{
itemId = 42459,
name = [[Glyph of Felguard]],
minLevel = 385,
},
{
itemId = 42460,
name = [[Glyph of Felhunter]],
minLevel = 385,
},
{
itemId = 42740,
name = [[Glyph of Fire Blast]],
minLevel = 385,
},
{
itemId = 41529,
name = [[Glyph of Fire Elemental Totem]],
minLevel = 385,
},
{
itemId = 42739,
name = [[Glyph of Fireball]],
minLevel = 385,
},
{
itemId = 42742,
name = [[Glyph of Frostbolt]],
minLevel = 385,
},
{
itemId = 44684,
name = [[Glyph of Frostfire]],
minLevel = 385,
},
{
itemId = 42965,
name = [[Glyph of Ghostly Strike]],
minLevel = 385,
},
{
itemId = 40899,
name = [[Glyph of Growl]],
minLevel = 385,
},
{
itemId = 41097,
name = [[Glyph of Hammer of Wrath]],
minLevel = 385,
},
{
itemId = 41534,
name = [[Glyph of Healing Wave]],
minLevel = 385,
},
{
itemId = 43534,
name = [[Glyph of Heart Strike]],
minLevel = 385,
},
{
itemId = 42967,
name = [[Glyph of Hemorrhage]],
minLevel = 385,
},
{
itemId = 43867,
name = [[Glyph of Holy Wrath]],
minLevel = 385,
},
{
itemId = 42463,
name = [[Glyph of Howl of Terror]],
minLevel = 385,
},
{
itemId = 40920,
name = [[Glyph of Hurricane]],
minLevel = 385,
},
{
itemId = 42745,
name = [[Glyph of Ice Lance]],
minLevel = 385,
},
{
itemId = 43545,
name = [[Glyph of Icebound Fortitude]],
minLevel = 385,
},
{
itemId = 42464,
name = [[Glyph of Immolate]],
minLevel = 385,
},
{
itemId = 40908,
name = [[Glyph of Innervate]],
minLevel = 385,
},
{
itemId = 43419,
name = [[Glyph of Intervene]],
minLevel = 385,
},
{
itemId = 42748,
name = [[Glyph of Invisibility]],
minLevel = 385,
},
{
itemId = 43426,
name = [[Glyph of Last Stand]],
minLevel = 385,
},
{
itemId = 41524,
name = [[Glyph of Lava]],
minLevel = 385,
},
{
itemId = 40915,
name = [[Glyph of Lifebloom]],
minLevel = 385,
},
{
itemId = 42403,
name = [[Glyph of Lightwell]],
minLevel = 385,
},
{
itemId = 41538,
name = [[Glyph of Mana Tide Totem]],
minLevel = 385,
},
{
itemId = 40900,
name = [[Glyph of Mangle]],
minLevel = 385,
},
{
itemId = 42404,
name = [[Glyph of Mass Dispel]],
minLevel = 385,
},
{
itemId = 42405,
name = [[Glyph of Mind Control]],
minLevel = 385,
},
{
itemId = 42751,
name = [[Glyph of Molten Armor]],
minLevel = 385,
},
{
itemId = 43421,
name = [[Glyph of Mortal Strike]],
minLevel = 385,
},
{
itemId = 43547,
name = [[Glyph of Obliterate]],
minLevel = 385,
},
{
itemId = 42752,
name = [[Glyph of Polymorph]],
minLevel = 385,
},
{
itemId = 42409,
name = [[Glyph of Prayer of Healing]],
minLevel = 385,
},
{
itemId = 42968,
name = [[Glyph of Preparation]],
minLevel = 385,
},
{
itemId = 40912,
name = [[Glyph of Regrowth]],
minLevel = 385,
},
{
itemId = 42753,
name = [[Glyph of Remove Curse]],
minLevel = 385,
},
{
itemId = 43430,
name = [[Glyph of Resonating Power]],
minLevel = 385,
},
{
itemId = 43550,
name = [[Glyph of Rune Strike]],
minLevel = 385,
},
{
itemId = 42969,
name = [[Glyph of Rupture]],
minLevel = 385,
},
{
itemId = 42412,
name = [[Glyph of Scourge Imprisonment]],
minLevel = 385,
},
{
itemId = 41110,
name = [[Glyph of Seal of Light]],
minLevel = 385,
},
{
itemId = 43868,
name = [[Glyph of Seal of Righteousness]],
minLevel = 385,
},
{
itemId = 43869,
name = [[Glyph of Seal of Vengeance]],
minLevel = 385,
},
{
itemId = 41109,
name = [[Glyph of Seal of Wisdom]],
minLevel = 385,
},
{
itemId = 42407,
name = [[Glyph of Shadow]],
minLevel = 385,
},
{
itemId = 42414,
name = [[Glyph of Shadow Word: Death]],
minLevel = 385,
},
{
itemId = 43374,
name = [[Glyph of Shadowfiend]],
minLevel = 385,
},
{
itemId = 41526,
name = [[Glyph of Shocking]],
minLevel = 385,
},
{
itemId = 42469,
name = [[Glyph of Siphon Life]],
minLevel = 385,
},
{
itemId = 42913,
name = [[Glyph of Snake Trap]],
minLevel = 385,
},
{
itemId = 43394,
name = [[Glyph of Souls]],
minLevel = 385,
},
{
itemId = 42417,
name = [[Glyph of Spirit of Redemption]],
minLevel = 385,
},
{
itemId = 40921,
name = [[Glyph of Starfall]],
minLevel = 385,
},
{
itemId = 42914,
name = [[Glyph of Steady Shot]],
minLevel = 385,
},
{
itemId = 41539,
name = [[Glyph of Stormstrike]],
minLevel = 385,
},
{
itemId = 43552,
name = [[Glyph of Strangulate]],
minLevel = 385,
},
{
itemId = 40906,
name = [[Glyph of Swiftmend]],
minLevel = 385,
},
{
itemId = 43429,
name = [[Glyph of Taunt]],
minLevel = 385,
},
{
itemId = 42899,
name = [[Glyph of the Beast]],
minLevel = 385,
},
{
itemId = 42909,
name = [[Glyph of the Hawk]],
minLevel = 385,
},
{
itemId = 42915,
name = [[Glyph of Trueshot Aura]],
minLevel = 385,
},
{
itemId = 41102,
name = [[Glyph of Turn Evil]],
minLevel = 385,
},
{
itemId = 42472,
name = [[Glyph of Unstable Affliction]],
minLevel = 385,
},
{
itemId = 43431,
name = [[Glyph of Victory Rush]],
minLevel = 385,
},
{
itemId = 42971,
name = [[Glyph of Vigor]],
minLevel = 385,
},
{
itemId = 42916,
name = [[Glyph of Volley]],
minLevel = 385,
},
{
itemId = 42754,
name = [[Glyph of Water Elemental]],
minLevel = 385,
},
{
itemId = 42917,
name = [[Glyph of Wyvern Sting]],
minLevel = 385,
},
}
ns.bisGlyphs = {
}
ns.darkmoonCards = {
{
itemId = 44318,
name = "Darkmoon Card of the North",
reagents = {
{
itemId = 39502,
quantidy = 1.0,
},
{
itemId = 43127,
quantidy = 6.0,
},
{
itemId = 35625,
quantidy = 3.0,
},
{
itemId = 43126,
quantidy = 3.0,
}
}
}
}
ns.materials = {
{
itemId = 39151,
name = "Alabaster Pigment",
quantidy = 62,
},
{
itemId = 39334,
name = "Dusky Pigment",
quantidy = 40,
},
{
itemId = 39338,
name = "Golden Pigment",
quantidy = 120,
},
{
itemId = 39339,
name = "Emerald Pigment",
quantidy = 120,
},
{
itemId = 43105,
name = "Indigo Pigment",
quantidy = 20,
},
{
itemId = 39340,
name = "Violet Pigment",
quantidy = 100,
},
{
itemId = 43106,
name = "Ruby Pigment",
quantidy = 12,
},
{
itemId = 39341,
name = "Silvery Pigment",
quantidy = 50,
},
{
itemId = 43107,
name = "Sapphire Pigment",
quantidy = 10,
},
{
itemId = 39342,
name = "Nether Pigment",
quantidy = 80,
},
{
itemId = 43108,
name = "Ebon Pigment",
quantidy = 20,
},
{
itemId = 39343,
name = "Azure Pigment",
quantidy = 190,
},
{
itemId = 43109,
name = "Icy Pigment",
quantidy = 20,
},
{
itemId = 37101,
name = "Ivory Ink",
quantidy = 14,
},
{
itemId = 39469,
name = "Moonglow Ink",
quantidy = 22,
},
{
itemId = 39774,
name = "Midnight Ink",
quantidy = 25,
},
{
itemId = 43116,
name = [[Lion's Ink]],
quantidy = 90,
},
{
itemId = 43118,
name = "Jadefire Ink",
quantidy = 85,
},
{
itemId = 43120,
name = "Celestial Ink",
quantidy = 65,
},
{
itemId = 43122,
name = "Shimmering Ink",
quantidy = 45,
},
{
itemId = 43124,
name = "Ethereal Ink",
quantidy = 60,
},
{
itemId = 43126,
name = "Ink of the Sea",
quantidy = 100,
},
{
itemId = 39354,
name = "Light Parchment",
quantidy = 97,
},
{
itemId = 10648,
name = "Common Parchment",
quantidy = 105,
},
{
itemId = 39501,
name = "Heavy Parchment",
quantidy = 135,
},
{
itemId = 39502,
name = "Resilient Parchment",
quantidy = 210,
},
}
ns.guide = {
{
step = 1,
start = 1,
finish = 18,
title = "Ivory Ink",
notes = "Convert Alabaster Pigment into Ivory Ink",
materials = {
{
itemId = 39151,
name = "Alabaster Pigment",
quantidy = 17,
dbName = "pigments",
},
},
creates = {
{
itemId = 37101,
name = "Ivory Ink",
quantidy = 17,
dbName = "inks",
},
},
},
{
step = 2,
start = 19,
finish = 35,
title = "Scroll of Stamina",
notes = "Use Ivory Ink to write Scroll of Stamina",
materials = {
{
itemId = 37101,
name = "Ivory Ink",
quantidy = 17,
dbName = "inks",
},
{
itemId = 39354,
name = "Light Parchment",
quantidy = 17,
dbName = "materials",
},
},
creates = {
{
itemId = 1180,
name = "Scroll of Stamina",
quantidy = 17,
},
},
},
{
step = 3,
start = 36,
finish = 55,
title = "Moonglow Ink",
notes = "Convert Alabaster Pigment into Moonglow Ink",
materials = {
{
itemId = 39151,
name = "Alabaster Pigment",
quantidy = 50,
dbName = "pigments",
},
},
creates = {
{
itemId = 39469,
name = "Moonglow Ink",
quantidy = 25,
dbName = "inks",
},
},
},
{
step = 4,
start = 56,
finish = 75,
title = "Armor Vellum",
notes = "Use Moonglow Ink to craft Armor Vellum",
materials = {
{
itemId = 39469,
name = "Moonglow Ink",
quantidy = 20,
dbName = "inks",
},
},
creates = {
{
itemId = 38682,
name = "Armor Vellum",
quantidy = 20,
},
},
},
{
step = 5,
start = 75,
finish = 75,
title = "Learn Journeyman Inscription",
notes = "Visit your trainer",
materials = nil,
creates = nil,
},
{
step = 6,
start = 75,
finish = 76,
title = "Minor Inscription Research",
notes = "Create a Minor Inscription Research",
materials = {
{
itemId = 39469,
name = "Moonglow Ink",
quantidy = 1,
dbName = "inks",
},
{
itemId = 39354,
name = "Light Parchment",
quantidy = 2,
dbName = "materials",
},
},
creates = nil,
},
{
step = 7,
start = 77,
finish = 80,
title = "Midnight Ink",
notes = "Convert Dusky Pigment into Midnight Ink, you will need 20-25 inks so keep making even if recipe is grey.",
materials = {
{
itemId = 39334,
name = "Dusky Pigment",
quantidy = 50,
dbName = "pigments",
},
},
creates = {
{
itemId = 39774,
name = "Midnight Ink",
quantidy = 25,
dbName = "inks",
},
},
},
{
step = 8,
start = 81,
finish = 100,
title = "Glyphs",
notes = "Use Midnight Ink to create glyphs up to 100.",
materials = {
{
itemId = 39774,
name = "Midnight Ink",
quantidy = 25,
dbName = "inks",
},
{
itemId = 39354,
name = "Light Parchment",
quantidy = 25,
dbName = "materials",
},
},
creates = nil, -- do i add the glyphs?
},
{
step = 9,
start = 101,
finish = 105,
title = [[Lion's Ink]],
notes = [[Convert Golden Pigment into Lion’s Ink, you'll need 50-60 inks so keep making even if recipe is grey.]],
materials = {
{
itemId = 39338,
name = "Golden Pigment",
quantidy = 120,
dbName = "pigments",
},
},
creates = {
{
itemId = 43116,
name = [[Lion's Ink]],
quantidy = 60,
dbName = "inks",
}
},
},
{
step = 10,
start = 106,
finish = 125,
title = "Glyphs",
notes = [[Use Lion's Ink to create glyphs up to 125. |cff3399FFAt about 110 the parchment changes to Common Parchment and at 120 the ink cost doubles|r for some glyphs, the quantities given are approximate]],
materials = {
{
itemId = 43116,
name = [[Lion's Ink]],
quantidy = 25,
dbName = "inks",
},
{
itemId = 39354,
name = "Light Parchment",
quantidy = 5,
dbName = "materials",
},
{
itemId = 10648,
name = "Common Parchment",
quantidy = 15,
dbName = "materials",
},
},
creates = nil,
},
{
step = 11,
start = 125,
finish = 125,
title = "Learn Expert Inscription",
notes = "Visit your trainer",
materials = nil,
creates = nil,
},
{
step = 12,
start = 126,
finish = 133,
title = "Dawnstar Ink",
notes = [[Convert Burnt Pigment into Dawnstar Ink, you will need 16 for the tarot cards so keep making it. Alternatively you can keep using Lion's Ink to make glyphs up to 140.]],
materials = {
{
itemId = 43104,
name = "Burnt Pigment",
quantidy = 16,
dbName = "pigments",
},
},
creates = {
{
itemId = 43117,
name = "Dawnstar Ink",
quantidy = 16,
dbName = "inks",
},
},
},
{
step = 13,
start = 134,
finish = 141,
title = "Strange Tarot",
notes = [[Use Dawnstar Ink and Lion's Ink to make Strange Tarot]],
materials = {
{
itemId = 43116,
name = [[Lion's Ink]],
quantidy = 8,
dbName = "inks",
},
{
itemId = 43117,
name = "Dawnstar Ink",
quantidy = 16,
dbName = "inks",
},
{
itemId = 10648,
name = "Common Parchment",
quantidy = 8,
},
},
creates = {
{
itemId = 44142,
name = "Strange Tarot",
quantidy = 8,
},
},
},
{
step = 14,
start = 142,
finish = 150,
title = "Glyphs",
notes = [[Use Lion's Ink to create glyphs up to 150]],
materials = {
{
itemId = 43116,
name = [[Lion's Ink]],
quantidy = 9,
dbName = "inks",
},
{
itemId = 10648,
name = "Common Parchment",
quantidy = 9,
},
},
creates = nil,
},
{
step = 15,
start = 151,
finish = 155,
title = "Jadefire Ink",
notes = "Convert Emerald Pigment into Jadefire Ink, you'll need about 20 so keep making them.",
materials = {
{
itemId = 39339,
name = "Emerald Pigment",
quantidy = 40,
dbName = "pigments",
},
},
creates = {
{
itemId = 43118,
name = "Jadefire Ink",
quantidy = 20,
dbName = "inks",
},
},
},
{
step = 16,
start = 156,
finish = 175,
title = "Glyphs",
notes = "Use Jadefire Ink to create glyphs up to 175.",
materials = {
{
itemId = 43118,
name = "Jadefire Ink",
quantidy = 20,
dbName = "inks",
},
{
itemId = 10648,
name = "Common Parchment",
quantidy = 20,
},
},
creates = nil,
},
}
|
-- shears
minetest.register_tool("creatures:shears", {
description = "Shears",
inventory_image = "creatures_shears.png",
})
minetest.register_craft({
output = 'creatures:shears',
recipe = {
{'','default:steel_ingot'},
{'default:steel_ingot','default:stick'},
}
})
-- drop items
minetest.register_craftitem("creatures:flesh", {
description = "Flesh",
inventory_image = "creatures_flesh.png",
on_use = minetest.item_eat(2),
})
minetest.register_craftitem("creatures:rotten_flesh", {
description = "Rotten Flesh",
inventory_image = "creatures_rotten_flesh.png",
on_use = minetest.item_eat(1),
})
-- food
minetest.register_craftitem("creatures:meat", {
description = "Cooked Meat",
inventory_image = "creatures_meat.png",
on_use = minetest.item_eat(4),
})
minetest.register_craft({
type = "cooking",
output = "creatures:meat",
recipe = "creatures:flesh",
})
-- spawn-eggs
minetest.register_craftitem("creatures:zombie_spawn_egg", {
description = "Zombie spawn-egg",
inventory_image = "creatures_egg_zombie.png",
liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
local p = pointed_thing.above
p.y = p.y+1
creatures.spawn(p, 1, "creatures:zombie", 1, 1)
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
return itemstack
end
end,
})
minetest.register_craftitem("creatures:ghost_spawn_egg", {
description = "Ghost spawn-egg",
inventory_image = "creatures_egg_ghost.png",
liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
local p = pointed_thing.above
p.y = p.y+0.5
creatures.spawn(p, 1, "creatures:ghost", 1, 1)
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
return itemstack
end
end,
})
minetest.register_craftitem("creatures:sheep_spawn_egg", {
description = "Sheep spawn-egg",
inventory_image = "creatures_egg_sheep.png",
liquids_pointable = false,
stack_max = 99,
on_place = function(itemstack, placer, pointed_thing)
if pointed_thing.type == "node" then
local p = pointed_thing.above
p.y = p.y+0.5
creatures.spawn(p, 1, "creatures:sheep", 1, 1)
if not minetest.setting_getbool("creative_mode") then itemstack:take_item() end
return itemstack
end
end,
})
|
function main(splash)
splash:autoload([[
function get_document_title(){
return document.title;
}
]])
assert(splash:go(splash.args.url))
return splash:evaljs("get_document_title()")
end
|
local scene = {}
scene.name = "Bars"
scene.color = {}
scene.color.fg = {5/8, 5/8, 5/8}
scene.color.bg = {3/8, 3/8, 3/8}
local speed, num, bars, barWidth
local WIDTH, HEIGHT
local str = [[
speed: %d (change with left/right arrow)
number of bars: %d (change with -/+)]]
newBars = function()
barWidth = WIDTH / (num * 3)
for i = 1, num do
bars[i] = WIDTH / num * (i - 1)
end
end
scene.load = function(w, h)
WIDTH, HEIGHT = w, h
speed = 10
num = 3
bars = {}
newBars()
scene.strWidth = love.graphics.getFont():getWidth(str:format(1000, 1000))
end
scene.resize = function(w, h)
WIDTH, HEIGHT = w, h
end
scene.update = function(dt, fps)
for i = 1, num do
bars[i] = (bars[i] + speed * dt * WIDTH / 20) % (WIDTH)
end
scene.str = str:format(speed, num)
end
scene.draw = function(x, y)
for i = 1, num do
love.graphics.rectangle("fill", bars[i] + x , y, barWidth, HEIGHT)
if bars[i] > WIDTH - barWidth then
love.graphics.rectangle("fill", bars[i] - WIDTH + x, y, barWidth, HEIGHT)
end
end
end
scene.keypressed = function(key, keycode, isRepeat)
local ctrl = love.keyboard.isDown("lctrl", "rctrl")
local shift = love.keyboard.isDown("lshift", "rshift")
local alt = love.keyboard.isDown("ralt", "lalt")
if ctrl or shift or alt then return end
if key == "-" then
num = num - 1
num = math.max(1, num)
newBars()
elseif key == "+" then
num = num + 1
num = math.max(1, num)
newBars()
elseif key == "left" then
speed = speed - 1
elseif key == "right" then
speed = speed + 1
end
speed = math.max(1, speed)
end
return scene
|
resource_manifest_version '77731fab-63ca-442c-a67b-abc70f28dfa5'
client_script "basic-c.lua"
server_script "basic-s.lua"
--[[
DO NOT REMOVE BELOW
This script was fully created and developed by "Sean" there discord is "Sean B.#0899"
if you need any help with the script please contact me on my discord and I will try to
help as many of you as possibe.
]]
|
fx_version 'cerulean'
game 'gta5'
description 'QB-Inventory'
version '1.0.0'
shared_scripts {
'config.lua',
'@qb-core/import.lua',
'@qb-weapons/config.lua'
}
server_script 'server/main.lua'
client_script 'client/main.lua'
ui_page {
'html/ui.html'
}
files {
'html/ui.html',
'html/css/main.css',
'html/js/app.js',
'html/images/*.png',
'html/images/*.jpg',
'html/ammo_images/*.png',
'html/attachment_images/*.png',
'html/*.ttf'
}
dependency 'qb-weapons'
|
require("ZZBase64")
require("TSLib")
require("leoScript")
init(1)
local ts = require("ts")
local json = ts.json
local image = require("tsimg")
syxTime = ts.ms()
local getAllFlag = false
local bbmapcount = 0
jyc = {}
wzg = {}
stl = {}
zzg = {}
dhw = {}
dtjw = {}
dtgj = {}
alg = {}
nec = {}
hgs = {}
mjc = {}
pts = {}
csjw = {}
jnyw = {}
bjlz = {}
qls = {}
wuzhuangguanArray = {}
shituolingArray = {}
zhuziguoArray = {}
jianyechengArray = {}
donghaiwanArray = {}
datangjingwaiArray = {}
datangguojingArray = {}
aolaiguoArray = {}
nvercunArray = {}
huaguoshanArray = {}
mojiacunArray = {}
putuoshanArray = {}
changshoujiaowaiArray = {}
jiangnanyewaiArray = {}
beijuluzhouArray = {}
qilinshanArray = {}
wuzhuangguanXYArray = {}
shituolingXYArray = {}
zhuziguoXYArray = {}
jianyechengXYArray = {}
donghaiwanXYArray = {}
datangjingwaiXYArray = {}
datangguojingXYArray = {}
aolaiguoXYArray = {}
nvercunXYArray = {}
huaguoshanXYArray = {}
mojiacunXYArray = {}
putuoshanXYArray = {}
changshoujiaowaiXYArray = {}
jiangnanyewaiXYArray = {}
beijuluzhouXYArray = {}
qilinshanXYArray = {}
wuzhuangguanRow = 1
shituolingRow = 1
zhuziguoRow = 1
jianyechengRow = 1
donghaiwanRow = 1
datangjingwaiRow = 1
datangguojingRow = 1
aolaiguoRow = 1
nvercunRow = 1
huaguoshanRow = 1
mojiacunRow = 1
putuoshanRow = 1
changshoujiaowaiRow = 1
jiangnanyewaiRow = 1
beijuluzhouRow = 1
qilinshanRow = 1
beijuluzhouFlag = 't'
qilinshanFlag = 't'
tempPackageFlag = false
currentPage = 1
tapflag = false
function table_leng(t)
local leng=0
for k, v in pairs(t) do
leng=leng+1
end
return leng;
end
--修改完毕
function useFly()
local x1,y1
x1,y1 = findFly()
if x1 == -1 then
dialog("请在1分钟内购买飞行符,并放在包囊最下排")
mSleep(60000)
x1,y1 = findFly()
if x1 == -1 then
error("未发现飞行符,脚本结束")
mSleep(10)
end
end
tapp(x1,y1,5)
--使用飞行符
mSleep(600)
--点击使用
tapp(664,611,5)
for i=0,9,1 do
if isFlyOpen() then
return
end
end
error("异常:使用飞行符失败")
end
--修改完毕
function useSYX()
local x1,y1
x1,y1 = findSYX()
if x1 == -1 then
error("未发现摄妖香,脚本结束")
end
tapp(x1,y1,5)
mSleep(600)
--点击使用
tapp(663,608,5)
end
--修改完毕
function closePacket()
mSleep(500)
tapp(1603,86,0)
mSleep(500)
end
--修改完毕
function openMap(...)
tapp(155,80,5)
mSleep(100)
tapp(66,71,2)
mSleep(500)
end
--to长安城
function toChangancheng(...)
useFly()
tapp(1187,495,5)
closePacket()
if getCAC() then
return
else
dialog("飞长安城失败")
end
end
--修改完毕
function toJianyecheng(...)
useFly()
tapp(1218,654,5)
closePacket()
if getJYC() then
return
else
dialog("飞建邺城失败")
end
end
--修改完毕
function jianyecheng(data)
openMap()
mSleep(200)
while true do
tapp(415,125,20)
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(365,300,20)
elseif(n == "2")
then
mSleep(100)
tapp(515,300,20)
elseif(n == "3")
then
mSleep(100)
tapp(665,300,20)
elseif(n == "4")
then
mSleep(100)
tapp(365,450,20)
elseif(n == "5")
then
mSleep(100)
tapp(515,450,20)
elseif(n == "6")
then
mSleep(100)
tapp(665,450,20)
elseif(n == "7")
then
mSleep(100)
tapp(365,600,20)
elseif(n == "8")
then
mSleep(100)
tapp(515,600,20)
elseif(n == "9")
then
mSleep(100)
tapp(665,600,20)
elseif(n == "0")
then
mSleep(100)
tapp(815,450,20)
end
end
--点击确定
mSleep(200)
tapp(815,600,20)
mSleep(400)
if inputWordValidate(data[2],380,109,444,142) then
break
end
end
while true do
--选择y坐标输入框
tapp(617,124,20)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(565,300,20)
elseif(n == "2")
then
mSleep(100)
tapp(715,300,20)
elseif(n == "3")
then
mSleep(100)
tapp(865,300,20)
elseif(n == "4")
then
mSleep(100)
tapp(565,450,20)
elseif(n == "5")
then
mSleep(100)
tapp(715,450,20)
elseif(n == "6")
then
mSleep(100)
tapp(865,450,20)
elseif(n == "7")
then
mSleep(100)
tapp(565,600,20)
elseif(n == "8")
then
mSleep(100)
tapp(715,600,20)
elseif(n == "9")
then
mSleep(100)
tapp(865,600,20)
elseif(n == "0")
then
mSleep(100)
tapp(1015,450,20)
end
end
--点击确定
mSleep(200)
tapp(1015,600,20)
mSleep(400)
if inputWordValidate(data[3],584,109,649,143) then
break
end
end
--点击前往
tappp(811,122,30,20)
--点击关闭地图
mSleep(200)
tapp(1697,79,10)
end
--修改完毕
function toAolaiguo(...)
useFly()
tapp(1525,781,5)
closePacket()
if getALG() then
return
else
dialog("飞傲来国失败")
end
end
--修改完毕
function aolaiguo(data)
--closePacket()
openMap()
mSleep(200)
while true do
tappp(602,123,20,10)
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(545,300,20)
elseif(n == "2")
then
mSleep(100)
tapp(695,300,20)
elseif(n == "3")
then
mSleep(100)
tapp(845,300,20)
elseif(n == "4")
then
mSleep(100)
tapp(545,450,20)
elseif(n == "5")
then
mSleep(100)
tapp(695,450,20)
elseif(n == "6")
then
mSleep(100)
tapp(845,450,20)
elseif(n == "7")
then
mSleep(100)
tapp(545,600,20)
elseif(n == "8")
then
mSleep(100)
tapp(695,600,20)
elseif(n == "9")
then
mSleep(100)
tapp(845,600,20)
elseif(n == "0")
then
mSleep(100)
tapp(995,450,20)
end
end
--点击确定
mSleep(200)
tapp(995,600,20)
mSleep(400)
if inputWordValidate(data[3],560,105,624,141) then
break
end
end
while true do
--选择y坐标输入框
tappp(799,126,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(745,300,20)
elseif(n == "2")
then
mSleep(100)
tapp(895,300,20)
elseif(n == "3")
then
mSleep(100)
tapp(1045,300,20)
elseif(n == "4")
then
mSleep(100)
tapp(745,450,20)
elseif(n == "5")
then
mSleep(100)
tapp(895,450,20)
elseif(n == "6")
then
mSleep(100)
tapp(1045,450,20)
elseif(n == "7")
then
mSleep(100)
tapp(745,600,20)
elseif(n == "8")
then
mSleep(100)
tapp(895,600,20)
elseif(n == "9")
then
mSleep(100)
tapp(1045,600,20)
elseif(n == "0")
then
mSleep(100)
tapp(1195,450,20)
end
end
--点击确定
mSleep(200)
tapp(1195,600,20)
--点击前往
mSleep(400)
if inputWordValidate(data[3],764,105,822,140) then
break
end
end
tappp(991,123,20,10)
--点击关闭地图
mSleep(400)
tapp(1512,74,10)
end
--修改完毕
function toZhuziguo(...)
useFly()
tapp(866,725,5)
closePacket()
if getZZG() then
return
else
dialog("飞朱紫国失败")
end
end
--修改完毕
function zhuziguo(data)
--closePacket()
openMap()
while true do
tappp(550,115,20,10)
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(495,295,20)
elseif(n == "2")
then
mSleep(100)
tapp(645,295,20)
elseif(n == "3")
then
mSleep(100)
tapp(795,295,20)
elseif(n == "4")
then
mSleep(100)
tapp(495,445,20)
elseif(n == "5")
then
mSleep(100)
tapp(645,445,20)
elseif(n == "6")
then
mSleep(100)
tapp(795,445,20)
elseif(n == "7")
then
mSleep(100)
tapp(495,595,20)
elseif(n == "8")
then
mSleep(100)
tapp(645,595,20)
elseif(n == "9")
then
mSleep(100)
tapp(795,595,20)
elseif(n == "0")
then
mSleep(100)
tapp(945,445,20)
end
end
mSleep(200)
tapp(945,595,20)
mSleep(400)
if inputWordValidate(data[2],511,101,577,135) then
break
end
end
while true do
tappp(749,116,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(695,295,20)
elseif(n == "2")
then
mSleep(100)
tapp(845,295,20)
elseif(n == "3")
then
mSleep(100)
tapp(995,295,20)
elseif(n == "4")
then
mSleep(100)
tapp(695,445,20)
elseif(n == "5")
then
mSleep(845)
tapp(849,445,20)
elseif(n == "6")
then
mSleep(100)
tapp(995,445,20)
elseif(n == "7")
then
mSleep(100)
tapp(695,595,20)
elseif(n == "8")
then
mSleep(100)
tapp(845,595,20)
elseif(n == "9")
then
mSleep(100)
tapp(995,595,20)
elseif(n == "0")
then
mSleep(100)
tapp(1145,445,20)
end
end
mSleep(200)
tapp(1145,595,20)
mSleep(400)
if inputWordValidate(data[3],713,100,776,135) then
break
end
end
tappp(941,117,20,10)
mSleep(200)
tapp(1563,70,10)
end
--修改完毕
function toNvercun()
--[[useFly()
mSleep(500)
tapp(1531,770,5)
closePacket()]]
toAolaiguo()
toNvercun2()
end
--修改完毕???
function toNvercun2()
--9,141
--[[
openMap()
mSleep(200)
tapp(609,119,2)
mSleep(200)
tapp(852,595,20)
mSleep(200)
tapp(1015,593,2)
mSleep(200)
tapp(800,129,2)
mSleep(200)
tapp(753,296,20)
mSleep(200)
tapp(752,449,20)
mSleep(200)
tapp(755,299,20)
mSleep(200)
tapp(1205,594,2)
mSleep(200)
tapp(999,123,2)
mSleep(200)
tapp(1517,77,2)
]]
aolaiguo({"1","9-","1-4-1-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(500)
mSleep(2000)
closePacket()
local str = "@9-@1-4-1-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toNvercun2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(61,313,0)
mSleep(1000)
if getNEC() then
return
else
dialog("进入女儿村失败")
end
end
--修改完毕
function nvercun(data)
--closePacket()
openMap()
while true do
tappp(526,361,20,10)
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(475,540,20)
elseif(n == "2")
then
mSleep(100)
tapp(625,540,20)
elseif(n == "3")
then
mSleep(100)
tapp(775,540,20)
elseif(n == "4")
then
mSleep(100)
tapp(475,690,20)
elseif(n == "5")
then
mSleep(100)
tapp(625,690,20)
elseif(n == "6")
then
mSleep(100)
tapp(775,690,20)
elseif(n == "7")
then
mSleep(100)
tapp(475,840,20)
elseif(n == "8")
then
mSleep(100)
tapp(625,840,20)
elseif(n == "9")
then
mSleep(100)
tapp(775,840,20)
elseif(n == "0")
then
mSleep(100)
tapp(925,687,20)
end
end
mSleep(200)
tapp(925,835,20)
mSleep(400)
if inputWordValidate(data[2],491,345,554,379) then
break
end
end
while true do
tappp(530,463,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(475,645,20)
elseif(n == "2")
then
mSleep(100)
tapp(625,645,20)
elseif(n == "3")
then
mSleep(100)
tapp(775,645,20)
elseif(n == "4")
then
mSleep(100)
tapp(475,795,20)
elseif(n == "5")
then
mSleep(100)
tapp(625,795,20)
elseif(n == "6")
then
mSleep(100)
tapp(775,795,20)
elseif(n == "7")
then
mSleep(100)
tapp(471,945,20)
elseif(n == "8")
then
mSleep(100)
tapp(625,945,20)
elseif(n == "9")
then
mSleep(100)
tapp(775,945,20)
elseif(n == "0")
then
mSleep(100)
tapp(925,795,20)
end
end
mSleep(200)
tapp(925,945,20)
mSleep(400)
if inputWordValidate(data[3],490,444,560,479) then
break
end
end
tappp(516,544,20,10)
mSleep(200)
tapp(1507,62,10)
end
--修改完毕
function toBeijuluzhou()
toChangshoujiaowai()
toBeijuluzhou2()
end
--修改完毕
function toBeijuluzhou2()
--63,66
--[[
openMap()
mSleep(200)
tapp(603,161,2)
mSleep(200)
tapp(854,490,20)
mSleep(200)
tapp(860,340,20)
mSleep(200)
tapp(1010,635,2)
mSleep(200)
tapp(795,164,2)
mSleep(200)
tapp(1061,488,20)
mSleep(200)
tapp(1064,491,20)
mSleep(200)
tapp(1213,637,2)
mSleep(200)
tapp(999,167,2)
mSleep(200)
tapp(1509,120,2)
]]
changshoujiaowai({"1","6-3-","6-6-"})
mSleep(1000)
openPacket()
mSleep(500)
--tapPackageMapX(100)
tapPackageMap5time()
mSleep(1000)
closePacket()
local str = "@6-3-@6-6-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toBeijuluzhou2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(840,388,10)
mSleep(3000)
tapp(1592,499,2)
mSleep(1000)
--进入北俱芦洲验证
if getBJLZ() then
return
else
dialog("进入北俱芦洲失败")
end
end
--修改完毕
function beijuluzhou(data)
--closePacket()
openMap()
while true do
tappp(530,167,20,10)
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(480,335,20)
elseif(n == "2")
then
mSleep(100)
tapp(630,335,20)
elseif(n == "3")
then
mSleep(100)
tapp(780,335,20)
elseif(n == "4")
then
mSleep(100)
tapp(480,485,20)
elseif(n == "5")
then
mSleep(100)
tapp(630,485,20)
elseif(n == "6")
then
mSleep(100)
tapp(780,485,20)
elseif(n == "7")
then
mSleep(100)
tapp(480,635,20)
elseif(n == "8")
then
mSleep(100)
tapp(630,635,20)
elseif(n == "9")
then
mSleep(100)
tapp(780,635,20)
elseif(n == "0")
then
mSleep(100)
tapp(930,485,20)
end
end
mSleep(200)
tapp(930,635,20)
mSleep(400)
if inputWordValidate(data[2],494,144,568,180) then
break
end
end
while true do
tappp(736,163,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(680,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(830,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(980,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(680,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(830,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(980,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(680,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(830,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(980,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(1130,490,20)
end
end
mSleep(200)
tapp(1130,640,20)
mSleep(400)
if inputWordValidate(data[3],697,141,766,181) then
break
end
end
tappp(928,159,20,10)
mSleep(200)
tapp(1580,113,10)
end
function toChangshoucun()
useFly()
mSleep(500)
tapp(775,312,5)
closePacket()
if getCSC() then
return
else
dialog("飞长寿村失败")
end
end
--修改完毕
function toChangshoujiaowai()
toChangshoucun()
toChangshoujiaowai2()
end
--修改完毕
function toChangshoujiaowai2()
openMap()
--151,3
mSleep(200)
tapp(752,142,2)
mSleep(200)
tapp(683,344,20)
mSleep(200)
tapp(685,490,20)
mSleep(200)
tapp(686,626,20)
mSleep(200)
tapp(1140,627,2)
mSleep(200)
tapp(927,158,2)
mSleep(200)
tapp(889,623,20)
mSleep(200)
tapp(1349,627,2)
mSleep(200)
tapp(1125,158,2)
mSleep(200)
tapp(1382,113,2)
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(350)
mSleep(2000)
closePacket()
local str = "@1-4-7-@7-@"
local lastxy,nowxy
repeat
mSleep(3000)
local nowxy = localZuobiao()
if nowxy == lastxy then
return toChangshoujiaowai2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(1731,932,0)
mSleep(1000)
if getCSJW() then
return
else
dialog("进入长寿郊外失败")
end
end
--修改完毕
function changshoujiaowai(data)
--关闭背包
--closePacket()
--点开地图输入坐标
openMap()
while true do
--选择X坐标输入框
tappp(603,169,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(550,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(700,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(850,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(550,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(700,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(850,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(550,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(700,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(850,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(1000,490,20)
end
end
--点击确定
mSleep(200)
tapp(1000,640,20)
mSleep(400)
if inputWordValidate(data[2],568,151,634,184) then
break
end
end
while true do
--选择y坐标输入框
tappp(805,167,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(750,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(900,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(1050,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(750,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(900,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(1050,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(750,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(900,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(1050,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(1200,490,20)
end
end
--点击确定
mSleep(200)
tapp(1200,640,20)
--点击前往
mSleep(400)
if inputWordValidate(data[3],768,150,832,186) then
break
end
end
tappp(998,164,20,10)
--点击关闭地图
mSleep(200)
tapp(1507,120,10)
end
--修改完毕
function toQilinshan()
-- body
useFly()
--点击朱紫国
mSleep(500)
tapp(860,724,5)
--关闭背包
closePacket()
toQilinshan2()
end
--修改完毕
function toQilinshan2()
--4,109
--点开地图输入坐标
--[[
openMap()
tapp(543,120,2)
--选择X坐标输入框
mSleep(200)
tapp(503,437,20)
mSleep(200)
tapp(967,584,2)
--选择y坐标输入框
mSleep(200)
tapp(760,125,2)
mSleep(200)
tapp(700,300,20)
mSleep(200)
tapp(1150,430,20)
mSleep(200)
tapp(1000,600,20)
--点击确定
mSleep(200)
tapp(1150,600,2)
--点击前往
mSleep(200)
tapp(900,100,2)
--点击关闭地图
mSleep(200)
tapp(1550,70,2)
]]
zhuziguo({"1","4-","1-0-9-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(400)
mSleep(2000)
closePacket()
local str = "@4-@1-0-9-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toQilinshan2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(50,150,0)
mSleep(3000)
end
--修改完毕
function qilinshan(data)
-- nLog("麒麟山移动坐标:"..data[2]..","..data[3])
--closePacket()
openMap()
mSleep(200)
while true do
--选择X坐标输入框
tappp(523,168,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(470,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(620,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(770,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(470,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(620,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(770,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(470,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(620,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(770,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(920,495,20)
end
end
--点击确定
mSleep(200)
tapp(920,645,20)
mSleep(400)
if inputWordValidate(data[2],490,149,548,185) then
break
end
end
--选择y坐标输入框
while true do
tappp(727,171,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(670,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(820,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(970,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(670,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(820,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(970,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(670,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(820,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(970,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(1120,495,20)
end
end
--点击确定
mSleep(200)
tapp(1120,645,20)
mSleep(400)
if inputWordValidate(data[2],690,149,755,186) then
break
end
end
--点击前往
tappp(919,166,20,10)
--点击关闭地图
mSleep(200)
tapp(1587,120,10)
end
--修改完毕
function changan2guojing()
--点开地图输入坐标
--12,3去大唐国境
openMap()
--X坐标输入框
mSleep(200)
tapp(452,127,2)
mSleep(200)
tapp(387,302,20)
mSleep(200)
tapp(548,302,20)
--点击确定
mSleep(200)
tapp(846,604,2)
--y坐标输入框
mSleep(200)
tapp(624,127,2)
mSleep(200)
tapp(893,302,20)
--点击确定
mSleep(200)
tapp(1050,604,2)
--点击前往
mSleep(200)
tapp(833,124,2)
--点击关闭地图
mSleep(200)
tapp(1680,80,2)
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(1950)
mSleep(2000)
closePacket()
--local str = "@2-2-2-@1-4-1-@"
local str = "@1-2-@3-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return changan2guojing()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(36,963,0)
mSleep(1000)
if getDTGJ() then
return
else
dialog("进入大唐国境失败")
end
end
--修改完毕
function zhuzi2jingwai()
--7,3
--朱紫国--大唐境外
--[[
mSleep(2000)
--点开地图输入坐标
openMap()
--选择X坐标输入框
tapp(548,126,2)
mSleep(200)
tapp(503,587,20)
--点击确定
mSleep(200)
tapp(960,591,2)
--选择y坐标输入框
mSleep(200)
tapp(738,122,2)
mSleep(200)
tapp(1000,290,20)
--点击确定
mSleep(200)
tapp(1164,580,2)
--点击前往
mSleep(200)
tapp(948,110,2)
--点击关闭地图
mSleep(200)
tapp(1570,69,2)
]]
zhuziguo({"1-","7-","3-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(450)
mSleep(2000)
closePacket()
local str = "@7-@3-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return zhuzi2jingwai()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(38,945,0)
mSleep(1000)
if getDTJW() then
return
else
dialog("朱紫国进入大唐境外失败")
end
end
--修改完毕
function guojing2putuo()
--长安--大唐国境227,60--普陀仙子
--点开地图输入坐标
--[[
openMap()
--选择X坐标输入框
mSleep(200)
tapp(566,88,2)
mSleep(200)
tapp(660,262,20)
mSleep(200)
tapp(663,263,20)
mSleep(200)
tapp(504,546,20)
--点击确定
mSleep(200)
tapp(958,550,2)
--选择y坐标输入框
mSleep(400)
tapp(747,87,2)
mSleep(200)
tapp(1013,420,20)
mSleep(200)
tapp(1164,404,20)
--点击确定
mSleep(200)
tapp(1163,557,2)
--点击前往
mSleep(200)
tapp(947,79,2)
--点击关闭地图
mSleep(200)
tapp(1562,39,2)
]]
datangguojing({"1","2-2-7-","6-0-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(400)
mSleep(2000)
closePacket()
local str = "@2-2-7-@6-0-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return guojing2putuo()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(717,437,5)
if ifDialogOpen() == false then
dialog("请手动进入普陀山")
else
tappp(1600,520,100,20)
end
--进入普陀山验证
mSleep(1000)
if getPTS() then
return
else
dialog("进入普陀山失败")
end
end
--修改完毕
function toDatangguojing()
--[[ body
useFly()
--点击长安
mSleep(500)
tapp(1187 495")
--关闭背包
closePacket()
-- body]]
toChangancheng()
changan2guojing()
end
--修改完毕
function datangguojing(data)
--closePacket()
--点开地图输入坐标
openMap()
while true do
--选择X坐标输入框
tappp(549,90,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(500,265,20)
elseif(n == "2")
then
mSleep(100)
tapp(650,265,20)
elseif(n == "3")
then
mSleep(100)
tapp(800,265,20)
elseif(n == "4")
then
mSleep(100)
tapp(500,415,20)
elseif(n == "5")
then
mSleep(100)
tapp(650,415,20)
elseif(n == "6")
then
mSleep(100)
tapp(800,415,20)
elseif(n == "7")
then
mSleep(100)
tapp(500,565,20)
elseif(n == "8")
then
mSleep(100)
tapp(650,565,20)
elseif(n == "9")
then
mSleep(100)
tapp(800,565,20)
elseif(n == "0")
then
mSleep(100)
tapp(950,415,20)
end
end
--点击确定
mSleep(200)
tapp(950,565,20)
mSleep(400)
if inputWordValidate(data[3],510,68,579,104) then
break
end
end
while true do
--选择y坐标输入框
tappp(753,86,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(700,260,20)
elseif(n == "2")
then
mSleep(100)
tapp(850,260,20)
elseif(n == "3")
then
mSleep(100)
tapp(1000,260,20)
elseif(n == "4")
then
mSleep(100)
tapp(700,410,20)
elseif(n == "5")
then
mSleep(100)
tapp(850,410,20)
elseif(n == "6")
then
mSleep(100)
tapp(1000,410,20)
elseif(n == "7")
then
mSleep(100)
tapp(700,560,20)
elseif(n == "8")
then
mSleep(100)
tapp(850,560,20)
elseif(n == "9")
then
mSleep(100)
tapp(1000,560,20)
elseif(n == "0")
then
mSleep(100)
tapp(1150,410,20)
end
end
--点击确定
mSleep(200)
tapp(1150,560,20)
mSleep(400)
if inputWordValidate(data[3],711,69,779,102) then
break
end
end
--点击前往
tappp(944,86,20,10)
--点击关闭地图
mSleep(200)
tapp(1561,38,10)
end
--修改完毕
function toDatangjingwai()
--[[ body
useFly()
--点击朱紫国
mSleep(500)
tapp(862 730")
--关闭背包
closePacket()]]
toZhuziguo()
zhuzi2jingwai()
end
--修改完毕
function datangjingwai(data)
--closePacket()
--点开地图
openMap()
while true do
--选择X坐标输入框
tappp(358,335,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(305,510,20)
elseif(n == "2")
then
mSleep(100)
tapp(455,510,20)
elseif(n == "3")
then
mSleep(100)
tapp(605,510,20)
elseif(n == "4")
then
mSleep(100)
tapp(305,660,20)
elseif(n == "5")
then
mSleep(100)
tapp(455,660,20)
elseif(n == "6")
then
mSleep(100)
tapp(605,660,20)
elseif(n == "7")
then
mSleep(100)
tapp(305,810,20)
elseif(n == "8")
then
mSleep(100)
tapp(455,810,20)
elseif(n == "9")
then
mSleep(100)
tapp(605,810,20)
elseif(n == "0")
then
mSleep(100)
tapp(755,660,20)
end
end
--点击确定
mSleep(200)
tapp(755,810,20)
mSleep(400)
if inputWordValidate(data[2],318,317,388,354) then
break
end
end
while true do
--选择y坐标输入框
tappp(557,337,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(505,510,20)
elseif(n == "2")
then
mSleep(100)
tapp(655,510,20)
elseif(n == "3")
then
mSleep(100)
tapp(805,510,20)
elseif(n == "4")
then
mSleep(100)
tapp(505,660,20)
elseif(n == "5")
then
mSleep(100)
tapp(655,660,20)
elseif(n == "6")
then
mSleep(100)
tapp(805,660,20)
elseif(n == "7")
then
mSleep(100)
tapp(505,810,20)
elseif(n == "8")
then
mSleep(100)
tapp(655,810,20)
elseif(n == "9")
then
mSleep(100)
tapp(805,810,20)
elseif(n == "0")
then
mSleep(100)
tapp(955,660,20)
end
end
--点击确定
mSleep(200)
tapp(955,810,20)
mSleep(400)
if inputWordValidate(data[3],522,317,587,354) then
break
end
end
--点击前往
tappp(752,336,20,10)
--点击关闭地图
mSleep(200)
tapp(1754,289,10)
end
--修改完毕
function jingwai2mojiacun(...)
-- body
--大唐境外234,110 ---墨家村
--点开地图
mSleep(1000)
--[[
openMap()
--选择X坐标输入框
tapp(354,333,2)
mSleep(200)
tapp(437,526,20)
mSleep(200)
tapp(621,529,20)
mSleep(200)
tapp(308,649,20)
--点击确定
mSleep(200)
tapp(767,807,2)
--选择y坐标输入框
mSleep(400)
tapp(547,330,2)
mSleep(200)
tapp(514,523,20)
mSleep(200)
tapp(517,525,20)
mSleep(200)
tapp(965,658,20)
--点击确定
mSleep(200)
tapp(967,803,2)
--点击前往
mSleep(200)
tapp(752,332,2)
--点击关闭地图
mSleep(200)
tapp(1755,283,2)
]]
datangjingwai({"1","2-3-4-","1-1-0-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(600)
mSleep(2000)
closePacket()
local str = "@2-3-4-@1-1-0-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return jingwai2mojiacun()
else
lastxy = nowxy
end
until(nowxy==str)
--点击火焰山土地
tapp(1124,319,0)
if ifDialogOpen() == false then
dialog("手动进入墨家村")
mSleep(10000)
else
--todo
--墨家村传送人对话框
tappp(1550,380,100,20)
end
mSleep(1000)
--进入墨家村判断
if getMJC() then
return
else
dialog("进入墨家村失败")
end
end
--修改完毕
function toMojiacun()
-- body
toDatangjingwai()
jingwai2mojiacun()
end
--修改完毕
function mojiacun(data)
--关闭背包
--closePacket()
--点开地图输入坐标
openMap()
while true do
--选择X坐标输入框
tappp(651,328,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(600,510,20)
elseif(n == "2")
then
mSleep(100)
tapp(750,510,20)
elseif(n == "3")
then
mSleep(100)
tapp(900,510,20)
elseif(n == "4")
then
mSleep(100)
tapp(600,660,20)
elseif(n == "5")
then
mSleep(100)
tapp(750,660,20)
elseif(n == "6")
then
mSleep(100)
tapp(900,660,20)
elseif(n == "7")
then
mSleep(100)
tapp(600,810,20)
elseif(n == "8")
then
mSleep(100)
tapp(750,810,20)
elseif(n == "9")
then
mSleep(100)
tapp(900,810,20)
elseif(n == "0")
then
mSleep(100)
tapp(1050,660,20)
end
end
--点击确定
mSleep(200)
tapp(1050,810,20)
mSleep(400)
if inputWordValidate(data[2],611,311,674,348) then
break
end
end
while true do
--选择y坐标输入框
tappp(652,430,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(600,610,20)
elseif(n == "2")
then
mSleep(100)
tapp(750,610,20)
elseif(n == "3")
then
mSleep(100)
tapp(900,610,20)
elseif(n == "4")
then
mSleep(100)
tapp(600,760,20)
elseif(n == "5")
then
mSleep(100)
tapp(750,760,20)
elseif(n == "6")
then
mSleep(100)
tapp(900,760,20)
elseif(n == "7")
then
mSleep(100)
tapp(600,910,20)
elseif(n == "8")
then
mSleep(100)
tapp(750,910,20)
elseif(n == "9")
then
mSleep(100)
tapp(900,910,20)
elseif(n == "0")
then
mSleep(100)
tapp(1050,760,20)
end
end
--点击确定
mSleep(200)
tapp(1050,910,20)
mSleep(400)
if inputWordValidate(data[3],610,408,677,450) then
break
end
end
--点击前往
tappp(641,519,20,10)
--点击关闭地图
mSleep(200)
tapp(1382,30,10)
end
--修改完毕
function toPutuoshan()
--[[ body
useFly()
--点击长安
mSleep(500)
tapp(1195 492")
--关闭背包
closePacket()
-- body
changan2putuo()]]
toDatangguojing()
guojing2putuo()
end
--修改完毕
function putuoshan(data)
--关闭背包
--closePacket()
--点开地图
openMap()
while true do
--选择X坐标输入框
tappp(532,164,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(480,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(630,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(780,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(480,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(630,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(780,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(480,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(630,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(780,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(930,490,20)
end
end
--点击确定
mSleep(200)
tapp(930,640,20)
mSleep(400)
if inputWordValidate(data[2],493,145,540,182) then
break
end
end
while true do
--选择y坐标输入框
tappp(734,165,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(680,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(830,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(980,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(680,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(830,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(980,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(680,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(830,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(980,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(1130,490,20)
end
end
--点击确定
mSleep(200)
tapp(1130,640,20)
mSleep(400)
if inputWordValidate(data[3],692,145,750,183) then
break
end
end
--点击前往
tappp(926,165,20,10)
--点击关闭地图
mSleep(200)
tapp(1580,117,10)
end
--修改完毕
function toDonghaiwan()
toJianyecheng()
toDonghaiwan2()
end
--修改完毕
function toDonghaiwan2()
--270,29
-- body
--点开地图输入坐标
--[[
openMap()
--选择X坐标输入框
mSleep(200)
tapp(416,126,2)
mSleep(200)
tapp(520,309,20)
mSleep(200)
tapp(370,596,20)
mSleep(200)
tapp(821,451,20)
--点击确定
mSleep(200)
tapp(830,581,2)
--选择y坐标输入框
mSleep(400)
tapp(605,129,2)
mSleep(200)
tapp(724,302,20)
mSleep(200)
tapp(875,596,20)
--点击确定
mSleep(200)
tapp(1034,599,2)
--点击前往
mSleep(200)
tapp(808,123,2)
--点击关闭地图
mSleep(200)
tapp(1691,81,2)
]]
jianyecheng({"1-","2-7-0-","2-9-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(1500)
mSleep(2000)
closePacket()
local str = "@2-7-0-@2-9-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toDonghaiwan2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(1900,800,0)
mSleep(1000)
if getDHW() then
return
else
dialog("进入东海湾失败")
end
end
--修改完毕
function donghaiwan(data)
--closePacket()
openMap()
while true do
--选择X坐标输入框
tappp(658,167,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(605,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(755,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(905,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(605,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(755,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(905,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(605,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(755,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(905,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(1055,495,20)
end
end
--点击确定
mSleep(200)
tapp(1055,645,20)
mSleep(400)
if inputWordValidate(data[2],618,149,682,185) then
break
end
end
while true do
--选择y坐标输入框
tappp(856,166,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(805,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(955,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(1105,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(805,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(955,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(1105,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(805,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(955,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(1105,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(1255,495,20)
end
end
--点击确定
mSleep(200)
tapp(1255,645,20)
mSleep(400)
if inputWordValidate(data[3],821,150,882,184) then
break
end
end
--点击前往
tappp(1046,166,20,10)
--点击关闭地图
mSleep(200)
tapp(1459,119,10)
end
--修改完毕
function toJiangnanyewai()
--[[ body
useFly()
--点击建邺城位置
mSleep(500)
tapp(1226 657")
-- body
closePacket()]]
toJianyecheng()
toJiangnanyewai2()
end
--修改完毕
function toJiangnanyewai2()
--18,5
--点开地图输入坐标
--[[
openMap()
--选择X坐标输入框
tapp(426,129,2)
mSleep(200)
tapp(368,303,20)
mSleep(200)
tapp(519,598,20)
--点击确定
mSleep(200)
tapp(830,600,2)
--选择y坐标输入框
mSleep(400)
tapp(623,123,2)
mSleep(200)
tapp(722,450,20)
--点击确定
mSleep(200)
tapp(1032,603,2)
--点击前往
mSleep(200)
tapp(815,126,2)
--点击关闭地图
mSleep(200)
tapp(1695,77,2)
]]
jianyecheng({"1","1-8-","5-"})
mSleep(1000)
openPacket()
mSleep(500)
tapPackageMap5time()
mSleep(1000)
closePacket()
local str = "@1-8-@5-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toJiangnanyewai2()
else
lastxy = nowxy
end
until(nowxy==str)
--点击传送
tapp(555,747,0)
if ifDialogOpen() == false then
dialog("手动进入江南野外")
else
tapp(1597,499,0)
end
mSleep(1000)
if getJNYW() then
return
else
dialog("进入江南野外失败")
end
end
--修改完毕
function jiangnanyewai(data)
--关闭背包
--closePacket()
--点开地图输入坐标
openMap()
--选择X坐标输入框
mSleep(200)
while true do
tapp(543,169,2)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(479,334,20)
elseif(n == "2")
then
mSleep(100)
tapp(635,336,20)
elseif(n == "3")
then
mSleep(100)
tapp(788,338,20)
elseif(n == "4")
then
mSleep(100)
tapp(482,491,20)
elseif(n == "5")
then
mSleep(100)
tapp(638,493,20)
elseif(n == "6")
then
mSleep(100)
tapp(791,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(485,625,20)
elseif(n == "8")
then
mSleep(100)
tapp(641,627,20)
elseif(n == "9")
then
mSleep(100)
tapp(794,629,20)
elseif(n == "0")
then
mSleep(100)
tapp(933,497,20)
end
end
--点击确定
mSleep(200)
tapp(936,631,2)
mSleep(400)
if inputWordValidate(data[2],493,146,554,177) then
break
end
end
while true do
--选择y坐标输入框
tapp(719,172,2)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(678,341,20)
elseif(n == "2")
then
mSleep(100)
tapp(838,344,20)
elseif(n == "3")
then
mSleep(100)
tapp(992,346,20)
elseif(n == "4")
then
mSleep(100)
tapp(681,499,20)
elseif(n == "5")
then
mSleep(100)
tapp(841,501,20)
elseif(n == "6")
then
mSleep(100)
tapp(995,503,20)
elseif(n == "7")
then
mSleep(100)
tapp(684,633,20)
elseif(n == "8")
then
mSleep(100)
tapp(844,635,20)
elseif(n == "9")
then
mSleep(100)
tapp(998,637,20)
elseif(n == "0")
then
mSleep(100)
tapp(1139,505,20)
end
end
--点击确定
mSleep(200)
tapp(1142,639,2)
mSleep(400)
if inputWordValidate(data[3],692,146,758,178) then
break
end
end
--点击前往
tapp(915,165,2)
--点击关闭地图
mSleep(200)
tapp(1582,113,2)
end
--修改完毕
function toHuaguoshan()
--[[ body
useFly()
--点击傲来国
mSleep(500)
tapp(1523 774")
--关闭背包
closePacket()
]]
toAolaiguo()
toHuaguoshan2()
end
--修改完毕
function toHuaguoshan2()
--212,143
-- body
--点开地图输入坐标
--[[
openMap()
--选择X坐标输入框
mSleep(200)
tapp(620,128,2)
mSleep(200)
tapp(704,292,20)
mSleep(200)
tapp(551,295,20)
mSleep(200)
tapp(701,289,20)
--点击确定
mSleep(200)
tapp(995,598,2)
--选择y坐标输入框
mSleep(400)
tapp(799,127,2)
mSleep(200)
tapp(752,296,20)
mSleep(200)
tapp(758,446,20)
mSleep(200)
tapp(1055,300,20)
--点击确定
mSleep(200)
tapp(1213,601,2)
--点击前往
mSleep(200)
tapp(988,128,2)
--点击关闭地图
mSleep(200)
tapp(1515,74,2)
]]
aolaiguo({"1","2-1-2-","1-4-3-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(250)
mSleep(2000)
closePacket()
local str = "@2-1-2-@1-4-3-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toHuaguoshan2()
else
lastxy = nowxy
end
until(nowxy==str)
tapp(1640,156,0)
mSleep(1000)
if getHGS then
return
else
dialog("进入花果山失败")
end
end
--处理完毕
function huaguoshan(data)
--点开地图输入坐标
--closePacket()
openMap()
while true do
--选择X坐标输入框
tappp(539,169,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(485,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(635,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(785,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(485,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(635,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(785,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(485,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(635,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(785,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(935,495,20)
end
end
--点击确定
mSleep(200)
tapp(935,645,20)
mSleep(400)
if inputWordValidate(data[2],501,151,566,184) then
break
end
end
while true do
--选择y坐标输入框
tappp(739,165,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(685,345,20)
elseif(n == "2")
then
mSleep(100)
tapp(845,345,20)
elseif(n == "3")
then
mSleep(100)
tapp(985,345,20)
elseif(n == "4")
then
mSleep(100)
tapp(685,495,20)
elseif(n == "5")
then
mSleep(100)
tapp(845,495,20)
elseif(n == "6")
then
mSleep(100)
tapp(985,495,20)
elseif(n == "7")
then
mSleep(100)
tapp(685,645,20)
elseif(n == "8")
then
mSleep(100)
tapp(845,645,20)
elseif(n == "9")
then
mSleep(100)
tapp(985,645,20)
elseif(n == "0")
then
mSleep(100)
tapp(1145,495,20)
end
end
--点击确定
mSleep(200)
tapp(1145,645,20)
mSleep(400)
if inputWordValidate(data[3],703,151,766,184) then
break
end
end
--点击前往
tappp(930,168,20,10)
--点击关闭地图
mSleep(200)
tapp(1574,120,10)
end
--已修改
function toWuzhuangguan()
--跑图
toDatangjingwai()
toWuzhuangguan2()
end
--已修改
function toWuzhuangguan2()
--628,71
--点开地图
mSleep(1000)
--[[
openMap()
--选择X坐标输入框
mSleep(200)
tapp(358,336,2)
mSleep(200)
tapp(615,657,20)
mSleep(200)
tapp(566,508,20)
mSleep(200)
tapp(566,508,20)
--点击确定
mSleep(200)
tapp(769,797,2)
--选择y坐标输入框
mSleep(400)
tapp(561,336,2)
mSleep(200)
tapp(505,809,20)
mSleep(200)
tapp(510,650,20)
--点击确定
mSleep(200)
tapp(967,813,2)
--点击前往
mSleep(200)
tapp(746,338,2)
--点击关闭地图
mSleep(200)
tapp(1759,288,2)
]]
datangjingwai({"1","6-3-3-","7-4-"})
mSleep(2000)
openPacket()
mSleep(500)
tapPackageMapX(3000)
mSleep(2000)
closePacket()
mSleep(10000)
openPacket()
mSleep(500)
tapPackageMapX(2000)
mSleep(2000)
closePacket()
local str = "@6-3-3-@7-4-@"
local lastxy,nowxy
--容错
repeat
mSleep(3000)
nowxy = localZuobiao()
if nowxy == lastxy then
return toWuzhuangguan2()
else
lastxy = nowxy
end
until(nowxy==str)
mSleep(1000)
tapp(1700,290,0)
mSleep(1000)
--getWZG todo
--if getWZG() then
if exitDTJW() then
return
else
dialog("进入五庄观失败")
end
end
--修改完毕
function wuzhuangguan(data)
--关闭背包
--closePacket()
--点开地图输入坐标
openMap()
--选择X坐标输入框
mSleep(200)
while true do
tappp(540,166,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(480,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(630,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(780,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(480,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(630,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(780,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(480,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(630,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(790,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(930,490,20)
end
end
--点击确定
mSleep(200)
tapp(930,640,20)
mSleep(400)
if inputWordValidate(data[2],498,146,561,182) then
break
end
end
while true do
--选择y坐标输入框
tappp(735,162,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(680,340,20)
elseif(n == "2")
then
mSleep(100)
tapp(830,340,20)
elseif(n == "3")
then
mSleep(100)
tapp(980,340,20)
elseif(n == "4")
then
mSleep(100)
tapp(680,490,20)
elseif(n == "5")
then
mSleep(100)
tapp(830,490,20)
elseif(n == "6")
then
mSleep(100)
tapp(980,490,20)
elseif(n == "7")
then
mSleep(100)
tapp(680,640,20)
elseif(n == "8")
then
mSleep(100)
tapp(830,640,20)
elseif(n == "9")
then
mSleep(100)
tapp(980,640,20)
elseif(n == "0")
then
mSleep(100)
tapp(1130,490,20)
end
end
--点击确定
mSleep(200)
tapp(1130,640,20)
mSleep(400)
if inputWordValidate(data[3],694,146,755,181) then
break
end
end
--点击前往
tappp(926,162,20,10)
--点击关闭地图
mSleep(200)
tapp(1580,117,10)
end
--修改完毕
function toShituoling(...)
--跑图
toDatangjingwai()
mSleep(1000)
tapp(31,1065,0)
mSleep(1000)
if getSTL() then
return
else
dialog("进入狮驼岭失败")
end
end
--修改完毕
function shituoling(data)
--点开地图输入坐标
openMap()
--选择X坐标输入框
mSleep(200)
while true do
tappp(528,160,20,10)
--获取x坐标 x-x-x-
x = strSplit(data[2],"-")
for i=1,table_leng(x)-1 do
local n = x[i]
if(n == "1")
then
mSleep(100)
tapp(475,335,20)
elseif(n == "2")
then
mSleep(100)
tapp(625,335,20)
elseif(n == "3")
then
mSleep(100)
tapp(775,335,20)
elseif(n == "4")
then
mSleep(100)
tapp(475,485,20)
elseif(n == "5")
then
mSleep(100)
tapp(625,485,20)
elseif(n == "6")
then
mSleep(100)
tapp(775,485,20)
elseif(n == "7")
then
mSleep(100)
tapp(475,635,20)
elseif(n == "8")
then
mSleep(100)
tapp(625,635,20)
elseif(n == "9")
then
mSleep(100)
tapp(775,635,20)
elseif(n == "0")
then
mSleep(100)
tapp(925,485,20)
end
end
--点击确定
mSleep(200)
tapp(925,635,20)
mSleep(400)
if inputWordValidate(data[2],490,142,555,178) then
break
end
end
while true do
--选择y坐标输入框
tappp(733,156,20,10)
y = strSplit(data[3],"-")
for i=1,table_leng(y)-1 do
local n = y[i]
if(n == "1")
then
mSleep(100)
tapp(675,335,20)
elseif(n == "2")
then
mSleep(100)
tapp(825,335,20)
elseif(n == "3")
then
mSleep(100)
tapp(975,335,20)
elseif(n == "4")
then
mSleep(100)
tapp(675,485,20)
elseif(n == "5")
then
mSleep(100)
tapp(825,485,20)
elseif(n == "6")
then
mSleep(100)
tapp(975,485,20)
elseif(n == "7")
then
mSleep(100)
tapp(675,635,20)
elseif(n == "8")
then
mSleep(100)
tapp(825,635,20)
elseif(n == "9")
then
mSleep(100)
tapp(975,635,20)
elseif(n == "0")
then
mSleep(100)
tapp(1125,485,20)
end
end
--点击确定
mSleep(200)
tapp(1125,635,20)
mSleep(400)
if inputWordValidate(data[3],690,141,755,178) then
break
end
end
--点击前往
tappp(922,159,20,10)
--点击关闭地图
mSleep(200)
tapp(1586,112,10)
end
--修改完毕
--打开背包需要遍历所有的藏宝图
function findMap()
keepScreen(true)
local mapArray = {}
local row = 1
for x=0,3 do
for y=0,4 do
x1,y1 = findMultiColorInRegionFuzzy( 0x71867a, "0|4|0x6c8375,12|8|0xed2b5f,4|12|0xf01460,-4|15|0xee2358,14|27|0x6d8378,6|47|0xf0f095,-25|38|0xeff0cc,-10|-22|0xf0f2d4,18|-15|0xf0edab", 90, 302+x*135, 908+y*135, 394+x*135, 1019+y*135)
if x1~=-1 then
--dialog(x..","..y,1)
mapArray[row] = y1.."@"..(1080-x1)
row = row+1
end
end
end
keepScreen(false)
return mapArray
end
--修改完毕
--打开背包需要遍历所有的藏宝图
function countMap()
keepScreen(true)
local mapCount = 0
local x1,y1
for x=0,4 do
for y=0,2 do
x1,y1 = findMultiColorInRegionFuzzy( 0xf0f5e2, "-9|22|0xeceab3,13|31|0xec3877,51|41|0xeae59b,60|16|0xf0f5d0,43|67|0xeff2cc", 90, 897+x*135, 260+y*135, 1026+x*135, 391+y*135)
if x1~=-1 then
mapCount = mapCount +1
end
end
end
keepScreen(false)
return mapCount
end
--无需改
function useSuccess()
bbmapcount = bbmapcount-1
-- body
while(true)
do
mSleep(200)
if countMap() == bbmapcount then
break
end
end
end
--无需改
function slayMonster(...)
time = 0
while(true) do
fightflag = waitFight()
if fightflag == 1 then
time = time +1
--toast("fighting...",1)
tapp(1832,1021,5)
mSleep(500)
tapp(1832,1021,5)
else
return time
end
end
end
--已修改
function addBlood(time)
-- 人物补血
if isColor(1912, 12,0xec2602,95) == false then
tapp(1873,45,2)
mSleep(300)
tapp(1503,157,2)
mSleep(300)
end
-- 人物补篮
if isColor( 1830, 32, 0x1d8af2 ,95) == false then
tapp(1842,40,2)
mSleep(300)
tapp(1760,152,2)
mSleep(300)
end
-- 宝宝补血
if isColor( 1652, 10, 0xeb1d02 ,95) == false then
mSleep(300)
tapp(1616,29,2)
mSleep(300)
tapp(1211,159,2)
end
end
--已修改
function cut()
bbMapOpenSuc()
snapshot("test1.png", 531,440,572,760)
local str
--[[
--将文件转换为图片对象
local img,msg = image.loadFile(userPath() .. "/res/test1.png")
if image.is(img) then
--将图片对象顺时针旋转 270 度
local img,msg = image.setRotation270(img);
if image.is(img) then
--将图片对象转换为图片
local boo,msg = image.saveToPngFile(img,userPath() .. "/res/test2.png")
else
dialog(msg,3)
end
else
dialog(msg,3)
end
]]
str = upload()
if str == false then
return cut()
end
return str
end
--无需改
local function imageToBase64(imageObj)
local boo,msg = image.saveToPngFile(imageObj,userPath() .. "/res/1.jpg")
local files
local file = io.open(userPath() .. "/res/1.jpg","rb")
if file then
files = file:read("*a")
file:close()
else
toast("没有找到文件",2)
end
return ZZBase64.encode(files)
end
--无需改
local function imageTurn270ToBase64(imageObj)
local newImage,msg = image.setRotation270(imageObj)
return imageToBase64(newImage)
end
--已修改
function post1(base64str)
--local url = "http://118.31.47.19:30000/cd1080/getLocation"
local url = "http://101.34.73.218:30000/cd1080/getLocation"
--local data = [[{"body":base64str,"uuid":"uuid"}]]
local data = "{\"body\":\""..base64str.."\",\"uuid\":\"uuid\"}"
--local data = [[{"action": "getAuth","key": "开发者的key","devices": {"设备号1"},"valid": 3600,"time": ]].. os.time() ..[[}]]
local options = {
["tstab"] = 1, -- 必填项
["timeOut"] = 90,
["urlEnCode"] = false
}
return httpPost(url,data,options)
end
--修改完毕
function localZuobiao()
--snapshot(userPath() .. "/res/getColor.png", 957, 151, 988, 300)
path = userPath();
path = path.."/res/test1.png"
snapshot(path, 151, 92, 300, 123)
local files
local file = io.open(path,"rb")
if file then
files = file:read("*a")
file:close()
else
toast("没有找到文件",2)
end
base64 = ZZBase64.encode(files)
--local newImage1,msg = image.loadFile(userPath() .. "/res/getColor.png")
--local base64 = imageTurn270ToBase64(newImage1)
local a = post1(base64)
return a
end
--修改完毕
--背包物品存入仓库
function beibao2cangku(count)
if count < 15 then
--每次存储一个,然后重新调用
arrayList = findCangKuBeiBaoNoEmptyMapY(2)
if tapflag == false then
tapflag = true
for key, var in ipairs(arrayList) do
mapxy = strSplit(var,"@")
--点击坐标
tapp(mapxy[1],mapxy[2],5)
mSleep(100)
end
tapp(1526,217,5)
end
mSleep(250)
local cangkuEmpCount = countCangKuEmpty()
if cangkuEmpCount == 0 then
tapp(259,944,2)
mSleep(500)
beibao2cangku(count)
return
end
if count > 9 then
mSleep(1000)
end
if count > 4 then
mSleep(1000)
end
--t1Count = #arrayList
for key, var in ipairs(arrayList) do
local crflag = false
while true do
mapxy = strSplit(var,"@")
--点击坐标
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
--why:修改点击存入仓库按钮范围。有个别物品按钮扫描不到
x,y = findMultiColorInRegionFuzzy( 0x385868, "11|4|0x8aa1a9,-1|17|0x758d9a,15|18|0x304c60,13|32|0x66828d,-2|36|0x305060", 90, 367, 592, 440, 1078)
if x ~= -1 and y ~= -1 then --如果在指定区域找到某点符合条件
tapp(x,y,5)
end
for tmptime =0,100 do
mSleep(100)
beibaoemp = countCangKuBeiBaoEmptyY(2)
--toast(beibaoemp,1)
if beibaoemp > count then
count = beibaoemp
crflag = true
break
end
end
if crflag == true then
break
end
end
cangkuEmpCount = cangkuEmpCount -1
if cangkuEmpCount == 0 then
break
end
end
--点一下仓库
mSleep(200)
tapp(259,944,5)
mSleep(500)
count = countCangKuBeiBaoEmptyY(2)
beibao2cangku(count)
end
end
--修改完毕
function initMap(...)
--初始化数据
wuzhuangguanArray = {}
shituolingArray = {}
zhuziguoArray = {}
jianyechengArray = {}
donghaiwanArray = {}
datangjingwaiArray = {}
datangguojingArray = {}
aolaiguoArray = {}
nvercunArray = {}
huaguoshanArray = {}
mojiacunArray = {}
putuoshanArray = {}
changshoujiaowaiArray = {}
jiangnanyewaiArray = {}
beijuluzhouArray = {}
qilinshanArray = {}
wuzhuangguanXYArray = {}
shituolingXYArray = {}
zhuziguoXYArray = {}
jianyechengXYArray = {}
donghaiwanXYArray = {}
datangjingwaiXYArray = {}
datangguojingXYArray = {}
aolaiguoXYArray = {}
nvercunXYArray = {}
huaguoshanXYArray = {}
mojiacunXYArray = {}
putuoshanXYArray = {}
changshoujiaowaiXYArray = {}
jiangnanyewaiXYArray = {}
beijuluzhouXYArray = {}
qilinshanXYArray = {}
wuzhuangguanRow = 1
shituolingRow = 1
zhuziguoRow = 1
jianyechengRow = 1
donghaiwanRow = 1
datangjingwaiRow = 1
datangguojingRow = 1
aolaiguoRow = 1
nvercunRow = 1
huaguoshanRow = 1
mojiacunRow = 1
putuoshanRow = 1
changshoujiaowaiRow = 1
jiangnanyewaiRow = 1
beijuluzhouRow = 1
qilinshanRow = 1
-- body
--[[
openPacket()
useFly()
--点击长安
--tapp(1174 496")
--关闭背包
closePacket()
getCAC()
mSleep(3000)
tapp(559 503")
mSleep(3000)
doStay()
doClear()
--打开仓库
mSleep(500)
tapp(849 484")
if isCangKuOpen() then
mSleep(1000)
tapp(1614 634")
mSleep(500)
closeClear()
mSleep(2000)
else
dialog("打开仓库失败,10秒内打开仓库")
mSleep(10000)
end
]]
openPacket()
useFly()
--点击西凉女国
tapp(750,434,10)
closePacket()
--西凉女国仓库
getXLNG()
mSleep(1000)
doClear()
mSleep(500)
--点击管理员
tapp(960,200,10)
if isCangKuOpen() then
mSleep(1000)
tappp(1600,660,150,20)
mSleep(500)
closeClear()
if cangKuOpenSuccess() == false then
dialog("请手动打开仓库")
cangKuOpenSuccess()
end
else
dialog("打开仓库失败,10秒内打开仓库")
mSleep(10000)
end
--进入仓库预读取所有仓库内容
while( havNext() )
do
tapp(549,944,2)
mSleep(200)
end
--[[
while( havLast() )
do
mSleep(200)
tapp(259 944")
end
]]
--优化第一次取藏宝图速度
bbempCount = countCangKuBeiBaoEmptyY(2)
if bbempCount >10 then
mSleep(2000)
end
if bbempCount >5 then
mSleep(2000)
end
if bbempCount<15 then
--[[
--获取仓库空格,然后将身上的前三排扔到仓库,直到前三排都说空为止
while( havNext() )
do
mSleep(200)
tapp(549 944")
end
]]
tapflag = false
beibao2cangku(bbempCount)
end
--回到第一页,然后从仓库里面拿藏宝图
while( havLast() )
do
tapp(259,944,2)
mSleep(200)
end
if getAllFlag ==false then
getAllFlag = true
jyc = {}
wzg = {}
stl = {}
zzg = {}
dhw = {}
dtjw = {}
dtgj = {}
alg = {}
nec = {}
hgs = {}
mjc = {}
pts = {}
csjw = {}
jnyw = {}
bjlz = {}
qls = {}
getAllMap()
end
bbmapcount = 15 - getCityMap()
--关闭仓库
mSleep(500)
tapp(1618,80,2)
openPacket()
mSleep(2000)
end
function autoDo()
require("TSLib")
UINew({width=1000,height=600})
UICheck("qls,bjlz","麒麟山,北俱芦洲","0@1",-1,0,"",1,1)
UIShow()
beijuluzhouFlag = bjlz
qilinshanFlag = qls
-- nLog(beijuluzhouFlag)
-- nLog(qilinshanFlag)
while (true) do
--把物品存到仓库,把仓库宝图挪到身上
initMap()
--如果所有的数组都是空,证明已经没有图了
if(#wuzhuangguanArray == 0) and (#shituolingArray == 0) and (#zhuziguoArray == 0) and (#jianyechengArray == 0) and (#donghaiwanArray == 0) and (#datangjingwaiArray == 0) and (#datangguojingArray == 0) and (#aolaiguoArray == 0) and (#nvercunArray == 0) and (#huaguoshanArray == 0) and (#mojiacunArray == 0) and (#putuoshanArray == 0) and (#changshoujiaowaiArray == 0) and (#jiangnanyewaiArray == 0) and (#beijuluzhouArray == 0) and (#qilinshanArray == 0) then
break
end
useSYX()
tapPackageMap4()
--麒麟山
if(#qilinshanArray > 0) then
-- nLog("麒麟山宝图排序")
sortxr(qilinshanArray,qilinshanXYArray)
-- nLog("麒麟山挖宝开始")
openPacket()
toQilinshan()
for key,value in ipairs(qilinshanArray)
do
mapxy = strSplit(value,"@")
local mapLocal = qilinshanXYArray[key]
data = strSplit(mapLocal,"@")
qilinshan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = qilinshanArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = qilinshanXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = qilinshanArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = qilinshanXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--花果山
if(#huaguoshanArray > 0) then
-- nLog("花果山宝图排序")
sortxl(huaguoshanArray,huaguoshanXYArray)
-- nLog("花果山挖宝开始")
openPacket()
toHuaguoshan()
for key,value in ipairs(huaguoshanArray)
do
mapxy = strSplit(value,"@")
local mapLocal = huaguoshanXYArray[key]
data = strSplit(mapLocal,"@")
huaguoshan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = huaguoshanArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = huaguoshanXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = huaguoshanArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = huaguoshanXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--墨家村
if(#mojiacunArray > 0) then
-- nLog("墨家村宝图排序")
sortyd(mojiacunArray,mojiacunXYArray)
-- nLog("墨家村挖宝开始")
openPacket()
toMojiacun()
for key,value in ipairs(mojiacunArray)
do
mapxy = strSplit(value,"@")
local mapLocal = mojiacunXYArray[key]
data = strSplit(mapLocal,"@")
mojiacun(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = mojiacunArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = mojiacunXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = mojiacunArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = mojiacunXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--女儿村
if(#nvercunArray > 0) then
-- nLog("女儿村宝图排序")
sortyd(nvercunArray,nvercunXYArray)
-- nLog("女儿村挖宝开始")
openPacket()
toNvercun()
for key,value in ipairs(nvercunArray)
do
mapxy = strSplit(value,"@")
local mapLocal = nvercunXYArray[key]
data = strSplit(mapLocal,"@")
nvercun(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = nvercunArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = nvercunArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = nvercunArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = nvercunArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--大唐国境
if(#datangguojingArray > 0) then
-- nLog("大唐国境宝图排序")
sortxr(datangguojingArray,datangguojingXYArray)
-- nLog("大唐国境挖宝开始")
openPacket()
toDatangguojing()
for key,value in ipairs(datangguojingArray)
do
mapxy = strSplit(value,"@")
local mapLocal = datangguojingXYArray[key]
data = strSplit(mapLocal,"@")
datangguojing(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = datangguojingArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = datangguojingArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = datangguojingArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = datangguojingArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--普陀山
if(#putuoshanArray > 0) then
-- nLog("普陀山宝图排序")
sortyd(putuoshanArray,putuoshanXYArray)
-- nLog("普陀山挖宝开始")
openPacket()
toPutuoshan()
for key,value in ipairs(putuoshanArray)
do
mapxy = strSplit(value,"@")
local mapLocal = putuoshanXYArray[key]
data = strSplit(mapLocal,"@")
putuoshan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = putuoshanArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = putuoshanXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = putuoshanArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = putuoshanXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--长寿郊外
if(#changshoujiaowaiArray > 0) then
-- nLog("长寿郊外宝图排序")
sortyt(changshoujiaowaiArray,changshoujiaowaiXYArray)
-- nLog("长寿郊外挖宝开始")
openPacket()
toChangshoujiaowai()
for key,value in ipairs(changshoujiaowaiArray)
do
mapxy = strSplit(value,"@")
local mapLocal = changshoujiaowaiXYArray[key]
data = strSplit(mapLocal,"@")
changshoujiaowai(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = changshoujiaowaiArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = changshoujiaowaiXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = changshoujiaowaiArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = changshoujiaowaiXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--江南野外
if(#jiangnanyewaiArray > 0) then
-- nLog("江南野外宝图排序")
sortyd(jiangnanyewaiArray,jiangnanyewaiXYArray)
-- nLog("江南野外挖宝开始")
openPacket()
toJiangnanyewai()
for key,value in ipairs(jiangnanyewaiArray)
do
mapxy = strSplit(value,"@")
local mapLocal = jiangnanyewaiXYArray[key]
data = strSplit(mapLocal,"@")
jiangnanyewai(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = jiangnanyewaiArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = jiangnanyewaiXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = jiangnanyewaiArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = jiangnanyewaiXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--五庄观
if(#wuzhuangguanArray > 0) then
-- nLog("五庄观宝图排序")
sortxl(wuzhuangguanArray,wuzhuangguanXYArray)
-- nLog("五庄观挖宝开始")
openPacket()
toWuzhuangguan()
for key,value in ipairs(wuzhuangguanArray)
do
mapxy = strSplit(value,"@")
local mapLocal = wuzhuangguanXYArray[key]
data = strSplit(mapLocal,"@")
wuzhuangguan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = wuzhuangguanArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = wuzhuangguanXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = wuzhuangguanArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = wuzhuangguanXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--狮驼岭
if(#shituolingArray > 0) then
-- nLog("狮驼岭宝图排序")
sortyt(shituolingArray,shituolingXYArray)
-- nLog("狮驼岭挖宝开始")
if isPackageOpen() then
toShituoling()
else
openPacket()
toShituoling()
end
for key,value in ipairs(shituolingArray)
do
mapxy = strSplit(value,"@")
local mapLocal = shituolingXYArray[key]
data = strSplit(mapLocal,"@")
data = strSplit(mapLocal,"@")
wuzhuangguan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = shituolingArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = shituolingXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = shituolingArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = shituolingXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--东海湾
if(#donghaiwanArray > 0) then
-- nLog("东海湾宝图排序")
sortxr(donghaiwanArray,donghaiwanXYArray)
-- nLog("东海湾挖宝开始")
openPacket()
toDonghaiwan()
for key,value in ipairs(donghaiwanArray)
do
mapxy = strSplit(value,"@")
local mapLocal = donghaiwanXYArray[key]
data = strSplit(mapLocal,"@")
donghaiwan(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = donghaiwanArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = donghaiwanXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = donghaiwanArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = donghaiwanXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--北俱芦洲
if(#beijuluzhouArray > 0) then
-- nLog("北俱芦洲宝图排序")
sortxr(beijuluzhouArray,beijuluzhouXYArray)
-- nLog("北俱芦洲挖宝开始")
openPacket()
toBeijuluzhou()
for key,value in ipairs(beijuluzhouArray)
do
mapxy = strSplit(value,"@")
local mapLocal = beijuluzhouXYArray[key]
data = strSplit(mapLocal,"@")
beijuluzhou(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = beijuluzhouArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = beijuluzhouXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = beijuluzhouArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = beijuluzhouXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--大唐境外
if(#datangjingwaiArray > 0) then
-- nLog("大唐境外宝图排序")
sortxl(datangjingwaiArray,datangjingwaiXYArray)
-- nLog("大唐境外挖宝开始")
openPacket()
toDatangjingwai()
for key,value in ipairs(datangjingwaiArray)
do
mapxy = strSplit(value,"@")
local mapLocal = datangjingwaiXYArray[key]
data = strSplit(mapLocal,"@")
datangjingwai(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = datangjingwaiArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = datangjingwaiXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = datangjingwaiArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = datangjingwaiXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--朱紫国
if(#zhuziguoArray > 0) then
-- nLog("朱紫国宝图排序")
sortyt(zhuziguoArray,zhuziguoXYArray)
-- nLog("朱紫国挖宝开始")
openPacket()
toZhuziguo()
for key,value in ipairs(zhuziguoArray)
do
mapxy = strSplit(value,"@")
local mapLocal = zhuziguoXYArray[key]
data = strSplit(mapLocal,"@")
zhuziguo(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = zhuziguoArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = zhuziguoXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = zhuziguoArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = zhuziguoXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--傲来国
if(#aolaiguoArray > 0) then
-- nLog("傲来国宝图排序")
sortyt(aolaiguoArray,aolaiguoXYArray)
-- nLog("傲来国挖宝开始")
openPacket()
toAolaiguo()
for key,value in ipairs(aolaiguoArray)
do
mapxy = strSplit(value,"@")
local mapLocal = aolaiguoXYArray[key]
data = strSplit(mapLocal,"@")
aolaiguo(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = aolaiguoArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = aolaiguoXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = aolaiguoArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = aolaiguoXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
end
end
--建邺城
if(#jianyechengArray > 0) then
-- nLog("建邺城宝图排序")
sortyd(jianyechengArray,jianyechengXYArray)
-- nLog("建邺城挖宝开始")
openPacket()
toJianyecheng()
for key,value in ipairs(jianyechengArray)
do
-- nLog("当前宝图使用开始")
mapxy = strSplit(value,"@")
local mapLocal = jianyechengXYArray[key]
data = strSplit(mapLocal,"@")
-- nLog("开始移动:坐标"..data[1]..","..data[2])
jianyecheng(data)
--对比当前坐标和地图坐标是否一致
repeat
mSleep(3000)
if getLocation(data) then
break
end
until(false)
doStay()
--打包背包
openPacket()
--选择藏宝图 使用
mSleep(500)
if getRandom10() < 4 then
tmpbt = jianyechengArray[key+1]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = jianyechengXYArray[key+1]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
if getRandom10() < 4 then
tmpbt = jianyechengArray[key+2]
if tmpbt ~= nil then
tmpxy = strSplit(tmpbt,"@")
tapp(tmpxy[1],tmpxy[2],5)
mSleep(500)
local mapLocal2 = jianyechengXYArray[key+2]
data2 = strSplit(mapLocal2,"@")
if isSimilarLocate(data,data2) == false then
useCangbaotu()
end
end
end
tapp(mapxy[1],mapxy[2],5)
mSleep(500)
useCangbaotu()
useSuccess()
tapPackageMap5time()
closePacket()
local times = slayMonster()
addBlood(times)
-- nLog("当前宝图使用结束")
end
end
if tempPackageFlag == true then
tempPackageFlag = false
mSleep(500)
tapp(1701,1021,10)
mSleep(500)
tapp(1606,702,30)
mSleep(500)
tappp(775,859,100,20)
mSleep(5000)
end
end
end
function useCangbaotu()
while (true) do
x1,y1 = findMultiColorInRegionFuzzy( 0x02f602, "", 90, 441, 511, 669, 548)
if x1>-1 then
break
end
end
x1,y1 = findMultiColorInRegionFuzzy( 0xffffff, "1|-20|0x385c70,0|28|0x284450,67|-23|0x3e5c70,71|-5|0x305368", 90, 665, 564, 768, 887)
tapp(x1,y1,10)
end
function getLocation(data)
data1 = strSplit(localZuobiao(),"@")
if #data1 < 3 then
return false
end
local cx,cy,tx,ty
tx = string.gsub(data[2], "-", "")
ty = string.gsub(data[3], "-", "")
cx = string.gsub(data1[2], "-", "")
cy = string.gsub(data1[3], "-", "")
if math.abs(tx - cx) <2 and math.abs(ty - cy) < 2 then
return true
else
return false
end
end
function isSimilarLocate(data1,data2)
return true
--[[nLog("data1:"..data1[1]..","..data1[2]..","..data1[3].." data2:"..data2[1]..","..data2[2]..","..data2[3])
local islx1,islx2,isly1,isly2,islstr
islx1 = tonumber(string.gsub(data1[2],"[^0-9]",""))
islx2 = tonumber(string.gsub(data2[2],"[^0-9]",""))
isly1 = tonumber(string.gsub(data1[3],"[^0-9]",""))
isly2 = tonumber(string.gsub(data2[3],"[^0-9]",""))
isltr = "比较坐标:("..islx1..","..isly1.."),("..islx2..","..isly2..")->"
if math.abs(islx1 - islx2) < 10 and math.abs(isly1 - isly2) < 10 then
isltr = isltr + "相近"
nLog(isltr)
return true
end
isltr = isltr + "不相近"
nLog(isltr)
return false]]
end
--pcall(autoDo)
autoDo()
--closePacket()
--mSleep(500)
--exitGame()
--toast(inputWordValidate(nil,498,146,561,182),1)
--mSleep(1000)
--toast(inputWordValidate(nil,694,146,755,181),1)
--mSleep(1000)
--[[
x: 498 146
561 182
y: 694 146
755 181
]]
|
local super = Class("BorderFactory", LuaObject).getSuperclass()
function BorderFactory.createLineBorder(...)
return LineBorder(...)
end
|
-- Punctuation, Other
local make_set = require 'parse.char.utf8.make.set'
return make_set {
S = [["'\]] .. '*,./!#%&:;?@'
.. '\u{a1}\u{a7}\u{b6}\u{b7}\u{bf}'
.. '\u{37e}\u{387}\u{589}\u{5c0}\u{5c3}\u{5c6}\u{5f3}\u{5f4}\u{609}\u{60a}\u{60c}\u{60d}\u{61b}'
.. '\u{61e}\u{61f}\u{6d4}\u{85e}\u{964}\u{965}\u{970}\u{af0}\u{df4}\u{e4f}\u{e5a}\u{e5b}\u{f14}'
.. '\u{f85}\u{fd9}\u{fda}'
.. '\u{10fb}\u{166d}\u{166e}\u{1735}\u{1736}\u{1944}\u{1945}\u{1a1e}\u{1a1f}\u{1c7e}\u{1c7f}\u{1cd3}'
.. '\u{2016}\u{2017}\u{2053}\u{2cfe}\u{2cff}\u{2d70}\u{2e00}\u{2e01}\u{2e0b}\u{2e18}\u{2e19}\u{2e1b}'
.. '\u{2e1e}\u{2e1f}\u{2e41}\u{303d}\u{30fb}\u{a4fe}\u{a4ff}\u{a673}\u{a67e}\u{a8ce}\u{a8cf}\u{a8fc}'
.. '\u{a92e}\u{a92f}\u{a95f}\u{a9de}\u{a9df}\u{aade}\u{aadf}\u{aaf0}\u{aaf1}\u{abeb}\u{fe19}\u{fe30}'
.. '\u{fe45}\u{fe46}\u{fe68}\u{fe6a}\u{fe6b}\u{ff0a}\u{ff0c}\u{ff0e}\u{ff0f}\u{ff1a}\u{ff1b}\u{ff1f}'
.. '\u{ff20}\u{ff3c}\u{ff61}\u{ff64}\u{ff65}'
.. '\u{1039f}\u{103d0}\u{1056f}\u{10857}\u{1091f}\u{1093f}\u{10a7f}\u{110bb}\u{110bc}\u{11174}\u{11175}'
.. '\u{111cd}\u{111db}\u{112a9}\u{114c6}\u{16a6e}\u{16a6f}\u{16af5}\u{16b44}\u{1bc9f}';
R = {
"\u{55a}\u{55f}","\u{66a}\u{66d}","\u{700}\u{70d}","\u{7f7}\u{7f9}","\u{830}\u{83e}",
"\u{f04}\u{f12}","\u{fd0}\u{fd4}",
"\u{104a}\u{104f}","\u{1360}\u{1368}","\u{16eb}\u{16ed}","\u{17d4}\u{17d6}","\u{17d8}\u{17da}",
"\u{1800}\u{1805}","\u{1807}\u{180a}","\u{1aa0}\u{1aa6}","\u{1aa8}\u{1aad}","\u{1b5a}\u{1b60}",
"\u{1bfc}\u{1bff}","\u{1c3b}\u{1c3f}","\u{1cc0}\u{1cc7}","\u{2020}\u{2027}","\u{2030}\u{2038}",
"\u{203b}\u{203e}","\u{2041}\u{2043}","\u{2047}\u{2051}","\u{2055}\u{205e}","\u{2cf9}\u{2cfc}",
"\u{2e06}\u{2e08}","\u{2e0e}\u{2e16}","\u{2e2a}\u{2e2e}","\u{2e30}\u{2e39}","\u{2e3c}\u{2e3f}",
"\u{3001}\u{3003}","\u{a60d}\u{a60f}","\u{a6f2}\u{a6f7}","\u{a874}\u{a877}","\u{a8f8}\u{a8fa}",
"\u{a9c1}\u{a9cd}","\u{aa5c}\u{aa5f}","\u{fe10}\u{fe16}","\u{fe49}\u{fe4c}","\u{fe50}\u{fe52}",
"\u{fe54}\u{fe57}","\u{fe5f}\u{fe61}","\u{ff01}\u{ff03}","\u{ff05}\u{ff07}",
"\u{10100}\u{10102}","\u{10a50}\u{10a58}","\u{10af0}\u{10af6}","\u{10b39}\u{10b3f}",
"\u{10b99}\u{10b9c}","\u{11047}\u{1104d}","\u{110be}\u{110c1}","\u{11140}\u{11143}",
"\u{111c5}\u{111c9}","\u{111dd}\u{111df}","\u{11238}\u{1123d}","\u{115c1}\u{115d7}",
"\u{11641}\u{11643}","\u{1173c}\u{1173e}","\u{12470}\u{12474}","\u{16b37}\u{16b3b}",
"\u{1da87}\u{1da8b}"
};
}
|
self = {}
function OnSpellStart( keys )self.ap_scaling = keys.ability:GetSpecialValueFor( "ap_scaling" )
self.explosion_radius = keys.ability:GetSpecialValueFor( "explosion_radius" )
self.explosion_delay = keys.ability:GetSpecialValueFor( "explosion_delay" )
self.base_damage = keys.ability:GetAbilityDamage()
self.damage_type = keys.ability:GetAbilityDamageType()
AddFOWViewer(keys.caster:GetTeamNumber(), keys.target_points[1], self.explosion_radius, self.explosion_delay, false)
local caster_ap = keys.caster:GetAbilityPower()
self.final_damage = self.base_damage + (caster_ap * self.ap_scaling)
end
function OnHit( keys )
local damage = {
victim = keys.target,
attacker = keys.caster,
damage = self.final_damage,
damage_type = self.damage_type,
ability = keys.ability,
}
ApplyDamage( damage )
end
|
---@meta
---게임 클라이언트를 스크립트로 조작할 수 있게 해주는 클래스입니다.
---@class Game.Scripts.ScriptClient
---@field appVersion string 현재 유저의 네코랜드 앱 버전
---@field changeSlot Game.Scripts.ScriptChangeSlot 게임 화면 내의 교체 슬롯
---@field controller Game.Scripts.ScriptController 게임 화면 내의 방향키 패드(D-Pad) 객체
---@field field Game.Scripts.ScriptField 현재 내 플레이어가 접속해 있는 필드 객체
---@field frameRate number
---@field height integer 게임 화면의 세로 크기 (단위: 픽셀)
---@field id string 접속한 게임의 고유 UUID
---@field myPlayerUnit Game.Scripts.ScriptMyPlayerUnit
---@field onTick Game.Scripts.ScriptEventPublisher 매 프레임마다 호출되는 이벤트입니다
---@field quickSlots Game.Scripts.ScriptChangeSlot[] 게임 화면 내의 퀵 슬롯 목록
---@field screenHeight integer 세로 해상도 크기
---@field screenWidth integer 가로 해상도 크기
---@field targetFrameRate integer { get; set; }
---@field width integer 게임 화면의 가로 크기 (단위: 픽셀)
Client = {}
--문자열 변수로 Lua 스크립트를 실행합니다.
---@param text string 스크립트 내용
---@param context table 컨텍스트 테이블
---@return string value Lua 스크립트 호출 후의 리턴 값
Client.DoString = function(text, context)
end
--서버로 Topic에 대한 이벤트를 보냅니다
---@param topic? string 보낼 Topic
---@vararg System.Object[]? 함께보낼 인자들
Client.FireEvent = function(topic, ...)
end
--데이터베이스의 애니메이션 정보를 가져옵니다
---@param id integer 애니메이션ID
---@return TGameAnimation TGameAnimation 데이터베이스의 애니메이션 정보
Client.GetAnimation = function(id)
end
--데이터베이스의 상태(버프) 정보를 가져옵니다
---@param id integer 상태(버프)ID
---@return TGameBuff TGameBuff 데이터베이스의 상태(버프) 정보
Client.GetBuff = function(id)
end
-- 데이터베이스의 캐릭터 정보를 가져옵니다
---@param id integer 캐릭터ID
---@return TGameCharacter TGameCharacter 데이터베이스 캐릭터 정보
Client.GetCharacter = function(id)
end
-- 데이터베이스의 공용 이벤트 정보를 가져옵니다
---@param id integer 캐릭터ID
---@return TGameCommonEvent TGameCommonEvent 공용 이벤트 정보
Client.GetCommonEvent = function(id)
end
-- 그림 파일의 이름을 가져옵니다
---@param imageID string 이름을 가져올 대상 이미지의 ID
---@return string imageName 이미지의 이름(경로)
Client.GetImageName = function(imageID)
end
-- 데이터베이스의 아이템 정보를 가져옵니다
---@param id number 아이템 ID
---@return TGameItem TGameItem 데이터베이스 아이템 정보
Client.GetItem = function(id)
end
-- 데이터베이스의 직업 정보를 가져옵니다
---@param id number 직업 ID
---@return TGameJob TGameJob 데이터베이스의 직업 정보
Client.GetJob = function(id)
end
-- 맵 데이터 정보를 가져옵니다
---@param id number 맵 ID
---@param parent? TGameMapStub 선택된 맵의 부모 (기본: nil)
---@return TGameMapStub TGameMapStub 맵 데이터 정보
Client.GetMap = function(id, parent)
end
-- 데이터베이스의 몬스터 정보를 가져옵니다
---@param id number 몬스터 ID
---@return TGameMonster TGameMonster 데이터베이스의 몬스터 정보
Client.GetMonster = function(id)
end
--* 특정 레이아웃 페이지를 가져옵니다.
-- 하위 컨트롤들은 로드되지 않습니다. 이미 로드된 페이지 또한 가져옵니다.
---@param pageName string 가져올 페이지의 이름
---@return Game.Scripts.ScriptPage ScriptPage 가져온 페이지
Client.GetPage = function(pageName)
end
--* 데이터베이스의 스킬 정보를 가져옵니다
---@param id integer 스킬 ID
---@return TGameSkill TGameSkill 데이터베이스의 스킬 정보
Client.GetSkill = function(id)
end
--* 데이터베이스의 시스템 글자 정보를 가져옵니다
---@return TGameStrings TGameStrings 데이터베이스 시스템 글자 정보
Client.GetStrings = function()
end
--* 데이터베이스의 타일셋 정보를 가져옵니다
---@param id integer 타일셋 ID
---@return TGameTileset TGameTileset 데이터베이스의 타일셋 정보
Client.GetTileset = function(id)
end
--* 특정 Topic에 대한 이벤트 콜백을 가져옵니다.
-- (클라이언트에서 보낸 특정 Topic에 대한 이벤트를 처리합니다)
---@param topic string 보낼 Topic
---@return Game.Scripts.ScriptEventPublisher ScriptEventPublisher
Client.GetTopic = function(topic)
end
--* Http GET 요청을 보내고, 데이터를 가져옵니다
---@param url string URL주소
---@param callback Closure
---@return boolean resolve
Client.HttpGet = function(url, callback)
end
--* Http POST 요청을 보내고, 데이터를 가져옵니다
---@param url string URL주소
---@param data table
---@param callback Closure
---@return boolean resolve
Client.HttpPost = function(url, data, callback)
end
--* 모든 실행중인 스크립트들을 중지하고 다시 로드합니다
Client.InitScript = function()
end
--* 가방 UI 팝업이 열려있는지 확인합니다
Client.IsShowBag = function()
end
--* 도감 UI 팝업이 열려있는지 확인합니다
Client.IsShowCollection = function()
end
--* 파티 UI 팝업이 열려있는지 확인합니다
Client.IsShowParty = function()
end
--* 스킬 UI 팝업이 열려있는지 확인합니다
Client.IsShowSkills = function()
end
--* 스탯 UI 팝업이 열려있는지 확인합니다
Client.IsShowStats = function()
end
--* 특정 레이아웃 페이지를 로드합니다.
--
-- *이미 로드된 페이지는 다시 로드됩니다. 페이지가 로드될 때 하위 컨트롤들 또한 함께 로드됩니다*
---@param pageName string 로드할 페이지의 이름
---@return Game.Scripts.ScriptPage ScriptPage 로드한 페이지
Client.LoadPage = function(pageName)
end
--* 지정한 URL을 엽니다
---@param url string URL주소
Client.OpenURL = function(url)
end
--* 게임을 종료합니다
Client.Quit = function()
end
--* 다른 게임을 실행합니다
Client.RunGame = function()
end
---* 일정 시간 후에, 정해진 함수를 실행합니다
---@param callback Closure 실행할 함수
---@param t number 실행시간까지의 대기시간 (초)
Client.RunLater = function(callback, t)
end
---* 기본적인 알림 팝업을 표시합니다
---@param text string 사용자에게 보여줄 문구
---@param callback Closure 팝업이 닫혔을 때 호출될 함수
Client.ShowAlert = function(text, callback)
end
---* 가방 UI를 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowBag = function(show)
end
---* 도감을 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowCollection = function(show)
end
---* 화면 하단에 위치한 경험치 바를 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowEXPBar = function(show)
end
---* 파티창의 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowParty = function(show)
end
---* 스킬창을 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowSkills = function(show)
end
---* 스탯창을 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowStats = function(show)
end
---* 상단 패널 (HP 바, MP 바, 버프 패널 등)을 켜거나 끕니다
---@param show boolean 표시 여부
Client.ShowTopUI = function(show)
end
--* 예, 아니오의 선택지가 있는 알림 팝업을 표시합니다
---@param text string 사용자에게 보여줄 문구
---@param callback Closure 팝업이 닫혔을때 호출될 함수
Client.ShowYesNoAlert = function(text, callback)
end
|
require("@vue/compiler-core")
require("@vue/compiler-core/ErrorCodes")
require("compiler-dom/src/errors/DOMErrorCodes")
function createDOMCompilerError(code, loc)
-- [ts2lua]lua中0和空字符串也是true,此处__DEV__ or not __BROWSER__需要确认
return createCompilerError(code, loc, (__DEV__ or not __BROWSER__ and {DOMErrorMessages} or {undefined})[1])
end
local DOMErrorMessages = {DOMErrorCodes.X_V_HTML_NO_EXPRESSION=, DOMErrorCodes.X_V_HTML_WITH_CHILDREN=, DOMErrorCodes.X_V_TEXT_NO_EXPRESSION=, DOMErrorCodes.X_V_TEXT_WITH_CHILDREN=, DOMErrorCodes.X_V_MODEL_ON_INVALID_ELEMENT=, DOMErrorCodes.X_V_MODEL_ARG_ON_ELEMENT=, DOMErrorCodes.X_V_MODEL_ON_FILE_INPUT_ELEMENT=, DOMErrorCodes.X_V_MODEL_UNNECESSARY_VALUE=, DOMErrorCodes.X_V_SHOW_NO_EXPRESSION=, DOMErrorCodes.X_TRANSITION_INVALID_CHILDREN=}
|
return
{
HOOK_ENTITY_TELEPORT =
{
CalledWhen = "Any entity teleports. Plugin may refuse teleport.",
DefaultFnName = "OnEntityTeleport", -- also used as pagename
Desc = [[
This function is called in each server tick for each {{cEntity|Entity}} that has
teleported. Plugins may refuse the teleport.
]],
Params =
{
{ Name = "Entity", Type = "{{cEntity}}", Notes = "The entity who has teleported. New position is set in the object after successfull teleport" },
{ Name = "OldPosition", Type = "{{Vector3d}}", Notes = "The old position." },
{ Name = "NewPosition", Type = "{{Vector3d}}", Notes = "The new position." },
},
Returns = [[
If the function returns true, teleport is prohibited.</p>
<p>
If the function returns false or no value, other plugins' callbacks are called and finally the new
position is permanently stored in the cEntity object.</p>
]],
}, -- HOOK_ENTITY_TELEPORT
}
|
--[[
NPCAI - Server
by: standardcombo
v0.9.1
Logical state machine for an enemy NPC. Works in conjunction with NPCAttackServer.
Will walk over terrain and any objects to get to its objective. To mark objects as not walkable,
add to each one a custom property called "Walkable" of type boolean and set to false.
--]]
-- Component dependencies
local MODULE = require( script:GetCustomProperty("ModuleManager") )
require ( script:GetCustomProperty("NPCManager") )
function NPC_MANAGER() return MODULE.Get("standardcombo.NPCKit.NPCManager") end
function NAV_MESH() return _G.NavMesh end
local ROOT = script:GetCustomProperty("Root"):WaitForObject()
local ROTATION_ROOT = script:GetCustomProperty("RotationRoot"):WaitForObject()
local COLLIDER = script:GetCustomProperty("Collider"):WaitForObject()
local TRIGGER = script:GetCustomProperty("Trigger"):GetObject()
local ATTACK_COMPONENT = script:GetCustomProperty("AttackComponent"):WaitForObject()
local MOVE_SPEED = ROOT:GetCustomProperty("MoveSpeed") or 400
local TURN_SPEED = ROOT:GetCustomProperty("TurnSpeed") or 2
local LOGICAL_PERIOD = ROOT:GetCustomProperty("LogicalPeriod") or 0.5
local RETURN_TO_SPAWN = ROOT:GetCustomProperty("ReturnToSpawn")
local VISION_HALF_ANGLE = ROOT:GetCustomProperty("VisionHalfAngle") or 0
local VISION_RADIUS = ROOT:GetCustomProperty("VisionRadius") or 2500
local HEARING_RADIUS = ROOT:GetCustomProperty("HearingRadius") or 1000
local SEARCH_BONUS_VISION = ROOT:GetCustomProperty("SearchBonusVision") or 5000
local SEARCH_DURATION = ROOT:GetCustomProperty("SearchDuration") or 6
local POSSIBILITY_RADIUS = ROOT:GetCustomProperty("PossibilityRadius") or 600
local CHASE_RADIUS = ROOT:GetCustomProperty("ChaseRadius") or 3500
local ATTACK_RANGE = ROOT:GetCustomProperty("AttackRange") or 1500
local ATTACK_CAST_TIME = ROOT:GetCustomProperty("AttackCast") or 0.5
local ATTACK_RECOVERY_TIME = ROOT:GetCustomProperty("AttackRecovery") or 1.5
local ATTACK_COOLDOWN = ROOT:GetCustomProperty("AttackCooldown") or 0
local OBJECTIVE_THRESHOLD_DISTANCE_SQUARED = 900
MAX_HEALTH = ROOT:GetCustomProperty("CurrentHealth")
local PATHING_STEP = MOVE_SPEED * LOGICAL_PERIOD + 10
local PATHING_STEP_SQUARED = PATHING_STEP * PATHING_STEP
local RAY_DISTANCE_FROM_GROUND = COLLIDER:GetPosition().z + 400
local RAY_DISTANCE_DOWN_VECTOR = Vector3.New(0, 0, -900)
local VISION_RADIUS_SQUARED = VISION_RADIUS * VISION_RADIUS
local HEARING_RADIUS_SQUARED = HEARING_RADIUS * HEARING_RADIUS
local SEARCH_RADIUS_SQUARED = (VISION_RADIUS + SEARCH_BONUS_VISION) * (VISION_RADIUS + SEARCH_BONUS_VISION)
local CHASE_RADIUS_SQUARED = CHASE_RADIUS * CHASE_RADIUS
local ATTACK_RANGE_SQUARED = ATTACK_RANGE * ATTACK_RANGE
local SPAWN_POSITION = ROOT:GetWorldPosition()
local DEAD_1_DURATION = 4
local DEAD_2_DURATION = 6
local STATE_SLEEPING = 0
local STATE_ENGAGING = 1
local STATE_ATTACK_CAST = 2
local STATE_ATTACK_RECOVERY = 3
local STATE_PATROLLING = 4
local STATE_LOOKING_AROUND = 5
local STATE_DEAD_1 = 6
local STATE_DEAD_2 = 7
local STATE_DISABLED = 8
local currentState = STATE_SLEEPING
local stateTime = 0
local logicStepDelay = 0
local target = nil
local moveObjective = nil
local nextMoveObjective = nil
local stepDestination = SPAWN_POSITION
local navMeshPath = nil
local searchStartPosition = nil
local searchEndPosition = nil
local searchTimeElapsed = -1
local searchPrecision = 1
local attackCooldown = 0
local temporaryVisionAngle = nil
local temporaryVisionRadius = nil
local temporaryHearingRadius = nil
function SetState(newState)
--print("NewState = " .. newState)
if (newState == STATE_SLEEPING) then
ROTATION_ROOT:StopRotate()
elseif (newState == STATE_ENGAGING) then
--print("target = " .. tostring(target) .. ", moveSpeed = " .. tostring(MOVE_SPEED) .. ", attackRange = " .. ATTACK_RANGE)
if (not IsWithinRangeSquared(target, ATTACK_RANGE_SQUARED)) then
local targetPosition = target:GetWorldPosition()
StepTowards(targetPosition)
end
if navMeshPath and #navMeshPath > 1 then
local pos = ROOT:GetWorldPosition()
local direction = navMeshPath[2] - pos
local r = Rotation.New(direction, Vector3.UP)
ROTATION_ROOT:RotateTo(r, GetRotateToTurnSpeed(), false)
else
ROTATION_ROOT:LookAtContinuous(target, true, TURN_SPEED)
end
elseif (newState == STATE_PATROLLING) then
local targetPosition = moveObjective
StepTowards(targetPosition)
local pos = ROOT:GetWorldPosition()
local direction = targetPosition - pos
if navMeshPath and stepDestination then
direction = stepDestination - pos
end
local r = Rotation.New(direction, Vector3.UP)
ROTATION_ROOT:RotateTo(r, GetRotateToTurnSpeed(), false)
elseif (newState == STATE_LOOKING_AROUND) then
--
elseif (newState == STATE_DEAD_1) then
ROOT:StopMove()
ROTATION_ROOT:StopRotate()
SetCollision(false)
elseif (newState == STATE_DEAD_2) then
ROOT:MoveTo(ROOT:GetWorldPosition() + Vector3.New(0, 0, -500), DEAD_2_DURATION)
elseif (newState == STATE_DISABLED) then
ROOT:Destroy()
end
currentState = newState
stateTime = 0
if Object.IsValid(ROOT) then
ROOT:SetNetworkedCustomProperty("CurrentState", newState)
end
end
function Tick(deltaTime)
stateTime = stateTime + deltaTime
logicStepDelay = logicStepDelay - deltaTime
attackCooldown = attackCooldown - deltaTime
if (searchTimeElapsed >= 0) then
searchTimeElapsed = searchTimeElapsed + deltaTime
end
if (currentState == STATE_ATTACK_CAST or currentState == STATE_ATTACK_RECOVERY) and
not IsObjectAlive(target) then
target = nil
EngageNearest()
if (not target) then
ResumePatrol()
end
elseif currentState == STATE_ATTACK_CAST and stateTime >= ATTACK_CAST_TIME then
ExecuteAttack()
attackCooldown = ATTACK_COOLDOWN
SetState(STATE_ATTACK_RECOVERY)
elseif currentState == STATE_ATTACK_RECOVERY and stateTime >= ATTACK_RECOVERY_TIME then
SetState(STATE_ENGAGING)
end
if currentState == STATE_ENGAGING then
if (not IsObjectAlive(target)) then
target = nil
elseif IsWithinRangeSquared(target, ATTACK_RANGE_SQUARED) then
if attackCooldown <= 0 then
SetState(STATE_ATTACK_CAST)
end
else
UpdateMovement(deltaTime)
end
elseif currentState == STATE_PATROLLING then
UpdateMovement(deltaTime)
elseif (currentState == STATE_DEAD_1 and stateTime >= DEAD_1_DURATION) then
SetState(STATE_DEAD_2)
elseif (currentState == STATE_DEAD_2 and stateTime >= DEAD_2_DURATION) then
SetState(STATE_DISABLED)
end
if logicStepDelay <= 0 then
logicStepDelay = LOGICAL_PERIOD
if currentState == STATE_SLEEPING then
EngageNearest()
elseif currentState == STATE_ENGAGING then
local chaseRadiusSquared = CHASE_RADIUS_SQUARED
if (searchTimeElapsed >= 0 and searchTimeElapsed < SEARCH_DURATION * 4) then
chaseRadiusSquared = SEARCH_RADIUS_SQUARED
else
searchTimeElapsed = -1
end
--print("chaseRadiusSquared = " .. chaseRadiusSquared .. ", searchTimeElapsed = " .. searchTimeElapsed)
if IsWithinRangeSquared(target, chaseRadiusSquared) then
SetState(STATE_ENGAGING)
else
EngageNearest()
if (not target) then
--print("ResumePatrol 1")
ResumePatrol()
end
end
elseif currentState == STATE_PATROLLING then
local pos = ROOT:GetWorldPosition()
local delta = pos - moveObjective
delta.z = 0
if (delta.sizeSquared < OBJECTIVE_THRESHOLD_DISTANCE_SQUARED) then
--print("OBJECTIVE REACHED")
if nextMoveObjective then
moveObjective = nextMoveObjective
nextMoveObjective = nil
SetState(STATE_PATROLLING)
elseif RETURN_TO_SPAWN and moveObjective ~= SPAWN_POSITION then
moveObjective = SPAWN_POSITION
SetState(STATE_PATROLLING)
else
SetState(STATE_SLEEPING)
end
else
EngageNearest()
if (not target) then
SetState(STATE_PATROLLING)
end
end
elseif currentState == STATE_LOOKING_AROUND then
if (searchTimeElapsed >= SEARCH_DURATION) then
--print("ResumePatrol 2")
ResumePatrol()
else
EngageNearest()
if (not target) then
DoLookAround()
end
end
end
end
UpdateTemporaryProperties(deltaTime)
end
function ResumePatrol()
--print("ResumePatrol")
target = nil
if moveObjective then
SetState(STATE_PATROLLING)
elseif RETURN_TO_SPAWN then
SetObjective(SPAWN_POSITION)
else
SetState(STATE_SLEEPING)
end
end
function SetObjective(pos)
--print("SetObjective = " .. tostring(pos))
if (currentState == STATE_PATROLLING) then
nextMoveObjective = pos
elseif (not target) then
moveObjective = pos
SetState(STATE_PATROLLING)
end
end
function ExecuteAttack()
if ATTACK_COMPONENT then
ATTACK_COMPONENT.context.Attack(target)
end
end
function StepTowards(targetPosition)
local pos = ROOT:GetWorldPosition()
if NAV_MESH() then
navMeshPath = NAV_MESH().FindPath(pos, targetPosition)
if navMeshPath and #navMeshPath > 1 then
table.remove(navMeshPath, 1)
stepDestination = navMeshPath[1]
return
end
end
navMeshPath = nil
-- No NavMesh available, fallback
-- Calculate step destination
local direction = targetPosition - pos
if (direction.sizeSquared > PATHING_STEP_SQUARED) then
direction = direction:GetNormalized() * PATHING_STEP
end
local rayStart = pos + direction
rayStart.z = rayStart.z + RAY_DISTANCE_FROM_GROUND
--print("pos = " .. tostring(pos) .. ", targetPosition = " .. tostring(targetPosition) .. ", rayStart = " .. tostring(rayStart))
local hitResult = nil
repeat
local rayEnd = rayStart + RAY_DISTANCE_DOWN_VECTOR
hitResult = World.Raycast(rayStart, rayEnd, {ignorePlayers = true})
local isWalkable
if hitResult then
isWalkable = IsObjectWalkable(hitResult.other)
if (not isWalkable) then
rayStart = hitResult:GetImpactPosition() + Vector3.New(0,0,-0.5)
end
end
until hitResult == nil or hitResult.other == nil or isWalkable
if hitResult then
--print("HitResult.other = " .. tostring(hitResult.other))
local groundPos = hitResult:GetImpactPosition()
stepDestination = groundPos
else
stepDestination = targetPosition
end
end
local overlappingObjects = {}
function UpdateMovement(deltaTime)
local pos = ROOT:GetWorldPosition()
-- Test overlap against other objects and adjust
if TRIGGER then
local overlaps = overlappingObjects
for i,other in ipairs(overlaps) do
local triggerPos = TRIGGER:GetWorldPosition()
local otherPos = other:GetWorldPosition()
local v = triggerPos - otherPos
v.z = 0
local distance = v.size
local radii = 50 * (other:GetWorldScale().y + TRIGGER:GetWorldScale().y)
local removeAmount = radii - distance
if (removeAmount > 0) then
v = v / distance * removeAmount * 0.5
pos = pos + v
ROOT:SetWorldPosition(pos)
end
end
end
-- Move forward
if navMeshPath then
local moveAmount = MOVE_SPEED * deltaTime
while moveAmount > 0 do
stepDestination = navMeshPath[1]
local moveV = stepDestination - pos
local distance = moveV.size
if (distance <= moveAmount) then
pos = stepDestination
table.remove(navMeshPath, 1)
if #navMeshPath > 0 then
moveAmount = moveAmount - distance
else
navMeshPath = nil
moveAmount = 0
end
else
pos = pos + moveV / distance * moveAmount
moveAmount = 0
end
end
else
local moveV = stepDestination - pos
local distance = moveV.size
local moveAmount = MOVE_SPEED * deltaTime
if (distance <= moveAmount) then
pos = stepDestination
else
pos = pos + moveV / distance * moveAmount
end
end
ROOT:SetWorldPosition(pos)
end
function EngageNearest()
target = nil
local enemy = FindNearestEnemy()
if enemy then
target = enemy
SetState(STATE_ENGAGING)
end
end
function FindNearestEnemy()
local myPos = ROOT:GetWorldPosition()
local forwardVector = ROTATION_ROOT:GetWorldRotation() * Vector3.FORWARD
local myTeam = GetTeam()
local nearestEnemy = nil
local nearestDistSquared = 9999999999
-- Players
for _,enemy in ipairs(Game.GetPlayers()) do
if (enemy.team ~= myTeam and not enemy.isDead) then
local canSee,distSquared = CanSeeEnemy(enemy, myPos, forwardVector, nearestDistSquared)
if canSee then
nearestDistSquared = distSquared
nearestEnemy = enemy
--print("Distance to enemy = " .. tostring(math.sqrt(nearestDistSquared)))
end
end
end
-- Other NPCs
local enemyNPCs = NPC_MANAGER().GetEnemies(myTeam)
for _,enemy in ipairs(enemyNPCs) do
if enemy.context.IsAlive() then
local canSee,distSquared = CanSeeEnemy(enemy, myPos, forwardVector, nearestDistSquared)
if canSee then
nearestDistSquared = distSquared
nearestEnemy = enemy
--print("Distance to enemy = " .. tostring(math.sqrt(nearestDistSquared)))
end
end
end
return nearestEnemy
end
function CanHear(noisePos)
local myPos = ROOT:GetWorldPosition()
local delta = noisePos - myPos
local distSquared = delta.sizeSquared
if (distSquared < GetHearingRadiusSquared()) then
return true
end
return false
end
function CanSeeEnemy(enemy, myPos, forwardVector, nearestDistSquared)
local enemyPos = enemy:GetWorldPosition()
local delta = enemyPos - myPos
local distSquared = delta.sizeSquared
if (distSquared > nearestDistSquared) then
return false, distSquared
end
local canSeeFromDistance = (distSquared <= GetVisionRadiusSquared())
-- Is searching
if (not canSeeFromDistance and
currentState == STATE_LOOKING_AROUND and
distSquared < SEARCH_RADIUS_SQUARED and
SEARCH_RADIUS_SQUARED > GetVisionRadiusSquared()) then
local p = (distSquared - GetVisionRadiusSquared()) / (SEARCH_RADIUS_SQUARED - GetVisionRadiusSquared())
p = CoreMath.Lerp(0.5 / searchPrecision, 1, p)
local rng = math.random()
if (rng >= p) then
canSeeFromDistance = true
end
--print("rng = " .. rng .. ", p = " .. p)
end
-- Angle vision in front
if (canSeeFromDistance and
GetVisionHalfAngle() > 0 and GetVisionHalfAngle() < 360) then
local distance = math.sqrt(distSquared)
local directionToEnemy = delta / distance
local angle = Angle(directionToEnemy, forwardVector)
if (angle > GetVisionHalfAngle()) then
canSeeFromDistance = false
end
end
-- Test if there is something obstructing the view. If searching for the enemy ignore this constraint
local ENEMY_RADIUS = 150 -- TODO
if (canSeeFromDistance and
(currentState ~= STATE_LOOKING_AROUND or (searchEndPosition - enemyPos).size > 400) and
distSquared > ENEMY_RADIUS * ENEMY_RADIUS) then
local rayStart = script:GetWorldPosition()
local rayEnd = enemyPos - delta:GetNormalized() * ENEMY_RADIUS
local myTeam = GetTeam()
local hitResult = World.Raycast(rayStart, rayEnd, {ignorePlayers = true, ignoreTeams = myTeam})
if hitResult then
canSeeFromDistance = false
--CoreDebug.DrawLine(rayStart, rayEnd, {duration = 1, color = Color.RED})
else
--CoreDebug.DrawLine(rayStart, rayEnd, {duration = 1, color = Color.WHITE})
end
end
--print("dist = " .. tostring(math.sqrt(distSquared)) .. ", " .. tostring(distSquared) .. ", " .. tostring(GetVisionRadiusSquared()))
return canSeeFromDistance, distSquared
end
function Angle(normV1, normV2)
local value = normV1 .. normV2
value = CoreMath.Clamp(value, -1, 1)
return math.acos(value) * 57.29578
end
function IsWithinRangeSquared(enemy, rangeSquared)
if Object.IsValid(enemy) then
local pos = ROOT:GetWorldPosition()
local enemyPos = enemy:GetWorldPosition()
local delta = pos - enemyPos
return (delta.sizeSquared < rangeSquared)
end
return false
end
function GetVisionHalfAngle()
if temporaryVisionAngle ~= nil then
return temporaryVisionAngle.value
end
return VISION_HALF_ANGLE
end
function GetVisionRadiusSquared()
if temporaryVisionRadius ~= nil then
return temporaryVisionRadius.value
end
return VISION_RADIUS_SQUARED
end
function GetHearingRadiusSquared()
if temporaryHearingRadius ~= nil then
return temporaryHearingRadius.value
end
return HEARING_RADIUS_SQUARED
end
function SetTemporaryVisionHalfAngle(angle, duration)
temporaryVisionAngle = {value = angle, timeRemaining = duration}
end
function SetTemporaryVisionRadius(radius, duration)
temporaryVisionRadius = {value = radius, timeRemaining = duration}
end
function SetTemporaryHearingRadius(radius, duration)
temporaryHearingRadius = {value = radius, timeRemaining = duration}
end
function UpdateTemporaryProperties(deltaTime)
temporaryVisionAngle = UpdateTemporary(temporaryVisionAngle, deltaTime)
temporaryVisionRadius = UpdateTemporary(temporaryVisionRadius, deltaTime)
temporaryHearingRadius = UpdateTemporary(temporaryHearingRadius, deltaTime)
end
function UpdateTemporary(property, deltaTime)
if property ~= nil then
property.timeRemaining = property.timeRemaining - deltaTime
if property.timeRemaining <= 0 then
return nil
end
end
return property
end
function SetCollision(enabled)
if enabled then
COLLIDER.collision = Collision.INHERIT
else
COLLIDER.collision = Collision.FORCE_OFF
end
end
function IsObjectAlive(obj)
if Object.IsValid(obj) then
if obj:IsA("Player") then
return (not obj.isDead)
end
if obj.context and obj.context.IsAlive then
return obj.context.IsAlive()
end
end
return false
end
function IsAlive()
return currentState < STATE_DEAD_1
end
function OnObjectDamaged(id, prevHealth, dmgAmount, impactPosition, impactRotation, sourceObject)
if (currentState == STATE_SLEEPING or currentState == STATE_PATROLLING or currentState == STATE_LOOKING_AROUND) then
if Object.IsValid(sourceObject) and GetObjectTeam(sourceObject) ~= GetTeam() and
IsObjectAlive(sourceObject) and CanHear(impactPosition) then
Search(impactPosition, sourceObject:GetWorldPosition())
end
end
end
function Search(fromPos, toPos)
--print("Search")
searchStartPosition = fromPos
searchEndPosition = toPos
searchTimeElapsed = 0
if (currentState == STATE_LOOKING_AROUND) then
searchPrecision = searchPrecision * 2
else
searchPrecision = 1
end
DoLookAround()
SetState(STATE_LOOKING_AROUND)
end
function DoLookAround()
local t = 1
if (SEARCH_DURATION > 0) then
t = searchTimeElapsed / SEARCH_DURATION
end
local searchPos = Vector3.Lerp(searchStartPosition, searchEndPosition, t)
local area = math.ceil(POSSIBILITY_RADIUS / searchPrecision)
searchPos.x = searchPos.x + math.random(-area, area)
searchPos.y = searchPos.y + math.random(-area, area)
local myPos = ROOT:GetWorldPosition()
local forward = searchPos - myPos
local rot = Rotation.New(forward, Vector3.UP)
ROTATION_ROOT:RotateTo(rot, GetRotateToTurnSpeed(), false)
end
function GetRotateToTurnSpeed()
local turnTime = 0.25
if TURN_SPEED > 0 then
turnTime = 1 / TURN_SPEED
end
return turnTime
end
function IsObjectWalkable(object)
if object == nil then return false end
local isWalkable, hasProperty = object:GetCustomProperty("Walkable")
if (hasProperty and not isWalkable) then
return false
end
return true
end
function OnObjectDestroyed(id)
if IsAlive() then
local myId = ROOT:GetCustomProperty("ObjectId")
if (myId == id) then
SetState(STATE_DEAD_1)
end
end
end
local damagedListener = Events.Connect("ObjectDamaged", OnObjectDamaged)
local destroyedListener = Events.Connect("ObjectDestroyed", OnObjectDestroyed)
function Cleanup()
--print("Cleanup()")
if damagedListener then
damagedListener:Disconnect()
damagedListener = nil
end
if destroyedListener then
destroyedListener:Disconnect()
destroyedListener = nil
end
end
function OnDestroyed(obj)
--print("OnDestroyed()")
Cleanup()
end
ROOT.destroyEvent:Connect(OnDestroyed)
function OnBeginOverlap(whichTrigger, other)
if other == COLLIDER then return end
if other:IsA("StaticMesh") then
if not IsObjectWalkable(other) then
table.insert(overlappingObjects, other)
end
end
end
function OnEndOverlap(whichTrigger, other)
for i,obj in ipairs(overlappingObjects) do
if other == obj then
table.remove(overlappingObjects, i)
break
end
end
end
if TRIGGER then
TRIGGER.beginOverlapEvent:Connect(OnBeginOverlap)
TRIGGER.endOverlapEvent:Connect(OnEndOverlap)
end
function GetTeam()
return ROOT:GetCustomProperty("Team")
end
function GetObjectTeam(object)
if object.team ~= nil then
return object.team
end
local templateRoot = object:FindTemplateRoot()
if templateRoot then
return templateRoot:GetCustomProperty("Team")
end
return nil
end
function OnPropertyChanged(object, propertyName)
if (propertyName == "Team") then
HandleTeamChanged()
end
end
function HandleTeamChanged()
COLLIDER.team = GetTeam()
end
HandleTeamChanged()
ROOT.networkedPropertyChangedEvent:Connect(OnPropertyChanged)
NPC_MANAGER().Register(script)
NPC_MANAGER().RegisterCollider(script, COLLIDER)
|
#! /usr/bin/lua
require( "common" )
Items = data( "items" )
Shots = data( "shots" )
local Dir = "weapons"
local Names, NamesCount = loadNames( Dir .. "/namesGuns.txt" )
local Types =
{
"lbg",
"hbg",
"bow",
}
local Bases =
{
lbg = { name = { hgg = "Light Bowguns" } },
hbg = { name = { hgg = "Heavy Bowguns" } },
bow = { name = { hgg = "Bows" } },
}
local Reloads =
{
VerySlow = "vslow",
Slow = "slow",
Normal = "normal",
Fast = "fast",
VeryFast = "vfast",
}
local Drifts =
{
None = "None",
[ "???" ] = "???",
}
local Recoils =
{
Heavy = "heavy",
Moderate = "moderate",
Light = "light",
Strong = "strong",
}
local Elements =
{
"fire",
"water",
"thunder",
"ice",
"dragon",
"poison",
"paralyze",
"sleep",
}
function isElement( element )
for _, elem in ipairs( Elements ) do
if elem == element then
return true
end
end
return false
end
local BowRains =
{
Focused = "focused",
Spread = "spread",
Blast = "blast",
}
local BowCoatings =
{
"power",
"poison",
"paralyze",
"sleep",
"razor",
"paint",
"fatigue",
}
local CoatingsPattern = "^" .. ( "([YN])" ):rep( table.getn( BowCoatings ) ) .. "$"
local ChargeTypes =
{
R = "rapid",
P = "pierce",
S = "scatter",
}
local MaxSlots = 3
local LastShot = 1
-- FSM controlling how each line is parsed
-- each action returns the key of the next state
local Actions =
{
init = function( line, weapon )
assert( Names[ line ], "bad name: " .. line )
Names[ line ] = nil
weapon.name = { hgg = line }
return "attack"
end,
attack = function( line, weapon )
weapon.attack = tonumber( line )
return "special"
end,
special = function( line, weapon )
local rarity = line:match( "^R(%d)$" )
if rarity then
weapon.rarity = tonumber( rarity )
return "affinity"
end
local defense = line:match( "^Def (%d+)$" )
if defense then
weapon.defense = tonumber( defense )
return "special"
end
local element, elemAttack = line:match( "^(%a+) (%d+)$" )
if element then
element = element:lower()
assert( isElement( element ), "bad element in " .. weapon.name.hgg .. ": " .. line )
weapon.element = element
weapon.elemAttack = elemAttack
return "special"
end
assert( BowRains[ line ], "bad special in " .. weapon.name.hgg .. ": " .. line )
weapon.rain = BowRains[ line ]
return "special"
end,
affinity = function( line, weapon )
local success, _, affinity = line:find( "^(-?%d+)%%$" )
assert( success, "bad affinity in " .. weapon.name.hgg .. ": " .. line )
weapon.affinity = tonumber( affinity )
return "slots"
end,
slots = function( line, weapon )
local slots = 0
for i = 1, MaxSlots do
if line:sub( i, i ) == "O" then
slots = slots + 1
else
break
end
end
weapon.slots = slots
return weapon.rain and "improve" or "reload"
end,
reload = function( line, weapon )
local reload = Reloads[ line ]
assert( reload, "bad reload in " .. weapon.name.hgg .. ": " .. line )
weapon.reload = reload
return "drift"
end,
drift = function( line, weapon )
local drift = Drifts[ line ]
assert( drift, "bad drift in " .. weapon.name.hgg .. ": " .. line )
weapon.drift = drift
return "recoil"
end,
recoil = function( line, weapon )
local recoil = Recoils[ line ]
assert( recoil, "bad recoil in " .. weapon.name.hgg .. ": " .. line )
weapon.recoil = recoil
return "improve"
end,
improve = function( line, weapon )
if line:sub( -1 ) == "z" then
weapon.price = tonumber( line:sub( 1, -2 ) )
if not weapon.improve then
weapon.price = weapon.price / 1.5
end
return "create"
end
local id, count = parseItem( line )
if not id then
weapon.description = line
return "scraps"
end
assert( weapon.improve, "bad improve in " .. weapon.name.hgg .. ": " .. line )
table.insert( weapon.improve.materials, { id = id, count = count } )
return "improve"
end,
create = function( line, weapon )
local id, count = parseItem( line )
if not id then
weapon.description = line
return "scraps"
end
if not weapon.create then
weapon.create = { }
end
table.insert( weapon.create, { id = id, count = count } )
return "create"
end,
scraps = function( line, weapon )
local id, count = parseItem( line )
if not id then
if weapon.rain then
local chargeType, chargeLevel = line:match( "^(%u)(%d)$" )
assert( chargeType, "bad charge in " .. weapon.name.hgg .. ": " .. line )
weapon.charges =
{
{
type = ChargeTypes[ chargeType ],
level = tonumber( chargeLevel ),
}
}
return "charges"
else
local success, _, l1, l2, l3 = line:find( "^([%d!WMSG]+) ([%d!WMSG]+) ([%d!WMSG]+)$" )
assert( success, "bad scrap in " .. weapon.name.hgg .. ": " .. line )
local success, _, clip, l1RapidNum, l1RapidRecoil = l1:find( "^(%d+)!(%d)(%u)$" )
if success then
l1 = clip
else
local success, _, clip = l1:find( "^(%d+)!$" )
if success then
l1 = clip
l1siege = true
end
end
local success, _, clip, l2RapidNum, l2RapidRecoil = l2:find( "^(%d+)!(%d)(%u)$" )
if success then
l2 = clip
else
local success, _, clip = l2:find( "^(%d+)!$" )
if success then
l2 = clip
l2siege = true
end
end
local success, _, clip, l3RapidNum, l3RapidRecoil = l3:find( "^(%d+)!(%d)(%u)$" )
if success then
l3 = clip
else
local success, _, clip = l3:find( "^(%d+)!$" )
if success then
l3 = clip
l3siege = true
end
end
-- lua automatically drops nils from tables so the result is clean
weapon.shots = { {
{ clip = tonumber( l1 ), rapidClip = tonumber( l1RapidNum ), rapidRecoil = l1RapidRecoil, siege = l1siege },
{ clip = tonumber( l2 ), rapidClip = tonumber( l2RapidNum ), rapidRecoil = l2RapidRecoil, siege = l2siege },
{ clip = tonumber( l3 ), rapidClip = tonumber( l3RapidNum ), rapidRecoil = l3RapidRecoil, siege = l3siege },
} }
return "shots"
end
end
if not weapon.scraps then
weapon.scraps = { }
end
table.insert( weapon.scraps, { id = id, count = count } )
return "scraps"
end,
-- i hate guns
shots = function( line, weapon )
LastShot = LastShot + 1
assert( Shots[ LastShot ], "bad shot in " .. weapon.name.hgg .. ": " .. line .. " (" .. LastShot .. ")" )
local success, _, l1, l2, l3 = line:find( ( "([%d!WMSG]+) " ):rep( Shots[ LastShot ].levels ):sub( 1, -2 ) )
assert( success, "bad shot in " .. weapon.name.hgg .. ": " .. line .. " (" .. Shots[ LastShot ].name.hgg .. ")" )
local success, _, clip, l1RapidNum, l1RapidRecoil = l1:find( "^(%d+)!(%d)(%u)$" )
if success then
l1 = clip
else
local success, _, clip = l1:find( "^(%d+)!$" )
if success then
l1 = clip
l1siege = true
end
end
table.insert( weapon.shots, { { clip = tonumber( l1 ), rapidClip = tonumber( l1RapidNum ), rapidRecoil = l1RapidRecoil, siege = l1siege } } )
if l2 then
local success, _, clip, l2RapidNum, l2RapidRecoil = l2:find( "^(%d+)!(%d)(%u)$" )
if success then
l2 = clip
else
local success, _, clip = l2:find( "^(%d+)!$" )
if success then
l2 = clip
l2siege = true
end
end
table.insert( weapon.shots[ LastShot ], { clip = tonumber( l2 ), rapidClip = tonumber( l2RapidNum ), rapidRecoil = l2RapidRecoil, siege = l2siege } )
if l3 then
local success, _, clip, l3RapidNum, l3RapidRecoil = l3:find( "^(%d+)!(%d)(%u)$" )
if success then
l3 = clip
else
local success, _, clip = l3:find( "^(%d+)!$" )
if success then
l3 = clip
l3siege = true
end
end
table.insert( weapon.shots[ LastShot ], { clip = tonumber( l3 ), rapidClip = tonumber( l3RapidNum ), rapidRecoil = l3RapidRecoil, siege = l3siege } )
end
end
return "shots"
end,
charges = function( line, weapon )
local chargeType, chargeLevel, loadUp = line:match( "^(%u)(%d)(!?)$" )
if not chargeType then
local coatings = { line:match( CoatingsPattern ) }
assert( table.getn( coatings ) == table.getn( BowCoatings ), "bad coatings in " .. weapon.name.hgg .. ": " .. line )
weapon.coatings = { }
for i, coating in ipairs( BowCoatings ) do
weapon.coatings[ coating ] = coatings[ i ] == "Y"
end
return "coatingsup"
end
table.insert( weapon.charges, {
type = ChargeTypes[ chargeType ],
level = tonumber( chargeLevel ),
load = loadUp ~= "" and loadUp or nil,
} )
return "charges"
end,
coatingsup = function( line, weapon )
end,
}
function string.detab( self )
return self:gsub( "^\t+", "" )
end
function doLine( line, weapon, state )
if not Actions[ state ] then
print( state )
end
return Actions[ state ]( line, weapon )
end
function generatePath( weapon, weapons, path )
if not path then
path = { }
end
if weapon.improve then
table.insert( path, weapon.improve.from )
return generatePath( weapons[ weapon.improve.from ], weapons, path )
end
return table.getn( path ) ~= 0 and path or nil
end
local Weapons = { }
local WeaponsCount = 0
for _, short in pairs( Types ) do
io.input( Dir .. "/" .. short .. ".txt" )
local class = Bases[ short ]
class.short = short
class.weapons = { }
local state = "init"
local weapon = { }
LastShot = 1
local lastDepth = { }
local currentIdx = 1
for line in io.lines() do
local trimmed = line:detab()
if trimmed == "" then
weapon.path = generatePath( weapon, class.weapons )
-- if the weapon is an upgrade then check
-- i didn't forget the materials
assert( not weapon.improve or table.getn( weapon.improve.materials ) ~= 0, "no improve materials for " .. weapon.name.hgg )
table.insert( class.weapons, weapon )
WeaponsCount = WeaponsCount + 1
state = "init"
weapon = { }
LastShot = 1
currentIdx = currentIdx + 1
else
local depth = 1
if state == "init" then
while line:sub( depth, depth ) == '\t' do
depth = depth + 1
end
lastDepth[ depth ] = currentIdx
if depth ~= 1 then
local from = lastDepth[ depth - 1 ]
weapon.improve = { from = from, materials = { } }
if not class.weapons[ from ].upgrades then
class.weapons[ from ].upgrades = { }
end
table.insert( class.weapons[ from ].upgrades, currentIdx )
end
end
state = doLine( trimmed, weapon, state )
end
end
table.insert( class.weapons, weapon )
table.insert( Weapons, class )
end
print( ( "genGuns: ok, %.1f%% complete! (%d/%d)" ):format(
100 * ( WeaponsCount / NamesCount ),
WeaponsCount,
NamesCount
) )
io.output( "../guns.json" )
io.write( json.encode( Weapons ) )
|
local ObjectID = 900118
local TeleportSpells{36400,48335,46705}
local function StrangePortal_OnUse (event, player, object)
for _, TeleportOnCastSpell in ipairs (TeleportSpells[Class]) do
player:CastSpell(player, TeleportOnCastSpell)
end
player:Teleport(33, -322.891632, 2083.733154, 25.270866, 3.140095)
player:SetPhaseMask(2)
end
RegisterGameObjectGossipEvent(ObjectID, 1, StrangePortal_OnUse)
-----------------------------------
--------[[Made by PassCody]]-------
--[[Made for KappaLounge Repack]]--
-----------------------------------
|
addEvent("playerChatting", true )
addEvent("playerNotChatting", true )
function playerChatting()
triggerClientEvent("updateChatList", getRootElement(), source, true)
end
function playerNotChatting()
triggerClientEvent("updateChatList", getRootElement(), source, false)
end
addEventHandler("playerChatting", getRootElement(), playerChatting)
addEventHandler("playerNotChatting", getRootElement(), playerNotChatting)
addEventHandler ("onPlayerQuit", getRootElement(), playerNotChatting )
|
local function hax_prng_next(v)
local hi = math.floor(v / 127773.0)
local lo = v % 127773
v = 16807 * lo - 2836 * hi
if v <= 0 then
v = v + 2147483647
end
return v
end
local function shuffle(arr, seed)
local v = math.floor(seed / 2) + 0x30f6
v = hax_prng_next(v)
for i = #arr, 1, -1 do
v = hax_prng_next(v)
local fidx = v / 2^31
local target = math.floor(fidx * i) + 1
arr[i], arr[target] = arr[target], arr[i]
end
end
local LIQUIDS = {"water", "water_ice", "water_swamp",
"oil", "alcohol", "swamp", "mud", "blood",
"blood_fungi", "blood_worm", "radioactive_liquid",
"cement", "acid", "lava", "urine",
"poison", "magic_liquid_teleportation",
"magic_liquid_polymorph", "magic_liquid_random_polymorph",
"magic_liquid_berserk", "magic_liquid_charm",
"magic_liquid_invisibility"}
local ORGANICS = {"sand", "bone", "soil", "honey",
"slime", "snow", "rotten_meat", "wax",
"gold", "silver", "copper", "brass", "diamond",
"coal", "gunpowder", "gunpowder_explosive",
"grass", "fungi"}
local function copy_arr(arr)
local ret = {}
for k, v in pairs(arr) do ret[k] = v end
return ret
end
local function random_material(v, mats)
for _ = 1, 1000 do
v = hax_prng_next(v)
local rval = v / 2^31
local sel_idx = math.floor(#mats * rval) + 1
local selection = mats[sel_idx]
if selection then
mats[sel_idx] = false
return v, selection
end
end
end
local function random_recipe(rand_state, seed)
local liqs = copy_arr(LIQUIDS)
local orgs = copy_arr(ORGANICS)
local m1, m2, m3, m4 = "?", "?", "?", "?"
rand_state, m1 = random_material(rand_state, liqs)
rand_state, m2 = random_material(rand_state, liqs)
rand_state, m3 = random_material(rand_state, liqs)
rand_state, m4 = random_material(rand_state, orgs)
local combo = {m1, m2, m3, m4}
rand_state = hax_prng_next(rand_state)
local prob = 10 + math.floor((rand_state / 2^31) * 91)
rand_state = hax_prng_next(rand_state)
shuffle(combo, seed)
return rand_state, {combo[1], combo[2], combo[3]}, prob
end
function get_alchemy()
local seed = tonumber(StatsGetValue("world_seed"))
local rand_state = math.floor(seed * 0.17127000 + 1323.59030000)
for i = 1, 6 do
rand_state = hax_prng_next(rand_state)
end
local lc_combo, ap_combo = {"?"}, {"?"}
rand_state, lc_combo, lc_prob = random_recipe(rand_state, seed)
rand_state, ap_combo, ap_prob = random_recipe(rand_state, seed)
return lc_combo, ap_combo, lc_prob, ap_prob
end
|
local prefill_hooks = {}
prefill_hooks["on_console_command"] = function(event)
return not (settings.global["scis-logging-ignore-own-commands"] and tostring(event.command):find('^scis_logging.') ~= nil)
end
return prefill_hooks
|
ndoc.table.fwZoneControl = {}
local cache = {}
function fw.zone.setupCaptureNetworking(zone)
ndoc.table.fwZoneControl[zone.id] = {}
ndoc.table.fwZoneControl[zone.id].scores = {}
if (cache[zone.id]) then
ndoc.table.fwZoneControl[zone.id].isProtected = cache[zone.id].prot
ndoc.table.fwZoneControl[zone.id].isNotCapturable = cache[zone.id].not_cap
ndoc.table.fwZoneControl[zone.id].isFactionBase = cache[zone.id].fac_base
end
end
---
--- LOADING AND SETTING OF ZONE CAPTURABILITY / PROTECTED ZONES AND BASES
---
local path = fw.zone.zoneDataDir..game.GetMap().."_cap.txt"
function fw.zone.loadCaptureData()
local data = file.Read(path, "DATA")
if (not data) then return end
for k,v in pairs(spon.decode(data)) do
cache[k] = v
end
end
fw.zone.loadCaptureData()
function fw.zone.saveCaptureData()
local cache = {}
for zID, data in ndoc.pairs(ndoc.table.fwZoneControl) do
local isProt = data.isProtected
local isNotCap = data.isNotCapturable
local isBase = data.isFactionBase
--the zone is not protected, and it is capturable or a faction base, no point saving this data!
if (not isProt and not isNotCap and not isBase) then continue end
cache[zID] = {}
if (isProt) then
cache[zID].prot = true
end
if (isNotCap) then
cache[zID].not_cap = true
end
if (isBase) then
cache[zID].fac_base = isBase --isbase isn't a bool, it's a faction id!
end
end
cache = spon.encode(cache)
file.Write(path, cache)
end
---
--- CHAT COMMANDS FOR SETTING FACTION BASES, CAPTURABILITY, AND PROTECTED ZONES
---
fw.chat.addCMD({"setprotected", "setprot"}, "Sets a zone to be protected(no damage taken while inside) or not", function(ply, boolProtected)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
ndoc.table.fwZoneControl[pZone.id].isProtected = boolProtected
fw.zone.saveCaptureData()
end):addParam("bool_protect", "bool"):restrictTo("superadmin")
fw.chat.addCMD({"setcapturable", "setcap"}, "Sets a zone to be capturable or not", function(ply, boolCaptureable)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
ndoc.table.fwZoneControl[pZone.id].isNotCapturable = not boolCaptureable
fw.zone.saveCaptureData()
end):addParam("bool_capturable", "bool"):restrictTo("superadmin")
fw.chat.addCMD({"setfactionbase", "setbase"}, "Sets the zone to be a default base for a faction", function(ply, sFactionID)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
local fac = fw.team.getFactionByStringID(sFactionID)
if (not fac) then return end
ndoc.table.fwZoneControl[pZone.id].isFactionBase = fac:getID()
fw.zone.saveCaptureData()
end):addParam("faction_string_id", "string"):restrictTo("superadmin")
fw.chat.addCMD({"removefactionbase", "removebase"}, "Removes the base set to a zone you are in", function(ply)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
local fac = pZone:getFactionBase()
if (not fac) then return end
ndoc.table.fwZoneControl[pZone.id].isFactionBase = false
fw.zone.saveCaptureData()
end):restrictTo("superadmin")
concommand.Add("fw_zone_createBackup", function(pl)
if not pl:IsSuperAdmin() then
return pl:FWConPrint(Color(255, 0, 0), "you do not have permission to run this command")
end
fw.zone.createZonesBackup()
pl:FWConPrint(Color(0, 255, 0), "Created a backup of the zones file.")
end)
--
-- SIMPLE ALGORITHMS THAT MANAGES ZONE CAPTURING
--
function fw.zone._zone_mt:canBeCaptured()
local canCapture = hook.Call("CanZoneBeCaptured", GAMEMODE, self)
if (canCapture == false) then return false end
local zoneData = ndoc.table.fwZoneControl[self.id]
if (zoneData.isNotCapturable) then return false end
if (zoneData.isProtected) then return false end
if (zoneData.isFactionBase) then return false end
return true
end
local MAX_CAPTURE_SCORE = fw.config.zoneCaptureScore
local ZONE_CAPTURE_RATE = fw.config.zoneCaptureRate
local notificationCache = {}
timer.Create("fw.zone_capture.updateCaptureProgress", 1, 0, function()
for k, zone in pairs(fw.zone.zoneList) do
if (not zone:canBeCaptured()) then continue end
notificationCache[ zone ] = notificationCache[ zone ] or {}
local zoneControl = ndoc.table.fwZoneControl[zone.id].scores
local controllingInterests = {}
local mostInterest = nil
for k, pl in ipairs(zone.players) do
if IsValid(pl) then
local fac = pl:getFaction()
if fac ~= FACTION_DEFAULT then
controllingInterests[fac] = (controllingInterests[fac] or 0) + 1
if not mostInterest or controllingInterests[mostInterest] < controllingInterests[fac] then
mostInterest = fac
end
end
end
end
if mostInterest then
if (zoneControl[mostInterest] or 0) < MAX_CAPTURE_SCORE then
zoneControl[mostInterest] = math.min((zoneControl[mostInterest] or 0) + ZONE_CAPTURE_RATE, MAX_CAPTURE_SCORE)
end
for k,v in ndoc.pairs(zoneControl) do
if k ~= mostInterest and v ~= 0 then
zoneControl[k] = math.max(0, zoneControl[k] - ZONE_CAPTURE_RATE)
local protecting = k
local contesting = mostInterest
--if the stored contesting faction is different, that means we are being contested! :D
local notif = notificationCache[ zone ]
if (notif.contesting ~= contesting) then
notif.contesting = contesting
fw.hook.Call("FWZoneContested", zone, protecting, contesting)
end
end
end
end
end
end)
fw.hook.Add("FWZoneContested", "ZoneContestingNotification", function(zone, protecting, contesting)
local protectingPlayers = fw.team.factions[ protecting ]:getPlayers()
local contestingFaction = fw.team.factions[ contesting ]:getName()
fw.hud.pushNotification(protectingPlayers, 'ZONES', zone.name .. " is being contested by the " .. contestingFaction .. "!")
end)
---
--- HOOKS TO MAINTAIN CAPTURABILITY / BASE / PROTECTED ZONES
---
--stop players from taking damage in protected zones -from weapons
hook.Add("EntityTakeDamage", "StopPlayerDamageInProtectedZones", function(ent, dmg)
if (ent:IsPlayer()) then
local zone = fw.zone.playerGetZone(ent)
if (zone) then
local isprotected = zone:isProtected()
if (isprotected) then dmg:SetDamage(0) end
end
end
end)
--don't let players pickup weapons in a protected zone
hook.Add("PlayerCanPickupWeapon", "StopPickingUpGunsWhileInProtectedZone", function(ply, wep)
local zone = fw.zone.playerGetZone(ply)
if (zone) then
local isprotected = zone:isProtected()
if (isprotected and ply.weaponCache) then
return false
end
end
end)
--when a player enters a protected zone, strip their weapons
fw.hook.Add("PlayerEnteredZone", "PlayerGetsWeaponsrestricted", function(enterZone, lastZone, ply)
if (not enterZone and lastZone) then
local isprotected = lastZone:isProtected()
if (isprotected and ply.weaponCache) then
for k,v in pairs(ply.weaponCache) do
ply:Give(k)
end
ply.weaponCache = nil
end
end
if (enterZone) then
local isprotected = enterZone:isProtected()
if (isprotected) then
ply.weaponCache = {}
for k,v in pairs(ply:GetWeapons()) do
ply.weaponCache[v:GetClass()] = true
end
ply:StripWeapons()
end
end
end)
--[[
function fw.zone.initiate(zone)
local id = zone.id
ndoc.table.zones[id] = {}
ndoc.table.zones[id].controlling = nil
ndoc.table.zones[id].factions = {}
ndoc.table.zones[id].contesting = nil
for k,v in pairs(fw.team.factions) do
ndoc.table.zones[id].factions[k] = {}
ndoc.table.zones[id].factions[k].score = 0
ndoc.table.zones[id].factions[k].players = {}
end
end
fw.zone.cap_cache = {}
--saves zone protection and capture data
local path = fw.zone.zoneDataDir..game.GetMap().."_cap.txt"
function fw.zone.saveCapCache()
local pon = spon.encode(fw.zone.cap_cache)
file.Write(path, pon)
end
--loads zone protection & capture data
function fw.zone.loadCapCache()
local f = file.Read(path, "DATA")
if (not f) then return end
fw.zone.cap_cache = spon.decode(f)
for k,v in pairs(fw.zone.cap_cache) do
ndoc.table.zones[k].capturable = v.capturable
ndoc.table.zones[k].protected = v.protected
ndoc.table.zones[k].faction_base = v.faction_base
end
end
fw.chat.addCMD({"setprotected", "setprot"}, "Sets a zone to be protected(no damage taken while inside) or not", function(ply, boolProtected)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
fw.zone.cap_cache[pZone.id] = fw.zone.cap_cache[pZone.id] or {}
if (boolProtected == false) then
fw.zone.cap_cache[pZone.id].protected = nil
ndoc.table.zones[pZone.id].protected = nil
fw.zone.saveCapCache()
return
end
fw.zone.cap_cache[pZone.id].protected = boolProtected
ndoc.table.zones[pZone.id].protected = boolProtected
fw.zone.saveCapCache()
end):addParam("bool_protect", "bool"):restrictTo("superadmin")
fw.chat.addCMD({"setcapturable", "setcap"}, "Sets a zone to be capturable or not", function(ply, boolCaptureable)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
fw.zone.cap_cache[pZone.id] = fw.zone.cap_cache[pZone.id] or {}
if (boolCaptureable == true) then
fw.zone.cap_cache[pZone.id].capturable = nil
ndoc.table.zones[pZone.id].capturable = nil
fw.zone.saveCapCache()
return
end
fw.zone.cap_cache[pZone.id].capturable = boolCaptureable
ndoc.table.zones[pZone.id].capturable = boolCaptureable
fw.zone.saveCapCache()
end):addParam("bool_capturable", "bool"):restrictTo("superadmin")
fw.chat.addCMD({"setfactionbase", "setbase"}, "Sets the zone to be a default base for a faction", function(ply, sFactionID)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
local fac = fw.team.getFactionByStringID(sFactionID)
if (not fac) then return end
fw.zone.cap_cache[pZone.id] = fw.zone.cap_cache[pZone.id] or {}
fw.zone.cap_cache[pZone.id].faction_base = fac:getID()
ndoc.table.zones[pZone.id].faction_base = fac:getID()
fw.zone.saveCapCache()
end):addParam("faction_string_id", "string"):restrictTo("superadmin")
fw.chat.addCMD({"removefactionbase", "removebase"}, "Removes the base set to a zone you are in", function(ply)
local pZone = fw.zone.playerGetZone(ply)
if (not pZone) then return end
local fac = fw.zone.isFactionBase(pZone)
if (not fac) then return end
fw.zone.cap_cache[pZone.id] = fw.zone.cap_cache[pZone.id] or {}
fw.zone.cap_cache[pZone.id].faction_base = nil
ndoc.table.zones[pZone.id].faction_base = nil
fw.zone.saveCapCache()
end):restrictTo("superadmin")
concommand.Add("fw_zone_createBackup", function(pl)
if not pl:IsSuperAdmin() then
return pl:FWConPrint(Color(255, 0, 0), "you do not have permission to run this command")
end
fw.zone.createZonesBackup()
pl:FWConPrint(Color(0, 255, 0), "Created a backup of the zones file.")
end)
--logic for contesting another faction's zone
function fw.zone.contest(zone, faction)
--cooldown for adding score to teams!
local id = zone.id
local facScore = ndoc.table.zones[id].factions[faction.factionID].score
if (ndoc.table.zones[id].controlling == faction.factionID) then return end
if (facScore == fw.config.zoneCaptureScore) then
ndoc.table.zones[id].controlling = faction.factionID
ndoc.table.zones[id].contesting = nil
hook.Call("FactionCapturedZone", GAMEMODE, faction, zone)
for k,v in pairs(fw.team.factions) do
if (k == faction.factionID) then continue end
ndoc.table.zones[id].factions[k].score = 0
end
return
end
hook.Call("FactionContestingZone", GAMEMODE, faction, zone)
ndoc.table.zones[id].contesting = faction
ndoc.table.zones[id].factions[faction.factionID].score = ndoc.table.zones[id].factions[faction.factionID].score + 1
zone.nextRegisterScore = CurTime() + fw.config.zoneCaptureRate
end
--returns whether or not a zone can be captured
function fw.zone.canBeCaptured(zone)
local canCapture = hook.Call("CanZoneBeCaptured", GAMEMODE, zone)
--make sure it's false, not just doesn't exist
if (fw.zone.cap_cache[zone.id] and fw.zone.cap_cache[zone.id].faction_base) then return false end
if (fw.zone.cap_cache[zone.id] and fw.zone.cap_cache[zone.id].capturable != nil and fw.zone.cap_cache[zone.id].capturable == false) then return false end
if (fw.zone.cap_cache[zone.id] and fw.zone.cap_cache[zone.id].protected != nil and fw.zone.cap_cache[zone.id].protected == true) then return false end
if (zone.nextRegisterScore and CurTime() - zone.nextRegisterScore < 0) then return false end
return true
end
--stop players from taking damage in protected zones -from weapons
hook.Add("EntityTakeDamage", "StopPlayerDamageInProtectedZones", function(ent, dmg)
if (ent:IsPlayer()) then
local zone = fw.zone.playerGetZone(ent)
if (zone) then
local isprotected = fw.zone.isProtectedZone(zone)
if (isprotected) then dmg:SetDamage(0) end
end
end
end)
--don't let players pickup weapons in a protected zone
hook.Add("PlayerCanPickupWeapon", "StopPickingUpGunsWhileInProtectedZone", function(ply, wep)
local zone = fw.zone.playerGetZone(ply)
if (zone) then
local isprotected = fw.zone.isProtectedZone(zone)
if (isprotected and ply.weaponCache) then
return false
end
end
end)
--when a player leaves a protected zone, give their weapons back
fw.hook.Add("PlayerLeftZone", "PlayerGetsWeaponsback", function(zone, ply)
local isprotected = fw.zone.isProtectedZone(zone)
if (isprotected and ply.weaponCache) then
for k,v in pairs(ply.weaponCache) do
ply:Give(k)
end
ply.weaponCache = nil
end
end)
--when a player enters a protected zone, strip their weapons
fw.hook.Add("PlayerEnteredZone", "PlayerGetsWeaponsrestricted", function(zone, ply)
local isprotected = fw.zone.isProtectedZone(zone)
if (isprotected) then
ply.weaponCache = {}
for k,v in pairs(ply:GetWeapons()) do
ply.weaponCache[v:GetClass()] = true
end
ply:StripWeapons()
end
end)
fw.hook.Add("Think", "ZoneControlLogic", function()
--reset player counts for each faction in the zone
for k,v in pairs(player.GetAll()) do
local pZone = fw.zone.playerGetZone(v)
--incase the player changed factions, and left the zone, we want to remove all instances of them being there
if (not pZone and v.lastZone) then
local zoneData = ndoc.table.zones[v.lastZone.id].factions
local z = v.lastZone
hook.Call("PlayerLeftZone", GAMEMODE, z, v)
for k,fac in ndoc.pairs(zoneData) do
ndoc.table.zones[v.lastZone.id].factions[k].players[v] = nil
end
v.lastZone = nil
--if the player is in a zone, make sure the counter is ready, and insert them into the faction thingy
elseif (pZone) then
if (v.lastFaction and v.lastFaction != v:getFaction()) then
ndoc.table.zones[pZone.id].factions[v.lastFaction].players[v] = nil
v.lastFaction = nil
end
v.lastFaction = v:getFaction()
local id = pZone.id
--no use constantly syncing the player already in here
if (not ndoc.table.zones[id].factions[v:getFaction()].players[v]) then
ndoc.table.zones[id].factions[v:getFaction()].players[v] = true
hook.Call("PlayerEnteredZone", GAMEMODE, pZone, v)
end
v.lastZone = pZone
if (not fw.zone.canBeCaptured(pZone)) then continue end
end
end
--loop through the zones and do the logic
for zoneid, zoneTable in ndoc.pairs(ndoc.table.zones) do
local factionInPower = nil
local zone = fw.zone.zoneList[zoneid]
if (not zone) then continue end
if (not fw.zone.canBeCaptured(zone)) then continue end
for fac,v in ndoc.pairs(zoneTable.factions) do
local plys = {}
for k,v in ndoc.pairs(v.players) do
--remove players that left and stuff
if (not IsValid(k)) then
ndoc.table.zones[zoneid].factions[fac].players[k] = nil
end
table.insert(plys, k)
end
--if there are more players in another faction than the one who is control of the faction
if (factionInPower and #plys > #factionInPower.playersInZone) then
factionInPower = {}
factionInPower.playersInZone = plys
factionInPower.factionID = fac
--equal disbursement of players in the zone for all factions
elseif (factionInPower and #plys == #factionInPower.playersInZone) then
if (ndoc.table.zones[zoneid].contesting and ndoc.table.zones[zoneid].contesting and ndoc.table.zones[zoneid].contesting.factionID != factionInPower.factionID) then
ndoc.table.zones[zoneid].contesting = nil
end
return
--for when players first enter a zone :D
elseif (not factionInPower and #plys > 0) then
factionInPower = {}
factionInPower.playersInZone = plys
factionInPower.factionID = fac
end
end
--if we have a new faction in power, contest the zone
if (factionInPower) then
if (ndoc.table.zones[zoneid].contesting and ndoc.table.zones[zoneid].contesting.factionID != factionInPower.factionID) then
ndoc.table.zones[zoneid].contesting = nil
end
fw.zone.contest(zone, factionInPower)
end
end
end)
]]
|
SuperSurvivorManager = {}
SuperSurvivorManager.__index = SuperSurvivorManager
function SuperSurvivorManager:new()
local o = {}
setmetatable(o, self)
self.__index = self
o.SuperSurvivors = {}
o.SurvivorCount = 3
return o
end
function SuperSurvivorManager:init()
self.SuperSurvivors[0] = SuperSurvivor:newSet(getSpecificPlayer(0))
self.SuperSurvivors[0]:setID(0)
end
function SuperSurvivorManager:setPlayer(player,ID)
self.SuperSurvivors[ID] = SuperSurvivor:newSet(player)
self.SuperSurvivors[0]:setID(ID)
self.SuperSurvivors[0]:setName("Player " .. tostring(ID))
return self.SuperSurvivors[ID] ;
end
function SuperSurvivorManager:LoadSurvivor(ID, square)
if( not checkSaveFileExists("Survivor"..tostring(ID))) then return false end
if(ID ~= nil) and (square ~= nil) then --
if(self.SuperSurvivors[ID] ~= nil) and (self.SuperSurvivors[ID].player ~= nil) then
if(self.SuperSurvivors[ID]:isInCell()) then
return false
else
self.SuperSurvivors[ID]:delete()
end
end
print("loading survivor ".. tostring(ID) .." on " .. tostring(square:getX()) .. "," .. tostring(square:getY()))
self.SuperSurvivors[ID] = SuperSurvivor:newLoad(ID,square)
if(self.SuperSurvivors[ID]:Get():getPrimaryHandItem() == nil) and (self.SuperSurvivors[ID]:getWeapon() ~= nil) then self.SuperSurvivors[ID]:Get():setPrimaryHandItem(self.SuperSurvivors[ID]:getWeapon()) end
self.SuperSurvivors[ID]:refreshName()
if(self.SuperSurvivors[ID]:Get():getModData().isHostile == true) then self.SuperSurvivors[ID]:setHostile(true) end
if(self.SurvivorCount == nil) then self.SurvivorCount = 1 end
if(ID > self.SurvivorCount) then self.SurvivorCount = ID end
self.SuperSurvivors[ID].player:getModData().LastSquareSaveX = nil
self.SuperSurvivors[ID]:SaveSurvivor()
local melewep = self.SuperSurvivors[ID].player:getModData().meleWeapon
local gunwep = self.SuperSurvivors[ID].player:getModData().gunWeapon
if(melewep ~= nil) then
self.SuperSurvivors[ID].LastMeleUsed = self.SuperSurvivors[ID].player:getInventory():FindAndReturn(melewep)
if not self.SuperSurvivors[ID].LastMeleUsed then self.SuperSurvivors[ID].LastMeleUsed = self.SuperSurvivors[ID]:getBag():FindAndReturn(melewep) end
end
if(gunwep ~= nil) then
self.SuperSurvivors[ID].LastGunUsed = self.SuperSurvivors[ID].player:getInventory():FindAndReturn(gunwep)
if not self.SuperSurvivors[ID].LastGunUsed then self.SuperSurvivors[ID].LastGunUsed = self.SuperSurvivors[ID]:getBag():FindAndReturn(gunwep) end
end
if(self.SuperSurvivors[ID]:getAIMode() == "FollowRoute") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(FollowRouteTask:new(self.SuperSurvivors[ID],0))
elseif(self.SuperSurvivors[ID]:getAIMode() == "Follow") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(FollowTask:new(self.SuperSurvivors[ID],nil))
elseif(self.SuperSurvivors[ID]:getAIMode() == "Guard") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(GuardTask:new(self.SuperSurvivors[ID],self.SuperSurvivors[ID].player:getCurrentSquare()))
elseif(self.SuperSurvivors[ID]:getAIMode() == "Patrol") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(PatrolTask:new(self.SuperSurvivors[ID], nil, nil))
elseif(self.SuperSurvivors[ID]:getAIMode() == "Wander") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(WanderTask:new(self.SuperSurvivors[ID]))
elseif(self.SuperSurvivors[ID]:getAIMode() == "Stand Ground") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(GuardTask:new(self.SuperSurvivors[ID],self.SuperSurvivors[ID].player:getCurrentSquare()))
self.SuperSurvivors[ID]:setWalkingPermitted(false)
elseif(self.SuperSurvivors[ID]:getAIMode() == "Doctor") then
self.SuperSurvivors[ID]:getTaskManager():AddToTop(DoctorTask:new(self.SuperSurvivors[ID]))
end
if(isModEnabled("ArmorMod")) then ArmorInitCheck(self.SuperSurvivors[ID].player) end
local phi = self.SuperSurvivors[ID]:Get():getPrimaryHandItem() -- to trigger onEquipPrimary
self.SuperSurvivors[ID]:Get():setPrimaryHandItem(nil)
self.SuperSurvivors[ID]:Get():setPrimaryHandItem(phi)
end
end
function SuperSurvivorManager:spawnSurvivor(isFemale,square)
if(square ~= nil) then
local newSurvivor = SuperSurvivor:new(isFemale,square)
if(newSurvivor ~= nil) then
self.SuperSurvivors[self.SurvivorCount+1] = newSurvivor
self.SurvivorCount = self.SurvivorCount + 1;
self.SuperSurvivors[self.SurvivorCount]:setID(self.SurvivorCount)
return self.SuperSurvivors[self.SurvivorCount]
else
return nil
end
end
end
function SuperSurvivorManager:Get(thisID)
if(not self.SuperSurvivors[thisID]) then
--print("super survivor #"..tostring(thisID).." was not found")
return nil
else
return self.SuperSurvivors[thisID]
end
end
function SuperSurvivorManager:update()
--getSpecificPlayer(0):Say(tostring(self.SurvivorCount))
--print("SSM updating..."..tostring(self.SurvivorCount))
for i=1, self.SurvivorCount+1 do
--local id = i
--local theSuperSurvivor = self.SuperSurvivors[i]
--if(self.SuperSurvivors[i] ~= nil) then getSpecificPlayer(0):Say(tostring(id)..") ".. tostring(theSuperSurvivor ~= nil) ..",".. tostring(theSuperSurvivor:updateTime()) ..",".. tostring(theSuperSurvivor:isInCell()) ) end
if(self.SuperSurvivors[i] ~= nil) and (self.SuperSurvivors[i]:updateTime()) and (self.SuperSurvivors[i]:isInCell()) then self.SuperSurvivors[i]:update() end
end
end
function SuperSurvivorManager:GetClosest()
local closestSoFar = 20
local closestID = 0
for i=1, self.SurvivorCount+1 do
if(self.SuperSurvivors[i] ~= nil) and (self.SuperSurvivors[i]:isInCell()) then
local distance = getDistanceBetween(self.SuperSurvivors[i]:Get(),getSpecificPlayer(0))
if(distance < closestSoFar) then
closestID = i
closestSoFar = distance
end
end
end
if(closestID ~= 0) then return self.SuperSurvivors[closestID]
else return nil end
end
function SuperSurvivorManager:GetClosestNonParty()
local closestSoFar = 20
local closestID = 0
for i=1, self.SurvivorCount+1 do
if(self.SuperSurvivors[i] ~= nil) and (self.SuperSurvivors[i]:isInCell()) then
local distance = getDistanceBetween(self.SuperSurvivors[i]:Get(),getSpecificPlayer(0))
if(distance < closestSoFar) and (self.SuperSurvivors[i]:getGroupID() == nil) then
closestID = i
closestSoFar = distance
end
end
end
if(closestID ~= 0) then return self.SuperSurvivors[closestID]
else return nil end
end
SSM = SuperSurvivorManager:new()
function loadSurvivorMap( )
local tempTable = {}
tempTable = table.load("SurvivorManagerInfo")
if (tempTable) and (tempTable[1]) then
SSM.SurvivorCount = tonumber(tempTable[1])
print("set SurvivorCount:"..tostring(tempTable[1]) .. " from SurvivorManagerInfo file");
else
print("SurvivorManagerInfo was not found. this save file could be corrupt");
end
local fileTable = {}
local readFile = getModFileReader("SuperSurvivors",getWorld():getWorld()..getFileSeparator().."SurvivorMap.lua", true)
local scanLine = readFile:readLine()
while scanLine do
local values = {}
for input in scanLine:gmatch("%S+") do table.insert(values,input) end
--print("loading line: "..values[1] .. " " .. values[2])
if(fileTable[values[1]] == nil) then fileTable[values[1]] = {} end
table.insert(fileTable[values[1]], tonumber(values[2]))
scanLine = readFile:readLine()
if not scanLine then break end
end
readFile:close()
return fileTable
end
function saveSurvivorMap( )
local tempTable = {}
tempTable[1] = SSM.SurvivorCount
table.save(tempTable,"SurvivorManagerInfo")
local destFile = getWorld():getWorld()..getFileSeparator().."SurvivorMap.lua"
local writeFile = getModFileWriter("SuperSurvivors", destFile, true, false)
--print("saving SurvivorMap:".. tostring(SurvivorMap))
for index,value in pairs(SurvivorMap) do
for i = 1,#value do
writeFile:write(tostring(index) .. " " .. tostring(value[i]) .. "\r\n");
--print("saving: " .. tostring(index) .. " " .. tostring(value[i]))
end
end
writeFile:close();
end
|
local old_instanted_init = EquipmentsTweakData.init
function EquipmentsTweakData:init(tweak_data)
old_instanted_init(self, tweak_data)
self.trip_mine = {
deploy_time = 0,
dummy_unit = "units/payday2/equipment/gen_equipment_tripmine/gen_equipment_tripmine_dummy",
use_function_name = "use_trip_mine",
text_id = "debug_trip_mine",
visual_object = "g_toolbag",
icon = "equipment_trip_mine",
description_id = "des_trip_mine",
quantity = {
3,
3
},
upgrade_deploy_time_multiplier = {
upgrade = "trip_mine_deploy_time_multiplier",
category = "player"
},
upgrade_name = {
"trip_mine",
"shape_charge"
}
}
self.ammo_bag = {
deploy_time = 0,
use_function_name = "use_ammo_bag",
dummy_unit = "units/payday2/equipment/gen_equipment_ammobag/gen_equipment_ammobag_dummy_unit",
text_id = "debug_ammo_bag",
icon = "equipment_ammo_bag",
description_id = "des_ammo_bag",
visual_object = "g_ammobag",
quantity = {1}
}
self.doctor_bag = {
deploy_time = 0,
dummy_unit = "units/payday2/equipment/gen_equipment_medicbag/gen_equipment_medicbag_dummy_unit",
use_function_name = "use_doctor_bag",
text_id = "debug_doctor_bag",
visual_object = "g_medicbag",
icon = "equipment_doctor_bag",
description_id = "des_doctor_bag",
quantity = {1},
upgrade_deploy_time_multiplier = {
upgrade = "deploy_time_multiplier",
category = "first_aid_kit"
}
}
self.sentry_gun = {
deploy_time = 0,
dummy_unit = "units/payday2/equipment/gen_equipment_sentry/gen_equipment_sentry_dummy",
text_id = "debug_sentry_gun",
use_function_name = "use_sentry_gun",
unit = 1,
min_ammo_cost = 0.8,
ammo_cost = 0.7,
visual_object = "g_sentrybag",
icon = "equipment_sentry",
description_id = "des_sentry_gun",
quantity = {1},
upgrade_deploy_time_multiplier = {
upgrade = "sentry_gun_deploy_time_multiplier",
category = "player"
}
}
self.sentry_gun_silent = {
deploy_time = 0,
dummy_unit = "units/payday2/equipment/gen_equipment_sentry/gen_equipment_sentry_dummy",
text_id = "debug_sentry_gun",
use_function_name = "use_sentry_gun",
unit = 2,
min_ammo_cost = 0.33,
ammo_cost = 0.46,
visual_object = "g_sentrybag",
icon = "equipment_sentry_silent",
description_id = "des_sentry_gun",
quantity = {1},
upgrade_deploy_time_multiplier = {
upgrade = "sentry_gun_deploy_time_multiplier",
category = "player"
},
upgrade_name = {"sentry_gun"}
}
self.ecm_jammer = {
deploy_time = 0,
use_function_name = "use_ecm_jammer",
dummy_unit = "units/payday2/equipment/gen_equipment_jammer/gen_equipment_jammer_dummy",
text_id = "debug_equipment_ecm_jammer",
icon = "equipment_ecm_jammer",
description_id = "des_ecm_jammer",
visual_object = "g_toolbag",
quantity = {1}
}
self.armor_kit = {
deploy_time = 0,
use_function_name = "use_armor_kit",
sound_done = "bar_armor_finished",
dropin_penalty_function_name = "use_armor_kit_dropin_penalty",
icon = "equipment_armor_kit",
description_id = "des_armor_kit",
limit_movement = true,
sound_start = "bar_armor",
sound_interupt = "bar_armor_cancel",
text_id = "debug_equipment_armor_kit",
on_use_callback = "on_use_armor_bag",
deploying_text_id = "hud_equipment_equipping_armor_kit",
action_timer = 2,
visual_object = "g_armorbag",
quantity = {1}
}
self.first_aid_kit = {
deploy_time = 0,
dummy_unit = "units/pd2_dlc_old_hoxton/equipment/gen_equipment_first_aid_kit/gen_equipment_first_aid_kit_dummy",
use_function_name = "use_first_aid_kit",
text_id = "debug_equipment_first_aid_kit",
visual_object = "g_firstaidbag",
icon = "equipment_first_aid_kit",
description_id = "des_first_aid_kit",
quantity = {4},
upgrade_deploy_time_multiplier = {
upgrade = "deploy_time_multiplier",
category = "first_aid_kit"
}
}
self.bodybags_bag = {
deploy_time = 0,
dummy_unit = "units/payday2/equipment/gen_equipment_bodybags_bag/gen_equipment_bodybags_bag_dummy",
use_function_name = "use_bodybags_bag",
text_id = "debug_equipment_bodybags_bag",
visual_object = "g_bodybagsbag",
icon = "equipment_bodybags_bag",
description_id = "des_bodybags_bag",
quantity = {1},
upgrade_deploy_time_multiplier = {
upgrade = "bodybags_bag_deploy_time_multiplier",
category = "player"
}
}
end
|
local accumulator = {}
local LARGE_TIMEOUT = 1000.0
function accumulator.new(max_size, timeout, func)
local ngx = require "ngx"
local semaphore = require "ngx.semaphore"
local function makeState()
return {
tasks = {},
sema = semaphore.new(),
}
end
local state0 = makeState()
local function applyFunc(_, state)
if not state.applied then
state.applied = true
state0 = makeState()
local ok, second = pcall(func, state.tasks)
if ok and second then
state.results = second
else
state.error_msg = second
end
state.sema:post(#state.tasks)
end
end
local function wrapper(task)
assert(task ~= nil)
local state = state0
table.insert(state.tasks, task)
local index = #state.tasks
if #state.tasks == max_size then
ngx.timer.at(0.0, applyFunc, state)
elseif #state.tasks == 1 then
ngx.timer.at(timeout, applyFunc, state)
end
repeat until state.sema:wait(LARGE_TIMEOUT)
if state.results then
return state.results[index]
else
return nil, state.error_msg
end
end
return wrapper
end
return accumulator
|
--[[--
Hotpatch Core: Module Object for Hotpatch-MultiMod: a tool to load multiple scenarios side-by-side,
with support for both static loading and dynamic loading, as well as run-time patching.
This module handles loading and running code, setting up environments, etc
@module hotpatch.core-mod_object
@author Chrisgbk
]]
--[[
Copyright 2018 Chrisgbk
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.
]]
-- MIT License, https://opensource.org/licenses/MIT
-- Hotpatch-MultiMod: a tool to load multiple scenarios side-by-side, with support for both static loading and dynamic loading, as well as run-time patching
--[==[
-- internal mod object:
local mod_obj_template = {
-- references to global table
mod = mod
name = mod_name,
version = mod.version,
files = mod.files,
global = mod.global,
--
_ENV = {}, -- environment of the mod
loaded = false,
running = false,
-- event handlers
on_init = nil, -- called once after first install, or when specifically requested to be re-ran (good practice is to never request a re-run)
on_load = nil, -- called every time the scenario loads from disk
on_configuration_changed = nil, -- called every time the external mod configuration changes, OR when the hotpatch mod configuration changes
on_tick = nil, -- cache the on-tick event handler, because it is ID 0, which causes it to be stored in the hash part, which causes a 50% increase in access time
on_event = {}, -- list of on_event handlers registered
on_nth_tick = {}, -- list of on_nth_tick handlers registered
custom_events = {}, -- names for printing
-- package handling
loaded = {}, -- list of files loaded by require() that were installed into the virtual file system
preload = {},
searchers = {},
--
commands = {},
interfaces = {},
}
--]==]
local rendering = rendering --this is a workaround specifically because rendering is available in control.lua processing but not on_load, where mods are loaded
local function create_proxy_table(table)
return setmetatable({}, {
__index = table,
__pairs = function(t) local function iter(t, k) local v; k, v = next(table, k); if v then return k, t[k] end; end; return iter, t, nil end
})
end
local function create_readonly_proxy_table(table)
return setmetatable({}, {
__index = table,
__newindex = function(t,k,v) end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(table, k); if v then return k, t[k] end; end; return iter, t, nil end
})
end
local function generate_mod_obj(mod)
local mod_name = mod.name
local mod_obj = {
-- references to global table
mod = mod,
name = mod_name,
version = mod.version,
files = mod.files,
global = mod.global,
--
_ENV = {}, -- environment of the mod
loaded = false,
running = false,
-- event handlers
on_init = nil, -- called once after first install, or when specifically requested to be re-ran (good practice is to never request a re-run)
on_load = nil, -- called every time the scenario loads from disk
on_configuration_changed = nil, -- called every time the external mod configuration changes, OR when the hotpatch mod configuration changes
on_tick = nil, -- cache the on-tick event handler, because it is ID 0, which causes it to be stored in the hash part, which causes a 50% increase in access time
on_event = {}, -- list of on_event handlers registered
on_nth_tick = {}, -- list of on_nth_tick handlers registered
custom_events = {}, -- names for printing
-- package handling
loaded = {}, -- list of files loaded by require() that were installed into the virtual file system
preload = {},
searchers = {},
--
commands = {},
interfaces = {},
}
hotpatch_log({'hotpatch-info.script-shim'}, mod_name)
--mods private script table/shim
local mod_script = {}
mod_script.on_init = function(f)
mod_obj.on_init = f
end
mod_script.on_load = function(f)
mod_obj.on_load = f
end
mod_script.on_configuration_changed = function(f)
mod_obj.on_configuration_changed = f
end
if not compat_mode then
mod_script.on_event = function(event, f)
if event == defines.events.on_tick then
mod_obj.on_tick = f
else
mod_obj.on_event[event] = f
end
end
mod_script.on_nth_tick = function(tick, f)
if tick then
if type(tick) == 'table' then
for _, v in pairs(tick) do
mod_script.on_nth_tick(v, f)
end
return
end
mod_obj.on_nth_tick[tick] = f
else
mod_obj.on_nth_tick = {}
end
end
else
mod_script.on_event = function(event, f)
if event == defines.events.on_tick then
mod_obj.on_tick = f
if mod_obj.running then
if f then
register_on_tick(mod_name)
else
unregister_on_tick(mod_name)
end
end
else
mod_obj.on_event[event] = f
if mod_obj.running then
if f then
register_event(mod_name, event)
else
unregister_event(mod_name, event)
end
end
end
end
mod_script.on_nth_tick = function(tick, f)
if tick then
if type(tick) == 'table' then
for _, v in pairs(tick) do
mod_script.on_nth_tick(v, f)
end
return
end
mod_obj.on_nth_tick[tick] = f
if mod_obj.running then
if f then
register_nth_tick(mod_name, tick)
else
unregister_nth_tick(mod_name, tick)
end
end
else
local mod_on_nth_tick = mod_obj.on_nth_tick
mod_obj.on_nth_tick = {}
if mod_obj.running then
for _, v in pairs(mod_on_nth_tick) do
unregister_nth_tick(mod_name, v)
end
end
end
end
end
mod_script.generate_event_name = function()
local n = script.generate_event_name()
mod_obj.custom_events[n] = mod_name .. n
return n
end
mod_script.get_event_handler = function(event)
return mod_obj.on_event[event]
end
mod_script.raise_event = function(event, table)
script.raise_event(event, table)
end
--TODO: replace these with mod-provided versions, so multi-mod aware softmods can easily detect other loaded softmods
mod_script.get_event_order = function()
return script.get_event_order()
end
mod_script.mod_name = function()
return script.mod_name()
end
hotpatch_log({'hotpatch-info.setting-env'}, mod_name)
-- mods private env
local env = mod_obj._ENV
-- copy the current environment
for k,v in pairs(_ENV) do
env[k] = v
end
env._G = env
-- mods private package
local package = {}
env.package = package
package._current_path_in_package = nil
package._current_package = mod
local loaded = {}
package.loaded = loaded
local preload = {}
package.preload = preload
local searchers = {}
package.searchers = searchers
-- copy package.loaded
for k,v in pairs(_ENV.package.loaded) do
loaded[k] = v
end
loaded._G = env
loaded.package = package
local require
-- first check if we preloaded this module
searchers[1] = function(modulename)
local r = preload[modulename]
if r then
return r
end
end
-- then check other file systems, if another was specified
searchers[2] = function(modulename)
local fs, mn = modulename:match('^__(.-)__%.(.*)$')
if not fs then
return nil
end
local m = global.mods[fs]
if not m then
-- specified mod doesn't exist
error('mod ' .. fs .. ' doesn\'t exist')
end
if m == mod then
modulename = mn
else
package._current_package = m
package._current_path_in_package = mn:match('^(.*)%.([^.]-)$')
end
local result = nil
local f = m.files[mn]
if f then
local func, err = load(f, '[' .. mod_name .. '] ' .. modulename .. '.lua', 'bt', mod_obj._ENV)
if func then
result = func
hotpatch_log({'hotpatch-trace.load-require', modulename .. '(2)'}, nil, 4)
end
else
-- specified file doesn't exist
error('mod ' .. fs .. ' doesn\'t contain file ' .. mn)
end
return result, modulename
end
-- then check if the current file system contains this module
searchers[3] = function(modulename)
local cp = package._current_package
local cpp = package._current_path_in_package
if not cp then
return nil
end
modulename = ((cpp and (cpp .. '.')) or '') .. modulename
local path, file = modulename:match('^(.*)%.([^.]-)$')
if not file then
file = modulename
end
if file == '' then
file = path
path = nil
end
package._current_path_in_package = path
local result = nil
local f = cp.files[modulename]
if f then
local func, err = load(f, '[' .. mod_name .. '] ' .. modulename .. '.lua', 'bt', mod_obj._ENV)
if func then
result = func
hotpatch_log({'hotpatch-trace.load-require', modulename .. '(3)'}, nil, 4)
end
end
if cp ~= mod then
modulename = '__' .. cp.name .. '__.' .. modulename
end
return result, modulename
end
-- relative to base
searchers[4] = function(modulename)
local cp = package._current_package
local cpp = package._current_path_in_package
if not cp then
return nil
end
local path, file = modulename:match('^(.*)%.([^.]-)$')
if not file then
file = modulename
end
if file == '' then
file = path
path = nil
end
package._current_path_in_package = path
local result = nil
local f = cp.files[modulename]
if f then
local func, err = load(f, '[' .. mod_name .. '] ' .. modulename .. '.lua', 'bt', mod_obj._ENV)
if func then
result = func
hotpatch_log({'hotpatch-trace.load-require', modulename .. '(4)'}, nil, 4)
end
end
if cp ~= mod then
modulename = '__' .. cp.name .. '__.' .. modulename
end
return result, modulename
end
-- factorio library
searchers[5] = function(modulename)
local lib = _ENV.package.loaded[modulename]
if lib then
hotpatch_log({'hotpatch-trace.load-core-lib', modulename}, nil, 4)
return function() return lib end
end
end
require = function(modulename)
--local file = modulename:match('%.?([^.]-)$')
--local path = modulename:match('%.(.*)%.')
--local mod = modulename:match('^__(.-)__%.')
modulename = modulename:gsub('[/\\]', '.')
-- loaded?
local fs, mn = modulename:match('^__(.-)__%.(.*)$')
if fs then
local m = global.mods[fs]
local r, p
if m == mod then
r = loaded[mn]
p = mn
else
r = loaded[modulename]
p = modulename
end
if r then
hotpatch_log({'hotpatch-trace.cached-load-require', modulename}, nil, 3)
hotpatch_log('Requested: ' .. modulename .. ' found: ' .. p);
return r
end
end
local cp = package._current_package
if cp == mod then cp = nil end
local cpp = package._current_path_in_package
local r,path
path = ((cp and ('__' .. cp.name .. '__.')) or '') .. ((cpp and (cpp .. '.')) or '') .. modulename
r = loaded[path]
if r then
hotpatch_log({'hotpatch-trace.cached-load-require', path}, nil, 3)
hotpatch_log('Requested: ' .. modulename .. ' found: ' .. path);
return r
end
cpp = nil
path = ((cp and ('__' .. cp.name .. '__.')) or '') .. ((cpp and (cpp .. '.')) or '') .. modulename
r = loaded[path]
if r then
hotpatch_log({'hotpatch-trace.cached-load-require', path}, nil, 3)
hotpatch_log('Requested: ' .. modulename .. ' found: ' .. path);
return r
end
-- not loaded, find it
local old_package = package._current_package
local old_path = package._current_path_in_package
for i = 1, #package.searchers do
local l,p = package.searchers[i](modulename)
if l then
p = p or modulename
r = l() or true
loaded[p] = r
hotpatch_log('Requested: ' .. modulename .. ' found: ' .. p);
package._current_path_in_package = old_path
package._current_package = old_package
return r
end
end
hotpatch_log({'hotpatch-error.module-not-found', modulename}, nil, 3)
error('module ' .. modulename .. ' not found')
end
env.require = require
env['game'] = setmetatable({}, {
__index = function(_, k) return game[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(game, k); if v then return k, t[k] end; end; return iter, t, nil end
})
env['script'] = setmetatable({}, {
__index = mod_script,
__pairs = function(t) local function iter(t, k) local v; k, v = next(mod_script, k); if v then return k, t[k] end; end; return iter, t, nil end
})
env.global = mod.global
env['remote'] = {
add_interface = function(name, functions)
if remote.interfaces[name] then
hotpatch_log({'hotpatch-warning.remote-interface-exists', name}, mod_name)
remote.remove_interface(name)
end
hotpatch_log({'hotpatch-info.adding-remote', name}, mod_name)
remote.add_interface(name, functions)
mod_obj.interfaces[name] = true
end,
remove_interface = function(name)
mod_obj.interfaces[name] = nil
hotpatch_log({'hotpatch-info.removing-remote', name}, mod_name)
return remote.remove_interface(name)
end,
call = function(...)
return remote.call(...)
end,
interfaces = setmetatable({}, {
__index = function(_, k) return remote.interfaces[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(remote.interfaces, k); if v then return k, t[k] end; end; return iter, t, nil end
})
}
env['commands'] = {
add_command = function(name, help, func)
if commands.commands[name] then
hotpatch_log({'hotpatch-warning.command-exists', name}, mod_name)
commands.remove_command(name)
end
hotpatch_log({'hotpatch-info.adding-command', name}, mod_name)
commands.add_command(name, help, func)
mod_obj.commands[name] = true
end,
remove_command = function(name)
mod_obj.commands[name] = nil
hotpatch_log({'hotpatch-info.removing-command', name}, mod_name)
return commands.remove_command(name)
end,
commands = setmetatable({}, {
__index = function(_, k) return commands.commands[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(commands.commands, k); if v then return k, t[k] end; end; return iter, t, nil end
}),
game_commands = setmetatable({}, {
__index = function(_, k) return commands.game_commands[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(commands.game_commands, k); if v then return k, t[k] end; end; return iter, t, nil end
})
}
env['settings'] = setmetatable({}, {
__index = function(_, k) return settings[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(settings, k); if v then return k, t[k] end; end; return iter, t, nil end
})
env['rcon'] = setmetatable({}, {
__index = function(_, k) return rcon[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(rcon, k); if v then return k, t[k] end; end; return iter, t, nil end
})
hotpatch_log('rendering')
for k,v in pairs(rendering) do hotpatch_log(k) end
env['rendering'] = setmetatable({}, {
__index = function(_, k) return rendering[k] end,
__pairs = function(t) local function iter(t, k) local v; k, v = next(rendering, k); if v then return k, t[k] end; end; return iter, t, nil end
})
env['load'] = function(l, s, m, e)
return load(l, s, m, e or env)
end
env['loadstring'] = env['load']
local mt = {}
local umt
env['setmetatable'] = function(t, metat)
if t == env then
umt = metat
return t
end
return setmetatable(t, metat)
end
mt.__index = function(t, k)
hotpatch_log({'hotpatch-trace.nil-var-access', k}, nil, 3)
if umt then
local index = umt.__index
if type(index) == 'function' then
return index(t,k)
else
return index[k]
end
end
end
mt.__newindex = function(t, k, v)
hotpatch_log({'hotpatch-trace.nil-var-assignment', k}, nil, 3)
if umt then
local newindex = umt.__newindex
if type(newindex) == 'function' then
return newindex(t,k,v)
else
newindex[k] = v
return
end
end
rawset(t,k,v)
end
mt.__metatable = umt
setmetatable(env, mt)
return mod_obj
end
return generate_mod_obj
|
-- object based faces renderer, default renderer for faces.
local ReplicatedStorage = game:GetService("ReplicatedStorage")
local common = ReplicatedStorage:WaitForChild("common")
local Assets = require(common:WaitForChild("Assets"))
local FaceRenderer = {}
local function applyFaceToRig(rig,image)
local torso = rig:FindFirstChild("Torso")
if torso then
local face = torso:FindFirstChild("Decal")
if face then
face.Texture = image or "rbxassetid://102312301"
end
end
end
function FaceRenderer.new(assetId,rig)
local self = setmetatable({},{__index = FaceRenderer})
self.rig = rig
self.assetId = assetId
local faceAsset = Assets.byId[assetId]
if faceAsset then
applyFaceToRig(rig,faceAsset.metadata.image)
end
return self
end
function FaceRenderer:update()
-- nothing needed here
end
function FaceRenderer:destroy()
applyFaceToRig(self.rig, nil)
self.rig = nil
end
return FaceRenderer
|
return {
_VERSION = "0.0.1";
}
|
--!A cross-platform build utility based on Lua
--
-- Licensed under the Apache License, Version 2.0 (the "License");
-- you may not use this file except in compliance with the License.
-- You may obtain a copy of the License at
--
-- http://www.apache.org/licenses/LICENSE-2.0
--
-- Unless required by applicable law or agreed to in writing, software
-- distributed under the License is distributed on an "AS IS" BASIS,
-- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
-- See the License for the specific language governing permissions and
-- limitations under the License.
--
-- Copyright (C) 2015-2020, TBOOX Open Source Group.
--
-- @author ruki
-- @file main.lua
--
-- imports
import("core.base.option")
import("core.project.config")
import("core.project.project")
import("core.platform.platform")
import("core.package.repository")
import("devel.git")
import("private.async.runjobs")
import("actions.require.impl.environment", {rootdir = os.programdir()})
-- add repository url
function _add(name, url, branch, is_global)
-- add url
repository.add(name, url, branch, is_global)
-- remove previous repository if exists
local repodir = path.join(repository.directory(is_global), name)
if os.isdir(repodir) then
os.rmdir(repodir)
end
-- enter environment
environment.enter()
-- clone repository
if not os.isdir(url) then
git.clone(url, {verbose = option.get("verbose"), branch = branch or "master", outputdir = repodir})
end
-- trace
cprint("${color.success}add %s repository(%s): %s%s ok!", ifelse(is_global, "global", "local"), name, url, branch and (" " .. branch) or "")
-- leave environment
environment.leave()
end
-- remove repository url
function _remove(name, is_global)
-- remove url
repository.remove(name, is_global)
-- remove repository
local repodir = path.join(repository.directory(is_global), name)
if os.isdir(repodir) then
os.rmdir(repodir)
end
-- trace
cprint("${bright}remove %s repository(%s): ok!", ifelse(is_global, "global", "local"), name)
end
-- update repositories
function _update()
-- enter environment
environment.enter()
-- trace
printf("updating repositories .. ")
if option.get("verbose") then
print("")
end
-- create a pull task
local task = function ()
-- get all repositories (local first)
local repos = table.join(repository.repositories(false), repository.repositories(true))
-- pull all repositories
local pulled = {}
for _, repo in ipairs(repos) do
-- the repository directory
local repodir = repo:directory()
-- remove repeat and only pull the first repository
if not pulled[repodir] then
if os.isdir(repodir) then
-- update the local repository with the remote url
if not os.isdir(repo:url()) then
-- trace
vprint("pulling repository(%s): %s to %s ..", repo:name(), repo:url(), repodir)
-- pull it
git.pull({verbose = option.get("verbose"), branch = repo:branch() or "master", repodir = repodir})
-- mark as updated
io.save(path.join(repodir, "updated"), {})
end
else
-- trace
vprint("cloning repository(%s): %s to %s ..", repo:name(), repo:url(), repodir)
-- clone it
git.clone(repo:url(), {verbose = option.get("verbose"), branch = repo:branch() or "master", outputdir = repodir})
-- mark as updated
io.save(path.join(repodir, "updated"), {})
end
-- pull this repository ok
pulled[repodir] = true
end
end
end
-- pull repositories
if option.get("verbose") then
task()
else
runjobs("update repo", task, {showtips = true})
end
-- leave environment
environment.leave()
-- trace
cprint("${green}ok")
end
-- clear all repositories
function _clear(is_global)
-- clear all urls
repository.clear(is_global)
-- remove all repositories
local repodir = repository.directory(is_global)
if os.isdir(repodir) then
os.rmdir(repodir)
end
-- trace
cprint("${color.success}clear %s repositories: ok!", ifelse(is_global, "global", "local"))
end
-- list all repositories
function _list()
-- list all repositories
local count = 0
for _, position in ipairs({"local", "global"}) do
-- trace
print("%s repositories:", position)
-- list all
for _, repo in pairs(repository.repositories(position == "global")) do
-- trace
local description = repo:get("description")
print(" %s %s%s %s", repo:name(), repo:url(), repo:branch() and (" " .. repo:branch()) or "", description and ("(" .. description .. ")") or "")
-- update count
count = count + 1
end
-- trace
print("")
end
-- trace
print("%d repositories were found!", count)
end
-- get the repository directory
function _directory(is_global)
print(repository.directory(is_global))
end
-- load project
function _load_project()
-- enter project directory
os.cd(project.directory())
-- load config
config.load()
-- load platform
platform.load(config.plat())
end
-- main
function main()
-- load project if operate local repositories
if not option.get("global") then
_load_project()
end
-- add repository url
if option.get("add") then
_add(option.get("name"), option.get("url"), option.get("branch"), option.get("global"))
-- remove repository url
elseif option.get("remove") then
_remove(option.get("name"), option.get("global"))
-- update repository url
elseif option.get("update") then
_update()
-- clear all repositories
elseif option.get("clear") then
_clear(option.get("global"))
-- list all repositories
elseif option.get("list") then
_list()
-- show repo directory
else
_directory(option.get("global"))
end
end
|
local settings_key = KEYS[1]
local running_key = KEYS[2]
local executing_key = KEYS[3]
local index = ARGV[1]
local now = ARGV[2]
redis.call('zadd', executing_key, 0, index)
return refresh_running(executing_key, running_key, settings_key, now)
|
local cm = {}
function cm.new(init)
init = init or {}
local self = {}
self.draw = cm.draw
self.update = cm.update
self.getHeight = cm.getHeight
self.getWidth = cm.getWidth
self.getEntryArea = cm.getEntryArea
self.mouseInArea = cm.mouseInArea
self.data = init.data or {}
self.color_off = init.color_off or {0,0,0}
self.color_on = init.color_on or {255,255,255}
self.color_disabled = init.color_disabled or {127,127,127}
self.padding = init.padding or 2
self.elementpadding = init.elementpadding or 2
self.selectpadding = init.selectpadding or 1
self.x,self.y,self.w,self.h = 0,0,0,0
return self
end
function cm:draw(x,y)
self.x,self.y,self.w,self.h = x,y,self:getWidth(),self:getHeight()
local w,h = self.w,self.h
love.graphics.setColor(self.color_on)
love.graphics.rectangle("fill",x-self.padding,y-self.padding,
w+self.padding*2,h+self.padding*2)
local f = love.graphics.getFont()
for i,v in pairs(self.data) do
local vx,vy,vw,vh = self:getEntryArea(i)
if v.hover then
love.graphics.setColor(self.color_off)
love.graphics.rectangle("fill",
vx-self.selectpadding,vy-self.selectpadding,
vw+self.selectpadding*2,vh+self.selectpadding*2)
end
if v.color then
love.graphics.setColor(v.color)
love.graphics.rectangle("fill",vx,vy,vw,vh)
end
if v.label or v.label_left or v.label_right then
if v.hover then
love.graphics.setColor(self.color_on)
else
love.graphics.setColor(v.exe and self.color_off or self.color_disabled)
end
if v.label_left then
love.graphics.printf(v.label_left,vx,vy,vw,"left")
end
if v.label then
love.graphics.printf(v.label,vx,vy,vw,"center")
end
if v.label_right then
love.graphics.printf(v.label_right,vx,vy,vw,"right")
end
if v.tooltip and v.hover and v.hover > 0.25 then
local ttx,tty = vx+vw+self.padding*3,vy
local ttw = 100
local f = love.graphics.getFont()
local ttw,wrappedtext = f:getWrap(v.tooltip,ttw)
local tth = #wrappedtext * f:getHeight()
love.graphics.setColor(self.color_on)
love.graphics.rectangle("fill",
ttx-self.padding,tty-self.padding,
ttw+self.padding*2,tth+self.padding*2)
love.graphics.setColor(self.color_off)
love.graphics.printf(v.tooltip,ttx,tty,ttw)
end
end
end
end
function cm:getEntryArea(index)
local f = love.graphics.getFont()
return self.x,self.y+(index-1)*(f:getHeight()+self.elementpadding),
self.w,f:getHeight()
end
function cm:mouseInArea()
local mx,my = love.mouse.getPosition()
return mx >= self.x and mx <= self.x + self.w and my >= self.y and my <= self.y + self.h
end
function cm:update(dt)
local mx,my = love.mouse.getPosition()
local click = love.mouse.isDown(1,2,3)
for i,v in pairs(self.data) do
local x,y,w,h = self:getEntryArea(i)
if mx >= x and mx <= x+w and my >= y and my <= y+h then
v.hover = (v.hover or 0) + dt
if click then
if v.exe then
v.exe()
end
return true
end
else
v.hover = nil
end
end
return false
end
function cm:getHeight()
local f = love.graphics.getFont()
return #self.data*(f:getHeight()+self.elementpadding)-self.elementpadding
end
function cm:getWidth()
local f = love.graphics.getFont()
local width = f:getHeight()
for _,v in pairs(self.data) do
width = math.max(width,
f:getWidth(v.label_left or "") +
f:getWidth(v.label or "") +
f:getWidth(v.label_right or "") +
(v.label == nil and 8 or 0)
)
end
return width
end
return cm
|
require("mod.elona.data.map_archetype.world")
require("mod.elona.data.map_archetype.town")
require("mod.elona.data.map_archetype.guild")
require("mod.elona.data.map_archetype.instanced")
require("mod.elona.data.map_archetype.player_owned")
require("mod.elona.data.map_archetype.dungeon")
require("mod.elona.data.map_archetype.unique")
require("mod.elona.data.map_archetype.special")
|
local S = aurum.get_translator()
aurum.tools.enchants = {}
function aurum.tools.get_category_enchants(category)
local ret = {}
for k,v in pairs(aurum.tools.enchants) do
if v.categories[category] then
table.insert(ret, k)
end
end
return ret
end
function aurum.tools.register_enchant(name, def)
local def = b.t.combine({
categories = {},
description = "?",
longdesc = nil,
apply = function(state, level, stack) end,
-- Required mana level threshold to apply this enchantment.
mana_level = function(level)
return (level + 1) ^ 2
end,
-- How high can naturally generated enchantments of this kind go?
max_level = 3,
}, def)
aurum.tools.enchants[name] = def
local docs = {}
if def.longdesc then
table.insert(docs, def.longdesc)
end
local category_keys = b.t.keys(b.t.map(def.categories, function(v) return v or nil end))
if #category_keys > 0 then
table.sort(category_keys)
table.insert(docs, S("Enchantment categories: @1", table.concat(category_keys, ", ")))
end
doc.add_entry("enchants", name, {
name = def.description,
data = table.concat(docs, "\n\n"),
})
end
-- Get possible enchant types for a tool, returns array or nil if unenchantable.
function aurum.tools.get_possible_enchants(name)
local def = minetest.registered_items[name]
if (def._enchant_levels or 0) == 0 then
return nil
end
local ret = {}
for _,index in ipairs(def._enchants) do
ret = b.t.icombine(ret, aurum.tools.get_category_enchants(index) or {})
end
return ret
end
doc.sub.items.register_factoid("tools", "use", function(itemstring, def)
local possible = aurum.tools.get_possible_enchants(itemstring)
if possible then
possible = b.t.map(possible, function(v) return aurum.tools.enchants[v].description end)
table.sort(possible)
return S("This tool has a potential enchantment level of @1.", def._enchant_levels) .. ((#possible > 0) and ("\n" .. S("Enchantment types: @1", table.concat(possible, ", "))) or "")
end
return ""
end)
-- Get a table of item enchants.
function aurum.tools.get_item_enchants(stack)
local meta = stack:get_meta()
return meta:contains("enchants") and minetest.deserialize(meta:get_string("enchants")) or {}
end
-- Write back enchants and refresh properties.
-- Returns stack.
function aurum.tools.set_item_enchants(stack, enchants)
stack:get_meta():set_string("enchants", minetest.serialize(enchants))
return aurum.tools.refresh_item(stack)
end
function aurum.tools.get_item_info(stack)
local def = minetest.registered_items[stack:get_name()]
if not def or not aurum.tools.get_possible_enchants(stack:get_name()) then
return nil
end
local enchants = aurum.tools.get_item_enchants(stack)
local used = 0
for _,v in pairs(enchants) do
used = used + v
end
return {
total = def._enchant_levels,
used = used,
enchants = enchants,
}
end
aurum.tools.enchant_callbacks = {}
function aurum.tools.register_enchant_callback(def)
table.insert(aurum.tools.enchant_callbacks, b.t.combine({
init = function(state, stack) end,
apply = function(state, stack) end,
}, def))
end
-- Refresh item properties from def and enchants.
-- Returns stack.
function aurum.tools.refresh_item(stack)
local enchants = aurum.tools.get_item_enchants(stack)
-- Create initial state from base properties.
local state = {
description = {stack:get_definition().description},
}
for _,v in ipairs(aurum.tools.enchant_callbacks) do
v.init(state, stack)
end
local applied = false
-- Apply all enchantments.
for name,level in b.t.spairs(enchants) do
if level > 0 then
applied = true
table.insert(state.description, S("@1: @2", aurum.tools.enchants[name].description, level))
stack = aurum.tools.enchants[name].apply(state, level, stack) or stack
end
end
-- Update enchanted variant.
stack:set_name(applied and stack:get_definition()._enchanted or stack:get_definition()._unenchanted)
-- Write refreshed data.
for _,v in ipairs(aurum.tools.enchant_callbacks) do
v.apply(state, stack)
end
aurum.set_stack_description(stack, table.concat(state.description, "\n"))
return stack
end
|
local lspconfig = require('lspconfig')
local util = require('lspconfig/util')
-- local lsp_status = require('lsp-status')
local api = vim.api
-- lsp_status.register_progress()
local custom_on_attach = function(client, bufnr)
api.nvim_buf_set_option(bufnr, 'omnifunc', 'v:lua.vim.lsp.omnifunc')
-- Mappings.
local opts = {
noremap=true,
silent=true,
}
local function nmap_lsp(keys, cmd)
api.nvim_buf_set_keymap(
bufnr, 'n', keys, '<cmd>lua vim.lsp.'..cmd..'<CR>', opts
)
end
nmap_lsp('gd', 'buf.declaration()')
nmap_lsp('<c-]>', 'buf.definition()')
nmap_lsp('K', 'buf.hover()')
nmap_lsp('D', 'util.show_line_diagnostics()')
nmap_lsp('gi', 'util.implementation()')
nmap_lsp('<C-k>', 'buf.signature_help()')
nmap_lsp(',rn', 'buf.rename()')
nmap_lsp('gy', 'buf.type_definition()')
nmap_lsp('pd', 'buf.peek_definition()')
nmap_lsp('gr', 'buf.references()')
nmap_lsp(']d', 'diagnostic.goto_next()')
nmap_lsp('[d', 'diagnostic.goto_prev()')
nmap_lsp('<leader>do', 'diagnostic.set_loclist()')
-- api.nvim_set_var('diagnostic_enable_virtual_text','1')
require'completion'.on_attach()
-- lsp_status.on_attach(client)
end
-- efm doesn't like being told to fold, so only fold on buffers that
-- don't have EFM but use an LSP server that supports folding.
local custom_on_attach_folding = function(client, bufnr)
custom_on_attach(client, bufnr)
require('folding').on_attach()
end
-- lspconfig.bashls.setup{
-- on_attach = custom_on_attach,
-- filetypes = { "sh", "zsh" }
-- }
lspconfig.ccls.setup{
on_attach = custom_on_attach_folding,
}
lspconfig.html.setup{
on_attach = custom_on_attach_folding,
}
lspconfig.cssls.setup{
cmd = {"/home/rkumar/Executables/npm/bin/vscode-json-languageserver"},
on_attach = custom_on_attach_folding,
root_dir = util.root_pattern("package.json",".git")
}
lspconfig.gopls.setup{
on_attach = custom_on_attach_folding,
init_options = {
linkTarget="pkg.go.dev",
completionDocumentation=true,
deepCompletion=true,
fuzzyMatching=true
}
}
lspconfig.dockerls.setup{
on_attach = custom_on_attach_folding,
}
lspconfig.ghcide.setup{
on_attach = custom_on_attach_folding,
}
lspconfig.jsonls.setup{
on_attach = custom_on_attach_folding,
}
lspconfig.vimls.setup{
on_attach = custom_on_attach
}
lspconfig.efm.setup{
on_attach = custom_on_attach,
-- only run on configured filetypes
filetypes = {'pandoc', 'markdown', 'gfm', 'markdown.pandoc.gfm', 'rst','sh','vim','make','yaml','dockerfile'},
}
-- lspconfig.jedi_language_server.setup{
-- on_attach = custom_on_attach,
-- }
lspconfig.pyright.setup{
on_attach=custom_on_attach,
}
local custom_on_attach_nlua = function(client, bufnr)
custom_on_attach_folding(client, bufnr)
end
require('nlua.lsp.nvim').setup(lspconfig, {
on_attach = custom_on_attach_nlua,
settings = {
Lua = {
runtime = {
version = "LuaJIT"
}
}
}
})
|
local android = premake.extensions.android
android.manifest = {}
local manifest = android.manifest
--
-- Generate AndroidManifest.xml
--
function manifest.generate(prj)
_p(0, '<?xml version="1.0" encoding="utf-8"?>')
_p(0, '<manifest xmlns:android="http://schemas.android.com/apk/res/android" package="com.%s" android:versionCode="1" android:versionName="1.0">', prj.targetname)
_p(1, '<uses-sdk android:minSdkVersion="9" android:targetSdkVersion="21"/>')
_p(1, '<application android:label="%s" android:hasCode="false">', prj.targetname)
_p(2, '<activity android:name="android.app.NativeActivity" android:label="%s" android:configChanges="orientation|keyboardHidden">', prj.targetname)
_p(3, '<meta-data android:name="android.app.lib_name" android:value="$(AndroidAppLibName)" />')
_p(3, '<intent-filter>')
_p(4, '<action android:name="android.intent.action.MAIN" />')
_p(4, '<category android:name="android.intent.category.LAUNCHER" />')
_p(3, '</intent-filter>')
_p(2, '</activity>')
_p(1, '</application>')
_p(0, '</manifest>')
end
|
local files = {}
local ctrlp = require('core.ctrlp')
files.name = 'files'
files.version = 'v0.1'
files.cmds = {}
files.cmds.grep = ctrlp.require_on_exported_call('ctrlp_files.files').grep
function files.setup()
ctrlp.register(files)
end
return files
|
print( "sh_sound_precacher" )
--[[
local sound_list = sound_list or {}
hook.Add( "EntityEmitSound", "TV_ShSoundPrecacher_EntityEmitSound", function( data )
if not sound_list[ data.SoundName ] then
print( "NEW:", data.SoundName, RealTime() )
sound_list[data.SoundName] = true
end
end )
]]
|
local io = require('io')
local os = require('os')
local function dirname(str)
if str:match(".-/.-") then
local name = string.gsub(str, "(.*/)(.*)", "%1")
return name
else
return ''
end
end
local function basename(s)
local name = string.gsub(s, "(.*/)(.*)", "%2")
return name
end
local function check(ok, ...)
if ok then return ok, ... end
io.stderr:write("luajit: ", ...)
io.stderr:write("\n")
os.exit(1)
end
local function bytearray(s, indent)
local bytes, lines = {}, {}
local n, m = 0, 0
for i=1,#s do
local byte = tostring(string.byte(s, i))
m = m + #byte + 1
if m > 78 then
table.insert(lines, table.concat(bytes, ",", 1, n))
n, m = 0, #byte + 1
end
n = n + 1
bytes[n] = byte
end
table.insert(lines, table.concat(bytes, ",", 1, n))
return table.concat(lines, ",\n" .. indent)
end
local function bytecode(file)
return bytearray(file.bytecode, "\t\t")
end
--
-- collect
local function collect_file(root, file, debug)
local id = file:sub(#root + 1, -5):gsub("/", "."):gsub(".init$", "")
local f = check(loadfile(file))
return {
id = id,
req_name = id,
func_name = id:gsub("%.", "_"),
path = path,
bytecode = string.dump(f, not debug)
}
end
local function collect(path, files, debug)
for file in io.popen("find -L '" .. path .. "' -name '*.lua'"):lines() do
local f = collect_file(dirname(path), file, debug)
if f then table.insert(files, f) end
end
end
--
-- output
local function output_bytecode(file)
return ([[
static const unsigned char buf[] = {
%s
};
if (luaL_loadbufferx (L, (const char *)buf, sizeof buf, "%s", "b")) {
lua_pop (L, 2);
return 0;
}
lua_pushstring (L, "%s");
lua_call (L, 1, 1);
]]):format(bytecode(file), file.id, file.id)
end
local function output_file(file)
return ([[
static int
load_%s (lua_State *L) {
%s
return 1;
}
]]):format(file.func_name, output_bytecode(file))
end
local function output_open_file(file)
return ([[
lua_pushcfunction (L, load_%s);
lua_setfield (L, -2, "%s");
]]):format(file.func_name, file.req_name)
end
local function output_open(name, files)
local calls = {}
for i, file in ipairs(files) do
table.insert(calls, output_open_file(file))
end
return ([[
int
luaopen_%s (lua_State *L) {
lua_getfield (L, LUA_REGISTRYINDEX, "_PRELOAD");
%s
lua_pop (L, 1);
return 0;
}
]]):format(name, table.concat(calls, "\n"))
end
local function output_bundle(out, inc, name, files)
out:write('#include <'..inc..'/lua.h>\n')
out:write('#include <'..inc..'/lauxlib.h>\n')
out:write('#include <'..inc..'/lualib.h>\n')
for i, file in ipairs(files) do
out:write(output_file(file))
out:write("\n")
end
out:write(output_open(name, files))
out:write("\n")
end
return {
usage = function()
return ([[Usage: %s bundle [-o <file] [-n <name>] <module> [module...]
Options:
-o <file>, --out <file> # file to out to [default: stdout]
-n <name>, --name <name> # bundle name [default: name of first module
# listed]
-f <file>, --file <file> # bundle a single file
]]):format(require("levee.meta").name)
end,
parse = function(argv)
local options = {modules = {}}
while argv:more() do
local opt = argv:option()
if opt == nil then
local path = argv:next():gsub("/$", "")
table.insert(options.modules, path)
elseif opt == "o" or opt == "output" then
options.out = argv:output()
elseif opt == "n" or opt == "name" then
options.name = argv:next()
elseif opt == "f" or opt == "file" then
options.file = argv:next()
end
end
if #options.modules == 0 and not options.file then
io.stderr:write("no modules provided\n")
os.exit(1)
end
options.out = options.out or io.stdout
return options
end,
run = function(options)
local files = {}
local inc = options.include or "levee"
local debug = true
if options.script then
options.name = options.name or "__script"
local f = check(loadstring(options.script))
table.insert(files, {
id = "__script",
req_name = "__script.main",
func_name = "__script",
bytecode = string.dump(f), })
elseif options.file then
options.name = options.name or basename(options.file:match("^(.+)%..+$"))
local f = collect_file(dirname(options.file), options.file, debug)
if f then
f.req_name = f.req_name .. ".main"
table.insert(files, f)
end
else
options.name = options.name or basename(options.modules[1])
for _, path in ipairs(options.modules) do
-- TODO: make debug mode externally configurable
collect(path, files, debug)
if not options.bootstrap then
local _ = require("levee")._
local file = _.path.join(path, "assets")
local f = _.bundle.assets(file)
local root = dirname(path)
local id = file:sub(#root + 1):gsub("/", ".")
table.insert(files, {
id = id,
req_name = id,
func_name = id:gsub("%.", "_"),
bytecode = string.dump(f), })
local file = _.path.join(path, "templates")
local f = _.bundle.templates(file)
local root = dirname(path)
local id = file:sub(#root + 1):gsub("/", ".")
table.insert(files, {
id = id,
req_name = id,
func_name = id:gsub("%.", "_"),
bytecode = string.dump(f), })
end
end
end
output_bundle(options.out, inc, options.name, files)
end,
}
|
local typedefs = require 'nelua.typedefs'
local tabler = require 'nelua.utils.tabler'
local types = require 'nelua.types'
local Symbol = require 'nelua.symbol'
local Attr = require 'nelua.attr'
local version = require 'nelua.version'
local primtypes = typedefs.primtypes
local symdefs = {}
local function define_symbol(name, type, attrs)
local symbol = Symbol{
name = name,
codename = 'nelua_' .. name,
type = type or primtypes.any,
used = true,
const = true,
builtin = true,
staticstorage = true
}
if attrs then
tabler.update(symbol, attrs)
end
symdefs[name] = symbol
return symbol
end
local function define_function(name, argattrs, rettypes, attrs)
local type = types.FunctionType(argattrs, rettypes)
type:suggest_nickname(name)
type.sideeffect = (attrs and attrs.sideeffect) and true or false
local symbol = define_symbol(name, type, attrs)
type.symbol = symbol
return symbol
end
-- nelua only
define_function('likely', {Attr{name='cond', type=primtypes.boolean}}, {primtypes.boolean})
define_function('unlikely', {Attr{name='cond', type=primtypes.boolean}}, {primtypes.boolean})
define_function('panic', {Attr{name='message', type=primtypes.stringview}}, {}, {noreturn=true, sideeffect=true})
define_symbol('check')
define_symbol('nilptr', primtypes.nilptr)
-- lua
define_function('error', {Attr{name='message', type=primtypes.stringview}}, {}, {noreturn=true, sideeffect=true})
define_function('warn', {Attr{name='message', type=primtypes.stringview}}, {}, {sideeffect=true})
define_function('type', {Attr{name='value', type=primtypes.any}}, {primtypes.stringview})
define_function('require', {Attr{name='modname', type=primtypes.stringview}}, {})
define_symbol('print')
define_symbol('assert')
define_symbol('_G', primtypes.table)
define_symbol('_VERSION', primtypes.stringview, {comptime=true, value=version.NELUA_VERSION})
return symdefs
|
--------------------------------------------------------------------------------
-- Exponential statistical distribution.
--
-- Copyright (C) 2011-2016 Stefano Peluchetti. All rights reserved.
--------------------------------------------------------------------------------
local ffi = require "ffi"
local exp, log = math.exp, math.log
local expo_mt = {
__new = function(ct, lambda)
if not lambda then
error("distribution parameters must be set at construction")
end
if lambda <= 0 then
error("lambda must be positive, lambda is ", lambda)
end
return ffi.new(ct, lambda)
end,
copy = function(self)
return ffi.new(ffi.typeof(self), self)
end,
range = function(self)
return 0, 1/0
end,
pdf = function(self, x)
if x < 0 then return 0 end
return self._lambda*exp(-self._lambda*x)
end,
logpdf = function(self, x)
if x < 0 then return -1/0 end
return log(self._lambda) -self._lambda*x
end,
mean = function(self)
return 1/self._lambda
end,
var = function(self)
return 1/self._lambda^2
end,
sample = function(self, rng)
return -log(rng:sample())/self._lambda
end,
}
expo_mt.__index = expo_mt
local dist = ffi.metatype("struct { double _lambda; }", expo_mt)
return {
dist = dist,
}
|
require ("_prolog")
require ("_opencv")
function RequireParams()
lips_RequireParams("features_detector = combo([AKAZE, ORBS, BRISK, KAZE, SURF, SIFT, FAST_DAISY, FAST_FREAK] 0);"
.. "matching_algorithm = combo([Brute Hamming, Brute force matching, FLANN] 2);"
.. "homography = combo([LS, RANSAC, LMEDS, RHO] 1);"
.. "match_ratio = float([0.1, 2.0] 0.7);"
.. "detect_multiple = bool([] false);")
end
function main()
if (not OcvEnabled) then
lips_SendMessage(errOcvDisabed)
return
end
if (TargetImage.Plane == nil) then
lips_SendMessage(errTargetEmpty)
return
end
lips_SendCommand("LayerClearAll")
lips_SendCommand("LayerBackground", "target")
-- set source and target image
ocv_SetImage("source", SourceImage)
ocv_SetImage("target", TargetImage)
local params = tostring(features_detector)..", 0, 0, 0"
-- initialize/create object detector
ocv_Process("ObjDetectorBegin")
-- detect and compute
ocv_Process("Features2D", params)
local matchParams = tostring(matching_algorithm)..", "..tostring(match_ratio)..", true"
-- true => OpenCV matching image is created/exported
ocv_Process("Matches2D", matchParams)
ocv_FlipExport() -- because image is upside down in OpenCV
local id = ocv_GetLastImageId()
local pictMatch = lips_GetImageFromId(id)
if (pictMatch ~= nil) then
lips_ExportImage(pictMatch, "matches", true)
end
params = "6, "..tostring(homography)..", true, true, false"
-- image is created/exported and alpha channel added (if necessary)
ocv_Process("Homography2D", params)
ocv_FlipExport() -- because image is upside down in OpenCV
id = ocv_GetLastImageId()
--lips_SendMessage(tostring(id))
local pictHomography = lips_GetImageFromId(id)
if (pictHomography ~= nil) then
lips_ExportImage(pictHomography, "aligned image 1.")
lips_SendCommand("LayerAdd", "last")
end
if (not detect_multiple) then
ocv_Process("ObjDetectorEnd")
return
end
local rc = 0
local objCounter = 2
while (rc == 0) do
ocv_FlipExport() -- flip it back again because we'll use it for recalculation
rc = ocv_Process("ReduceFeatures2D", "2, false")
if rc ~= 0 then
break
end
-- find new matches
rc = ocv_Process("Matches2D", matchParams)
if rc ~= 0 then
break
end
rc = ocv_Process("RecalcHomography2D")
if rc == 0 then
ocv_FlipExport() -- because image is upside down in OpenCV
id = ocv_GetLastImageId()
--lips_SendMessage(tostring(id))
pictHomography = lips_GetImageFromId(id)
if (pictHomography ~= nil) then
--lips_SendMessage(tostring(pictHomography.Width).." x "..tostring(pictHomography.Height))
lips_ExportImage(pictHomography, "aligned image "..tostring(objCounter)..".")
lips_SendCommand("LayerAdd", "last")
objCounter = objCounter + 1
end
end
end
ocv_Process("ObjDetectorEnd")
end
|
function LoadSPH(property)
local sphloader
sphloader = require("SphLoader")()
sphloader:Load(property.filepath)
return sphloader
end
|
local rdebug = require 'remotedebug.visitor'
local variables = require 'backend.worker.variables'
local readfile = package.readfile
if not readfile then
function readfile(filename)
local fullpath = assert(package.searchpath(filename, package.path))
local f = assert(io.open(fullpath))
local str = f:read 'a'
f:close()
return str
end
end
local eval_repl = assert(rdebug.reffunc(readfile 'backend.worker.eval_repl'))
local eval_watch = assert(rdebug.reffunc(readfile 'backend.worker.eval_watch'))
local function run_repl(frameId, expression)
local res = table.pack(rdebug.evalwatch(eval_repl, 'return ' .. expression, frameId))
if not res[1] then
local ok = rdebug.evalwatch(eval_repl, expression, frameId)
if not ok then
return false, res[2]
end
return true, ''
end
if #res == 1 then
return true, 'nil'
end
local _, ref
res[2], _, ref = variables.createRef(frameId, res[2], expression)
for i = 3, res.n do
res[i] = variables.createText(res[i])
end
return true, table.concat(res, ',', 2), ref
end
local function run_hover(frameId, expression)
local ok, res = rdebug.evalwatch(eval_watch, expression, frameId)
if not ok then
return false, res
end
local res, _, ref = variables.createRef(frameId, res, expression)
return true, res, ref
end
local function run_watch(frameId, expression)
local res = table.pack(rdebug.evalwatch(eval_watch, expression, frameId))
if not res[1] then
return false, res[2]
end
if #res == 0 then
return true, 'nil'
end
local _, ref
res[2], _, ref = variables.createRef(frameId, res[2], expression)
for i = 3, res.n do
res[i] = variables.createText(res[i])
end
return true, table.concat(res, ',', 2), ref
end
local function run_copyvalue(frameId, expression)
local res = table.pack(rdebug.evalwatch(eval_watch, expression, frameId))
if not res[1] then
return false, res[2]
end
if #res == 0 then
return true, 'nil'
end
for i = 2, res.n do
res[i] = variables.createText(res[i])
end
return true, table.concat(res, ',', 2)
end
local m = {}
function m.run(frameId, expression, context)
if context == "watch" then
return run_watch(frameId, expression)
end
if context == "hover" then
return run_hover(frameId, expression)
end
if context == "repl" then
return run_repl(frameId, expression)
end
if context == nil then
return run_copyvalue(frameId, expression)
end
return nil, ("unknown context `%s`"):format(context)
end
function m.eval(expression)
return rdebug.eval(eval_watch, expression, 0)
end
return m
|
return {'edmond','edmund','edmee','edmonds','edmunds','edmees'}
|
-- See LICENSE for terms
local properties = {}
local c = 0
local T = T
local table_concat = table.concat
local TraitPresets = TraitPresets
--~ local added_cats = {}
local function AddColonists(list)
for i = 1, #list do
local id = list[i]
local trait = TraitPresets[id]
local cat = trait.category == "other" and T(10405, "Other")
or trait.category == "Age Group" and T(11607, "Age Group")
or T(trait.category)
--or trait.category == "Negative" and T(0000, "Negative")
--~ -- add categories
--~ if not added_cats[trans(cat)] then
--~ c = c + 1
--~ properties[c] = PlaceObj("ModItemOptionToggle", {
--~ "name", "cats" .. cat,
--~ "DisplayName", table_concat(T(cat) .. T(" <yellow>-Category-</color>")),
--~ "Help", T(302535920011751, "On/Off does nothing."),
--~ })
--~ added_cats[trans(cat)] = true
--~ end
c = c + 1
properties[c] = PlaceObj("ModItemOptionToggle", {
"name", "Trait_" .. id,
"DisplayName", table_concat(cat .. ": " .. T(trait.display_name)),
"Help", table_concat(T(trait.description) .. "\n\n" .. id),
"DefaultValue", false,
})
end
end
local t = ChoGGi.Tables
AddColonists(t.ColonistAges)
AddColonists(t.NegativeTraits)
AddColonists(t.PositiveTraits)
AddColonists(t.OtherTraits)
local CmpLower = CmpLower
local _InternalTranslate = _InternalTranslate
table.sort(properties, function(a, b)
return CmpLower(_InternalTranslate(a.DisplayName), _InternalTranslate(b.DisplayName))
end)
table.insert(properties, 1, PlaceObj("ModItemOptionToggle", {
"name", "SkipTourists",
"DisplayName", T(302535920011898, "Skip Tourists"),
"Help", T(302535920011899, "Never remove tourists."),
"DefaultValue", false,
}))
return properties
|
local assets =
{
Asset("ANIM", "anim/maxwell_torch.zip")
}
local prefabs =
{
"maxwelllight_flame",
}
local function changelevels(inst, order)
for i=1, #order do
inst.components.burnable:SetFXLevel(order[i])
Sleep(0.05)
end
end
local function light(inst)
inst.task = inst:StartThread(function() changelevels(inst, inst.lightorder) end)
end
local function extinguish(inst)
if inst.components.burnable:IsBurning() then
inst.components.burnable:Extinguish()
end
end
local function fn()
local inst = CreateEntity()
local trans = inst.entity:AddTransform()
local anim = inst.entity:AddAnimState()
inst.entity:AddSoundEmitter()
local minimap = inst.entity:AddMiniMapEntity()
minimap:SetIcon("maxwelltorch.png")
anim:SetBank("maxwell_torch")
anim:SetBuild("maxwell_torch")
anim:PlayAnimation("idle",false)
inst:AddTag("structure")
MakeObstaclePhysics(inst, .1)
-----------------------
inst:AddComponent("burnable")
inst.components.burnable:AddBurnFX("maxwelllight_flame", Vector3(0,0,0), "fire_marker")
inst.components.burnable:SetOnIgniteFn(light)
------------------------
inst:AddComponent("inspectable")
return inst
end
local function arealight()
local inst = fn()
inst.lightorder = {5,6,7,8,7}
inst:AddComponent("playerprox")
inst.components.playerprox:SetDist(17, 27 )
inst.components.playerprox:SetOnPlayerNear(function() if not inst.components.burnable:IsBurning() then inst.components.burnable:Ignite() end end)
inst.components.playerprox:SetOnPlayerFar(extinguish)
inst:AddComponent("named")
inst.components.named:SetName(STRINGS.NAMES["MAXWELLLIGHT"])
inst.components.inspectable.nameoverride = "maxwelllight"
return inst
end
local function spotlight()
local inst = fn()
inst.lightorder = {1,2,3,4,3}
return inst
end
return Prefab( "common/objects/maxwelllight", spotlight, assets, prefabs),
Prefab("common/objects/maxwelllight_area", arealight, assets, prefabs)
|
TestModule2 = {}
register_module(TestModule2,"TestModule2");
function TestModule2.Init()
io.write("TestModule2 Init!\n");
end
function TestModule2.AfterInit()
io.write("TestModule2 AfterInit!" .. tostring(pLuaScriptModule) .. "\n");
end
function TestModule2.Execute()
io.write("TestModule2 Execute!\n");
end
function TestModule2.BeforeShut()
io.write("TestModule2 BeforeShut!\n");
end
function TestModule2.Shut()
io.write("TestModule2 Shut!\n");
end
|
-- Main module
-- Namespaces and global variables
local _, SCRollHelper = ...;
SCRollHelper.globalRolling = false;
SCRollHelper.globalBonusesValue = 0;
-- Some basics
SCrollHelperCurrentDB = {}; -- Initalise main database
troubleshootingEnabled = true; -- "true"" if troubleshooting is enabled
-- helper function to throw errors.
function SCRollHelper.UIError( msg )
if troubleshootingEnabled == false then
print(msg);
end
end
-- Function to clean out nil values from an array
function SCRollHelper.CleanNils(array)
local sorted = {} -- Make a temporary array
for _,i in pairs(array) do -- Iterate the Database
sorted[ #sorted+1 ] = i -- Add non-nil items
end
return sorted -- Return the sorted array
end
-- Function to load in all the saved variables
function SCRollHelper.loadSavedVariables ()
-- Copy SavedVariables into Database, or create a new Database if one doesn't exist.
SCrollHelperCurrentDB = SCrollHelperDB or {RollRow={},Settings={},GlobalBonus=0,CurrentVersion="v0.6 Alpha"};
-- Load global roll bonus, or set it to 0
SCRollHelper.globalBonusesValue = SCrollHelperCurrentDB["GlobalBonus"] or 0;
-- Check version - If version data doesn't exist then wipe the database (For version 0.6)
if SCrollHelperCurrentDB["CurrentVersion"] ~= "v0.6 Alpha" then
SendSystemMessage("SCRollHelper - Database error or old database -> Resetting the addon's SavedVariables.");
SCrollHelperCurrentDB = {RollRow={},Settings={},GlobalBonus=0,CurrentVersion="v0.6 Alpha"} -- Make a new working database
end
-- Load the current version
SCRollHelper.CurrentVersion = SCrollHelperCurrentDB["CurrentVersion"];
SCRollHelper.UIError("SCRollHelper (SCRollHelperInit.lua) - Savedvariables loaded. globalBonusesValue is " .. SCRollHelper.globalBonusesValue);
end
SCRollHelper.UIError("SCRollHelper (SCRollHelperInit.lua) - Initialisation complete "); -- Troubleshooting
|
-- Copyright 2006-2019 Mitchell mitchell.att.foicica.com. See License.txt.
-- C LPeg lexer.
local lexer = require('lexer')
local token, word_match = lexer.token, lexer.word_match
local P, R, S = lpeg.P, lpeg.R, lpeg.S
local lex = lexer.new('ansi_c')
-- Whitespace.
lex:add_rule('whitespace', token(lexer.WHITESPACE, lexer.space^1))
-- Keywords.
lex:add_rule('keyword', token(lexer.KEYWORD, word_match[[
auto break case const continue default do else extern for goto if inline
register restrict return sizeof static switch typedef volatile while
-- C11.
_Alignas _Alignof _Atomic _Generic _Noreturn _Static_assert _Thread_local
]]))
-- Types.
lex:add_rule('type', token(lexer.TYPE, word_match[[
char double enum float int long short signed struct union unsigned void
_Bool _Complex _Imaginary
-- Stdlib types.
ptrdiff_t size_t max_align_t wchar_t intptr_t uintptr_t intmax_t uintmax_t
]] + P('u')^-1 * 'int' * (P('_least') + '_fast')^-1 * R('09')^1 * '_t'))
-- Constants.
lex:add_rule('constants', token(lexer.CONSTANT, word_match[[
NULL
-- Preprocessor.
__DATE__ __FILE__ __LINE__ __TIME__ __func__
-- errno.h.
E2BIG EACCES EADDRINUSE EADDRNOTAVAIL EAFNOSUPPORT EAGAIN EALREADY EBADF
EBADMSG EBUSY ECANCELED ECHILD ECONNABORTED ECONNREFUSED ECONNRESET EDEADLK
EDESTADDRREQ EDOM EDQUOT EEXIST EFAULT EFBIG EHOSTUNREACH EIDRM EILSEQ
EINPROGRESS EINTR EINVAL EIO EISCONN EISDIR ELOOP EMFILE EMLINK EMSGSIZE
EMULTIHOP ENAMETOOLONG ENETDOWN ENETRESET ENETUNREACH ENFILE ENOBUFS ENODATA
ENODEV ENOENT ENOEXEC ENOLCK ENOLINK ENOMEM ENOMSG ENOPROTOOPT ENOSPC ENOSR
ENOSTR ENOSYS ENOTCONN ENOTDIR ENOTEMPTY ENOTRECOVERABLE ENOTSOCK ENOTSUP
ENOTTY ENXIO EOPNOTSUPP EOVERFLOW EOWNERDEAD EPERM EPIPE EPROTO
EPROTONOSUPPORT EPROTOTYPE ERANGE EROFS ESPIPE ESRCH ESTALE ETIME ETIMEDOUT
ETXTBSY EWOULDBLOCK EXDEV
]]))
-- Identifiers.
lex:add_rule('identifier', token(lexer.IDENTIFIER, lexer.word))
-- Strings.
local sq_str = P('L')^-1 * lexer.delimited_range("'", true)
local dq_str = P('L')^-1 * lexer.delimited_range('"', true)
lex:add_rule('string', token(lexer.STRING, sq_str + dq_str))
-- Comments.
local line_comment = '//' * lexer.nonnewline_esc^0
local block_comment = '/*' * (lexer.any - '*/')^0 * P('*/')^-1 +
lexer.starts_line('#if') * S(' \t')^0 * '0' *
lexer.space *
(lexer.any - lexer.starts_line('#endif'))^0 *
(lexer.starts_line('#endif'))^-1
lex:add_rule('comment', token(lexer.COMMENT, line_comment + block_comment))
-- Numbers.
lex:add_rule('number', token(lexer.NUMBER, lexer.float + lexer.integer))
-- Preprocessor.
local preproc_word = word_match[[
define elif else endif if ifdef ifndef line pragma undef
]]
lex:add_rule('preprocessor',
#lexer.starts_line('#') *
(token(lexer.PREPROCESSOR, '#' * S('\t ')^0 * preproc_word) +
token(lexer.PREPROCESSOR, '#' * S('\t ')^0 * 'include') *
(token(lexer.WHITESPACE, S('\t ')^1) *
token(lexer.STRING,
lexer.delimited_range('<>', true, true)))^-1))
-- Operators.
lex:add_rule('operator', token(lexer.OPERATOR, S('+-/*%<>~!=^&|?~:;,.()[]{}')))
-- Fold points.
lex:add_fold_point(lexer.PREPROCESSOR, '#if', '#endif')
lex:add_fold_point(lexer.PREPROCESSOR, '#ifdef', '#endif')
lex:add_fold_point(lexer.PREPROCESSOR, '#ifndef', '#endif')
lex:add_fold_point(lexer.OPERATOR, '{', '}')
lex:add_fold_point(lexer.COMMENT, '/*', '*/')
lex:add_fold_point(lexer.COMMENT, '//', lexer.fold_line_comments('//'))
return lex
|
-------------------------------------------------------------------------------
-- Title: Mik's Scrolling Battle Text Parser
-- Author: Mikord
-------------------------------------------------------------------------------
-- Create module and set its name.
local module = {}
local moduleName = "Parser"
MikSBT[moduleName] = module
-------------------------------------------------------------------------------
-- Imports.
-------------------------------------------------------------------------------
-- Local references to various functions for faster access.
local string_find = string.find
local string_gmatch = string.gmatch
local string_gsub = string.gsub
local string_len = string.len
local bit_band = bit.band
local bit_bor = bit.bor
local GetTime = GetTime
local UnitClass = UnitClass
local UnitGUID = UnitGUID
local Print = MikSBT.Print
local EraseTable = MikSBT.EraseTable
-------------------------------------------------------------------------------
-- Constants.
-------------------------------------------------------------------------------
-- Bit flags.
local AFFILIATION_MINE = 0x00000001
local AFFILIATION_PARTY = 0x00000002
local AFFILIATION_RAID = 0x00000004
local AFFILIATION_OUTSIDER = 0x00000008
local REACTION_FRIENDLY = 0x00000010
local REACTION_NEUTRAL = 0x00000020
local REACTION_HOSTILE = 0x00000040
local CONTROL_HUMAN = 0x00000100
local CONTROL_SERVER = 0x00000200
local UNITTYPE_PLAYER = 0x00000400
local UNITTYPE_NPC = 0x00000800
local UNITTYPE_PET = 0x00001000
local UNITTYPE_GUARDIAN = 0x00002000
local UNITTYPE_OBJECT = 0x00004000
local TARGET_TARGET = 0x00010000
local TARGET_FOCUS = 0x00020000
local OBJECT_NONE = 0x80000000
-- Value when there is no GUID.
local GUID_NONE = "0x0000000000000000"
-- The maximum number of buffs and debuffs that can be on a unit.
local MAX_BUFFS = 16
local MAX_DEBUFFS = 40
-- Aura types.
local AURA_TYPE_BUFF = "BUFF"
local AURA_TYPE_DEBUFF = "DEBUFF"
-- Update timings.
local UNIT_MAP_UPDATE_DELAY = 0.2
local PET_UPDATE_DELAY = 1
local REFLECT_HOLD_TIME = 3
local CLASS_HOLD_TIME = 300
-- Commonly used flag combinations.
local FLAGS_ME = bit_bor(AFFILIATION_MINE, REACTION_FRIENDLY, CONTROL_HUMAN, UNITTYPE_PLAYER)
local FLAGS_MINE = bit_bor(AFFILIATION_MINE, REACTION_FRIENDLY, CONTROL_HUMAN)
local FLAGS_MY_GUARDIAN = bit_bor(AFFILIATION_MINE, REACTION_FRIENDLY, CONTROL_HUMAN, UNITTYPE_GUARDIAN)
-------------------------------------------------------------------------------
-- Private variables.
-------------------------------------------------------------------------------
-- Prevent tainting global _.
local _
-- Dynamically created frames for receiving events and tooltip info.
local eventFrame
-- Name and GUID of the player.
local playerName
local playerGUID
-- Used for timing between updates.
local lastUnitMapUpdate = 0
local lastPetMapUpdate = 0
-- Whether or not values that need to be updated after a delay are stale.
local isUnitMapStale
local isPetMapStale
-- Map of guids to unit ids.
local unitMap = {}
local petMap = {}
-- Map of functions to call for supported combat log events.
local captureFuncs
-- Events to parse even if the source or recipient is not the player or pet.
local fullParseEvents
-- Information about global strings for CHAT_MSG_X events.
local searchMap
local searchCaptureFuncs
local rareWords = {}
local searchPatterns = {}
local captureOrders = {}
-- Captured and parsed event data.
local captureTable = {}
local parserEvent = {}
-- List of functions to call when an event occurs.
local handlers = {}
-- Holds information about reflected skills to track how much was reflected.
local reflectedSkills = {}
local reflectedTimes = {}
-- Holds information about guid to class mappings for known units.
local classMapCleanupTime = 0
local classMap = {}
local classTimes = {}
local arenaUnits = {}
-------------------------------------------------------------------------------
-- Utility functions.
-------------------------------------------------------------------------------
-- ****************************************************************************
-- Registers a function to be called when an event occurs.
-- ****************************************************************************
local function RegisterHandler(handler)
handlers[handler] = true
end
-- ****************************************************************************
-- Unregisters a previously registered function.
-- ****************************************************************************
local function UnregisterHandler(handler)
handlers[handler] = nil
end
-- ****************************************************************************
-- Tests if any of the bits in the passed testFlags are set in the unit flags.
-- ****************************************************************************
local function TestFlagsAny(unitFlags, testFlags)
if (bit_band(unitFlags, testFlags) > 0) then return true end
end
-- ****************************************************************************
-- Tests if all of the passed testFlags are set in the unit flags.
-- ****************************************************************************
local function TestFlagsAll(unitFlags, testFlags)
if (bit_band(unitFlags, testFlags) == testFlags) then return true end
end
-- ****************************************************************************
-- Sends the parser event to the registered handlers.
-- ****************************************************************************
local function SendParserEvent()
for handler in pairs(handlers) do
local success, ret = pcall(handler, parserEvent)
if (not success) then geterrorhandler()(ret) end
end
end
-- ****************************************************************************
-- Compares two global strings so the most specific one comes first. This
-- prevents incorrectly capturing information for certain events.
-- ****************************************************************************
local function GlobalStringCompareFunc(globalStringNameOne, globalStringNameTwo)
-- Get the global string for the passed names.
local globalStringOne = _G[globalStringNameOne]
local globalStringTwo = _G[globalStringNameTwo]
local gsOneStripped = string_gsub(globalStringOne, "%%%d?%$?[sd]", "")
local gsTwoStripped = string_gsub(globalStringTwo, "%%%d?%$?[sd]", "")
-- Check if the stripped global strings are the same length.
if (string_len(gsOneStripped) == string_len(gsTwoStripped)) then
-- Count the number of captures in each string.
local numCapturesOne = 0
for _ in string_gmatch(globalStringOne, "%%%d?%$?[sd]") do
numCapturesOne = numCapturesOne + 1
end
local numCapturesTwo = 0
for _ in string_gmatch(globalStringTwo, "%%%d?%$?[sd]") do
numCapturesTwo = numCapturesTwo + 1
end
-- Return the global string with the least captures.
return numCapturesOne < numCapturesTwo
else
-- Return the longest global string.
return string_len(gsOneStripped) > string_len(gsTwoStripped)
end
end
-- ****************************************************************************
-- Converts the passed global string into a lua search pattern with a capture
-- order table and stores the results so any requests to convert the same
-- global string will just return the cached one.
-- ****************************************************************************
local function ConvertGlobalString(globalStringName)
-- Don't do anything if the passed global string does not exist.
local globalString = _G[globalStringName]
if (globalString == nil) then return end
-- Return the cached conversion if it has already been converted.
if (searchPatterns[globalStringName]) then
return searchPatterns[globalStringName], captureOrders[globalStringName]
end
-- Hold the capture order.
local captureOrder
local numCaptures = 0
-- Escape lua magic chars.
local searchPattern = string.gsub(globalString, "([%^%(%)%.%[%]%*%+%-%?])", "%%%1")
-- Loop through each capture and setup the capture order.
for captureIndex in string_gmatch(searchPattern, "%%(%d)%$[sd]") do
if (not captureOrder) then captureOrder = {} end
numCaptures = numCaptures + 1
captureOrder[tonumber(captureIndex)] = numCaptures
end
-- Convert %1$s / %s to (.+) and %1$d / %d to (%d+).
searchPattern = string.gsub(searchPattern, "%%%d?%$?s", "(.+)")
searchPattern = string.gsub(searchPattern, "%%%d?%$?d", "(%%d+)")
-- Escape any remaining $ chars.
searchPattern = string.gsub(searchPattern, "%$", "%%$")
-- Cache the converted pattern and capture order.
searchPatterns[globalStringName] = searchPattern
captureOrders[globalStringName] = captureOrder
-- Return the converted global string.
return searchPattern, captureOrder
end
-- ****************************************************************************
-- Fills in the capture table with the captured data if a match is found.
-- ****************************************************************************
local function CaptureData(matchStart, matchEnd, c1, c2, c3, c4, c5, c6, c7, c8, c9)
-- Check if a match was found.
if (matchStart) then
captureTable[1] = c1
captureTable[2] = c2
captureTable[3] = c3
captureTable[4] = c4
captureTable[5] = c5
captureTable[6] = c6
captureTable[7] = c7
captureTable[8] = c8
captureTable[9] = c9
-- Return the last position of the match.
return matchEnd
end
-- Don't return anything since no match was found.
return nil
end
-- ****************************************************************************
-- Reorders the capture table according to the passed capture order.
-- ****************************************************************************
local function ReorderCaptures(capOrder)
local t, o = captureTable, capOrder
t[1], t[2], t[3], t[4], t[5], t[6], t[7], t[8], t[9] =
t[o[1] or 1], t[o[2] or 2], t[o[3] or 3], t[o[4] or 4], t[o[5] or 5],
t[o[6] or 6], t[o[7] or 7], t[o[8] or 8], t[o[9] or 9]
end
-- ****************************************************************************
-- Parses the CHAT_MSG_X search style events.
-- ****************************************************************************
local function ParseSearchMessage(event, combatMessage)
-- Leave if there is no map of global strings to search for the event.
if (not searchMap[event]) then return end
-- Loop through all of the global strings to search for the event.
for _, globalStringName in pairs(searchMap[event]) do
-- Make sure the capture func for the global string exists.
local captureFunc = searchCaptureFuncs[globalStringName]
if (captureFunc) then
-- First, check if there is a rare word for the global string and it is in the combat
-- message since a plain text search is faster than doing a full regular expression search.
if (not rareWords[globalStringName] or string_find(combatMessage, rareWords[globalStringName], 1, true)) then
-- Get capture data.
local matchEnd = CaptureData(string_find(combatMessage, searchPatterns[globalStringName]))
-- Check if a match was found.
if (matchEnd) then
-- Check if there is a capture order for the global string and reorder the data accordingly.
if (captureOrders[globalStringName]) then ReorderCaptures(captureOrders[globalStringName]) end
-- Erase the parser event table..
for key in pairs(parserEvent) do parserEvent[key] = nil end
-- Populate fields that exist for all events.
parserEvent.sourceGUID = GUID_NONE
parserEvent.sourceFlags = OBJECT_NONE
parserEvent.recipientGUID = playerGUID
parserEvent.recipientName = playerName
parserEvent.recipientFlags = FLAGS_ME
parserEvent.recipientUnit = "player"
-- Map the captured arguments into the parser event table.
captureFunc(parserEvent, captureTable)
-- Send the event.
SendParserEvent()
return
end -- Match found.
end -- Fast plain search.
end -- Capture func is valid.
end -- Loop through global strings to search.
end
-- ****************************************************************************
-- Parses the parameter style events going to the combat log.
-- ****************************************************************************
local function ParseLogMessage(timestamp, event, hideCaster, sourceGUID, sourceName, sourceFlags, sourceRaidFlags, recipientGUID, recipientName, recipientFlags, recipientRaidFlags, ...)
-- Make sure the capture function for the event exists.
local captureFunc = captureFuncs[event]
if (not captureFunc) then return end
-- Look for spells the player reflected and make the damage belong to the player.
if (sourceGUID == recipientGUID and reflectedTimes[recipientGUID] and event == "SPELL_DAMAGE") then
local skillID = ...
if (skillID == reflectedSkills[recipientGUID]) then
-- Clear the reflected skill entries.
reflectedTimes[recipientGUID] = nil
reflectedSkills[recipientGUID] = nil
-- Change the source to the player.
sourceGUID = playerGUID
sourceName = playerName
sourceFlags = FLAGS_ME
end
end
-- Attempt to figure out the source and recipient unitIDs.
local sourceUnit = unitMap[sourceGUID] or petMap[sourceGUID]
local recipientUnit = unitMap[recipientGUID] or petMap[recipientGUID]
-- Treat guardians that are flagged as belonging to the player as their pet and vehicles and other objects as the player.
if (not sourceUnit and TestFlagsAll(sourceFlags, FLAGS_MINE)) then sourceUnit = TestFlagsAll(sourceFlags, FLAGS_MY_GUARDIAN) and "pet" or "player" end
if (not recipientUnit and TestFlagsAll(recipientFlags, FLAGS_MINE)) then recipientUnit = TestFlagsAll(recipientFlags, FLAGS_MY_GUARDIAN) and "pet" or "player" end
-- Ignore the event if it is not one that should be fully parsed and it doesn't pertain to the player
-- or pet. This is done to avoid wasting time parsing events that won't be used like damage that other
-- players are doing.
if (not fullParseEvents[event] and sourceUnit ~= "player" and sourceUnit ~= "pet" and
recipientUnit ~= "player" and recipientUnit ~= "pet") then
return
end
-- Erase the parser event table.
for k in pairs(parserEvent) do parserEvent[k] = nil end
-- Populate fields that exist for all events.
parserEvent.sourceGUID = sourceGUID
parserEvent.sourceName = sourceName
parserEvent.sourceFlags = sourceFlags
parserEvent.sourceUnit = sourceUnit
parserEvent.recipientGUID = recipientGUID
parserEvent.recipientName = recipientName
parserEvent.recipientFlags = recipientFlags
parserEvent.recipientUnit = recipientUnit
-- Map the local arguments into the parser event table.
captureFunc(parserEvent, ...)
-- Track reflected skills.
if (parserEvent.eventType == "miss" and parserEvent.missType == "REFLECT" and recipientUnit == "player") then
-- Clean up old entries.
for guid, reflectTime in pairs(reflectedTimes) do
if (timestamp - reflectTime > REFLECT_HOLD_TIME) then
reflectedTimes[guid] = nil
reflectedSkills[guid] = nil
end
end
-- Save the time of the reflect and the reflected skillID.
reflectedTimes[sourceGUID] = timestamp
reflectedSkills[sourceGUID] = parserEvent.skillID
end
-- Send the event.
SendParserEvent()
end
-------------------------------------------------------------------------------
-- Startup utility functions.
-------------------------------------------------------------------------------
-- ****************************************************************************
-- Creates a list of events that will be fully parsed even if they event
-- doesn't pertain to the player or player's pet.
-- ****************************************************************************
local function CreateFullParseList()
fullParseEvents = {
SPELL_AURA_APPLIED = true,
SPELL_AURA_REMOVED = true,
SPELL_AURA_APPLIED_DOSE = true,
SPELL_AURA_REMOVED_DOSE = true,
SPELL_CAST_START = true,
}
end
-- ****************************************************************************
-- Creates a map of global strings to search for CHAT_MSG_X events.
-- ****************************************************************************
local function CreateSearchMap()
searchMap = {
-- Honor Gains.
CHAT_MSG_COMBAT_HONOR_GAIN = {"COMBATLOG_HONORGAIN", "COMBATLOG_HONORAWARD"},
-- Reputation Gains/Losses.
CHAT_MSG_COMBAT_FACTION_CHANGE = {"FACTION_STANDING_INCREASED", "FACTION_STANDING_DECREASED"},
-- Skill Gains.
CHAT_MSG_SKILL = {"SKILL_RANK_UP"},
-- Experience Gains.
CHAT_MSG_COMBAT_XP_GAIN = {"COMBATLOG_XPGAIN_FIRSTPERSON", "COMBATLOG_XPGAIN_FIRSTPERSON_UNNAMED"},
-- Looted Items.
CHAT_MSG_LOOT = {
"LOOT_ITEM_CREATED_SELF_MULTIPLE", "LOOT_ITEM_CREATED_SELF", "LOOT_ITEM_PUSHED_SELF_MULTIPLE",
"LOOT_ITEM_PUSHED_SELF", "LOOT_ITEM_SELF_MULTIPLE", "LOOT_ITEM_SELF"
},
-- Money.
CHAT_MSG_MONEY = {"YOU_LOOT_MONEY", "LOOT_MONEY_SPLIT"},
}
-- Loop through each of the events.
for event, map in pairs(searchMap) do
-- Remove invalid global strings.
for i = #map, 1, -1 do
if (not _G[map[i]]) then table.remove(map, i) end
end
-- Sort the global strings from most to least specific.
table.sort(map, GlobalStringCompareFunc)
end
end
-- ****************************************************************************
-- Creates a map of capture functions for supported global strings.
-- ****************************************************************************
local function CreateSearchCaptureFuncs()
searchCaptureFuncs = {
-- Honor events.
COMBATLOG_HONORAWARD = function (p, c) p.eventType, p.amount = "honor", c[1] end,
COMBATLOG_HONORGAIN = function (p, c) p.eventType, p.sourceName, p.sourceRank, p.amount = "honor", c[1], c[2], c[3] end,
-- Experience events.
COMBATLOG_XPGAIN_FIRSTPERSON = function (p, c) p.eventType, p.sourceName, p.amount = "experience", c[1], c[2] end,
COMBATLOG_XPGAIN_FIRSTPERSON_UNNAMED = function (p, c) p.eventType, p.amount = "experience", c[1] end,
-- Reputation events.
FACTION_STANDING_DECREASED = function (p, c) p.eventType, p.isLoss, p.factionName, p.amount = "reputation", true, c[1], c[2] end,
FACTION_STANDING_INCREASED = function (p, c) p.eventType, p.factionName, p.amount = "reputation", c[1], c[2] end,
-- Proficiency events.
SKILL_RANK_UP = function (p, c) p.eventType, p.skillName, p.amount = "proficiency", c[1], c[2] end,
-- Loot events.
LOOT_ITEM_SELF = function (p, c) p.eventType, p.itemLink, p.amount = "loot", c[1], c[2] end,
LOOT_ITEM_CREATED_SELF = function (p, c) p.eventType, p.isCreate, p.itemLink, p.amount = "loot", true, c[1], c[2] end,
LOOT_MONEY_SPLIT = function (p, c) p.eventType, p.isMoney, p.moneyString = "loot", true, c[1] end,
}
searchCaptureFuncs["LOOT_ITEM_SELF_MULTIPLE"] = searchCaptureFuncs["LOOT_ITEM_SELF"]
searchCaptureFuncs["LOOT_ITEM_CREATED_SELF_MULTIPLE"] = searchCaptureFuncs["LOOT_ITEM_CREATED_SELF"]
searchCaptureFuncs["LOOT_ITEM_PUSHED_SELF"] = searchCaptureFuncs["LOOT_ITEM_CREATED_SELF"]
searchCaptureFuncs["LOOT_ITEM_PUSHED_SELF_MULTIPLE"] = searchCaptureFuncs["LOOT_ITEM_CREATED_SELF"]
searchCaptureFuncs["YOU_LOOT_MONEY"] = searchCaptureFuncs["LOOT_MONEY_SPLIT"]
-- Print an error message for each global string that isn't found and remove it from the map.
for globalStringName in pairs(searchCaptureFuncs) do
if (not _G[globalStringName]) then
Print("Unable to find global string: " .. globalStringName, 1, 0, 0)
searchCaptureFuncs[globalStringName] = nil
end
end
end
-- ****************************************************************************
-- Finds the rarest word for each global string.
-- ****************************************************************************
local function FindRareWords()
-- Hold the number of times each word appears in all the global strings.
local wordCounts = {}
-- Loop through all of the supported global strings.
for globalStringName in pairs(searchCaptureFuncs) do
-- Strip out all of the formatting codes.
local strippedGS = string.gsub(_G[globalStringName], "%%%d?%$?[sd]", "")
-- Count how many times each word appears in the global string.
for word in string_gmatch(strippedGS, "%w+") do
wordCounts[word] = (wordCounts[word] or 0) + 1
end
end
-- Loop through all of the supported global strings.
for globalStringName in pairs(searchCaptureFuncs) do
local leastSeen, rarestWord
-- Strip out all of the formatting codes.
local strippedGS = string.gsub(_G[globalStringName], "%%%d?%$?[sd]", "")
-- Find the rarest word in the global string.
for word in string_gmatch(strippedGS, "%w+") do
if (not leastSeen or wordCounts[word] < leastSeen) then
leastSeen = wordCounts[word]
rarestWord = word
end
end
-- Set the rarest word.
rareWords[globalStringName] = rarestWord
end
end
-- ****************************************************************************
-- Validates rare words to make sure there are no oddities caused by various
-- languages.
-- ****************************************************************************
local function ValidateRareWords()
-- Loop through all of the global strings there is a rare word entry for.
for globalStringName, rareWord in pairs(rareWords) do
-- Remove the entry if the rare word isn't found in the associated global string.
if (not string_find(_G[globalStringName], rareWord, 1, true)) then
rareWords[globalStringName] = nil
end
end
end
-- ****************************************************************************
-- Converts all of the supported global strings.
-- ****************************************************************************
local function ConvertGlobalStrings()
-- Loop through all of the supported global strings.
for globalStringName in pairs(searchCaptureFuncs) do
-- Get the global string converted to a lua search pattern and prepend an anchor to
-- speed up searching.
searchPatterns[globalStringName] = "^" .. ConvertGlobalString(globalStringName)
end
end
-- ****************************************************************************
-- Creates a map of capture functions for each supported combat log event.
-- ****************************************************************************
local function CreateCaptureFuncs()
captureFuncs = {
-- Damage events.
SWING_DAMAGE = function (p, ...) p.eventType, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing = "damage", ... end,
RANGE_DAMAGE = function (p, ...) p.eventType, p.isRange, p.skillID, p.skillName, p.skillSchool, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing, p.isOffHand = "damage", true, ... end,
SPELL_DAMAGE = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing, p.isOffHand = "damage", ... end,
SPELL_PERIODIC_DAMAGE = function (p, ...) p.eventType, p.isDoT, p.skillID, p.skillName, p.skillSchool, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing, p.isOffHand = "damage", true, ... end,
SPELL_BUILDING_DAMAGE = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing = "damage", ... end,
DAMAGE_SHIELD = function (p, ...) p.eventType, p.isDamageShield, p.skillID, p.skillName, p.skillSchool, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing = "damage", true, ... end,
--SPELL_ABSORBED = function (p, ...) p.eventType, p.amount, p.skillID, p.skillName, p.skillSchool, p.absorbAmount = "damage", 0, ... end,
--[[SPELL_ABSORBED = function (p, ...)
--[dmgSpellID, dmgSpellName, dmgSpellSchool,] absorberGUID, absorberName, absorberFlags, absorberRaidFlags, absorbSkillID, absorbSkillName, absorbSkillSchool, absorbAmount
local offset = 5
if type(...) == "number" then offset = 8 end -- 1st param is spellID and not a GUID
p.eventType, p.amount, p.skillID, p.skillName, p.skillSchool, p.absorbAmount = "damage", 0, select(offset, ...)
end,]]
-- Miss events.
SWING_MISSED = function (p, ...) p.eventType, p.missType, p.isOffHand, p.amount = "miss", ... end,
RANGE_MISSED = function (p, ...) p.eventType, p.isRange, p.skillID, p.skillName, p.skillSchool, p.missType, p.isOffHand, p.amount = "miss", true, ... end,
SPELL_MISSED = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.missType, p.isOffHand, p.amount = "miss", ... end,
SPELL_PERIODIC_MISSED = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.missType, p.isOffHand, p.amount = "miss", ... end,
DAMAGE_SHIELD_MISSED = function (p, ...) p.eventType, p.isDamageShield, p.skillID, p.skillName, p.skillSchool, p.missType, p.isOffHand, p.amount = "miss", true, ... end,
SPELL_DISPEL_FAILED = function (p, ...) p.eventType, p.missType, p.skillID, p.skillName, p.skillSchool, p.extraSkillID, p.extraSkillName, p.extraSkillSchool = "miss", "RESIST", ... end,
-- Heal events.
SPELL_HEAL = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.amount, p.overhealAmount, p.absorbAmount, p.isCrit = "heal", ... end,
SPELL_PERIODIC_HEAL = function (p, ...) p.eventType, p.isHoT, p.skillID, p.skillName, p.skillSchool, p.amount, p.overhealAmount, p.absorbAmount, p.isCrit = "heal", true, ... end,
-- Environmental events.
ENVIRONMENTAL_DAMAGE = function (p, ...) p.eventType, p.hazardType, p.amount, p.overkillAmount, p.damageType, p.resistAmount, p.blockAmount, p.absorbAmount, p.isCrit, p.isGlancing, p.isCrushing = "environmental", ... end,
-- Power events.
SPELL_ENERGIZE = function (p, ...) p.eventType, p.isGain, p.skillID, p.skillName, p.skillSchool, p.amount, p.powerType = "power", true, ... end,
SPELL_DRAIN = function (p, ...) p.eventType, p.isDrain, p.skillID, p.skillName, p.skillSchool, p.amount, p.powerType, p.extraAmount = "power", true, ... end,
SPELL_LEECH = function (p, ...) p.eventType, p.isLeech, p.skillID, p.skillName, p.skillSchool, p.amount, p.powerType, p.extraAmount = "power", true, ... end,
-- Interrupt events.
SPELL_INTERRUPT = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.extraSkillID, p.extraSkillName, p.extraSkillSchool = "interrupt", ... end,
-- Aura events.
SPELL_AURA_APPLIED = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.auraType, p.amount = "aura", ... end,
SPELL_AURA_APPLIED_DOSE = function (p, ...) p.eventType, p.isDose, p.skillID, p.skillName, p.skillSchool, p.auraType, p.amount = "aura", true, ... end,
SPELL_AURA_REMOVED = function (p, ...) p.eventType, p.isFade, p.skillID, p.skillName, p.skillSchool, p.auraType, p.amount = "aura", true, ... end,
SPELL_AURA_REMOVED_DOSE = function (p, ...) p.eventType, p.isFade, p.isDose, p.skillID, p.skillName, p.skillSchool, p.auraType, p.amount = "aura", true, true, ... end,
-- Enchant events.
ENCHANT_APPLIED = function (p, ...) p.eventType, p.skillName, p.itemID, p.itemName = "enchant", ... end,
ENCHANT_REMOVED = function (p, ...) p.eventType, p.isFade, p.skillName, p.itemID, p.itemName = "enchant", true, ... end,
-- Dispel events.
SPELL_DISPEL = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.extraSkillID, p.extraSkillName, p.extraSkillSchool, p.auraType = "dispel", ... end,
-- Cast events.
SPELL_CAST_START = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool = "cast", ... end,
-- Kill events.
PARTY_KILL = function (p, ...) p.eventType = "kill" end,
-- Extra Attack events.
SPELL_EXTRA_ATTACKS = function (p, ...) p.eventType, p.skillID, p.skillName, p.skillSchool, p.amount = "extraattacks", ... end,
}
captureFuncs["DAMAGE_SPLIT"] = captureFuncs["SPELL_DAMAGE"]
captureFuncs["SPELL_PERIODIC_MISSED"] = captureFuncs["SPELL_MISSED"]
captureFuncs["SPELL_PERIODIC_ENERGIZE"] = captureFuncs["SPELL_ENERGIZE"]
captureFuncs["SPELL_PERIODIC_DRAIN"] = captureFuncs["SPELL_DRAIN"]
captureFuncs["SPELL_PERIODIC_LEECH"] = captureFuncs["SPELL_LEECH"]
captureFuncs["SPELL_STOLEN"] = captureFuncs["SPELL_DISPEL"]
-- Expose the capture functions.
module.captureFuncs = captureFuncs
end
-------------------------------------------------------------------------------
-- Event handlers.
-------------------------------------------------------------------------------
-- ****************************************************************************
-- Called when there is information that needs to be obtained after a delay.
-- ****************************************************************************
local function OnUpdateDelayedInfo(this, elapsed)
-- Check if the unit map needs to be updated after a delay.
if (isUnitMapStale) then
-- Increment the amount of time passed since the last update.
lastUnitMapUpdate = lastUnitMapUpdate + elapsed
-- Check if it's time for an update.
if (lastUnitMapUpdate >= UNIT_MAP_UPDATE_DELAY) then
-- Update the player GUID if it isn't known yet and verify it's now known.
if (not playerGUID) then playerGUID = UnitGUID("player") end
if (playerGUID) then
-- Erase the unit map table and mark all old units for cleanup from the class map.
local now = GetTime()
for guid in pairs(unitMap) do
unitMap[guid] = nil
classTimes[guid] = now + CLASS_HOLD_TIME
end
-- Loop through all of the group members and add them and their class to the maps.
local unitPrefix = IsInRaid() and "raid" or "party"
local numGroupMembers = GetNumGroupMembers()
for i = 1, numGroupMembers do
local unitID = unitPrefix .. i
-- XXX: This call is returning nil for party members in certain circumstances - need to debug further.
local guid = UnitGUID(unitID)
if (guid ~= nil) then
unitMap[guid] = unitID
if (not classMap[guid]) then _, classMap[guid] = UnitClass(unitID) end
classTimes[guid] = nil
end
end -- Loop through group members
-- Add the player and player's class to the maps.
unitMap[playerGUID] = "player"
if (not classMap[playerGUID]) then _, classMap[playerGUID] = UnitClass("player") end
classTimes[playerGUID] = nil
-- Clear the unit map stale flag.
isUnitMapStale = false
end
-- Reset the time since last update.
lastUnitMapUpdate = 0
end
end -- Unit map is stale.
-- Check if the pet map needs to be updated after a delay.
if (isPetMapStale) then
-- Increment the amount of time passed since the last update.
lastPetMapUpdate = lastPetMapUpdate + elapsed
-- Check if it's time for an update.
if (lastPetMapUpdate >= PET_UPDATE_DELAY) then
-- Verify the player's pet is not in an unknown state if there is one.
local petName = UnitName("pet")
if (not petName or petName ~= UNKNOWN) then
-- Erase the pet map table and mark all old units for cleanup from the class map.
local now = GetTime()
for guid in pairs(petMap) do
petMap[guid] = nil
classTimes[guid] = now + CLASS_HOLD_TIME
end
-- Loop through all of the group members and add their pets and pet's class to the maps.
local unitPrefix = IsInRaid() and "raidpet" or "partypet"
local numGroupMembers = GetNumGroupMembers()
for i = 1, numGroupMembers do
local unitID = unitPrefix .. i
if (UnitExists(unitID)) then
-- XXX: This call is returning nil for party members in certain circumstances - need to debug further.
local guid = UnitGUID(unitID)
if (guid ~= nil) then
petMap[guid] = unitID
if (not classMap[guid]) then _, classMap[guid] = UnitClass(unitID) end
classTimes[guid] = nil
end
end
end -- Loop through group members
-- Add the player's pet and its class if there is one. Treat vehicles as the player instead of a pet.
if (petName) then
local unitID = "pet"
local guid = UnitGUID(unitID)
if (guid == UnitGUID("vehicle")) then unitID = "player" end
petMap[guid] = unitID
if (not classMap[guid]) then _, classMap[guid] = UnitClass(unitID) end
classTimes[guid] = nil
end
-- Clear the pet map stale flag.
isPetMapStale = false
end -- Pet in known state.
-- Reset the time since last update.
lastPetMapUpdate = 0
end
end -- Pet map is stale.
-- Stop receiving updates if no more data needs to be updated.
if (not isUnitMapStale and not isPetMapStale) then this:Hide() end
end
-- ****************************************************************************
-- Called when the events the parser registered for occur.
-- ****************************************************************************
local function OnEvent(this, event, arg1, arg2, ...)
-- Combat log events.
if (event == "COMBAT_LOG_EVENT_UNFILTERED") then
ParseLogMessage(arg1, arg2, ...)
-- Mouseover changes.
elseif (event == "UPDATE_MOUSEOVER_UNIT") then
-- Map the GUID for the moused over unit to a class.
local mouseoverGUID = UnitGUID("mouseover")
if (not mouseoverGUID) then return end
-- Ignore the GUID if its class is already known and there is no cleanup time for it.
if (classMap[mouseoverGUID] and not classTimes[mouseoverGUID]) then return end
-- Update the cleanup time for the GUID and map it to a class if it's not already known.
classTimes[mouseoverGUID] = GetTime() + CLASS_HOLD_TIME
if (not classMap[mouseoverGUID]) then _, classMap[mouseoverGUID] = UnitClass("mouseover") end
-- Target changes.
elseif (event == "PLAYER_TARGET_CHANGED") then
-- Map the GUID for the target unit to a class.
local targetGUID = UnitGUID("target")
if (not targetGUID) then return end
-- Ignore the GUID if its class is already known and there is no cleanup time for it.
if (classMap[targetGUID] and not classTimes[targetGUID]) then return end
-- Update the cleanup time for the GUID and map it to a class if it's not already known.
local now = GetTime()
classTimes[targetGUID] = now + CLASS_HOLD_TIME
if (not classMap[targetGUID]) then _, classMap[targetGUID] = UnitClass("target") end
-- Loop through all of the recent guid to class mappings and remove the old ones if enough time has passed.
if (now >= classMapCleanupTime) then
for guid, cleanupTime in pairs(classTimes) do
if (now >= cleanupTime) then classMap[guid] = nil classTimes[guid] = nil end
end
classMapCleanupTime = now + CLASS_HOLD_TIME
end -- Time to clean up class map.
-- Party/Raid changes.
elseif (event == "GROUP_ROSTER_UPDATE") then
-- Set the unit map stale flag and schedule the unit map to be updated after a short delay.
isUnitMapStale = true
eventFrame:Show()
-- Pet changes.
elseif (event == "UNIT_PET") then
isPetMapStale = true
eventFrame:Show()
-- Arena opponent changes.
elseif (event == "ARENA_OPPONENT_UPDATE") then
-- Map the unit id and GUID for an arena unit to a class when it's seen.
if (arg2 == "seen") then
local arenaGUID = UnitGUID(arg1)
if (not arenaGUID) then return end
arenaUnits[arg1] = arenaGUID
_, classMap[arenaGUID] = UnitClass(arg1)
-- Remove the mappings for an arena unit when it's cleared.
elseif (arg2 == "cleared") then
local arenaGUID = arenaUnits[arg1]
if (not arenaGUID) then return end
arenaUnits[arg1] = nil
classMap[arenaGUID] = nil
end
-- Chat message combat events.
else
ParseSearchMessage(event, arg1)
end
end
-- ****************************************************************************
-- Enables parsing.
-- ****************************************************************************
local function Enable()
-- Register for parameter style events going to the combat log.
eventFrame:RegisterEvent("COMBAT_LOG_EVENT_UNFILTERED")
-- Register CHAT_MSG_X search style events.
for event in pairs(searchMap) do
eventFrame:RegisterEvent(event)
end
-- Register additional events for unit and class map processing.
eventFrame:RegisterEvent("GROUP_ROSTER_UPDATE")
eventFrame:RegisterEvent("UNIT_PET")
eventFrame:RegisterEvent("ARENA_OPPONENT_UPDATE")
eventFrame:RegisterEvent("PLAYER_TARGET_CHANGED")
eventFrame:RegisterEvent("UPDATE_MOUSEOVER_UNIT")
-- Update the unit map and current pet information.
isUnitMapStale = true
isPetMapStale = true
-- Start receiving updates.
eventFrame:Show()
end
-- ****************************************************************************
-- Disables the parsing.
-- ****************************************************************************
local function Disable()
-- Stop receiving updates.
eventFrame:Hide()
eventFrame:UnregisterAllEvents()
-- Erase the reflected skill tables.
EraseTable(reflectedTimes)
EraseTable(reflectedSkills)
end
-------------------------------------------------------------------------------
-- Initialization.
-------------------------------------------------------------------------------
-- Create a frame to receive events.
eventFrame = CreateFrame("Frame")
eventFrame:Hide()
eventFrame:SetScript("OnEvent", OnEvent)
eventFrame:SetScript("OnUpdate", OnUpdateDelayedInfo)
-- Get the name, GUID, and class of the player.
playerName = UnitName("player")
playerGUID = UnitGUID("player")
-- Create various maps.
CreateSearchMap()
CreateSearchCaptureFuncs()
CreateCaptureFuncs()
-- Create the list of events that should be fully parsed.
CreateFullParseList()
-- Find the rarest word for each supported global string.
FindRareWords()
ValidateRareWords()
-- Convert the supported global strings into lua search patterns.
ConvertGlobalStrings()
-------------------------------------------------------------------------------
-- Module interface.
-------------------------------------------------------------------------------
-- Protected Constants.
module.AFFILIATION_MINE = AFFILIATION_MINE
module.AFFILIATION_PARTY = AFFILIATION_PARTY
module.AFFILIATION_RAID = AFFILIATION_RAID
module.AFFILIATION_OUTSIDER = AFFILIATION_OUTSIDER
module.REACTION_FRIENDLY = REACTION_FRIENDLY
module.REACTION_NEUTRAL = REACTION_NEUTRAL
module.REACTION_HOSTILE = REACTION_HOSTILE
module.CONTROL_HUMAN = CONTROL_HUMAN
module.CONTROL_SERVER = CONTROL_SERVER
module.UNITTYPE_PLAYER = UNITTYPE_PLAYER
module.UNITTYPE_NPC = UNITTYPE_NPC
module.UNITTYPE_PET = UNITTYPE_PET
module.UNITTYPE_GUARDIAN = UNITTYPE_GUARDIAN
module.UNITTYPE_OBJECT = UNITTYPE_OBJECT
module.TARGET_TARGET = TARGET_TARGET
module.TARGET_FOCUS = TARGET_FOCUS
module.OBJECT_NONE = OBJECT_NONE
-- Protected Variables.
module.unitMap = unitMap
module.classMap = classMap
-- Protected Functions.
module.RegisterHandler = RegisterHandler
module.UnregisterHandler = UnregisterHandler
module.TestFlagsAny = TestFlagsAny
module.TestFlagsAll = TestFlagsAll
module.Enable = Enable
module.Disable = Disable
|
require 'torch'
require 'nn'
require 'optim'
require 'image'
local c = require 'trepl.colorize'
if itorch then
path = require 'pl.path'
end
require 'cifar10-data-loader'
-- CUDA Import Stuff
local EXCLUDE_CUDA_FLAG = false
local function cudaRequires()
require 'cutorch'
require 'cunn'
end
if pcall(cudaRequires) then
print('Imported cuda modules in first-cnn-arch')
else
print('Failed to import cuda modules in first-cnn-arch')
EXCLUDE_CUDA_FLAG = true
end
-- Constructs and returns an inceptionModule from the paper
-- "Going Deeper with Convolutional Networks", with input/output channels defined
-- with the parameters as follows:
-- inputChannels: the number of input channels
-- outputChannels: the expected number of outputChannels
-- (this parameter is only used to check the other parameters)
-- reductions: a 4-element array which specifies the number of channels output
-- from each 1x1 convolutional network
-- (which should be smaller than the inputChannels usually...)
-- expansions: a 2-element array which specifies the number of channels output
-- from the 3x3 convolutional layer and
-- the 5x5 convolutional layer
-- ReLU activations are applied after each convolutional layer
-- This module might be extended to allow for arbitrary width
local function inceptionModule(inputChannels, outputChannels, reductions, expansions)
computedOutputChannels = reductions[1] + expansions[1] + expansions[2] + reductions[4]
if not (outputChannels == computedOutputChannels) then
print("OUTPUT CHANNELS DO NOT MATCH COMPUTED OUTPUT CHANNELS")
print('outputChannels: ', outputChannels)
print('computedOutputChannels: ', computedOutputChannels)
return nil
end
local inception = nn.DepthConcat(2)
local column1 = nn.Sequential()
column1:add(nn.SpatialConvolution(inputChannels, reductions[1],
1, 1, -- Convolution kernel
1, 1)) -- Stride
column1:add(nn.ReLU(true))
inception:add(column1)
local column2 = nn.Sequential()
column2:add(nn.SpatialConvolution(inputChannels, reductions[2],
1, 1,
1, 1))
column2:add(nn.ReLU(true))
column2:add(nn.SpatialConvolution(reductions[2], expansions[1],
3, 3, -- Convolution kernel
1, 1)) -- Stride
column2:add(nn.ReLU(true))
inception:add(column2)
local column3 = nn.Sequential()
column3:add(nn.SpatialConvolution(inputChannels, reductions[3],
1, 1,
1, 1))
column3:add(nn.ReLU(true))
column3:add(nn.SpatialConvolution(reductions[3], expansions[2],
5, 5, -- Convolution kernel
1, 1)) -- Stride
column3:add(nn.ReLU(true))
inception:add(column3)
local column4 = nn.Sequential()
column4:add(nn.SpatialMaxPooling(3, 3, 1, 1))
column4:add(nn.SpatialConvolution(inputChannels, reductions[4],
1, 1, -- Convolution kernel
1, 1)) -- Stride
column4:add(nn.ReLU(true))
inception:add(column4)
return inception
end
local function convModule(inputChannels, outputChannels, bigMaxPool)
local convModule = nn.Sequential()
convModule:add(nn.SpatialConvolution(inputChannels, outputChannels,
3, 3,
1, 1,
1, 1))
convModule:add(nn.ReLU(true))
convModule:add(nn.Dropout(0.2))
convModule:add(nn.SpatialBatchNormalization(128))
if bigMaxPool then
convModule:add(nn.SpatialMaxPooling(2, 2, 2, 2))
else
convModule:add(nn.SpatialMaxPooling(2, 2, 1, 1))
end
return convModule
end
local function wrongModule(inputChannels, width, height)
local wrongModule = nn.Sequential()
local linearInput = inputChannels
* torch.floor((width - 3) / 3 + 1)
* torch.floor((height - 3) / 3 + 1)
print("Linear Input: ", linearInput)
wrongModule:add(nn.SpatialAveragePooling(3, 3, 3, 3))
wrongModule:add(nn.View(linearInput))
wrongModule:add(nn.Linear(linearInput, linearInput / 2))
wrongModule:add(nn.Linear(linearInput / 2, 10))
return wrongModule
end
local function firstWrongArch()
mainLine1 = nn.Sequential()
mainLine1:add(convModule(3, 16))
mainLine1:add(convModule(16, 32, true))
mainLine2 = nn.Sequential()
mainLine2:add(convModule(32, 64))
mainLine2:add(convModule(64, 128, true))
mainLine2:add(wrongModule(128, 7, 7))
split1 = nn.ConcatTable()
split1:add(wrongModule(32, 15, 15))
split1:add(mainLine2)
mainLine1:add(split1)
return mainLine1
end
--------------------------------------------------------------------------------
-- Main Runner Code-------------------------------------------------------------
--------------------------------------------------------------------------------
-- Setup data loader
local dataDir = 'torch-data'
local maxEpoch = 200
if EXCLUDE_CUDA_FLAG then
sizeRestriction = 200
maxEpoch = 5
end
local trainingDataLoader = Cifar10Loader(dataDir, 'train', sizeRestriction)
local opt = {
netSaveDir = 'model-nets',
batchSize = 128,
learningRate = 1.0,
weightDecay = 0.0005,
momentum = 0.9,
learningRateDecay = 0.00000001,
maxEpoch = maxEpoch
}
-- Define neural network
net = firstWrongArch()
print("Network: ")
print(net)
-- Define loss function and stochastic gradient parameters and style
criterion = nn.ParallelCriterion(true)
crossEntropy = nn.CrossEntropyCriterion()
criterion:add(crossEntropy):add(crossEntropy)
-- CUDA-fy loss function, model, and data set
if not EXCLUDE_CUDA_FLAG then
criterion = criterion:cuda()
trainingDataLoader:cuda()
net = net:cuda()
end
-- Setup table for optimizer
optimState = {
learningRate = opt.learningRate,
weightDecay = opt.weightDecay,
momentum = opt.momentum,
learningRateDecay = opt.learningRateDecay
}
-- Get NN parameters and set up confusion matrix
parameters, gradParameters = net:getParameters()
confusion = optim.ConfusionMatrix(trainingDataLoader.classes)
local function train()
net:training()
-- Setup mini-batches
local indices = torch.randperm(trainingDataLoader.data:size(1)):long():split(opt.batchSize)
indices[#indices] = nil
local targets = torch.Tensor(opt.batchSize)
if not EXCLUDE_CUDA_FLAG then
targets = targets:cuda()
end
print('Training Beginning....')
print('Training set size: ', trainingDataLoader.data:size(1))
local tic = torch.tic()
for t, v in ipairs(indices) do
local inputs = trainingDataLoader.data:index(1, v)
targets:copy(trainingDataLoader.labels:index(1, v))
local feval = function(x)
if x ~= parameters then
parameters:copy(x)
end
-- Zero out the gradient parameters from last iteration
gradParameters:zero()
local outputs = net:forward(inputs)
local f = criterion:forward(outputs, targets)
local df_do = criterion:backward(outputs, targets)
net:backward(inputs, df_do)
confusion:batchAdd(outputs, targets)
return f, gradParameters
end
optim.sgd(feval, parameters, optimState)
end
confusion:updateValids()
print(('Train accuracy: ' .. c.cyan'%.2f' .. ' %%\t time: %.2f s'):format(
confusion.totalValid * 100, torch.toc(tic)))
trainingAccuracy = confusion.totalValid * 100
confusion:zero()
print('------------------------------------------------')
end
local function test()
-- Validate data (eventually turn this into test)
local testingDataLoader = Cifar10Loader(dataDir, 'validate', sizeRestriction)
local classes = testingDataLoader.classes
if not EXCLUDE_CUDA_FLAG then
testingDataLoader.data = testingDataLoader.data:cuda()
end
print('Beginning Testing')
print('Testing set size: ', testingDataLoader.data:size(1))
net:evaluate()
for i = 1, testingDataLoader.data:size(1), opt.batchSize do
local outputs
if (i + opt.batchSize - 1) > testingDataLoader.data:size(1) then
local endIndex = testingDataLoader.data:size(1) - i
outputs = net:forward(testingDataLoader.data:narrow(1, i, endIndex))
confusion:batchAdd(outputs, testingDataLoader.labels:narrow(1, i, endIndex))
else
outputs = net:forward(testingDataLoader.data:narrow(1, i, opt.batchSize))
confusion:batchAdd(outputs, testingDataLoader.labels:narrow(1, i, opt.batchSize))
end
end
confusion:updateValids()
print('Test Accuracy: ', confusion.totalValid * 100, '%')
print('------------------------------------------------')
end
--------------------------------------------------------------------------------
-- Runner code, main loop-------------------------------------------------------
--------------------------------------------------------------------------------
print('Running for ', opt.maxEpoch, ' epochs')
local globalTic = torch.tic()
for i = 1, opt.maxEpoch do
print('Epoch ', i)
train()
test()
-- Visualize every 25 epochs
if itorch and i % 25 == 0 then
print('Visualizations: ')
for j = 1, net:size() do
print('\nLayer ', j)
res = net:get(j).weight
res = res:view(res:size(1), 1, res:size(2), res:size(3))
itorch.image(res)
end
end
-- Save model every 50 epochs
if i % 50 == 0 then
local filename = paths.concat(opt.netSaveDir, 'model.net')
print('==> saving model to ' .. filename)
torch.save(filename, net)
end
end
print(('Total model trained in time: %f seconds'):format(torch.toc(globalTic)))
|
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