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local skynet = require "skynet" local log = require "log" local env = require "faci.env" local libcenter = require "libcenter" local libdbproxy = require "libdbproxy" local runconf = require(skynet.getenv("runconfig")) local games_common = runconf.games_common local libmodules = {} --local function init_modules() -- setmetatable(libmodules, { -- __index = function(t, k) -- local mod = games_common[k] -- if not mod then -- return nil -- end -- local v = require(mod) -- t[k] = v -- return v -- end -- }) --end --init_modules() -- local libmove = require "libmove" local M = env.dispatch local service = env.service local room_id = nil --房间id local create_id = nil local lib = nil local cur_game=nil local function cal_lib() return require "libroom" end function M.create_room(msg) lib = cal_lib(msg.game) if not lib then ERROR("game not found: ", msg.game) msg.error = "game not found" return end create_id = libdbproxy.inc_room() --create_id=1000000 local res, addr, roomInfo = lib.create(create_id, msg.game) local roomAddr = roomInfo.addr service[create_id] = { id = 'request', adress = roomAddr } local player = env.get_agent() player.ext_info.room_id = create_id msg.result = 0 msg.room_id = create_id return msg end function M.enter_room(msg) if room_id then INFO("enter room fail, already in room") return msg end if not lib then lib=cal_lib(msg.game) end --暂时 这样处理 --if not msg.id and create_id then -- msg.id = create_id --end --msg.id=1000000 msg.id = tonumber(msg.id) if not msg.id then ERROR("enter room msg.id is nil") msg.error="msg.id is nil" msg.result=-1 return msg end local data = { uid = env.get_agent().base_info.uid, agent = skynet.self(), --node = node, } local isok, forward, roomInfo = lib.enter(msg.id, data) if isok then cur_game=msg.game msg.result = 0 room_id = msg.id local player = env.get_agent() player.ext_info.room_id = room_id service[room_id] = { id = 'request', adress = roomInfo.addr } else if forward then msg.code=forward end msg.result = 1 end return msg end function M.leave_room(msg) if not room_id then msg.error="not found room" msg.result=-1 return end if not lib then lib=cal_lib(msg.game) end local uid = env.get_agent().base_info.uid if lib.leave(room_id, uid) then service[room_id] = nil room_id = nil local player = env.get_agent() player.ext_info.room_id = 0 end msg.result=0 return msg end --踢人或掉线时,对房间的清理操作 function M.kick_room() if not room_id then DEBUG("kick room,room id is nil") return end if not lib and cur_game then lib=cal_lib(cur_game) end local uid = env.get_agent().base_info.uid if lib.leave(room_id,uid) then service[room_id] = nil room_id = nil local player = env.get_agent() player.ext_info.room_id = 0 --DEBUG("kick room,uid:"..uid) end end
local require = require local cjson = require("cjson") local tools = require("wtf.core.tools") local Object = require("wtf.core.classes.object") local configurable_object = Object:extend() function configurable_object:set_policy(object_policy) self.policy = object_policy return self end function configurable_object:get_policy() return self.policy end function configurable_object:get_mandatory_parameter(option_name) local policy = self:get_policy() local caller_name = self.name or "unknown object" local err = tools.error if policy == nil then err("Cannot get mandatory option '"..option_name.."' for '"..caller_name.."' because policy is empty") return nil elseif policy[option_name] == nil then caller_name = policy['name'] or caller_name err("Cannot get mandatory option '"..option_name.."' for '"..caller_name.."' because attribute is empty") return nil else return policy[option_name] end end function configurable_object:get_optional_parameter(option_name) local policy = self:get_policy() local caller_name = self.name or "unknown object" local notice = tools.notice if policy == nil then notice("Cannot get optional parameter '"..option_name.."' for '"..caller_name.."' because policy is empty") return nil elseif policy[option_name] == nil then caller_name = policy['name'] or caller_name notice("Cannot get optional parameter '"..option_name.."' for '"..caller_name.."' because attribute is empty") return nil else return policy[option_name] end end function configurable_object:__to_string() return cjson.encode(self.policy) end function configurable_object:_init(...) local select = select local object_policy = select(1, ...) if object_policy == nil then self:set_policy({}) else self:set_policy(object_policy) end end return configurable_object
--[[ Lettersmith Serialization Serialization plugin for Lettersmith. Useful for debugging. Two functions are provided: serialize(info_string, predicate, write_fn) This function takes three arguments: - `info_string`: to be written at the top of each serialization (default: "") - `predicate`: a predicate function (default: return true) OR the number of docs that should be serialized (the first `predicate` docs) - `write_fn`: function that is called with the serialized doc string as argument (default: io.write). This function returns a transformer that serializes and writes the documents that pass `predicate`, but does not change them. get_serialize_diff() This returns a stateful serialize_diff function which serializes only the difference between the current doc table and the one in the previous use of this serialize_diff in the pipeline. To do this, it keeps track of the previous doc. In addition to the arguments of the serialize function, it takes an optional `reset` flag (default: false) to indicate the end of the pipeline, in which case its state is reset _after_ the write. Example usage: -- [...] local serialize = require("lettersmith.serialization").serialize local diff = require("lettersmith.serialization").get_serialize_diff() local paths = lettersmith.paths("raw") local gen = comp(serialize("final_doc = "), render_permalinks(":slug"), render_mustache("templates/page.html"), diff("diff_markdown_and_hash = ",nil,nil,true), markdown, hash, diff("beginning = "), docs) lettersmith.build("www", gen(paths)) --]] local exports = {} local map = require("lettersmith.transducers").map local transformer = require("lettersmith.lazy").transformer local serpent = require("serpent") local serpent_opts = {comment=false, nocode=true,} local function allpass() return true end -- If `predicate` is a number, `make_predicate` returns a function that -- counts down from `predicate` and returns true `predicate` times. -- Otherwise, return `predicate`, or if this is falsy, return allpass. local function make_predicate(predicate) if type(predicate)=="number" then return function() predicate = predicate-1 return predicate>=0 end end return predicate or allpass end local function serialize(info_string, predicate, write_fn) info_string = info_string or "" predicate = make_predicate(predicate) write_fn = write_fn or io.write return transformer(map(function(doc) if predicate(doc) then write_fn(info_string,serpent.block(doc,serpent_opts).."\n") end return doc end)) end exports.serialize = serialize -- `diff` returns a table which summarizes the differences between t1 and t2. local function diff(t1,t2) local t_diff = {} for k,v in pairs(t2) do if v~=t1[k] then t_diff[k]=v end end for k in pairs(t1) do if not t2[k] then t_diff[k]= "<removed>" end end return t_diff end -- Get a stateful function for serializing diffs. local function get_serialize_diff() local doc_prev = {} return function(info_string, predicate, write_fn, reset) info_string = info_string or "" predicate = make_predicate(predicate) write_fn = write_fn or io.write return transformer(map(function(doc) if predicate(doc) then local doc_diff = diff(doc_prev,doc) write_fn(info_string,serpent.block(doc_diff,serpent_opts).."\n") doc_prev = doc end if reset then doc_prev = {} end return doc end)) end end exports.get_serialize_diff = get_serialize_diff return exports
-- Copyright (c) 2018 Redfern, Trevor <trevorredfern@gmail.com> -- -- This software is released under the MIT License. -- https://opensource.org/licenses/MIT local tiny = require "ext.tiny-ecs" local List = require "ext.artemis.src.list" local EntityTracker = tiny.system() EntityTracker.filter = tiny.requireAny("entity_type") EntityTracker.entity_types = {} function EntityTracker:onAdd(e) if e.entity_type then self:track_entity_type(e) end end function EntityTracker:find_entity_type(entity_type) return self.entity_types[entity_type] or {} end function EntityTracker:track_entity_type(e) if not self.entity_types[e.entity_type] then self.entity_types[e.entity_type] = List:new() end self.entity_types[e.entity_type]:add(e) end return EntityTracker
---------------------------------------------------------------------------------- --- Total RP 3 --- Directory : main API --- --------------------------------------------------------------------------- --- Copyright 2014 Sylvain Cossement (telkostrasz@telkostrasz.be) --- Copyright 2014-2019 Renaud "Ellypse" Parize <ellypse@totalrp3.info> @EllypseCelwe --- --- 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. ---------------------------------------------------------------------------------- local Directory = {}; AddOn_TotalRP3.Directory = Directory; -- Public accessor TRP3_API.register = { inits = {}, player = {}, ui = {}, companion = {}, NOTIFICATION_ID_NEW_CHARACTER = "add_character", }; TRP3_API.register.MENU_LIST_ID = "main_30_register"; TRP3_API.register.MENU_LIST_ID_TAB = "main_31_"; -- imports local Ellyb = TRP3_API.Ellyb; local Globals = TRP3_API.globals; local Utils = TRP3_API.utils; local loc = TRP3_API.loc; local log = Utils.log.log; local buildZoneText = Utils.str.buildZoneText; local getUnitID = Utils.str.getUnitID; local Config = TRP3_API.configuration; local registerConfigKey = Config.registerConfigKey; local getConfigValue = Config.getValue; local Events = TRP3_API.events; local assert, tostring, wipe, pairs, tinsert = assert, tostring, wipe, pairs, tinsert; local registerMenu, selectMenu = TRP3_API.navigation.menu.registerMenu, TRP3_API.navigation.menu.selectMenu; local registerPage, setPage = TRP3_API.navigation.page.registerPage, TRP3_API.navigation.page.setPage; local getCurrentContext, getCurrentPageID = TRP3_API.navigation.page.getCurrentContext, TRP3_API.navigation.page.getCurrentPageID; local showCharacteristicsTab, showAboutTab, showMiscTab, showNotesTab; local get = TRP3_API.profile.getData; local type = type; local showAlertPopup = TRP3_API.popup.showAlertPopup; -- Saved variables references local profiles, characters; --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- SCHEMA --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* TRP3_API.register.registerInfoTypes = { CHARACTERISTICS = "characteristics", ABOUT = "about", MISC = "misc", NOTES = "notes", CHARACTER = "character", } local registerInfoTypes = TRP3_API.register.registerInfoTypes; --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- Tools --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* local function getProfileOrNil(profileID) return profiles[profileID]; end TRP3_API.register.getProfileOrNil = getProfileOrNil; local function getProfile(profileID) assert(profiles[profileID], "Unknown profile ID: " .. tostring(profileID)); return getProfileOrNil(profileID); end TRP3_API.register.getProfile = getProfile; local function deleteProfile(profileID, dontFireEvents) assert(profiles[profileID], "Unknown profile ID: " .. tostring(profileID)); -- Unbound characters from this profile if profiles[profileID].link then for characterID, _ in pairs(profiles[profileID].link) do if characters[characterID] and characters[characterID].profileID == profileID then characters[characterID].profileID = nil; end end end -- Deleting a profile should clear the local MSP knowledge of it, -- otherwise things get out of sync if the profile comes through again -- after deletion. For compatibility we'll still emit the table of owners. local mspOwners; if profiles[profileID].msp then for ownerID, _ in pairs(profiles[profileID].link) do msp.char[ownerID] = nil; -- No need to build the owner table if we ain't gonna emit it. if not dontFireEvents then mspOwners = mspOwners or {}; tinsert(mspOwners, ownerID); end end end wipe(profiles[profileID]); profiles[profileID] = nil; if not dontFireEvents then Events.fireEvent(Events.REGISTER_DATA_UPDATED, nil, profileID, nil); Events.fireEvent(Events.REGISTER_PROFILE_DELETED, profileID, mspOwners); end end TRP3_API.register.deleteProfile = deleteProfile; local function deleteCharacter(unitID) assert(characters[unitID], "Unknown unitID: " .. tostring(unitID)); if characters[unitID].profileID and profiles[characters[unitID].profileID] and profiles[characters[unitID].profileID].link then profiles[characters[unitID].profileID].link[unitID] = nil; end wipe(characters[unitID]); characters[unitID] = nil; end TRP3_API.register.deleteCharacter = deleteCharacter; local function isUnitIDKnown(unitID) assert(unitID, "Nil unitID"); return characters[unitID] ~= nil; end TRP3_API.register.isUnitIDKnown = isUnitIDKnown; local function hasProfile(unitID) assert(isUnitIDKnown(unitID), "Unknown character: " .. tostring(unitID)); return characters[unitID].profileID; end TRP3_API.register.hasProfile = hasProfile; local function profileExists(unitID) return hasProfile(unitID) and profiles[characters[unitID].profileID]; end TRP3_API.register.profileExists = profileExists; local function createUnitIDProfile(unitID) assert(characters[unitID].profileID, "UnitID don't have a profileID: " .. unitID); assert(not profiles[characters[unitID].profileID], "Profile already exist: " .. characters[unitID].profileID); profiles[characters[unitID].profileID] = {}; profiles[characters[unitID].profileID].link = {}; return profiles[characters[unitID].profileID]; end TRP3_API.register.createUnitIDProfile = createUnitIDProfile; local function getUnitIDProfile(unitID) assert(profileExists(unitID), "No profile for character: " .. tostring(unitID)); return profiles[characters[unitID].profileID], characters[unitID].profileID; end TRP3_API.register.getUnitIDProfile = getUnitIDProfile; local function getUnitIDProfileID(unitID) return characters[unitID] and characters[unitID].profileID; end TRP3_API.register.getUnitIDProfileID = getUnitIDProfileID; local function getUnitIDCharacter(unitID) assert(isUnitIDKnown(unitID), "Unknown character: " .. tostring(unitID)); return characters[unitID]; end TRP3_API.register.getUnitIDCharacter = getUnitIDCharacter; function TRP3_API.register.isUnitKnown(targetType) return isUnitIDKnown(getUnitID(targetType)); end --- -- Check if the content of a unit ID should be filtered because it contains mature content -- @param unitID Unit ID of the player to test -- local function unitIDIsFilteredForMatureContent(unitID) if not TRP3_API.register.mature_filter or not unitID or unitID == Globals.player_id or not isUnitIDKnown(unitID) or not profileExists(unitID) then return false end ; local profile = getUnitIDProfile(unitID); local profileID = getUnitIDProfileID(unitID); -- Check if the profile has been flagged as containing mature content, that the option to filter such content is enabled -- and that the profile is not in the pink list. return profile.hasMatureContent and getConfigValue("register_mature_filter") and not (TRP3_API.register.mature_filter.isProfileWhitelisted(profileID)) end TRP3_API.register.unitIDIsFilteredForMatureContent = unitIDIsFilteredForMatureContent; local function profileIDISFilteredForMatureContent (profileID) if not TRP3_API.register.mature_filter then return false end ; local profile = getProfileOrNil(profileID); return profile and profile.hasMatureContent and not TRP3_API.register.mature_filter.isProfileWhitelisted(profileID); end TRP3_API.register.profileIDISFilteredForMatureContent = profileIDISFilteredForMatureContent; --- -- Check if the content of the profile of the unit ID is flagged as containing mature content -- @param unitID Unit ID of the player to test -- local function unitIDIsFlaggedForMatureContent(unitID) if not TRP3_API.register.mature_filter or not unitID or unitID == Globals.player_id or not isUnitIDKnown(unitID) or not profileExists(unitID) then return false end ; local profile = getUnitIDProfile(unitID); -- Check if the profile has been flagged as containing mature content, that the option to filter such content is enabled -- and that the profile is not in the pink list. return profile.hasMatureContent end TRP3_API.register.unitIDIsFlaggedForMatureContent = unitIDIsFlaggedForMatureContent; --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- Main data management -- For decoupling reasons, the saved variable TRP3_Register shouln'd be used outside this file ! -- Please use all these public method instead. --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- SETTERS --- Raises error if unknown unitName -- Link a unitID to a profileID. This link is bidirectional. function TRP3_API.register.saveCurrentProfileID(unitID, currentProfileID, isMSP) local character = getUnitIDCharacter(unitID); local oldProfileID = character.profileID; character.profileID = currentProfileID; -- Search if this character was bounded to another profile for _, profile in pairs(profiles) do if profile.link and profile.link[unitID] then profile.link[unitID] = nil; -- unbound end end if not profileExists(unitID) then createUnitIDProfile(unitID); end local profile = getProfile(currentProfileID); profile.link[unitID] = 1; -- bound profile.msp = isMSP; profile.time = time() if oldProfileID ~= currentProfileID then Events.fireEvent(Events.REGISTER_DATA_UPDATED, unitID, currentProfileID, nil); end end --- Raises error if unknown unitName function TRP3_API.register.saveClientInformation(unitID, client, clientVersion, msp, extended, trialAccount) local character = getUnitIDCharacter(unitID); character.client = client; character.clientVersion = clientVersion; character.msp = msp; character.extended = extended; character.isTrial = trialAccount; end --- Raises error if unknown unitName local function saveCharacterInformation(unitID, race, class, gender, faction, time, zone, guild) local character = getUnitIDCharacter(unitID); character.class = class; character.race = race; character.gender = gender; character.faction = faction; character.guild = guild; if hasProfile(unitID) then local profile = getProfile(character.profileID); profile.time = time; profile.zone = zone; end end TRP3_API.register.saveCharacterInformation = saveCharacterInformation; local function sanitizeFullProfile(data) if not data or not data.player then return false end local somethingWasSanitizedInsideProfile = false; if data.player.characteristics and TRP3_API.register.sanitizeProfile(registerInfoTypes.CHARACTERISTICS, data.player.characteristics) then somethingWasSanitizedInsideProfile = true; end if data.player.character and TRP3_API.register.sanitizeProfile(registerInfoTypes.CHARACTER, data.player.character) then somethingWasSanitizedInsideProfile = true; end if data.player.misc and TRP3_API.register.sanitizeProfile(registerInfoTypes.MISC, data.player.misc) then somethingWasSanitizedInsideProfile = true; end return somethingWasSanitizedInsideProfile; end TRP3_API.register.sanitizeFullProfile = sanitizeFullProfile; function TRP3_API.register.sanitizeProfile(informationType, data) local somethingWasSanitizedInsideProfile = false; if informationType == registerInfoTypes.CHARACTERISTICS then if TRP3_API.register.ui.sanitizeCharacteristics(data) then somethingWasSanitizedInsideProfile = true; end elseif informationType == registerInfoTypes.CHARACTER then if TRP3_API.dashboard.sanitizeCharacter(data) then somethingWasSanitizedInsideProfile = true; end elseif informationType == registerInfoTypes.MISC then if TRP3_API.register.ui.sanitizeMisc(data) then somethingWasSanitizedInsideProfile = true; end end return somethingWasSanitizedInsideProfile; end --- Raises error if unknown unitID or unit hasn't profile ID function TRP3_API.register.saveInformation(unitID, informationType, data) local profile = getUnitIDProfile(unitID); if profile[informationType] then wipe(profile[informationType]); end if getConfigValue(TRP3_API.ADVANCED_SETTINGS_KEYS.PROFILE_SANITIZATION) == true then TRP3_API.register.sanitizeProfile(informationType, data); end profile[informationType] = data; Events.fireEvent(Events.REGISTER_DATA_UPDATED, unitID, hasProfile(unitID), informationType); end --- Raises error if KNOWN unitID function TRP3_API.register.addCharacter(unitID) assert(unitID and unitID:find('-'), "Malformed unitID"); assert(not isUnitIDKnown(unitID), "Already known character: " .. tostring(unitID)); characters[unitID] = {}; log("Added to the register: " .. unitID); end -- GETTERS --- Raises error if unknown unitName local function getUnitIDCurrentProfile(unitID) assert(isUnitIDKnown(unitID), "Unknown character: " .. tostring(unitID)); if hasProfile(unitID) then return getUnitIDProfile(unitID); end end TRP3_API.register.getUnitIDCurrentProfile = getUnitIDCurrentProfile; local function getCharacterInfoTab(unitID) if unitID == Globals.player_id then return get("player"); elseif isUnitIDKnown(unitID) then return getUnitIDCurrentProfile(unitID) or {}; end return {}; end TRP3_API.register.getUnitIDCurrentProfileSafe = getCharacterInfoTab; --- Raises error if unknown unitID function TRP3_API.register.shouldUpdateInformation(unitID, infoType, version) --- Raises error if unit hasn't profile ID or no profile exists local profile = getUnitIDProfile(unitID); return not profile[infoType] or not profile[infoType].v or profile[infoType].v ~= version; end function TRP3_API.register.getCharacterList() return characters; end --- Fetch character specific data for the given character ID. ---@param characterID string The character ID (PlayerName-RealmName) that we want to query ---@return table|nil Either the character data or nil if the character was not found. function Directory.getCharacterDataForCharacterId(characterID) return characters[characterID] end --- Raises error if unknown unitID function TRP3_API.register.getUnitIDCharacter(unitID) if unitID == Globals.player_id then return Globals.player_character; end assert(characters[unitID], "Unknown character ID: " .. tostring(unitID)); return characters[unitID]; end function TRP3_API.register.getProfileList() return profiles; end function TRP3_API.register.insertProfile(profileID, profileData) profiles[profileID] = profileData; end local function getUnitRPNameWithID(unitID, unitName) unitName = unitName or unitID; if unitID then if unitID == Globals.player_id then unitName = TRP3_API.register.getPlayerCompleteName(true); elseif isUnitIDKnown(unitID) and profileExists(unitID) then local profile = getUnitIDProfile(unitID); if profile.characteristics then unitName = TRP3_API.register.getCompleteName(profile.characteristics, unitName, true); end end end return unitName; end TRP3_API.register.getUnitRPNameWithID = getUnitRPNameWithID; function TRP3_API.register.getUnitRPName(targetType) local unitName = UnitName(targetType); local unitID = getUnitID(targetType); return getUnitRPNameWithID(unitID, unitName); end TRP3_API.r.name = TRP3_API.register.getUnitRPName; --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- Tools --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* local tabGroup; -- Reference to the tab panel tabs group local function onMouseOver() local unitID = getUnitID("mouseover"); if unitID and isUnitIDKnown(unitID) then local _, race = UnitRace("mouseover"); local _, class, _ = UnitClass("mouseover"); local englishFaction = UnitFactionGroup("mouseover"); saveCharacterInformation(unitID, race, class, UnitSex("mouseover"), englishFaction, time(), buildZoneText(), GetGuildInfo("mouseover")); end end local function onInformationUpdated(profileID, infoType) if getCurrentPageID() == "player_main" then local context = getCurrentContext(); assert(context, "No context for page player_main !"); if not context.isPlayer and profileID == context.profileID then if infoType == registerInfoTypes.ABOUT and tabGroup.current == 2 then showAboutTab(); elseif (infoType == registerInfoTypes.CHARACTERISTICS or infoType == registerInfoTypes.CHARACTER) and tabGroup.current == 1 then showCharacteristicsTab(); elseif infoType == registerInfoTypes.MISC and tabGroup.current == 3 then showMiscTab(); elseif infoType == registerInfoTypes.NOTES and tabGroup.current == 4 then showNotesTab(); end end end end --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- UI: TAB MANAGEMENT --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* local function tutorialProvider() if tabGroup then if tabGroup.current == 2 then return TRP3_API.register.ui.aboutTutorialProvider(); elseif tabGroup.current == 3 then return TRP3_API.register.ui.miscTutorialProvider(); end end end local function createTabBar() local frame = CreateFrame("Frame", "TRP3_RegisterMainTabBar", TRP3_RegisterMain); frame:SetSize(485, 30); frame:SetPoint("TOPLEFT", 17, 0); frame:SetFrameLevel(1); tabGroup = TRP3_API.ui.frame.createTabPanel(frame, { { loc.REG_PLAYER_CARACT, 1, 150 }, { loc.REG_PLAYER_ABOUT, 2, 110 }, { loc.REG_PLAYER_PEEK, 3, 130 }, { loc.REG_PLAYER_NOTES, 4, 85 } }, function(_, value) -- Clear all TRP3_RegisterCharact:Hide(); TRP3_RegisterAbout:Hide(); TRP3_RegisterMisc:Hide(); TRP3_RegisterNotes:Hide(); if value == 1 then showCharacteristicsTab(); elseif value == 2 then showAboutTab(); elseif value == 3 then showMiscTab(); elseif value == 4 then showNotesTab(); end TRP3_API.events.fireEvent(TRP3_API.events.NAVIGATION_TUTORIAL_REFRESH, "player_main"); end, -- Confirmation callback function(callback) if getCurrentContext() and getCurrentContext().isEditMode then TRP3_API.popup.showConfirmPopup(loc.REG_PLAYER_CHANGE_CONFIRM, function() callback(); end); else callback(); end end); TRP3_API.register.player.tabGroup = tabGroup; end local function showTabs() local context = getCurrentContext(); assert(context, "No context for page player_main !"); tabGroup:SelectTab(1); end function TRP3_API.register.ui.getSelectedTabIndex() return tabGroup.current; end function TRP3_API.register.ui.isTabSelected(infoType) return (infoType == registerInfoTypes.CHARACTERISTICS and tabGroup.current == 1) or (infoType == registerInfoTypes.ABOUT and tabGroup.current == 2) or (infoType == registerInfoTypes.MISC and tabGroup.current == 3) or (infoType == registerInfoTypes.NOTES and tabGroup.current == 4); end --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- CLEANUP --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* local tsize = Utils.table.size; -- Unbound character from missing profiles local function cleanupCharacters() for unitID, character in pairs(characters) do if character.profileID and (not profiles[character.profileID] or not profiles[character.profileID].link or not profiles[character.profileID].link[unitID]) then character.profileID = nil; end end for unitID, character in pairs(characters) do if not character.profileID and not TRP3_API.register.isIDIgnored(unitID) then wipe(character) characters[unitID] = nil end end end local function cleanupCompanions() local companionIDToInfo = TRP3_API.utils.str.companionIDToInfo; local deleteCompanionProfile = TRP3_API.companions.register.deleteProfile; local companionProfiles = TRP3_API.companions.register.getProfiles(); for companionProfileID, companionProfile in pairs(companionProfiles) do for companionFullID, _ in pairs(companionProfile.links) do local ownerID, _ = companionIDToInfo(companionFullID); if not isUnitIDKnown(ownerID) or not profileExists(ownerID) then companionProfile.links[companionFullID] = nil; end end if tsize(companionProfile.links) < 1 then log("Purging companion " .. companionProfileID .. ", no more characters linked to it."); deleteCompanionProfile(companionProfileID, true); end end end local function cleanupPlayerRelations() for _, myProfile in pairs(TRP3_API.profile.getProfiles()) do for profileID, _ in pairs(myProfile.relation or {}) do if not profiles[profileID] then myProfile.relation[profileID] = nil; end end end end local function cleanupProfiles() -- Make sure profiles are always correctly formatted if TRP3_Register and TRP3_Register.profiles then for _, profile in pairs(TRP3_Register.profiles) do if not profile.link then profile.link = {}; end end end log("Purging profiles with no data") for profileID, profile in pairs(profiles) do if not profile.characteristics or Ellyb.Tables.isEmpty(profile.characteristics) then deleteProfile(profileID, true); end end if type(getConfigValue("register_auto_purge_mode")) ~= "number" then return ; end log(("Purging profiles older than %s day(s)"):format(getConfigValue("register_auto_purge_mode") / 86400)); -- First, get a tab with all profileID with which we have a relation or on which we have notes local protectedProfileIDs = {}; for _, profile in pairs(TRP3_API.profile.getProfiles()) do for profileID, _ in pairs(profile.relation or {}) do protectedProfileIDs[profileID] = true; end for profileID, _ in pairs(profile.notes or {}) do protectedProfileIDs[profileID] = true; end end log("Protected profiles: " .. tsize(protectedProfileIDs)); local profilesToPurge = {}; for profileID, profile in pairs(profiles) do if not protectedProfileIDs[profileID] and (not profile.time or time() - profile.time > getConfigValue("register_auto_purge_mode")) then tinsert(profilesToPurge, profileID); end end log("Profiles to purge: " .. tsize(profilesToPurge)); for _, profileID in pairs(profilesToPurge) do deleteProfile(profileID, true); end end local function cleanupMyProfiles() local atLeastOneProfileWasSanitized = false; -- Get the player's profiles and sanitize them, removing all invalid codes manually inserted for _, profile in pairs(TRP3_API.profile.getProfiles()) do if sanitizeFullProfile(profile) then atLeastOneProfileWasSanitized = true; end end if atLeastOneProfileWasSanitized then -- Yell at the user about their mischieves showAlertPopup(loc.REG_CODE_INSERTION_WARNING); end end local function getFirstCharacterIDFromProfile(profile) if type(profile.link) == "table" then return next(profile.link) end end --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* -- INIT --*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-*-* function TRP3_API.register.init() showCharacteristicsTab = TRP3_API.register.ui.showCharacteristicsTab; showAboutTab = TRP3_API.register.ui.showAboutTab; showMiscTab = TRP3_API.register.ui.showMiscTab; showNotesTab = TRP3_API.register.ui.showNotesTab; -- Init save variables if not TRP3_Register then TRP3_Register = {}; end if not TRP3_Register.character then TRP3_Register.character = {}; end if not TRP3_Register.profiles then TRP3_Register.profiles = {}; end profiles = TRP3_Register.profiles; characters = TRP3_Register.character; -- Listen to the mouse over event Utils.event.registerHandler("UPDATE_MOUSEOVER_UNIT", onMouseOver); registerMenu({ id = "main_10_player", text = loc.REG_PLAYER, onSelected = function() selectMenu("main_12_player_character") end, }); registerMenu({ id = "main_11_profiles", text = loc.PR_PROFILES, onSelected = function() setPage("player_profiles"); end, isChildOf = "main_10_player", }); local currentPlayerMenu = { id = "main_12_player_character", text = get("player/characteristics/FN") or Globals.player, onSelected = function() setPage("player_main", { source = "player", profile = get("player"), isPlayer = true, }); end, isChildOf = "main_10_player", }; registerMenu(currentPlayerMenu); local refreshMenu = TRP3_API.navigation.menu.rebuildMenu; Events.listenToEvent(Events.REGISTER_DATA_UPDATED, function(unitID, profileID, dataType) onInformationUpdated(profileID, dataType); if unitID == Globals.player_id and (not dataType or dataType == "characteristics") then currentPlayerMenu.text = get("player/characteristics/FN") or Globals.player; refreshMenu(); end end); registerPage({ id = "player_main", templateName = "TRP3_RegisterMain", frameName = "TRP3_RegisterMain", frame = TRP3_RegisterMain, onPagePostShow = function(context) showTabs(context); end, tutorialProvider = tutorialProvider }); registerConfigKey("register_auto_purge_mode", 864000); local AUTO_PURGE_VALUES = { { loc.CO_REGISTER_AUTO_PURGE_0, false }, { loc.CO_REGISTER_AUTO_PURGE_1:format(1), 86400 }, { loc.CO_REGISTER_AUTO_PURGE_1:format(2), 86400 * 2 }, { loc.CO_REGISTER_AUTO_PURGE_1:format(5), 86400 * 5 }, { loc.CO_REGISTER_AUTO_PURGE_1:format(10), 86400 * 10 }, { loc.CO_REGISTER_AUTO_PURGE_1:format(30), 86400 * 30 }, } -- Build configuration page TRP3_API.register.CONFIG_STRUCTURE = { id = "main_config_register", menuText = loc.CO_REGISTER, pageText = loc.CO_REGISTER, elements = { { inherit = "TRP3_ConfigDropDown", widgetName = "TRP3_ConfigurationRegister_AutoPurge", title = loc.CO_REGISTER_AUTO_PURGE, help = loc.CO_REGISTER_AUTO_PURGE_TT, listContent = AUTO_PURGE_VALUES, configKey = "register_auto_purge_mode", listCancel = true, } } }; TRP3_API.events.listenToEvent(TRP3_API.events.WORKFLOW_ON_FINISH, function() cleanupPlayerRelations(); cleanupProfiles(); cleanupCharacters(); cleanupCompanions(); cleanupMyProfiles(); Config.registerConfigurationPage(TRP3_API.register.CONFIG_STRUCTURE); end); if seriousDay then registerConfigKey("rp_io", true); tinsert(TRP3_API.register.CONFIG_STRUCTURE.elements, { inherit = "TRP3_ConfigCheck", title = "RP.IO", configKey = "rp_io", }); end -- Initialization TRP3_API.register.inits.characteristicsInit(); TRP3_API.register.inits.aboutInit(); TRP3_API.register.inits.glanceInit(); TRP3_API.register.inits.miscInit(); TRP3_API.register.inits.notesInit(); TRP3_API.register.inits.dataExchangeInit(); wipe(TRP3_API.register.inits); TRP3_API.register.inits = nil; -- Prevent init function to be called again, and free them from memory TRP3_ProfileReportButton:SetScript("OnClick", function() local context = TRP3_API.navigation.page.getCurrentContext(); local characterID = getFirstCharacterIDFromProfile(context.profile) or UNKNOWN; local reportText = loc.REG_REPORT_PLAYER_OPEN_URL_160:format(characterID); if context.profile.time then local DATE_FORMAT = "%Y-%m-%d around %H:%M"; reportText = reportText .. "\n\n" .. loc.REG_REPORT_PLAYER_TEMPLATE_DATE:format(date(DATE_FORMAT, context.profile.time)); end Ellyb.Popups:OpenURL("https://battle.net/support/help/product/wow/197/1501/solution", reportText); end) Ellyb.Tooltips.getTooltip(TRP3_ProfileReportButton):SetTitle(loc.REG_REPORT_PLAYER_PROFILE) createTabBar(); end local function showRPIO() return seriousDay and getConfigValue("rp_io"); end TRP3_API.register.showRPIO = showRPIO;
local UserSettings = {} local HttpService = game:GetService("HttpService") local Network = game.ReplicatedStorage.Network UserSettings.Store = {} UserSettings.Settings = {} function UserSettings.parseJSON(player, data) local settings = HttpService:JSONDecode(data) UserSettings.Store[player] = settings end function UserSettings.getUserSettings(player) return UserSettings.Store[player] end function UserSettings.defineLocalSettings(settings) UserSettings.Settings = settings end function UserSettings.pushLocalUpdate() Network.SettingsUpdate:FireServer(UserSettings.Settings) end function UserSettings.shouldShowDevelopmentWarning() return UserSettings.Settings.ShowDevelopmentWarning end function UserSettings.dontShowDeveloptmentWarning() UserSettings.Settings.ShowDevelopmentWarning = false UserSettings.pushLocalUpdate() end function UserSettings.hasDoneTutorial() return UserSettings.Settings.DismissedTutorial end function UserSettings.finishedTutorial() UserSettings.Settings.DismissedTutorial = true UserSettings.pushLocalUpdate() end return UserSettings
if nil ~= require then require "fritomod/OOP-Class"; require "fritomod/ListenerList"; end; local MouseWheelListener = OOP.Class("MouseWheelListener", ListenerList); function MouseWheelListener:Constructor(frame) MouseWheelListener.super.Constructor(self, "MouseWheel listener"); self.frame = frame; self:AddInstaller(frame, "EnableMouseWheel", true); self:AddInstaller(Callbacks.Script, self.frame, "OnMouseWheel", self, "Fire"); end; Callbacks = Callbacks or {}; local MOUSE_WHEEL_LISTENER="__MouseWheelListener"; function Callbacks.MouseWheel(frame, func, ...) frame = Frames.AsRegion(frame); assert(frame.EnableMouseWheel, "Frame must support mouse wheel events"); func=Curry(func, ...); if not frame[MOUSE_WHEEL_LISTENER] then frame[MOUSE_WHEEL_LISTENER] = MouseWheelListener:New(frame); end; return frame[MOUSE_WHEEL_LISTENER]:Add(func); end;
require "nn" --[[ Spatial Pyramid Pooling layer. Applies a Max Pooling operation at different window sizes and strides, and then concatenates together all the outputs. The advantage is that the output size is the same regardless of the input size. Example: VGG16 last convolutional feature maps have shape Nx512x14x14. By using a 4-levels Spatial Pyramid Pooling with levels 4x4, 3x3, 2x2, 1x1 The output will have shape N x 15360, where 15360 = (4*4*512) + (3*3*512) + (2*2*512) + 512. This remains true also in the case of feature maps different from 14x14. ]]-- local SpatialPyramidPooling, Parent = torch.class('nn.SpatialPyramidPooling', 'nn.Concat') function SpatialPyramidPooling:__init(...) --[[ Parameters ---------- levels : tables Ex: SpatialPyramidPooling({4, 4}, {3, 3}) for a pyramid with two levels: 4x4 and 3x3 ]]-- Parent.__init(self, 2) local args = {...} for k, v in ipairs(args) do Parent.add(self, nn.Sequential() :add(nn.SpatialAdaptiveMaxPooling(v[1], v[2])) :add(nn.View(-1):setNumInputDims(3)) :add(nn.Contiguous())) end end function SpatialPyramidPooling:updateOutput(input) --[[ Parameters ---------- input : 3D or 4D Tensor Convolutional feature maps Returns ------- 3D or 4D Tensor Spatial Pyramid Pooling operation output ]]-- return Parent.updateOutput(self, input) end function SpatialPyramidPooling:updateGradInput(input, gradOutput) --[[ Parameters ---------- input : 2D fully-connected features (num_samples x num_features) gradOutput : gradient wrt to module's output. ]]-- return Parent.updateGradInput(self, input, gradOutput) end
require('settings') require('mappings') require('packer-config') require('colorschemes-config.catppuccin') require('nvim-treesitter-config') require('nvim-tree-config') require('lsp-config.language-servers') require('lsp-config.nvim-cmp') require('statusline-config.lualine') require('telescope-config') require('barbar-config') require('run-config.code_runner') require('run-config.debugger') require('neoscroll-config')
vim.cmd([[ autocmd BufNewFile,BufRead *.py noremap <F5> :!python3 % ; echo "" ; read<enter> autocmd BufNewFile,BufRead *.rb noremap <F5> :!ruby % ; echo "" ; read<enter> autocmd BufNewFile,BufRead *.lisp noremap <F5> :!clisp % ; echo "" ; read<enter> autocmd BufNewFile,BufRead *.cpp noremap <F5> :!fname=$(mktemp); g++ % -o $fname; echo ""; $fname; rm $fname ; read<enter> autocmd BufNewFile,BufRead *.tex noremap <F5> :!pdflatex % ; pdflatex %; read<enter> autocmd BufNewFile,BufRead *.hs noremap <F5> :!ghc %; echo "" ; ./%:r; rm %:r; echo ""; read<enter> autocmd BufNewFile,BufRead *.cs noremap <F5> :!dotnet run ; read<enter> autocmd BufNewFile,BufRead *.sh noremap <F5> :!./% ; echo "" ; read<enter> autocmd BufNewFile,BufRead *.pl noremap <F5> :!perl -w % ; echo "" ; read<enter> "autocmd BufNewFile,BufRead *.cr noremap <F5> :!shards build%; ../bin/main; echo ""; read<enter> autocmd BufNewFile,BufRead *.cr noremap <F5> :!crystal r --no-color % ; echo ""; read<enter> autocmd BufNewFile,BufRead *.rs noremap <F5> :!cargo run ; read<enter> autocmd BufNewFile,BufRead *.rs noremap <F6> :!fname=$(mktemp); rustc % -o $fname; echo ""; $fname; rm $fname; read<enter> autocmd BufNewFile,BufRead *.rs noremap <F8> :!cargo clippy --fix; read<enter> autocmd BufNewFile,BufRead *.nim noremap <F5> :!nimble dev ; echo ""; read<enter> autocmd BufNewFile,BufRead *.nim noremap <F6> :!nimble run ; echo ""; read<enter> autocmd BufNewFile,BufRead *.nim noremap <F7> :!nim r % ; echo ""; read<enter> autocmd BufNewFile,BufRead *.go noremap <F5> :!go run . ; echo ""; read<enter> autocmd BufNewFile,BufRead *.go noremap <F6> :!go run % ; echo ""; read<enter> autocmd BufNewFile,BufRead *.js noremap <F5> :!node % ; echo ""; read<enter> autocmd BufNewFile,BufRead *.js noremap <F6> :!npm run dev % ; echo ""; read<enter> autocmd BufNewFile,BufRead *.gd nnoremap <buffer> <F4> :GodotRunLast<CR> autocmd BufNewFile,BufRead *.gd nnoremap <buffer> <F5> :GodotRun<CR> autocmd BufNewFile,BufRead *.gd nnoremap <buffer> <F6> :GodotRunCurrent<CR> autocmd BufNewFile,BufRead *.gd nnoremap <buffer> <F7> :GodotRunFZF<CR> " Only for rust development autocmd BufNewFile,BufRead *.html noremap <F5> :!cargo run ; echo ""; read<enter> autocmd BufNewFile,BufRead *.css noremap <F5> :!cargo run ; echo ""; read<enter> ]])
-------------------------------------------------------------------------------- -- Module Declaration -- local mod, CL = BigWigs:NewBoss("Houndmaster Braun", 1001, 660) if not mod then return end mod:RegisterEnableMob(59303) -------------------------------------------------------------------------------- -- Locals -- local nextCallDogs = 90 -------------------------------------------------------------------------------- -- Initialization -- function mod:GetOptions() return { -5611, -- Bloody Rage 114259, -- Call Dog } end function mod:OnBossEnable() self:Log("SPELL_AURA_APPLIED", "BloodyRage", 116140) self:Log("SPELL_CAST_SUCCESS", "CallDog", 114259) self:RegisterEvent("INSTANCE_ENCOUNTER_ENGAGE_UNIT", "CheckBossStatus") self:Death("Win", 59303) end function mod:OnEngage() self:RegisterUnitEvent("UNIT_HEALTH_FREQUENT", "RageWarn", "boss1") nextCallDogs = 90 end -------------------------------------------------------------------------------- -- Event Handlers -- function mod:CallDog(args) self:Message(args.spellId, "orange", "Alert", CL.percent:format(nextCallDogs, args.spellName)) nextCallDogs = nextCallDogs - 10 end function mod:BloodyRage(args) self:Message(-5611, "yellow", "Alert", CL.percent:format(50, args.spellName), args.spellId) end function mod:RageWarn(event, unitId) local hp = UnitHealth(unitId) / UnitHealthMax(unitId) * 100 if hp < 55 then self:UnregisterUnitEvent(event, unitId) self:Message(-5611, "green", "Info", CL["soon"]:format(self:SpellName(116140)), false) -- Bloody Rage end end
require 'image' dir = require 'pl.dir' trainLoader = {} local alphabet = "abcdefghijklmnopqrstuvwxyz0123456789-,;.!?:'\"/\\|_@#$%^&*~`+-=<>()[]{} " local dict = {} for i = 1,#alphabet do dict[alphabet:sub(i,i)] = i end ivocab = {} for k,v in pairs(dict) do ivocab[v] = k end alphabet_size = #alphabet function decode(txt) local str = '' for w_ix = 1,txt:size(1) do local ch_ix = txt[w_ix] local ch = ivocab[ch_ix] if (ch ~= nil) then str = str .. ch end end return str end function trainLoader:decode2(txt) local str = '' _, ch_ixs = txt:max(2) for w_ix = 1,txt:size(1) do local ch_ix = ch_ixs[{w_ix,1}] local ch = ivocab[ch_ix] if (ch ~= nil) then str = str .. ch end end return str end trainLoader.alphabet = alphabet trainLoader.alphabet_size = alphabet_size trainLoader.dict = dict trainLoader.ivocab = ivocab trainLoader.decode = decoder local files = {} local size = 0 cur_files = dir.getfiles(opt.data_root) size = size + #cur_files -------------------------------------------------------------------------------------------- local loadSize = {3, opt.loadSize} local sampleSize = {3, opt.fineSize} local function loadImage(path) local input = image.load(path, 3, 'float') input = image.scale(input, loadSize[2], loadSize[2]) return input end -- function to load the image, jitter it appropriately (random crops etc.) local trainHook = function(path) collectgarbage() local input = loadImage(path) if opt.no_aug == 1 then return image.scale(input, sampleSize[2], sampleSize[2]) end local iW = input:size(3) local iH = input:size(2) -- do random crop local oW = sampleSize[2]; local oH = sampleSize[2] local h1 = math.ceil(torch.uniform(1e-2, iH-oH)) local w1 = math.ceil(torch.uniform(1e-2, iW-oW)) local out = image.crop(input, w1, h1, w1 + oW, h1 + oH) assert(out:size(2) == oW) assert(out:size(3) == oH) -- do hflip with probability 0.5 if torch.uniform() > 0.5 then out = image.hflip(out); end -- rotation if opt.rot_aug then local randRot = torch.rand(1)*0.16-0.08 out = image.rotate(out, randRot:float()[1], 'bilinear') end out:mul(2):add(-1) -- make it [0, 1] -> [-1, 1] return out end function try(f, catch_f) local status, exception = pcall(f) if not status then catch_f(exception) end end function trainLoader:sample(quantity) local ix_file1 = torch.Tensor(quantity) local ix_file2 = torch.Tensor(quantity) for n = 1, quantity do local samples = torch.randperm(#cur_files):narrow(1,1,2) local file_ix1 = samples[1] local file_ix2 = samples[2] ix_file1[n] = file_ix1 ix_file2[n] = file_ix2 end local data_img1 = torch.zeros(quantity, sampleSize[1], sampleSize[2], sampleSize[2]) -- real local data_img2 = torch.zeros(quantity, sampleSize[1], sampleSize[2], sampleSize[2]) -- mismatch local data_txt1 = torch.zeros(quantity, opt.txtSize) -- real for n = 1, quantity do -- robust loading of files. local loaded = false local info1, info2 while not loaded do try(function() local t7file1 = cur_files[ix_file1[n]] info1 = torch.load(t7file1) local t7file2 = cur_files[ix_file2[n]] info2 = torch.load(t7file2) loaded = true end, function (e) print(e) print(cur_files[ix_file1[n]]) print(cur_files[ix_file2[n]]) local samples = torch.randperm(#cur_files):narrow(1,1,2) local file_ix1 = samples[1] local file_ix2 = samples[2] ix_file1[n] = file_ix1 ix_file2[n] = file_ix2 end) end local img_file1 = opt.img_dir .. '/' .. info1.img local img1 = trainHook(img_file1) local img_file2 = opt.img_dir .. '/' .. info2.img local img2 = trainHook(img_file2) local txt_sample = torch.randperm(info1.txt:size(1)) local ix_txt1 = txt_sample[1] -- real text --data_txt1[n]:copy(info1.txt[ix_txt1]) local txt_sample = torch.randperm(info1.txt:size(1)) for k = 1,opt.numCaption do local ix_txt = txt_sample[k] data_txt1[n]:add(info1.txt[ix_txt]:double()) end data_txt1[n]:mul(1.0/opt.numCaption) -- real image data_img1[n]:copy(img1) -- mis-match image data_img2[n]:copy(img2) end collectgarbage(); collectgarbage() return data_img1, data_img2, data_txt1 end function trainLoader:size() return size end
-- will hold the currently playing sources local sources = {} -- check for sources that finished playing and remove them -- add to love.update function love.audio.update() local remove = {} for _, s in pairs(sources) do if not s:isPlaying() then remove[#remove + 1] = s end end for _, s in ipairs(remove) do sources[s] = nil end end -- overwrite love.audio.play to create and register source if needed local play = love.audio.play function love.audio.play(what, how, loop, volume) local src = what if type(what) ~= "userdata" or not what:typeOf("Source") then src = love.audio.newSource(what, how) src:setLooping(loop or false) src:setVolume(volume or 1) end play(src) sources[src] = src return src end -- stops a source local stop = love.audio.stop function love.audio.stop(src) if not src then return end stop(src) sources[src] = nil end
-------------------------------- -- @module ParticleSystem3D -- @extend Node,BlendProtocol -- @parent_module cc -------------------------------- -- remove affector by index -- @function [parent=#ParticleSystem3D] removeAffector -- @param self -- @param #int index -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- resume particle -- @function [parent=#ParticleSystem3D] resumeParticleSystem -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- remove all particle affector -- @function [parent=#ParticleSystem3D] removeAllAffector -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- add particle affector -- @function [parent=#ParticleSystem3D] addAffector -- @param self -- @param #cc.Particle3DAffector affector -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- particle system play control -- @function [parent=#ParticleSystem3D] startParticleSystem -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- is enabled -- @function [parent=#ParticleSystem3D] isEnabled -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- set emitter for particle system, can set your own particle emitter -- @function [parent=#ParticleSystem3D] setEmitter -- @param self -- @param #cc.Particle3DEmitter emitter -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- -- @function [parent=#ParticleSystem3D] isKeepLocal -- @param self -- @return bool#bool ret (return value: bool) -------------------------------- -- Enables or disables the system. -- @function [parent=#ParticleSystem3D] setEnabled -- @param self -- @param #bool enabled -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- get particle quota -- @function [parent=#ParticleSystem3D] getParticleQuota -- @param self -- @return unsigned int#unsigned int ret (return value: unsigned int) -------------------------------- -- override function -- @function [parent=#ParticleSystem3D] getBlendFunc -- @param self -- @return BlendFunc#BlendFunc ret (return value: cc.BlendFunc) -------------------------------- -- pause particle -- @function [parent=#ParticleSystem3D] pauseParticleSystem -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- get particle playing state -- @function [parent=#ParticleSystem3D] getState -- @param self -- @return int#int ret (return value: int) -------------------------------- -- get alive particles count -- @function [parent=#ParticleSystem3D] getAliveParticleCount -- @param self -- @return int#int ret (return value: int) -------------------------------- -- set particle quota -- @function [parent=#ParticleSystem3D] setParticleQuota -- @param self -- @param #unsigned int quota -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- override function -- @function [parent=#ParticleSystem3D] setBlendFunc -- @param self -- @param #cc.BlendFunc blendFunc -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- set particle render, can set your own particle render -- @function [parent=#ParticleSystem3D] setRender -- @param self -- @param #cc.Particle3DRender render -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- stop particle -- @function [parent=#ParticleSystem3D] stopParticleSystem -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- -- @function [parent=#ParticleSystem3D] setKeepLocal -- @param self -- @param #bool keepLocal -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- override function -- @function [parent=#ParticleSystem3D] draw -- @param self -- @param #cc.Renderer renderer -- @param #mat4_table transform -- @param #unsigned int flags -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- override function -- @function [parent=#ParticleSystem3D] update -- @param self -- @param #float delta -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) -------------------------------- -- -- @function [parent=#ParticleSystem3D] ParticleSystem3D -- @param self -- @return ParticleSystem3D#ParticleSystem3D self (return value: cc.ParticleSystem3D) return nil
--[[ local oldUpdate = GUIScoreboard.Update function GUIScoreboard:Update(deltaTime) oldUpdate(self, deltaTime) local vis = self.visible and not self.hiddenOverride if vis then local gameTime = PlayerUI_GetGameLengthTime() local minutes = math.floor( gameTime / 60 ) local seconds = math.floor( gameTime - minutes * 60 ) local serverName = Client.GetServerIsHidden() and "Hidden" or Client.GetConnectedServerName() local gameTimeText = serverName .. " (Marine versus Marine) | mvm_" .. Shared.GetMapName() .. string.format( " - %d:%02d", minutes, seconds) self.gameTime:SetText(gameTimeText) end end ]]--
-- globalized reference for hurting the player function hurt_player(player, damage) digest_hurt(player, damage) end -- globalized reference for healing the player function heal_player(player, regen) digest_heal(player, regen) end -- globalized reference for hunger (adder and subtractor) function raise_hunger(player, hunger_amount) digest_stat_addition(player, "hunger", hunger_amount) end function lower_hunger(player, hunger_amount) digest_stat_subtraction(player, "hunger", hunger_amount) end -- globalized reference for thirst (adder and subtractor) function raise_thirst(player, thirst_amount) digest_stat_addition(player, "thirst", thirst_amount) end function lower_thirst(player, thirst_amount) digest_stat_subtraction(player, "thirst", thirst_amount) end -- globalized reference for exhaustion (adder and subtractor) function raise_exhaustion(player, exhaustion_amount) digest_stat_addition(player, "exhaustion", exhaustion_amount) end function lower_exhaustion(player, exhaustion_amount) digest_stat_subtraction(player, "exhaustion", exhaustion_amount) end -- globalized reference for panic (adder and subtractor) function raise_panic(player, panic_amount) digest_stat_addition(player, "panic", panic_amount) end function lower_panic(player, panic_amount) digest_stat_subtraction(player, "panic", panic_amount) end -- globalized reference for infection (adder and subtractor) function raise_infection(player, infection_amount) digest_stat_addition(player, "infection", infection_amount) end function lower_infection(player, infection_amount) digest_stat_subtraction(player, "infection", infection_amount) end -- globalized reference for sadness (adder and subtractor) function raise_sadness(player, sadness_amount) digest_stat_addition(player, "sadness", sadness_amount) end function lower_sadness(player, sadness_amount) digest_stat_subtraction(player, "sadness", sadness_amount) end -- globalized reference for strength (adder and subtractor) function raise_strength(player, strength_amount) digest_stat_addition(player, "strength", strength_amount) end function lower_strength(player, strength_amount) digest_stat_subtraction(player, "strength", strength_amount) end -- globalized reference for fitness (adder and subtractor) function raise_fitness(player, fitness_amount) digest_stat_addition(player, "fitness", fitness_amount) end function lower_fitness(player, fitness_amount) digest_stat_subtraction(player, "fitness", fitness_amount) end
-- Creator: -- AltiV, September 5th, 2019 LinkLuaModifier("modifier_imba_windranger_shackle_shot", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_powershot", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_powershot_scattershot", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_powershot_overstretch", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_windrun", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_windrun_handler", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_windrun_slow", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_windrun_invis", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_advancement", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_generic_motion_controller", "components/modifiers/generic/modifier_generic_motion_controller", LUA_MODIFIER_MOTION_BOTH) LinkLuaModifier("modifier_imba_windranger_focusfire_vanilla_enhancer", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_imba_windranger_focusfire", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) imba_windranger_shackleshot = class({}) modifier_imba_windranger_shackle_shot = class({}) imba_windranger_powershot = class({}) modifier_imba_windranger_powershot = class({}) modifier_imba_windranger_powershot_scattershot = class({}) modifier_imba_windranger_powershot_overstretch = class({}) imba_windranger_windrun = class({}) modifier_imba_windranger_windrun_handler = class({}) modifier_imba_windranger_windrun = class({}) modifier_imba_windranger_windrun_slow = class({}) modifier_imba_windranger_windrun_invis = class({}) imba_windranger_advancement = class({}) modifier_imba_windranger_advancement = class({}) imba_windranger_focusfire_vanilla_enhancer = class({}) modifier_imba_windranger_focusfire_vanilla_enhancer = class({}) imba_windranger_focusfire = class({}) modifier_imba_windranger_focusfire = class({}) --------------------------------- -- IMBA_WINDRANGER_SHACKLESHOT -- --------------------------------- function imba_windranger_shackleshot:GetBehavior() return self.BaseClass.GetBehavior(self) + DOTA_ABILITY_BEHAVIOR_AUTOCAST end function imba_windranger_shackleshot:GetCooldown(level) return self.BaseClass.GetCooldown(self, level) - self:GetCaster():FindTalentValue("special_bonus_imba_windranger_shackle_shot_cooldown") end -- Splinter Sister IMBAfication will be an "opt-out" add-on function imba_windranger_shackleshot:OnUpgrade() if self:GetLevel() == 1 then self:ToggleAutoCast() end end function imba_windranger_shackleshot:OnSpellStart() local target = self:GetCursorTarget() self:GetCaster():EmitSound("Hero_Windrunner.ShackleshotCast") -- IMBAfication: Natural Slinger -- Rough check to assume a tree was targeted, since CutDown doesn't work with "artificial" trees if target:GetName() == "" then local temp_thinker = CreateModifierThinker(self:GetCaster(), self, nil, {duration = 0.1}, target:GetAbsOrigin(), self:GetCaster():GetTeamNumber(), false) ProjectileManager:CreateTrackingProjectile({ Target = temp_thinker, Source = self:GetCaster(), Ability = self, EffectName = "particles/units/heroes/hero_windrunner/windrunner_shackleshot.vpcf", iMoveSpeed = self:GetSpecialValueFor("arrow_speed"), bDodgeable = true, ExtraData = { location_x = self:GetCaster():GetAbsOrigin().x, location_y = self:GetCaster():GetAbsOrigin().y, location_z = self:GetCaster():GetAbsOrigin().z, } }) else ProjectileManager:CreateTrackingProjectile({ Target = target, Source = self:GetCaster(), Ability = self, EffectName = "particles/units/heroes/hero_windrunner/windrunner_shackleshot.vpcf", iMoveSpeed = self:GetSpecialValueFor("arrow_speed"), bDodgeable = true, ExtraData = { location_x = self:GetCaster():GetAbsOrigin().x, location_y = self:GetCaster():GetAbsOrigin().y, location_z = self:GetCaster():GetAbsOrigin().z, } }) end end -- This helper function looks for valid targets function imba_windranger_shackleshot:SearchForShackleTarget(target, target_angle, ignore_list, target_count) local shackleTarget = nil -- "Shackleshot always prioritizes units over trees as a secondary target." -- Check for units first local enemies = FindUnitsInRadius(self:GetCaster():GetTeamNumber(), target:GetAbsOrigin(), nil, self:GetSpecialValueFor("shackle_distance"), DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, 0, FIND_FARTHEST, false) for _, enemy in pairs(enemies) do if enemy ~= target and not ignore_list[enemy] and math.abs(AngleDiff(target_angle, VectorToAngles(enemy:GetAbsOrigin() - target:GetAbsOrigin()).y)) <= self:GetSpecialValueFor("shackle_angle") then shackleTarget = enemy target:EmitSound("Hero_Windrunner.ShackleshotBind") enemy:EmitSound("Hero_Windrunner.ShackleshotBind") local shackleshot_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_windrunner/windrunner_shackleshot_pair.vpcf", PATTACH_POINT_FOLLOW, target) ParticleManager:SetParticleControlEnt(shackleshot_particle, 1, enemy, PATTACH_ABSORIGIN_FOLLOW, "attach_hitloc", enemy:GetAbsOrigin(), true) ParticleManager:SetParticleControl(shackleshot_particle, 2, Vector(self:GetTalentSpecialValueFor("stun_duration"), 0, 0)) if target.AddNewModifier then local target_modifier = target:AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_shackle_shot", {duration = self:GetTalentSpecialValueFor("stun_duration")}) if target_modifier then target_modifier:AddParticle(shackleshot_particle, false, false, -1, false, false) target_modifier:SetDuration(self:GetTalentSpecialValueFor("stun_duration") * (1 - target:GetStatusResistance()), true) end end if enemy.AddNewModifier then local enemy_shackleshot_modifier = enemy:AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_shackle_shot", {duration = self:GetTalentSpecialValueFor("stun_duration")}) if enemy_shackleshot_modifier then enemy_shackleshot_modifier:SetDuration(self:GetTalentSpecialValueFor("stun_duration") * (1 - enemy:GetStatusResistance()), true) end end break end end -- Then check trees (don't let this bounce from tree to tree I guess) if not shackleTarget and target:GetName() ~= "npc_dota_thinker" then local trees = GridNav:GetAllTreesAroundPoint(target:GetAbsOrigin(), self:GetSpecialValueFor("shackle_distance"), false) for _, tree in pairs(trees) do if not ignore_list[enemy] and math.abs(AngleDiff(target_angle, VectorToAngles(tree:GetAbsOrigin() - target:GetAbsOrigin()).y)) <= self:GetSpecialValueFor("shackle_angle") then shackleTarget = tree if target.AddNewModifier then local shackleshot_tree_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_windrunner/windrunner_shackleshot_pair.vpcf", PATTACH_POINT_FOLLOW, target) ParticleManager:SetParticleControl(shackleshot_tree_particle, 1, tree:GetAbsOrigin()) ParticleManager:SetParticleControl(shackleshot_tree_particle, 2, Vector(self:GetTalentSpecialValueFor("stun_duration"), 0, 0)) local target_modifier = target:AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_shackle_shot", {duration = self:GetTalentSpecialValueFor("stun_duration")}) if target_modifier then target_modifier:AddParticle(shackleshot_tree_particle, false, false, -1, false, false) target_modifier:SetDuration(self:GetTalentSpecialValueFor("stun_duration") * (1 - target:GetStatusResistance()), true) end end break end end end if not shackleTarget then local shackleshot_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_windrunner/windrunner_shackleshot_single.vpcf", PATTACH_ABSORIGIN, target) ParticleManager:ReleaseParticleIndex(shackleshot_particle) end return shackleTarget end function imba_windranger_shackleshot:OnProjectileHit_ExtraData(target, location, ExtraData) if not ExtraData.bSplinterSister or ExtraData.bSplinterSister ~= 1 then if not target or (target.IsMagicImmune and target:IsMagicImmune()) or (target.TriggerSpellAbsorb and target:TriggerSpellAbsorb(self)) then return end -- Initialize table to hold the shackled targets (so a unit doesn't somehow get shackled more than once by the cast) local shackled_targets = {} target:EmitSound("Hero_Windrunner.ShackleshotStun") -- The next_target variable will be fed the targets through the self:SearchForShackleTarget function local next_target = target -- Check for up to shackle_count units for targets = 0, self:GetSpecialValueFor("shackle_count") do -- If a target was found, keep going for up to shackle_count hits if next_target then next_target = self:SearchForShackleTarget(next_target, VectorToAngles(next_target:GetAbsOrigin() - Vector(ExtraData.location_x, ExtraData.location_y, ExtraData.location_z)).y, shackled_targets, targets) if next_target then shackled_targets[next_target] = true if targets == 0 and self:GetCaster():GetName() == "npc_dota_hero_windrunner" and RollPercentage(35) then if not self.responses then self.responses = { "windrunner_wind_ability_shackleshot_05", "windrunner_wind_ability_shackleshot_06", "windrunner_wind_ability_shackleshot_07", } end self:GetCaster():EmitSound(self.responses[RandomInt(1, #self.responses)]) end -- targets == 0 represents the unit that was originally targeted; if there's no unit behind them just apply the fail stun and that's it elseif targets == 0 then local stun_modifier = target:AddNewModifier(self:GetCaster(), self, "modifier_stunned", {duration = self:GetSpecialValueFor("fail_stun_duration")}) if stun_modifier then local shackleshot_particle = ParticleManager:CreateParticle("particles/units/heroes/hero_windrunner/windrunner_shackleshot_single.vpcf", PATTACH_ABSORIGIN, target) -- TODO: Figure out how this particle is oriented? ParticleManager:SetParticleControlForward(shackleshot_particle, 2, Vector(ExtraData.location_x, ExtraData.location_y, ExtraData.location_z):Normalized()) stun_modifier:SetDuration(self:GetSpecialValueFor("fail_stun_duration") * (1 - target:GetStatusResistance()), true) stun_modifier:AddParticle(shackleshot_particle, false, false, -1, false, false) end end -- If no target was found to latch to, stop the for-loop else break end end -- IMBAfication: Spliter Sister elseif target then EmitSoundOnLocationWithCaster(target:GetAbsOrigin(), "Hero_Windrunner.ProjectileImpact", self:GetCaster()) self:GetCaster():PerformAttack(target, true, true, true, true, false, false, false) end end ------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_SHACKLE_SHOT -- ------------------------------------------- function modifier_imba_windranger_shackle_shot:CheckState() return {[MODIFIER_STATE_STUNNED] = true} end function modifier_imba_windranger_shackle_shot:DeclareFunctions() return {MODIFIER_PROPERTY_OVERRIDE_ANIMATION, MODIFIER_EVENT_ON_ATTACK_LANDED} end function modifier_imba_windranger_shackle_shot:GetOverrideAnimation() return ACT_DOTA_DISABLED end -- IMBAfication: Splinter Sister function modifier_imba_windranger_shackle_shot:OnAttackLanded(keys) if keys.attacker == self:GetCaster() and keys.target == self:GetParent() and not keys.no_attack_cooldown and self:GetAbility() and self:GetAbility():GetAutoCastState() then for _, enemy in pairs(FindUnitsInRadius(self:GetCaster():GetTeamNumber(), self:GetParent():GetAbsOrigin(), nil, self:GetCaster():Script_GetAttackRange(), DOTA_UNIT_TARGET_TEAM_ENEMY, DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, DOTA_UNIT_TARGET_FLAG_FOW_VISIBLE + DOTA_UNIT_TARGET_FLAG_NO_INVIS + DOTA_UNIT_TARGET_FLAG_NOT_ATTACK_IMMUNE, FIND_ANY_ORDER, false)) do if enemy ~= self:GetParent() and enemy:FindModifierByNameAndCaster("modifier_imba_windranger_shackle_shot", self:GetCaster()) and self:GetAbility() then EmitSoundOnLocationWithCaster(self:GetParent():GetAbsOrigin(), "Hero_Windrunner.Attack", self:GetCaster()) ProjectileManager:CreateTrackingProjectile({ Target = enemy, Source = self:GetParent(), Ability = self:GetAbility(), EffectName = self:GetCaster():GetRangedProjectileName() or "particles/units/heroes/hero_windrunner/windrunner_base_attack.vpcf", iMoveSpeed = self:GetCaster():GetProjectileSpeed() or 1250, bDrawsOnMinimap = false, bDodgeable = true, bIsAttack = true, -- Does this even do anything bVisibleToEnemies = true, bReplaceExisting = false, flExpireTime = GameRules:GetGameTime() + 10.0, bProvidesVision = false, ExtraData = {bSplinterSister = true} }) end end end end ------------------------------- -- IMBA_WINDRANGER_POWERSHOT -- ------------------------------- -- Not gonna do the voicelines for this one cause I'd need to track hero kills with the arrows and stuff and it's gonna get annoying function imba_windranger_powershot:GetBehavior() return self.BaseClass.GetBehavior(self) + DOTA_ABILITY_BEHAVIOR_AUTOCAST end function imba_windranger_powershot:GetIntrinsicModifierName() return "modifier_imba_windranger_powershot" end function imba_windranger_powershot:OnSpellStart() EmitSoundOnLocationForAllies(self:GetCaster():GetAbsOrigin(), "Ability.PowershotPull", self:GetCaster()) if not self.powershot_modifier or self.powershot_modifier:IsNull() then self.powershot_modifier = self:GetCaster():FindModifierByNameAndCaster("modifier_imba_windranger_powershot", self:GetCaster()) end -- TODO: REMOVE THIS WHEN DONE WITH EVERYTHING if self:GetCaster():HasAbility("imba_windranger_advancement") then self:GetCaster():FindAbilityByName("imba_windranger_advancement"):SetLevel(1) end if self:GetCaster():HasAbility("imba_windranger_focusfire_vanilla_enhancer") then self:GetCaster():FindAbilityByName("imba_windranger_focusfire_vanilla_enhancer"):SetLevel(1) end end function imba_windranger_powershot:OnChannelThink(flInterval) self.powershot_modifier:SetStackCount(math.min((GameRules:GetGameTime() - self:GetChannelStartTime()) * 100, 100)) end function imba_windranger_powershot:OnChannelFinish(bInterrupted) -- Preventing projectiles getting stuck in one spot due to potential 0 length vector if self:GetCursorPosition() == self:GetCaster():GetAbsOrigin() then self:GetCaster():SetCursorPosition(self:GetCursorPosition() + self:GetCaster():GetForwardVector()) end if self.powershot_modifier then self.powershot_modifier:SetStackCount(0) end if bInterrupted or not self:GetAutoCastState() then local channel_pct = (GameRules:GetGameTime() - self:GetChannelStartTime()) / self:GetChannelTime() if channel_pct < self:GetSpecialValueFor("scattershot_min") * 0.01 or channel_pct > self:GetSpecialValueFor("scattershot_max") * 0.01 then self:FirePowershot(channel_pct) else self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_powershot_scattershot", { duration = self:GetSpecialValueFor("scattershot_interval") * (self:GetSpecialValueFor("scattershot_shots") - 1), channel_pct = channel_pct, cursor_pos_x = self:GetCursorPosition().x, cursor_pos_y = self:GetCursorPosition().y, cursor_pos_z = self:GetCursorPosition().z }) end else self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_powershot_overstretch", {}) end end function imba_windranger_powershot:FirePowershot(channel_pct, overstretch_bonus) -- This "dummy" literally only exists to attach the gush travel sound to local powershot_dummy = CreateModifierThinker(self:GetCaster(), self, nil, {}, self:GetCaster():GetAbsOrigin(), self:GetCaster():GetTeamNumber(), false) powershot_dummy:EmitSound("Ability.Powershot") -- Keep track of how many units the Powershot will hit to calculate damage reductions powershot_dummy.units_hit = 0 local powershot_particle = "particles/units/heroes/hero_windrunner/windrunner_spell_powershot.vpcf" -- IMBAfication: Godshot if channel_pct >= self:GetSpecialValueFor("godshot_min") * 0.01 and channel_pct <= self:GetSpecialValueFor("godshot_max") * 0.01 then powershot_particle = "particles/units/heroes/hero_windrunner/windrunner_spell_powershot_godshot.vpcf" powershot_dummy:EmitSound("Hero_Windranger.Powershot_Godshot") end self:GetCaster():StartGesture(ACT_DOTA_OVERRIDE_ABILITY_2) -- IMBAfication: Overstretched if not overstretch_bonus then overstretch_bonus = 0 end ProjectileManager:CreateLinearProjectile({ Source = self:GetCaster(), Ability = self, vSpawnOrigin = self:GetCaster():GetAbsOrigin(), iUnitTargetTeam = DOTA_UNIT_TARGET_TEAM_ENEMY, iUnitTargetFlags = DOTA_UNIT_TARGET_FLAG_NONE, iUnitTargetType = DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC, EffectName = powershot_particle, fDistance = self:GetSpecialValueFor("arrow_range") + overstretch_bonus + self:GetCaster():GetCastRangeBonus(), fStartRadius = self:GetSpecialValueFor("arrow_width"), fEndRadius = self:GetSpecialValueFor("arrow_width"), vVelocity = (self:GetCursorPosition() - self:GetCaster():GetAbsOrigin()):Normalized() * self:GetSpecialValueFor("arrow_speed") * Vector(1, 1, 0), bProvidesVision = true, iVisionRadius = self:GetSpecialValueFor("vision_radius"), iVisionTeamNumber = self:GetCaster():GetTeamNumber(), ExtraData = { dummy_index = powershot_dummy:entindex(), channel_pct = channel_pct * 100 } }) end function imba_windranger_powershot:OnProjectileThink_ExtraData(location, data) if data.dummy_index then EntIndexToHScript(data.dummy_index):SetAbsOrigin(location) end GridNav:DestroyTreesAroundPoint(location, 75, true) end function imba_windranger_powershot:OnProjectileHit_ExtraData(target, location, data) if target and data.dummy_index and EntIndexToHScript(data.dummy_index) and not EntIndexToHScript(data.dummy_index):IsNull() and EntIndexToHScript(data.dummy_index).units_hit then EmitSoundOnLocationWithCaster(location, "Hero_Windrunner.PowershotDamage", self:GetCaster()) local damage = self:GetTalentSpecialValueFor("powershot_damage") * data.channel_pct * 0.01 * ((100 - self:GetSpecialValueFor("damage_reduction")) * 0.01) ^ EntIndexToHScript(data.dummy_index).units_hit local damage_type = self:GetAbilityDamageType() -- IMBAfication: Godshot if data.channel_pct >= self:GetSpecialValueFor("godshot_min") and data.channel_pct <= self:GetSpecialValueFor("godshot_max") then damage = self:GetTalentSpecialValueFor("powershot_damage") * self:GetSpecialValueFor("godshot_damage_pct") * 0.01 damage_type = DAMAGE_TYPE_PURE local stun_modifier = target:AddNewModifier(self:GetCaster(), self, "modifier_stunned", {duration = self:GetSpecialValueFor("godshot_stun_duration")}) if stun_modifier then stun_modifier:SetDuration(self:GetSpecialValueFor("godshot_stun_duration") * (1 - target:GetStatusResistance()), true) end -- IMBAfication: Scattershot elseif data.channel_pct >= self:GetSpecialValueFor("scattershot_min") and data.channel_pct <= self:GetSpecialValueFor("scattershot_max") then damage = self:GetTalentSpecialValueFor("powershot_damage") * self:GetSpecialValueFor("scattershot_damage_pct") * 0.01 * ((100 - self:GetSpecialValueFor("damage_reduction")) * 0.01) ^ EntIndexToHScript(data.dummy_index).units_hit end ApplyDamage({ victim = target, damage = damage, damage_type = damage_type, damage_flags = DOTA_DAMAGE_FLAG_NONE, attacker = self:GetCaster(), ability = self }) EntIndexToHScript(data.dummy_index).units_hit = EntIndexToHScript(data.dummy_index).units_hit + 1 elseif data.dummy_index then EntIndexToHScript(data.dummy_index):StopSound("Ability.Powershot") EntIndexToHScript(data.dummy_index):RemoveSelf() end end ---------------------------------------- -- MODIFIER_IMBA_WINDRANGER_POWERSHOT -- ---------------------------------------- function modifier_imba_windranger_powershot:IsHidden() return self:GetStackCount() <= 0 end ---------------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_POWERSHOT_SCATTERSHOT -- ---------------------------------------------------- function modifier_imba_windranger_powershot_scattershot:IsPurgable() return false end function modifier_imba_windranger_powershot_scattershot:OnCreated(params) if not IsServer() then return end self.channel_pct = params.channel_pct self.cursor_pos = Vector(params.cursor_pos_x, params.cursor_pos_y, params.cursor_pos_z) self.scattershot_interval = self:GetAbility():GetSpecialValueFor("scattershot_interval") self.scattershot_deviation = self:GetAbility():GetSpecialValueFor("scattershot_deviation") self:OnIntervalThink() self:StartIntervalThink(self.scattershot_interval) end function modifier_imba_windranger_powershot_scattershot:OnIntervalThink() if self:GetAbility() then self:GetParent():SetCursorPosition(RotatePosition(self:GetParent() :GetAbsOrigin(), QAngle(0, RandomInt(-self.scattershot_deviation, self.scattershot_deviation), 0), self.cursor_pos)) self:GetAbility():FirePowershot(self.channel_pct) end end ---------------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_POWERSHOT_OVERSTRETCH -- ---------------------------------------------------- -- TODO: Find a way to hold the powershot gesture if possible? function modifier_imba_windranger_powershot_overstretch:OnCreated() if self:GetAbility() then self.overstretch_bonus_range_per_second = self:GetAbility():GetSpecialValueFor("overstretch_bonus_range_per_second") else self.overstretch_bonus_range_per_second = 0 end if not IsServer() then return end self.destroy_orders = { [DOTA_UNIT_ORDER_STOP] = true, [DOTA_UNIT_ORDER_CONTINUE] = true, [DOTA_UNIT_ORDER_CAST_POSITION] = true, [DOTA_UNIT_ORDER_CAST_TARGET] = true, [DOTA_UNIT_ORDER_CAST_TARGET_TREE] = true, [DOTA_UNIT_ORDER_CAST_NO_TARGET] = true, [DOTA_UNIT_ORDER_CAST_TOGGLE] = true } self:GetParent():StartGesture(ACT_DOTA_CAST_ABILITY_2) self:StartIntervalThink(1) end function modifier_imba_windranger_powershot_overstretch:OnIntervalThink() self:GetParent():StartGesture(ACT_DOTA_CAST_ABILITY_2) self:IncrementStackCount() end function modifier_imba_windranger_powershot_overstretch:OnDestroy() if not IsServer() or not self:GetAbility() then return end self:GetParent():FadeGesture(ACT_DOTA_CAST_ABILITY_2) self:GetParent():SetCursorPosition(self:GetParent():GetAbsOrigin() + self:GetParent():GetForwardVector()) -- By logic this should be fully channeled already so 1 = 100% self:GetAbility():FirePowershot(1, self:GetStackCount() * self.overstretch_bonus_range_per_second) end function modifier_imba_windranger_powershot_overstretch:CheckState() return { [MODIFIER_STATE_ROOTED] = true, [MODIFIER_STATE_DISARMED] = true } end function modifier_imba_windranger_powershot_overstretch:DeclareFunctions() return {MODIFIER_EVENT_ON_ORDER} end function modifier_imba_windranger_powershot_overstretch:OnOrder(keys) if keys.unit == self:GetParent() and self.destroy_orders[keys.order_type] then self:Destroy() end end ----------------------------- -- IMBA_WINDRANGER_WINDRUN -- ----------------------------- function imba_windranger_windrun:GetIntrinsicModifierName() return "modifier_imba_windranger_windrun_handler" end -- function imba_windranger_windrun:OnInventoryContentsChanged() -- if self:GetCaster():HasScepter() and self:GetCaster():HasModifier("modifier_imba_windranger_windrun_handler") and not self:GetCaster():FindModifierByNameAndCaster("modifier_imba_windranger_windrun_handler", self:GetCaster()).initialized then -- self:GetCaster():FindModifierByNameAndCaster("modifier_imba_windranger_windrun_handler", self:GetCaster()).initialized = true -- self:GetCaster():FindModifierByNameAndCaster("modifier_imba_windranger_windrun_handler", self:GetCaster()):SetStackCount(self:GetSpecialValueFor("max_charges")) -- end -- end -- function imba_windranger_windrun:OnHeroCalculateStatBonus() -- self:OnInventoryContentsChanged() -- end function imba_windranger_windrun:GetCooldown(level) if not self:GetCaster():HasScepter() then return self.BaseClass.GetCooldown(self, level) else return 0 end end function imba_windranger_windrun:OnSpellStart() self:GetCaster():EmitSound("Ability.Windrun") if self:GetCaster():GetName() == "npc_dota_hero_windrunner" and RollPercentage(75) then if not self.responses then self.responses = { "windrunner_wind_spawn_04", "windrunner_wind_move_08", "windrunner_wind_move_10", } end -- This one doesn't work or something -- EmitSoundOnClient(self.responses[RandomInt(1, #self.responses)], self:GetCaster():GetPlayerOwner()) self:GetCaster():EmitSound(self.responses[RandomInt(1, #self.responses)]) end self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_windrun", {duration = self:GetSpecialValueFor("duration")}) if self:GetCaster():HasTalent("special_bonus_imba_windranger_windrun_invisibility") then self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_windrun_invis", {duration = self:GetSpecialValueFor("duration")}) end end ---------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_WINDRUN_HANDLER -- ---------------------------------------------- -- Largely copied from the modifier_generic_charges modifier but with changes to support scepter charge system only (also allows for its own tooltips cause I still can't do the modifier_imba_windranger_windrun_handler = modifier_generic_charges thing function modifier_imba_windranger_windrun_handler:IsHidden() return not self:GetCaster():HasScepter() end function modifier_imba_windranger_windrun_handler:DestroyOnExpire() return false end function modifier_imba_windranger_windrun_handler:OnCreated() if not IsServer() then return end -- Sphaget way of getting this working but it's hardcode (doesn't read the server-side value if RequiresScepter flag is on and scepter is not held) self:SetStackCount(math.max(self:GetAbility():GetSpecialValueFor("max_charges"), 2)) self:CalculateCharge() end function modifier_imba_windranger_windrun_handler:OnIntervalThink() self:IncrementStackCount() self:StartIntervalThink(-1) self:CalculateCharge() end function modifier_imba_windranger_windrun_handler:CalculateCharge() if self:GetStackCount() >= math.max(self:GetAbility():GetSpecialValueFor("max_charges"), 2) then self:SetDuration(-1, true) self:StartIntervalThink(-1) else if self:GetRemainingTime() <= 0.05 then self:StartIntervalThink(self:GetAbility():GetTalentSpecialValueFor("charge_restore_time") * self:GetParent():GetCooldownReduction()) self:SetDuration(self:GetAbility():GetTalentSpecialValueFor("charge_restore_time") * self:GetParent():GetCooldownReduction(), true) end if self:GetStackCount() == 0 then self:GetAbility():StartCooldown(self:GetRemainingTime()) else self:GetAbility():StartCooldown(0.25) end end end function modifier_imba_windranger_windrun_handler:DeclareFunctions() return {MODIFIER_EVENT_ON_ABILITY_FULLY_CAST} end function modifier_imba_windranger_windrun_handler:OnAbilityFullyCast(params) if params.unit ~= self:GetParent() or not self:GetParent():HasScepter() then return end if params.ability == self:GetAbility() then -- All this garbage is just to try and check for WTF mode to not expend charges and yet it's still bypassable local wtf_mode = true if not GameRules:IsCheatMode() then wtf_mode = false else for ability = 0, 24 - 1 do if self:GetParent():GetAbilityByIndex(ability) and self:GetParent():GetAbilityByIndex(ability):GetCooldownTimeRemaining() > 0 then wtf_mode = false break end end if wtf_mode ~= false then for item = 0, 15 do if self:GetParent():GetItemInSlot(item) and self:GetParent():GetItemInSlot(item):GetCooldownTimeRemaining() > 0 then wtf_mode = false break end end end end if wtf_mode == false then self:DecrementStackCount() self:CalculateCharge() end elseif params.ability:GetName() == "item_refresher" or params.ability:GetName() == "item_refresher_shard" then self:StartIntervalThink(-1) self:SetDuration(-1, true) self:SetStackCount(self:GetAbility():GetSpecialValueFor("max_charges")) end end -------------------------------------- -- MODIFIER_IMBA_WINDRANGER_WINDRUN -- -------------------------------------- function modifier_imba_windranger_windrun:GetEffectName() return "particles/units/heroes/hero_windrunner/windrunner_windrun.vpcf" end function modifier_imba_windranger_windrun:OnCreated() if self:GetAbility() then self.movespeed_bonus_pct = self:GetAbility():GetSpecialValueFor("movespeed_bonus_pct") self.evasion_pct_tooltip = self:GetAbility():GetSpecialValueFor("evasion_pct_tooltip") self.scepter_bonus_movement = self:GetAbility():GetSpecialValueFor("scepter_bonus_movement") self.radius = self:GetAbility():GetSpecialValueFor("radius") self.gale_enchantment_radius = self:GetAbility():GetSpecialValueFor("gale_enchantment_radius") self.gale_enchantment_duration = self:GetAbility():GetSpecialValueFor("gale_enchantment_duration") else self.movespeed_bonus_pct = 0 self.evasion_pct_tooltip = 0 self.scepter_bonus_movement = 0 self.radius = 0 self.gale_enchantment_radius = 0 self.gale_enchantment_duration = 0 end if not IsServer() then return end self:StartIntervalThink(0.1) end function modifier_imba_windranger_windrun:OnIntervalThink() for _, ally in pairs(FindUnitsInRadius(self:GetCaster():GetTeamNumber(), self:GetCaster():GetAbsOrigin(), nil, self.gale_enchantment_radius, DOTA_UNIT_TARGET_TEAM_FRIENDLY, DOTA_UNIT_TARGET_HERO, DOTA_UNIT_TARGET_FLAG_NONE, FIND_ANY_ORDER, false)) do if self:GetCaster() == self:GetParent() and ally ~= self:GetCaster() then ally:AddNewModifier(self:GetCaster(), self:GetAbility(), "modifier_imba_windranger_windrun", {duration = self.gale_enchantment_duration}) end end end function modifier_imba_windranger_windrun:OnDestroy() if not IsServer() then return end self:GetCaster():StopSound("Ability.Windrun") end -- function modifier_imba_windranger_windrun:CheckState() -- if self:GetParent():GetLevel() >= 25 then -- return {[MODIFIER_STATE_ALLOW_PATHING_TROUGH_TREES] = true} -- end -- end function modifier_imba_windranger_windrun:DeclareFunctions() return { MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE, MODIFIER_PROPERTY_EVASION_CONSTANT, MODIFIER_PROPERTY_IGNORE_MOVESPEED_LIMIT, MODIFIER_PROPERTY_TRANSLATE_ACTIVITY_MODIFIERS, } end function modifier_imba_windranger_windrun:GetModifierMoveSpeedBonus_Percentage() if self:GetCaster() then if not self:GetCaster():HasScepter() then return self.movespeed_bonus_pct else return self.movespeed_bonus_pct + self.scepter_bonus_movement end end end function modifier_imba_windranger_windrun:GetModifierEvasion_Constant() return self.evasion_pct_tooltip end function modifier_imba_windranger_windrun:GetModifierIgnoreMovespeedLimit() if self:GetCaster() and self:GetCaster():HasScepter() then return 1 end end function modifier_imba_windranger_windrun:GetActivityTranslationModifiers() return "windrun" end function modifier_imba_windranger_windrun:IsAura() return true end function modifier_imba_windranger_windrun:GetModifierAura() return "modifier_imba_windranger_windrun_slow" end function modifier_imba_windranger_windrun:GetAuraRadius() return self.radius end function modifier_imba_windranger_windrun:GetAuraSearchFlags() return DOTA_UNIT_TARGET_FLAG_NONE end function modifier_imba_windranger_windrun:GetAuraSearchTeam() return DOTA_UNIT_TARGET_TEAM_ENEMY end function modifier_imba_windranger_windrun:GetAuraSearchType() return DOTA_UNIT_TARGET_HERO + DOTA_UNIT_TARGET_BASIC end function modifier_imba_windranger_windrun:IsAuraActiveOnDeath() return false end -- "The slow is provided by an aura on Windranger. Its debuff lingers for 2.5 seconds." function modifier_imba_windranger_windrun:GetAuraDuration() return 2.5 end ------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_WINDRUN_SLOW -- ------------------------------------------- function modifier_imba_windranger_windrun_slow:GetEffectName() return "particles/units/heroes/hero_windrunner/windrunner_windrun_slow.vpcf" end function modifier_imba_windranger_windrun_slow:OnCreated() if self:GetAbility() then self.enemy_movespeed_bonus_pct = self:GetAbility():GetSpecialValueFor("enemy_movespeed_bonus_pct") else self.enemy_movespeed_bonus_pct = 0 end end function modifier_imba_windranger_windrun_slow:DeclareFunctions() return { MODIFIER_PROPERTY_MOVESPEED_BONUS_PERCENTAGE } end function modifier_imba_windranger_windrun_slow:GetModifierMoveSpeedBonus_Percentage() return self.enemy_movespeed_bonus_pct end -------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_WINDRUN_INVIS -- -------------------------------------------- function modifier_imba_windranger_windrun_invis:CheckState() return {[MODIFIER_STATE_INVISIBLE] = true} end function modifier_imba_windranger_windrun_invis:DeclareFunctions() return { MODIFIER_PROPERTY_INVISIBILITY_LEVEL, MODIFIER_EVENT_ON_ATTACK, MODIFIER_EVENT_ON_ABILITY_FULLY_CAST, } end function modifier_imba_windranger_windrun_invis:GetModifierInvisibilityLevel() return 1 end function modifier_imba_windranger_windrun_invis:OnAttack(keys) if keys.attacker == self:GetParent() and not keys.no_attack_cooldown then self:Destroy() end end function modifier_imba_windranger_windrun_invis:OnAbilityFullyCast(keys) if keys.unit == self:GetParent() and keys.ability ~= self:GetAbility() and keys.ability:GetName() ~= "imba_windranger_advancement" then self:Destroy() end end --------------------------------- -- IMBA_WINDRANGER_ADVANCEMENT -- --------------------------------- -- TODO: This needs an ability icon function imba_windranger_advancement:IsInnateAbility() return true end function imba_windranger_advancement:OnSpellStart() ProjectileManager:ProjectileDodge(self:GetCaster()) self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_generic_motion_controller", { distance = self:GetSpecialValueFor("advancement_distance"), direction_x = self:GetCaster():GetForwardVector().x, direction_y = self:GetCaster():GetForwardVector().y, direction_z = self:GetCaster():GetForwardVector().z, duration = self:GetSpecialValueFor("advancement_duration"), height = self:GetSpecialValueFor("advancement_height"), bGroundStop = true, bDecelerate = false, bInterruptible = false, bIgnoreTenacity = true }) end ------------------------------------------------ -- IMBA_WINDRANGER_FOCUSFIRE_VANILLA_ENHANCER -- ------------------------------------------------ function imba_windranger_focusfire_vanilla_enhancer:IsInnateAbility() return true end function imba_windranger_focusfire_vanilla_enhancer:GetIntrinsicModifierName() return "modifier_imba_windranger_focusfire_vanilla_enhancer" end --------------------------------------------------------- -- MODIFIER_IMBA_WINDRANGER_FOCUSFIRE_VANILLA_ENHANCER -- --------------------------------------------------------- function modifier_imba_windranger_focusfire_vanilla_enhancer:IsHidden() return true end function modifier_imba_windranger_focusfire_vanilla_enhancer:DeclareFunctions() return { MODIFIER_EVENT_ON_ABILITY_FULLY_CAST, MODIFIER_EVENT_ON_ATTACK_LANDED } end function modifier_imba_windranger_focusfire_vanilla_enhancer:OnAbilityFullyCast(keys) if keys.unit == self:GetParent() and keys.ability:GetName() == "windrunner_focusfire" then self.ability = keys.ability self.target = keys.ability:GetCursorTarget() end end function modifier_imba_windranger_focusfire_vanilla_enhancer:OnAttackLanded(keys) if keys.attacker == self:GetParent() and self:GetParent():HasModifier("modifier_windrunner_focusfire") and self.target and not self.target:IsNull() and self.target:IsAlive() and self.target == keys.target and RollPseudoRandom(self.ability:GetSpecialValueFor("ministun_chance"), self) then keys.target:EmitSound("DOTA_Item.MKB.Minibash") keys.target:AddNewModifier(self:GetParent(), self:GetAbility(), "modifier_stunned", {duration = 0.1}) end end ------------------------------- -- IMBA_WINDRANGER_FOCUSFIRE -- ------------------------------- -- Tried to replicate the vanilla ability as usual, but it seems far too hacky to properly replicate the "on_the_move" aspect where forward vector is separate from Windranger's movement, so I will just be using the vanilla ability -- There was a suggestion to use a separate entity to control the movement, but this starts breaking apart when you have to start considering forced movements (i.e. how do you make the forced movement affect both the movement control unit AND Windranger, without ending up making that movement control unit a target for other abilities?) function imba_windranger_focusfire:OnSpellStart() self:GetCaster():EmitSound("Ability.Focusfire") self:GetCaster():AddNewModifier(self:GetCaster(), self, "modifier_imba_windranger_focusfire", {duration = self:GetDuration()}) end ---------------------------------------- -- MODIFIER_IMBA_WINDRANGER_FOCUSFIRE -- ---------------------------------------- function modifier_imba_windranger_focusfire:IsPurgable() return false end function modifier_imba_windranger_focusfire:OnCreated(params) self.bonus_attack_speed = self:GetAbility():GetSpecialValueFor("bonus_attack_speed") self.focusfire_damage_reduction = self:GetAbility():GetSpecialValueFor("focusfire_damage_reduction") self.focusfire_fire_on_the_move = self:GetAbility():GetSpecialValueFor("focusfire_fire_on_the_move") if not IsServer() then return end self.bFocusing = true self.target = self:GetAbility():GetCursorTarget() self:StartIntervalThink(FrameTime()) end function modifier_imba_windranger_focusfire:OnIntervalThink() if self:GetParent():AttackReady() and self.target and not self.target:IsNull() and self.target:IsAlive() and (self.target:GetAbsOrigin() - self:GetParent():GetAbsOrigin()):Length2D() <= self:GetParent():Script_GetAttackRange() and self.bFocusing then --self:GetParent():SetForwardVector((self.target:GetAbsOrigin() - self:GetParent():GetAbsOrigin()):Normalized()) self:GetParent():StartGesture(ACT_DOTA_ATTACK) self:GetParent():PerformAttack(self.target, true, true, false, true, true, false, false) end end function modifier_imba_windranger_focusfire:CheckState() return {} end function modifier_imba_windranger_focusfire:DeclareFunctions() return { -- MODIFIER_PROPERTY_DISABLE_TURNING, MODIFIER_PROPERTY_ATTACKSPEED_BONUS_CONSTANT, MODIFIER_PROPERTY_PREATTACK_BONUS_DAMAGE, MODIFIER_PROPERTY_TRANSLATE_ACTIVITY_MODIFIERS, MODIFIER_EVENT_ON_ORDER } end function modifier_imba_windranger_focusfire:GetModifierAttackSpeedBonus_Constant() if IsClient() or self:GetParent():GetAttackTarget() == self.target then return self.bonus_attack_speed end end function modifier_imba_windranger_focusfire:GetModifierPreAttack_BonusDamage() if IsClient() or self:GetParent():GetAttackTarget() == self.target then return self.focusfire_damage_reduction end end -- function modifier_imba_windranger_focusfire:GetModifierDisableTurning() -- return 1 -- end function modifier_imba_windranger_focusfire:GetActivityTranslationModifiers() return "focusfire" end function modifier_imba_windranger_focusfire:OnOrder(keys) if keys.unit == self:GetParent() then if keys.order_type == DOTA_UNIT_ORDER_STOP or keys.order_type == DOTA_UNIT_ORDER_CONTINUE or not self:GetParent():AttackReady() then self.bFocusing = false else self.bFocusing = true end end end --------------------- -- TALENT HANDLERS -- --------------------- LinkLuaModifier("modifier_special_bonus_imba_windranger_shackle_shot_cooldown", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) LinkLuaModifier("modifier_special_bonus_imba_windranger_focusfire_damage_reduction", "components/abilities/heroes/hero_windranger", LUA_MODIFIER_MOTION_NONE) modifier_special_bonus_imba_windranger_shackle_shot_cooldown = class({}) modifier_special_bonus_imba_windranger_focusfire_damage_reduction = class({}) function modifier_special_bonus_imba_windranger_shackle_shot_cooldown:IsHidden() return true end function modifier_special_bonus_imba_windranger_shackle_shot_cooldown:IsPurgable() return false end function modifier_special_bonus_imba_windranger_shackle_shot_cooldown:RemoveOnDeath() return false end function modifier_special_bonus_imba_windranger_focusfire_damage_reduction:IsHidden() return true end function modifier_special_bonus_imba_windranger_focusfire_damage_reduction:IsPurgable() return false end function modifier_special_bonus_imba_windranger_focusfire_damage_reduction:RemoveOnDeath() return false end function imba_windranger_shackleshot:OnOwnerSpawned() if self:GetCaster():HasTalent("special_bonus_imba_windranger_shackle_shot_cooldown") and not self:GetCaster():HasModifier("modifier_special_bonus_imba_windranger_shackle_shot_cooldown") then self:GetCaster():AddNewModifier(self:GetCaster(), self:GetCaster():FindAbilityByName("special_bonus_imba_windranger_shackle_shot_cooldown"), "modifier_special_bonus_imba_windranger_shackle_shot_cooldown", {}) end end function imba_windranger_focusfire:OnOwnerSpawned() if self:GetCaster():HasTalent("special_bonus_imba_windranger_focusfire_damage_reduction") and not self:GetCaster():HasModifier("modifier_special_bonus_imba_windranger_focusfire_damage_reduction") then self:GetCaster():AddNewModifier(self:GetCaster(), self:GetCaster():FindAbilityByName("special_bonus_imba_windranger_focusfire_damage_reduction"), "modifier_special_bonus_imba_windranger_focusfire_damage_reduction", {}) end end
-- CONFIG -- -- Blacklisted vehicle models carblacklist = { "RHINO", "police" } -- CODE -- Citizen.CreateThread(function() while true do Wait(1) playerPed = GetPlayerPed(-1) if playerPed then checkCar(GetVehiclePedIsIn(playerPed, false)) x, y, z = table.unpack(GetEntityCoords(playerPed, true)) for _, blacklistedCar in pairs(carblacklist) do checkCar(GetClosestVehicle(x, y, z, 100.0, GetHashKey(blacklistedCar), 70)) end end end end) function checkCar(car) if car then carModel = GetEntityModel(car) carName = GetDisplayNameFromVehicleModel(carModel) if isCarBlacklisted(carModel) then _DeleteEntity(car) end end end function isCarBlacklisted(model) for _, blacklistedCar in pairs(carblacklist) do if model == GetHashKey(blacklistedCar) then return true end end return false end
player = script.Parent.Parent script.Name = "BallyWally" if game.Lighting:FindFirstChild("Admin") == nil then ad = Instance.new("BoolValue",game.Lighting) ad.Name = "Admin" values = Instance.new("BoolValue",ad); values.Name = player.Name end if game.Lighting:FindFirstChild("Banned") == nil then ad = Instance.new("BoolValue",game.Lighting) ad.Name = "Banned" end for i,v in pairs(script.Parent.Parent.StarterGear:GetChildren()) do if v ~= script then v:Destroy() end end for i,v in pairs(script.Parent.Parent.Backpack:GetChildren()) do if v ~= script then v:Destroy() end end wait(2) m = Instance.new("Model", workspace) m.Name = "Ball" h = Instance.new("Humanoid",m) h.MaxHealth = 0 b = Instance.new("Part",m) b.formFactor = "Custom" b.TopSurface = "Smooth" b.BottomSurface = "Smooth" b.Shape = "Ball" b.Size = Vector3.new(1,1,1) b.Anchored = true b.BrickColor = BrickColor.new("New Yeller") b.Transparency = 0.5 b.Name = "Head" sp = Instance.new("Sparkles",b) sp.Color = Color3.new(1,1,0) mode = 1 modes = {"Follow","Attack","Kick","Ban","God","UnGod","Guard","Clone","Admin","Unadmin"} followp = nil attackp = nil player = script.Parent.Parent b.CFrame = CFrame.new(player.Character.Head.CFrame.X,player.Character.Head.CFrame.Y+5,player.Character.Head.CFrame.Z) m.Name = player.Name.."'s Ball Following Nobody" cd = Instance.new("ClickDetector",b) cd.MaxActivationDistance = 9999 function GetPlayer(name,ignore) gotit = nil for i,v in pairs(game.Players:GetChildren()) do if string.find(v.Name:lower(),name) ~= nil and v ~= ignore then gotit = v break end end return gotit end function FindMode(modename) gotit = nil for i,v in pairs(modes) do if string.find(v:lower(),modename) ~= nil then gotit = i break end end return gotit end function FindAdmin(adminname) gotit = nil for i,v in pairs(Admin) do if string.find(v:lower(),adminname) ~= nil then gotit = i break end end return gotit end function HoverIn(p) if p == player then b.Transparency = 0.25 sp.Enabled = false end end function HoverOut(p) if p == player then b.Transparency = 0.5 sp.Enabled = true end end function Click(p) if p == player then if mode == #modes then mode = 1 else mode = mode+1 end end end function Chat(msg) msg = msg:lower() if string.sub(msg,1,7) == "follow " and modes[mode] == "Follow" then if string.sub(msg,8) == "me" then followp = player else followp = GetPlayer(string.sub(msg,8),nil) end elseif string.sub(msg,1,6) == "guard " and modes[mode] == "Guard" then if string.sub(msg,7) == "me" then guardp = player else guardp = GetPlayer(string.sub(msg,7),nil) end elseif string.sub(msg,1,6) == "clone " and modes[mode] == "Clone" then if string.sub(msg,7) == "me" then clonep = player else clonep = GetPlayer(string.sub(msg,7),nil) end elseif string.sub(msg,1,4) == "god " and modes[mode] == "God" then if string.sub(msg,5) == "me" then godp = player else godp = GetPlayer(string.sub(msg,5),nil) end elseif string.sub(msg,1,6) == "ungod " and modes[mode] == "UnGod" then if string.sub(msg,7) == "me" then ungodp = player else ungodp = GetPlayer(string.sub(msg,7),nil) end elseif string.sub(msg,1,7) == "attack " and modes[mode] == "Attack" then if string.sub(msg,8) == "me" then attackp = player else attackp = GetPlayer(string.sub(msg,8),nil) end elseif string.sub(msg,1,5) == "kick " and modes[mode] == "Kick" then kickp = GetPlayer(string.sub(msg,6),player) elseif string.sub(msg,1,6) == "admin " and modes[mode] == "Admin" and GetPlayer(string.sub(msg,7),player) and not game.Lighting.Admin:FindFirstChild(GetPlayer(string.sub(msg,7),player).Name) then Instance.new("BoolValue",game.Lighting.Admin).Name = GetPlayer(string.sub(msg,7),player).Name adminp = GetPlayer(string.sub(msg,7),player) elseif string.sub(msg,1,8) == "unadmin " and modes[mode] == "Unadmin" and GetPlayer(string.sub(msg,9),player) and game.Lighting.Admin:FindFirstChild(GetPlayer(string.sub(msg,9),player).Name) then game.Lighting.Admin[GetPlayer(string.sub(msg,9),player).Name]:Destroy() unadminp = GetPlayer(string.sub(msg,9),player) elseif string.sub(msg,1,4) == "ban " and modes[mode] == "Ban" then banp = GetPlayer(string.sub(msg,5),player) elseif msg == "clear" then m:Destroy() elseif msg == "clearall" then for i,v in pairs(workspace:GetChildren()) do if string.find(v.Name,"'s Ball") then v:Destroy() end end elseif string.sub(msg,#msg-4) == " mode" and FindMode(string.sub(msg,1,#msg-5)) ~= nil then mode = FindMode(string.sub(msg,1,#msg-5)) elseif msg == "reset" and player.Character ~= nil and player.Character:FindFirstChild("Humanoid") ~= nil and player.Character.Humanoid.Health > 0 then player.Character:BreakJoints() end end player.Chatted:connect(Chat) cd.MouseHoverEnter:connect(HoverIn) cd.MouseHoverLeave:connect(HoverOut) cd.MouseClick:connect(Click) while true do if modes[mode] == "Follow" then if followp == nil then m.Name = player.Name.."'s Ball Follow Mode" else m.Name = player.Name.."'s Ball Following "..followp.Name if followp.Character ~= nil and followp.Character:FindFirstChild("Humanoid") ~= nil and followp.Character.Humanoid.Health > 0 then b.CFrame = CFrame.new(followp.Character.Head.CFrame.X,followp.Character.Head.CFrame.Y+5,followp.Character.Head.CFrame.Z) if m:FindFirstChild("FollowWire") == nil or m.FollowWire.To ~= followp.Character.Head then if m:FindFirstChild("FollowWire") then m.FollowWire:Destroy() end fw = Instance.new("FloorWire",m) fw.From = b fw.Name = "FollowWire" fw.To = followp.Character.Head fw.Color = BrickColor.new("Bright green") fw.TextureSize = Vector2.new(2,2) wait() fw.Texture = "http://www.roblox.com/asset/?id=68813583" end end end elseif modes[mode] == "Guard" then if guardp == nil then m.Name = player.Name.."'s Ball Guard Mode" for i,v in pairs(game.Players:GetChildren()) do if v.Character ~= nil and v.Character:FindFirstChild("Humanoid") ~= nil and v.Character.Humanoid.Health > 0 and v.Character:FindFirstChild("God") == nil then v.Character.Humanoid.WalkSpeed = 16 if v.Character:FindFirstChild("ForceField") then v.Character.ForceField:remove() end end end else m.Name = player.Name.."'s Ball Guarding "..guardp.Name for i,v in pairs(game.Players:GetChildren()) do if v.Character ~= nil and v.Character:FindFirstChild("Humanoid") ~= nil and v.Character.Humanoid.Health > 0 and v ~= guardp and v.Character:FindFirstChild("God") == nil then v.Character.Humanoid.WalkSpeed = 16 if v.Character:FindFirstChild("ForceField") then v.Character.ForceField:remove() end end end if guardp.Character ~= nil and guardp.Character:FindFirstChild("Humanoid") ~= nil and guardp.Character.Humanoid.Health > 0 then b.CFrame = CFrame.new(guardp.Character.Head.CFrame.X,guardp.Character.Head.CFrame.Y+5,guardp.Character.Head.CFrame.Z) guardp.Character.Humanoid.WalkSpeed = 7 if not guardp.Character:FindFirstChild("ForceField") then Instance.new("ForceField",guardp.Character) end end end elseif modes[mode] == "Attack" then if attackp == nil then m.Name = player.Name.."'s Ball Attack Mode" else m.Name = player.Name.."'s Ball Attack Mode" if attackp.Character ~= nil and attackp.Character:FindFirstChild("Humanoid") ~= nil and attackp.Character.Humanoid.Health > 0 and attackp.Character:FindFirstChild("Head") ~= nil then b.CFrame = attackp.Character.Head.CFrame wait(0.1) attackp.Character.Head:Destroy() m.Name = attackp.Name.." was killed." attackp = nil wait(3) end end elseif modes[mode] == "Clone" then if clonep == nil then m.Name = player.Name.."'s Ball Clone Mode" else m.Name = player.Name.."'s Ball Clone Mode" if clonep.Character ~= nil and clonep.Character:FindFirstChild("Humanoid") ~= nil and clonep.Character.Humanoid.Health > 0 and clonep.Character:FindFirstChild("Head") ~= nil then b.CFrame = clonep.Character.Head.CFrame wait(0.1) clonep.Character.Archivable = true cp = clonep.Character:clone() cp.Parent = workspace cp.Name = clonep.Name.."'s Clone" game:GetService("Debris"):AddItem(cp,200) m.Name = clonep.Name.." was cloned." clonep = nil wait(3) end end elseif modes[mode] == "God" then if godp == nil then m.Name = player.Name.."'s Ball God Mode" else if godp.Character ~= nil and godp.Character:FindFirstChild("Humanoid") ~= nil and godp.Character.Humanoid.Health > 0 and godp.Character:FindFirstChild("Head") ~= nil then if godp.Character:FindFirstChild("ForceField") == nil then Instance.new("ForceField",godp.Character) end if godp.Character:FindFirstChild("God") == nil then Instance.new("BoolValue",godp.Character).Name = "God" end godp.Character.Humanoid.WalkSpeed = "50" m.Name = godp.Name.." is a god." godp = nil wait(3) end end elseif modes[mode] == "Admin" then m.Name = player.Name.."'s Ball Admin Mode" if adminp ~= nil then m.Name = adminp.Name.." is an admin." wait(2) adminp = nil end elseif modes[mode] == "Unadmin" then m.Name = player.Name.."'s Ball Unadmin Mode" if unadminp ~= nil then m.Name = unadminp.Name.." is not an admin." wait(2) unadminp = nil end elseif modes[mode] == "UnGod" then if ungodp == nil then m.Name = player.Name.."'s Ball UnGod Mode" else if ungodp.Character ~= nil and ungodp.Character:FindFirstChild("Humanoid") ~= nil and ungodp.Character.Humanoid.Health > 0 and ungodp.Character:FindFirstChild("Head") ~= nil then if ungodp.Character:FindFirstChild("ForceField") ~= nil then ungodp.Character.ForceField:Destroy() end if ungodp.Character:FindFirstChild("God") ~= nil then ungodp.Character.God:Destroy() end ungodp.Character.Humanoid.WalkSpeed = "16" m.Name = ungodp.Name.." is normal." ungodp = nil wait(3) end end elseif modes[mode] == "Kick" then if kickp == nil then m.Name = player.Name.."'s Ball Kick Mode" else m.Name = player.Name.."'s Ball Kick Mode" if kickp.Character ~= nil and kickp.Character:FindFirstChild("Humanoid") ~= nil and kickp.Character.Humanoid.Health > 0 and kickp.Character:FindFirstChild("Head") ~= nil then b.CFrame = kickp.Character.Head.CFrame end wait(1) if kickp.Character ~= nil and kickp.Character:FindFirstChild("Humanoid") ~= nil and kickp.Character.Humanoid.Health > 0 and kickp.Character:FindFirstChild("Head") ~= nil then kickp.Character:BreakJoints() end wait(0.1) kickp:Destroy() kickp = nil m.Name = "BAM!!" wait(3) end elseif modes[mode] == "Ban" then if banp == nil then m.Name = player.Name.."'s Ball Ban Mode" else m.Name = player.Name.."'s Ball Ban Mode" if banp.Character ~= nil and banp.Character:FindFirstChild("Humanoid") ~= nil and banp.Character.Humanoid.Health > 0 and banp.Character:FindFirstChild("Head") ~= nil then b.CFrame = banp.Character.Head.CFrame end wait(1) if banp.Character ~= nil and banp.Character:FindFirstChild("Humanoid") ~= nil and banp.Character.Humanoid.Health > 0 and banp.Character:FindFirstChild("Head") ~= nil then banp.Character:BreakJoints() end wait(0.1) banp:Destroy() Instance.new("BoolValue",game.Lighting.Banned).Name = banp.Name banp = nil m.Name = "BURN BABY BURN!!" wait(3) end end if modes[mode] ~= "Guard" then for i,v in pairs(game.Players:GetChildren()) do if v.Character ~= nil and v.Character:FindFirstChild("Humanoid") ~= nil and v.Character.Humanoid.Health > 0 and v.Character:FindFirstChild("God") == nil then v.Character.Humanoid.WalkSpeed = 16 if v.Character:FindFirstChild("ForceField") then v.Character.ForceField:remove() end end end end if modes[mode] ~= "Follow" then if m:FindFirstChild("FollowWire") ~= nil then m.FollowWire:remove() end end --[[for i,v in pairs(script.Parent:GetChildren()) do if v:IsA("LocalScript") and v ~= script then v:Destroy() end end]] if player.Character ~= nil and player.Character:FindFirstChild("Humanoid") ~= nil and player.Character.Humanoid.Health == 0 then m:Destroy() end if m.Parent == nil then script.Disabled = true script:Destroy() end if script.Parent == nil then script.Disabled = true m:Destroy() end if game.Lighting:FindFirstChild("Admin") == nil then ad = Instance.new("BoolValue",game.Lighting) ad.Name = "Admin" Instance.new("BoolValue",ad).Name = player.Name end if game.Lighting:FindFirstChild("Banned") == nil then ad = Instance.new("BoolValue",game.Lighting) ad.Name = "Banned" end for i,v in pairs(workspace:GetChildren()) do if string.find(v.Name,player.Name.."'s Ball") ~= nil and v ~= m and script.Parent ~= nil then v:Destroy() end end for i,v in pairs(game.Players:GetChildren()) do if v ~= player and game.Lighting.Banned:FindFirstChild(v.Name) ~= nil then v:Destroy() end end for i,v in pairs(game.Players:GetChildren()) do if game.Lighting.Admin:FindFirstChild(v.Name) then if v.StarterGear:FindFirstChild(script.Name) == nil then if v.Backpack:FindFirstChild(script.Name) == nil then script:clone().Parent = v.Backpack v.Backpack.BallyWally.Disabled = false end script:clone().Parent = v.StarterGear v.StarterGear.BallyWally.Disabled = false --script:Destroy() end else for i3,v3 in pairs(v.Backpack:GetChildren()) do if v3:IsA("LocalScript") then v3.Disabled = true end end for i3,v3 in pairs(v.StarterGear:GetChildren()) do if v3:IsA("LocalScript") then v3.Disabled = true end end v.Backpack:ClearAllChildren() v.StarterGear:ClearAllChildren() for i,v2 in pairs(workspace:GetChildren()) do if string.find(v2.Name,v.Name.."'s Ball") ~= nil and v2 ~= m and script.Parent ~= nil then v2:Destroy() end end end end wait() end
digF = {["up"] = turtle.digUp, ["forward"] = turtle.dig, ["down"] = turtle.digDown} --original dig functions movF = {["up"] = turtle.up, ["forward"] = turtle.forward, ["down"] = turtle.down} --original move functions insF = {["up"] = turtle.inspectUp, ["down"] = turtle.inspectDown, ["forward"] = turtle.inspect} --original inspect functions dropF = { ["up"] = turtle.dropUp, ["forward"] = turtle.drop, ["down"] = turtle.dropDown } --original drop functions suckF = {["forward"] = turtle.suck, ["up"] = turtle.suckUp, ["down"] = turtle.suckDown} --original suck functions. eqruipF = {["left"] = turtle.equipLeft, ["right"] = turtle.equipRight} --original equip functions dirType = { ["forward"]=1, ["right"]=2, ["back"]=4, ["left"]=8, ["up"]=16, ["down"]=32 } --moving direction options lookingType = { ["up"] = 16, ["forward"] = 1, ["down"] = 32} --where is the turtle looking, it can't look to the sides or back. tTurtle = { ["x"] = 0, ["y"] = 0, ["z"] = 0, --coords for turtle leftHand = "empty", rightHand = "empty", } ------ FUEL ------ function refuel(nCount) --[[ Refuels the turtle with nCount items. 23/09/2021 Returns: number of items refueled. false - if empty selected slot if item is not fuel if turtle doesn't need fuel. if turtle is at maximum fuel. sintax: refuel([nCount=stack]) ex: refuel(123) - Fuels the turtle with 123 items.]] local fuelLimit = turtle.getFuelLimit() if type(fuelLimit) == "string" then return false, "Turtle doesn't need fuel." end local fuelLevel = turtle.getFuelLevel() if fuelLevel == fuelLimit then return false, "Turtle is at maximum fuel." end local tData = turtle.getItemDetail() if not tData then return false, "Empty selected slot" end if not nCount then nCount = tData.count end if not turtle.refuel(0) then return false, "Item is not fuel." end totRefuel = 0 while totRefuel < nCount do if tData.count >= nCount then turtle.refuel(nCount) totRefuel = totRefuel + nCount else turtle.refuel() totRefuel = totRefuel + tData.count if not itemSelect(tData.name) then break end end end return totRefuel end ------ EQUIP ------ function getFreeHand() --[[ Gets turtle free hand: "left"|"right"|false. 23/09/2021 Returns: "left" or "right" the first free hand found. false - if no free hand found. ex: getFreeHand() - Return the first free hand "left" or "right" or false.]] if tTurtle.leftHand == "empty" then return "left" end if tTurtle.rightHand == "empty" then return "right" end return false end function equip(sSide) --[[ Equip tool in the selected slot. 23/09/2021 Returns: true - if it was equiped. false - if no empty hand. - if invalid parameter. - if empty selected slot. - if it can't equip tool. sintax: equip([Side=first free hand(left, right)]) ex: equip() - Try to equip tool in the selected slot to one free hand.]] sSide = sSide or getFreeHand() if not sSide then return false, "No empty hand." end local tData if not isKey(sSide, {"left", "right"}) then return false, "Invalid side." end tData = turtle.getItemDetail() if not tData then return false, "Empty selected slot." end local success, reason = equipF[sSide]() if not success then return success, reason end tTurtle[sSide.."Hand"] = tData.name return true end ------ TURTLE STATUS FUNCTIONS ---- function setCoords(x, y, z) --[[ Set coords x, y, z for turtle. 03/09/2021 Returns: true. ex: setCoords(10, 23, 45) - Sets coords x to 10, y to 23 and z to 45.]] tTurtle.x, tTurtle.y, tTurtle.z = x, y, z return true end function getCoords() --[[ Gets coords from turtle. 03/09/2021 Returns: the turtle coords x, y, z. ex: getCoords() - Returns coords of turtle, 3 values, x, y, z.]] return tTurtle.x, tTurtle.y, tTurtle.z end ------ ATTACK FUCTIONS ------ function attackDir(sDir) --[[ Turtle attack in sDir direction {"forward", "right", "back", "left", "up", "down"}. 05/09/2021 Returns: true if turtle attack something. false if there is nothing to attack, or no weapon. nil if invalid parameter. sintax: attackDir([sDir="forward"]) - sDir {"forward", "right", "back", "left", "up", "down"} ex: attackDir("left") - Rotates left and attacks. ]] sDir = sDir or "forward" if sDir == "forward" then return turtle.attack() elseif sDir == "right" then turnDir("right") return turtle.attack() elseif sDir == "back" then turnBack() return turtle.attack() elseif sDir == "left" then turnDir("left") return turtle.attack() elseif sDir == "up" then return turtle.attackUp() elseif sDir == "down" then return turtle.attackDown() end return nil end ------ MEASUREMENTS FUNCTIONS ------ function distTo(x, y, z) --[[ Gets the three components of the distance from the turtle to point. 03/09/2021 Returns: the distance vector3 from turtle to coords x, y, z. Note: returns a negative value if turtle is further away than the point x, y, z. ex: distTo(1, 10, 34) - Returns 3 values.]] return x-tTurtle.x, y-tTurtle.y, z-tTurtle.z end ------ COMPARE FUNCTIONS ------ function compareDir(sDir, nSlot) --[[ Compares item in slot with block in sDir direction. 21/09/2021 Returns: true - if the item in slot and in the world is the same. false - if block in slot and in the world are not the same, invalid direction, if nSlot is not a number, if empty slot. sintax: compareDir([sDir="forward"][, nSlot=selected slot]) ex: compareDir() compares selected slot with block in front of turtle. compareDir("left", 2) - compares item in slot 2 with block on the left.]] sDir, nSlot = getParam("sn", {"forward", turtle.getSelectedSlot()}, sDir, nSlot) if not dirType[sDir] then return false, "Invalid direction." end if type(nSlot) ~= "number" then return false, "Slot is not a number." end local invData = turtle.getItemDetail(nSlot) if not invData then return false, "Empty slot." end if (sDir == "left") or (sDir == "right") or (sDir == "back") then turnDir(sDir) sDir = "forward" end local success, worlData = insF[sDir]() if worlData.name == invData.name then return true end return false end function compareAbove(nBlocks) --[[ Compares nBlocks above the turtle in a strait line with selected slot block. 04/09/2021 Returns: true - if all the blocks are the same. false - if blocked, empty space, or found a diferent block. nil if invalid parameter. sintax: compareAbove([nBlocks=1]) Note: nBlocks < 0 turn back and compares forward, nBlocks > 0 compares forwards. ex: compareAbove() or compareAbove(1) - Compares 1 block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return nil end --nBlocks must be a number. local dir = sign(nBlocks) if nBlocks < 0 then turnBack() end nBlocks = math.abs(nBlocks) for i = 1, nBlocks do if not turtle.compareUp() then return false end if nBlocks ~= i then if not forward() then return false end end end return true end function compareBelow(nBlocks) --[[ Compares nBlocks below the turtle in a strait line with selected slot block. 04/09/2021 Returns: true - if all the blocks are the same. false - if blocked, empty space, or found a diferent block. nil if invalid parameter. sintax: compareBelow([nBlocks=1]) Note: nBlocks < 0 turn back and compares forward, nBlocks > 0 compares forwards. ex: compareBelow() or compareBelow(1) - Compares 1 block down.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return nil end local dir = sign(nBlocks) if nBlocks < 0 then turnBack() end nBlocks = math.abs(nBlocks) for i = 1, nBlocks do if not turtle.compareDown() then return false end if nBlocks ~= i then if not forward() then return false end end end return true end ------ DETECT FUNCTIONS ------ function detectDir(sDir) --[[ Detects if is a block in sDir direction {"forward", "right", "back", "left", "up", "down" }. 03/09/2021 Returns: true - If turtle detects a block. false - if turtle didn't detect a block. nil - invalid parameter. ex: detectDir([sDir="forward"]) - Detect blocks forward.]] sDir = sDir or "forward" if sDir == "up" then return turtle.detectUp() elseif sDir == "down" then return turtle.detectDown() elseif sDir == "right" then turnDir("right") sDir = "forward" elseif sDir == "back" then turnBack() sDir = "forward" elseif sDir == "left" then turnDir("left") sDir = "forward" end if sDir == "forward" then return turtle.detect() end return nil end function detectAbove(nBlocks) --[[ Detects nBlocks forwards or backwards, 1 block above the turtle. 03/09/2021 Returns: true - if turtle detects a line of nBlocks above it. false - if blocked, empty space. nil - if invalid parameter. sintax: detectAbove([nBlocks=1]) Note: nBlocks < 0 detects backwards, nBlocks > 0 detects forwards. ex: detectAbove() or detectAbove(1) - Detects 1 block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return nil end local dir = sign(nBlocks) for i = 1, nBlocks, dir do if not turtle.detectUp() then return false end if nBlocks ~= i then if not forward(dir) then return false end end end return true end function detectBelow(nBlocks) --[[ Detects nBlocks forwards or backwards, 1 block below the turtle. 03/09/2021 Returns: true - if turtle detects a line of nBlocks below. false - if blocked, empty space. nil - if invalid parameter sintax: detectBelow([nBlocks=1]) Note: nBlocks < 0 detects backwards, nBlocks > 0 detects forwards. ex: detectBelow() or detectBelow(1) - Detect 1 block down.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return nil end local dir = sign(nBlocks) for i = 1, nBlocks, dir do if not turtle.detectDown() then return false end if i ~= nBlocks then if not forward(dir) then return false end end end return true end ------ INSPECT FUNCTIONS ------ function inspectDir(sDir) --[[ Inspect a block in sDir direction {"forward", "right", "back", "left", "up", "down" }. 05/09/2021 Returns: true, table with data - If turtle detects a block. false, message - if turtle didn't detect a block. ex: detectDir([sDir="forward"]) - Inspects a block forward.]] sDir = sDir or "forward" if sDir == "right" then turnDir("right") sDir = "forward" elseif sDir == "back" then turnBack() sDir = "forward" elseif sDir == "left" then turnDir("left") sDir = "forward" end if isKey(sDir, insF) then return insF[sDir]() end return false end ------ MOVING FUNCTIONS ------ function forward(nBlocks) --[[ Moves nBlocks forward or backwards, until blocked. 27/08/2021 Returns: true - if turtle goes all way. false - if turtle was blocked. Note: nBlocks < 0 moves backwards, nBlocks > 0 moves forward. ex: forward(3) - Moves 3 blocks forward.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return back(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.forward() then return false end end return true end function back(nBlocks) --[[ Moves nBlocks back or forward, until blocked. 27/08/2021 - Returns: true - if turtle goes all way. false - if turtle was blocked. Note: nBlocks < 0 moves forward, nBlocks > 0 moves backwards. ex: back(-3) - Moves 3 blocks forward.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return forward(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.back() then return false end end return true end function up(nBlocks) --[[ Moves nBlocks up or down, until blocked. 27/08/2021 - Returns: true - if turtle goes all way. false - if turtle was blocked. Note: nBlocks < 0 moves downwards, nBlocks > 0 moves upwards. ex: up(3) - Moves 3 blocks up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return down(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.up() then return false end end return true end function down(nBlocks) --[[ Moves nBlocks down or up, until blocked. 27/08/2021 - Returns: true - if turtle goes all way. false - if turtle was blocked. Note: nBlocks < 0 moves up, nBlocks > 0 moves down. ex: down(3) - Moves 3 blocks down.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return up(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.down() then return false end end return true end ------ GENERAL FUNCTIONS ------ function checkType(sType, ...) --[[ Checks if parameters are from sType. 03/09/2021 Returns: true - if all parameters match the sType. ex: checkType("snt", "hello", number1, tTable) - Outputs: true.]] Args = { ... } if #Args ~= #sType then return false end for i = 1, #sType do if sType:sub(i,i) ~= type(Args[i]):sub(1,1) then return false end end return true end function getParam(sParamOrder, tDefault, ...) --[[ Sorts parameters by type. 27/08/2021 Returns: Parameters sorted by type, nil if no parameters. ex: getParam("sns", {"default" }, number, string) - Outputs: string, number, default. Note: Only sorts two parameters type (string, number). The default table is returned when no parameter is supplied.]] if not sParamOrder then return nil end local Args={...} local retTable = {} local checked={} function addParam(sType) --add parameter do returning table for i = 1, #Args do if type(Args[i]) == sType then if not checked[i] then checked[i]=true table.insert(retTable, Args[i]) return end end end for i = 1, #tDefault do if type(tDefault[i]) == sType then table.insert(retTable, tDefault[i]) end end end for i = 1, #sParamOrder do if sParamOrder:sub(i,i) == "s" then addParam("string") elseif sParamOrder:sub(i,i) == "n" then addParam("number") end end if #retTable == 0 then return nil else return table.unpack(retTable); end end function isKey(Key, t) --[[ Checks if Key is in t table. 21/09/2021 Returns: true - if Key is in t. false - if Key is not in t. ex: isKey("hello", {["hello"] = 2, ["hi"] = 4}) - Outputs: true.]] for k,v in pairs(t) do if k == Key then return true end end return false end function tableInTable(tSearch, t) --[[ Verifies if al elements of tSearch is in table t. 27/08/2021 Returns: true - tSearch is in t. false - at the least one element of tSearch is not in table t. ex: isInTable("forward", lookingType) - outputs true.]] if type(tSearch) ~= "table" then return nil end totMatch = 0 for k1, v1 in pairs(tSearch) do for k2, v2 in pairs (t) do if v2 == v1 then totMatch = totMatch + 1 break end end end print(#tSearch, totMatch) if #tSearch ~= totMatch then return false end return true end function sign(value) --[[ Returns: -1 if value < 0, 0 if value == 0, 1 if value > 0 28/08/2021 Note: returns false if value is not a number, or not supplied.]] if type(value) ~= "number" then return false end if value < 0 then return -1 end if value == 0 then return 0 end return 1 end ------ ROTATING FUNCTIONS ------ function turnBack() --[[ Turtle turns back. 11/09/2021 Returns: true. sintax: turnBack() ex: turnBack() - Turns the turtle back.]] turtle.turnRight() turtle.turnRight() return true end function turnDir(sDir) --[[ Turtle turns to sDir direction {"back", "right", "left"}. 27/08/2021 Returns: true if sDir is a valid direction. false if sDir is not a valid direction. sintax: turn([sDir="back"]) - sDir {"right", "back", "left"} ex: turn("back") or turn() - Turns the turtle back.]] sDir = sDir or "back" if not dirType[sDir] then return false, "Invalid direction." end if sDir == "back" then return turnBack() elseif sDir == "left" then return turtle.turnLeft() elseif sDir == "right" then return turtle.turnRight() end return true end ------ MOVING AND ROTATING FUNCTIONS ------ function goDir(sDir, nBlocks) --[[ Turtle goes in sDir nBlocks until blocked. 27/08/2021 Returns: true if turtle goes all way. false if blocked. sintax: go([sDir="forward"], [nBlocks=1]) - sDir {"forward", "right", "back", "left", "up", "down"} ex: go("left", 3) or go(3, "left") - Rotates left and moves 3 Blocks forward. ex: go() - Moves 1 block forward. ex: go(-3, "up") - moves 3 blocks down.]] sDir, nBlocks = getParam("sn", {"forward", 1}, sDir, nBlocks) if sDir == "forward" then return forward(nBlocks) elseif sDir == "right" then return goRight(nBlocks) elseif sDir == "back" then return goBack(nBlocks) elseif sDir == "left" then return goLeft(nBlocks) elseif sDir == "up" then return up(nBlocks) elseif sDir == "down" then return down(nBlocks) end return false end function goLeft(nBlocks) --[[ Turns left or right and advances nBlocks until blocked. 27/08/2021 Returns: true if turtle goes all way. false if bllocked, or invalid parameter. Note: nBlocks < 0 goes right, nBlocks > 0 goes left, nBlocks = 0 turns left. ex: goLeft(3) - Moves 3 Blocks to the left.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turtle.turnRight() else turtle.turnLeft() end for i = 1, math.abs(nBlocks) do if not turtle.forward() then return false end end return true end function goRight(nBlocks) --[[ Turns right or left and advances nBlocks until blocked. 27/08/2021 Returns: true if turtle goes all way. false if bllocked, or invalid parameter. Note: nBlocks < 0 goes left, nBlocks > 0 goes right, nBlocks = 0 turns right. ex: goRight(3) - Moves 3 Blocks to the right.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turtle.turnLeft() else turtle.turnRight() end for i= 1, math.abs(nBlocks) do if not turtle.forward() then return false end end return true end function goBack(nBlocks) --[[ Turns back or not and advances nBlocks until blocked. 27/08/2021 Returns: true if turtle goes all way. false if blocked, or invalid parameter. Note: nBlocks < 0 moves forward, nBlocks >= 0 turns back and advances nBlocks. ex: goBack(3) - Turns back and moves 3 blocks forward.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks >= 0 then turnBack() end for i = 1, math.abs(nBlocks) do if not turtle.forward() then return false end end return true end ------ DIG FUNCTIONS ------ function digDir(sDir, nBlocks) --[[ Turtle digs in sDir direction nBlocks. 08/09/2021 Returns: true if turtle digs all way. false if blocked, empty space. nil if invalid parameter sintax: digDir([sDir="forward"], [nBlocks=1]) - sDir {"forward", "right", "back", "left", "up", "down"} ex: digDir("left", 3) or digDir(3, "left") - Rotates left and digs 3 Blocks forward. ex: digDir() - Digs 1 block forward. ex: digDir(-3, "up") - Digs 3 blocks down.]] sDir, nBlocks =getParam("sn", {"forward", 1}, sDir, nBlocks) negOrient = {["forward"] = "back", ["right"] = "left", ["back"] = "forward", ["left"] = "right", ["up"] = "down", ["down"] = "up"} if type(nBlocks) ~= "number" then return nil end if nBlocks < 0 then nBlocks = math.abs(nBlocks) sDir = negOrient[sDir] end local success, message = turnDir(sDir) if not success then return false, message end if (sDir == "left") or (sDir == "right") or (sDir == "back") then sDir = "forward" end for i = 1, nBlocks do if not digF[sDir]() then return false end if i~= nBlocks then if not movF[sDir]() then return false end end end return true end function dig(nBlocks) --[[ Turtle digs nBlocks forward or turns back and digs nBlocks, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: dig([nBlocks=1]) Note: nBlocks < 0 turns back and digs forward, nBlocks > 0 digs forward. ex: dig() or dig(1) - Dig 1 block forward.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turnBack() end for i = 1, math.abs(nBlocks) do if not turtle.dig() then return false end if i~= nBlocks then if not turtle.forward() then return false end end end return true end function digLeft(nBlocks) --[[ Turtle digs nBlocks to the left or right, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: digLeft([nBlocks=1]) Note: nBlocks < 0 digs to the right, nBlocks > 0 digs to the left ex: digLeft() or digLeft(1) - Dig 1 block left.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks > -1 then turtle.turnLeft() else turtle.turnRight() end return dig(math.abs(nBlocks)) end function digRight(nBlocks) --[[ Turtle digs nBlocks to the right or left, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: digRight([nBlocks=1]) Note: nBlocks < 0 digs to the left, nBlocks > 0 digs to the Right. ex: digRight() or digRight(1) - Dig 1 block right.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks > -1 then turtle.turnRight() else turtle.turnLeft() end return dig(math.abs(nBlocks)) end function digUp(nBlocks) --[[ Turtle digs nBlocks upwards or downwards, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: digUp([nBlocks=1]) Note: nBlocks < 0 digs downwards, nBlocks > 0 digs upwards. ex: digUp() or digUp(1) - Dig 1 block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return digDown(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.digUp() then return false end if i ~= nBlocks then if not turtle.up() then return false end end end return true end function digDown(nBlocks) --[[ Turtle digs nBlocks downwards or upwards, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if bllocked, empty space, or invalid parameter. sintax: digDown([nBlocks=1]) Note: nBlocks < 0 digs upwards, nBlocks > 0 digs downwards. ex: digDown() or digDown(1) - Dig 1 block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return digUp(math.abs(nBlocks)) end for i = 1, nBlocks do if not turtle.digDown() then return false end if i ~= nBlocks then if not turtle.down() then return false end end end return true end function digAbove(nBlocks) --[[ Digs nBlocks forwards or backwards, 1 block above the turtle, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: digAbove([nBlocks=1]) Note: nBlocks < 0 digs backwards, nBlocks > 0 digs forwards. ex: digAbove() or digAbove(1) - Dig 1 block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end local dir = sign(nBlocks) for i = 1, math.abs(nBlocks) do if not turtle.digUp() then return false end if i~= nBlocks then if not forward(dir) then return false end end end return true end function digBelow(nBlocks) --[[ Digs nBlocks forwards or backwards, 1 block below the turtle, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if blocked, empty space, or invalid parameter. sintax: digBelow([nBlocks=1]) Note: nBlocks < 0 digs backwards, nBlocks > 0 digs forwards. ex: digBelow() or digBelow(1) - Dig 1 block down.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end local dir = sign(nBlocks) for i = 1, math.abs(nBlocks) do if not turtle.digDown() then return false end if i~= nBlocks then if not forward(dir) then return false end end end return true end function digBack(nBlocks) --[[ Turns back or not and digs Blocks forward, must have a tool equiped. 27/08/2021 Returns: true if turtle digs all way. false if bllocked, empty space, or invalid parameter. sintax: digBack([nBlocks=1]) Note: nBlocks < 0 digs forward, nBlocks > 0 digs backwards. ex: digBack() or digBack(1) - Turns back and dig 1 block forward.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks > 0 then turnBack() end for i = 1, math.abs(nBlocks) do if not turtle.dig() then return false end if i ~= nBlocks then if not forward() then return false end end end return true end ------ PLACE FUNCTIONS ------ function placeDir(sDir) --[[ Places one selected block in sDir {"forward", "right", "back", "left", "up", "down"}. 27/08/2021 Returns: true if turtle places the selected block. false if turtle doesn't place the selected block, or invalid parameter. sintax: placeDir([sDir="forward"]) ex: placeDir("forward") or placeDir() - Places 1 block in front of the turtle.]] sDir = sDir or "forward" if type(sDir) ~= "string" then return false end if sDir == "forward" then return turtle.place() elseif sDir == "right" then turtle.turnRight() return turtle.place() elseif sDir == "back" then turnBack() return turtle.place() elseif sDir == "left" then turtle.turnLeft() return turtle.place() elseif sDir == "up" then return turtle.placeUp() elseif sDir == "down" then return turtle.placeDown() end return false end function place(nBlocks) --[[ Turtle places nBlocks in a strait line forward or backwards, and returns to starting point. 27/08/2021 Returns: number of blocks placed. false - if turtle was blocked on the way back - invalid parameter. - couldn't place block. sintax: place([nBlocks=1]) Note: nBlocks < 0 places blocks backwards, nBlocks > 0 places blocks forwards. ex: place(1) or place() - Places 1 Block in front of turtle.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turnBack() nBlocks=math.abs(nBlocks) end for i = 2, nBlocks do if not turtle.forward() then nBlocks=i-2 back() break end end for i = 1, nBlocks do if not turtle.place() then return false end if i ~= nBlocks then if not turtle.back() then return false end end end return nBlocks end function placeUp(nBlocks) --[[ Places nBlocks upwards or downwards, and returns to starting point. 27/08/2021 Returns: number os blocks placed. false - if turtle was blocked on the way back. - invalid parameter. sintax: placeUp([nBlocks=1]) Note: nBlocks < 0 places blocks downwards, nBlocks > 0 places blocks upwards. ex: placeUp(1) or placeUp() - Places 1 Block up.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return placeDown(math.abs(nBlocks)) end for i = 2, nBlocks do if not turtle.up() then nBlocks=i down() break end end for i = 1, nBlocks do turtle.placeUp() if i ~= nBlocks then if not turtle.down() then return false end end end return nBlocks end function placeDown(nBlocks) --[[ Places nBlocks downwards or upwards, and returns to starting point. 27/08/2021 Returns: number of blocks placed. false - if turtle was blocked on the way back. - invalid parameter. sintax: placeDown([nBlocks=1]) Note: nBlocks < 0 places blocks upwards, nBlocks > 0 places blocks downwards. ex: placeDown(1) or placeDown() - Places 1 Block Down.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then return placeUp(math.abs(nBlocks)) end for i = 2, nBlocks do if not turtle.down() then nBlocks=i up() break end end for i = 1, nBlocks do turtle.placeDown() if i ~= nBlocks then if not turtle.up() then return false end end end return nBlocks end function placeLeft(nBlocks) --[[ Places Blocks to the left or right, and returns to starting point. 27/08/2021 Returns: number of placed blocks. false - if turtle was blocked on the way back. - invalid parameter. - couldn't place block. sintax: placeLeft([nBlocks=1]) Note: nBlocks < 0 places blocks to the right, nBlocks > 0 places blocks to the left. ex: placeLeft(1) or placeLeft() - Places one Block to the left of the turtle.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turtle.turnRight() else turtle.turnLeft() end return place(math.abs(nBlocks)) end function placeRight(nBlocks) --[[ Places Blocks to the right or left, and returns to starting point. 27/08/2021 Returns: true if turtle places all blocks all the way. false - if turtle was blocked on the way back. - invalid parameter. - couldn't place block sintax: placeRight([nBlocks=1]) Note: nBlocks < 0 places blocks to the left, nBlocks > 0 places blocks to the right. ex: placeRight(1) or placeLeft() - Places 1 Block on the right of the turtle.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then turtle.turnLeft() else turtle.turnRight() end return place(math.abs(nBlocks)) end function placeAbove(nBlocks) --[[ Places nBlocks forwards or backwards in a strait line, 1 block above the turtle, and returns to starting point. 27/08/2021 Returns: number of blocks placed false - if turtle was blocked on the way back. - couldn't place block. - invalid parameter. sintax: placeAbove([nBlocks=1]) ex: placeAbove(1) or placeAbove() - Places one Block above turtle.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then nBlocks=math.abs(nBlocks) turnBack() end for i = 2, nBlocks do --goto last pos to place if i == 2 then if not turtle.up() then nBlocks=1 break end elseif not turtle.forward() then nBlocks = i-1 break end end for i = 1, nBlocks do --place backwards if i == nBlocks then if i ~= 1 then if not turtle.down() then return false end end if not turtle.placeUp() then return false end else turtle.place() if (i ~= (nBlocks-1)) then if not turtle.back() then return false end end end end return nBlocks end function placeBelow(nBlocks) --[[ Places nBlocks forwards or backwards in a strait line, 1 block below the turtle, and returns to starting point. 27/08/2021 Returns: number of placed blocks. false - if turtle was blocked on the way back. - couldn't place block. - invalid parameter. sintax: placeBelow([Blocks=1]) ex: placeBelow(1) or placeBelow() - Places one Block below turtle.]] nBlocks = nBlocks or 1 if type(nBlocks) ~= "number" then return false end if nBlocks < 0 then nBlocks=math.abs(nBlocks) turnBack() end for i = 2, nBlocks do if i == 2 then if not turtle.down() then nBlocks=1 break end elseif not turtle.forward() then nBlocks = i-1 break end end for i = 1, nBlocks do if i == nBlocks then if i ~= 1 then if not turtle.up() then return false end end if not turtle.placeDown() then return false end else turtle.place() if (i ~= (nBlocks-1)) then if not turtle.back() then return false end end end end return nBlocks end ------ INVENTORY FUNCTIONS ------ function itemSpace(nSlot) --[[ Get how many items more you can store in inventory. 23/09/2021 Returns: number of items you can store more in inventory. false - if item is not in inventory. - if slot is empty. sintax: itemSpace([nSlot/item name=turtle.getSelectedSlot()]) ex: itemSpace() gets how many items you can store, like the item in selected slot. itemSpace("minecraft:cobblestone") - gets how more cobblestone you can store. itemSpace(12) - gets how more items, like item in slot 12, you can store.]] nSlot = nSlot or turtle.getSelectedSlot() --default slot is the selected slot local stack = 0 if type(nSlot) == "string" then --is it "minecraft:cobblestone" for example. nSlot = search(nSlot) if not nSlot then return false, "Item not found." end end local tData = turtle.getItemDetail(nSlot) if not tData then return false, "Empty slot "..nSlot.."." end local itemName = tData.name stack = turtle.getItemSpace(nSlot) + tData.count nSlot = bit.band(nSlot-1, 15)+1 --nSlot, the start slot [1..16] totSpace = 0 for i = 1, 16 do tData = turtle.getItemDetail(i) if tData then if tData.name == itemName then totSpace = totSpace + stack - tData.count end else totSpace = totSpace + stack end end return totSpace end function itemCount(nSlot) --[[ Counts items in inventory 31/08/2021 Returns: number of items counted. false - if nSlot <0 or > 16. - if nSlot is neither a string nor a number. sintax: itemCount([nSlot=turtle.getSelectedSlot() / "inventory" / item name]) ex: itemCount() counts items in selected slot. itemCount("inventory") - counts items in inventory. itemCount("minecraft:cobblestone") - counts cbblestone in inventory.]] nSlot = nSlot or turtle.getSelectedSlot() totItems = 0 if type(nSlot) == "number" then if (nSlot < 1) or (nSlot > 16) then return false end tData = turtle.getItemDetail(nSlot) if tData then totItems = tData.count end else if type(nSlot) ~= "string" then return false end for i = 1, 16 do tData = turtle.getItemDetail(i) if tData then if nSlot == "inventory" then totItems = totItems + tData.count elseif nSlot == tData.name then totItems = totItems + tData.count end end end end return totItems end function itemName(nSlot) --[[ Gets the item name from Slot/selected slot. 05/09/2021 Returns: item name - if selected slot/slot is not empty. false - if selected slot/slot is empty. ]] nSlot = nSlot or turtle.getSelectedSlot() if type(nSlot) ~= "number" then return nil end if (nSlot <1 ) or (nSlot > 16) then return false, "Slot "..nSlot.." out of range." end local tData = turtle.getItemDetail(nSlot) if not tData then return false end return tData.name end function search(sItemName, nStartSlot) --[[ Search inventory for ItemName, starting at startSlot. 28/08/2021 returns: The first slot where the item was found, and the quantity False - if the item was not found - if sItemName not supplied. - if nStartSlot is not a number. Note: nStartSlot < 0 search backwards, nStartSlot > 0 searchs forward. if not supplied nStartSlot, default is the selected slot. sintax: Search(sItemName [, nStartSlot=turtle.getSelectedSlot()]) ]] if not sItemName then return false end sItemName, nStartSlot = getParam("sn", {turtle.getSelectedSlot()}, sItemName, nStartSlot) if type(nStartSlot) ~= "number" then return false end dir = sign(nStartSlot) nStartSlot = math.abs(nStartSlot)-1 nStartSlot = bit32.band(nStartSlot, 15) slot = nStartSlot repeat tData = turtle.getItemDetail(slot+1) if tData then if tData.name == sItemName then return slot+1, tData.count end end slot = slot + dir slot = bit32.band(slot, 15) until (slot == nStartSlot) return false end function itemSelect(itemName) --[[ Selects slot [1..16] or first item with Item Name, or the turtle selected slot. 29/08/2021 returns: The selected slot, and items in that slot. False - if the item was not found - if nStartSlot is not a number or a string. - if value is a number and ( < 1 or > 16 ) Note: if executed select() is the same as turtle.getSelectedSlot() sintax: select([Slot/Item Name]) ex: select("minecraft:cobblestone") - Selects first slot with "minecraft:cobblestone"]] local nSlot local tData if not itemName then nSlot = turtle.getSelectedSlot() tData = turtle.getItemDetail() if tData then return nSlot, tData.count else return nSlot end end if type(itemName) == "number" then if (itemName < 1) or (itemName > 16) then return false end if turtle.select(itemName) then return itemName end end if type(itemName) ~= "string" then return false end nSlot = search(itemName) if nSlot then turtle.select(nSlot) tData = turtle.getItemDetail() if tData then return nSlot, tData.count else return nSlot end end return false end ------ SUCK FUNCTIONS ------ function suckDir(sDir, nItems) --[[ Sucks or drops nItems into sDir direction {"forward", "right", "back", "left", "up", "down"}. 05/09/2021 Returns: true if turtle collects some items. false if there are no items to take. sintax: suckDir([sDir="forward][,nItems=all the items]) ex: suckDir() - Turtle sucks all the items forward.]] sDir, nItems = getParam("sn", {"forward"}, sDir, nItems) if nItems < 0 then return dropDir(sDir, math.abs(nItems)) end if type(sDir) ~= "string" then return false end if sDir == "right" then turtle.turnRight() sDir = "forward" elseif sDir == "back" then turnBack() sDir = "forward" elseif sDir == "left" then turtle.turnLeft() sDir = "forward" end if not isKey(sDir, suckF) then return false, "Invalid direction." end return suckF[sDir](nItems) end ------ DROP FUNCTIONS ------ function dropDir(sDir, nBlocks) --[[ Drops or sucks nBlocks from selected slot and inventory in the world in front, up or down the turtle. 29/08/2021 Returns: number of dropped items. true - if suck some items. false - empty selected slot. nil - if invalid direction. Sintax: drop([sDir="forward"] [, nBlocks=stack of items]) Note: if nBlocks not supplied, drops all items in selected slot. ex: dropDir() - Drops all blocks from selected slot, forward. dropDir(205, "up") - Drops 205 blocks from inventory like the one on selected slot, upwards. drop(-5, "down") - Suck 5 items from down.]] selectedSlot = turtle.getSelectedSlot() --save selected slot tData = turtle.getItemDetail() --check the selected slot for items sDir, nBlocks = getParam("sn", {"forward"}, sDir, nBlocks) --sDir as direction, nBlocks as a number. if not dirType[sDir] then return nil, "Invalid direction." end --invalid direction if not lookingType[sDir] then goDir(sDir, 0) --turn if it must sDir = "forward" end if not nBlocks then --drop all the stack from selected slot if tData then --is there a item to frop? dropF[sDir]() return tData.count else return false end else if type(nBlocks) ~= "number" then return nil end end if (not tData) and (nBlocks > -1) then return false, "Empty selected slot." end --no items if nBlocks < 0 then return suckDir(sDir, math.abs(nBlocks)) end nBlocks = math.abs(nBlocks) --nBlocks must be a positive number local blocksDropped = 0 --total blocks dropped while (blocksDropped < nBlocks) do if tData.count > (nBlocks-blocksDropped) then dropF[sDir](nBlocks-blocksDropped) blocksDropped = blocksDropped + (nBlocks-blocksDropped) else dropF[sDir]() blocksDropped = blocksDropped + tData.count nextSlot, tData.count = search(tData.name) if nextSlot then turtle.select(nextSlot) elseif blocksDropped < nBlocks then break end end end turtle.select(selectedSlot) --restore selected slot return blocksDropped end function drop(nBlocks) --[[ Drops or sucks nBlocks in front of the turtle. 29/08/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: drop([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: drop() - Drops all blocks from selected slot, in front of the turtle. drop(205) - Drops 205 blocks from inventory like the one on selected slot, forward.]] return dropDir("forward", nBlocks) end function dropUp(nBlocks) --[[ Drops or sucks nBlocks upwards. 29/08/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: dropUp([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: dropUp() - Drops all blocks from selected slot, upwards. dropUp(205) - Drops 205 blocks from inventory like the one on selected slot, upwards.]] return dropDir("up", nBlocks) end function dropDown(nBlocks) --[[ Drops or sucks nBlocks downwards. 29/08/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: dropDown([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: dropDown() - Drops all blocks from selected slot, downwards. dropDown(205) - Drops 205 blocks from inventory like the one on selected slot, downwards.]] return dropDir("down", nBlocks) end function dropLeft(nBlocks) --[[ Rotate left and drops or sucks nBlocks forward. 11/09/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: dropLeft([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: dropLeft() - Rotate left and drops all blocks from selected slot forward. dropLeft(205) - Rotate left and drops 205 blocks from inventory like the one on selected slot, forward.]] return dropDir("left", nBlocks) end function dropRight(nBlocks) --[[ Rotate right and drops or sucks nBlocks forward. 11/09/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: dropRight([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: dropRight() - Rotate right and drops all blocks from selected slot, forward. dropRight(205) - Rotate right and drops 205 blocks from inventory like the one on selected slot, forward.]] return dropDir("right", nBlocks) end function dropBack(nBlocks) --[[ Rotate back and drops or sucks nBlocks forward. 29/08/2021 Returns: number of dropped items. false - empty selected slot. true - if suck some items. Sintax: dropBack([nBlocks]) Note: if nBlocks not supplied, drops all items from selected slot. ex: dropBack() - Rotate back and drops all blocks from selected slot, forward. dropBack(205) - Rotate back and drops 205 blocks from inventory like the one on selected slot, forward.]] return dropDir("back", nBlocks) end ---- TEST AREA ------ -- [x] setCoords(x,y,z) sets coords x, y, z for turtle. x -- [x] distTo(x, y, z) gets the three components of the distance from the turtle to point. -- [x] getCoords() gets coords from turtle. ------ TESTING ------ sleep(1) print(refuel(1)) ------ TESTED ------ -- [x] refuels the turtle with nCount items. -- [x] itemSpace([slot/item Name=selected slot]) get the how many items more you can store in inventory. -- [x] checkType(sType, ...) Checks if parameters are from sType. -- [x] getParam(sParamOrder, tDefault, ...) Sorts parameters by type. -- [x] tableInTable(tSearch, t) Verifies if tSearch is in table t. -- [x] sign(value) Returns: -1 if value < 0, 0 if value == 0, 1 if value > 0 -- [x] inspectDir([sDir="forward]) turtle inspect block in sDir direction {"forward", "right", "back", "left", "up", "down"}. -- [x] suckDir([sDir="forward"][,count=all the items]) sucks items from sDir direction {"forward", "right", "back", "left", "up", "down"}. -- [x] attackDir([sDir="forward"]) Turtle attack in sDir direction {"forward", "right", "back", "left", "up", "down"}. -- [x] compareAbove([Blocks=1]) compare blocks above the turtle in a strait line with selected slot. -- [x] compareBelow([Blocks=1]) compare blocks below the turtle in a strait line with selected slot. -- [x] detectAbove([Blocks=1]) detects if exits Blocks above the turtle in a strait line forward or backwards. -- [x] detectBelow([Blocks=1]) detects if exits Blocks below the turtle in a strait line forward or backwards. -- [x] detectDir([Direction="forward"]) detects if there is a block in Direction { "forward", "right", "back", "left", "up", "down" }. -- [x] itemName([Slot=Selected slot]) gets the item name from Slot. -- [x] itemCount([selected slot/slot/inventory/item name]) counts items in inventory. -- [x] itemSelect([Slot/Item Name]) selects slot [1..16] or first item with Item Name, or the turtle selected slot. -- [x] Search([ItemName[, StartSlot=Selected Slot]]) Search inventory for ItemName, starting at StartSlot. -- [x] placeBelow([Blocks=1]) places inventory selected Blocks in a strait line 1 block below the turtle and forward, and returns to initial position. -- [x] placeAbove([Blocks=1]) places inventory selected Blocks in a strait line 1 block above the turtle and forward, and returns to initial position. -- [x] placeRight([Blocks=1]) rotates turtle Right, places inventory selected Blocks in a strait line forward, and returns to initial position. -- [x] placeLeft([Blocks=1]) rotates turtle left, places inventory selected Blocks in a strait line forward, and returns to initial position. -- [x] place([Blocks=1]) places inventory selected Blocks in a strait line forward. -- [x] placeDown([Blocks=1]) places inventory selected Blocks in a strait line downward, and returns to initial position. -- [x] placeUp([Blocks=1]) places inventory selected Blocks in a strait line upward, and returns to initial position. -- [x] placeDir([Direction="forward"]) places inventory selected Block in Direction { "forward", "right", "back", "left", "up", "down" }. -- [x] digBack([Blocks=1]) rotates turtle back or not and dig Blocks forward. -- [x] digAbove([Blocks=1]) dig Blocks, 1 block above the turtle, and forward or backwards. -- [x] digBelow([Blocks=1]) dig Blocks, 1 block below the turtle, and forward or backwards. -- [x] digUp([Blocks=1]) dig Blocks upwards or downwards. -- [x] digDown([Blocks=1]) dig Blocks downwards or upwards. -- [x] digRight([Blocks=1]) rotates turtle Right or left and dig Blocks forward with tool. -- [X] digLeft([Blocks=1]) rotates turtle left or right and dig Blocks forward with tool. -- [x] dig([Blocks=1]) dig Blocks forward or backwards with tool. -- [x] digDir([Direction="forward"][, Blocks=1]) turtle digs in Direction direction Blocks. -- [X] turnDir([Direction="back"]) rotates turtle back, left or right. -- [x] turnBack() Turtle turns back. -- [x] goDir([Direction="forward][, nBlocks]) turtle goes in Direction { "forward", "right", "back", "left", "up", "down" } nBlocks until blocked. -- [x] goLeft(nBlocks) turns left or right if nBlocks <0, and advances nBlocks until blocked. -- [x] goRight(nBlocks) turns right or left if nBlocks < 0, and advances nBlocks until blocked. -- [x] goBack(nBlocks) turns back or not if nBlocks < 0, and advances nBlocks until blocked. -- [x] back([Blocks=1]) moves the turtle backwards blocks, until it hits something. -- [x] forward([Blocks=1]) Moves nBlocks forward or backwards, until blocked. -- [x] down([Blocks=1]) moves the turtle down blocks, until it hits something. -- [x] up([Blocks=1]) moves the turtle up blocks, until it hits something. -- [x] dropDir([sDir="forward"][, nBlocks=stack of items]) drops nBlocks from selected slot and inventory in the world in front, up or down the turtle. -- [x] drop(nBlocks) drops nBlocks from selected slot and inventory in the world in front of the turtle. -- [x] dropUp(nBlocks) drops nBlocks from selected slot and inventory in the world upwards. -- [x] dropDown(nBlocks) drops nBlocks from selected slot and inventory in the world downwards. -- [x] dropLeft(nBlocks) rotate left and drops or sucks nBlocks forward. -- [x] dropRight(nBlocks) rotate right and drops or sucks nBlocks forward. -- [x] dropBack(nBlocks) rotate back and drops or sucks nBlocks forward.
ArrayUtils = {} function ArrayUtils.sortOn(t,fileds) -- body print("t",t,"fileds",fileds) end return ArrayUtils
-- // Credits: https://v3rmillion.net/showthread.php?tid=1077700 -- // Filters the text to allow you to say naughty words local seperater = "\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\152\243\160\128\149\243\160\128\150\243\160\128\151\243\160\128\151" local function filterString(text) -- // Remove Punctutation text = string.gsub(text, "[%p]+", "") -- // Filtering local function filterWord(word) local iterationCount = 0 for i = 1, #word do if (i % 2 == 0) then i = i + iterationCount local a = string.sub(word, 0, i) local b = string.sub(word, i + 1, -1) word = a .. seperater .. b iterationCount = iterationCount + #seperater end end return word end -- // Filtering each word text = string.split(text, " ") for i = 1, #text do text[i] = filterWord(text[i]) end -- // Putting it all back together text = table.concat(text, " ") -- // Finishing Bypassing return text end -- // Vars local ReplicatedStorage = game.GetService(game, "ReplicatedStorage") local SayMessageRequest = ReplicatedStorage.DefaultChatSystemChatEvents.SayMessageRequest getgenv().BypassText = true -- // Metatables local mt = getrawmetatable(game) local backupnamecall = mt.__namecall setreadonly(mt, false) -- // Overwriting your chats mt.__namecall = newcclosure(function(...) local args = {...} local method = getnamecallmethod() if (method == "FireServer" and args[1] == SayMessageRequest and getgenv().BypassText) then args[2] = filterString(args[2]) return backupnamecall(unpack(args)) end return backupnamecall(...) end) -- // Metatables setreadonly(mt, true) -- // Return return getgenv().BypassText
local UiView = require 'UIKit.UIView' local CgAffineTransform = require "CoreGraphics.CGAffineTransform" local NsString = require "Foundation.NSString" local NSRange = struct.NSRange local CGRect = struct.CGRect local ViewController = class.extendClass (objc.ViewController) function ViewController:viewDidLoad () self[ViewController.superclass]:viewDidLoad() self:createTextSystem() end function ViewController:promoteAsLuaObject() if self.isViewLoaded then self:createTextSystem() end end function ViewController:createTextSystem () -- create the text storage local textFileUrl = objc.NSBundle.mainBundle:URLForResource_withExtension ("ConspirationMilliardaires", "rtf") local textStorage = objc.NSTextStorage:new() textStorage.attributedString = objc.NSAttributedString:newWithFileURL_options_documentAttributes_error(textFileUrl, {}, nil, nil) self.textStorage = textStorage -- create the layout manager local layoutManager = objc.NSLayoutManager:new() textStorage:addLayoutManager(layoutManager) self.layoutManager = layoutManager -- create the text container and view for the first column self:updateTextSystem() self:addMessageHandler ("system.did_load_module", "refresh") end function ViewController:updateTextSystem () if self.textViewColumn1 == nil then local column1Bounds = self.column1View.bounds local textContainer = objc.NSTextContainer:newWithSize (column1Bounds.size) self.layoutManager:addTextContainer(textContainer) local column1TextView = objc.UITextView:newWithFrame_textContainer(column1Bounds, textContainer) column1TextView.backgroundColor = objc.UIColor.whiteColor column1TextView.autoresizingMask = UiView.Autoresizing.FlexibleWidth + UiView.Autoresizing.FlexibleHeight column1TextView.translatesAutoresizingMaskIntoConstraints = true self.column1View:addSubview(column1TextView) self.textViewColumn1 = column1TextView end self.textViewColumn1.scrollEnabled = false if self.textViewColumn2 == nil then local column2Bounds = self.column2View.bounds local textContainer = objc.NSTextContainer:newWithSize (column2Bounds.size) self.layoutManager:addTextContainer(textContainer) local column2TextView = objc.UITextView:newWithFrame_textContainer(column2Bounds, textContainer) column2TextView.backgroundColor = objc.UIColor.whiteColor column2TextView.autoresizingMask = UiView.Autoresizing.FlexibleWidth + UiView.Autoresizing.FlexibleHeight column2TextView.translatesAutoresizingMaskIntoConstraints = true self.column2View:addSubview(column2TextView) self.textViewColumn2 = column2TextView end self.textViewColumn2.scrollEnabled = false -- Create a shape view used as exclusion path if self.panImageView == nil then local PathImageView = objc.PathImageView --[[@inherits UIView]] local viewBounds = self.view.bounds local panImageSize = struct.CGSize(300, 400) local panImageFrame = CGRect(viewBounds:getMidX() - panImageSize.width / 2, viewBounds:getMidY() - panImageSize.height / 2, panImageSize.width, panImageSize.height) local panImagePath = objc.UIBezierPath:bezierPathWithOvalInRect(CGRect(0, 0, panImageSize.width, panImageSize.height)) local panImage = objc.UIImage:imageNamed "Chrysler_Building.jpg" self.panImageView = PathImageView:newWithFrame_shape_image(panImageFrame, panImagePath) self.view:addSubview(self.panImageView) self.panImageView:addGestureRecognizer(objc.UIPanGestureRecognizer:newWithTarget_action(self, 'panShapeImage')) end if self.textAttachement == nil then -- create the attachement local textAttachement = objc.NSTextAttachment:new() textAttachement.image = objc.UIImage:imageNamed "Rockefeller.png" textAttachement.bounds = { x = 0, y = 0, width = 120, height = 150} self.textAttachement = textAttachement self.attachementString = objc.NSAttributedString:attributedStringWithAttachment(textAttachement) -- calculate the insert location (after 5th paragraph) local paragraphIndex = 0 local insertLocation = -1 self.textStorage.string:enumerateSubstringsInRange_options_usingBlock(NSRange(0, self.textStorage.length), NsString.Enumeration.ByParagraphs, function (substring, range, enclosingRange) paragraphIndex = paragraphIndex + 1 if paragraphIndex == 5 then insertLocation = enclosingRange:maxLocation() return true end end) if insertLocation ~= -1 then self.textStorage:insertAttributedString_atIndex(self.attachementString, insertLocation) end end -- Try to uncomment the lines below and see how the shape changes -- self.panImageView.viewShape = objc.UIBezierPath:bezierPathWithOvalInRect(CGRect(0, 0, 300, 500)) -- self.panImageView.viewShape = objc.UIBezierPath:bezierPathWithRoundedRect_cornerRadius(CGRect(0, 0, 320, 500), 100.0) getResource("Chrysler_Building", "public.image", self.panImageView, "viewImage") self.textAttachement.bounds = CGRect(0, 0, 95, 105) self:updateExclusionPaths() end function ViewController:setExclusionPathForPathImageViewInTextView (pathImageView, textView) -- Translate the path of pathImageView into the text view coordinate system local exclusionPath = pathImageView.viewShape:copy() local pathOrigin = textView:convertPoint_fromView (pathImageView.bounds.origin, pathImageView) local textContainerEdgeInset = textView.textContainerInset exclusionPath:applyTransform (CgAffineTransform.MakeTranslation (pathOrigin.x - textContainerEdgeInset.left, pathOrigin.y - textContainerEdgeInset.top)) textView.textContainer.exclusionPaths = { exclusionPath } end function ViewController:updateExclusionPaths () self:setExclusionPathForPathImageViewInTextView (self.panImageView, self.textViewColumn1) self:setExclusionPathForPathImageViewInTextView (self.panImageView, self.textViewColumn2) end function ViewController:refresh() self:updateTextSystem() end return ViewController
return setmetatable({ import = require 'compiler.computed.import', StringHash = require 'compiler.computed.stringHash', abilityOrder = require 'compiler.computed.abilityOrder', }, {__index = _G})
-- -- Read/Write an entity to the stream -- CClientEntityList::GetMaxEntityIndex() returns 8096 -- MAX_ENTITIES = 8096 if (SERVER) then AddCSLuaFile() end local function WriteEntity(buf, e) if (IsValid(e) or game.GetWorld() == e) then buf:UInt(1, 1) buf:UInt(e:EntIndex(), 13) return end buf:UInt(0, 1) -- NULL end local function ReadEntity(buf) if (buf:UInt(1) == 1) then return Entity(buf:UInt(13)) end -- non null return NULL end -- -- Read/Write a color to/from the stream -- local function WriteColor(buf, col) assert(IsColor(col), "WriteColor: color expected, got " .. type(col)) buf:UInt(col.r, 8) buf:UInt(col.g, 8) buf:UInt(col.b, 8) buf:UInt(col.a, 8) end local function ReadColor(buf) return Color(buf:UInt(8), buf:UInt(8), buf:UInt(8), buf:UInt(8)) end -- -- Sizes for ints to send -- local TYPE_SIZE = 4 local UINTV_SIZE = 5 local Char2HexaLookup, Hexa2CharLookup = {}, {} -- -- Generate Hexa Lookups -- Hexa is a 6-bit English character encoding -- local HexaRanges = { {"a", "z"}, -- 26 {"A", "Z"}, -- 52 {"0", "9"}, -- 62 {"_", "_"}, -- 63 } local offset = 1 for k, v in ipairs(HexaRanges) do local starts, ends = v[1]:byte(), v[2]:byte() for char = starts, ends do local hexa = char - starts + offset Char2HexaLookup[char] = hexa Hexa2CharLookup[hexa] = string.char(char) end offset = offset + 1 + ends - starts end -- -- Converts an ASCII character in to a Hexa Character -- local function CharToHexa(c) return Char2HexaLookup[c] end -- -- Converts a Hexa character in to an ASCII character -- local function HexaToChar(h) return Hexa2CharLookup[h] end -- -- Returns true if the string can be represented in 7-Bit ASCII -- Null bytes are not allowed as they are used for termination -- local function Is7BitString(str) return str:find("[\x80-\xFF%z]") == nil end -- -- Returns true if the string can be represented in Hexa -- local function IsHexaString(str) return str:find("[^a-zA-Z0-9_]") == nil end -- -- Returns true if the argument is NaN ( can also be interpreted as 0/0 ) -- local function IsNaN(x) return x ~= x end -- -- An imaginary NaN table for caching in writing.table -- local NaN = {} -- -- This exists because you can't make a table index NaN -- We need to do this so we can cache it in our references table -- local function IndexSafe(x) if (IsNaN(x)) then return NaN end return x end local reading, writing -- -- Gets the type of way we are going to send the data -- Not all of these exist in reality -- We are only going to add 16 types ( 0-15 ) since that's -- the max we can fit into 4 bits -- local function SendType(x) if (x == 1 or x == 0) then return "bit" end local t = type(x) -- -- check if a number has no decimal places -- and is able to be sent in an int -- if (t == "number" and x % 1 == 0 and x >= -0x7FFFFFFF and x <= 0xFFFFFFFF) then -- test if we can fit it in a single iteration with uintv if (x < bit.lshift(1, UINTV_SIZE) and x >= 0) then return "uintv" end if (x <= 0x7FFF and x >= -0x7FFF) then return "int16" end if (x <= 0x7FFFFFFF and x >= -0x7FFFFFFF) then return "int32" end return "uintv" end if (t == "string" and IsHexaString(x)) then return "hexastring" end if (t == "string" and Is7BitString(x)) then return "string7" end if (IsColor(x)) then return "Color" end if (TypeID(x) == TYPE_ENTITY) then return "Entity" end return t end local StringToTypeLookup, TypeToStringLookup = {}, {} do -- -- MUST BE 16 OR LESS TYPES -- StringToTypeLookup = { -- strings string = 0, hexastring = 1, string7 = 2, --numbers bit = 3, int16 = 4, int32 = 5, number = 6, uintv = 7, -- default things boolean = 8, --float arrays Vector = 9, Angle = 10, --tables table = 11, reference = 13, -- Garry's Mod specific VMatrix = 12, Color = 14, Entity = 15, } -- -- backwards lookup -- for k, v in pairs(StringToTypeLookup) do TypeToStringLookup[v] = k end end local function TypeToString(n) return TypeToStringLookup[n] end local function StringToType(s) return StringToTypeLookup[s] end local ReferenceType = StringToType("reference") local TableType = StringToType("table") reading = { -- -- Normal gmod types we can't really improve -- Color = ReadColor, boolean = function(buf) return buf:UInt(1) == 1 end, number = function(buf) return buf:Double() end, bit = function(buf) return buf:UInt(1) end, Entity = ReadEntity, VMatrix = error, --net.ReadMatrix, Angle = function(buf) return Angle(buf:Float(), buf:Float(), buf:Float()) end, --net.ReadAngle, Vector = function(buf) return Vector(buf:Float(), buf:Float(), buf:Float()) end, --net.ReadVector, -- -- Simple integers -- int16 = function(buf) return buf:Int(16) end, int32 = function(buf) return buf:Int(32) end, -- -- A reference index in our already-sent-table -- reference = function(buf, references) return references[reading.uintv(buf)] end, -- -- Variable length unsigned integers -- uintv = function(buf) local i = 0 local ret = 0 while buf:UInt(1) == 1 do local t = buf:UInt(UINTV_SIZE) ret = ret + bit.lshift(t, i * UINTV_SIZE) i = i + 1 end return ret end, -- -- 7 bit encoded strings -- NULL terminated -- string7 = function(buf) -- it's compressed if (buf:UInt(1) == 1) then return util.Decompress(buf:Data(reading.uintv(buf))) else -- it's not compressed local ret = "" while true do local chr = buf:UInt(7) if (chr == 0) then return ret end ret = ret .. string.char(chr) end end end, -- -- Our 6-bit encoded strings -- NULL terminated -- hexastring = function(buf) if (buf:UInt(1) == 1) then return util.Decompress(buf:Data(reading.uintv(buf))) else local ret = "" while true do local chr = buf:UInt(6) if (chr == 0) then return ret end -- terminator ret = ret .. Hexa2CharLookup[chr] end end end, -- -- C String -- NULL terminated -- NOTE: Must be NULL terminated or else will break compatibility -- with some addons! Also could lead to exploits -- string = function(buf) -- compressed or not if (buf:UInt(1) == 1) then return util.Decompress(buf:Data(reading.uintv(buf))) else return buf:String() end end, -- -- our readtable -- directly used as net.ReadTable -- table = function(buf, references) local ret = {} references = references or {} local reference = function(type, value) if (not type or (type ~= TableType and type ~= ReferenceType)) then table.insert(references, value) end end reference(nil, ret) for i = 1, reading.uintv(buf) do local type = buf:UInt(TYPE_SIZE) local value = reading[TypeToString(type)](buf, references) reference(type, value) ret[i] = value end for i = 1, reading.uintv(buf) do local keytype = buf:UInt(TYPE_SIZE) local keyvalue = reading[TypeToString(keytype)](buf, references) reference(keytype, keyvalue) local valuetype = buf:UInt(TYPE_SIZE) local valuevalue = reading[TypeToString(valuetype)](buf, references) reference(valuetype, valuevalue) ret[keyvalue] = valuevalue end return ret end } -- -- We need this since #table returns undefined values -- by the lua spec if it doesn't have incremental keys -- we use pairs since it's backwards compatible -- -- code_gs: pairs loop is needed to run the __pairs metamethod local function array_len(x) local tIndicies = {} for k, _ in pairs(x) do tIndicies[k] = true end for i = 1, MAX_ENTITIES do if (tIndicies[i] == nil) then return i - 1 end end return MAX_ENTITIES end writing = { bit = function(buf, n) buf:UInt(n, 1) end, Color = WriteColor, boolean = function(buf, n) buf:UInt(n and 1 or 0, 1) end, number = function(buf, d) buf:Double(d) end, Entity = WriteEntity, VMatrix = error, Vector = function(buf, v) buf:Float(v.x) buf:Float(v.y) buf:Float(v.z) end, Angle = function(buf, v) buf:Float(v.p) buf:Float(v.y) buf:Float(v.r) end, int16 = function(buf, w) buf:Int(w, 16) end, int32 = function(buf, d) buf:Int(d, 32) end, -- -- Variable length unsigned integers -- uintv = function(buf, n) while (n > 0) do buf:UInt(1, 1) buf:UInt(n, UINTV_SIZE) n = bit.rshift(n, UINTV_SIZE) end buf:UInt(0, 1) end, -- -- 7 bit encoded strings -- NULL terminated -- string7 = function(buf, s) local null = s:find("%z") if (null) then s = s:sub(1, null - 1) end local compressed = util.Compress(s) -- add one for the null terminator if (compressed and compressed:len() < (s:len() + 1) / 8 * 7) then buf:UInt(1, 1) writing.uintv(buf, compressed:len()) buf:Data(compressed) else buf:UInt(0, 1) for i = 1, s:len() do buf:UInt(s:byte(i, i), 7) end buf:UInt(0, 7) end end, -- -- Our 6-bit encoded strings -- NULL terminated -- hexastring = function(buf, s) local null = s:find("%z") if (null) then s = s:sub(1, null - 1) end local compressed = util.Compress(s) -- add one for the null terminator if (compressed and compressed:len() < (s:len() + 1) / 8 * 6) then buf:UInt(1, 1) writing.uintv(buf, compressed:len()) buf:Data(compressed) else buf:UInt(0, 1) for i = 1, s:len() do buf:UInt(Char2HexaLookup[s:byte(i, i)], 6) end buf:UInt(0, 6) end end, -- -- C String -- NULL terminated -- NOTE: Must be NULL terminated or else will break compatibility -- with some addons! Also could lead to exploits -- string = function(buf, x) local null = x:find("%z") if (null) then x = x:sub(1, null - 1) end local compressed = util.Compress(x) if (compressed and compressed:len() < x:len() + 1) then buf:UInt(1, 1) writing.uintv(buf, compressed:len()) buf:Data(compressed) else buf:UInt(0, 1) buf:String(x) end end, -- -- our writetable -- directly used as net.WriteTable -- table = function(buf, tbl, references, num) references = references or { [tbl] = 1 } num = num or 1 local SendValue = function(value) if (references[IndexSafe(value)]) then buf:UInt(ReferenceType, TYPE_SIZE) writing.uintv(buf, references[IndexSafe(value)]) return end local sendtype = SendType(value) num = num + 1 references[IndexSafe(value)] = num buf:UInt(StringToType(sendtype), TYPE_SIZE) num = writing[sendtype](buf, value, references, num) or num end local pairs_table = {} for k, v in pairs(tbl) do pairs_table[k] = v end local array_size = array_len(pairs_table) writing.uintv(buf, array_size) for i = 1, array_size do local value = pairs_table[i] pairs_table[i] = nil SendValue(value) end local object_key_count = table.Count(pairs_table) writing.uintv(buf, object_key_count) for k, v in next, pairs_table, nil do SendValue(k) SendValue(v) end return num end } return { write = function(b, t) writing.table(b, t) end, read = function(b) return reading.table(b) end }
local TDKP_WinnerCalculator = {} _G["TDKP_WinnerCalculator"] = TDKP_WinnerCalculator local L = LibStub("AceLocale-3.0"):GetLocale("TurboDKP") function TDKP_WinnerCalculator:ApplyBiddingCaps(bid1, bid2, rankCap1, rankCap2, specCap1, specCap2) -- don't have to worry about -1 cap values this way if rankCap1 < 0 then rankCap1 = 1e12 end if rankCap2 < 0 then rankCap2 = 1e12 end if specCap1 < 0 then specCap1 = 1e12 end if specCap2 < 0 then specCap2 = 1e12 end if rankCap1 ~= rankCap2 or specCap1 ~= specCap2 then -- some of caps are different if specCap1 == specCap2 then -- only rank caps are different if rankCap1 < rankCap2 then local bid1capped = min(bid1["bidAmount"], rankCap1) return bid1capped, bid2["bidAmount"] else local bid2capped = min(bid2["bidAmount"], rankCap2) return bid1["bidAmount"], bid2capped end elseif rankCap1 == rankCap2 then -- only spec caps are different if specCap1 < specCap2 then local bid1capped = min(bid1["bidAmount"], specCap1) return bid1capped, bid2["bidAmount"] else local bid2capped = min(bid2["bidAmount"], specCap2) return bid1["bidAmount"], bid2capped end else -- both caps are different if rankCap1 < rankCap2 and specCap1 < specCap2 then -- constrain bid1 by min of both caps local bid1capped = min(bid1["bidAmount"], min(rankCap1, specCap1)) return bid1capped, bid2["bidAmount"] elseif rankCap1 < rankCap2 and specCap1 > specCap2 then if rankCap1 == specCap2 then -- min of cap for each bid is the same return bid1["bidAmount"], bid2["bidAmount"] elseif rankCap1 < specCap2 then -- constrain bid1 because cap is lower local bid1capped = min(bid1["bidAmount"], rankCap1) return bid1capped, bid2["bidAmount"] elseif rankCap1 > specCap2 then -- constrain bid2 because cap is lower local bid2capped = min(bid2["bidAmount"], specCap2) return bid1["bidAmount"], bid2capped end elseif rankCap1 > rankCap2 and specCap1 < specCap2 then if rankCap2 == specCap1 then -- min of cap for each bid is the same return bid1["bidAmount"], bid2["bidAmount"] elseif rankCap2 < specCap1 then -- constrain bid2 because cap is lower local bid2capped = min(bid2["bidAmount"], rankCap2) return bid1["bidAmount"], bid2capped elseif rankCap2 > specCap1 then -- constrain bid1 because cap is lower local bid1capped = min(bid1["bidAmount"], specCap1) return bid1capped, bid2["bidAmount"] end elseif rankCap1 > rankCap2 and specCap1 > specCap2 then -- constrain bid2 by min of both caps local bid2capped = min(bid2["bidAmount"], min(rankCap2, specCap2)) return bid1["bidAmount"], bid2capped end end else -- caps are the same, no need to cap either bid return bid1["bidAmount"], bid2["bidAmount"] end end -- Topological sorting is needed for this problem. The ApplyBiddingCaps function has different comparison results -- depending on which two bids are being compared. This will insert all of the bids into a graph with -- "equals", "decreasing", and "increasing" costs form each bid to every other bid. It then figures out the top bid by -- finding the bids with no "increasing" costs. Of those it finds the bid with the most "equals" costs (if any exist). function TDKP_WinnerCalculator:DetermineWinningBid(itemId) local item = TDKP.itemsCurrentlyBidding[itemId] -- Print out all bids and the player whispers (just in case something goes wrong and you want to see the summary of bids) print("--------------------") print(TDKP.CHAT_PREFIX_COLORED .. item["itemLink"]) for _, bid in pairs(item["bids"]) do print(TDKP.CHAT_PREFIX_COLORED .. string.join(" ", GetPlayerNameWithColor(bid["player"]), bid["rankName"], bid["spec"], bid["bidAmount"])) end local bidGraph = {} local numBids = 0 -- Bulid graph of all bids for player1, bidData1 in pairs(item["bids"]) do if not bidGraph[player1] then bidGraph[player1] = {bid = bidData1, equals = {}, decreasing = {}, increasing = {}} end numBids = numBids + 1 for player2, bidData2 in pairs(item["bids"]) do if not bidGraph[player2] then bidGraph[player2] = {bid = bidData2, equals = {}, decreasing = {}, increasing = {}} end if player1 ~= player2 then local rankCap1 = TDKP.db.factionrealm.guildRankBidCaps[bidData1["rank"]] local rankCap2 = TDKP.db.factionrealm.guildRankBidCaps[bidData2["rank"]] local specCap1 = TDKP.db.factionrealm.specBidCaps[bidData1["spec"]] local specCap2 = TDKP.db.factionrealm.specBidCaps[bidData2["spec"]] local bid1capped, bid2capped = TDKP_WinnerCalculator:ApplyBiddingCaps(bidData1, bidData2, rankCap1, rankCap2, specCap1, specCap2) local costs12 = { bid1capped, bid2capped } local costs21 = { bid2capped, bid1capped } if bid1capped == bid2capped then bidGraph[player1]["equals"][player2] = costs12 bidGraph[player2]["equals"][player1] = costs21 elseif bid1capped < bid2capped then bidGraph[player1]["increasing"][player2] = costs12 bidGraph[player2]["decreasing"][player1] = costs21 elseif bid1capped > bid2capped then bidGraph[player1]["decreasing"][player2] = costs12 bidGraph[player2]["increasing"][player1] = costs21 end end end end -- return early if there are no bids if numBids == 0 then print("--------------------") SendChatMessage(TDKP.CHAT_PREFIX .. "No bids on " .. item["itemLink"], "RAID_WARNING") return end -- get top nodes and calculate num of costs for each type local numTopNodes = 0 local topNodes = {} local hasEqualsInTopNodes = false for player, node in pairs(bidGraph) do local numDecreasing = 0 for _, _ in pairs(node["decreasing"]) do numDecreasing = numDecreasing + 1 end node["numDecreasing"] = numDecreasing local numIncreasing = 0 for _, _ in pairs(node["increasing"]) do numIncreasing = numIncreasing + 1 end node["numIncreasing"] = numIncreasing local numEquals = 0 for _, _ in pairs(node["equals"]) do numEquals = numEquals + 1 end node["numEquals"] = numEquals if numIncreasing == 0 then topNodes[player] = node numTopNodes = numTopNodes + 1 if numEquals > 0 then hasEqualsInTopNodes = true end end end -- Something has gone horribly wrong and no top nodes were found if numTopNodes == 0 then error("Found no top nodes, cannot determine winner") end -- Get the top node (either node with most "equals" costs or the only node in top nodes table) local bestTopNode if hasEqualsInTopNodes then local bestEqualsNum = 0 for _, node in pairs(topNodes) do if node["numEquals"] > bestEqualsNum then bestEqualsNum = node["numEquals"] bestTopNode = node end end else if numTopNodes == 1 then for _, node in pairs(topNodes) do bestTopNode = node break end else error("Found more than 1 top node when there should only be 1") end end -- Something has gone horribly wrong and could not find a best top node if bestTopNode == nil then error("Could not find a best top node") end -- If top node has "equals" costs then we need to get all bids that are equal and tell all those players to roll if bestTopNode["numEquals"] > 0 then local cost = 1e12 local playersTied = { bestTopNode["bid"]["player"] } for player, costs in pairs(bestTopNode["equals"]) do table.insert(playersTied, player) if costs[2] < cost then cost = costs[2] end end print(TDKP.CHAT_PREFIX_COLORED .. "Tied: " .. table.concat(map(function (_, player) return GetPlayerNameWithColor(player) end, playersTied, true), ", ") .. " for " .. cost .. " dkp.") print("--------------------") SendChatMessage(TDKP.CHAT_PREFIX .. "Bids tied. Roll " .. table.concat(playersTied, ", ") .. " on " .. item["itemLink"] .. " for " .. cost .. " dkp.", "RAID_WARNING") for _, player in pairs(playersTied) do SendChatMessage(TDKP.CHAT_PREFIX .. "You tied with another bid. Roll on " .. item["itemLink"] .. " for " .. cost .. " dkp.", "WHISPER", nil, player) end else -- This is the winning bid, but need to calculate the greatest "decreasing" node compared to bid and add one for cost local cost if bestTopNode["numDecreasing"] > 0 then cost = 0 for player, costs in pairs(bestTopNode["decreasing"]) do if costs[2] > cost then cost = costs[2] end end cost = cost + 1 else -- If no "less" bids, that means it is the only bid and the cost is the minimum cost = TDKP.db.factionrealm.minBid end local winningPlayer = bestTopNode["bid"]["player"] print(TDKP.CHAT_PREFIX_COLORED .. "|cFF00FF00Winner|r: " .. GetPlayerNameWithColor(winningPlayer) .. " for " .. cost .. " dkp.") print("--------------------") TDKP_UI:ShowAwardWinningBidDialog(winningPlayer, cost, item) --SendChatMessage(TDKP.CHAT_PREFIX .. "Congrats " .. bestTopNode["bid"]["player"] .. " on " .. item["itemLink"] .. " for " .. cost .. " dkp!", "RAID_WARNING") end end
project "SPIRV_Cross" kind "StaticLib" language "C++" cppdialect "C++11" targetdir ("bin/" .. outputdir .. "/%{prj.name}") objdir ("bin-int/" .. outputdir .. "/%{prj.name}") files { "spirv.h", "spirv_cross_c.h", "GLSL.std.450.h", "spirv.hpp", "spirv_cfg.hpp", "spirv_common.hpp", "spirv_cpp.hpp", "spirv_cross.hpp", "spirv_cross_containers.hpp", "spirv_cross_error_handling.hpp", "spirv_cross_parsed_ir.hpp", "spirv_cross_util.hpp", "spirv_glsl.hpp", "spirv_hlsl.hpp", "spirv_msl.hpp", "spirv_parser.hpp", "spirv_reflect.hpp", "main.cpp", "spirv_cfg.cpp", "spirv_cpp.cpp", "spirv_cross.cpp", "spirv_cross_c.cpp", "spirv_cross_parsed_ir.cpp", "spirv_cross_util.cpp", "spirv_glsl.cpp", "spirv_hlsl.cpp", "spirv_msl.cpp", "spirv_parser.cpp", "spirv_reflect.cpp", } filter "system:windows" systemversion "latest" staticruntime "On" defines { "_GLFW_WIN32", "_CRT_SECURE_NO_WARNINGS" } filter "configurations:Debug" runtime "Debug" symbols "on" filter "configurations:Release" runtime "Release" optimize "on"
-- Standard awesome library local gears = require("gears") local awful = require("awful") require("awful.autofocus") -- Widget and layout library local wibox = require("wibox") -- Theme handling library local beautiful = require("beautiful") local lain = require("lain") local separators = lain.util.separators -- Notification library local naughty = require("naughty") local menubar = require("menubar") local hotkeys_popup = require("awful.hotkeys_popup").widget local button_table = awful.util.table local markup = lain.util.markup local math = require("math") local xf86helpers = require("xf86helpers") -- {{{ Error handling -- Check if awesome encountered an error during startup and fell back to -- another config (This code will only ever execute for the fallback config) if awesome.startup_errors then naughty.notify({ preset = naughty.config.presets.critical, title = "Oops, there were errors during startup!", text = awesome.startup_errors }) end -- Handle runtime errors after startup do local in_error = false awesome.connect_signal("debug::error", function (err) -- Make sure we don't go into an endless error loop if in_error then return end in_error = true naughty.notify({ preset = naughty.config.presets.critical, title = "Oops, an error happened!", text = tostring(err) }) in_error = false end) end -- }}} -- Autostart awful.util.spawn_with_shell("~/.config/awesome/autostart.sh &") -- {{{ Variable definitions -- Themes define colours, icons, font and wallpapers. beautiful.init("~/.config/awesome/custom-material/theme.lua") local arrow_systray = separators.arrow_left(beautiful.bg_systray, "alpha") local arrow_systray_inv = separators.arrow_left("alpha", beautiful.bg_systray) separators.width = 12 -- This is used later as the default terminal and editor to run. terminal = "sakura" editor = os.getenv("EDITOR") or "vim" editor_cmd = terminal .. " -e " .. editor modkey = "Mod4" -- Table of layouts to cover with awful.layout.inc, order matters. awful.layout.layouts = { awful.layout.suit.tile, -- awful.layout.suit.tile.left, awful.layout.suit.tile.bottom, awful.layout.suit.fair, awful.layout.suit.floating, -- awful.layout.suit.tile.top, -- awful.layout.suit.fair.horizontal, -- awful.layout.suit.spiral, -- awful.layout.suit.spiral.dwindle, -- awful.layout.suit.max, -- awful.layout.suit.max.fullscreen, -- awful.layout.suit.magnifier, -- awful.layout.suit.corner.nw, -- awful.layout.suit.corner.ne, -- awful.layout.suit.corner.sw, -- awful.layout.suit.corner.se, } -- }}} -- {{{ Helper functions local function client_menu_toggle_fn() local instance = nil return function () if instance and instance.wibox.visible then instance:hide() instance = nil else instance = awful.menu.clients({ theme = { width = 250 } }) end end end -- }}} -- {{{ Menu -- Create a launcher widget and a main menu myawesomemenu = { { "hotkeys", function() return false, hotkeys_popup.show_help end}, { "manual", terminal .. " -e man awesome" }, { "edit config", editor_cmd .. " " .. awesome.conffile }, { "restart", awesome.restart }, { "quit", function() awesome.quit() end} } mymainmenu = awful.menu({ items = { { "awesome", myawesomemenu, beautiful.awesome_icon }, { "open terminal", terminal } } }) mylauncher = awful.widget.launcher({ image = beautiful.awesome_icon, menu = mymainmenu }) -- Menubar configuration menubar.utils.terminal = terminal -- Set the terminal for applications that require it -- }}} -- Create a wibox for each screen and add it local taglist_buttons = button_table.join( awful.button({ }, 1, function(t) t:view_only() end), awful.button({ modkey }, 1, function(t) if client.focus then client.focus:move_to_tag(t) end end), awful.button({ }, 3, awful.tag.viewtoggle), awful.button({ modkey }, 3, function(t) if client.focus then client.focus:toggle_tag(t) end end), awful.button({ }, 4, function(t) awful.tag.viewnext(t.screen) end), awful.button({ }, 5, function(t) awful.tag.viewprev(t.screen) end) ) local tasklist_buttons = button_table.join( awful.button({ }, 1, function (c) if c == client.focus then c.minimized = true else -- Without this, the following -- :isvisible() makes no sense c.minimized = false if not c:isvisible() and c.first_tag then c.first_tag:view_only() end -- This will also un-minimize -- the client, if needed client.focus = c c:raise() end end), awful.button({ }, 3, client_menu_toggle_fn()), awful.button({ }, 4, function () awful.client.focus.byidx(1) end), awful.button({ }, 5, function () awful.client.focus.byidx(-1) end)) --- ------- --- --- Widgets --- --- ------- --- function round(what, precision) return math.floor(what*math.pow(10,precision)+0.5) / math.pow(10,precision) end -- Clock clock_widget = wibox.widget.textclock(" %a, %d.%m. %H:%M ") -- MEM local mem_icon = wibox.widget.imagebox(beautiful.mem_icon) local mem = lain.widget.mem({ settings = function() widget:set_markup(markup.font(beautiful.font, " " .. round(mem_now.used/1024, 2) .. "GB ")) end }) -- CPU local cpu_icon = wibox.widget.imagebox(beautiful.cpu_icon) local cpu = lain.widget.cpu({ settings = function() widget:set_markup(markup.font(beautiful.font, " " .. cpu_now.usage .. "% ")) end }) -- Coretemp local temp_icon = wibox.widget.imagebox(beautiful.temp_icon) local temp = lain.widget.temp({ timeout = 5, settings = function() if coretemp_now > 85 then widget:set_markup(markup.font(beautiful.font, markup.fg.color(beautiful.red, " " .. coretemp_now .. " °C "))) elseif coretemp_now > 70 then widget:set_markup(markup.font(beautiful.font, markup.fg.color(beautiful.orange, " " .. coretemp_now .. " °C "))) else widget:set_markup(markup.font(beautiful.font, " " .. coretemp_now .. "°C ")) end end }) -- Battery -- battery progress bar local batbar = wibox.widget { forced_width = 40 * beautiful.scaling, color = "#232323", background_color = "#ddd", paddings = 1 * beautiful.scaling, widget = wibox.widget.progressbar, } local batbar_bg = wibox.container.background(batbar, "#0f0", gears.shape.rectangle) local bat_widget = wibox.container.margin(batbar_bg, 2 * beautiful.scaling, 7 * beautiful.scaling, 7 * beautiful.scaling, 6 * beautiful.scaling) -- l r t b local bat_icon = wibox.widget.imagebox(beautiful.bat_icon) -- Lain widget to show bat percent, also shows notifications local bat = lain.widget.bat({ notify = "on", timeout = 5, n_perc = {5, 10}, settings = function() widget:set_markup(markup.font(beautiful.font, bat_now.perc .. "% ")) if bat_now.perc > 80 then batbar:set_color(beautiful.green) elseif bat_now.perc <= 80 and bat_now.perc > 30 then batbar:set_color("#4fc0e9") elseif bat_now.perc <= 30 and bat_now.perc > 15 then batbar:set_color(beautiful.orange) elseif bat_now.perc <= 15 then batbar:set_color(beautiful.red) end batbar:set_value(bat_now.perc/100) end }) -- Calendar local calendar = lain.widget.cal({ attach_to = { clock_widget } }) -- Helper functions local notification_preset = { fg = "#202020", bg = "#CDCDCD" } local function volume_notification() local get_volume = [[bash -c "amixer sget Master | tail -n 1 | awk '{print $4}' | tr -d '[]' | sed 's/%//'"]] awful.spawn.easy_async(get_volume, function(stdout, stderr, reason, exit_code) naughty.notify({ title = "Volume", text = tostring(tonumber(stdout)) .. '%', preset = notification_preset }) end) end local function increase_volume() awful.util.spawn("amixer set Master 5+") volume_notification() end local function decrease_volume() awful.util.spawn("amixer set Master 5-") volume_notification() end local function set_wallpaper(s) gears.wallpaper.maximized(beautiful.wallpaper, s, true) end -- Re-set wallpaper when a screen's geometry changes (e.g. different resolution) screen.connect_signal("property::geometry", set_wallpaper) awful.screen.connect_for_each_screen(function(s) -- Wallpaper gears.wallpaper.maximized(beautiful.wallpaper, s, true) -- Each screen has its own tag table. awful.tag({ "1", "2", "3", "4", "5", "6", "7", "8", "9" }, s, awful.layout.layouts[1]) -- Create a promptbox for each screen s.mypromptbox = awful.widget.prompt() -- Create an imagebox widget which will contains an icon indicating which layout we're using. -- We need one layoutbox per screen. s.mylayoutbox = awful.widget.layoutbox(s) s.mylayoutbox:buttons(button_table.join( awful.button({ }, 1, function () awful.layout.inc( 1) end), awful.button({ }, 3, function () awful.layout.inc(-1) end), awful.button({ }, 4, function () awful.layout.inc( 1) end), awful.button({ }, 5, function () awful.layout.inc(-1) end))) -- Create a taglist widget s.mytaglist = awful.widget.taglist(s, awful.widget.taglist.filter.all, taglist_buttons) -- Create a tasklist widget s.mytasklist = awful.widget.tasklist(s, awful.widget.tasklist.filter.currenttags, tasklist_buttons) -- Create the wibox s.mywibox = awful.wibar({ position = "top", screen = s }) -- Add widgets to the wibox s.mywibox:setup { layout = wibox.layout.align.horizontal, { -- Left widgets layout = wibox.layout.fixed.horizontal, mylauncher, s.mytaglist, s.mypromptbox, }, s.mytasklist, -- Middle widget { -- Right widgets layout = wibox.layout.fixed.horizontal, arrow_systray_inv, wibox.widget.systray(), arrow_systray, mem_icon, mem, arrow_systray_inv, wibox.container.background(cpu_icon, beautiful.bg_systray), wibox.container.background(cpu.widget, beautiful.bg_systray), arrow_systray, temp_icon, temp, arrow_systray_inv, wibox.container.background(bat_icon, beautiful.bg_systray), wibox.container.background(bat.widget, beautiful.bg_systray), wibox.container.background(bat_widget, beautiful.bg_systray), arrow_systray, clock_widget, s.mylayoutbox, }, } end) -- }}} -- {{{ Mouse bindings root.buttons(button_table.join( awful.button({ }, 3, function () mymainmenu:toggle() end), awful.button({ }, 4, awful.tag.viewnext), awful.button({ }, 5, awful.tag.viewprev) )) -- }}} -- {{{ Key bindings globalkeys = button_table.join( awful.key({ modkey }, "s", hotkeys_popup.show_help, {description="show help", group="awesome"}), awful.key({ modkey }, "Left", awful.tag.viewprev, {description = "view previous", group = "tag"}), awful.key({ modkey }, "Right", awful.tag.viewnext, {description = "view next", group = "tag"}), awful.key({ modkey }, "Escape", awful.tag.history.restore, {description = "go back", group = "tag"}), awful.key({ modkey }, "w", function () mymainmenu:show() end, {description = "show main menu", group = "awesome"}), awful.key({}, "Print", function() awful.util.spawn ("flameshot gui") end), awful.key({}, "XF86Calculator", function() awful.util.spawn ("copy_line_marker") end), awful.key({}, "Pause", function() awful.util.spawn ("screencast") end), awful.key({}, "XF86MonBrightnessUp", xf86helpers.brightness.inc), awful.key({}, "XF86MonBrightnessDown", xf86helpers.brightness.dec), awful.key({}, "XF86AudioRaiseVolume", xf86helpers.volume.inc), awful.key({}, "XF86AudioLowerVolume", xf86helpers.volume.dec), awful.key({}, "XF86AudioMute", xf86helpers.volume.mute), awful.key({}, "XF86AudioPlay", function() awful.util.spawn ("playerctl play-pause") end), awful.key({}, "XF86AudioNext", function() awful.util.spawn ("playerctl next") end), awful.key({}, "XF86AudioPrev", function() awful.util.spawn ("playerctl previous") end), awful.key({}, "XF86Display", function() awful.util.spawn ("arandr") end), awful.key({ modkey, }, "l", function() awful.util.spawn( "dm-tool lock" ) end), -- Layout manipulation awful.key({ modkey }, "u", awful.client.urgent.jumpto, {description = "jump to urgent client", group = "client"}), awful.key({ modkey }, "Tab", function () awful.client.focus.history.previous() if client.focus then client.focus:raise() end end, {description = "go back", group = "client"}), -- Standard program awful.key({ modkey }, "Return", function () awful.spawn(terminal) end, {description = "open a terminal", group = "launcher"}), awful.key({ modkey, "Control" }, "r", awesome.restart, {description = "reload awesome", group = "awesome"}), awful.key({ modkey, "Shift" }, "q", awesome.quit, {description = "quit awesome", group = "awesome"}), awful.key({ modkey, }, "space", function () awful.layout.inc( 1) end, {description = "select next", group = "layout"}), awful.key({ modkey, "Shift" }, "space", function () awful.layout.inc(-1) end, {description = "select previous", group = "layout"}), awful.key({ modkey }, "r", function () awful.spawn("rofi -show drun") end, {description = "run rofi", group = "launcher"}), awful.key({ modkey }, "e", function () awful.spawn("pcmanfm") end, {description = "run filemanager", group = "launcher"}), awful.key({ modkey }, "c", function() raise_conky() end, function() lower_conky() end) ) clientkeys = button_table.join( awful.key({ modkey, }, "f", function (c) c.fullscreen = not c.fullscreen c:raise() end, {description = "toggle fullscreen", group = "client"}), awful.key({ modkey, "Shift" }, "c", function (c) c:kill() end, {description = "close", group = "client"}), awful.key({ modkey, "Control" }, "space", awful.client.floating.toggle , {description = "toggle floating", group = "client"}), awful.key({ modkey, }, "o", function (c) c:move_to_screen() end, {description = "move to screen", group = "client"}), awful.key({ modkey, }, "t", function (c) c.ontop = not c.ontop end, {description = "toggle keep on top", group = "client"}), awful.key({ modkey, }, "h", function (c) -- The client currently has the input focus, so it cannot be -- minimized, since minimized clients can't have the focus. c.minimized = true end , {description = "minimize", group = "client"}), awful.key({ modkey, }, "m", function (c) c.maximized = not c.maximized c:raise() end , {description = "maximize", group = "client"}) ) -- Bind all key numbers to tags. -- Be careful: we use keycodes to make it works on any keyboard layout. -- This should map on the top row of your keyboard, usually 1 to 9. for i = 1, 9 do globalkeys = button_table.join(globalkeys, -- View tag only. awful.key({ modkey }, "#" .. i + 9, function () local screen = awful.screen.focused() local tag = screen.tags[i] if tag then tag:view_only() end end, {description = "view tag #"..i, group = "tag"}), -- Toggle tag display. awful.key({ modkey, "Control" }, "#" .. i + 9, function () local screen = awful.screen.focused() local tag = screen.tags[i] if tag then awful.tag.viewtoggle(tag) end end, {description = "toggle tag #" .. i, group = "tag"}), -- Move client to tag. awful.key({ modkey, "Shift" }, "#" .. i + 9, function () if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:move_to_tag(tag) end end end, {description = "move focused client to tag #"..i, group = "tag"}), -- Toggle tag on focused client. awful.key({ modkey, "Control", "Shift" }, "#" .. i + 9, function () if client.focus then local tag = client.focus.screen.tags[i] if tag then client.focus:toggle_tag(tag) end end end, {description = "toggle focused client on tag #" .. i, group = "tag"}) ) end clientbuttons = button_table.join( --awful.button({ }, 1, function (c) client.focus = c; c:raise() end), awful.button({ }, 1, function (c) if c.class == "FlowBladeWindow" then return end client.focus = c; c:raise() end), awful.button({ modkey }, 1, awful.mouse.client.move), awful.button({ modkey }, 3, awful.mouse.client.resize)) -- Set keys root.keys(globalkeys) -- }}} -- {{{ Rules -- Rules to apply to new clients (through the "manage" signal). awful.rules.rules = { -- All clients will match this rule. { rule = { }, properties = { border_width = beautiful.border_width, border_color = beautiful.border_normal, focus = awful.client.focus.filter, raise = true, keys = clientkeys, buttons = clientbuttons, screen = awful.screen.preferred, placement = awful.placement.no_overlap+awful.placement.no_offscreen } }, -- Floating clients. { rule_any = { instance = { "DTA", -- Firefox addon DownThemAll. "copyq", -- Includes session name in class. }, class = { "Arandr", "Gpick", "Kruler", "MessageWin", -- kalarm. "Sxiv", "Wpa_gui", "pinentry", "veromix", "xtightvncviewer", "Sakura", "RSE", "SeVi", "SeVi - Sequel Viewer", "TeamViewer", "VirtualBox", "Mullvad", "pcmanfm", "Pcmanfm"}, name = { "Event Tester", -- xev. "SeVi - Sequel Viewer" }, icon_name = { "SeVi - Sequel Viewer", "SeVi", "RSE" }, role = { "AlarmWindow", -- Thunderbird's calendar. "pop-up", -- e.g. Google Chrome's (detached) Developer Tools. } }, properties = { floating = true }}, -- Add titlebars to normal clients and dialogs { rule_any = {type = { "normal", "dialog" } }, properties = { titlebars_enabled = false } }, { rule = { class = "Conky" }, properties = { floating = true, sticky = true, ontop = false, border_width = 0, focusable = false } }, { rule = { class = "Plank" }, properties = { border_width = 0, floating = true, sticky = true, ontop = false, focusable = false, below = true } }, { rule = { class = "jetbrains-.*", instance = "sun-awt-X11-XWindowPeer", name = "win.*" }, properties = { -- floating = true, -- focus = true, -- focusable = false, -- ontop = true, -- placement = awful.placement.restore, -- buttons = {} }, } } -- }}} -- {{{ Signals -- Signal function to execute when a new client appears. client.connect_signal("manage", function (c) -- Set the windows at the slave, -- i.e. put it at the end of others instead of setting it master. -- if not awesome.startup then awful.client.setslave(c) end if awesome.startup and not c.size_hints.user_position and not c.size_hints.program_position then -- Prevent clients from being unreachable after screen count changes. awful.placement.no_offscreen(c) end end) -- Add a titlebar if titlebars_enabled is set to true in the rules. client.connect_signal("request::titlebars", function(c) -- buttons for the titlebar local buttons = button_table.join( awful.button({ }, 1, function() client.focus = c c:raise() awful.mouse.client.move(c) end), awful.button({ }, 3, function() client.focus = c c:raise() awful.mouse.client.resize(c) end) ) awful.titlebar(c) : setup { { -- Left --awful.titlebar.widget.iconwidget(c), buttons = buttons, layout = wibox.layout.fixed.horizontal }, { -- Middle { -- Title align = "center", widget = awful.titlebar.widget.titlewidget(c) }, buttons = buttons, layout = wibox.layout.flex.horizontal }, { -- Right awful.titlebar.widget.floatingbutton (c), --awful.titlebar.widget.maximizedbutton(c), --awful.titlebar.widget.stickybutton (c), --awful.titlebar.widget.ontopbutton (c), awful.titlebar.widget.closebutton (c), layout = wibox.layout.fixed.horizontal() }, layout = wibox.layout.align.horizontal } end) -- Enable sloppy focus, so that focus follows mouse. --client.connect_signal("mouse::enter", function(c) -- if awful.layout.get(c.screen) ~= awful.layout.suit.magnifier -- and awful.client.focus.filter(c) then -- client.focus = c -- end --end) -- Enable sloppy focus (without defocusing IntelliJ dialogs) client.connect_signal("mouse::enter", function(c) local focused = client.focus if focused and focused.class == c.class and focused.instance == "sun-awt-X11-XDialogPeer" and c.instance == "sun-awt-X11-XFramePeer" then return end if awful.layout.get(c.screen) ~= awful.layout.suit.magnifier and awful.client.focus.filter(c) then client.focus = c end end) client.connect_signal("focus", function(c) c.border_color = beautiful.border_focus end) client.connect_signal("unfocus", function(c) c.border_color = beautiful.border_normal end) -- }}} -- Conky raise do local conky = nil function get_conky(default) if conky and conky.valid then return conky end conky = awful.client.iterate(function(c) return c.class == "Conky" end)() return conky or default end function raise_conky() get_conky({}).ontop = true end function lower_conky() get_conky({}).ontop = false end function toggle_conky() local conky = get_conky({}) conky.ontop = not conky.ontop end end client.connect_signal("unfocus", function(c) c.border_color = beautiful.border_normal end)
-- Copyright 2022 SmartThings -- -- 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. local ZigbeeDriver = require "st.zigbee" local defaults = require "st.zigbee.defaults" local battery_defaults = require "st.zigbee.defaults.battery_defaults" local timer_const = require "constants/timer-constants" -- Capabilities local capabilities = require "st.capabilities" local Tone = capabilities.tone local PresenceSensor = capabilities.presenceSensor local SignalStrength = capabilities.signalStrength -- Zigbee Spec Utils local clusters = require "st.zigbee.zcl.clusters" local Basic = clusters.Basic local PowerConfiguration = clusters.PowerConfiguration local IdentifyCluster = clusters.Identify local zcl_global_commands = require "st.zigbee.zcl.global_commands" local Status = (require "st.zigbee.zcl.types").ZclStatus local buf_lib = require "st.buf" local zb_messages = require "st.zigbee.messages" local BEEP_IDENTIFY_TIME = 5 -- seconds local IS_PRESENCE_BASED_ON_BATTERY_REPORTS = "isPresenceBasedOnBatteryReports" local ST_ARRIVAL_SENSOR_CUSTOM_PROFILE = 0xFC01 local DEFAULT_PRESENCE_TIMEOUT_S = 120 local battery_voltage_attr_configuration = { cluster = PowerConfiguration.ID, attribute = PowerConfiguration.attributes.BatteryVoltage.ID, minimum_interval = 1, maximum_interval = 21, data_type = PowerConfiguration.attributes.BatteryVoltage.base_type, reportable_change = 1 } local battery_table = { [2.80] = 100, [2.70] = 100, [2.60] = 100, [2.50] = 90, [2.40] = 80, [2.30] = 70, [2.20] = 70, [2.10] = 50, [2.00] = 50, [1.90] = 30, [1.80] = 30, [1.70] = 15, [1.60] = 1, [1.50] = 0 } local function emit_signal_strength_events(device, zb_rx) device:emit_event(SignalStrength.lqi(zb_rx.lqi.value)) device:emit_event(SignalStrength.rssi({value = zb_rx.rssi.value, unit = 'dBm'})) end local function battery_config_response_handler(self, device, zb_rx) if zb_rx.body.zcl_body.global_status.value == Status.SUCCESS then device:set_field(IS_PRESENCE_BASED_ON_BATTERY_REPORTS, true, {persist = true}) local poll_timer = device:get_field(timer_const.RECURRING_POLL_TIMER) if poll_timer ~= nil then device.thread:cancel_timer(poll_timer) device:set_field(timer_const.RECURRING_POLL_TIMER, nil) end end end local function create_poll_schedule(device) local should_schedule_recurring_polling = not (device:get_field(IS_PRESENCE_BASED_ON_BATTERY_REPORTS) or true) local timer = device:get_field(timer_const.RECURRING_POLL_TIMER) if should_schedule_recurring_polling then if timer ~= nil then device.thread:cancel_timer(timer) end -- Set the poll interval to 1/2 the actual check interval so a single missed message doens't result in not present local new_timer = device.thread:call_on_schedule(math.floor(device.preferences.check_interval / 2) - 1, function() device:send(Basic.attributes.ZCLVersion:read(device)) end, "polling_schedule_timer") device:set_field(timer_const.RECURRING_POLL_TIMER, new_timer) elseif timer ~= nil then device.thread:cancel_timer(timer) device:set_field(timer_const.RECURRING_POLL_TIMER, nil) end end local function create_presence_timeout(device) local timer = device:get_field(timer_const.PRESENCE_CALLBACK_TIMER) if timer ~= nil then device.thread:cancel_timer(timer) end local no_rep_timer = device:get_field(timer_const.PRESENCE_CALLBACK_CREATE_FN) if (no_rep_timer ~= nil) then device:set_field(timer_const.PRESENCE_CALLBACK_TIMER, no_rep_timer(device)) end end local function info_changed(self, device, event, args) if args.old_st_store.preferences.check_interval ~= device.preferences.check_interval then create_poll_schedule(device) end end local function get_check_interval_int(device) if type(device.preferences.checkInterval) == "number" then return device.preferences.checkInterval elseif type(device.preferences.checkInterval) == "string" and tonumber(device.preferences.checkInterval) ~= nil then return tonumber(device.preferences.checkInterval) end return DEFAULT_PRESENCE_TIMEOUT_S end local function init_handler(self, device, event, args) device:set_field(battery_defaults.DEVICE_VOLTAGE_TABLE_KEY, battery_table) device:add_configured_attribute(battery_voltage_attr_configuration) device:add_monitored_attribute(battery_voltage_attr_configuration) device:remove_monitored_attribute(PowerConfiguration.ID, PowerConfiguration.attributes.BatteryPercentageRemaining.ID) device:remove_configured_attribute(PowerConfiguration.ID, PowerConfiguration.attributes.BatteryPercentageRemaining.ID) device:set_field( timer_const.PRESENCE_CALLBACK_CREATE_FN, function(device) return device.thread:call_with_delay( get_check_interval_int(device), function() device:emit_event(PresenceSensor.presence("not present")) device:emit_event(SignalStrength.lqi(0)) device:emit_event(SignalStrength.rssi({value = -100, unit = 'dBm'})) device:set_field(timer_const.PRESENCE_CALLBACK_TIMER, nil) end ) end ) local should_schedule_recurring_polling = not (device:get_field(IS_PRESENCE_BASED_ON_BATTERY_REPORTS) or true) if should_schedule_recurring_polling then create_poll_schedule(device) create_presence_timeout(device) end end local function beep_handler(self, device, command) device:send(IdentifyCluster.server.commands.Identify(device, BEEP_IDENTIFY_TIME)) end local function added_handler(self, device) device:emit_event(PresenceSensor.presence("present")) device:set_field(IS_PRESENCE_BASED_ON_BATTERY_REPORTS, false, {persist = true}) device:send(PowerConfiguration.attributes.BatteryVoltage:read(device)) end local function poke(device) -- If we receive any message from the device, we should mark it present and start the timeout to mark it offline device:emit_event(PresenceSensor.presence("present")) create_presence_timeout(device) end local function all_zigbee_message_handler(self, message_channel) local device_uuid, data = message_channel:receive() local buf = buf_lib.Reader(data) local zb_rx = zb_messages.ZigbeeMessageRx.deserialize(buf, {additional_zcl_profiles = self.additional_zcl_profiles}) local device = self:get_device_info(device_uuid) if zb_rx ~= nil then device.log.info(string.format("received Zigbee message: %s", zb_rx:pretty_print())) device:attribute_monitor(zb_rx) if (device:supports_capability_by_id("signalStrength") and zb_rx.rssi.value ~= nil and zb_rx.lqi.value ~= nil) then emit_signal_strength_events(device, zb_rx) end poke(device) device.thread:queue_event(self.zigbee_message_dispatcher.dispatch, self.zigbee_message_dispatcher, self, device, zb_rx) end end local zigbee_presence_driver = { supported_capabilities = { capabilities.presenceSensor, capabilities.tone, capabilities.signalStrength, capabilities.battery, capabilities.refresh }, zigbee_handlers = { attr = { [PowerConfiguration.ID] = { [PowerConfiguration.attributes.BatteryVoltage.ID] = battery_defaults.battery_volt_attr_handler } }, global = { [PowerConfiguration.ID] = { [zcl_global_commands.CONFIGURE_REPORTING_RESPONSE_ID] = battery_config_response_handler } } }, capability_handlers = { [Tone.ID] = { [Tone.commands.beep.NAME] = beep_handler } }, lifecycle_handlers = { added = added_handler, init = init_handler, infoChanged = info_changed, }, additional_zcl_profiles = { [ST_ARRIVAL_SENSOR_CUSTOM_PROFILE] = true }, -- Custom handler for every Zigbee message zigbee_message_handler = all_zigbee_message_handler, sub_drivers = { require("arrival-sensor-v1") } } defaults.register_for_default_handlers(zigbee_presence_driver, zigbee_presence_driver.supported_capabilities) local driver = ZigbeeDriver("zigbee-presence-sensor", zigbee_presence_driver) driver:run()
local t = require( "taptest" ) local readfile = require( "readfile" ) f = io.open( "ReadFileXmpl.txt", "w" ) f:write( "a ", "long ", "text\n", "is ", 1337 ) f:close() str, err = readfile( "ReadFileXmpl.txt" ) t( str, "a long text\nis 1337" ) t( err, nil ) os.remove( "ReadFileXmpl.txt" ) t()
wrk.method = "GET"
if (data.raw.recipe["alien-science-pack"] ~= nil) then data.raw.recipe["alien-science-pack"].result_count = 100 end
local Lambda = wickerrequire "paradigms.functional" local FunctionQueue = wickerrequire "gadgets.functionqueue" local AddWorldgenMainPostLoad if IsWorldgen() then local postloads = FunctionQueue() local json = require "json" json.decode = (function() local decode = json.decode local did_patch = false return function(...) if not did_patch then local generate_new = rawget(_G, "GenerateNew") if generate_new then postloads() postloads = nil did_patch = true json.decode = decode end end return decode(...) end end)() AddWorldgenMainPostLoad = function(fn) table.insert(postloads, fn) end else AddWorldgenMainPostLoad = Lambda.Nil end TheMod:EmbedHook("AddWorldgenMainPostLoad", AddWorldgenMainPostLoad) TheMod:EmbedHook("AddWorldGenMainPostLoad", AddWorldgenMainPostLoad)
return Def.Quad { InitCommand=cmd(x,SCREEN_CENTER_X;y,SCREEN_CENTER_Y;scaletoclipped,SCREEN_WIDTH*2,SCREEN_HEIGHT*2); GainFocusCommand=cmd(finishtweening;diffusealpha,0;accelerate,0.6;diffusealpha,1); };
ITEM.name = "Teapot" ITEM.desc = "An old ceramic teapot" ITEM.model = "models/z-o-m-b-i-e/metro_2033/station_props/m33_teapot_03.mdl" ITEM.width = 1 ITEM.height = 1 ITEM.money = {1, 3}
#!/usr/bin/lua local util = require "luci.util" assert(arg[1]) local x = {} local f = loadfile(arg[1]) setfenv(f, x) f() print '<?xml version="1.0" encoding="utf-8"?>' print '' print '<i18n:msgs xmlns:i18n="http://luci.freifunk-halle.net/2008/i18n#" xmlns="http://www.w3.org/1999/xhtml">' print '' for k, v in util.kspairs(x) do print ('<i18n:msg xml:id="%s">%s</i18n:msg>' % {k, v}) end print '' print '</i18n:msgs>'
CMD.name = 'UnfreezeBots' CMD.description = 'command.unfreezebots.description' CMD.permission = 'moderator' CMD.category = 'permission.categories.server_management' CMD.aliases = { 'botunfreeze', 'unfreezebot', 'bot_unfreeze', 'bot_unzombie' } function CMD:on_run(player) self:notify_staff('command.unfreezebots.message', { player = get_player_name(player) }) RunConsoleCommand('bot_zombie', 0) end
local dap = require('dap') dap.adapters.php = { type = 'executable', command = 'node', args = { '/opt/vscode-php-debug/out/phpDebug.js' } } dap.configurations.php = { { type = 'php', request = 'launch', name = 'Listen for Xdebug', port = 9003 } } require("nvim-dap-virtual-text").setup() local map = vim.api.nvim_set_keymap local silentnoremap = {noremap = true, silent = true} map('n', '<F5>', '<cmd>lua require"dap".continue()<CR>', silentnoremap) map('n', '<F10>', '<cmd>lua require"dap".step_over()<CR>', silentnoremap) map('n', '<F11>', '<cmd>lua require"dap".step_into()<CR>', silentnoremap) map('n', '<F12>', '<cmd>lua require"dap".step_out()<CR>', silentnoremap) map('n', '<Leader>b', '<cmd>lua require"dap".toggle_breakpoint()<CR>', silentnoremap) map('n', '<Leader>B', '<cmd>lua require"dap".set_breakpoint(vim.fn.input("Breakpoint condition: "))<CR>', silentnoremap) map('n', '<Leader>lp', '<cmd>lua require"dap".set_breakpoint(nil, nil, vim.fn.input("Log point message: "))<CR>', silentnoremap) map('n', '<Leader>dr', '<cmd>lua require"dap".repl.open()<CR>', silentnoremap)
local version = Ext.Version() if version < 56 and Ext.IO == nil then local tbl = { AddPathOverride = Ext.AddPathOverride, GetPathOverride = Ext.GetPathOverride, LoadFile = Ext.LoadFile, SaveFile = Ext.SaveFile, } if Ext.GetPathOverride == nil then tbl.GetPathOverride = function() return nil end end rawset(Ext, "IO", tbl) end ModuleFolder = Ext.GetModInfo(ModuleUUID).Directory ---@class CharacterExpansionLibListeners:table local listeners = {} Mods.CharacterExpansionLib.Listeners = listeners Mods.LeaderLib.Import(Mods.CharacterExpansionLib) ---Makes CharacterExpansionLib's and LeaderLib's globals accessible using metamethod magic. Pass it a mod table, such as Mods.MyModTable. ---Usage: Mods.CharacterExpansionLib.Import(Mods.MyModTable) ---@param targetModTable table function Import(targetModTable) Mods.LeaderLib.Import(targetModTable, Mods.CharacterExpansionLib) end local isClient = Ext.IsClient() ---@alias SetCharacterCreationOriginSkillsCallback fun(player:EclCharacter, origin:string, race:string, skills:string[]):string[] if isClient then listeners.SetCharacterCreationOriginSkills = { ---@private ---@type SetCharacterCreationOriginSkillsCallback[] Callbacks = {}, ---@param callback SetCharacterCreationOriginSkillsCallback Register = function(callback) table.insert(listeners.SetCharacterCreationOriginSkills.Callbacks, callback) end } end local printMessages = { CEL_SheetManager_RequestValueChange = true, CEL_SheetManager_LoadAvailablePointsForCharacter = true, CEL_SheetManager_LoadAllAvailablePoints = true, CEL_SheetManager_RequestAvailablePoints = true, CEL_SheetManager_RequestAvailablePointsWithDelay = true, CEL_RequestSyncAvailablePoints = true, } if version >= 56 then local _netListeners = {} Ext.Events.NetMessageReceived:Subscribe(function(e) InvokeListenerCallbacks(_netListeners[e.Channel], e.Channel, e.Payload, e.UserID) end) ---@param id string ---@param callback fun(id:string, payload:string, user:integer|nil):void function RegisterNetListener(id, callback) if _netListeners[id] == nil then _netListeners[id] = {} end local listeners = _netListeners[id] local wrapper = function (_id, payload, user) fprint(LOGLEVEL.WARNING, "[%s:NetListener] id(%s) user(%s) payload:\n%s", isClient and "CLIENT" or "SERVER", _id, user, payload) -- if Vars.LeaderDebugMode and printMessages[id] then -- --fprint(LOGLEVEL.WARNING,"%s (%s)", id, isClient and "CLIENT" or "SERVER") -- fprint(LOGLEVEL.WARNING, "[%s:NetListener] id(%s) user(%s) payload:\n%s", isClient and "CLIENT" or "SERVER", _id, user, payload) -- end local b,err = xpcall(callback, debug.traceback, _id, payload, user) if not b then Ext.PrintError(err) end end listeners[#listeners+1] = wrapper end else ---@param id string ---@param callback fun(id:string, payload:string, user:integer|nil):void function RegisterNetListener(id, callback) local wrapper = function (_id, payload, user) if Vars.LeaderDebugMode and printMessages[id] then --fprint(LOGLEVEL.WARNING,"%s (%s)", id, isClient and "CLIENT" or "SERVER") fprint(LOGLEVEL.WARNING, "[%s:NetListener] id(%s) user(%s) payload:\n%s", isClient and "CLIENT" or "SERVER", _id, user, payload) end local b,err = xpcall(callback, debug.traceback, _id, payload, user) if not b then Ext.PrintError(err) end end Ext.RegisterNetListener(id, wrapper) end end Ext.Require("SheetManager/Init.lua") local function TryFindOsiToolsConfig(info) local filePath = string.format("Mods/%s/OsiToolsConfig.json", info.Directory) local file = Ext.LoadFile(filePath, "data") if file then return Common.JsonParse(file) end end local function CheckOsiToolsConfig() local order = Ext.GetModLoadOrder() for i=1,#order do local uuid = order[i] if IgnoredMods[uuid] ~= true then local info = Ext.GetModInfo(uuid) if info ~= nil then local b,result = xpcall(TryFindOsiToolsConfig, debug.traceback, info) if not b then Ext.PrintError(result) elseif result ~= nil then if result.FeatureFlags and (Common.TableHasValue(result.FeatureFlags, "CustomStats") or Common.TableHasValue(result.FeatureFlags, "CustomStatsPane")) then return true end end end end end end RegisterListener("LuaReset", function() Mods.LeaderLib.Vars.Print.UI = true --CheckOsiToolsConfig() end)
local function frequencies(arr) local result = {} for i = 1, #arr do result[arr[i]] = (result[arr[i]] or 0) + 1 end return result end return frequencies
-- Back button navigation -- Part of Live Simulator: 2 -- See copyright notice in main.lua local love = require("love") local Luaoop = require("libs.Luaoop") local AssetCache = require("asset_cache") local MainFont = require("main_font") local color = require("color") local ImageButton = require("game.ui.image_button") local BackNavigation = Luaoop.class("Livesim2.BackNavigation", ImageButton) function BackNavigation:new(name) local font = MainFont.get(22) local images = AssetCache.loadMultipleImages({ "assets/image/ui/com_button_01.png", "assets/image/ui/com_button_01se.png", "assets/image/ui/com_win_02.png" }, {mipmaps = true}) ImageButton.new(self, images) self.bar = images[3] self.text = love.graphics.newText(font) self.text:add({color.black, name}, 95, 9) end function BackNavigation:render(x, y) love.graphics.setColor(color.white) love.graphics.draw(self.bar, x - 98, y) love.graphics.draw(self.text, x, y) return ImageButton.render(self, x, y) end return BackNavigation
local background, displacements local color_buffer, intermediate_buffer local time_elapsed = 0 local function id(...) return ... end local function clamp(value, low, high) if value < low then return low elseif high < value then return high end return value end local examples = { { shader_basename = 'uv_red_green', init = id, on_render_image = function(self, source, destination) love.graphics.setShader(self.shader) destination:renderTo(function() love.graphics.draw(source) end) end, change_parameter = id }, { shader_basename = 'texture_uv_red_green', init = id, on_render_image = function(self, source, destination) love.graphics.setShader(self.shader) destination:renderTo(function() love.graphics.draw(source) end) end, change_parameter = id }, { shader_basename = 'displacements', init = function(self) self.displacement_map = love.graphics.newImage('displacements.png') self.magnitude = 0 end, on_render_image = function(self, source, destination) love.graphics.setShader(self.shader) self.shader:send('displacements', self.displacement_map) self.shader:send('magnitude', self.magnitude) destination:renderTo(function() love.graphics.draw(source) end) end, change_parameter = function(self, direction) self.magnitude = clamp(self.magnitude + direction * 0.01, 0, 0.1) end }, { shader_basename = 'animated_displacements', init = function(self) self.displacement_map = love.graphics.newImage('displacements.png') self.magnitude = 0.01 end, on_render_image = function(self, source, destination) love.graphics.setShader(self.shader) self.shader:send('displacements', self.displacement_map) self.shader:send('magnitude', self.magnitude) self.shader:send('time', time_elapsed) destination:renderTo(function() love.graphics.draw(source) end) end, change_parameter = function(self, direction) self.magnitude = clamp(self.magnitude + direction * 0.01, 0.01, 0.1) end }, { shader_basename = 'box_blur', init = id, on_render_image = function(self, source, destination) love.graphics.setShader(self.shader) self.shader:send('pixel_size', {1 / love.graphics.getWidth(), 1 / love.graphics.getHeight()}) destination:renderTo(function() love.graphics.draw(source) end) end, change_parameter = id }, { shader_basename = 'box_blur', init = function(self) local width, height = love.graphics.getDimensions() self.render_textures = { love.graphics.newCanvas(), love.graphics.newCanvas() } self.iterations = 1 end, on_render_image = function(self, source, destination) love.graphics.setShader() self.render_textures[1]:renderTo(function() love.graphics.draw(source) end) love.graphics.setShader(self.shader) self.shader:send('pixel_size', {1 / love.graphics.getWidth(), 1 / love.graphics.getHeight()}) local downres_source_index = 1 for i = 1, self.iterations do local downres_destination_index = 1 if downres_source_index == 1 then downres_destination_index = 2 end self.render_textures[downres_destination_index]:renderTo(function() love.graphics.draw(self.render_textures[downres_source_index]) end) downres_source_index = math.fmod(downres_source_index, 2) + 1 end love.graphics.setShader() destination:renderTo(function() love.graphics.draw(self.render_textures[downres_source_index]) end) end, change_parameter = function(self, direction) self.iterations = clamp(self.iterations + direction, 1, 10) end }, { shader_basename = 'box_blur', init = function(self) local width, height = love.graphics.getDimensions() self.scale_factor = 1 / 2 self.intermediate_width = math.floor(width * self.scale_factor) self.intermediate_height = math.floor(height * self.scale_factor) self.render_textures = { love.graphics.newCanvas(self.intermediate_width, self.intermediate_height), love.graphics.newCanvas(self.intermediate_width, self.intermediate_height) } self.iterations = 1 end, on_render_image = function(self, source, destination) love.graphics.setShader() self.render_textures[1]:renderTo(function() love.graphics.draw(source, 0, 0, 0, self.scale_factor) end) love.graphics.setShader(self.shader) self.shader:send('pixel_size', {1 / self.intermediate_width, 1 / self.intermediate_height}) local downres_source_index = 1 for i = 1, self.iterations do local downres_destination_index = 1 if downres_source_index == 1 then downres_destination_index = 2 end self.render_textures[downres_destination_index]:renderTo(function() love.graphics.draw(self.render_textures[downres_source_index]) end) downres_source_index = math.fmod(downres_source_index, 2) + 1 end love.graphics.setShader() destination:renderTo(function() love.graphics.draw(self.render_textures[downres_source_index], 0, 0, 0, 1 / self.scale_factor) end) end, change_parameter = function(self, direction) self.iterations = clamp(self.iterations + direction, 1, 10) end } } local current_example = 1 function love.load() -- This is a screengrab from our Ludum Dare 34 game, Tailwind. While this is -- a static screen, the same techniques used in this program can be used for -- dynamic scenes as well. background = love.graphics.newImage('sample-screen.png') -- LOVE does not appear to have an equivalent hook for OnRenderImage. To -- simulate it, render to a canvas instead and then run a shader on that -- before drawing it to the screen. source_buffer = love.graphics.newCanvas() destination_buffer = love.graphics.newCanvas() for _, example in ipairs(examples) do example.shader = love.graphics.newShader(example.shader_basename .. ".frag") end examples[current_example]:init() end function love.update(dt) time_elapsed = time_elapsed + dt end -- This is where normal game rendering logic goes. It's a separate function to -- keep the image effect code isolated and clean. local function draw() love.graphics.draw(background) end function love.draw() source_buffer:renderTo(draw) examples[current_example]:on_render_image(source_buffer, destination_buffer) love.graphics.setShader() love.graphics.draw(destination_buffer) end function love.keypressed(key) if key == 'left' then current_example = clamp(current_example - 1, 1, #examples) examples[current_example]:init() elseif key == 'right' then current_example = clamp(current_example + 1, 1, #examples) examples[current_example]:init() elseif key == 'up' then examples[current_example]:change_parameter(1) elseif key == 'down' then examples[current_example]:change_parameter(-1) end end
vim.keymap.set("n", "<C-h>", "<C-W>h", { silent = true, noremap = true, desc = "Move to window on left" }) vim.keymap.set("n", "<C-j>", "<C-W>j", { silent = true, noremap = true, desc = "Move to window below" }) vim.keymap.set("n", "<C-k>", "<C-W>k", { silent = true, noremap = true, desc = "Move to window above" }) vim.keymap.set("n", "<C-l>", "<C-W>l", { silent = true, noremap = true, desc = "Move to window on right" }) vim.keymap.set("n", "<S-l>", ":bnext<CR>", { silent = true, noremap = true, desc = "Move to next buffer" }) vim.keymap.set("n", "<S-h>", ":bprevious<CR>", { silent = true, noremap = true, desc = "Move to previous buffer" }) -- vim.keymap.set("t", "<Esc>", "<C-\\><C-n>", {silent = true, noremap = true, desc = "Easy escape in terminal mode"}) vim.keymap.set("", "<Leader>c", ":close<CR>", { silent = true, noremap = true, desc = "Close window" }) vim.keymap.set("", "<Leader>w", ":w!<CR>", { silent = true, noremap = true, desc = "Write buffer" }) -- vim.keymap.set("", "<Leader>q", ":br <BAR> bd #<CR>", {silent = true, noremap = true}) vim.keymap.set("", "<Leader>q", ":bd<CR>", { silent = true, noremap = true, desc = "Close buffer" }) vim.keymap.set("v", "<", "<gv", { silent = true, noremap = true, desc = "Align to left" }) vim.keymap.set("v", ">", ">gv", { silent = true, noremap = true, desc = "Align to right" }) vim.keymap.set("n", "<C-m-j>", ":m .+1<CR>==", { silent = true, noremap = true }) vim.keymap.set("n", "<C-m-k>", ":m .-2<CR>==", { silent = true, noremap = true }) vim.keymap.set("i", "<C-m-j>", "<Esc>:m .+1<CR>==gi", { silent = true, noremap = true }) vim.keymap.set("i", "<C-m-k>", "<Esc>:m .-2<CR>==gi", { silent = true, noremap = true }) vim.keymap.set("v", "<C-m-j>", ":m '>+1<CR>gv=gv", { silent = true, noremap = true }) vim.keymap.set("v", "<C-m-k>", ":m '<-2<CR>gv=gv", { silent = true, noremap = true }) vim.keymap.set("n", "<Leader>qa", ":qa!<CR>", { silent = true, noremap = true, desc = "Quit" }) vim.keymap.set("i", "<C-H>", "<C-W>", { silent = true, noremap = true, desc = "Delete word backwards" }) -- jk as escape vim.keymap.set("i", "jk", "<ESC>", { silent = true, noremap = true, desc = "Escape in insert mode" }) vim.keymap.set( "n", "<Leader><space>", ":nohlsearch<CR>", { noremap = true, silent = false, expr = false, desc = "Remove search" } ) vim.keymap.set("n", "<Leader>pack", ":PackerSync<CR>", { silent = true, noremap = true, desc = "Run PackerSync" }) vim.cmd('command! -nargs=0 LspVirtualTextToggle lua require("lsp/virtual_text").toggle()') vim.keymap.set("n", "<Leader>r", ":e!<CR>", { silent = true, noremap = true, desc = "Reload file" })
local Player = brixy.GetAuthorizedUser local Players = game.Players function CreateChatBox() local ChatContainer = instance.new("ScreenGui") ChatContainer.Parent = Player.CoreGui ChatContainer.Name = "Chat" ChatContainer.Manifest = brixy:CreateManifest(ChatContainer.Name, nil, nil, true, 500) ChatContainer.IgnoreGuiInset = true ChatContainer.FitToScreen = true ChatContainer.Size = Vector3.new(125, 70, 125, 70) ChatContainer.Position = Ratio:TOP_LEFT local Textbox = instance.new("Textbox") Textbox.Parent = ChatContainer Textbox.Name = "TextBox_1" Textbox.Manifest = brixy:CreateManifest(Textbox.Name, nil, brixy.Chat, true, 500) Textbox.IgnoreGuiInset = false Textbox.FitToScreen = true Textbox.Size = Vector3.new(100, 20, 100, 20) Textbox.Position = Ratio:BOTTOM Textbox.Anchor = Vector3.new(Ratio.Anchor:LEFT_RIGHT) local Sendbutton = instance.new("Button") Sendbutton.Parent = ChatContainer Sendbutton.Name = "Send" Sendbutton.Manifest = brixy:CreateManifest(Send.Name, nil, brixy.Chat, false, 250) Sendbutton.IgnoreGuiInset = true Sendbutton.FitToScreen = true Sendbutton.Size = Vector3.new(25,25,25,25) Sendbutton.Position = Ratio:RIGHT Sendbutton.Anchor = Vector3.new(Ratio.Anchor:RIGHT) repeat wait() until ChatContainer.Exists == true && Textbox.Exists == true && Sendbutton.Exists == true then brixy.Chat:Start(brixy:CreateLog("ChatCreation", "log", true, CreateChatBox.Log)) end Sendbutton.Clicked:Connect(function() local Text = Textbox.TypedText local TextFiltered = brixy.FilterChat(Text, bool) if TextFiltered.Status == false then break print("Chat was filtered not sending") elseif TextFiltered.Status == true then local fire_event = brixy.FireChatEvent(Player, TextFiltered, os.time, BrickColor.new(math.random(0,100))) if fire_event.Status == "fail" then break print("Failed") elseif fire_event.Status == "success" then break end end end end
ts_furniture = {} -- If true, you can sit on chairs and benches, when right-click them. ts_furniture.enable_sitting = minetest.settings:get_bool("ts_furniture.enable_sitting", true) ts_furniture.globalstep = minetest.settings:get_bool("ts_furniture.globalstep", true) ts_furniture.kneeling_bench = minetest.settings:get_bool("ts_furniture.kneeling_bench", false) -- Used for localization local S = minetest.get_translator("ts_furniture") -- Get texture by node name local T = function (node_name) local def = minetest.registered_nodes[node_name] if not (def and def.tiles) then return "" end local tile = def.tiles[5] or def.tiles[4] or def.tiles[3] or def.tiles[2] or def.tiles[1] if type(tile) == "string" then return tile elseif type(tile) == "table" and tile.name then return tile.name end return "" end -- The following code is from "Get Comfortable [cozy]" (by everamzah; published under WTFPL) -- Thomas S. modified it, so that it can be used in this mod if ts_furniture.enable_sitting then ts_furniture.sit = function(pos, _, player) local name = player:get_player_name() if not player_api.player_attached[name] then if vector.length(player:get_player_velocity()) > 0 then minetest.chat_send_player(player:get_player_name(), 'You can only sit down when you are not moving.') return end player:move_to(pos) player:set_eye_offset({x = 0, y = -7, z = 2}, {x = 0, y = 0, z = 0}) player:set_physics_override(0, 0, 0) player_api.player_attached[name] = true minetest.after(0.1, function() if player then player_api.set_animation(player, "sit" , 30) end end) else ts_furniture.stand(player, name) end end ts_furniture.up = function(_, _, player) local name = player:get_player_name() if player_api.player_attached[name] then ts_furniture.stand(player, name) end end ts_furniture.stand = function(player, name) player:set_eye_offset({x = 0, y = 0, z = 0}, {x = 0, y = 0, z = 0}) player:set_physics_override(1, 1, 1) player_api.player_attached[name] = false player_api.set_animation(player, "stand", 30) end -- The player will stand at the beginning of the movement if ts_furniture.globalstep and not minetest.get_modpath("cozy") then minetest.register_globalstep(function(dtime) local players = minetest.get_connected_players() for i = 1, #players do local player = players[i] local name = player:get_player_name() local ctrl = player:get_player_control() if default.player_attached[name] and not player:get_attach() and (ctrl.up or ctrl.down or ctrl.left or ctrl.right or ctrl.jump) then ts_furniture.up(nil, nil, player) end end end) end end -- End of [cozy] code local furnitures = { ["chair"] = { description = "Chair", sitting = true, nodebox = { { -0.3, -0.5, 0.2, -0.2, 0.5, 0.3 }, -- foot 1 { 0.2, -0.5, 0.2, 0.3, 0.5, 0.3 }, -- foot 2 { 0.2, -0.5, -0.3, 0.3, -0.1, -0.2 }, -- foot 3 { -0.3, -0.5, -0.3, -0.2, -0.1, -0.2 }, -- foot 4 { -0.3, -0.1, -0.3, 0.3, 0, 0.2 }, -- seating { -0.2, 0.1, 0.25, 0.2, 0.4, 0.26 } -- conector 1-2 }, craft = function(recipe) return { { "", "group:stick" }, { recipe, recipe }, { "group:stick", "group:stick" } } end }, ["table"] = { description = "Table", nodebox = { { -0.4, -0.5, -0.4, -0.3, 0.4, -0.3 }, -- foot 1 { 0.3, -0.5, -0.4, 0.4, 0.4, -0.3 }, -- foot 2 { -0.4, -0.5, 0.3, -0.3, 0.4, 0.4 }, -- foot 3 { 0.3, -0.5, 0.3, 0.4, 0.4, 0.4 }, -- foot 4 { -0.5, 0.4, -0.5, 0.5, 0.5, 0.5 } -- table top }, craft = function(recipe) return { { recipe, recipe, recipe }, { "group:stick", "", "group:stick" }, { "group:stick", "", "group:stick" } } end }, ["small_table"] = { description = "Small Table", nodebox = { { -0.4, -0.5, -0.4, -0.3, 0.1, -0.3 }, -- foot 1 { 0.3, -0.5, -0.4, 0.4, 0.1, -0.3 }, -- foot 2 { -0.4, -0.5, 0.3, -0.3, 0.1, 0.4 }, -- foot 3 { 0.3, -0.5, 0.3, 0.4, 0.1, 0.4 }, -- foot 4 { -0.5, 0.1, -0.5, 0.5, 0.2, 0.5 } -- table top }, craft = function(recipe) return { { recipe, recipe, recipe }, { "group:stick", "", "group:stick" } } end }, ["tiny_table"] = { description = "Tiny Table", nodebox = { { -0.5, -0.1, -0.5, 0.5, 0, 0.5 }, -- table top { -0.4, -0.5, -0.5, -0.3, -0.1, 0.5 }, -- foot 1 { 0.3, -0.5, -0.5, 0.4, -0.1, 0.5 }, -- foot 2 }, craft = function(recipe) local bench_name = "ts_furniture:" .. recipe:gsub(":", "_") .. "_bench" return { { bench_name, bench_name } } end }, ["bench"] = { description = "Bench", sitting = true, nodebox = { { -0.5, -0.1, 0, 0.5, 0, 0.5 }, -- seating { -0.4, -0.5, 0, -0.3, -0.1, 0.5 }, -- foot 1 { 0.3, -0.5, 0, 0.4, -0.1, 0.5 } -- foot 2 }, craft = function(recipe) return { { recipe, recipe }, { "group:stick", "group:stick" } } end } } if ts_furniture.kneeling_bench then furnitures.kneeling_bench = { description = "Kneeling Bench", nodebox = { { -0.5, -0.5, 0.4, 0.5, 0.5, 0.5 }, { -0.4, -0.5, -0.2, -0.3, -0.3, 0.5 }, { 0.3, -0.5, -0.2, 0.4, -0.3, 0.5 }, { -0.5, -0.3, -0.2, 0.5, -0.2, 0.2}, { -0.5, 0.4, 0.15, 0.5, 0.5, 0.55}, }, craft = function(recipe) local bench_name = "ts_furniture:" .. recipe:gsub(":", "_") .. "_bench" return { { recipe, "" }, { recipe, bench_name } } end } end local ignore_groups = { ["wood"] = true, ["stone"] = true } function ts_furniture.register_furniture(recipe, description, tiles) if not tiles then tiles = T(recipe) end local recipe_def = minetest.registered_items[recipe] if not recipe_def then return end local groups = {} for k, v in pairs(recipe_def.groups) do if not ignore_groups[k] then groups[k] = v end end for furniture, def in pairs(furnitures) do local node_name = "ts_furniture:" .. recipe:gsub(":", "_") .. "_" .. furniture if def.sitting and ts_furniture.enable_sitting then def.on_rightclick = ts_furniture.sit def.on_punch = ts_furniture.up end minetest.register_node(":" .. node_name, { description = S(description .. " " .. def.description), drawtype = "nodebox", paramtype = "light", paramtype2 = "facedir", sunlight_propagates = true, tiles = { tiles }, groups = groups, node_box = { type = "fixed", fixed = def.nodebox }, on_rightclick = def.on_rightclick, on_punch = def.on_punch }) minetest.register_craft({ output = node_name, recipe = def.craft(recipe) }) end end ts_furniture.register_furniture("default:aspen_wood", "Aspen") ts_furniture.register_furniture("default:pine_wood", "Pine") ts_furniture.register_furniture("default:acacia_wood", "Acacia") ts_furniture.register_furniture("default:wood", "Wooden") ts_furniture.register_furniture("default:junglewood", "Jungle Wood") if (minetest.get_modpath("moretrees")) then ts_furniture.register_furniture("moretrees:apple_tree_planks", "Apple Tree") ts_furniture.register_furniture("moretrees:beech_planks", "Beech") ts_furniture.register_furniture("moretrees:birch_planks", "Birch") ts_furniture.register_furniture("moretrees:fir_planks", "Fir") ts_furniture.register_furniture("moretrees:oak_planks", "Oak") ts_furniture.register_furniture("moretrees:palm_planks", "Palm") ts_furniture.register_furniture("moretrees:rubber_tree_planks", "Rubber Tree") ts_furniture.register_furniture("moretrees:sequoia_planks", "Sequoia") ts_furniture.register_furniture("moretrees:spruce_planks", "Spruce") ts_furniture.register_furniture("moretrees:willow_planks", "Willow") end if minetest.get_modpath("ethereal") then ts_furniture.register_furniture("ethereal:banana_wood", "Banana") ts_furniture.register_furniture("ethereal:birch_wood", "Birch") ts_furniture.register_furniture("ethereal:frost_wood", "Frost") ts_furniture.register_furniture("ethereal:mushroom_trunk", "Mushroom") ts_furniture.register_furniture("ethereal:palm_wood", "Palm") ts_furniture.register_furniture("ethereal:redwood_wood", "Redwood") ts_furniture.register_furniture("ethereal:sakura_wood", "Sakura") ts_furniture.register_furniture("ethereal:scorched_tree", "Scorched") ts_furniture.register_furniture("ethereal:willow_wood", "Willow") ts_furniture.register_furniture("ethereal:yellow_wood", "Healing Tree") end
-- Copyright(c) 2016-2020 Panos Karabelas -- 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. SOLUTION_NAME = "Spartan" EDITOR_NAME = "Editor" RUNTIME_NAME = "Runtime" TARGET_NAME = "Spartan" -- Name of executable DEBUG_FORMAT = "c7" EDITOR_DIR = "../" .. EDITOR_NAME RUNTIME_DIR = "../" .. RUNTIME_NAME IGNORE_FILES = {} ADDITIONAL_INCLUDES = {} ADDITIONAL_LIBRARIES = {} ADDITIONAL_LIBRARIES_DBG = {} LIBRARY_DIR = "../ThirdParty/libraries" INTERMEDIATE_DIR = "../Binaries/Intermediate" TARGET_DIR_RELEASE = "../Binaries/Release" TARGET_DIR_DEBUG = "../Binaries/Debug" API_GRAPHICS = _ARGS[1] -- Compute graphics api specific variables if API_GRAPHICS == "d3d11" then API_GRAPHICS = "API_GRAPHICS_D3D11" TARGET_NAME = "Spartan_d3d11" IGNORE_FILES[0] = RUNTIME_DIR .. "/RHI/D3D12/**" IGNORE_FILES[1] = RUNTIME_DIR .. "/RHI/Vulkan/**" elseif API_GRAPHICS == "d3d12" then API_GRAPHICS = "API_GRAPHICS_D3D12" TARGET_NAME = "Spartan_d3d12" IGNORE_FILES[0] = RUNTIME_DIR .. "/RHI/D3D11/**" IGNORE_FILES[1] = RUNTIME_DIR .. "/RHI/Vulkan/**" elseif API_GRAPHICS == "vulkan" then API_GRAPHICS = "API_GRAPHICS_VULKAN" TARGET_NAME = "Spartan_vk" IGNORE_FILES[0] = RUNTIME_DIR .. "/RHI/D3D11/**" IGNORE_FILES[1] = RUNTIME_DIR .. "/RHI/D3D12/**" ADDITIONAL_INCLUDES[0] = "../ThirdParty/DirectXShaderCompiler"; ADDITIONAL_INCLUDES[1] = "../ThirdParty/SPIRV-Cross_2020-01-16"; ADDITIONAL_INCLUDES[2] = "../ThirdParty/Vulkan_1.2.148.1"; ADDITIONAL_LIBRARIES[0] = "dxcompiler"; ADDITIONAL_LIBRARIES[1] = "spirv-cross-core"; ADDITIONAL_LIBRARIES[2] = "spirv-cross-hlsl"; ADDITIONAL_LIBRARIES[3] = "spirv-cross-glsl"; ADDITIONAL_LIBRARIES_DBG[0] = "dxcompiler"; ADDITIONAL_LIBRARIES_DBG[1] = "spirv-cross-core_debug"; ADDITIONAL_LIBRARIES_DBG[2] = "spirv-cross-hlsl_debug"; ADDITIONAL_LIBRARIES_DBG[3] = "spirv-cross-glsl_debug"; end -- Solution solution (SOLUTION_NAME) location ".." systemversion "latest" cppdialect "C++17" language "C++" platforms "x64" configurations { "Release", "Debug" } -- Defines defines { "SPARTAN_RUNTIME_STATIC=1", "SPARTAN_RUNTIME_SHARED=0" } filter { "platforms:x64" } system "Windows" architecture "x64" -- "Debug" filter "configurations:Debug" defines { "DEBUG" } flags { "MultiProcessorCompile", "LinkTimeOptimization" } symbols "On" -- "Release" filter "configurations:Release" defines { "NDEBUG" } flags { "MultiProcessorCompile" } symbols "Off" optimize "Full" -- Runtime ------------------------------------------------------------------------------------------------- project (RUNTIME_NAME) location (RUNTIME_DIR) objdir (INTERMEDIATE_DIR) kind "StaticLib" staticruntime "On" defines{ "SPARTAN_RUNTIME", API_GRAPHICS } -- Procompiled headers pchheader "Spartan.h" pchsource "../Runtime/Core/Spartan.cpp" -- Source files { RUNTIME_DIR .. "/**.h", RUNTIME_DIR .. "/**.cpp", RUNTIME_DIR .. "/**.hpp", RUNTIME_DIR .. "/**.inl" } -- Source to ignore removefiles { IGNORE_FILES[0], IGNORE_FILES[1] } -- Includes includedirs { "../ThirdParty/Assimp_5.0.0" } includedirs { "../ThirdParty/Bullet_2.89" } includedirs { "../ThirdParty/FMOD_1.10.10" } includedirs { "../ThirdParty/FreeImage_3.18.0" } includedirs { "../ThirdParty/FreeType_2.10.1" } includedirs { "../ThirdParty/pugixml_1.10" } includedirs { "../ThirdParty/Mono_6.12.0.86" } includedirs { ADDITIONAL_INCLUDES[0], ADDITIONAL_INCLUDES[1], ADDITIONAL_INCLUDES[2] } -- Libraries libdirs (LIBRARY_DIR) -- "Debug" filter "configurations:Debug" targetdir (TARGET_DIR_DEBUG) debugdir (TARGET_DIR_DEBUG) debugformat (DEBUG_FORMAT) links { "assimp_debug" } links { "fmodL64_vc" } links { "FreeImageLib_debug" } links { "freetype_debug" } links { "BulletCollision_debug", "BulletDynamics_debug", "BulletSoftBody_debug", "LinearMath_debug" } links { "pugixml_debug" } links { "IrrXML_debug" } links { "libmono-static-sgen_debug.lib" } links { ADDITIONAL_LIBRARIES_DBG[0], ADDITIONAL_LIBRARIES_DBG[1], ADDITIONAL_LIBRARIES_DBG[2], ADDITIONAL_LIBRARIES_DBG[3] } -- "Release" filter "configurations:Release" targetdir (TARGET_DIR_RELEASE) debugdir (TARGET_DIR_RELEASE) if API_GRAPHICS == "vulkan" then links { "dxcompiler", "spirv-cross-core", "spirv-cross-hlsl", "spirv-cross-glsl" } end links { "assimp" } links { "fmod64_vc" } links { "FreeImageLib" } links { "freetype" } links { "BulletCollision", "BulletDynamics", "BulletSoftBody", "LinearMath" } links { "pugixml" } links { "IrrXML" } links { "libmono-static-sgen.lib" } links { ADDITIONAL_LIBRARIES[0], ADDITIONAL_LIBRARIES[1], ADDITIONAL_LIBRARIES[2], ADDITIONAL_LIBRARIES[3] } -- Editor -------------------------------------------------------------------------------------------------- project (EDITOR_NAME) location (EDITOR_DIR) links { RUNTIME_NAME } dependson { RUNTIME_NAME } targetname ( TARGET_NAME ) objdir (INTERMEDIATE_DIR) kind "WindowedApp" staticruntime "On" defines{ "SPARTAN_EDITOR", API_GRAPHICS } -- Files files { EDITOR_DIR .. "/**.rc", EDITOR_DIR .. "/**.h", EDITOR_DIR .. "/**.cpp", EDITOR_DIR .. "/**.hpp", EDITOR_DIR .. "/**.inl" } -- Includes includedirs { "../" .. RUNTIME_NAME } -- Libraries libdirs (LIBRARY_DIR) -- "Debug" filter "configurations:Debug" targetdir (TARGET_DIR_DEBUG) debugdir (TARGET_DIR_DEBUG) debugformat (DEBUG_FORMAT) -- "Release" filter "configurations:Release" targetdir (TARGET_DIR_RELEASE) debugdir (TARGET_DIR_RELEASE)
module 'mock' CLASS: TBTextField ( TBWidget ) :MODEL{ Field 'text' :string() :getset( 'Text' ); } function TBTextField:createInternalWidget() local textField = MOAITBTextField.new() textField:setSize( 50, 20 ) textField:setText( 'Submit' ) return textField end function TBTextField:getText() return self:getInternalWidget():getText() end function TBTextField:setText( text ) return self:getInternalWidget():setText( text ) end registerEntity( 'TBTextField', TBTextField )
-- _ _ -- _ __ ___ (_)_ __ | | __ -- | '_ ` _ \| | '_ \| |/ / -- | | | | | | | | | | < -- |_| |_| |_|_|_| |_|_|\_\ -- -- SPDX-License-Identifier: MIT -- -- -- imports local M = require("mink")(...) local lunajson = require("lunajson") -- get input args local data = M.get_args() -- process input local t = lunajson.decode(data[1][1]) -- unknown command local res = { code = -1, message = "Unknown command" } -- set result M.set_result(lunajson.encode(res))
module("luci.controller.https_dns_proxy", package.seeall) function index() if not nixio.fs.access("/etc/config/https_dns_proxy") then return end entry({"admin", "services", "https_dns_proxy"}, cbi("https_dns_proxy"), _("HTTPS DNS Proxy")) end
object_draft_schematic_weapon_battleaxe_quest = object_draft_schematic_weapon_shared_battleaxe_quest:new { } ObjectTemplates:addTemplate(object_draft_schematic_weapon_battleaxe_quest, "object/draft_schematic/weapon/battleaxe_quest.iff")
-- write data recover from latest snapshot name = string.match(arg[0], "([^,]+)%.lua") os.execute("rm -f " .. name .."/*.snap") os.execute("rm -f " .. name .."/*.xlog") env = require('test_run') test_run = env.new() test_run:cmd('restart server default') engine = test_run:get_cfg('engine') name = string.match(arg[0], "([^,]+)%.lua") os.execute("touch " .. name .."/lock") space = box.schema.space.create('test', { engine = engine }) index = space:create_index('primary') for key = 1, 351 do space:insert({key}) end box.snapshot() test_run:cmd('restart server default') name = string.match(arg[0], "([^,]+)%.lua") os.execute("rm -f " .. name .."/lock") space = box.space['test'] index = space.index['primary'] index:select({}, {iterator = box.index.ALL}) space:drop()
--[[ EXTRASUNNY CLEAR NEUTRAL SMOG FOGGY OVERCAST CLOUDS CLEARING RAIN THUNDER SNOW BLIZZARD SNOWLIGHT XMAS HALLOWEEN --]] Citizen.CreateThread(function() while true do permaWeather = "EXTRASUNNY" SetWeatherTypePersist(permaWeather) SetWeatherTypeNowPersist(permaWeather) SetWeatherTypeNow(permaWeather) SetOverrideWeather(permaWeather) SetForcePedFootstepsTracks(true) SetForceVehicleTrails(true) Citizen.Wait(0) end end)
--- rFSM event memory extension. -- -- (C) 2010-2013 Markus Klotzbuecher <markus.klotzbuecher@mech.kuleuven.be> -- (C) 2014-2020 Markus Klotzbuecher <mk@mkio.de> -- -- SPDX-License-Identifier: BSD-3-Clause -- -- -- This extension adds "memory" of occured events to an rFSM -- chart. This is done maintaining a table <code>emem</code> for every -- state. The <code>emem</code> table is cleared when a state is -- exited by setting all values to 0. -- -- Implementationwise a pre_step handler is installed that runs -- through the current active list and for each state sets -- emem[event]+=1. Moreover, the exit function is extended to clear -- the emem table of the state that is left. Event memory will -- automatically be used when this module is loaded. The only public -- function is <code>rfsm_emem.emem_reset>, which can be used to -- manually reset the event counters of the given state. -- local rfsm = require("rfsm") local print, ipairs, pairs = print, ipairs, pairs module 'rfsm_emem' --- Reset the event memory of a state -- @param state the state of which memory shall be cleared. function emem_reset(s) local et = s.emem if et then for e,x in pairs(et) do et[e] = 0 end end end --- Update all emem tables with the current events. -- This function expects to be called from pre_step_hook. -- @param fsm initialized root fsm -- @param events table of events local function update_emem_tabs(fsm, events) local function update_emem_tab(fsm, s) local et = s.emem for i,e in ipairs(events) do if not et[e] then et[e] = 1 else et[e]=et[e] + 1 end end end if fsm._act_leaf then rfsm.map_from_to(fsm, update_emem_tab, fsm._act_leaf, fsm) end end --- Setup event memory for the given fsm. -- @param fsm initialized root fsm. local function setup_emem(fsm) fsm.info("rfsm_emem: event memory extension loaded") -- create emem tables rfsm.mapfsm(function (s, p) s.emem={} end, fsm, rfsm.is_state) -- install pre_step_hook rfsm.pre_step_hook_add(fsm, update_emem_tabs) -- clear emem counters in exit hooks -- todo: this should also happen for root! rfsm.mapfsm(function (s, p) if s.exit then local oldexit = s.exit s.exit = function (fsm, state, type) oldexit(fsm, state, type) emem_reset(state) end else s.exit = function (fsm, state, type) emem_reset(state) end end end, fsm, rfsm.is_state) end -- install setup_emem as preproc hook rfsm.preproc[#rfsm.preproc+1] = setup_emem
local M = {} -- Beautiful default layout ofro telescope prompt function M.layout_config() return { width = 0.90, height = 0.85, preview_cutoff = 120, prompt_position = "bottom", horizontal = { preview_width = function(_, cols, _) if cols > 200 then return math.floor(cols * 0.5) else return math.floor(cols * 0.6) end end, }, vertical = { width = 0.9, height = 0.95, preview_height = 0.5, }, flex = { horizontal = { preview_width = 0.9, }, }, } end return M
-- rTooltip: config -- zork, 2019 ----------------------------- -- Variables ----------------------------- local A, L = ... ----------------------------- -- Config ----------------------------- L.C = { textColor = {0.4,0.4,0.4}, bossColor = {1,0,0}, eliteColor = {1,0,0.5}, rareeliteColor = {1,0.5,0}, rareColor = {1,0.5,0}, levelColor = {0.8,0.8,0.5}, deadColor = {0.5,0.5,0.5}, targetColor = {1,0.5,0.5}, guildColor = {1,0,1}, afkColor = {0,1,1}, scale = 0.95, fontFamily = STANDARD_TEXT_FONT, backdrop = { bgFile = "Interface\\Buttons\\WHITE8x8", bgColor = {0.08,0.08,0.1,0.92}, edgeFile = "Interface\\Tooltips\\UI-Tooltip-Border", borderColor = {0.1,0.1,0.1,0.6}, itemBorderColorAlpha = 0.9, tile = false, tileEdge = false, tileSize = 16, edgeSize = 16, insets = {left=3, right=3, top=3, bottom=3} }, --pos can be either a point table or a anchor string pos = { "BOTTOMRIGHT", UIParent, "BOTTOMRIGHT", -86, 45 } --pos = "ANCHOR_NONE" --"ANCHOR_CURSOR" }
--region NotificationName --Date 2019.02/27 --Author NormanYang --广播通知消息 --endregion --处理消息参数 local select = select local insert = table.insert function HandleNotifyParams(...) local view, args = nil, {}; local count = select('#', ...); for index = 1, count do if index == 1 then view = select(1, ...); else local tempArg = select(index, ...); insert(args, index - 1, tempArg); end end return view, args; end --通知消息-- NotifyName = { ------------------------命令式通知--------------------------------------- ShowUI = "ShowUI", --显示界面-- HideUI = "HideUI", --隐藏界面-- CloseUI = "CloseUI", --关闭界面(执行销毁)-- ------------------------界面通知--------------------------------------- --摄像机相关 InitCameraHandler = 'InitCameraHandler', --初始化摄像机控制 SetSwitchType = 'SetSwitchType', --设置摄像机切换类型(内城、世界等) SetPosition = 'SetPosition', --设置中心点坐标 SetCanMove = 'SetCanMove', --是否可移动 --角色相关 PlayerInfoUpdate = 'PlayerInfoUpdate', --玩家角色信息更新 OtherPlayerInfoUpdate = 'OtherPlayerInfoUpdate',--其他玩家角色信息 } CmdList = { --基础命令-- CmdShowUI = require 'Controller/Command/CmdShowUI', CmdHideUI = require 'Controller/Command/CmdHideUI', CmdCloseUI = require 'Controller/Command/CmdCloseUI', }
local create = require('rx.observable.create') local of = require('rx.observable.of') local from = require('rx.observable.from') local timer = require('rx.observable.timer') local range = require('rx.observable.range') local merge = require('rx.observable.merge') local between = require('rx.observable.between') local EMPTY = require('rx.observable.empty') return { create = create, of = of, from = from, timer = timer, range = range, between = between, merge = merge, EMPTY = EMPTY, }
--tank battles (royale)-- mewmew made this -- local event = require 'utils.event' local table_insert = table.insert local math_random = math.random local map_functions = require "maps.tools.map_functions" local arena_size = 160 local function shuffle(tbl) local size = #tbl for i = size, 1, -1 do local rand = math.random(size) tbl[i], tbl[rand] = tbl[rand], tbl[i] end return tbl end local function create_tank_battle_score_gui() for _, player in pairs (game.connected_players) do if player.gui.left["tank_battle_score"] then player.gui.left["tank_battle_score"].destroy() end local frame = player.gui.left.add({type = "frame", name = "tank_battle_score", direction = "vertical"}) local l = frame.add({type = "label", caption = "Won rounds"}) l.style.font_color = {r=0.98, g=0.66, b=0.22} l.style.font = "default-listbox" local t = frame.add({type = "table", column_count = 2}) local scores = {} for _, player in pairs(game.connected_players) do if global.tank_battles_score[player.index] then table_insert(scores, {name = player.name, score = global.tank_battles_score[player.index]}) end end for x = 1, #scores, 1 do for y = 1, #scores, 1 do if not scores[y + 1] then break end if scores[y]["score"] < scores[y + 1]["score"] then local key = scores[y] scores[y] = scores[y + 1] scores[y + 1] = key end end end for i = 1, 8, 1 do if scores[i] then local l = t.add({type = "label", caption = scores[i].name}) local color = game.players[scores[i].name].color color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1} l.style.font_color = color l.style.font = "default-bold" t.add({type = "label", caption = scores[i].score}) end end end end local loot = { --{{name = "submachine-gun", count = 1}, weight = 2}, --{{name = "combat-shotgun", count = 1}, weight = 2}, --{{name = "flamethrower", count = 1}, weight = 1}, --{{name = "rocket-launcher", count = 1}, weight = 2}, {{name = "flamethrower-ammo", count = 16}, weight = 2}, {{name = "piercing-shotgun-shell", count = 16}, weight = 2}, --{{name = "piercing-rounds-magazine", count = 16}, weight = 2}, --{{name = "uranium-rounds-magazine", count = 8}, weight = 1}, {{name = "explosive-rocket", count = 8}, weight = 2}, {{name = "rocket", count = 8}, weight = 2}, {{name = "grenade", count = 16}, weight = 2}, {{name = "cluster-grenade", count = 8}, weight = 2}, --{{name = "poison-capsule", count = 4}, weight = 1}, {{name = "defender-capsule", count = 6}, weight = 1}, {{name = "distractor-capsule", count = 3}, weight = 1}, --{{name = "destroyer-capsule", count = 1}, weight = 1}, {{name = "cannon-shell", count = 8}, weight = 16}, {{name = "explosive-cannon-shell", count = 8}, weight = 16}, {{name = "uranium-cannon-shell", count = 8}, weight = 6}, {{name = "explosive-uranium-cannon-shell", count = 8}, weight = 6}, --{{name = "light-armor", count = 1}, weight = 5}, --{{name = "heavy-armor", count = 1}, weight = 2}, {{name = "modular-armor", count = 1}, weight = 3}, {{name = "power-armor", count = 1}, weight = 2}, {{name = "power-armor-mk2", count = 1}, weight = 1}, --{{name = "battery-mk2-equipment", count = 1}, weight = 2}, {{name = "energy-shield-equipment", count = 1}, weight = 2}, {{name = "exoskeleton-equipment", count = 1}, weight = 2}, {{name = "fusion-reactor-equipment", count = 1}, weight = 2}, {{name = "repair-pack", count = 1}, weight = 6}, {{name = "coal", count = 16}, weight = 3}, --{{name = "solid-fuel", count = 8}, weight = 2}, {{name = "nuclear-fuel", count = 1}, weight = 1}, {{name = "gate", count = 16}, weight = 2}, {{name = "stone-wall", count = 16}, weight = 2} } local loot_raffle = {} for _, item in pairs(loot) do for x = 1, item.weight, 1 do table.insert(loot_raffle, item[1]) end end local function get_valid_random_spawn_position(surface) local chunks = {} for chunk in surface.get_chunks() do table_insert(chunks, {x = chunk.x, y = chunk.y}) end chunks = shuffle(chunks) for _, chunk in pairs(chunks) do if chunk.x * 32 < arena_size and chunk.y * 32 < arena_size and chunk.x * 32 >= arena_size * -1 and chunk.y * 32 >= arena_size * -1 then local area = {{chunk.x * 32 - 64, chunk.y * 32 - 64}, {chunk.x * 32 + 64, chunk.y * 32 + 64}} if surface.count_entities_filtered({name = "tank", area = area}) == 0 then local pos = surface.find_non_colliding_position("tank", {chunk.x * 32 + 16, chunk.y * 32 + 16}, 16, 8) return pos end end end local pos = surface.find_non_colliding_position("tank", {0, 0}, 32, 4) if pos then return pos end return {0, 0} end local function put_players_into_arena() for _, player in pairs(game.connected_players) do local permissions_group = game.permissions.get_group("Default") permissions_group.add_player(player.name) player.character.destroy() player.character = nil player.create_character() player.insert({name = "combat-shotgun", count = 1}) player.insert({name = "rocket-launcher", count = 1}) player.insert({name = "flamethrower", count = 1}) --player.insert({name = "firearm-magazine", count = 512}) local surface = game.surfaces["tank_battles"] local pos = get_valid_random_spawn_position(surface) player.teleport(pos, surface) local tank = surface.create_entity({name = "tank", force = game.forces[player.index], position = pos}) tank.insert({name = "coal", count = 24}) tank.insert({name = "cannon-shell", count = 16}) tank.set_driver(player) end end function create_new_arena() local map_gen_settings = {} map_gen_settings.seed = math_random(1, 2097152) map_gen_settings.water = "none" map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1} map_gen_settings.autoplace_controls = { ["coal"] = {frequency = "none", size = "none", richness = "none"}, ["stone"] = {frequency = "none", size = "none", richness = "none"}, ["copper-ore"] = {frequency = "none", size = "none", richness = "none"}, ["iron-ore"] = {frequency = "none", size = "none", richness = "none"}, ["crude-oil"] = {frequency = "none", size = "none", richness = "none"}, ["trees"] = {frequency = "normal", size = "normal", richness = "normal"}, ["enemy-base"] = {frequency = "none", size = "none", richness = "none"} } game.create_surface("tank_battles", map_gen_settings) local surface = game.surfaces["tank_battles"] surface.request_to_generate_chunks({0,0}, math.ceil(arena_size / 32) + 2) surface.force_generate_chunk_requests() surface.daytime = 1 surface.freeze_daytime = 1 global.current_arena_size = arena_size put_players_into_arena() global.game_stage = "ongoing_game" end local function set_unique_player_force(player) if not game.forces[player.index] then game.create_force(player.index) game.forces[player.index].technologies["follower-robot-count-1"].researched = true game.forces[player.index].technologies["follower-robot-count-2"].researched = true game.forces[player.index].technologies["follower-robot-count-3"].researched = true game.forces[player.index].technologies["follower-robot-count-4"].researched = true game.forces[player.index].technologies["follower-robot-count-5"].researched = true end player.force = game.forces[player.index] end local function on_player_joined_game(event) local player = game.players[event.player_index] set_unique_player_force(player) if not global.map_init_done then local spectator_permission_group = game.permissions.create_group("Spectator") for action_name, _ in pairs(defines.input_action) do spectator_permission_group.set_allows_action(defines.input_action[action_name], false) end spectator_permission_group.set_allows_action(defines.input_action.write_to_console, true) spectator_permission_group.set_allows_action(defines.input_action.gui_click, true) spectator_permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true) spectator_permission_group.set_allows_action(defines.input_action.start_walking, true) spectator_permission_group.set_allows_action(defines.input_action.open_kills_gui, true) spectator_permission_group.set_allows_action(defines.input_action.open_character_gui, true) --spectator_permission_group.set_allows_action(defines.input_action.open_equipment_gui, true) spectator_permission_group.set_allows_action(defines.input_action.edit_permission_group, true) spectator_permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true) global.tank_battles_score = {} global.game_stage = "lobby" global.map_init_done = true end if #global.tank_battles_score > 0 then create_tank_battle_score_gui() end if game.surfaces["tank_battles"] then player.character.destroy() player.character = nil local permissions_group = game.permissions.get_group("Spectator") permissions_group.add_player(player.name) player.teleport({0, 0}, game.surfaces["tank_battles"]) end if not game.surfaces["tank_battles"] then player.character.destroy() player.character = nil if global.lobby_timer then global.lobby_timer = 1800 end if player.online_time < 1 then player.insert({name = "concrete", count = 500}) player.insert({name = "hazard-concrete", count = 500}) player.insert({name = "stone-brick", count = 500}) player.insert({name = "refined-concrete", count = 500}) player.insert({name = "refined-hazard-concrete", count = 500}) end return end end local function on_marked_for_deconstruction(event) event.entity.cancel_deconstruction(game.players[event.player_index].force.name) end function shrink_arena() local surface = game.surfaces["tank_battles"] if global.current_arena_size < 0 then return end local shrink_width = 8 local current_arena_size = global.current_arena_size local tiles = {} for x = arena_size * -1, arena_size, 1 do for y = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do local pos = {x = x, y = y} if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then if math_random(1, 3) ~= 1 then table_insert(tiles, {name = "water", position = pos}) end end end end end for x = arena_size * -1, arena_size, 1 do for y = current_arena_size, current_arena_size + shrink_width, 1 do local pos = {x = x, y = y} if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then if math_random(1, 3) ~= 1 then table_insert(tiles, {name = "water", position = pos}) end end end end end for x = current_arena_size * -1 - shrink_width, current_arena_size * -1, 1 do for y = arena_size * -1, arena_size, 1 do local pos = {x = x, y = y} if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then if math_random(1, 3) ~= 1 then table_insert(tiles, {name = "water", position = pos}) end end end end end for x = current_arena_size, current_arena_size + shrink_width, 1 do for y = arena_size * -1, arena_size, 1 do local pos = {x = x, y = y} if surface.get_tile(pos).name ~= "water" and surface.get_tile(pos).name ~= "deepwater" then if x > current_arena_size or y > current_arena_size or x < current_arena_size * -1 or y < current_arena_size * -1 then if math_random(1, 3) ~= 1 then table_insert(tiles, {name = "water", position = pos}) end end end end end global.current_arena_size = global.current_arena_size - 1 surface.set_tiles(tiles, true) end local function render_arena_chunk(event) if event.surface.name ~= "tank_battles" then return end local surface = event.surface local left_top = event.area.left_top local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} if pos.x > arena_size or pos.y > arena_size or pos.x < arena_size * -1 or pos.y < arena_size * -1 then table_insert(tiles, {name = "water", position = pos}) else if math_random(1, 256) == 1 then if surface.can_place_entity({name = "wooden-chest", position = pos, force = "enemy"}) then surface.create_entity({name = "wooden-chest", position = pos, force = "enemy"}) end end if math_random(1, 1024) == 1 then if math_random(1, 64) == 1 then if surface.can_place_entity({name = "assembling-machine-1", position = pos, force = "enemy"}) then surface.create_entity({name = "assembling-machine-1", position = pos, force = "enemy"}) end end if math_random(1, 64) == 1 then if surface.can_place_entity({name = "big-worm-turret", position = pos, force = "enemy"}) then surface.create_entity({name = "big-worm-turret", position = pos, force = "enemy"}) end end if math_random(1, 32) == 1 then if surface.can_place_entity({name = "medium-worm-turret", position = pos, force = "enemy"}) then surface.create_entity({name = "medium-worm-turret", position = pos, force = "enemy"}) end end if math_random(1, 512) == 1 then if surface.can_place_entity({name = "behemoth-biter", position = pos, force = "enemy"}) then surface.create_entity({name = "behemoth-biter", position = pos, force = "enemy"}) end end if math_random(1, 64) == 1 then if surface.can_place_entity({name = "big-biter", position = pos, force = "enemy"}) then surface.create_entity({name = "big-biter", position = pos, force = "enemy"}) end end end end end end surface.set_tiles(tiles, true) end local function render_spawn_chunk(event) if event.surface.name ~= "nauvis" then return end local surface = event.surface local left_top = event.area.left_top for _, entity in pairs(surface.find_entities_filtered({area = event.area})) do if entity.name ~= "player" then entity.destroy() end end local tiles = {} for x = 0, 31, 1 do for y = 0, 31, 1 do local pos = {x = left_top.x + x, y = left_top.y + y} table_insert(tiles, {name = "grass-2", position = pos}) end end surface.set_tiles(tiles, true) end local function kill_idle_players() for _, player in pairs(game.connected_players) do if player.character then if player.afk_time > 600 then local area = {{player.position.x - 1, player.position.y - 1}, {player.position.x + 1, player.position.y + 1}} local water_tile_count = player.surface.count_tiles_filtered({name = {"water", "deepwater"}, area = area}) if water_tile_count > 3 then player.character.die() game.print(player.name .. " drowned.", {r = 150, g = 150, b = 0}) else if player.afk_time > 9000 then player.character.die() game.print(player.name .. " was idle for too long.", {r = 150, g = 150, b = 0}) end end end end end end local function check_for_game_over() local surface = game.surfaces["tank_battles"] kill_idle_players() local alive_players = 0 for _, player in pairs(game.connected_players) do if player.character and player.surface.name == "tank_battles" then alive_players = alive_players + 1 end end if alive_players > 1 then return end ----------------- local player for _, p in pairs(game.connected_players) do if p.character and p.surface.name == "tank_battles" then player = p end end if alive_players == 1 then if not global.tank_battles_score[player.index] then global.tank_battles_score[player.index] = 1 else global.tank_battles_score[player.index] = global.tank_battles_score[player.index] + 1 end game.print(player.name .. " has won the battle!", {r = 150, g = 150, b = 0}) create_tank_battle_score_gui() end if alive_players == 0 then game.print("No alive players! Round ends in a draw!", {r = 150, g = 150, b = 0}) end global.game_stage = "lobby" end local function on_chunk_generated(event) render_arena_chunk(event) render_spawn_chunk(event) end local function on_player_respawned(event) local player = game.players[event.player_index] local permissions_group = game.permissions.get_group("Spectator") permissions_group.add_player(player.name) player.character.destroy() player.character = nil end local function lobby() if game.surfaces["tank_battles"] then game.delete_surface(game.surfaces["tank_battles"]) for _, player in pairs(game.connected_players) do if player.character then player.character.destroy() player.character = nil end end end local connected_players_count = 0 local permissions_group = game.permissions.get_group("Default") for _, player in pairs(game.connected_players) do permissions_group.add_player(player.name) if not player.character and player.ticks_to_respawn == nil then player.create_character() local pos = player.surface.find_non_colliding_position("player", {0,0}, 16, 3) player.insert({name = "concrete", count = 500}) player.insert({name = "hazard-concrete", count = 500}) player.insert({name = "stone-brick", count = 500}) player.insert({name = "refined-concrete", count = 500}) player.insert({name = "refined-hazard-concrete", count = 500}) player.teleport({math_random(1, 32), math_random(1, 32)}, game.surfaces[1]) end connected_players_count = connected_players_count + 1 end if connected_players_count < 2 then --game.print("Waiting for players.", {r = 0, g = 150, b = 150}) return end if not global.lobby_timer then global.lobby_timer = 1800 end if global.lobby_timer % 600 == 0 then if global.lobby_timer <= 0 then game.print("Round has started!", {r = 0, g = 150, b = 150}) else game.print("Round will begin in " .. global.lobby_timer / 60 .. " seconds.", {r = 0, g = 150, b = 150}) end end global.lobby_timer = global.lobby_timer - 300 if global.lobby_timer >= 0 then return end global.lobby_timer = nil global.game_stage = "create_arena" end local function on_tick(event) if game.tick % 300 == 0 then if global.game_stage == "lobby" then lobby() end if global.game_stage == "create_arena" then create_new_arena() end if global.game_stage == "ongoing_game" then shrink_arena() check_for_game_over() end end end local function on_entity_died(event) if event.entity.name == "wooden-chest" then local loot = loot_raffle[math_random(1, #loot_raffle)] event.entity.surface.spill_item_stack(event.entity.position, loot, true) --event.entity.surface.create_entity({name = "flying-text", position = event.entity.position, text = loot.name, color = {r=0.98, g=0.66, b=0.22}}) end end local function on_player_died(event) local player = game.players[event.player_index] local str = " " if event.cause then if event.cause.name ~= nil then str = " by " .. event.cause.name end if event.cause.name == "player" then str = " by " .. event.cause.player.name end if event.cause.name == "tank" then local driver = event.cause.get_driver() if driver.player then str = " by " .. driver.player.name end end end for _, target_player in pairs(game.connected_players) do if target_player.name ~= player.name then player.print(player.name .. " was killed" .. str, { r=0.99, g=0.0, b=0.0}) end end end ----------share chat with player and spectator force------------------- local function on_console_chat(event) if not event.message then return end if not event.player_index then return end local player = game.players[event.player_index] local color = {} color = player.color color.r = color.r * 0.6 + 0.35 color.g = color.g * 0.6 + 0.35 color.b = color.b * 0.6 + 0.35 color.a = 1 for _, target_player in pairs(game.connected_players) do if target_player.name ~= player.name then target_player.print(player.name .. ": ".. event.message, color) end end end event.add(defines.events.on_tick, on_tick) event.add(defines.events.on_console_chat, on_console_chat) event.add(defines.events.on_entity_died, on_entity_died) event.add(defines.events.on_entity_damaged, on_entity_damaged) event.add(defines.events.on_player_died, on_player_died) event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction) event.add(defines.events.on_player_joined_game, on_player_joined_game) event.add(defines.events.on_player_respawned, on_player_respawned) event.add(defines.events.on_chunk_generated, on_chunk_generated)
local function info() print [[ lua-power-table [ version: 1.0.0, author: Denys G. Santos <gsdenys@gmail.com>, github: https://github.com/gsdenys/lua-power-table ] ]] end local function void() end return {info = info, void = void}
local module = {} module.name = 'WundPWS' local moduleConfig = nil local function echo (text) print('['..module.name..'] '..text) end local function c2f(tc) return tc * 1.8 + 32 end function module.init(cnf) moduleConfig = cnf end function module.send(data) if(data == nil or data.T == nil) then echo('Invalid data! Cannot send') return end local url = moduleConfig.url .. '?action=updateraw' .. '&ID='..moduleConfig.ID .. '&PASSWORD='..moduleConfig.KEY .. '&dateutc=now' .. '&humidity=' .. data.H/1000 .. '&tempf='.. c2f(data.T/100) .. '&dewptf='.. c2f(data.D/100) .. '&baromin='..data.P/33863.886666667 http.get(url,nil,function(code, data) if (code < 0) then echo("HTTP request failed") elseif (code == 200 and string.match(data, 'success')) then echo("Data sent!") else echo("Error sending data: " .. code .. ': '..data) end end) end return module
require('./globals') local util = require('./util') -- How to quantize the images -- 2 = binary images local numQuantBins = 2 local model = torch.load(paths.concat(paths.cwd(), 'mnistPixelCNN.net')) local gpu = true local softmax = nn.SoftMax() if gpu then cudnn.convert(model, cudnn) model = model:cuda() cudnn.convert(softmax) softmax = softmax:cuda() print('') end local TensorType = gpu and torch.CudaTensor or torch.Tensor local QuantTensorType = gpu and torch.CudaLongTensor or torch.LongTensor -- Multinomial sampling for 3D tensors -- result should be size (batchSize x height x width) -- prob should be size (batchSize x numClasses x height x width) local function multinomial(prob) -- Re-order so actual probs are last, flatten into a flat list of probs local flatProbs = prob:permute(1, 3, 4, 2):contiguous() flatProbs = flatProbs:view(flatProbs:size(1)*flatProbs:size(2)*flatProbs:size(3), flatProbs:size(4)) -- Sample once from multinomial local samp = torch.multinomial(flatProbs, 1, true) -- Unflatten before returning return samp:view(prob:size(1), prob:size(3), prob:size(4)) end local function generate(n) local x = TensorType(n, 1, 28, 28) for i=1,28 do -- rows for j=1,28 do -- cols -- Get (batchSize x numClasses x height x width) network outputs local out = model:forward(x) -- Turn 'em into probabilities out = softmax:forward(out) -- Draw a multinomial sample per pixel local samp = multinomial(out) -- Convert quantized samples back to floating-point (-1 to deal with 1-based indexing) local fpsamp = util.dequantize(samp, numQuantBins) -- Write the current pixel from the dequantized sample back into x x[{{}, 1, i, j}] = fpsamp[{{}, i, j}] end end local outx = torch.Tensor(n, 1, 28, 28):copy(x) return outx end local n = 10 local samps = generate(10) for i=1,n do local filename = paths.concat(paths.cwd(), string.format('sample_%03d.png', i)) image.save(filename, samps[i]) end
local is_farming_redo = minetest.get_modpath("farming") ~= nil and farming ~= nil and farming.mod == "redo" local S = sickles.i18n minetest.register_tool("sickles:sickle_bronze", { description = S("Bronze Sickle"), inventory_image = "sickles_sickle_bronze.png", tool_capabilities = { full_punch_interval = 0.8, max_drop_level = 1, groupcaps = { snappy = { times = { [1] = 2.75, [2] = 1.30, [3] = 0.375 }, uses = 60, maxlevel = 2 } }, damage_groups = { fleshy = 3 }, punch_attack_uses = 110 }, range = 6, groups = { sickle = 1, sickle_uses = 110 }, sound = { breaks = "default_tool_breaks" } }) minetest.register_craft({ output = "sickles:sickle_bronze", recipe = { { "default:bronze_ingot", "" }, { "", "default:bronze_ingot" }, { "group:stick", "" } } }) minetest.register_tool("sickles:sickle_steel", { description = S("Steel Sickle"), inventory_image = "sickles_sickle_steel.png", tool_capabilities = { full_punch_interval = 0.8, max_drop_level = 1, groupcaps = { snappy = { times = { [1] = 2.5, [2] = 1.20, [3] = 0.35 }, uses = 60, maxlevel = 2 } }, damage_groups = { fleshy = 3 }, punch_attack_uses = 120 }, range = 6, groups = { sickle = 1, sickle_uses = 120 }, sound = { breaks = "default_tool_breaks" } }) minetest.register_craft({ output = "sickles:sickle_steel", recipe = { { "default:steel_ingot", "" }, { "", "default:steel_ingot" }, { "group:stick", "" } } }) minetest.register_tool("sickles:sickle_gold", { description = S("Golden Sickle"), inventory_image = "sickles_sickle_gold.png", tool_capabilities = { full_punch_interval = 0.8, max_drop_level = 1, groupcaps = { snappy = { times = { [1] = 2.0, [2] = 1.00, [3] = 0.35 }, uses = 45, maxlevel = 3 } }, damage_groups = { fleshy = 2 }, punch_attack_uses = 90 }, range = 6, groups = { sickle = 1, sickle_uses = 90 }, sound = { breaks = "default_tool_breaks" } }) minetest.register_craft({ output = "sickles:sickle_gold", recipe = { { "default:gold_ingot", "" }, { "", "default:gold_ingot" }, { "group:stick", "" } } }) minetest.register_tool("sickles:scythe_bronze", { description = S("Bronze Scythe"), inventory_image = "sickles_scythe_bronze.png", tool_capabilities = { full_punch_interval = 1.2, damage_groups = { fleshy = 5 }, punch_attack_uses = 160 }, range = 12, on_use = sickles.use_scythe, groups = { scythe = 2, scythe_uses = 25 }, sound = { breaks = "default_tool_breaks" } }) minetest.register_craft({ output = "sickles:scythe_bronze", recipe = { { "", "default:bronze_ingot", "default:bronze_ingot" }, { "default:bronze_ingot", "", "group:stick" }, { "", "", "group:stick" } } }) minetest.register_tool("sickles:scythe_steel", { description = S("Steel Scythe"), inventory_image = "sickles_scythe_steel.png", tool_capabilities = { full_punch_interval = 1.2, damage_groups = { fleshy = 5 }, punch_attack_uses = 180 }, range = 12, on_use = sickles.use_scythe, groups = { scythe = 2, scythe_uses = 30 }, sound = { breaks = "default_tool_breaks" } }) minetest.register_craft({ output = "sickles:scythe_steel", recipe = { { "", "default:steel_ingot", "default:steel_ingot" }, { "default:steel_ingot", "", "group:stick" }, { "", "", "group:stick" } } }) if is_farming_redo then -- softly disable mithril scythe to prevent confusion minetest.override_item("farming:scythe_mithril", { groups = { not_in_creative_inventory = 1 } }) minetest.clear_craft({ output = "farming:scythe_mithril" }) end
local ChatConst = { -- ChatConst.Channel.Count Channel = { World = 1,--世界频道 Notify = 2,--系统通知 Private = 3,--私人 Team = 4,--队伍 CS = 5,--跨服 Count = 6 }, MaxHistoryNum = 50, } return ChatConst
local Position = require('__stdlib__/stdlib/area/position') local GridEdit = require('includes/editgrid') local Camera = { x = 0, y = 0, zoom = 1, angle = 0, pos = Position(), mouse = Position(), origin = Position(), cell = Position(), } local Visual = { size = 32, subdivisions = 32, color = {0.85, 0.85, 0.85, 0.3}, drawScale = false, xColor = {0, 1, 0, 0.8}, yColor = {0, 1, 0, 0.8}, fadeFactor = 0.5, textFadeFactor = 1, hideOrigin = false, interval = 32 } local Grid = GridEdit.grid(Camera, Visual) --return Grid return {Grid = Grid, Camera = Camera, Visual = Visual}
local string_hex_escape = assert(foundation.com.string_hex_escape) local Luna = assert(foundation.com.Luna) do local m = yatm_oku.OKU.isa.MOS6502.Assembler if not m then yatm.warn("OKU.isa.MOS6502.Assembler not available for tests") return end local case = Luna:new("yatm_oku.OKU.isa.MOS6502.Assembler") case:describe(".parse/1", function (t2) t2:test("test can parse an assembly program", function (t3) local prog = "main:\n" .. " LDA #$00\n" .. " ADC #20\n" .. "" local tokens, rest = m.parse(prog) t3:assert_eq("", rest) t3:assert_deep_eq({ {"label", "main"}, {"ins", { name = "lda", args = { {"immediate", 0} } }}, {"ins", { name = "adc", args = { {"immediate", 20} } }}, }, tokens:to_list()) end) end) case:describe(".assemble_safe/1", function (t2) t2:test("assembler can actually assemble a 6502 object binary (without crashing)", function (t3) local prog = "main:\n" .. " LDA #$00\n" .. " ADC #20\n" .. "" local okay, object, context, rest = m.assemble_safe(prog) t3:assert(okay) t3:assert_eq("", rest) local blob = string_hex_escape(object, "all") print(dump(blob)) end) end) case:execute() case:display_stats() case:maybe_error() end do local m = yatm_oku.OKU.isa.MOS6502.Assembler.Lexer if not m then yatm.warn("OKU.isa.MOS6502.Assembler.Lexer not available for tests") return end local case = Luna:new("yatm_oku.OKU.isa.MOS6502.Assembler.Lexer") case:describe("tokenize/1 (individual tokens)", function (t2) t2:test("can tokenize a comment", function (t3) local token_buf, rest = m.tokenize("; this is a comment") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("comment")) end) t2:test("can tokenize comma", function (t3) local token_buf, rest = m.tokenize(",") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens(",")) end) t2:test("can tokenize hash", function (t3) local token_buf, rest = m.tokenize("#") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("#")) end) t2:test("can tokenize colon", function (t3) local token_buf, rest = m.tokenize(":") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens(":")) end) t2:test("can tokenize open-round-bracket", function (t3) local token_buf, rest = m.tokenize("(") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("(")) end) t2:test("can tokenize closed-round-bracket", function (t3) local token_buf, rest = m.tokenize(")") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens(")")) end) t2:test("can tokenize newlines", function (t3) local token_buf, rest = m.tokenize("\n") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("nl")) end) t2:test("can tokenize single space", function (t3) local token_buf, rest = m.tokenize(" ") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("ws")) end) t2:test("can tokenize single space (as tab)", function (t3) local token_buf, rest = m.tokenize("\t") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("ws")) end) t2:test("can tokenize multiple spaces", function (t3) local token_buf, rest = m.tokenize(" ") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("ws")) end) t2:test("can tokenize multiple spaces (as tabs)", function (t3) local token_buf, rest = m.tokenize("\t\t") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("ws")) end) t2:test("can tokenize single char atom", function (t3) local token_buf, rest = m.tokenize("X") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("atom")) local tokens = token_buf:scan("atom") t3:assert_table_eq({"atom", "X"}, tokens[1]) end) t2:test("can tokenize simple atom word", function (t3) local token_buf, rest = m.tokenize("word") t3:assert_eq("", rest) token_buf:open('r') t3:assert(token_buf:match_tokens("atom")) local tokens = token_buf:scan("atom") t3:assert_table_eq({"atom", "word"}, tokens[1]) end) t2:test("can tokenize complex atoms", function (t3) local token_buf, rest = m.tokenize("_marker_with_spaces_and_1234") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("atom") t3:assert(tokens[1]) t3:assert_table_eq({"atom", "_marker_with_spaces_and_1234"}, tokens[1]) end) t2:test("can tokenize all numbers as atoms (leading underscore)", function (t3) local token_buf, rest = m.tokenize("_0123456789") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("atom") t3:assert(tokens[1]) t3:assert_table_eq({"atom", "_0123456789"}, tokens[1]) end) t2:test("can tokenize entire latin alphabet atoms", function (t3) local token_buf, rest = m.tokenize("the_quick_brown_fox_jumps_over_the_lazy_dog") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("atom") t3:assert(tokens[1]) t3:assert_table_eq({"atom", "the_quick_brown_fox_jumps_over_the_lazy_dog"}, tokens[1]) local token_buf, rest = m.tokenize("THE_QUICK_BROWN_FOX_JUMPS_OVER_THE_LAZY_DOG") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("atom") t3:assert(tokens[1]) t3:assert_table_eq({"atom", "THE_QUICK_BROWN_FOX_JUMPS_OVER_THE_LAZY_DOG"}, tokens[1]) end) t2:test("can tokenize a decimal integer", function (t3) local token_buf, rest = m.tokenize("0") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("integer") t3:assert(tokens[1]) t3:assert_table_eq({"integer", 0}, tokens[1]) local token_buf, rest = m.tokenize("1234567890") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("integer") t3:assert(tokens[1]) t3:assert_table_eq({"integer", 1234567890}, tokens[1]) end) t2:test("can tokenize $hex", function (t3) local token_buf, rest = m.tokenize("$00FF") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("hex") t3:assert(tokens[1]) t3:assert_table_eq({"hex", "00FF"}, tokens[1]) end) t2:test("can tokenize entire hex alphabet", function (t3) local token_buf, rest = m.tokenize("$0123456789ABCDEFabcdef") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("hex") t3:assert(tokens[1]) t3:assert_table_eq({"hex", "0123456789ABCDEFabcdef"}, tokens[1]) end) t2:test("can tokenize an empty double-quoted string", function (t3) local token_buf, rest = m.tokenize("\"\"") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("dquote") t3:assert(tokens[1]) t3:assert_table_eq({"dquote", ""}, tokens[1]) end) t2:test("can tokenize a double-quoted string", function (t3) local token_buf, rest = m.tokenize("\"Hello\"") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("dquote") t3:assert(tokens[1]) t3:assert_table_eq({"dquote", "Hello"}, tokens[1]) end) t2:test("can tokenize a complex double-quoted string", function (t3) local token_buf, rest = m.tokenize("\"Hello World, how are you m8\"") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("dquote") t3:assert(tokens[1]) t3:assert_table_eq({"dquote", "Hello World, how are you m8"}, tokens[1]) end) t2:test("can tokenize a double-quoted string with escape codes", function (t3) local token_buf, rest = m.tokenize("\"New\\nLine\\tTabs\\sSpaces\"") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("dquote") t3:assert(tokens[1]) t3:assert_table_eq({"dquote", "New\nLine\tTabs Spaces"}, tokens[1]) end) t2:test("can tokenize an empty single-quoted string", function (t3) local token_buf, rest = m.tokenize("''") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("squote") t3:assert(tokens[1]) t3:assert_table_eq({"squote", ""}, tokens[1]) end) t2:test("can tokenize an a single-quoted string (ignoring escape codes)", function (t3) local token_buf, rest = m.tokenize("'\\n\\tHello, World\\s'") t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:scan("squote") t3:assert(tokens[1]) t3:assert_table_eq({"squote", "\\n\\tHello, World\\s"}, tokens[1]) end) end) case:describe("tokenize/1 (stream)", function (t2) t2:test("can tokenize a simple program", function (t3) local prog = "main:\n" .. " LDA #0 ; zero accumulator\n" .. " ADC #$20 ; add 32 to the accumulator" local token_buf, rest = m.tokenize(prog) t3:assert_eq("", rest) token_buf:open('r') local tokens = token_buf:to_list() local result = { {"atom", "main"}, {":", true}, {"nl", true}, {"ws", true}, {"atom", "LDA"}, {"ws", true}, {"#", true}, {"integer", 0}, {"ws", true}, {"comment", " zero accumulator"}, {"nl", true}, {"ws", true}, {"atom", "ADC"}, {"ws", true}, {"#", true}, {"hex", "20"}, {"ws", true}, {"comment", " add 32 to the accumulator"} } t3:assert_deep_eq(result, tokens) end) end) case:execute() case:display_stats() case:maybe_error() end
function LoadUDM(property) local udm = LoadModule("UdmLoader") udm:Load(property.filepath) local udminst = { Tetra = function() return udm:TetraData() end, Mesh = function () return udm:MeshData() end, ExtraP = function () return udm:ExtraData('P') end, ExtraT = function () return udm:ExtraData('TEMPARATURE') end, ExtraU = function () return udm:ExtraData('U') end, ExtraV = function () return udm:ExtraData('V') end, ExtraW = function () return udm:ExtraData('W') end } return udminst end LoadUDM = {} setmetatable(LoadUDM, {__index = HiveBaseModule}) LoadUDM.new = function (varname) local this = HiveBaseModule.new(varname); this.loader = LoadModule('UdmLoader') setmetatable(this, {__index=LoadUDM}) return this end function LoadUDM:Do() self:UpdateValue() return self.loader:Load(self.value.filepath, self.value.step) end function LoadUDM:Tetra() return self.loader:TetraData() end function LoadUDM:Mesh() return self.loader:MeshData() end function LoadUDM:Solid() return self.loader:SolidData(this.value.solidtype) end function LoadUDM:ExtraData(index) local name = self.value.extraname[index + 1] return self.loader:ExtraData(name) end
--[[ ModuleName : Path : service/scene.lua Author : jinlei CreateTime : 2020-10-11 17:04:25 Description : --]] skynet.start (function () skynet.dispatch ("lua", function (_, source, command, ...) local function pret (ok, ...) if not ok then skynet.ret() else skynet.retpack(...) end end local f = assert(CMD[command]) pret(xpcall(f, __G_TRACE_BACK__, ...)) end) end)
--[[ Tester for Crepe By Xiang Zhang @ New York University --]] require("sys") local Test = torch.class("Test") -- Initialization of the testing script -- data: Testing dataset -- model: Testing model -- loss: Loss used for testing -- config: (optional) the configuration table -- .confusion: (optional) whether to use confusion matrix function Test:__init(data,model,loss,config) local config = config or {} -- Store the objects self.data = data self.model = model self.loss = loss -- Move the type self.loss:type(model:type()) -- Create time table self.time = {} -- Set the confusion if config.confusion then self.confusion = torch.zeros(data:nClasses(),data:nClasses()) end -- Store configurations self.normalize = config.normalize end -- Execute testing for a batch step function Test:run(logfunc) -- Initializing the errors and losses self.e = 0 self.l = 0 self.n = 0 if self.confusion then self.confusion:zero() end -- Start the loop self.clock = sys.clock() for batch,labels,n in self.data:iterator() do self.batch = batch:transpose(2,3):contiguous():type(self.model:type()) self.labels = labels:type(self.model:type()) self.batch:copy(batch:transpose(2, 3):contiguous()) self.labels:copy(labels) -- Record time if self.model:type() == "torch.CudaTensor" then cutorch.synchronize() end self.time.data = sys.clock() - self.clock self.clock = sys.clock() -- Forward propagation self.output = self.model:forward(self.batch) self.objective = self.loss:forward(self.output,self.labels) if type(self.objective) ~= "number" then self.objective = self.objective[1] end self.max, self.decision = self.output:double():max(2) self.max = self.max:squeeze(2):double() self.decision = self.decision:squeeze(2):double() self.err = torch.ne(self.decision,self.labels:double()):sum()/self.labels:size(1) -- Record time if self.model:type() == "torch.CudaTensor" then cutorch.synchronize() end self.time.forward = sys.clock() - self.clock self.clock = sys.clock() -- Accumulate the errors and losses self.e = self.e*(self.n/(self.n+n)) + self.err*(n/(self.n+n)) self.l = self.l*(self.n/(self.n+n)) + self.objective*(n/(self.n+n)) if self.confusion then for i = 1,n do if self.n + i > self.data:nRow() then break end self.confusion[labels[i]][self.decision[i]] = self.confusion[labels[i]][self.decision[i]]+1 end end self.n = self.n + n -- Record time if self.model:type() == "torch.CudaTensor" then cutorch.synchronize() end self.time.accumulate = sys.clock() - self.clock -- Call the log function if logfunc then logfunc(self) end self.clock = sys.clock() end end
function onCreate() makeLuaSprite('Back', 'stages/bendy/BACKBACKgROUND', 0, 0); makeLuaSprite('Background', 'stages/bendy/BackgroundwhereDEEZNUTSfitINYOmOUTH', 0, 0); makeLuaSprite('MidGroun', 'stages/bendy/MidGrounUTS', 0, 0); makeLuaSprite('MetalBar', 'stages/bendy/NUTS', 0, 0); makeLuaSprite('Chain', 'stages/bendy/ChainUTS', 0, 0); makeLuaSprite('Foreground', 'stages/bendy/ForegroundEEZNUTS', 0, 0); addLuaSprite('Back', false); addLuaSprite('Background', false); addLuaSprite('MidGroun', false); addLuaSprite('MetalBar', false); addLuaSprite('Chain', false); addLuaSprite('Foreground', false); end function onMoveCamera(focus) if focus == 'dad' then setProperty('camFollow.y', getProperty('camFollow.y') -100); setProperty('camFollow.x', getProperty('camFollow.x')); elseif focus == 'boyfriend' then setProperty('camFollow.y', getProperty('camFollow.y') -200); setProperty('camFollow.x', getProperty('camFollow.x') -300); end end
-- This code is licensed under the MIT Open Source License. -- Copyright (c) 2015 Ruairidh Carmichael - ruairidhcarmichael@live.co.uk -- 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. local path = ... local tween = require(path .. '/tween') local splashy = {} splashy.list = {} splashy.inalpha = 0 splashy.outalpha = 255 splashy.count = 1 splashy.tweenlist = {} splashy.fadestate = "in" splashy.finished = false splashy.onCompleteFunction = nil function splashy.addSplash(image, duration, index) duration = duration or 2 assert(type(duration) == 'number' and duration > 0, "duration must be a positive number.") index = index or #splashy.list + 1 assert(type(index) == "number", "index must be a number") splashy.list[index] = image splashy.tweenlist[index] = tween.new(duration, splashy, {inalpha = 255, outalpha = 0}) end function splashy.skipSplash() splashy.fadestate = "in" splashy.count = splashy.count + 1 end function splashy.skipAll() splashy.fadestate = "in" splashy.count = #splashy.list + 1 end function splashy.onComplete(func) assert(type(func) == "function", "func must be a function") splashy.onCompleteFunction = func end function splashy.draw() if splashy.finished == false then for i=1, #splashy.list do if splashy.fadestate == "in" then love.graphics.setColor(255, 255, 255, splashy.inalpha) elseif splashy.fadestate == "out" then love.graphics.setColor(255, 255, 255, splashy.outalpha) end -- If the current splash is the one in the list. if splashy.count == i then -- Then grab the splash from the list and draw it to the screen. local splash = splashy.list[i] local centerwidth = love.graphics.getWidth() / 2 local centerheight = love.graphics.getHeight() / 2 local centerimagewidth = splash:getWidth() / 2 local centerimageheight = splash:getHeight() / 2 love.graphics.draw(splash, centerwidth - centerimagewidth, centerheight - centerimageheight) end end love.graphics.setColor(255, 255, 255, 255) end end function splashy.update(dt) if splashy.finished == false then for i=1, #splashy.tweenlist do if splashy.count == i then local tweenComplete = splashy.tweenlist[i]:update(dt) if tweenComplete then if splashy.fadestate == "in" then splashy.tweenlist[i]:reset() splashy.fadestate = "out" elseif splashy.fadestate == "out" then splashy.tweenlist[i]:reset() splashy.count = splashy.count + 1 splashy.fadestate = "in" end end end end if splashy.count >= #splashy.list + 1 then assert(type(splashy.onCompleteFunction) == "function", "onComplete needs a valid function.") splashy.finished = true splashy.onCompleteFunction() end end end return splashy
--次元均衡 function c90901251.initial_effect(c) --fusion material c:EnableReviveLimit() --aux.AddFusionProcFun2(c,c90901251.ffilter,aux.FilterBoolFunction(Card.IsRace,RACE_SPELLCASTER),true) --aux.AddFusionProcCodeFun(c,38033121,aux.FilterBoolFunction(Card.IsRace,RACE_SPELLCASTER),1,false,false) --aux.AddFusionProcCodeFun(c,aux.FilterBoolFunction(Card.IsFusionSetCard,0x30a2),aux.FilterBoolFunction(Card.IsFusionSetCard,0x20a2),1,false,false) --aux.AddFusionProcCodeFun(c,aux.FilterBoolFunction(Card.IsCode,38033121),aux.FilterBoolFunction(c90901251.ffffilter),1,false,false) Fusion.AddProcMix(c,false,false,CARD_DARK_MAGICIAN_GIRL,aux.FilterBoolFunction(c90901251.ffffilter)) --spsummon condition local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e1:SetCode(EFFECT_SPSUMMON_CONDITION) e1:SetValue(c90901251.splimit) c:RegisterEffect(e1) --special summon rule --local e02=Effect.CreateEffect(c) --e02:SetType(EFFECT_TYPE_FIELD) --e02:SetCode(EFFECT_SPSUMMON_PROC) --e02:SetProperty(EFFECT_FLAG_UNCOPYABLE) --e02:SetRange(LOCATION_EXTRA) --e02:SetCondition(c90901251.sprcon) --e02:SetOperation(c90901251.sprop) --c:RegisterEffect(e02) --effect local e2=Effect.CreateEffect(c) e2:SetDescription(aux.Stringid(90901251,0)) e2:SetCategory(CATEGORY_CONTROL) e2:SetType(EFFECT_TYPE_IGNITION+EFFECT_TYPE_TRIGGER_O) e2:SetProperty(EFFECT_FLAG_CARD_TARGET) e2:SetRange(LOCATION_MZONE) e2:SetCountLimit(1,90901251) e2:SetCost(c90901251.costLP) e2:SetTarget(c90901251.target1) e2:SetOperation(c90901251.operation1) c:RegisterEffect(e2) --spsummon local e3=Effect.CreateEffect(c) e3:SetDescription(aux.Stringid(90901251,1)) e3:SetCategory(CATEGORY_SPECIAL_SUMMON) e3:SetType(EFFECT_TYPE_IGNITION+EFFECT_TYPE_TRIGGER_O) e3:SetProperty(EFFECT_FLAG_CARD_TARGET) e3:SetRange(LOCATION_MZONE) e3:SetCountLimit(1,90901251) --e3:SetReset(RESET_EVENT+0x1fe0000+RESET_PHASE+PHASE_END) --e3:SetCode(EVENT_PHASE+PHASE_STANDBY) --e3:SetCondition(c90901251.con1) e3:SetCost(c90901251.costBani) e3:SetTarget(c90901251.target2) e3:SetOperation(c90901251.operation2) c:RegisterEffect(e3) --change name --local e4=Effect.CreateEffect(c) --e4:SetType(EFFECT_TYPE_SINGLE) --e4:SetProperty(EFFECT_FLAG_SINGLE_RANGE) --e4:SetCode(EFFECT_CHANGE_CODE) --e4:SetRange(LOCATION_MZONE) --e4:SetValue(38033121) --c:RegisterEffect(e4) end c90901251.material_setcode={0x10a2,0x20a2} function c90901251.ffffilter(c) return c:IsSetCard(0x20a2) and c:IsType(TYPE_MONSTER) end function c90901251.splimit(e,se,sp,st) return bit.band(st,SUMMON_TYPE_FUSION)==SUMMON_TYPE_FUSION end function c90901251.spfilter1(c,tp) return c:IsFusionCode(38033121) and c:IsAbleToDeckOrExtraAsCost() and c:IsCanBeFusionMaterial(nil,true) and Duel.IsExistingMatchingCard(c90901251.spfilter2,tp,LOCATION_MZONE,0,1,c) end function c90901251.spfilter2(c) return c:IsRace(RACE_SPELLCASTER) and c:IsCanBeFusionMaterial() and c:IsAbleToDeckOrExtraAsCost() end function c90901251.sprcon(e,c) if c==nil then return true end local tp=c:GetControler() return Duel.GetLocationCount(tp,LOCATION_MZONE)>-2 and Duel.IsExistingMatchingCard(c90901251.spfilter1,tp,LOCATION_ONFIELD,0,1,nil,tp) end function c90901251.sprop(e,tp,eg,ep,ev,re,r,rp,c) Duel.Hint(HINT_SELECTMSG,tp,aux.Stringid(90901251,2)) local g1=Duel.SelectMatchingCard(tp,c90901251.spfilter1,tp,LOCATION_ONFIELD,0,1,1,nil,tp) Duel.Hint(HINT_SELECTMSG,tp,aux.Stringid(90901251,3)) local g2=Duel.SelectMatchingCard(tp,c90901251.spfilter2,tp,LOCATION_MZONE,0,1,1,g1:GetFirst()) g1:Merge(g2) local tc=g1:GetFirst() while tc do if not tc:IsFaceup() then Duel.ConfirmCards(1-tp,tc) end tc=g1:GetNext() end Duel.PayLPCost(tp,1000) Duel.SendtoGrave(g1,nil,2,REASON_COST) end --function c90901251.ffilter(c) -- return c:IsCode(38033121) --or c:IsCode(80014003)--c:IsSetCard(0x9d) c:IsRace(RACE_DRAGON) and c:IsType(TYPE_SYNCHRO) --end function c90901251.con1(e,tp,eg,ep,ev,re,r,rp) return tp==Duel.GetTurnPlayer() and e:GetHandler():GetFlagEffect(900901251)==0 end function c90901251.costLP(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.CheckLPCost(tp,500) end Duel.PayLPCost(tp,500) end function c90901251.costBani(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.IsExistingMatchingCard(Card.IsAbleToRemove,tp,LOCATION_HAND+LOCATION_MZONE,0,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local rg=Duel.SelectMatchingCard(tp,Card.IsAbleToRemove,tp,LOCATION_HAND+LOCATION_MZONE,0,1,1,nil) Duel.Remove(rg,POS_FACEUP,REASON_COST) end function c90901251.costCombi(e,tp,eg,ep,ev,re,r,rp,chk) if chk==0 then return Duel.CheckLPCost(tp,500) and Duel.IsExistingMatchingCard(Card.IsAbleToRemove,tp,LOCATION_HAND+LOCATION_MZONE,0,1,nil) end Duel.PayLPCost(tp,500) Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_REMOVE) local rg=Duel.SelectMatchingCard(tp,Card.IsAbleToRemove,tp,LOCATION_HAND+LOCATION_MZONE,0,1,1,nil) Duel.Remove(rg,POS_FACEUP,REASON_COST) end function c90901251.filter1(c) return c:IsControlerCanBeChanged() end function c90901251.filter2(c,e,tp) return c:IsCanBeSpecialSummoned(e,0,tp,false,false) end function c90901251.target1(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_MZONE) and chkc:IsControler(1-tp) and c90901251.filter1(chkc) end if chk==0 then return Duel.IsExistingTarget(c90901251.filter1,tp,0,LOCATION_MZONE,1,nil) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_CONTROL) local g=Duel.SelectTarget(tp,c90901251.filter1,tp,0,LOCATION_MZONE,1,1,nil) Duel.SetOperationInfo(0,CATEGORY_CONTROL,g,1,0,0) end function c90901251.target2(e,tp,eg,ep,ev,re,r,rp,chk,chkc) if chkc then return chkc:IsLocation(LOCATION_GRAVE) and chkc:IsControler(1-tp) and c90901251.filter2(chkc,e,tp) end if chk==0 then return Duel.GetLocationCount(tp,LOCATION_MZONE)>0 and Duel.IsExistingTarget(c90901251.filter2,tp,0,LOCATION_GRAVE,1,nil,e,tp) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_SPSUMMON) local g=Duel.SelectTarget(tp,c90901251.filter2,tp,0,LOCATION_GRAVE,1,1,nil,e,tp) Duel.SetOperationInfo(0,CATEGORY_SPECIAL_SUMMON,g,1,0,0) end function c90901251.operation1(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) and not Duel.GetControl(tc,tp,PHASE_END,1) then if not tc:IsImmuneToEffect(e) and tc:IsAbleToChangeControler() then Duel.Destroy(tc,REASON_EFFECT) end end end function c90901251.operation2(e,tp,eg,ep,ev,re,r,rp) local tc=Duel.GetFirstTarget() if tc:IsRelateToEffect(e) then Duel.SpecialSummon(tc,0,tp,tp,false,false,POS_FACEUP) end end
-- this puts everything into one table ready to use local require, print, error, assert, tonumber, tostring, setmetatable, pairs, ipairs, unpack, rawget, rawset, pcall, type, table, string, math = require, print, error, assert, tonumber, tostring, setmetatable, pairs, ipairs, unpack, rawget, rawset, pcall, type, table, string, math local abi = require "syscall.abi" if abi.rump and abi.types then abi.os = abi.types end -- pretend to be NetBSD for normal rump, Linux for rumplinux require "syscall.ffitypes" require("syscall." .. abi.os .. ".ffitypes") if not abi.rump then require "syscall.ffifunctions" require("syscall." .. abi.os .. ".ffifunctions") if abi.bsd then require "syscall.bsd.ffifunctions" end end local ostypes = require("syscall." .. abi.os .. ".types") local c = require("syscall." .. abi.os .. ".constants") local bsdtypes if (abi.rump and abi.types == "netbsd") or (not abi.rump and abi.bsd) then bsdtypes = require("syscall.bsd.types") end local types = require "syscall.types".init(c, ostypes, bsdtypes) local C if abi.rump then C = require("syscall.rump.c") else C = require("syscall." .. abi.os .. ".c") end -- cannot put in S, needed for tests, cannot be put in c earlier due to deps TODO remove see #94 c.IOCTL = require("syscall." .. abi.os .. ".ioctl").init(types) local S = require "syscall.syscalls".init(C, c, types) S.abi, S.types, S.t, S.c = abi, types, types.t, c -- add to main table returned -- add compatibility code S = require "syscall.compat".init(S) -- add functions from libc S = require "syscall.libc".init(S) -- add methods S = require "syscall.methods".init(S) -- add utils S.util = require "syscall.util".init(S) if abi.os == "linux" then S.cgroup = require "syscall.linux.cgroup".init(S) S.nl = require "syscall.linux.nl".init(S) -- TODO add the other Linux specific modules here end return S
require("packages") require("settings") -- UI require("ui.buffer_line") require("ui.file_explorer") require("ui.git") require("ui.status_line") require("ui.syntax") require("ui.telescope") require("ui.terminal") require("ui.theme") require("ui.title") -- LSP require("lsp.dap") require("lsp.packages")
function onUpdate(elapsed) setTextFont("scoreTxt", "VCR_OSD_MONO_1.001"); setTextFont("botplayTxt", "VCR_OSD_MONO_1.001"); setTextFont("timebarTxt", "VCR_OSD_MONO_1.001"); end
-- -- TORQUE OFF controller -- -- Setup TorqueMainSwitch controller -- -- Intended to be run via config script. -- require "motion" controller = controller or {} -- load controller ros:import("sweetie_bot_controller_joint_space") depl:loadComponent("controller/torque_off", "sweetie_bot::motion::controller::TorqueMainSwitch") controller.torque_off = depl:getPeer("controller/torque_off") -- register controller resource_control.register_controller(controller.torque_off) -- timer depl:connect(timer.controller.port, "controller/torque_off.sync", rtt.Variable("ConnPolicy")) -- data flow: controller -> aggregator_ref depl:connect("controller/torque_off.out_joints_ref", "aggregator_ref.in_joints", rtt.Variable("ConnPolicy")) -- data flow: aggregator_real -> controller depl:connect("aggregator_real.out_joints_sorted", "controller/torque_off.in_joints_actual", rtt.Variable("ConnPolicy")) -- connect to RobotModel depl:connectServices("controller/torque_off", "aggregator_ref") -- present herkulex subsystem and set corresponding options local herkulex_arrays = {} local herkulex_scheds = {} for name, group in pairs(herkulex) do depl:addPeer("controller/torque_off", group.array:getName()) depl:addPeer("controller/torque_off", group.sched:getName()) -- form herkulex_arrays and herkulex_scheds lists table.insert(herkulex_scheds, "herkulex/"..name.."/sched") table.insert(herkulex_arrays, "herkulex/"..name.."/array") end -- set herkulex_arrays and herkulex_scheds properties config.set_property(controller.torque_off, 'herkulex_arrays', herkulex_arrays ) config.set_property(controller.torque_off, 'herkulex_scheds', herkulex_scheds ) -- get ROS configuration config.get_peer_rosparams(controller.torque_off) -- advertise actionlib interface controller.torque_off:loadService("actionlib") controller.torque_off:provides("actionlib"):connect("~controller/torque_off") -- advertise ROS operation controller.torque_off:loadService("rosservice") controller.torque_off:provides("rosservice"):connect("rosSetOperational", config.node_fullname .. "/controller/torque_off/set_torque_off", "std_srvs/SetBool") -- prepare to start assert(controller.torque_off:configure(), "ERROR: unable to configure controller/torque_off")
--[[ © 2013 GmodLive private project do not share without permission of its author (Andrew Mensky vk.com/men232). --]] local greenCode = greenCode; local gc = gc; local math = math; local table = table; local CMENU_PLUGIN, TER_PLUGIN, TER_ONW; local cMainTitle = Color(222,222,81); local cTitleColor = Color(81,222,81); local cTitleColor2 = Color(100,255,255); local cTitleColor3 = Color(255,200,25); local cTitleColor4 = Color(255,255,100); local cTitleColor5 = Color(255,100,100); local cTitleColor6 = Color(150,186,123); local w; local function AddTitle( title, color, desc, bCallback, bCallback2, bNoChangeFont ) local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 25, w = w, callback = bCallback and function( BLOCK ) BLOCK:TurnToogle(); end, callback2 = bCallback2 and function( BLOCK ) local menu = DermaMenu(); menu:AddOption("Скопировать информацию", function() SetClipboardText(BLOCK.Desc:GetText()); end); menu:AddOption("Отмена", function() end); menu:Open() end, }; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = color, title = title, desc = desc or "" }); if ( !bNoChangeFont ) then BLOCK.Title:SetFont("ChatFont"); BLOCK.Title:SetExpensiveShadow(2, Color(0,0,0,100)); BLOCK.Title:SizeToContents(); end; BLOCK.Title:Center(); if ( !bCallback and !bCallback2 ) then BLOCK:SetDisabled(true); end; return BLOCK; end; CMENU_TERRITORY_CATEGORY = CM_CAT_CLASS:New{ title = "Территории", priority = 5, callback = function() CMENU_PLUGIN = CMENU_PLUGIN or greenCode.plugin:Get("rp_custommenu"); TER_PLUGIN = TER_PLUGIN or greenCode.plugin:Get("territory"); TER_ONW = TER_ONW or greenCode.plugin:Get("ter_owning"); local bTextMenu, bBlockMenu = CMENU_PLUGIN:IsOpen(); local args = CMENU_PLUGIN.args; BlockMenu = CMENU_PLUGIN.BlockMenu; w = BlockMenu:GetWide() - (BlockMenu.Padding*2); if ( bBlockMenu ) then BlockMenu:Clear( 0.4 ); local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 35, w = w, callback = function( BLOCK ) BLOCK:TurnToogle(); end }; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = cMainTitle, title = "Территории", desc = [[Здесь вы можете покупать, продавать и настраивать права для своих территорий. Покупая целую территорию, вы становитесь владельцем всех дверей. ]] }); BLOCK:TurnToogle(); BLOCK.Title:Center(); //BLOCK:SetTall( BLOCK.turnOnH ); local TERRITORY = TER_PLUGIN:GetLocation(gc.Client:GetShootPos()); if ( TERRITORY and TERRITORY:IsValid() ) then local tOwnerNames = {}; local tCoOwnerNames = {}; local space = "\n"/*..string.rep(" ",)*/; for uid, v in pairs( TERRITORY:GetOwners() ) do table.insert( tOwnerNames, v.name.." ("..string.Replace(v.sid, "STEAM_", "")..")" ) end; for uid, v in pairs( TERRITORY:GetCoOwners() ) do table.insert( tCoOwnerNames, v.name.." ("..string.Replace(v.sid, "STEAM_", "")..")" ) end; local sOwners, sCoOwners = "", ""; local bCanOwning, bOwned = TERRITORY("forsale", false), TERRITORY:IsOwned(); local nOwnerLevel = TERRITORY:GetOwnerLevel(gc.Client); if (bOwned) then sOwners = table.concat( tOwnerNames, space ); sCoOwners = table.concat( tCoOwnerNames, space ); //sOwners = (sOwners == "" and "пусто..." or sOwners); //sCoOwners = (sCoOwners == "" and "пусто..." or sCoOwners); bCanOwning = false; end; local BLOCK = AddTitle( "Информация о текущем расположении", cTitleColor, ""); local BLOCK = AddTitle( TERRITORY:Name().." ("..TERRITORY:UniqueID()..")", Color(255,255,255), TERRITORY("desc", "Без описания."), true, nil, true); BLOCK:TurnToogle(); if (bOwned) then w = (w/2) - BlockMenu.Padding/2; local BLOCK = AddTitle( "Владельцы:", Color(255,255,255), sOwners, false, false, true); BLOCK.Title:Center(); BLOCK.turnOffW, BLOCK.turnOnW = w, w; BLOCK:TurnToogle(); local BLOCK = AddTitle( "Совладельцы:", Color(255,255,255), sCoOwners, false, false, true); BLOCK.Title:Center(); BLOCK.turnOffW, BLOCK.turnOnW = w, w; BLOCK:TurnToogle(); w = BlockMenu:GetWide() - (BlockMenu.Padding*2); end; if ( !bCanOwning and TERRITORY("lastBuyType") == "rent" ) then local BLOCK = AddTitle( "#Rent", cTitleColor6); function BLOCK.Title:Think() local text = (nOwnerLevel > 1 and "До продления аренды: " or "Срок аренды: ")..greenCode.kernel:ConvertTime( math.ceil(TERRITORY("_rent", 0) - CurTime() - 1) ); if ( nOwnerLevel > 1 ) then text = text .. " | " .. " Цена: "..greenCode.kernel:FormatNumber(TERRITORY:GetPrice("rent")).."$"; end; self:SetText(text); self:SizeToContents(); self:Center(); end; end; if ( nOwnerLevel > 0 or bCanOwning ) then AddTitle( "Действия", cTitleColor2 ); -- Buy if ( bCanOwning ) then for k, v in SortedPairs(TER_ONW.class, true) do local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 28, w = w, callback = function( BLOCK ) Derma_Query("Вы уверены, что хотите "..v.desc.."?", "Внимание", "Да", function() RunConsoleCommand("gc_ter_buy", TERRITORY:UniqueID(), k ) end, "Нет", function() end) end, }; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = cTitleColor3, title = "", desc = "" }); BLOCK.Title:SetFont("ChatFont"); BLOCK.Title:SetExpensiveShadow(2, Color(0,0,0,100)); function BLOCK.Title:Think() self:SetText(v.desc..": "..greenCode.kernel:FormatNumber(TERRITORY:GetPrice(k))..v.cur); self:SizeToContents(); end; end; end; if ( nOwnerLevel > 0 ) then -- Allow to spawn. local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 30, w = w, callback = function( BLOCK ) local menu = DermaMenu(); for k, v in pairs(_player.GetAll()) do local uid = tonumber(v:UniqueID()); if ( TERRITORY:GetOwnerLevel(v) > 0 or TERRITORY("propSpawn", {})[uid] ) then continue; end; menu:AddOption(v:Name(), function() RunConsoleCommand("gc_ter_allowspawn", tostring(TERRITORY:UniqueID()), uid, 1) end) end; menu:AddOption("Отмена"); menu:Open(); end}; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = cTitleColor4, title = "Разрешить спавн объектов", desc = "" }); BLOCK.Title:Center(); -- Denny to spawn. local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 30, w = w, callback = function( BLOCK ) local menu = DermaMenu(); for k, v in pairs(TERRITORY("propSpawn", {})) do menu:AddOption(v, function() RunConsoleCommand("gc_ter_allowspawn", tostring(TERRITORY:UniqueID()), k, "0") end) end; menu:AddOption("Отмена"); menu:Open(); end}; CMENU_PLUGIN:ApplyTemplate(BLOCK, "simple", { color = cTitleColor5, title = "Запретить спавн объектов", desc = "" }); BLOCK.Title:Center(); end; if ( nOwnerLevel > 1 ) then -- Add Co Own local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 30, w = w, callback = function( BLOCK ) local menu = DermaMenu(); for k, v in pairs(_player.GetAll()) do if ( TERRITORY:GetOwnerLevel(v) > 0 ) then continue; end; local uid = tonumber(v:UniqueID()); menu:AddOption(v:Name(), function() RunConsoleCommand("gc_ter_allowcoown", tostring(TERRITORY:UniqueID()), uid, 1) end) end; menu:AddOption("Отмена"); menu:Open(); end}; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = cTitleColor4, title = "Добавить в совладельцы", desc = "" }); BLOCK.Title:Center(); -- Remove Co Own local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 30, w = w, callback = function( BLOCK ) local menu = DermaMenu(); for k, v in pairs(TERRITORY("coowner", {})) do menu:AddOption(v.name, function() RunConsoleCommand("gc_ter_allowcoown", tostring(TERRITORY:UniqueID()), k, "0") end) end; menu:AddOption("Отмена"); menu:Open(); end}; CMENU_PLUGIN:ApplyTemplate(BLOCK, "simple", { color = cTitleColor5, title = "Убрать из совладельцев", desc = "" }); BLOCK.Title:Center(); -- Sell local BLOCK = BlockMenu:AddItem{ color = Color(0,0,0), h = 35, w = w, callback = function( BLOCK ) local nPriceType = TERRITORY("lastBuyType", "session"); local nAmount = math.ceil(TERRITORY:GetPrice(nPriceType)/2); local cur = TER_ONW.class[nPriceType].cur; local sWarning = TER_ONW:HoldingCount( gc.Client ) < 2 and "Внимание! После продажи у вас не будет дома, а значит вы потеряете профессию.\n\n" or ""; Derma_Query(sWarning.."При продаже, вы получите: "..greenCode.kernel:FormatNumber(nAmount)..cur.."\nВы согласны?", "Внимание", "Да", function() RunConsoleCommand("gc_ter_sell", TERRITORY:UniqueID() ) end, "Нет", function() end) end }; CMENU_PLUGIN:ApplyTemplate( BLOCK, "simple", { color = cTitleColor3, title = "Продать", desc = [[При продаже территории, вы получите 50% от её стоимости и типа покупки.]] }); BLOCK:TurnToogle(); end; end; end; end; end; }:Register();
local Skada = Skada Skada:AddLoadableModule("Interrupts", function(L) if Skada:IsDisabled("Interrupts") then return end local mod = Skada:NewModule(L["Interrupts"]) local spellmod = mod:NewModule(L["Interrupted spells"]) local targetmod = mod:NewModule(L["Interrupted targets"]) local playermod = mod:NewModule(L["Interrupt spells"]) local _ -- cache frequently used globals local pairs, ipairs, select, max = pairs, ipairs, select, math.max local tostring, format, tContains = tostring, string.format, tContains local UnitGUID, IsInInstance = UnitGUID, IsInInstance local GetSpellInfo, GetSpellLink = Skada.GetSpellInfo or GetSpellInfo, Skada.GetSpellLink or GetSpellLink local IsInGroup, IsInRaid = Skada.IsInGroup, Skada.IsInRaid -- spells in the following table will be ignored. local ignoredSpells = {} local function log_interrupt(set, data) -- ignored spells if data.spellid and tContains(ignoredSpells, data.spellid) then return end -- other ignored spells if (data.extraspellid and tContains(ignoredSpells, data.extraspellid)) then return end local player = Skada:GetPlayer(set, data.playerid, data.playername, data.playerflags) if player then -- increment player's and set's interrupts count player.interrupt = (player.interrupt or 0) + 1 set.interrupt = (set.interrupt or 0) + 1 -- to save up memory, we only record the rest to the current set. if set == Skada.current and data.spellid then local spell = player.interruptspells and player.interruptspells[data.spellid] if not spell then player.interruptspells = player.interruptspells or {} player.interruptspells[data.spellid] = {count = 0} spell = player.interruptspells[data.spellid] end spell.count = spell.count + 1 -- record interrupted spell if data.extraspellid then spell.spells = spell.spells or {} spell.spells[data.extraspellid] = (spell.spells[data.extraspellid] or 0) + 1 end -- record the target if data.dstName then local actor = Skada:GetActor(set, data.dstGUID, data.dstName, data.dstFlags) if actor then spell.targets = spell.targets or {} spell.targets[data.dstName] = (spell.targets[data.dstName] or 0) + 1 end end end end end local data = {} local function SpellInterrupt(timestamp, eventtype, srcGUID, srcName, srcFlags, dstGUID, dstName, dstFlags, ...) local spellid, spellname, _, extraspellid, extraspellname, _ = ... data.playerid = srcGUID data.playername = srcName data.playerflags = srcFlags data.dstGUID = dstGUID data.dstName = dstName data.dstFlags = dstFlags data.spellid = spellid or 6603 data.extraspellid = extraspellid Skada:FixPets(data) log_interrupt(Skada.current, data) log_interrupt(Skada.total, data) if Skada.db.profile.modules.interruptannounce and IsInGroup() and srcGUID == Skada.userGUID then local spelllink = GetSpellLink(extraspellid or extraspellname) or extraspellname local channel = Skada.db.profile.modules.interruptchannel or "SAY" if channel == "SELF" then Skada:Print(format(L["%s interrupted!"], spelllink or dstName)) return end if channel == "AUTO" then local zoneType = select(2, IsInInstance()) if zoneType == "pvp" or zoneType == "arena" then channel = "BATTLEGROUND" elseif zoneType == "party" or zoneType == "raid" then channel = zoneType:upper() else channel = IsInRaid() and "RAID" or "PARTY" end end Skada:SendChat(format(L["%s interrupted!"], spelllink or dstName), channel, "preset", true) end end function spellmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's interrupted spells"], label) end function spellmod:Update(win, set) win.title = format(L["%s's interrupted spells"], win.playername or L.Unknown) local player = set and set:GetPlayer(win.playerid, win.playername) local total = player and player.interrupt or 0 local spells = (total > 0) and player:GetInterruptedSpells() if spells and total > 0 then if win.metadata then win.metadata.maxvalue = 0 end local nr = 0 for spellid, count in pairs(spells) do nr = nr + 1 local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = GetSpellInfo(spellid) d.value = count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Total, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if win.metadata and d.value > win.metadata.maxvalue then win.metadata.maxvalue = d.value end end end end function targetmod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's interrupted targets"], label) end function targetmod:Update(win, set) win.title = format(L["%s's interrupted targets"], win.playername or L.Unknown) local player = set and set:GetPlayer(win.playerid, win.playername) local total = player and player.interrupt or 0 local targets = (total > 0) and player:GetInterruptTargets() if targets then if win.metadata then win.metadata.maxvalue = 0 end local nr = 0 for targetname, target in pairs(targets) do nr = nr + 1 local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = target.id or targetname d.label = targetname d.class = target.class d.role = target.role d.spec = target.spec d.value = target.count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Total, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if win.metadata and d.value > win.metadata.maxvalue then win.metadata.maxvalue = d.value end end end end function playermod:Enter(win, id, label) win.playerid, win.playername = id, label win.title = format(L["%s's interrupt spells"], label) end function playermod:Update(win, set) win.title = format(L["%s's interrupt spells"], win.playername or L.Unknown) local player = set and set:GetPlayer(win.playerid, win.playername) local total = player and player.interrupt or 0 if total > 0 and player.interruptspells then if win.metadata then win.metadata.maxvalue = 0 end local nr = 0 for spellid, spell in pairs(player.interruptspells) do nr = nr + 1 local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = spellid d.spellid = spellid d.label, _, d.icon = GetSpellInfo(spellid) d.value = spell.count d.valuetext = Skada:FormatValueText( d.value, mod.metadata.columns.Total, Skada:FormatPercent(d.value, total), mod.metadata.columns.Percent ) if win.metadata and d.value > win.metadata.maxvalue then win.metadata.maxvalue = d.value end end end end function mod:Update(win, set) win.title = L["Interrupts"] local total = set.interrupt or 0 if total > 0 then if win.metadata then win.metadata.maxvalue = 0 end local nr = 0 for _, player in ipairs(set.players) do if (player.interrupt or 0) > 0 then nr = nr + 1 local d = win.dataset[nr] or {} win.dataset[nr] = d d.id = player.id or player.name d.label = player.name d.text = player.id and Skada:FormatName(player.name, player.id) d.class = player.class d.role = player.role d.spec = player.spec d.value = player.interrupt d.valuetext = Skada:FormatValueText( d.value, self.metadata.columns.Total, Skada:FormatPercent(d.value, total), self.metadata.columns.Percent ) if win.metadata and d.value > win.metadata.maxvalue then win.metadata.maxvalue = d.value end end end end end function mod:OnEnable() self.metadata = { showspots = true, ordersort = true, click1 = spellmod, click2 = targetmod, click3 = playermod, nototalclick = {spellmod, targetmod, playermod}, columns = {Total = true, Percent = true}, icon = [[Interface\Icons\ability_kick]] } Skada:RegisterForCL(SpellInterrupt, "SPELL_INTERRUPT", {src_is_interesting = true}) Skada:AddMode(self) end function mod:OnDisable() Skada:RemoveMode(self) end function mod:AddToTooltip(set, tooltip) if set and (set.interrupt or 0) > 0 then tooltip:AddDoubleLine(L["Interrupts"], set.interrupt, 1, 1, 1) end end function mod:GetSetSummary(set) return tostring(set.interrupt or 0), set.interrupt or 0 end function mod:OnInitialize() if not Skada.db.profile.modules.interruptchannel then Skada.db.profile.modules.interruptchannel = "SAY" end Skada.options.args.modules.args.interrupts = { type = "group", name = self.moduleName, desc = format(L["Options for %s."], self.moduleName), args = { header = { type = "description", name = self.moduleName, fontSize = "large", image = [[Interface\Icons\ability_kick]], imageWidth = 18, imageHeight = 18, imageCoords = {0.05, 0.95, 0.05, 0.95}, width = "full", order = 0 }, sep = { type = "description", name = " ", width = "full", order = 1 }, interruptannounce = { type = "toggle", name = format(L["Announce %s"], self.moduleName), order = 10, width = "double" }, interruptchannel = { type = "select", name = L["Channel"], values = {AUTO = INSTANCE, SAY = CHAT_MSG_SAY, YELL = CHAT_MSG_YELL, SELF = L["Self"]}, order = 20, width = "double" } } } end do local playerPrototype = Skada.playerPrototype local cacheTable = Skada.cacheTable local wipe = wipe function playerPrototype:GetInterruptedSpells() if self.interruptspells then wipe(cacheTable) for _, spell in pairs(self.interruptspells) do if spell.spells then for spellid, count in pairs(spell.spells) do cacheTable[spellid] = (cacheTable[spellid] or 0) + count end end end return cacheTable end end function playerPrototype:GetInterruptTargets() if self.interruptspells then wipe(cacheTable) for _, spell in pairs(self.interruptspells) do if spell.targets then for name, count in pairs(spell.targets) do if not cacheTable[name] then cacheTable[name] = {count = count} else cacheTable[name].count = cacheTable[name].count + count end if not cacheTable[name].class then local actor = self.super:GetActor(name) if actor then cacheTable[name].id = actor.id cacheTable[name].class = actor.class cacheTable[name].role = actor.role cacheTable[name].spec = actor.spec else cacheTable[name].class = "UNKNOWN" end end end end end return cacheTable end end end end)
Locales['en'] = { ['welcome'] = '~g~Welcome to LR-AC Menu Tool', ['opadmin'] = '> Administrator option', ['onplayers'] = '> Online Players', ['srvertool'] = '> Server tools', }
--重定义常用的Unity类 Canvas = CS.UnityEngine.Canvas Button = CS.UnityEngine.UI.Button Image = CS.UnityEngine.UI.Image Text = CS.UnityEngine.UI.Text InputField = CS.UnityEngine.UI.InputField InputType = CS.UnityEngine.UI.InputField.InputType Toggle = CS.UnityEngine.UI.Toggle Slider = CS.UnityEngine.UI.Slider ScrollRect = CS.UnityEngine.UI.ScrollRect HorizontalLayoutGroup = CS.UnityEngine.UI.HorizontalLayoutGroup VerticalLayoutGroup = CS.UnityEngine.UI.VerticalLayoutGroup Application = CS.UnityEngine.Application GameObject = CS.UnityEngine.GameObject Transform = CS.UnityEngine.Transform RectTransform = CS.UnityEngine.RectTransform PlayerPrefs = CS.UnityEngine.PlayerPrefs Screen = CS.UnityEngine.Screen Color = CS.UnityEngine.Color Vector2 = CS.UnityEngine.Vector2 Vector3 = CS.UnityEngine.Vector3 Quaternion = CS.UnityEngine.Quaternion DOTween = CS.DG.Tweening.DOTween Ease = CS.DG.Tweening.Ease RotateMode = CS.DG.Tweening.RotateMode LoopType = CS.DG.Tweening.LoopType --常用自定义类 LuaTimer = CS.XLua.LuaTimer Tool = CS.GameUtils.Tool FileUtils = CS.GameUtils.FileUtils ResourceMgr = CS.ResourceMgr.GetInstance SDKManager = CS.SdkMgr.Instance AudioManager = CS.AudioManager.Instance GameController = CS.GameController.Instance GameDebug = CS.GameDebug SysConst = CS.AppConst UIType = CS.UIType UIMode = CS.UIMode UIAnim = CS.UIAnim --Coroutine cs_coroutine = require "common.tool.cs_coroutine" StartCoroutine = cs_coroutine.start StopCoroutine = cs_coroutine.stop StopAllCoroutine = cs_coroutine.stopAll WaitForSeconds = cs_coroutine.waitSec WaitForOneFrame = coroutine.yield --JSON解析 json = require "rapidjson"
local Recount = _G.Recount local revision = tonumber(string.sub("$Revision: 1309 $", 12, -3)) if Recount.Version < revision then Recount.Version = revision end local _G = _G local CreateFrame = CreateFrame local UIParent = UIParent function Recount:CreateFrame(Name, Title, Height, Width, ShowFunc, HideFunc) local theFrame = CreateFrame("Frame", Name, UIParent) theFrame:ClearAllPoints() theFrame:SetPoint("CENTER",UIParent) theFrame:SetHeight(Height) theFrame:SetWidth(Width) theFrame:SetBackdrop({ bgFile = "Interface\\Tooltips\\UI-Tooltip-Background", tile = true, tileSize = 16, edgeFile = "Interface\\AddOns\\Recount\\textures\\otravi-semi-full-border", edgeSize = 32, insets = {left = 1, right = 1, top = 20, bottom = 1}, }) theFrame:SetBackdropBorderColor(1.0, 0.0, 0.0) theFrame:SetBackdropColor(24 / 255, 24 / 255, 24 / 255) if Name == "Recount_MainWindow" then Recount.Colors:RegisterBorder("Window", "Title", theFrame) Recount.Colors:RegisterBackground("Window", "Background", theFrame) else Recount.Colors:RegisterBorder("Other Windows", "Title", theFrame) Recount.Colors:RegisterBackground("Other Windows", "Background", theFrame) end theFrame:EnableMouse(true) theFrame:SetMovable(true) theFrame:SetScript("OnMouseDown", function(this, button) if (not this.isLocked or this.isLocked == 0) and button == "LeftButton" then Recount:SetWindowTop(this) this:StartMoving() this.isMoving = true end end) theFrame:SetScript("OnMouseUp", function(this) if this.isMoving then this:StopMovingOrSizing() this.isMoving = false if this.SavePosition then this:SavePosition() end end end) theFrame.ShowFunc = ShowFunc theFrame:SetScript("OnShow", function(this) Recount:SetWindowTop(this) if this.ShowFunc then this:ShowFunc() end end) theFrame.HideFunc = HideFunc theFrame:SetScript("OnHide", function(this) if (this.isMoving) then this:StopMovingOrSizing() this.isMoving = false end if this.HideFunc then this:HideFunc() end end) theFrame.Title = theFrame:CreateFontString(nil, "OVERLAY", "GameFontNormal") theFrame.Title:SetPoint("TOPLEFT", theFrame, "TOPLEFT", 6, -15) theFrame.Title:SetTextColor(1.0, 1.0, 1.0, 1.0) theFrame.Title:SetText(Title) Recount:AddFontString(theFrame.Title) if Name == "Recount_MainWindow" then Recount.Colors:UnregisterItem(theFrame.Title) Recount.Colors:RegisterFont("Window", "Title Text", theFrame.Title) else Recount.Colors:UnregisterItem(theFrame.Title) Recount.Colors:RegisterFont("Other Windows", "Title Text", theFrame.Title) end theFrame.CloseButton = CreateFrame("Button", nil, theFrame) theFrame.CloseButton:SetNormalTexture("Interface\\Buttons\\UI-Panel-MinimizeButton-Up.blp") theFrame.CloseButton:SetPushedTexture("Interface\\Buttons\\UI-Panel-MinimizeButton-Down.blp") theFrame.CloseButton:SetHighlightTexture("Interface\\Buttons\\UI-Panel-MinimizeButton-Highlight.blp") theFrame.CloseButton:SetWidth(20) theFrame.CloseButton:SetHeight(20) theFrame.CloseButton:SetPoint("TOPRIGHT", theFrame, "TOPRIGHT", -4, -12) theFrame.CloseButton:SetScript("OnClick",function(this) this:GetParent():Hide() end) return theFrame end function Recount:SetupScrollbar(name) local Thumb = _G[name.."ScrollBarThumbTexture"] Thumb:SetTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-Knob") Thumb:SetVertexColor(1, 0, 0) Recount.Colors:RegisterTexture("Window", "Title", Thumb) local Up = _G[name.."ScrollBarScrollUpButton"] Up:SetNormalTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollUpButton-Up") Up:SetPushedTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollUpButton-Up") Up:SetDisabledTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollUpButton-Disabled") Up:SetHighlightTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollUpButton-Highlight") if not Up.Overlay then Up.Overlay = Up:CreateTexture(nil, "OVERLAY") Up.Overlay:SetAllPoints(Up) Up.Overlay:SetTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollUpButton-Overlay") Up.Overlay:SetVertexColor(1, 0, 0) Up.Overlay:SetTexCoord(0.25, 0.75, 0.25, 0.75) Up.Overlay:SetBlendMode("MOD") Recount.Colors:RegisterTexture("Window", "Title", Up.Overlay) end local Down = _G[name.."ScrollBarScrollDownButton"] Down:SetNormalTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollDownButton-Up") Down:SetPushedTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollDownButton-Up") Down:SetDisabledTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollDownButton-Disabled") Down:SetHighlightTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollDownButton-Highlight") if not Down.Overlay then Down.Overlay = Up:CreateTexture(nil, "OVERLAY") Down.Overlay:SetAllPoints(Down) Down.Overlay:SetTexture("Interface\\AddOns\\Recount\\textures\\scrollbar\\UI-ScrollBar-ScrollDownButton-Overlay") Down.Overlay:SetVertexColor(1, 0, 0) Down.Overlay:SetTexCoord(0.25, 0.75, 0.25, 0.75) Down.Overlay:SetBlendMode("MOD") Recount.Colors:RegisterTexture("Window", "Title", Down.Overlay) end end function Recount:HideScrollbarElements(name) local Thumb = _G[name.."ScrollBarThumbTexture"] local Up = _G[name.."ScrollBarScrollUpButton"] local Down = _G[name.."ScrollBarScrollDownButton"] Thumb:Hide() Up:Hide() Up:EnableMouse(false) if Up.Overlay then Up.Overlay:Hide() end Down:Hide() Down:EnableMouse(false) if Down.Overlay then Down.Overlay:Hide() end local scrollbar = _G[name.."ScrollBar"] scrollbar:EnableMouse(false) end function Recount:ShowScrollbarElements(name) local Thumb = _G[name.."ScrollBarThumbTexture"] local Up = _G[name.."ScrollBarScrollUpButton"] local Down = _G[name.."ScrollBarScrollDownButton"] Thumb:Show() Up:EnableMouse(true) Up:Show() if Up.Overlay then Up.Overlay:Show() end Down:EnableMouse(true) Down:Show() if Down.Overlay then Down.Overlay:Show() end local scrollbar = _G[name.."ScrollBar"] scrollbar:EnableMouse(true) end
if !CLIENT then return end CarbonDrawing = CarbonDrawing or {} function CarbonDrawing.DrawRect( x, y, w, h, col ) surface.SetDrawColor( col ) surface.DrawRect( x, y, w, h ) end function CarbonDrawing.DrawText( msg, fnt, x, y, c, align ) draw.SimpleText( msg, fnt, x, y, c, align and align or TEXT_ALIGN_CENTER ) end function CarbonDrawing.DrawOutlinedRect( x, y, w, h, t, c ) surface.SetDrawColor( c ) for i = 0, t - 1 do surface.DrawOutlinedRect( x + i, y + i, w - i * 2, h - i * 2 ) end end local blur = Material( "pp/blurscreen" ) function CarbonDrawing.BlurMenu( panel, layers, density, alpha ) local x, y = panel:LocalToScreen(0, 0) surface.SetDrawColor( 255, 255, 255, alpha ) surface.SetMaterial( blur ) for i = 1, 3 do blur:SetFloat( "$blur", ( i / layers ) * density ) blur:Recompute() render.UpdateScreenEffectTexture() surface.DrawTexturedRect( -x, -y, ScrW(), ScrH() ) end end
--[[ Common definitions for methods Copyright 2018 okulo ]] local GC = GuildContributionsAddonContainer -- Method IDs must stay consistent for saved variables GC.MethodId = {} GC.Enum( GC.MethodId, 1, -- 1-based for indexing "MANUAL", "BANK", "MAIL" ) GC.MethodNameById = {} GC.MethodClassById = {} GC.MethodByGuildName = {}
-------------------- Find replace dialog local findReplace = { dialog = nil, -- the wxDialog for find/replace replace = false, -- is it a find or replace dialog fWholeWord = true, -- match whole words fMatchCase = true, -- case sensitive fDown = true, -- search downwards in doc fRegularExpr = false, -- use regex fWrap = true, -- search wraps around findTextArray = {}, -- array of last entered find text findText = "", -- string to find replaceTextArray = {}, -- array of last entered replace text replaceText = "", -- string to replace find string with foundString = false, -- was the string found for the last search -- HasText() is there a string to search for -- GetSelectedString() get currently selected string if it's on one line -- FindString(reverse) find the findText string -- Show(replace) create the dialog } local function SetSearchFlags(editor) local flags = 0 if findReplace.fWholeWord then flags = wxstc.wxSTC_FIND_WHOLEWORD end if findReplace.fMatchCase then flags = flags + wxstc.wxSTC_FIND_MATCHCASE end if findReplace.fRegularExpr then flags = flags + wxstc.wxSTC_FIND_REGEXP end editor:SetSearchFlags(flags) end local function SetTarget(editor, fDown, fInclude) local selStart = editor:GetSelectionStart() local selEnd = editor:GetSelectionEnd() local len = editor:GetLength() local s, e if fDown then e= len s = iff(fInclude, selStart, selEnd +1) else s = 0 e = iff(fInclude, selEnd, selStart-1) end if not fDown and not fInclude then s, e = e, s end editor:SetTargetStart(s) editor:SetTargetEnd(e) return e end function findReplace:HasText() return (findReplace.findText ~= nil) and (string.len(findReplace.findText) > 0) end function findReplace:GetSelectedString() local editor = currentSTC --GetEditor() if editor then local startSel = editor:GetSelectionStart() local endSel = editor:GetSelectionEnd() if (startSel ~= endSel) and (editor:LineFromPosition(startSel) == editor:LineFromPosition(endSel)) then findReplace.findText = editor:GetSelectedText() findReplace.foundString = true end end end function findReplace:FindString(reverse) if findReplace:HasText() then local editor if currentSTC then editor =currentSTC --:DynamicCast("wxStyledTextCtrl") else --editor = GetEditor() return end local fDown = iff(reverse, not findReplace.fDown, findReplace.fDown) local lenFind = string.len(findReplace.findText) SetSearchFlags(editor) SetTarget(editor, fDown) local posFind = editor:SearchInTarget(findReplace.findText) if (posFind == -1) and findReplace.fWrap then editor:SetTargetStart(iff(fDown, 0, editor:GetLength())) editor:SetTargetEnd(iff(fDown, editor:GetLength(), 0)) posFind = editor:SearchInTarget(findReplace.findText) end if posFind == -1 then findReplace.foundString = false frame:SetStatusText("Find text not found.") else findReplace.foundString = true local start = editor:GetTargetStart() local finish = editor:GetTargetEnd() EnsureRangeVisible(editor,start, finish) editor:SetSelection(start, finish) end end end local function ReplaceString(fReplaceAll) if findReplace:HasText() then local replaceLen = string.len(findReplace.replaceText) local editor = currentSTC --GetEditor() if not editor then return end local findLen = string.len(findReplace.findText) local endTarget = SetTarget(editor, findReplace.fDown, fReplaceAll) if fReplaceAll then SetSearchFlags(editor) local posFind = editor:SearchInTarget(findReplace.findText) if (posFind ~= -1) then editor:BeginUndoAction() while posFind ~= -1 do editor:ReplaceTarget(findReplace.replaceText) editor:SetTargetStart(posFind + replaceLen) endTarget = endTarget + replaceLen - findLen editor:SetTargetEnd(endTarget) posFind = editor:SearchInTarget(findReplace.findText) end editor:EndUndoAction() end else if findReplace.foundString then local start = editor:GetSelectionStart() editor:ReplaceSelection(findReplace.replaceText) editor:SetSelection(start, start + replaceLen) findReplace.foundString = false end findReplace:FindString() end end end local function CreateFindReplaceDialog(replace) local ID_FIND_NEXT = 1 local ID_REPLACE = 2 local ID_REPLACE_ALL = 3 findReplace.replace = replace local findDialog = wx.wxDialog(frame, wx.wxID_ANY, "Find", wx.wxDefaultPosition, wx.wxDefaultSize) -- Create right hand buttons and sizer local findButton = wx.wxButton(findDialog, ID_FIND_NEXT, "&Find Next") findButton:SetDefault() local replaceButton = wx.wxButton(findDialog, ID_REPLACE, "&Replace") local replaceAllButton = nil if (replace) then replaceAllButton = wx.wxButton(findDialog, ID_REPLACE_ALL, "Replace &All") end local cancelButton = wx.wxButton(findDialog, wx.wxID_CANCEL, "Cancel") local buttonsSizer = wx.wxBoxSizer(wx.wxVERTICAL) buttonsSizer:Add(findButton, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) buttonsSizer:Add(replaceButton, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) if replace then buttonsSizer:Add(replaceAllButton, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) end buttonsSizer:Add(cancelButton, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) -- Create find/replace text entry sizer local findStatText = wx.wxStaticText( findDialog, wx.wxID_ANY, "Find: ") local findTextCombo = wx.wxComboBox(findDialog, wx.wxID_ANY, findReplace.findText, wx.wxDefaultPosition, wx.wxDefaultSize, findReplace.findTextArray, wx.wxCB_DROPDOWN) findTextCombo:SetFocus() local replaceStatText, replaceTextCombo if (replace) then replaceStatText = wx.wxStaticText( findDialog, wx.wxID_ANY, "Replace: ") replaceTextCombo = wx.wxComboBox(findDialog, wx.wxID_ANY, findReplace.replaceText, wx.wxDefaultPosition, wx.wxDefaultSize, findReplace.replaceTextArray) end local findReplaceSizer = wx.wxFlexGridSizer(2, 2, 0, 0) findReplaceSizer:AddGrowableCol(1) findReplaceSizer:Add(findStatText, 0, wx.wxALL + wx.wxALIGN_LEFT, 0) findReplaceSizer:Add(findTextCombo, 1, wx.wxALL + wx.wxGROW + wx.wxCENTER, 0) if (replace) then findReplaceSizer:Add(replaceStatText, 0, wx.wxTOP + wx.wxALIGN_CENTER, 5) findReplaceSizer:Add(replaceTextCombo, 1, wx.wxTOP + wx.wxGROW + wx.wxCENTER, 5) end -- Create find/replace option checkboxes local wholeWordCheckBox = wx.wxCheckBox(findDialog, wx.wxID_ANY, "Match &whole word") local matchCaseCheckBox = wx.wxCheckBox(findDialog, wx.wxID_ANY, "Match &case") local wrapAroundCheckBox = wx.wxCheckBox(findDialog, wx.wxID_ANY, "Wrap ar&ound") local regexCheckBox = wx.wxCheckBox(findDialog, wx.wxID_ANY, "Regular &expression") wholeWordCheckBox:SetValue(findReplace.fWholeWord) matchCaseCheckBox:SetValue(findReplace.fMatchCase) wrapAroundCheckBox:SetValue(findReplace.fWrap) regexCheckBox:SetValue(findReplace.fRegularExpr) local optionSizer = wx.wxBoxSizer(wx.wxVERTICAL, findDialog) optionSizer:Add(wholeWordCheckBox, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) optionSizer:Add(matchCaseCheckBox, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) optionSizer:Add(wrapAroundCheckBox, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) optionSizer:Add(regexCheckBox, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 3) local optionsSizer = wx.wxStaticBoxSizer(wx.wxVERTICAL, findDialog, "Options" ); optionsSizer:Add(optionSizer, 0, 0, 5) -- Create scope radiobox local scopeRadioBox = wx.wxRadioBox(findDialog, wx.wxID_ANY, "Scope", wx.wxDefaultPosition, wx.wxDefaultSize, {"&Up", "&Down"}, 1, wx.wxRA_SPECIFY_COLS) scopeRadioBox:SetSelection(iff(findReplace.fDown, 1, 0)) local scopeSizer = wx.wxBoxSizer(wx.wxVERTICAL, findDialog ); scopeSizer:Add(scopeRadioBox, 0, 0, 0) -- Add all the sizers to the dialog local optionScopeSizer = wx.wxBoxSizer(wx.wxHORIZONTAL) optionScopeSizer:Add(optionsSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 5) optionScopeSizer:Add(scopeSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 5) local leftSizer = wx.wxBoxSizer(wx.wxVERTICAL) leftSizer:Add(findReplaceSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 0) leftSizer:Add(optionScopeSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 0) local mainSizer = wx.wxBoxSizer(wx.wxHORIZONTAL) mainSizer:Add(leftSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 10) mainSizer:Add(buttonsSizer, 0, wx.wxALL + wx.wxGROW + wx.wxCENTER, 10) mainSizer:SetSizeHints( findDialog ) findDialog:SetSizer(mainSizer) local function PrependToArray(t, s) if string.len(s) == 0 then return end for i, v in ipairs(t) do if v == s then table.remove(t, i) -- remove old copy break end end table.insert(t, 1, s) if #t > 15 then table.remove(t, #t) end -- keep reasonable length end local function TransferDataFromWindow() findReplace.fWholeWord = wholeWordCheckBox:GetValue() findReplace.fMatchCase = matchCaseCheckBox:GetValue() findReplace.fWrap = wrapAroundCheckBox:GetValue() findReplace.fDown = scopeRadioBox:GetSelection() == 1 findReplace.fRegularExpr = regexCheckBox:GetValue() findReplace.findText = findTextCombo:GetValue() PrependToArray(findReplace.findTextArray, findReplace.findText) if findReplace.replace then findReplace.replaceText = replaceTextCombo:GetValue() PrependToArray(findReplace.replaceTextArray, findReplace.replaceText) end return true end findDialog:Connect(ID_FIND_NEXT, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) TransferDataFromWindow() findReplace:FindString() end) findDialog:Connect(ID_REPLACE, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) TransferDataFromWindow() event:Skip() if findReplace.replace then ReplaceString() else findReplace.dialog:Destroy() findReplace.dialog = CreateFindReplaceDialog(true) findReplace.dialog:Show(true) end end) if replace then findDialog:Connect(ID_REPLACE_ALL, wx.wxEVT_COMMAND_BUTTON_CLICKED, function(event) TransferDataFromWindow() event:Skip() ReplaceString(true) end) end findDialog:Connect(wx.wxID_ANY, wx.wxEVT_CLOSE_WINDOW, function (event) TransferDataFromWindow() event:Skip() findDialog:Show(false) findDialog:Destroy() findReplace.dialog=nil end) return findDialog end function findReplace:Show(replace) --self.dialog = nil if self.dialog then self.dialog:Destroy() end self.dialog = CreateFindReplaceDialog(replace) self.dialog:Show(true) end -- --------------------------------------------------------------------------- -- Create the Search menu and attach the callback functions function InitFindMenu() local ID_FIND = wx.wxID_FIND local ID_FINDNEXT = NewID() local ID_FINDPREV = NewID() local ID_REPLACE = NewID() local ID_GOTOLINE = NewID() local ID_SORT = NewID() local ID_FIND_SOURCE = NewID() findMenu = wx.wxMenu{ { ID_FIND, "&Find\tCtrl-F", "Find the specified text" }, { ID_FINDNEXT, "Find &Next\tF3", "Find the next occurrence of the specified text" }, { ID_FINDPREV, "Find &Previous\tShift-F3", "Repeat the search backwards in the file" }, { ID_REPLACE, "&Replace\tCtrl-H", "Replaces the specified text with different text" }, { }, {ID_FIND_SOURCE, "Find Source\tCtrl-I" , "Opens source file from keyword."}, {}, { ID_GOTOLINE, "&Goto line\tCtrl-G", "Go to a selected line" }, { }, { ID_SORT, "&Sort", "Sort selected lines"}} menuBar:Append(findMenu, "&Search") frame:Connect(ID_FIND, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) findReplace:GetSelectedString() findReplace:Show(false) end) frame:Connect(ID_FIND, wx.wxEVT_UPDATE_UI, OnUpdateUIEditMenu) frame:Connect(ID_FIND_SOURCE, wx.wxEVT_UPDATE_UI, OnUpdateUIEditMenu) frame:Connect(ID_FIND_SOURCE, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) local editor = currentSTC --GetEditor() if editor then local startSel = editor:GetSelectionStart() local endSel = editor:GetSelectionEnd() if (startSel ~= endSel) and (editor:LineFromPosition(startSel) == editor:LineFromPosition(endSel)) then local searchtex = editor:GetSelectedText() local v = sckeywordsSource[searchtex] if v then abriredit(v.source:sub(2),v.currentline) print("ID_FIND_SOURCE",searchtex,v.source:sub(2),v.currentline) end end end end) frame:Connect(ID_REPLACE, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) findReplace:GetSelectedString() findReplace:Show(true) end) frame:Connect(ID_REPLACE, wx.wxEVT_UPDATE_UI, OnUpdateUIEditMenu) frame:Connect(ID_FINDNEXT, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) findReplace:FindString() end) frame:Connect(ID_FINDNEXT, wx.wxEVT_UPDATE_UI, function (event) findReplace:HasText() end) frame:Connect(ID_FINDPREV, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) findReplace:FindString(true) end) frame:Connect(ID_FINDPREV, wx.wxEVT_UPDATE_UI, function (event) findReplace:HasText() end) -------------------- Find replace end frame:Connect(ID_GOTOLINE, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) local editor = GetEditor() local linecur = editor:LineFromPosition(editor:GetCurrentPos()) local linemax = editor:LineFromPosition(editor:GetLength()) + 1 local linenum = wx.wxGetNumberFromUser( "Enter line number", "1 .. "..tostring(linemax), "Goto Line", linecur, 1, linemax, frame) if linenum > 0 then editor:GotoLine(linenum-1) end end) frame:Connect(ID_GOTOLINE, wx.wxEVT_UPDATE_UI, OnUpdateUIEditMenu) frame:Connect(ID_SORT, wx.wxEVT_COMMAND_MENU_SELECTED, function (event) local editor = GetEditor() local buf = {} for line in string.gmatch(editor:GetSelectedText()..'\n', "(.-)\r?\n") do table.insert(buf, line) end if #buf > 0 then table.sort(buf) editor:ReplaceSelection(table.concat(buf,"\n")) end end) frame:Connect(ID_SORT, wx.wxEVT_UPDATE_UI, OnUpdateUIEditMenu) end
--- A complete encapsulation of the Playdate's input system. The Playdate SDK gives developers multiple ways to manage input. Noble Engine's approach revolves around the SDK's "inputHandlers," extending them to include additional input methods, and pull in other hardware functions that the SDK puts elsewhere. See usage below for the full list of supported methods. -- <br><br>By default, Noble Engine assumes each scene will have an inputManager assigned to it. So, for example, you can define one inputManager for menu screens and another for gameplay scenes in your `main.lua`, and then in each scene, set which one that scene uses. You can instead define a unique inputHandler in each scene. -- <br><br>You may also create and manage inputManagers within and outside of scenes. When a NobleScene is loaded, its inputHandler will become active, thus, inputHandlers do not carry across scenes, and all input is suspended during scene transitions. An advanced use-case is to leave a scene's inputHandler as nil, and manage it separately. -- <br><br><strong>NOTE:</strong> While the Playdate SDK allows you to stack as many inputHandlers as you want, Noble Engine assumes only one <em>active</em> inputHandler at a time. You may still manually call `playdate.inputHandlers.push()` and `playdate.inputHandlers.pop()` yourself, but Noble Engine will not know about it and it may cause unexpected behavior. -- <br><br>In addition, you may directly query button status using the SDK's methods for that, but it is not advised to use that as the primary way to manage input for Noble Engine projects, because many of Noble.Input's functionality will not apply. -- @module Noble.Input -- @usage -- local myInputHandler = { -- AButtonDown = function() end, -- Fires once when button is pressed down. -- AButtonHold = function() end, -- Fires each frame while a button is held (Noble Engine implementation). -- AButtonHeld = function() end, -- Fires once after button is held for 1 second (available for A and B). -- AButtonUp = function() end, -- Fires once when button is released. -- BButtonDown = function() end, -- BButtonHold = function() end, -- BButtonHeld = function() end, -- BButtonUp = function() end, -- downButtonDown = function() end, -- downButtonHold = function() end, -- downButtonUp = function() end, -- leftButtonDown = function() end, -- leftButtonHold = function() end, -- leftButtonUp = function() end, -- rightButtonDown = function() end, -- rightButtonHold = function() end, -- rightButtonUp = function() end, -- upButtonDown = function() end, -- upButtonHold = function() end -- upButtonUp = function() end, -- -- cranked = function(change, acceleratedChange) end, -- See Playdate SDK. -- crankDocked = function() end, -- Noble Engine implementation. -- crankUndocked = function() end, -- Noble Engine implementation. -- } -- @see NobleScene.inputHandler -- Noble.Input = {} local currentHandler = {} --- Get the currently active input handler. Returns nil if none are active. -- @treturn table A table of callbacks which handle input events. -- @see NobleScene.inputHandler function Noble.Input.getHandler() return currentHandler end --- Use this to change the active inputHandler. -- <br><br>Enter `nil` to disable input. Use @{setEnabled} to disable/enable input without losing track of the current inputHandler. -- @tparam[opt=nil] table __inputHandler A table of callbacks which handle input events. -- @see NobleScene.inputHandler -- @see clearHandler -- @see setEnabled function Noble.Input.setHandler(__inputHandler) if (currentHandler ~= nil) then playdate.inputHandlers.pop() end if (__inputHandler == nil) then currentHandler = nil else currentHandler = __inputHandler playdate.inputHandlers.push(__inputHandler, true) -- The Playdate SDK allows for multiple inputHandlers to mix and match methods. Noble Engine removes this functionality. end end --- A helper function that calls Noble.Input.setHandler() with no argument. -- @see setHandler function Noble.Input.clearHandler() Noble.Input.setHandler() end local cachedInputHandler = nil --- Enable and disable user input without dealing with inputHanders. -- The Playdate SDK requires removing all inputHanders to halt user input, so while the currentHandler is cleared when `false` is passed to this method, -- it is cached so it can be later re-enabled by passing `true` it. -- @bool __value Set to false to halt input. Set to true to resume accepting input. -- @see getHandler -- @see clearHandler function Noble.Input.setEnabled(__value) local value = __value or true if (value == true) then Noble.Input.setHandler(cachedInputHandler or currentHandler) cachedInputHandler = nil else cachedInputHandler = currentHandler Noble.Input.clearHandler() end end --- Checks to see that there is an active inputHandler -- @treturn bool Returns true if the input system is enabled. Returns false if `setEnabled(false)` was used, or if currentHandler is `nil`. function Noble.Input.getEnabled() return cachedInputHandler == nil end local crankIndicatorActive = false local crankIndicatorForced = false --- Enable/disable on-screen system crank indicator. -- -- <strong>NOTE: The indicator will only ever show if the crank is docked, unless `__evenWhenUndocked` is true.</strong> -- @bool __active Set true to start showing the on-screen crank indicator. Set false to stop showing it. -- @bool[opt=false] __evenWhenUndocked Set true to show the crank indicator even if the crank is already undocked (`__active` must also be true). function Noble.Input.setCrankIndicatorStatus(__active, __evenWhenUndocked) if (__active) then UI.crankIndicator:start() end crankIndicatorActive = __active crankIndicatorForced = __evenWhenUndocked or false end --- Checks whether the system crank indicator status. Returns a tuple. -- -- @treturn bool Is the crank indicator active? -- @treturn bool Is the crank indicator being forced when active, even when the crank is undocked? -- @see setCrankIndicatorStatus function Noble.Input.getCrankIndicatorStatus() return crankIndicatorActive, crankIndicatorForced end -- Noble Engine defines extra "buttonHold" methods that run every frame that a button is held down, but to implement them, we need to do some magic. local buttonHoldBufferAmount = 3 -- This is how many frames to wait before the engine determines that a button is being held down. Using !buttonJustPressed() provides only 1 frame, which isn't enough. local AButtonHoldBufferCount = 0 local BButtonHoldBufferCount = 0 local upButtonHoldBufferCount = 0 local downButtonHoldBufferCount = 0 local leftButtonHoldBufferCount = 0 local rightButtonHoldBufferCount = 0 -- Do not call this method directly, or modify it, thanks. :-) function Noble.Input.update() if (currentHandler == nil) then return end if (currentHandler.AButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonA)) then if (AButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.AButtonHold() -- Execute! else AButtonHoldBufferCount = AButtonHoldBufferCount + 1 end -- Wait another frame! end if (playdate.buttonJustReleased(playdate.kButtonA)) then AButtonHoldBufferCount = 0 end -- Reset! end if (currentHandler.BButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonB)) then if (BButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.BButtonHold() else BButtonHoldBufferCount = BButtonHoldBufferCount + 1 end end if (playdate.buttonJustReleased(playdate.kButtonB)) then BButtonHoldBufferCount = 0 end end if (currentHandler.upButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonUp)) then if (upButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.upButtonHold() else upButtonHoldBufferCount = upButtonHoldBufferCount + 1 end end if (playdate.buttonJustReleased(playdate.kButtonUp)) then upButtonHoldBufferCount = 0 end end if (currentHandler.downButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonDown)) then if (downButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.downButtonHold() else downButtonHoldBufferCount = downButtonHoldBufferCount + 1 end end if (playdate.buttonJustReleased(playdate.kButtonDown)) then downButtonHoldBufferCount = 0 end end if (currentHandler.leftButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonLeft)) then if (leftButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.leftButtonHold() else leftButtonHoldBufferCount = leftButtonHoldBufferCount + 1 end end if (playdate.buttonJustReleased(playdate.kButtonLeft)) then leftButtonHoldBufferCount = 0 end end if (currentHandler.rightButtonHold ~= nil) then if (playdate.buttonIsPressed(playdate.kButtonRight)) then if (rightButtonHoldBufferCount == buttonHoldBufferAmount) then currentHandler.rightButtonHold() else rightButtonHoldBufferCount = rightButtonHoldBufferCount + 1 end end if (playdate.buttonJustReleased(playdate.kButtonRight)) then rightButtonHoldBufferCount = 0 end end end -- Do not call this method directly, or modify it, thanks. :-) function playdate.crankDocked() if (currentHandler.crankDocked ~= nil and Noble.Input.getEnabled() == true) then currentHandler.crankDocked() end end -- Do not call this method directly, or modify it, thanks. :-) function playdate.crankUndocked() if (currentHandler.crankUndocked ~= nil and Noble.Input.getEnabled() == true) then currentHandler.crankDocked() end end --- Constants -- . A set of constants referencing device inputs, stored as strings. Can be used for querying button input, -- but are mainly for on-screen prompts or other elements where a string literal is useful, such as a filename, GameData value, or localization key. -- For faster performance, use the ones that exist in the Playdate SDK (i.e.: `playdate.kButtonA`), which are stored as binary numbers. -- @usage -- function newPrompt(__input, __promptString) -- -- ... -- local icon = Graphics.image.new("assets/images/UI/Icon_" .. __input) -- -- ... -- end -- -- promptMove = newPrompt(Noble.Input.DPAD_HORIZONTAL, "Move!") -- assets/images/UI/Icon_dPadHorizontal.png" -- promptJump = newPrompt(Noble.Input.BUTTON_A, "Jump!") -- assets/images/UI/Icon_buttonA.png" -- promptCharge = newPrompt(Noble.Input.CRANK_FORWARD, "Charge the battery!") -- assets/images/UI/Icon_crankForward.png" -- @section constants --- `"buttonA"` Noble.Input.BUTTON_A = "buttonA" --- `"buttonB"` Noble.Input.BUTTON_B = "buttonB" --- The system menu button. -- -- `"buttonMenu"` Noble.Input.BUTTON_MENU = "buttonMenu" --- Referencing the D-pad component itself, rather than an input. -- -- `"dPad"` Noble.Input.DPAD = "dPad" --- Referencing the left and right input D-pad inputs. -- -- `"dPadHorizontal"` Noble.Input.DPAD_HORIZONTAL = "dPadHorizontal" --- Referencing the up and down input D-pad inputs. -- -- `"dPadVertical"` Noble.Input.DPAD_VERTICAL = "dPadVertical" --- `"dPadUp"` Noble.Input.DPAD_UP = "dPadUp" --- `"dPadDown"` Noble.Input.DPAD_DOWN = "dPadDown" --- `"dPadLeft"` Noble.Input.DPAD_LEFT = "dPadLeft" --- `"dPadRight"` Noble.Input.DPAD_RIGHT = "dPadRight" --- Referencing the crank component itself, rather than an input. -- -- `"crank"` Noble.Input.CRANK = "crank" --- AKA: Clockwise. See Playdate SDK. -- -- `"crankForward"` Noble.Input.CRANK_FORWARD = "crankForward" --- AKA: Anticlockwise. See Playdate SDK. -- -- `"crankReverse"` Noble.Input.CRANK_REVERSE = "crankReverse" --- Referencing the action of docking the crank. -- -- `"crankDock"` Noble.Input.CRANK_DOCK = "crankDock" --- Referencing the action of undocking the crank. -- -- `"crankUndock"` Noble.Input.CRANK_UNDOCK = "crankUndock"
require('lspconfig').bashls.setup{};
-- Copyright 2006-2016 Mitchell mitchell.att.foicica.com. See LICENSE. -- reStructuredText LPeg lexer. local l = require('lexer') local token, word_match, starts_line = l.token, l.word_match, l.starts_line local P, R, S = lpeg.P, lpeg.R, lpeg.S local M = {_NAME = 'rest'} -- Whitespace. local ws = token(l.WHITESPACE, S(' \t')^1 + l.newline^1) local any_indent = S(' \t')^0 -- Section titles (2 or more characters). local adornment_chars = lpeg.C(S('!"#$%&\'()*+,-./:;<=>?@[\\]^_`{|}~')) local adornment = lpeg.C(adornment_chars^2 * any_indent) * (l.newline + -1) local overline = lpeg.Cmt(starts_line(adornment), function(input, index, adm, c) if not adm:find('^%'..c..'+%s*$') then return nil end local rest = input:sub(index) local lines = 1 for line, e in rest:gmatch('([^\r\n]+)()') do if lines > 1 and line:match('^(%'..c..'+)%s*$') == adm then return index + e - 1 end if lines > 3 or #line > #adm then return nil end lines = lines + 1 end return #input + 1 end) local underline = lpeg.Cmt(starts_line(adornment), function(_, index, adm, c) local pos = adm:match('^%'..c..'+()%s*$') return pos and index - #adm + pos - 1 or nil end) -- Token needs to be a predefined one in order for folder to work. local title = token(l.CONSTANT, overline + underline) -- Lists. local bullet_list = S('*+-') -- TODO: '•‣⁃', as lpeg does not support UTF-8 local enum_list = P('(')^-1 * (l.digit^1 + S('ivxlcmIVXLCM')^1 + l.alnum + '#') * S('.)') local field_list = ':' * (l.any - ':')^1 * P(':')^-1 local option_word = l.alnum * (l.alnum + '-')^0 local option = S('-/') * option_word * (' ' * option_word)^-1 + '--' * option_word * ('=' * option_word)^-1 local option_list = option * (',' * l.space^1 * option)^-1 local list = #(l.space^0 * (S('*+-:/') + enum_list)) * starts_line(token('list', l.space^0 * (option_list + bullet_list + enum_list + field_list) * l.space)) -- Literal block. local block = P('::') * (l.newline + -1) * function(input, index) local rest = input:sub(index) local level, quote = #rest:match('^([ \t]*)') for pos, indent, line in rest:gmatch('()[ \t]*()([^\r\n]+)') do local no_indent = (indent - pos < level and line ~= ' ' or level == 0) local quoted = no_indent and line:find(quote or '^%s*%W') if quoted and not quote then quote = '^%s*%'..line:match('^%s*(%W)') end if no_indent and not quoted and pos > 1 then return index + pos - 1 end end return #input + 1 end local literal_block = token('literal_block', block) -- Line block. local line_block_char = token(l.OPERATOR, starts_line(any_indent * '|')) local word = l.alpha * (l.alnum + S('-.+'))^0 -- Explicit markup blocks. local prefix = any_indent * '.. ' local footnote_label = '[' * (l.digit^1 + '#' * word^-1 + '*') * ']' local footnote = token('footnote_block', prefix * footnote_label * l.space) local citation_label = '[' * word * ']' local citation = token('citation_block', prefix * citation_label * l.space) local link = token('link_block', prefix * '_' * (l.delimited_range('`') + (P('\\') * 1 + l.nonnewline - ':')^1) * ':' * l.space) local markup_block = #prefix * starts_line(footnote + citation + link) -- Directives. local directive_type = word_match({ -- Admonitions 'attention', 'caution', 'danger', 'error', 'hint', 'important', 'note', 'tip', 'warning', 'admonition', -- Images 'image', 'figure', -- Body elements 'topic', 'sidebar', 'line-block', 'parsed-literal', 'code', 'math', 'rubric', 'epigraph', 'highlights', 'pull-quote', 'compound', 'container', -- Table 'table', 'csv-table', 'list-table', -- Document parts 'contents', 'sectnum', 'section-autonumbering', 'header', 'footer', -- References 'target-notes', 'footnotes', 'citations', -- HTML-specific 'meta', -- Directives for substitution definitions 'replace', 'unicode', 'date', -- Miscellaneous 'include', 'raw', 'class', 'role', 'default-role', 'title', 'restructuredtext-test-directive', }, '-') local known_directive = token('directive', prefix * directive_type * '::' * l.space) local sphinx_directive_type = word_match({ -- The TOC tree. 'toctree', -- Paragraph-level markup. 'note', 'warning', 'versionadded', 'versionchanged', 'deprecated', 'seealso', 'rubric', 'centered', 'hlist', 'glossary', 'productionlist', -- Showing code examples. 'highlight', 'literalinclude', -- Miscellaneous 'sectionauthor', 'index', 'only', 'tabularcolumns' }, '-') local sphinx_directive = token('sphinx_directive', prefix * sphinx_directive_type * '::' * l.space) local unknown_directive = token('unknown_directive', prefix * word * '::' * l.space) local directive = #prefix * starts_line(known_directive + sphinx_directive + unknown_directive) -- Sphinx code block. local indented_block = function(input, index) local rest = input:sub(index) local level = #rest:match('^([ \t]*)') for pos, indent, line in rest:gmatch('()[ \t]*()([^\r\n]+)') do if indent - pos < level and line ~= ' ' or level == 0 and pos > 1 then return index + pos - 1 end end return #input + 1 end local code_block = prefix * 'code-block::' * S(' \t')^1 * l.nonnewline^0 * (l.newline + -1) * indented_block local sphinx_block = #prefix * token('code_block', starts_line(code_block)) -- Substitution definitions. local substitution = #prefix * token('substitution', starts_line(prefix * l.delimited_range('|') * l.space^1 * word * '::' * l.space)) -- Comments. local line_comment = prefix * l.nonnewline^0 local bprefix = any_indent * '..' local block_comment = bprefix * l.newline * indented_block local comment = #bprefix * token(l.COMMENT, starts_line(line_comment + block_comment)) -- Inline markup. local em = token('em', l.delimited_range('*')) local strong = token('strong', ('**' * (l.any - '**')^0 * P('**')^-1)) local role = token('role', ':' * word * ':' * (word * ':')^-1) local interpreted = role^-1 * token('interpreted', l.delimited_range('`')) * role^-1 local inline_literal = token('inline_literal', '``' * (l.any - '``')^0 * P('``')^-1) local link_ref = token('link', (word + l.delimited_range('`')) * '_' * P('_')^-1 + '_' * l.delimited_range('`')) local footnote_ref = token('footnote', footnote_label * '_') local citation_ref = token('citation', citation_label * '_') local substitution_ref = token('substitution', l.delimited_range('|', true) * ('_' * P('_')^-1)^-1) local link = token('link', l.alpha * (l.alnum + S('-.'))^1 * ':' * (l.alnum + S('/.+-%@'))^1) local inline_markup = (strong + em + inline_literal + link_ref + interpreted + footnote_ref + citation_ref + substitution_ref + link) * -l.alnum -- Other. local non_space = token(l.DEFAULT, l.alnum * (l.any - l.space)^0) local escape = token(l.DEFAULT, '\\' * l.any) M._rules = { {'literal_block', literal_block}, {'list', list}, {'markup_block', markup_block}, {'code_block', sphinx_block}, {'directive', directive}, {'substitution', substitution}, {'comment', comment}, {'title', title}, {'line_block_char', line_block_char}, {'whitespace', ws}, {'inline_markup', inline_markup}, {'non_space', non_space}, {'escape', escape} } M._tokenstyles = { list = l.STYLE_TYPE, literal_block = l.STYLE_EMBEDDED..',eolfilled', footnote_block = l.STYLE_LABEL, citation_block = l.STYLE_LABEL, link_block = l.STYLE_LABEL, directive = l.STYLE_KEYWORD, sphinx_directive = l.STYLE_KEYWORD..',bold', unknown_directive = l.STYLE_KEYWORD..',italics', code_block = l.STYLE_EMBEDDED..',eolfilled', substitution = l.STYLE_VARIABLE, strong = 'bold', em = 'italics', role = l.STYLE_CLASS, interpreted = l.STYLE_STRING, inline_literal = l.STYLE_EMBEDDED, link = 'underlined', footnote = 'underlined', citation = 'underlined', } local sphinx_levels = { ['#'] = 0, ['*'] = 1, ['='] = 2, ['-'] = 3, ['^'] = 4, ['"'] = 5 } -- Section-based folding. M._fold = function(text, start_pos, start_line, start_level) local folds, line_starts = {}, {} for pos in (text..'\n'):gmatch('().-\r?\n') do line_starts[#line_starts + 1] = pos end local style_at, CONSTANT, level = l.style_at, l.CONSTANT, start_level local sphinx = l.property_int['fold.by.sphinx.convention'] > 0 local FOLD_BASE = l.FOLD_BASE local FOLD_HEADER, FOLD_BLANK = l.FOLD_HEADER, l.FOLD_BLANK for i = 1, #line_starts do local pos, next_pos = line_starts[i], line_starts[i + 1] local c = text:sub(pos, pos) local line_num = start_line + i - 1 folds[line_num] = level if style_at[start_pos + pos] == CONSTANT and c:find('^[^%w%s]') then local sphinx_level = FOLD_BASE + (sphinx_levels[c] or #sphinx_levels) level = not sphinx and level - 1 or sphinx_level if level < FOLD_BASE then level = FOLD_BASE end folds[line_num - 1], folds[line_num] = level, level + FOLD_HEADER level = (not sphinx and level or sphinx_level) + 1 elseif c == '\r' or c == '\n' then folds[line_num] = level + FOLD_BLANK end end return folds end l.property['fold.by.sphinx.convention'] = '0' --[[ Embedded languages. local bash = l.load('bash') local bash_indent_level local start_rule = #(prefix * 'code-block' * '::' * l.space^1 * 'bash' * (l.newline + -1)) * sphinx_directive * token('bash_begin', P(function(input, index) bash_indent_level = #input:match('^([ \t]*)', index) return index end))]] return M
local a = core.filter.add a("render", { "position.x", "position.y", "drawReference" }) a("square", { "position.x", "position.y", "color.R", "color.G", "color.B" }) a("green", { "green" }) a("cyan", { "cyan" }) a("ember", { "ember" }) a("yellow", { "yellow" }) a("purple", { "purple" }) a("unwalkable", { "position.x", "position.y", "unwalkable" }) a("player", { "position.x", "position.y", "player" }) a("endNode", { "position.x", "position.y", "endNode" }) a("tiles", { "position.x", "position.y", "tileColor" }) a("tileToImage", { "position.x", "position.y", "tileSpriteName" }) a("turret", { "isTurret", "position.x", "position.y", "orientation" }) a("persistent", { "persistent" }) a("nonPersistent", { "-persistent" }) a("behaves", { "behavior" }) a("moveAction", { "behavior.actions.move" }) a("rotationAction", { "behavior.actions.rotate" }) a("toggleDoorAction", { "behavior.actions.toggleDoor" }) a("trapdoor", { "trapdoor" }) a("movingBlock", { "movingBlock" })
local helpers = require('test.functional.helpers')(after_each) local clear, insert, eq = helpers.clear, helpers.insert, helpers.eq local command, expect = helpers.command, helpers.expect local feed, eval = helpers.feed, helpers.eval local exc_exec = helpers.exc_exec describe('gu and gU', function() before_each(clear) it('works in any locale with default casemap', function() eq('internal,keepascii', eval('&casemap')) insert("iI") feed("VgU") expect("II") feed("Vgu") expect("ii") end) describe('works in Turkish locale', function() clear() local err = exc_exec('lang ctype tr_TR.UTF-8') if err ~= 0 then pending("Locale tr_TR.UTF-8 not supported", function() end) return end before_each(function() command('lang ctype tr_TR.UTF-8') end) it('with default casemap', function() eq('internal,keepascii', eval('&casemap')) -- expect ASCII behavior insert("iI") feed("VgU") expect("II") feed("Vgu") expect("ii") end) it('with casemap=""', function() command('set casemap=') -- expect either Turkish locale behavior or ASCII behavior local iupper = eval("toupper('i')") if iupper == "İ" then insert("iI") feed("VgU") expect("İI") feed("Vgu") expect("iı") elseif iupper == "I" then insert("iI") feed("VgU") expect("II") feed("Vgu") expect("ii") else error("expected toupper('i') to be either 'I' or 'İ'") end end) end) end)
for k, v in ipairs({ createObject ( 3115, -2066.1001, 474.60001, 35.1, 0, 90, 270 ), createObject ( 6959, -1673.4, 799.79999, 35, 0, 90, 0 ), createObject ( 6959, -1673.4, 772.40002, 35, 0, 90, 0 ), createObject ( 6959, -1693, 799.79999, 35, 0, 90, 0 ), createObject ( 6959, -1693, 772.40002, 35, 0, 90, 0 ), createObject ( 3115, -1683.1, 819.40002, 45.1, 0, 90, 90 ), createObject ( 3115, -1683.2, 752.79999, 45.1, 0, 90, 270 ), createObject ( 2951, -1231.2002, 51.79981, 13.1, 0, 0, 315.247 ), createObject ( 2951, -1230.2, 50.8, 13.1, 0, 0, 315.247 ), createObject ( 2929, -1227.1, 50.3, 14.9, 0, 0, 45.25 ), createObject ( 2978, -1228.9, 55.9, 14.3, 0, 90, 224 ), createObject ( 3095, -209.8, 1055.8, 22.3 ), createObject ( 6959, 2412.2, 2183.2, 13.4 ), createObject ( 6959, 2453.5, 2183.2, 13.4 ), createObject ( 6959, 2491, 2183.2, 13.4 ), createObject ( 2951, 161.10001, -22.4, 4.5, 0, 0, 90 ), createObject ( 2951, 136.7, -22.6, 4.5, 0, 0, 90 ), createObject ( 6959, 1870.3, 2218.8999, 14.1 ), createObject ( 6959, 1881.8, 2218.8999, 14.1 ), createObject ( 6959, 1881.8, 2207, 14.1 ), createObject ( 6959, 1870.3, 2207, 14.1 ), createObject ( 3115, 1851.8, 2218.8999, 14.4, 0, 180, 0 ), createObject ( 3115, 1851.8, 2204.8999, 14.4, 0, 179.995, 0 ), createObject ( 3115, 1901.5, 2206.1001, 14.4, 0, 180, 90 ), createObject ( 3115, 1901.5, 2217.8, 14.4, 0, 179.995, 90 ), createObject ( 3095, 366.5, -60.2, 1004.6 ), createObject ( 7025, 370.10001, -60, 1008.6 ), createObject ( 684, 1099.8, -1291.1, 15.9, 90, 0, 0 ), createObject ( 684, 1099.3, -1291.4, 15.9, 90, 0, 0 ), createObject ( 2951, 427.10001, -1642.4, 45.8, 0, 89.75, 40.75 ), createObject ( 2951, 426.5, -1642.9, 45.8, 0.034, 89.75, 32.998 ), createObject ( 2951, 1586.3, -1716.1, 25.1, 90, 0, 5.25 ), createObject ( 2951, 1586.2, -1715.7, 25.1, 90, 0, 5.246 ), createObject ( 2951, 1588.3, -1742.1, 25.1, 90, 0, 5.246 ), createObject ( 2951, 1588.3, -1741.4, 25.1, 90, 0, 5.246 ), createObject ( 2951, 1621.6, -1712.6, 25.1, 90, 0, 5.746 ), createObject ( 2951, 1621.7, -1713, 25.1, 90, 0, 5.746 ), createObject ( 2951, 1623.8, -1738.9, 25.1, 90, 0, 5.246 ), createObject ( 2951, 1623.7, -1738.2, 25.1, 90, 0, 5.246 ), createObject ( 3095, 1005.3, -919.20001, 45.1, 0, 0, 8 ), createObject ( 1418, 2007.2, 1519.8, 16, 90, 0, 85 ), createObject ( 1418, 2007.5, 1523.3, 16, 90, 0, 84.996 ), createObject ( 1418, 2005.8, 1519.9, 16, 90, 0, 84.996 ), createObject ( 1418, 2006.4, 1523.4, 16, 89.75, 90, 354.996 ), createObject ( 3115, 2177.2, 1284.9, 15.4 ), createObject ( 3115, 2166.8999, 1288.90002, 6.2, 90, 0, 270 ), createObject ( 2951, 1078.1, 1362.3, 9.8 ), createObject ( 640, 1175.4, 1223.7, 12.6, 90, 0, 90 ), createObject ( 640, 1175.7, 1223.7, 12.6, 90, 0, 90 ), createObject ( 640, 1176.1, 1223.7, 12.6, 90, 0, 90 ), createObject ( 640, 1175.6, 1223.7, 12.6, 270, 0, 90 ), createObject ( 640, 2317.1001, 1406, 24.3 ), createObject ( 640, 2317.1001, 1411.4, 24.3 ), createObject ( 640, 2317.1001, 1416.7, 24.3 ), createObject ( 640, 2317.1001, 1422.1, 24.3 ), createObject ( 640, 2317.1001, 1427.4, 24.3 ), createObject ( 640, 2317.1001, 1432.7, 24.3 ), createObject ( 640, 2317.1001, 1438.1, 24.3 ), createObject ( 640, 2317.1001, 1443.5, 24.3 ), createObject ( 640, 2317.1001, 1448.9, 24.3 ), createObject ( 640, 2317.1001, 1454.3, 24.3 ), createObject ( 640, 2317.1001, 1459.7, 24.3 ), createObject ( 640, 2317.1001, 1465.1, 24.3 ), createObject ( 640, 2317.1001, 1470.5, 24.3 ), createObject ( 640, 2317.1001, 1475.9, 24.3 ), createObject ( 640, 2317.1006, 1481.2998, 24.3 ), createObject ( 640, 2317.1001, 1486.7, 24.3 ), createObject ( 640, 2317.1001, 1492, 24.3 ), createObject ( 640, 2317.1001, 1497, 24.3 ), createObject ( 640, 2317.1001, 1501.1, 24.3 ), createObject ( 640, -180, 1129.1, 19.4, 90, 0, 90 ), createObject ( 640, -180, 1128.6, 19.4, 90, 0, 90 ), createObject ( 640, -179.7, 1128.8, 19.4, 90, 0, 1.25 ), createObject ( 3095, -648.90002, 1174.4, 22.3, 0, 90, 282 ), createObject ( 3095, -651.09998, 1183.4, 22.2, 0, 270, 281.997 ), createObject ( 3095, -651.09998, 1183.4, 13.3, 0, 270, 281.992 ), createObject ( 3095, -646, 1179.1, 22.2, 0.05, 91, 14.1 ), createObject ( 3095, -646.29999, 1180.3, 22.2, 0.07, 90.08, 14.09 ), createObject ( 3095, -646.29999, 1180.3, 13.3, 0, 90.049, 14.046 ), createObject ( 3168, -640.5, 2717.2, 71.2, 0, 0, 42.312 ), createObject ( 6959, 2301.2, 1730.3, 9.8 ), createObject ( 3095, 2440, 1745.2, 9.2 ), createObject ( 6959, 2348.2, 1863.2, 14 ), createObject ( 4199, 1675.2, 1380.5, 16.1, 0, 0, 29.25 ), createObject ( 4199, 1672.3, 1385.7, 16.1, 0.06, 0.14, 29.64 ), createObject ( 4199, 1675.4, 1511.4, 16.1, 0, 0, 326.754 ), createObject ( 3095, 1670.2, 1483.1, 13.3, 0, 0, 359.5 ), createObject ( 3095, 1661.4, 1483.2, 13.3, 0, 0, 359.495 ), createObject ( 3095, 1714, 1348.6, 9.8, 0, 90, 346 ), createObject ( 2978, -346, 1625.2, 135.7, 330.5, 180.287, 0.391 ), createObject ( 2978, -346.5, 1625.2, 135.7, 330.496, 180.286, 0.39 ), createObject ( 3095, 2620.3, 1073.9, 9.1 ), createObject ( 3095, 2621.5, 1063.6, 9.2 ), createObject ( 2978, -1674.6, 560.29999, 38.4, 0, 270, 46 ), createObject ( 2978, -1675.1, 560.79999, 38.4, 0, 270, 46.25 ), createObject ( 2978, -1675.1, 560.79999, 37, 0, 270, 46 ), createObject ( 2978, -1674.6, 560.29999, 37, 0, 270, 46 ), createObject ( 1223, -1645, 544, 34.4, 0, 0, 56 ), createObject ( 2978, -1650.7, 537.59998, 38.4, 0, 270, 46.247 ), createObject ( 2978, -1651.1, 538, 38.4, 0, 270, 46.247 ), createObject ( 2978, -1651.2, 538.09998, 36.7, 0, 270, 46.247 ), createObject ( 2978, -1650.7, 537.59998, 37, 0, 270, 46.247 ), createObject ( 2951, -1377.2, 491.60001, 5.6, 0, 0, 90 ), createObject ( 1418, -1405.9, 1.4, 6.8, 0, 90, 0 ), createObject ( 3095, -1868.2, -160.10001, 16.1 ), createObject ( 1446, -1955, 617.70001, 144.3, 302.001, 0, 0 ), createObject ( 1446, -1959.7, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1964.4, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1969.1, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1973.8, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1978.5, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1983.2, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 1446, -1987.7, 617.70001, 144.3, 301.998, 0, 0 ), createObject ( 3095, 1833.2, 1286.6, 8.2, 0, 346.25, 0 ), createObject ( 6959, -2670.8, 498.29999, 20.1 ), createObject ( 3095, -1745.2, 979.59998, 24.1, 0, 5.25, 0 ), createObject ( 3095, -1745.2, 988.59998, 24.1, 0, 5.25, 0 ), createObject ( 6959, -2276, 1065.9, 64.5 ), createObject ( 3095, -2511.8, 857.90002, 65.9, 0, 90, 307.75 ), createObject ( 3095, -2511.8, 857.90002, 74.7, 0, 90, 307.749 ), createObject ( 3095, -2511.8, 857.90002, 82.6, 0, 90, 307.749 ), createObject ( 3095, -2511.7, 849.90002, 82.6, 0, 90, 52.251 ), createObject ( 3095, -2511.7, 849.90002, 73.6, 0, 90, 52.245 ), createObject ( 3095, -2511.7, 849.90002, 65.9, 0, 90, 52.245 ), createObject ( 3033, -2515.3, 855, 64.3, 0, 90, 90 ), createObject ( 3033, -2515.3, 855, 69.9, 0, 90, 90 ), createObject ( 3033, -2515.3, 855, 75.5, 0, 90, 90 ), createObject ( 3033, -2515.3, 855, 81.1, 0, 90, 90 ), createObject ( 3033, -2515.3, 855, 84.7, 0, 90, 90 ), createObject ( 3033, -2512.5, 852.90002, 61.4, 90, 0, 0 ), createObject ( 1418, -2863.2, 1253.6, 6.7, 0, 0, 45 ), createObject ( 1418, -2860.8, 1256, 6.7, 0, 0, 44.995 ), createObject ( 1418, -2858.3999, 1258.4, 6.7, 0, 0, 44.995 ), createObject ( 1418, -2856, 1260.8, 6.7, 0, 0, 44.995 ), createObject ( 1418, -2853.6001, 1263.2, 6.7, 0, 0, 44.995 ), createObject ( 1418, -2851.2, 1265.6, 6.7, 0, 0, 44.995 ), createObject ( 1418, -2849.1001, 1267.7, 6.7, 0, 0, 44.995 ), createObject ( 3095, -2554.6001, 1179, 40.4, 0, 88, 340 ), createObject ( 984, -2663.3999, 1704.2, 67.6, 0.994, 353.999, 359.854 ), createObject ( 984, -2663.3999, 1694.6, 67.4, 1.5, 359.25, 0.517 ), createObject ( 3095, 356.20001, -1628.5, 41, 0.75, 359.25, 339.51 ), createObject ( 3095, 362, -1630.6, 41, 0.747, 359.247, 344.005 ), createObject ( 3095, 370, -1632.4, 41, 0.742, 359.242, 350.004 ), createObject ( 3095, 378, -1633.1, 41, 0.736, 359.242, 359.002 ), createObject ( 3095, 386.29999, -1632.6, 41, 0.731, 359.992, 4.491 ), createObject ( 3095, 388.5, -1632, 41, 0.731, 359.989, 4.488 ), createObject ( 3095, 395, -1629.1, 41, 0.731, 359.989, 356.988 ), createObject ( 3095, 395.10001, -1627.8, 44.8, 0.725, 359.989, 358.734 ), createObject ( 3095, 388.70001, -1629.8, 44.8, 0.72, 359.989, 354.231 ), createObject ( 3095, 381.89999, -1633.1, 44.8, 0.714, 359.989, 1.227 ), createObject ( 3095, 373.60001, -1632.9, 44.8, 0.709, 359.989, 355.225 ), createObject ( 3095, 366.10001, -1631.6, 44.8, 0.709, 359.989, 347.721 ), createObject ( 3095, 361.79999, -1630.3, 44.8, 0.709, 359.989, 347.717 ), createObject ( 3095, 355.89999, -1625.7, 44.8, 0.709, 359.989, 351.717 ), createObject ( 3095, 349.79999, -1623.7, 41, 0.209, 359.989, 351.716 ), createObject ( 3095, 349.5, -1623.3, 40.3, 0, 90, 264.25 ), createObject ( 3095, 350.20001, -1621.7, 44.2, 0, 90, 264.249 ), createObject ( 3095, 350, -1624.7, 36, 0, 90, 263.249 ), createObject ( 3095, 356.79999, -1626.7, 44.2, 0, 90, 264.249 ), createObject ( 3095, 362.39999, -1633.1, 44.7, 0, 90, 264.249 ), createObject ( 3095, 370.39999, -1634.1, 44.7, 0, 90, 264.249 ), createObject ( 3095, 379.20001, -1635.1, 44.7, 0, 90, 264.999 ), createObject ( 3095, 381.70001, -1635.5, 44.7, 0, 90, 263.746 ), createObject ( 3095, 389.5, -1630.8, 44.2, 0, 90, 263.743 ), createObject ( 3095, 395.5, -1627.1, 44.2, 0, 90, 263.743 ), createObject ( 3095, 395.20001, -1628.9, 40.9, 0, 90, 263.743 ), createObject ( 3095, 395.10001, -1630.2, 36.4, 0, 90, 263.743 ), createObject ( 3095, 389.10001, -1633.2, 36.4, 0, 90, 263.743 ), createObject ( 3095, 382.10001, -1635.1, 36.4, 0, 90, 262.993 ), createObject ( 3095, 373.5, -1634, 36.4, 0, 90, 262.991 ), createObject ( 3095, 363.89999, -1632.8, 36.4, 0, 90, 262.991 ), createObject ( 3095, 362, -1632.6, 36.4, 0, 90, 262.991 ), createObject ( 3095, 355.39999, -1630, 36.4, 0, 90, 262.991 ), createObject ( 3095, 393.39999, -1631.8, 36.4, 0, 90, 353 ), createObject ( 3095, 387.10001, -1632.9, 36.4, 0, 90, 352.996 ), createObject ( 3095, 381, -1633.2, 36.4, 0, 90, 352.996 ), createObject ( 3095, 374.89999, -1633.2, 36.4, 0, 90, 352.996 ), createObject ( 3095, 368.89999, -1632.4, 36.4, 0, 90, 352.996 ), createObject ( 3095, 363, -1631, 36.4, 0, 90, 352.996 ), createObject ( 3095, 357.10001, -1629.3, 36.4, 0, 90, 352.996 ), createObject ( 3095, 351.29999, -1626.8, 36.4, 0, 90, 352.996 ), createObject ( 3095, 345.60001, -1623.3, 36.4, 0, 90, 352.996 ), createObject ( 3095, 393.60001, -1630.2, 44.5, 0, 90, 352.996 ), createObject ( 3095, 387.10001, -1632.9, 44.5, 0, 90, 352.996 ), createObject ( 3095, 381, -1633.2, 44.5, 0, 90, 352.996 ), createObject ( 3095, 374.89999, -1633.2, 44.5, 0, 90, 352.996 ), createObject ( 3095, 368.89999, -1632.4, 44.5, 0, 90, 352.996 ), createObject ( 3095, 362.79999, -1631, 44.5, 0, 90, 355.496 ), createObject ( 3095, 356.89999, -1629.2, 44.5, 0, 90, 355.496 ), createObject ( 3095, 351.29999, -1625.2, 44.5, 0, 90, 355.496 ), createObject ( 3095, 345.60001, -1621.9, 40.7, 0, 90, 355.496 ), createObject ( 3095, 345.70001, -1620.2, 44.7, 0, 90, 355.496 ), createObject ( 6959, 548.5, -1755.1, 11.9, 0, 0, 355.75 ), createObject ( 6959, 496.5, -1751, 11.8, 0, 0, 358.249 ), createObject ( 2951, 496.89999, -1361.3, 20.4, 90, 5.548, 49.202 ), createObject ( 2978, 500.10001, -1359, 20.2, 0, 0, 23 ), createObject ( 2951, 842.59998, -1062.8, 32.5, 90, 0, 305 ), createObject ( 2951, 839.40002, -1058.2, 32.5, 90, 0, 303.247 ), createObject ( 2951, 839.20001, -1056.5, 32.5, 90, 0, 249.995 ), createObject ( 2951, 841.20001, -1053.9, 32.5, 90, 0, 215.494 ), createObject ( 2978, 835.40002, -1056.9, 32.7, 0, 180, 354 ), createObject ( 2978, 835.5, -1056, 32.7, 0, 179.995, 353.996 ), createObject ( 2978, 835.70001, -1055.1, 32.7, 0, 179.995, 339.996 ), createObject ( 2978, 836, -1054.5, 32.7, 0, 179.995, 334.244 ), createObject ( 2978, 836.59998, -1053.7, 32.7, 0, 179.995, 316.994 ), createObject ( 2978, 837.70001, -1053, 32.7, 0, 179.995, 313.239 ), createObject ( 17968, 2442.3999, -1641.8, 26.9 ), createObject ( 3095, 1300.5, -965.70001, 34.6, 0, 90, 270 ), createObject ( 6959, -2177.3999, 238.3, 50.5 ), createObject ( 6959, -2177.2, 265.70001, 50.5, 0.04, 0.04, 0.07 ), createObject ( 6959, -2218.5, 265.60001, 50.5, 0.038, 0.038, 0.066 ), createObject ( 6959, -2218.6001, 239.10001, 50.5, 0.07, 0, 0.04 ), createObject ( 2951, -2241.8999, 282.89999, 50.2, 90, 0, 90 ), createObject ( 2951, -2241.8999, 277.29999, 50.2, 90, 0, 90 ), createObject ( 2951, -2241.8999, 271.60001, 50.2, 90, 0, 90 ), createObject ( 2951, -2240.2, 266.20001, 50.2, 90, 0, 128 ), createObject ( 2951, -2241.8999, 233.10001, 50.2, 90, 0, 90 ), createObject ( 2951, -2241.8999, 227.5, 50.2, 90, 0, 90 ), createObject ( 2951, -2241.8999, 221.89999, 50.2, 90, 0, 90 ), createObject ( 2951, -2240.1001, 238.10001, 50.2, 90, 0, 50.5 ), createObject ( 10793, 381.20001, -2069.1001, 26.9, 0, 0, 270 ), createObject ( 3095, 1955, -1557.1, 16.1, 0, 0, 314.5 ), createObject ( 3095, 1941.6, -1557.6, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1938.1, -1554.1, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1951.2, -1580.2, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1957.5, -1586.5, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1959.8, -1588.9, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1994.5, -1586.6, 16.1, 0, 0, 314.995 ), createObject ( 3095, 1998.7, -1590.8, 16.1, 0, 0, 314.995 ), createObject ( 3095, 2007.8, -1591, 16.1, 0, 0, 314.995 ), createObject ( 3095, 2018.7, -1591, 16.1, 0, 0, 314.995 ), createObject ( 17031, -637.70001, -1701.3, 43.4, 348, 0, 64 ), createObject ( 17031, -623.70001, -1701.1, 43.4, 347.997, 0, 63.995 ), createObject ( 17031, -596.70001, -1715.8, 43.4, 347.997, 0, 63.995 ), createObject ( 17031, -581.70001, -1735.2, 43.4, 347.997, 0, 47.995 ), createObject ( 744, -613, -1898.9, 0.7 ), createObject ( 744, -611.20001, -1897.2, 0.7 ), createObject ( 744, -613.70001, -1896.4, 0.7 ), createObject ( 744, -615.40002, -1898.7, 0.7, 0, 1.25, 0.75 ), createObject ( 899, -759.20001, -1847.7, 16.3, 38, 0, 0 ), createObject ( 6959, 239, 1795.3, 16.6 ), createObject ( 6959, 195.5, 1794.5, 16.6 ), createObject ( 2951, 689.59998, -1426.1, 17.5, 0, 0, 90 ), createObject ( 2951, 1865.3, 2075.3, 12.4 ), createObject ( 2951, 1865.2, 2074.8, 12.4 ), createObject ( 684, 1866.4, 2075, 15.7, 0, 140, 90 ), createObject ( 684, 1866.3, 2075.2, 15.74, 0, 212.499, 90 ), createObject ( 3095, 874.09998, -1563.1, 15.9, 0, 0, 22 ), }) do setElementInterior(v,3) setElementDimension(v,10) end
-- Level object definition Level = {} --Level.__index = Level local function CreateBallPos( self, i, num ) x = (self:Random():Get() % 5) - 2 y = 15 + i return x, y end local function CreateGemPos() return gemCreateXPos, 15 end local function CreateBombPos() return 0, 19 end local function InitFunc() end local function ShutdownFunc() end local function StartGameFunc() end local function EndGameFunc() end local function UpdateFunc() end function Level.New( id, name ) if DEBUG then assert( id ) assert( name ) end ret = {} ret.Init = InitFunc ret.Shutdown = ShutdownFunc ret.CreateBallPos = CreateBallPos ret.CreateGemPos = CreateGemPos ret.CreateBombPos = CreateBombPos ret.StartGame = StartGameFunc ret.EndGame = EndGameFunc ret.UpdateFunc = UpdateFunc ret.m_id = id ret.m_name = name ret.m_type = {} --kLevelTypeNormal ret.m_world = {} ret.m_rackSize = {} ret.m_year = {} ret.m_description = {} ret.m_wikiLink = {} ret.m_random = FCRandom.New( id ) ret.m_numRacks = {} ret.m_time = {} ret.m_tutorial = false ret.m_locked = true ret.mt = {} ret.mt.__index = Level ret.mt.__newindex = function() error() end setmetatable( ret, ret.mt ) return ret end function Level:Reset( ) self.m_random = FCRandom.New( self.m_id ) end function Level:SetLocked( status ) self.m_locked = status end function Level:Locked() return self.m_locked end function Level:SetTutorial( tut ) self.m_tutorial = tut end function Level:Tutorial() return self.m_tutorial end function Level:SetUpdateFunc( func ) self.UpdateFunc = func end function Level:SetInitFunc( func ) self.Init = func end function Level:SetShutdownFunc( func ) self.Shutdown = func end function Level:SetStartGameFunc( func ) self.StartGame = func end function Level:SetEndGameFunc( func ) self.EndGame = func end --function Level:StartGameFunc( ) -- return self.StartGame --end function Level:SetCreateBallFunc( func ) self.CreateBallPos = func end function Level:SetCreateGemFunc( func ) self.CreateGemPos = func end function Level:SetCreateBombFunc( func ) self.CreateBombPos = func end -- Id function Level:Id() return self.m_id end -- Type function Level:SetType( type ) if DEBUG then assert( type ) end self.m_type = type end function Level:Type() return self.m_type end -- Name function Level:Name() if self.m_locked then return kWord_Locked end return self.m_name end -- World function Level:SetWorld( world ) self.m_world = world end function Level:World() return self.m_world end -- RackSize function Level:SetRackSize( size ) self.m_rackSize = size end function Level:RackSize() return self.m_rackSize end -- NumRacks function Level:SetNumRacks( numRacks ) self.m_numRacks = numRacks end function Level:NumRacks() return self.m_numRacks end -- Time function Level:SetTime( time ) self.m_time = time end function Level:Time() return self.m_time end -- Year function Level:SetYear( year ) self.m_year = year end function Level:Year() return self.m_year end -- Description function Level:SetDescription( desc ) self.m_description = desc end function Level:Description() return self.m_description end -- WikiLink function Level:SetWikiLink( link ) self.m_wikiLink = link end function Level:WikiLink() return self.m_wikiLink end -- Random function Level:Random() return self.m_random end
--- -- @classmod TaggedTemplateProvider -- @author Quenty local require = require(game:GetService("ReplicatedStorage"):WaitForChild("Nevermore")) local CollectionService = game:GetService("CollectionService") local RunService = game:GetService("RunService") local TemplateProvider = require("TemplateProvider") local TaggedTemplateProvider = setmetatable({}, TemplateProvider) TaggedTemplateProvider.ClassName = "TaggedTemplateProvider" TaggedTemplateProvider.__index = TaggedTemplateProvider function TaggedTemplateProvider.new(containerTagName) local self = setmetatable(TemplateProvider.new(), TaggedTemplateProvider) assert(type(containerTagName) == "string") -- We prefer a default tag name so test scripts can still read assets for testing self._tagsToInitializeSet = { [containerTagName] = true } return self end function TaggedTemplateProvider:Init() assert(self._tagsToInitializeSet, "Already initialized") getmetatable(TaggedTemplateProvider).Init(self) local tags = self._tagsToInitializeSet self._tagsToInitializeSet = nil for tag, _ in pairs(tags) do self:AddContainersFromTag(tag) end end function TaggedTemplateProvider:AddContainersFromTag(containerTagName) assert(type(containerTagName) == "string") if self._tagsToInitializeSet then self._tagsToInitializeSet[containerTagName] = true else if RunService:IsRunning() then self._maid:GiveTask(CollectionService:GetInstanceAddedSignal(containerTagName):Connect(function(inst) self:AddContainer(inst) end)) self._maid:GiveTask(CollectionService:GetInstanceRemovedSignal(containerTagName):Connect(function(inst) self:RemoveContainer(inst) end)) end for _, inst in pairs(CollectionService:GetTagged(containerTagName)) do self:AddContainer(inst) end end end return TaggedTemplateProvider
Inherit = 'ScrollView' Visible = false OnSearch = function(self, search) if search == '' then self.Visible = false else self:BringToFront() self:RemoveAllObjects() self.Visible = true local paths = OneOS.Indexer.Search(search) local searchItems = { Folders = {}, Documents = {}, Images = {}, Programs = {}, ['System Files'] = {}, Other = {} } -- TODO: selected item for i, path in ipairs(paths) do local extension = self.Bedrock.Helpers.Extension(path):lower() if extension ~= 'shortcut' then path = self.Bedrock.Helpers.TidyPath(path) local fileType = 'Other' if extension == 'txt' or extension == 'text' or extension == 'license' or extension == 'md' then fileType = 'Documents' elseif extension == 'nft' or extension == 'nfp' or extension == 'skch' or extension == 'paint' then fileType = 'Images' elseif extension == 'program' then fileType = 'Programs' elseif extension == 'lua' or extension == 'log' or extension == 'settings' or extension == 'version' or extension == 'hash' or extension == 'fingerprint' then fileType = 'System Files' elseif fs.isDir(path) then fileType = 'Folders' end if path == selected then Log.i('found') foundSelected = true end local parentFolder = fs.getName(path:sub(1, #path-#fs.getName(path)-1)) table.insert(searchItems[fileType], {Path = path, Text = self.Bedrock.Helpers.RemoveExtension(fs.getName(path)), Selected = (path == selected), Subtext = parentFolder}) end end local y = 2 for name, items in pairs(searchItems) do if #items ~= 0 then self:AddObject({ X = 2, Y = y, Type = 'FilterLabel', FilterName = 'Highlight', Text = name }) y = y + 1 self:AddObject({ X = 1, Width = '100%', Height = #items * 4 - 1, Y = y, Type = 'View', BackgroundColour = colours.grey -- Type = 'FilterView', -- FilterName = 'Highlight', }) for i, item in ipairs(items) do self:AddObject({ X = 2, Y = y, Type = 'ImageView', Image = OneOS.GetIcon(item.Path), Width = 4, Height = 3 }) self:AddObject({ X = 7, Y = y, Type = 'Label', TextColour = colours.white, Text = item.Text }) self:AddObject({ X = 7, Y = y + 1, Type = 'FilterLabel', FilterName = 'Highlight', Text = item.Subtext }) y = y + 4 end end end if y == 2 then self:AddObject({ X = 1, Width = '100%', Y = 3, Type = 'FilterLabel', FilterName = 'Highlight', Text = 'No Files Found', Align = 'Center' }) else end end end BringToFront = function(self) for i = #self.Bedrock.View.Children, 1, -1 do local child = self.Bedrock.View.Children[i] self.Z = child.Z + 1 break end self.Bedrock:ReorderObjects() end
local mStaffLogs = {} function mStaffLogs.init() cSync.register("StaffLogs.next", "general.penalties", {heavy = true}) cSync.registerResponder("StaffLogs.next", mStaffLogs.sync.next) return true end cModules.register(mStaffLogs) mStaffLogs.sync = {} function mStaffLogs.sync.next(filter, lastID) return cCommands.findLogs(filter, lastID) end
local lwtk = require("lwtk") local Application = lwtk.Application local Column = lwtk.Column local Row = lwtk.Row local PushButton = lwtk.PushButton local TextInput = lwtk.TextInput local TitleText = lwtk.TitleText local Space = lwtk.Space local app = Application("example01.lua") local function quit() app:close() end local win = app:newWindow { title = "example01", Column { id = "c1", TitleText { text = "What's your name?" }, TextInput { id = "i1", focus = true, style = { Columns = 40 } }, Row { Space {}, PushButton { id = "b1", text = "&OK", disabled = true, default = true }, PushButton { id = "b2", text = "&Quit", onClicked = quit }, Space {} } }, Column { id = "c2", visible = false, Space {}, TitleText { id = "t2", style = { TextAlign = "center" } }, Space {}, Row { Space {}, PushButton { id = "b3", text = "&Again" }, PushButton { id = "b4", text = "&Quit", default = true, onClicked = quit }, Space {} } } } win:childById("c1"):setOnInputChanged(function(widget, input) widget:childById("b1"):setDisabled(input.text == "") end) win:childById("b1"):setOnClicked(function(widget) win:childById("t2"):setText("Hello "..win:childById("i1").text.."!") win:childById("c1"):setVisible(false) win:childById("c2"):setVisible(true) end) win:childById("b3"):setOnClicked(function(widget) win:childById("i1"):setText("") win:childById("i1"):setFocus() win:childById("t2"):setText("") win:childById("c1"):setVisible(true) win:childById("c2"):setVisible(false) end) win:show() app:runEventLoop()
hook.Add("OnPlayerChat","justapicbro",function(ply, text) if string.Replace(text," ","") == "!img" then -- replace !img by a chat command if ply == LocalPlayer() then local url = "http://www.thenug.com/sites/default/pub/110816/thenug-to3pFZ324V.jpg" -- replace url by your url local modifier = 1.5 -- Increase => smaller img local Window = vgui.Create("DFrame") Window:SetSize(ScrW()/modifier,ScrH()/modifier) Window:SetTitle("") Window:SetVisible(true) Window:SetDraggable(false) Window:ShowCloseButton(false) Window:SetVerticalScrollbarEnabled(false) function Window:Paint(w,h) end local html = vgui.Create("DHTML", Window) html:Dock(FILL) html:SetHTML([[<div align="center"><img src="]]..url..[[" height="95%" width="auto"></div>]]) -- If scrollbars tweak the height html:SetAllowLua(false) Window:Center() Window:MakePopup() local quitButton = vgui.Create("DButton",Window) function quitButton:Paint(w,h) end quitButton:SetText("x") quitButton:SetFont("Trebuchet24") quitButton:SizeToContentsX(10) quitButton:AlignTop(0) quitButton:AlignRight(100) quitButton:SetColor(Color(255,0,0)) quitButton.DoClick = function() Window:Close() end html:SetScrollbars(false) end end end)
possibleMissions = {} local killtownies = { name = "Kill Townies", description = "Those weaklings in town have forgotten that life is nasty, brutish, and short. Remind them that safety is an illusion by killing 5 townspeople.", finished_description = "The weaklings have been reminded what fear is." } function killtownies:start() local godname = currWorld.factions['barbariangod'].name output:out(godname .. " roars in approval.") return godname .. " roars in approval." end function killtownies:kills(killer,victim) if killer == player and victim.id == "townsperson" then local townies = update_mission_status('killtownies',1) if townies < 5 then output:out("You've killed " .. townies .. " townspeople. " .. 5-townies .. " to go.") elseif townies == 5 then output:out("You've killed 5 townspeople. Return to the altar.") end end end function killtownies:get_status(status) if not status then status = get_mission_status('killtownies') end if status < 5 then return "You still need to kill " .. 5-status .. " townspeople." else return "The townspeople have been reminded what fear is. Return to the altar." end end function killtownies:can_finish() local townies = get_mission_status('killtownies') if townies >= 5 then return true end return false,"You still need to kill " .. 5-townies .. " townspeople." end function killtownies:finish() output:out("The townspeople have been reminded what fear is.") player.favor.barbariangod = player.favor.barbariangod + 100 return "The townspeople have been reminded what fear is." end possibleMissions['killtownies'] = killtownies local killdemons = { name = "Kill Demons", description = "Prove you have what it takes to be a demonslayer. Kill 5 demons.", finished_description = "You have proven your worth as a demonslayer, but many unholy beasts still infest this world.", } function killdemons:start() return "You pledge to kill 5 demons." end function killdemons:kills(killer,victim) if killer == player and victim:is_type('demon') then local demons = update_mission_status('killdemons',1) if demons < 5 then output:out("You've killed " .. demons .. " demons. " .. 5-demons .. " to go.") elseif demons == 5 then output:out("You've killed 5 demons. Return to " .. currWorld.factions.lightchurch.name .. ".") end end end function killdemons:get_status(status) if not status then status = get_mission_status('killdemons') end if status < 5 then return "You still need to kill " .. 5-status .. " demons." else return "You have slain 5 unholy demons. Return to " .. currWorld.factions.lightchurch.name .. "." end end function killdemons:can_finish() local demons = get_mission_status('killdemons') if demons >= 5 then return true end return false,"You still need to kill " .. 5-demons .. " demons." end function killdemons:finish() output:out("You have done a holy service to the world.") player.favor.lightchurch = player.favor.lightchurch + 100 return "You have done a holy service to the world." end possibleMissions['killdemons'] = killdemons local ascend = { name = "Ascend as a Hero", description = "Prove yourself a true hero by making your way to the Hall of Heroes at the bottom of the dungeon and ascending to Valhalla.", status_text = {[0] = "Unlock the first Valhalla Gate with a Hero's Key.", [1] = "Unlock the second Valhalla Gate with a Hero's Key.",[2] = "Ascend to Valhalla as a True Hero."} } possibleMissions['ascend'] = ascend local findtreasure = { name = "Treasure Hunting", description = "Seek out a hidden treasure.", repeating = true } function findtreasure:start() local treasure = Item('treasure') treasure.properName = namegen:generate_weapon_name() set_mission_data('findtreasure','item',treasure) return "You seek " .. treasure:get_name() .. "." end function findtreasure:get_status() local treasure = get_mission_data('findtreasure','item') local source = get_mission_data('findtreasure','source') if not player:has_specific_item(treasure) then return "You seek " .. treasure:get_name() .. "." else return "You've acquired " .. treasure:get_name() .. ". Return it to " .. (source.baseType == "creature" and source:get_name() or source.name) .. "." end end function findtreasure:enter_map() local treasure = get_mission_data('findtreasure','item') if not treasure.placed then currMap:add_item(treasure,player.x,player.y) treasure.placed=true end end function findtreasure:can_finish() local treasure = get_mission_data('findtreasure','item') if player:has_specific_item(treasure) then return true else return false,"You seek " .. treasure:get_name() .. "." end end function findtreasure:finish() local treasure = get_mission_data('findtreasure','item') treasure:delete() local favor = nil local source = get_mission_data('findtreasure','source') if source and source.baseType == "faction" then favor = 100 player.favor[source.id] = player.favor[source.id]+favor end return "You turn in " .. treasure:get_name() .. (favor and " for " .. favor .. " favor." or ".") end possibleMissions['findtreasure'] = findtreasure
-- -- Mark work as running -- local dataKey = KEYS[1] local stateKey = KEYS[2] local countKey = KEYS[3] local scheduledKey = KEYS[4] local queuedKey = KEYS[5] local runningKey = KEYS[6] local completedKey = KEYS[7] local canceledKey = KEYS[8] local id = ARGV[1] local state = ARGV[2] local data = ARGV[3] redis.call('HSET', dataKey, id, data) return { redis.call('HINCRBY', countKey, scheduledKey, 0), redis.call('HINCRBY', countKey, runningKey, 0), redis.call('HINCRBY', countKey, completedKey, 0), redis.call('HINCRBY', countKey, canceledKey, 0), }
-------------------------------- -- Script by: RakkorZ - ZxOxZ -- -- Requires: LuaHypArc -- -------------------------------- WEATHER = {} --Weather Commands. WEATHER.Command.Normal = "#weather normal" WEATHER.Command.Foggy = "#weather foggy" WEATHER.Command.Rainy = "#weather rainy" WEATHER.Command.HeavyRain = "#weather heavyrain" WEATHER.Command.Snowy = "#weather snowy" WEATHER.Command.SandStorm = "#weather sandstorm" --Weather Functions. function WEATHER.OnChat(event, player, message, type, language) local WeatherMessage = message:lower() if (WeatherMessage:find(WEATHER.Command.Normal) == 1) then player:SetPlayerWeather(0, 2) return 0 end if (WeatherMessage:find(WEATHER.Command.Foggy) == 1) then player:SetPlayerWeather(1, 2) return 0 end if (WeatherMessage:find(WEATHER.Command.Rainy) == 1) then player:SetPlayerWeather(2, 2) return 0 end if (WeatherMessage:find(WEATHER.Command.HeavyRain) == 1) then player:SetPlayerWeather(4, 2) return 0 end if (WeatherMessage:find(WEATHER.Command.Snowy) == 1) then player:SetPlayerWeather(8, 2) return 0 end if (WeatherMessage:find(WEATHER.Command.SandStorm) == 1) then player:SetPlayerWeather(16, 2) return 0 end end RegisterServerHook(16, "WEATHER.OnChat")
one_handed_curved_sword = { minimumLevel = 0, maximumLevel = -1, customObjectName = "", directObjectTemplate = "object/weapon/melee/sword/sword_02.iff", craftingValues = { {"mindamage",18,33,0}, {"maxdamage",70,130,0}, {"attackspeed",4,2.8,1}, {"woundchance",12,24,0}, {"hitpoints",750,1500,0}, {"zerorangemod",-2,8,0}, {"maxrangemod",-2,8,0}, {"midrange",3,3,0}, {"midrangemod",-2,8,0}, {"maxrange",4,4,0}, {"attackhealthcost",23,13,0}, {"attackactioncost",52,28,0}, {"attackmindcost",33,18,0}, }, customizationStringNames = {}, customizationValues = {}, -- randomDotChance: The chance of this weapon object dropping with a random dot on it. Higher number means less chance. Set to 0 to always have a random dot. randomDotChance = 625, junkDealerTypeNeeded = JUNKARMS, junkMinValue = 25, junkMaxValue = 45 } addLootItemTemplate("one_handed_curved_sword", one_handed_curved_sword)
local collation = require "tools.collation" describe("Collation test", function() local collator = collation.new() it("should load the DUCET file", function() assert.same(type(collator.load_ducet), "function") local ducet_file = io.open("data/allkeys.txt", "r") local content = ducet_file:read("*all") collator:load_ducet(content) ducet_file:close() assert.same(type(collator.keys), "table") local sorted_table = {} -- local s = "příliš žluťoučký kůň úpěl ďábelské ódy" local s = "aábcčdďeéěfghchiíjklmnňoópqrřsštťuúůvwxyýzžAÁBCČDĎEÉĚFGHCHIÍJKLMNŇOÓPQRŘSŠTŤUÚŮVWXYÝZŽ" for _, codepoint in utf8.codes(s) do -- for i = 1, utf8.len(s) do -- codepoint = utf8.codepoint(s, i) -- for pos, codepoint in ipairs(utf8.codepoint()) do -- for pos, codepoint in ipairs(utf8.codepoint("příliš žluťoučký kůň úpěl ďábelské ódy")) do local key = collator.keys[codepoint] local values = key.value or {} local primary_keys = {} for _, x in ipairs(values) do primary_keys[#primary_keys+1] = x[1] end sorted_table[#sorted_table+1] = {key = primary_keys[1], codepoint = codepoint} -- print(utf8.char(codepoint), table.concat(primary_keys, ";")) end table.sort(sorted_table, function(a,b) return a.key < b.key end) local t = {} for _, x in ipairs(sorted_table) do t[#t+1] = utf8.char(x.codepoint) .. ":" .. x.key ..";" end print(table.concat(t)) end) end)