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-- Copyright (C) by Hiroaki Nakamura (hnakamur) local session_cookie = require "session.cookie" local session_store = require "session.store" local saml_sp_request = require "saml.service_provider.request" local saml_sp_response = require "saml.service_provider.response" local resty_random = require "resty.random" local str = require "resty.string" local setmetatable = setmetatable local _M = { _VERSION = '0.1.0' } local mt = { __index = _M } function _M.new(self, config) return setmetatable({ config = config }, mt) end function _M.access(self) local session_cookie = self:session_cookie() local session_id, err = session_cookie:get() if err ~= nil then return false, string.format("failed to get session cookie during access, err=%s", err) end local key_attr = nil if session_id ~= nil then local ss = self:session_store() key_attr = ss:get(session_id) if key_attr ~= nil and ss.expire_seconds ~= 0 then local ok, err = ss:extend(session_id) if err ~= nil then return false, string.format("failed to extend session during access, err=%s", err) end end end if session_id == nil or key_attr == nil then local sp_req = self:request() return sp_req:redirect_to_idp_to_login() end local key_attr_name = self.config.key_attribute_name ngx.req.set_header(key_attr_name, key_attr) return true, key_attr end function _M.finish_login(self) local sp_resp = self:response() local response_xml, err = sp_resp:read_and_base64decode_response() if err ~= nil then return false, string.format("failed to read and decode response during finish_login, err=%s", err) end local ok, err = sp_resp:verify_response(response_xml) if err ~= nil then return false, string.format("failed to verify response during finish_login, err=%s", err) end local attrs, err = sp_resp:take_attributes_from_response(response_xml) if err ~= nil then return false, string.format("failed to take attributes from response during finish_login, err=%s", err) end local key_attr_name = self.config.key_attribute_name local key_attr = attrs[key_attr_name] if key_attr == nil then return false, string.format('failed to get key attribute "%s" from response during finish_login, err=%s', key_attr_name, err) end local ss = self:session_store() local session_id, err = ss:add(key_attr) if err ~= nil then return false, string.format("failed to create session dict entry during finish_login, err=%s", err) end local sc = self:session_cookie() local ok, err = sc:set(session_id) if err ~= nil then return false, string.format("failed to set session cookie during finish_login, err=%s", err) end local dict_name = self.config.request.urls_before_login.dict_name local redirect_urls_dict = dict_name ~= nil and ngx.shared[dict_name] or nil ngx.log(ngx.INFO, string.format("finish_login dict_name=%s, dict=%s", dict_name, redirect_urls_dict)) if redirect_urls_dict ~= nil then local request_id, err = sp_resp:take_request_id_from_response(response_xml) if err ~= nil then return false, string.format("failed to take request ID from response during finish_login, err=%s", err) end ngx.log(ngx.INFO, string.format("finish_login request_id=%s", request_id)) local redirect_url = redirect_urls_dict:get(request_id) ngx.log(ngx.INFO, string.format("finish_login redirect_url=%s", redirect_url)) if redirect_url ~= nil then redirect_urls_dict:delete(request_id) return ngx.redirect(redirect_url) end end return ngx.redirect(self.config.redirect.url_after_login) end function _M.logout(self) local sc = self:session_cookie() local session_id, err = sc:get() if err ~= nil then return false, string.format("failed to get session cookie during logout, err=%s", err) end if session_id ~= nil then local ss = self:session_store() ss:delete(session_id) end local ok, err = sc:delete() if err ~= nil then return false, string.format("failed to delete session cookie during logout, err=%s", err) end return ngx.redirect(self.config.redirect.url_after_logout) end function _M.request(self) local request = self._request if request ~= nil then return request end local config = self.config.request request = saml_sp_request:new{ idp_dest_url = config.idp_dest_url, sp_entity_id = config.sp_entity_id, sp_saml_finish_url = config.sp_saml_finish_url, urls_before_login = config.urls_before_login, request_id_generator = function() return "_" .. str.to_hex(resty_random.bytes(config.request_id_byte_length or 16)) end } self._request = request return request end function _M.response(self) local response = self._response if response ~= nil then return response end local config = self.config.response response = saml_sp_response:new{ xmlsec_command = config.xmlsec_command, idp_cert_filename = config.idp_cert_filename, key_attribute_name = config.key_attribute_name } self._response = response return response end function _M.session_cookie(self) local cookie = self._session_cookie if cookie ~= nil then return cookie end local config = self.config.session.cookie cookie = session_cookie:new{ name = config.name, path = config.path, secure = config.secure } self._session_cookie = cookie return cookie end function _M.session_store(self) local store = self._session_store if store ~= nil then return store end local config = self.config.session.store store = session_store:new{ dict_name = config.dict_name, id_generator = function() return str.to_hex(resty_random.bytes(config.id_byte_length or 16)) end } self._session_store = store return store end return _M
--[[------------ Q U A K E Heads Up Display Version 1.3.3 19/01/22 By DyaMetR ]]-------------- -- Main framework table Q1HUD = {}; Q1HUD.Version = "1. 33"; --[[ METHODS ]] --[[ Correctly includes a file @param {string} file @void ]]-- function Q1HUD:IncludeFile(file) if SERVER then include(file); AddCSLuaFile(file); end if CLIENT then include(file); end end --[[ INCLUDES ]] Q1HUD:IncludeFile("q1hud/core.lua");
registerNpc(347, { walk_speed = 210, run_speed = 700, scale = 150, r_weapon = 1064, l_weapon = 0, level = 98, hp = 27, attack = 413, hit = 219, def = 313, res = 359, avoid = 148, attack_spd = 95, is_magic_damage = 1, ai_type = 129, give_exp = 79, drop_type = 379, drop_money = 0, drop_item = 49, union_number = 49, need_summon_count = 0, sell_tab0 = 0, sell_tab1 = 0, sell_tab2 = 0, sell_tab3 = 0, can_target = 0, attack_range = 1500, npc_type = 7, hit_material_type = 1, face_icon = 0, summon_mob_type = 0, quest_type = 0, height = 0 }); registerNpc(349, { walk_speed = 210, run_speed = 700, scale = 150, r_weapon = 1064, l_weapon = 0, level = 98, hp = 27, attack = 413, hit = 219, def = 313, res = 359, avoid = 148, attack_spd = 100, is_magic_damage = 1, ai_type = 138, give_exp = 79, drop_type = 379, drop_money = 0, drop_item = 48, union_number = 48, need_summon_count = 0, sell_tab0 = 0, sell_tab1 = 0, sell_tab2 = 0, sell_tab3 = 0, can_target = 0, attack_range = 1500, npc_type = 7, hit_material_type = 1, face_icon = 0, summon_mob_type = 0, quest_type = 0, height = 0 }); function OnInit(entity) return true end function OnCreate(entity) return true end function OnDelete(entity) return true end function OnDead(entity) end function OnDamaged(entity) end
local Const = require(ENV_RFF_PATH .. "constants") local Firearm = require(ENV_RFF_PATH .. "firearm/init") local Ammo = require(ENV_RFF_PATH .. "ammo/init") local Magazine = require(ENV_RFF_PATH .. "magazine/init") local TestData = { } TestData.AmmoGroups = { AmmoGroup_357Magnum = { }, AmmoGroup_556x45mm = { }, } TestData.Ammo = { Ammo_357Magnum_Type1 = { case = "Case_357Magnum", groups = { AmmoGroup_357Magnum = 1, }, case_mass = 1, bullet_mass = 1, powder_mass = 1, powder_type = "", category = Ammo.Flags.PISTOL, features = Ammo.Flags.JACKETED + Ammo.Flags.HOLLOWPOINT + Ammo.Flags.FLATPOINT, }, Ammo_357Magnum_Type2 = { case = "Case_357Magnum", groups = { AmmoGroup_357Magnum = 1, }, case_mass = 1, bullet_mass = 1, powder_mass = 1, powder_type = "", category = Ammo.Flags.PISTOL, features = Ammo.Flags.JACKETED + Ammo.Flags.FLATPOINT, }, Ammo_556x45mm_Type1 = { case = "Case_556x45mm", groups = { AmmoGroup_556x45mm = 1, }, case_mass = 1, bullet_mass = 1, powder_mass = 1, powder_type = "", category = Ammo.Flags.RIFLE, features = Ammo.Flags.JACKETED, }, } TestData.MagazineGroups = { MagazineGroup_STANAG = { }, } TestData.Magazines = { STANAGx20 = { weight = 0.2, groups = { MagazineGroup_STANAG = 1 }, max_capacity = 20, ammo_group = "AmmoGroup_556x45mm", features = Magazine.Flags.BOX, }, STANAGx30 = { weight = 0.2, groups = { MagazineGroup_STANAG = 1 }, max_capacity = 30, ammo_group = "AmmoGroup_556x45mm", features = Magazine.Flags.BOX, } } TestData.Firearms = { Revolver1 = { weight = 1, barrel_length = 6, max_capacity = 6, category = Const.REVOLVER, feed_system = Firearm.Flags.ROTARY, features = Firearm.Flags.SINGLEACTION + Firearm.Flags.DOUBLEACTION + Firearm.Flags.SAFETY, ammo_group = "AmmoGroup_357Magnum", }, SemiAutoRifle1 = { weight = 3.3, barrel_length = 20, -- max_capacity = 6, category = Const.RIFLE, magazine_group = nil, feed_system = Firearm.Flags.AUTO + Firearm.Flags.DIRECTGAS, features = Firearm.Flags.DOUBLEACTION + Firearm.Flags.SAFETY, ammo_group = "AmmoGroup_556x45mm", } } return TestData --[[ local Const = require(ENV_RFF_PATH .. "constants") local Firearm = require(ENV_RFF_PATH .. "firearm/init") local FirearmType = require(ENV_RFF_PATH .. "firearm/type") local FirearmGroup = require(ENV_RFF_PATH .. "firearm/group") local Flags = require(ENV_RFF_PATH .. "firearm/flags") FirearmGroup:new("Group_Main") FirearmGroup:new("Group_RareCollectables") FirearmGroup:new("Group_Classifications", { Groups = { Group_Main = 1, } }) FirearmGroup:new("Group_Rifles", { Groups = { Group_Classifications = 20, } }) FirearmGroup:new("Group_Manufacturers", { Groups = { Group_Main = 1, } }) FirearmGroup:new("Group_Colt", { Groups = { Group_Manufacturers = 1, } }) FirearmGroup:new("Group_Colt_Rifles", { Groups = { Group_Rifles = 1, Group_Colt = 1 } }) FirearmGroup:new("Group_Colt_CAR15", { Groups = { Group_Colt_Rifles = 1, } }) FirearmType:newCollection("Colt_CAR15", { category = Const.RIFLE, ammo_group = "AmmoGroup_556x45mm", magazine_group = "MagGroup_STANAG", weight = 3.3, barrel_length = 20, max_capacity = 30, classification = "IGUI_Firearm_AssaultRifle", country = "IGUI_Firearm_Country_US", manufacturer = "IGUI_Firearm_Manuf_Colt", description = "IGUI_Firearm_Desc_M16", feed_system = Flags.AUTO + Flags.DIRECTGAS, features = Flags.DOUBLEACTION + Flags.SLIDELOCK + Flags.SAFETY + Flags.SELECTFIRE + Flags.SEMIAUTO, }, { M601 = { -- Colt AR-15 Model 601 year = 1959, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M604 = { -- Colt M16 Model 604 year = 1964, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M603 = { -- Colt M16A1 Model 603 year = 1967, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M605A = { -- Colt CAR-15 Carbine Model 605A year = 1962, Groups = { Group_Colt_CAR15 = 1 }, barrelLength = 15, additional_features = Flags.FULLAUTO, }, M605B = { -- Colt CAR-15 Carbine Model 605B year = 1966, Groups = { Group_Colt_CAR15 = 1 }, barrelLength = 15, additional_features = Flags.FULLAUTO + Flags.BURST3, }, M607 = { -- Colt CAR-15 SMG Model 607 year = 1966, barrelLength = 10, additional_features = Flags.FULLAUTO, Groups = { Group_Colt_CAR15 = 1, Group_RareCollectables = 50, }, -- 50 manufactured }, M645 = { -- M16A2 Colt Model 645 year = 1982, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.BURST3, }, M646 = { -- M16A3 Colt Model 646 year = 1982, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M945 = { -- M16A4 Colt Model 945 year = 1998, Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.BURST3, }, M920 = { -- M4 Model 920 barrelLength = 14.5, Icon = "Colt_CAR15_M4", Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.BURST3, --classification = "IGUI_Firearm_AssaultCarbine", year = 1984, --country = "IGUI_Firearm_Country_US", --manufacturer = "IGUI_Firearm_Manuf_Colt", --description = "IGUI_Firearm_Desc_M4C", }, M921 = { -- M4A1 Model 921 barrelLength = 14.5, Icon = "Colt_CAR15_M4", Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M933 = { -- M4 Commando Model 933 barrelLength = 11.5, Icon = "Colt_CAR15_M4", Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.FULLAUTO, }, M935 = { -- M4 Commando Model 935 barrelLength = 11.5, Icon = "Colt_CAR15_M4", Groups = { Group_Colt_CAR15 = 1 }, additional_features = Flags.BURST3, }, }) ]]
return function() local Modules = game:GetService("Players").LocalPlayer.PlayerGui.AvatarEditorInGame.Modules local TryOnCharacterModelVersion = require(script.Parent.TryOnCharacterModelVersion) local IncrementTryOnCharacterModelVersion = require(Modules.AvatarExperience.Catalog.Actions.IncrementTryOnCharacterModelVersion) it("should be unchanged by other actions", function() local oldState = TryOnCharacterModelVersion(nil, {}) local newState = TryOnCharacterModelVersion(oldState, { type = "some action" }) expect(oldState).to.equal(newState) end) it("should have the character model version be 0 on startup", function() local state = TryOnCharacterModelVersion(nil, {}) expect(state).to.equal(0) end) it("should increment the character model version.", function() local state = TryOnCharacterModelVersion(nil, IncrementTryOnCharacterModelVersion()) expect(state).to.equal(1) end) end
SetDiscordAppId(cfg.DiscordAppID) Citizen.CreateThread(function() while true do SetDiscordRichPresenceAsset(cfg.discordImageName) SetDiscordRichPresenceAssetText(cfg.hoverText) SetDiscordRichPresenceAssetSmall(cfg.smallDiscordImageName) SetRichPresence(cfg.richPresenceText) SetDiscordRichPresenceAction(0, cfg.button1.text, cfg.button1.url) Wait(5000) end end)
object_tangible_meatlump_event_meatlump_weapon_palette_01_10 = object_tangible_meatlump_event_shared_meatlump_weapon_palette_01_10:new { } ObjectTemplates:addTemplate(object_tangible_meatlump_event_meatlump_weapon_palette_01_10, "object/tangible/meatlump/event/meatlump_weapon_palette_01_10.iff")
local uv = vim.loop -- Alias for Neovim's event loop (libuv) local run_hook -- to handle mutual recursion -- nvim 0.4 compatibility local cmd = vim.api.nvim_command local vfn = vim.api.nvim_call_function local compat = require('paq-nvim.compat') ----- Constants local PATH = vfn('stdpath', {'data'}) .. '/site/pack/paqs/' --TODO: PATH is now configurable, rename! local LOGFILE = vfn('stdpath', {'cache'}) .. '/paq.log' local GITHUB = 'https://github.com/' local REPO_RE = '^[%w-]+/([%w-_.]+)$' local DATEFMT = '%F T %H:%M:%S%z' ----- Globals local packages = {} -- Table of 'name':{options} pairs local changes = {} -- Table of 'name':'change' pairs local num_pkgs = 0 local num_to_rm = 0 local ops = { clone = {ok=0, fail=0, past = 'cloned' }, pull = {ok=0, fail=0, past = 'pulled changes for'}, remove = {ok=0, fail=0, past = 'removed' }, } local function output_result(op, name, ok, ishook) local result, total, msg local count = '' local failstr = 'Failed to ' local c = ops[op] if c then result = ok and 'ok' or 'fail' c[result] = c[result] + 1 total = (op == 'remove') and num_to_rm or num_pkgs -- FIXME count = string.format('%d/%d', c[result], total) msg = ok and c.past or failstr .. op if c.ok + c.fail == total then --no more packages to update c.ok, c.fail = 0, 0 cmd('packloadall! | helptags ALL') end elseif ishook then --hooks aren't counted msg = (ok and 'ran' or failstr .. 'run') .. string.format(' `%s` for', op) else msg = failstr .. op end print(string.format('Paq [%s] %s %s', count, msg, name)) end local function call_proc(process, pkg, args, cwd, ishook, cb) local log, stderr, handle, op log = uv.fs_open(LOGFILE, 'a+', 0x1A4) -- FIXME: Write in terms of uv.constants stderr = uv.new_pipe(false) stderr:open(log) handle = uv.spawn( process, {args=args, cwd=cwd, stdio = {nil, nil, stderr}}, vim.schedule_wrap( function(code) uv.fs_write(log, '\n', -1) --space out error messages uv.fs_close(log) stderr:close() handle:close() output_result(args[1] or process, pkg.name, code == 0, ishook) if type(cb) == 'function' then cb(code) end if not ishook then run_hook(pkg) end end) ) end function run_hook(pkg) --(already defined as local) local t, process, args, ok t = type(pkg.run) if t == 'function' then cmd('packadd ' .. pkg.name) local ok = pcall(pkg.run) output_result(t, pkg.name, ok, true) elseif t == 'string' then args = {} for word in pkg.run:gmatch('%S+') do table.insert(args, word) end process = table.remove(args, 1) call_proc(process, pkg, args, pkg.dir, true) end end local function install(pkg) local args = {'clone', pkg.url} if pkg.exists then ops['clone']['ok'] = ops['clone']['ok'] + 1 return elseif pkg.branch then compat.list_extend(args, {'-b', pkg.branch}) end compat.list_extend(args, {pkg.dir}) local cb = function(code) if code == 0 then pkg.exists = true changes[pkg.name] = 'installed' end end call_proc('git', pkg, args, nil, nil, cb) end local function get_git_hash(dir) local function first_line(path) local file = uv.fs_open(path, 'r', 0x1A4) if file then local line = uv.fs_read(file, 41, -1) --FIXME: this might fail uv.fs_close(file) return line end end local head_ref = first_line(dir .. "/.git/HEAD") if head_ref then return first_line(dir .. "/.git/" .. head_ref:gsub("ref: ", "")) end end local function update(pkg) if pkg.exists then local hash = get_git_hash(pkg.dir) local cb = function(code) if code == 0 and get_git_hash(pkg.dir) ~= hash then changes[pkg.name] = 'updated' end end call_proc('git', pkg, {'pull'}, pkg.dir, nil, cb) end end local function iter_dir(fn, dir, args) local child, name, t, ok local handle = uv.fs_scandir(dir) while handle do name, t = uv.fs_scandir_next(handle) if not name then break end child = dir .. '/' .. name ok = fn(child, name, t, args) if not ok then return end end return true end local function rm_dir(child, name, t) if t == 'directory' then return iter_dir(rm_dir, child) and uv.fs_rmdir(child) else return uv.fs_unlink(child) end end local function mark_dir(dir, name, _, list) local pkg = packages[name] if not (pkg and pkg.dir == dir) then table.insert(list, {name=name, dir=dir}) end return true end local function clean_pkgs() local rm_list = {} iter_dir(mark_dir, PATH .. 'start', rm_list) iter_dir(mark_dir, PATH .. 'opt', rm_list) num_to_rm = #rm_list -- update count of plugins to be deleted for _, i in ipairs(rm_list) do ok = iter_dir(rm_dir, i.dir) and uv.fs_rmdir(i.dir) output_result('remove', i.name, ok) if ok then changes[i.name] = 'removed' end end end local function paq(args) local name, dir if type(args) == 'string' then args = {args} end name = args.as or args[1]:match(REPO_RE) if not name then return output_result('parse', args[1]) end dir = PATH .. (args.opt and 'opt/' or 'start/') .. name if not packages[name] then num_pkgs = num_pkgs + 1 end packages[name] = { name = name, branch = args.branch, dir = dir, exists = (vfn('isdirectory', {dir}) ~= 0), run = args.run or args.hook, --wait for paq 1.0 to deprecate url = args.url or GITHUB .. args[1] .. '.git', } end local function setup(args) assert(type(args) == 'table') if type(args.path) == 'string' then PATH = args.path --FIXME: should probably rename PATH end end local function list() local is_installed = function(name) return packages[name].exists end local was_removed = function(name) return changes[name] == 'removed' end local installed = compat.tbl_filter(is_installed, compat.tbl_keys(packages)) local removed = compat.tbl_filter(was_removed, compat.tbl_keys(changes)) table.sort(installed) table.sort(removed) local indent = " " local symb_tbl = { installed = "+", updated = "*", removed = " ", default = " ", } local function prefix(name) return indent .. symb_tbl[changes[name] or 'default'] .. name end local function list_pkgs(header, pkgs) if #pkgs ~= 0 then print(header) end for _, v in ipairs(compat.tbl_map(prefix, pkgs)) do print(v) end end list_pkgs("Installed packages:", installed) list_pkgs("Recently removed:", removed) end return { install = function() compat.tbl_map(install, packages) end, update = function() compat.tbl_map(update, packages) end, clean = clean_pkgs, list = list, setup = setup, paq = paq, log_open = function() cmd('sp ' .. LOGFILE) end, log_clean = function() uv.fs_unlink(LOGFILE); print('Paq log file deleted') end, }
Rule("sig01", 1): fields("request_uri"): phase("REQUEST_HEADER"): op('rx', [[f\x00?oo]]): action("setRequestHeader:X-Foo=bar") Rule("sig02", 1): fields("request_uri"): phase("REQUEST_HEADER"): op('streq', [[f\x00?oo]]): action("setRequestHeader:X-Bar=baz")
--[[ ################################################################################ # # Copyright (c) 2014-2020 Ultraschall (http://ultraschall.fm) # # 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. # ################################################################################ ]] -- little helpers dofile(reaper.GetResourcePath().."/UserPlugins/ultraschall_api.lua") reaper.Undo_BeginBlock() for i=0, reaper.CountTracks(0)-1 do if ultraschall.IsTrackSoundboard(i+1) then tr = reaper.GetTrack(0, i) ok, vol, pan = reaper.GetTrackUIVolPan(tr, 0, 0) -- print(vol) if vol < 0.01 then vol = 0 end reaper.SetMediaTrackInfo_Value(tr, "D_VOL", vol*0.8) -- print("Soundboard: "..i) -- else -- print("track: "..i) end end reaper.Undo_EndBlock("Ultraschall lower Soundboard volume", -1)
local data = {} -- Read data function readPassport() local p = {} local line = io.read("l") while line and line ~= "" do for k, v in line:gmatch("(%a+):([^%s]+)") do p[k] = v end line = io.read("l") end table.insert(data, p) return line end repeat local l = readPassport() until not l function has(p, ...) local keys = {...} for i = 1, #keys do if not p[keys[i]] then return false end end return true end function validateFields(p) return has(p, "byr", "iyr", "eyr", "hgt", "hcl", "ecl", "pid") end function validateByr(p) local n = tonumber(p.byr) return #p.byr == 4 and n and tonumber(p.byr) >= 1920 and tonumber(p.byr) <= 2002 end function validateIyr(p) local n = tonumber(p.iyr) return #p.iyr == 4 and n and tonumber(p.iyr) >= 2010 and tonumber(p.iyr) <= 2020 end function validateEyr(p) local n = tonumber(p.eyr) return #p.eyr == 4 and n and tonumber(p.eyr) >= 2020 and tonumber(p.eyr) <= 2030 end function validateHgt(p) local n_cm = p.hgt:match("(%d+)cm") local n_in = p.hgt:match("(%d+)in") if n_cm then return tonumber(n_cm) >= 150 and tonumber(n_cm) <= 193 elseif n_in then return tonumber(n_in) >= 59 and tonumber(n_in) <= 76 else return false end end function validateHcl(p) return p.hcl:match("#%x%x%x%x%x%x") end function validateEcl(p) return p.ecl == "amb" or p.ecl == "blu" or p.ecl == "brn" or p.ecl == "gry" or p.ecl == "grn" or p.ecl == "hzl" or p.ecl == "oth" end function validatePid(p) return #p.pid == 9 and not p.pid:match("[^%d]") end function validateAll(p) if not validateFields(p) then return 0 end if not validateByr(p) then return 0 end if not validateIyr(p) then return 0 end if not validateEyr(p) then return 0 end if not validateHgt(p) then return 0 end if not validateHcl(p) then return 0 end if not validateEcl(p) then return 0 end if not validatePid(p) then return 0 end return 1 end function f1() local count = 0 for i = 1, #data do if validateFields(data[i]) then count = count+1 end end return count end function f2() local count = 0 for i = 1, #data do count = count+validateAll(data[i]) end return count end print(f2())
object_tangible_veteran_reward_frn_vet_holo_darth_vader = object_tangible_veteran_reward_shared_frn_vet_holo_darth_vader:new { } ObjectTemplates:addTemplate(object_tangible_veteran_reward_frn_vet_holo_darth_vader, "object/tangible/veteran_reward/frn_vet_holo_darth_vader.iff")
name = "aa[A]bcde" i=name:find("%[") print(i) print(name:sub(i+1,i+1))
if enemy_1.hp_percentage > 10 then character_1:WithWaitTime(1000):UseSkill(2) character_1:UseSkill(3) if enemy_1.hp_percentage > 50 then character_1:UseSkill(4) end character_2:UseSkill(2) character_2:UseSkill(3) character_2:UseSkill(4) character_4:UseSkill(1) character_4:UseSkill(2) if character_4.hp_percentage > 80 then character_4:OnPartyMember(3):UseSkill(3) end character_3:UseSkill(1) character_3:UseSkill(2) end if turn >= 2 then character_1:UseSkill(1) end if turn > 2 then character_3:UseSkill(3) end if turn > 3 and not character_1:HasStatusEffect("1241") then if enemy_1.hp_percentage < 25 then Summon(2) end if enemy_1.hp_percentage < 50 then character_2:UseSkill(1) end end if enemy_1.hp_percentage <= 50 and character_1.hp_percentage < 30 then UseBluePotion() end if enemy_1.hp_percentage <= 50 and character_2.hp_percentage < 30 then UseBluePotion() end
--*********************************************************** --** THE INDIE STONE ** --*********************************************************** require "TimedActions/ISBaseTimedAction" ---@class ISInsertMagazine : ISBaseTimedAction ISInsertMagazine = ISBaseTimedAction:derive("ISInsertMagazine") function ISInsertMagazine:isValid() if not self.loadFinished then if self.gun:isContainsClip() then return false end if not self.character:getInventory():contains(self.magazine) then return false end end return self.character:getPrimaryHandItem() == self.gun end function ISInsertMagazine:start() self.character:setVariable("WeaponReloadType", self.gun:getWeaponReloadType()) self.character:setVariable("isLoading", true) self:setOverrideHandModels(self.gun, nil) self:setActionAnim(CharacterActionAnims.Reload) self.character:reportEvent("EventReloading"); self:initVars() end function ISInsertMagazine:update() -- FIXME: jobDelta is always zero since maxTime is -1 self.gun:setJobDelta(self:getJobDelta()) self.magazine:setJobDelta(self:getJobDelta()) end function ISInsertMagazine:initVars() ISReloadWeaponAction.setReloadSpeed(self.character, false) end function ISInsertMagazine:loadAmmo() -- we insert a new clip only if we're in the motion of loading self.character:getInventory():Remove(self.magazine) self.gun:setCurrentAmmoCount(self.magazine:getCurrentAmmoCount()) self.gun:setContainsClip(true) self.character:clearVariable("isLoading") -- we rack only if no round is chambered if not self.gun:isRoundChambered() and self.gun:getCurrentAmmoCount() >= self.gun:getAmmoPerShoot() then ISTimedActionQueue.addAfter(self, ISRackFirearm:new(self.character, self.gun)) end self:forceComplete() end function ISInsertMagazine:animEvent(event, parameter) -- Loading clip is done, we're moving to racking if needed if event == 'loadFinished' then self.loadFinished = true local chance = 3 local xp = 1 if self.character:getPerkLevel(Perks.Reloading) < 5 then chance = 1 xp = 4 end if ZombRand(chance) == 0 then self.character:getXp():AddXP(Perks.Reloading, xp) end self:loadAmmo() end if event == 'playReloadSound' then if parameter == 'load' then if self.gun:getInsertAmmoSound() and self.gun:getCurrentAmmoCount() < self.gun:getMaxAmmo() then self.character:playSound(self.gun:getInsertAmmoSound()) end end end end function ISInsertMagazine:stop() self.gun:setJobDelta(0.0) self.magazine:setJobDelta(0.0) self.character:clearVariable("isLoading") self.character:clearVariable("WeaponReloadType") ISBaseTimedAction.stop(self) end function ISInsertMagazine:perform() self.gun:setJobDelta(0.0) self.magazine:setJobDelta(0.0) self.character:clearVariable("isLoading") self.character:clearVariable("WeaponReloadType") -- needed to remove from queue / start next. ISBaseTimedAction.perform(self) end function ISInsertMagazine:new(character, gun, magazine) local o = ISBaseTimedAction.new(self, character) o.stopOnWalk = false o.stopOnRun = true o.stopOnAim = false o.maxTime = -1 o.useProgressBar = false o.gun = gun o.magazine = magazine o.loadFinished = false return o end
local composer = require( "composer" ) local loadsave = require( "loadsave" ) local roleslib = require( "scenes.library.roles" ) local scene = composer.newScene() local uiGroup = display.newGroup() local settings = loadsave.loadTable( "settings.json" ) local ui = { background, frontbox, title, roles = {}, playericon, helper, daytime, dayalert, forward, forwardtext, strat, strattext, roleactionicon } local playerinfo = {} local nightcount = 0 local lastkillerkill local lastdocsave local lastculted local currentvisit local lastdeaths = {} local lastshrunk = {} local lynchedvotes = {} local lastlynched local nightsound = audio.loadSound( "audio/howl.wav" ) local sunrisesound = audio.loadSound( "audio/rooster.wav" ) local townwinsound = audio.loadSound( "audio/townwin.wav" ) local killerwinsound = audio.loadSound( "audio/killerwin.wav" ) local cultwinsound = audio.loadSound( "audio/cultwin.wav" ) local seconds = 0 local minutes = 0 local stoppedtime = false local discussLynch local nightTime local sunriseTime local dayTime local sunsetTime local function changeBackground( daytime ) ui.background:removeSelf() ui.background = display.newImageRect( uiGroup, "images/backgrounds/" .. daytime .. "background.png", display.contentWidth, display.contentHeight ) ui.background.x, ui.background.y = display.contentCenterX, display.contentCenterY ui.background:toBack() end local function playDeathAudio( dead ) local deathsound if settings.playerdeaths[dead] == "audio/deaths/death" .. dead .. ".wav" then deathsound = audio.loadSound( settings.playerdeaths[dead] ) audio.play( deathsound ) else deathsound = audio.loadSound( settings.playerdeaths[dead], system.DocumentsDirectory ) audio.play( deathsound ) end end local function enforceWinCondition( trigger ) local winchannel local winchannel2 stoppedtime = true local function gotoNarrator() ui.background:removeSelf() ui.background = nil ui.strat:removeSelf() ui.strat = nil ui.strattext:removeSelf() ui.strattext = nil ui.forward:removeEventListener( "tap", gotoNarrator ) ui.forward:removeSelf() ui.forward = nil ui.forwardtext:removeSelf() ui.forwardtext = nil transition.cancel( ui.forward ) transition.cancel( ui.forwardtext ) ui.title:removeSelf() ui.title= nil for i=1, settings.setup.players do ui.roles[i]:removeSelf() ui.roles[i] = nil end ui.helper:removeSelf() ui.helper = nil ui.rolehandbook:removeSelf() ui.rolehandbook = nil audio.stop( winchannel ) audio.stop( winchannel2 ) composer.setVariable( "scenario", settings.setup.id ) composer.removeScene( "scenes.narrator" ) composer.gotoScene( "scenes.narrator" ) end local function congratulate( alignment ) local congratulations = "" for i=1, table.getn( playerinfo ) do if playerinfo[i].alignment == alignment then congratulations = congratulations .. playerinfo[i].name .. ", " end end congratulations = congratulations:sub( 1, -3 ) return congratulations end local function endingScenario() changeBackground( "win" ) ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forwardtext.text = "Scenari" ui.forward:addEventListener( "tap", gotoNarrator ) end local function jointKillerCultWins() winchannel = audio.play( killerwinsound ) winchannel2 = timer.performWithDelay( 1000, function() audio.play( cultwinsound ); end ) local congratulations1 = congratulate( 2 ) local congratulations2 = congratulate( 3 ) ui.helper.text = "Il Killer ha portato a termine una strage ed il Culto ha convertito il Villaggio.\n\nIl Killer ha vinto!\nComplimenti a " .. congratulations1 .. ".\n\nIl Culto ha vinto!\nComplimenti a " .. congratulations2 .. "." endingScenario() end local function cultWins() winchannel = audio.play( cultwinsound ) local congratulations = congratulate( 3 ) ui.helper.text = "Il Culto ha convertito il Villaggio. Il Culto ha vinto!\n\nComplimenti a " .. congratulations .. "." endingScenario() end local function killerWins() winchannel = audio.play( killerwinsound ) local congratulations = congratulate( 2 ) ui.helper.text = "Il Killer ha portato a termine una strage. Il Killer ha vinto!\n\nComplimenti a " .. congratulations .. "." endingScenario() end local function townWins() winchannel = audio.play( townwinsound ) local congratulations = congratulate( 0 ) ui.helper.text = "Il Villaggio ha eradicato il Culto ed eliminato il Killer. Il Villaggio ha vinto!\n\nComplimenti a " .. congratulations .. "." endingScenario() end local function alignmentCount() local towncount = 0 local killercount = 0 local cultcount = 0 for i=1, table.getn( playerinfo ) do if playerinfo[i].alive == 1 and playerinfo[i].alignment == 0 then towncount = towncount + 1 elseif playerinfo[i].alive == 1 and playerinfo[i].alignment == 2 then killercount = killercount + 1 elseif playerinfo[i].alive == 1 and playerinfo[i].alignment == 3 then cultcount = cultcount + 1 end end return towncount, killercount, cultcount end local towncount, killercount, cultcount = alignmentCount() if trigger == "lynch" then if killercount+cultcount == 0 then townWins() elseif killercount == 1 and towncount+killercount+cultcount <= 2 then killerWins() elseif cultcount > towncount+killercount then cultWins() else nightTime() end elseif trigger == "kill" then if killercount+cultcount == 0 then townWins() elseif killercount == 1 and towncount+killercount+cultcount <= 2 then killerWins() elseif cultcount > towncount+killercount then cultWins() else seconds = 0 minutes = 0 dayTime() end end end sunsetTime = function() local function endSunsetTime() ui.forward:removeEventListener( "tap", endSunsetTime ) display.remove( ui.roleactionicon ) ui.roleactionicon = nil if lastlynched ~= -1 and playerinfo[lastlynched].role == "Capocultista" then local count = 0 local function suicideCultist() count = count + 1 ui.helper.text = "" display.remove( ui.roleactionicon ) if count > settings.setup.players then ui.forward:removeEventListener( "tap", suicideCultist ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 enforceWinCondition( "lynch" ) elseif playerinfo[count].alive == 0 or playerinfo[count].role ~= "Cultista" then suicideCultist() elseif playerinfo[count].alive == 1 and playerinfo[count].role == "Cultista" then ui.helper.text = playerinfo[count].name .. " beve da un calice avvelenato ed esala il suo ultimo respiro." playDeathAudio( count ) playerinfo[count].alive = 0 ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[count].role .. ".png", display.contentWidth * 0.3, display.contentWidth * 0.3 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 end end ui.helper.text = "Il Capocultista è morto.\n\nIl Culto è stato eradicato. I Cultisti, presi dalla disperazione, si stanno suicidando in massa." ui.forward:addEventListener( "tap", suicideCultist ) else ui.forward.alpha = 0 ui.forwardtext.alpha = 0 enforceWinCondition( "lynch" ) end end local function voteLynch() local lynchvote = {} local lynchvotationicon = {} local function calculateAliveVoters() local alivevoters = 0 local voteindicator = "" for i=1, settings.setup.players do if playerinfo[i].alive == 1 and lynchedvotes[i] == 0 then alivevoters = alivevoters + 1 end end return alivevoters end local function calculateVoteIndicator() local alivevoters = calculateAliveVoters() if alivevoters == 1 then voteindicator = "ANCORA " .. alivevoters .. " VOTO" else voteindicator = "ANCORA " .. alivevoters .. " VOTI" end return voteindicator end local function chooseVote( event ) local lynchedname = {} local lynchaddvote = {} local lyncher = event.target.id local function addVote( event ) for i=1, table.getn( lynchedname ) do lynchedname[i]:removeSelf() lynchedname[i] = nil end for i=1, table.getn( lynchaddvote ) do lynchaddvote[i]:removeSelf() lynchaddvote[i] = nil end local voted = event.target.id lynchedvotes[lyncher] = voted if calculateAliveVoters() > 0 then voteLynch() else local majority = {} for i=1, table.getn( lynchedvotes ) do majority[i] = 0 end local mostvotes = 0 local mostvoted = 0 for i=1, table.getn( lynchedvotes ) - 1 do if lynchedvotes[i] ~= 0 then majority[ lynchedvotes[i] ] = majority[ lynchedvotes[i] ] + 1 if mostvotes < majority[ lynchedvotes[i] ] then mostvotes = majority[ lynchedvotes[i] ] mostvoted = lynchedvotes[i] end end end local absolutemajority = true for i=1, table.getn( majority ) do if mostvotes <= majority[i] and i ~= mostvoted then absolutemajority = false end end if absolutemajority == true and mostvoted ~= settings.setup.players+1 then ui.helper.text = "Oggi il Villaggio ha decretato il Linciaggio di " .. playerinfo[mostvoted].name .. ".\n\nChe fine orrenda.\n\nAveva il Ruolo di " .. playerinfo[mostvoted].role .. "." playDeathAudio( mostvoted ) lastlynched = mostvoted playerinfo[mostvoted].alive = 0 ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[mostvoted].role .. ".png", display.contentWidth * 0.3, display.contentWidth * 0.3 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 else lastlynched = -1 if mostvoted == settings.setup.players+1 then ui.helper.text = "Oggi il Villaggio ha optato per evitare il Linciaggio." else ui.helper.text = "Oggi il Villaggio non ha trovato un accordo e nessun Linciaggio è avvenuto." end end ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forwardtext.text = "Avanti" ui.forward:addEventListener( "tap", endSunsetTime ) end end for i=1, table.getn( lynchvote ) do lynchvote[i]:removeSelf() lynchvote[i] = nil end for i=1, table.getn( lynchvotationicon ) do lynchvotationicon[i]:removeSelf() lynchvotationicon[i] = nil end ui.helper.text = "VOTO DI " .. string.upper( playerinfo[lyncher].name .. ":" ) ui.rolehandbook.text = "" local j = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 then lynchedname[j] = display.newText( uiGroup, "Lincia " .. settings.playernames[i], display.contentWidth * 0.07, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.086, "GosmickSans.ttf", 18 ) lynchedname[j].anchorX = 0 lynchaddvote[j] = display.newImageRect( uiGroup, "images/interface/hang.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) lynchaddvote[j].x, lynchaddvote[j].y = display.contentWidth * 0.85, lynchedname[j].y lynchaddvote[j].id = i lynchaddvote[j]:addEventListener( "tap", addVote ) j = j + 1 end end lynchedname[j] = display.newText( uiGroup, "**NON LINCIARE", display.contentWidth * 0.07, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.086, "GosmickSans.ttf", 18 ) lynchedname[j].anchorX = 0 lynchaddvote[j] = display.newImageRect( uiGroup, "images/interface/peace.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) lynchaddvote[j].x, lynchaddvote[j].y = display.contentWidth * 0.85, lynchedname[j].y lynchaddvote[j].id = settings.setup.players + 1 lynchaddvote[j]:addEventListener( "tap", addVote ) end ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.forward.alpha = 0 ui.forwardtext.alpha = 0 ui.forward:removeEventListener( "tap", voteLynch ) local voteindicator = calculateVoteIndicator() ui.helper.text = voteindicator.. " AL LINCIAGGIO.." ui.rolehandbook.text = "" local j = 1 local votedicon for i=1, settings.setup.players do if playerinfo[i].alive == 1 then if lynchedvotes[i] == 0 then lynchvote[j] = display.newText( uiGroup, settings.playernames[i] .. " non ha ancora votato", display.contentWidth * 0.07, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.086, "GosmickSans.ttf", 12 ) votedicon = "vote" elseif lynchedvotes[i] == settings.setup.players+1 then lynchvote[j] = display.newText( uiGroup, settings.playernames[i] .. " vota **Non Linciare", display.contentWidth * 0.07, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.086, "GosmickSans.ttf", 12 ) votedicon = "voted" else lynchvote[j] = display.newText( uiGroup, settings.playernames[i] .. " vota " .. settings.playernames[ lynchedvotes[i] ], display.contentWidth * 0.07, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.086, "GosmickSans.ttf", 12 ) votedicon = "voted" end lynchvote[j].anchorX = 0 lynchvotationicon[j] = display.newImageRect( uiGroup, "images/interface/" .. votedicon .. ".png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) lynchvotationicon[j].x, lynchvotationicon[j].y = display.contentWidth * 0.85, lynchvote[j].y lynchvotationicon[j].id = i lynchvotationicon[j]:addEventListener( "tap", chooseVote ) j = j + 1 end end end local function clearBeforeVoteLynch() ui.daytime:removeSelf() ui.daytime = nil ui.dayalert.text = "" voteLynch() end changeBackground( "sunset" ) ui.dayalert.text = "GIUNGE IL TRAMONTO.." ui.dayalert.alpha = 1 ui.helper.text = "\n\nDurante il Tramonto, i Giocatori vivi votano nel Linciaggio. Al termine della votazione, il più votato muore. In caso di pareggio, nessuno muore. Si può votare di evitare il Linciaggio." ui.helper.alpha = 1 ui.daytime = display.newImageRect( uiGroup, "images/interface/sunset.png", display.contentWidth * 0.35, display.contentWidth * 0.35 ) ui.daytime.x, ui.daytime.y = display.contentWidth * 0.75, display.contentHeight * 0.84 ui.daytime:addEventListener( "tap", clearBeforeVoteLynch ) end dayTime = function() local function updateTime() seconds = seconds + 1 if seconds > 59 then seconds = 0 minutes = minutes + 1 end if stoppedtime == false then ui.helper.text = "Durata della Discussione: " .. minutes .. "m " .. seconds .. "s" end end local discussionTimer = timer.performWithDelay( 1000, updateTime, 0 ) stoppedtime = true local function endDayTime() ui.strat.alpha = 0 ui.strattext.alpha = 0 sunsetTime() end local showDayStrat discussLynch = function() local discussalivenames = {} local discussdeadnames = {} local discussdeaths = {} local discussroles = {} stoppedtime = false ui.dayalert.text = "" local function clearDiscussLynch() for i=1, table.getn( discussalivenames ) do discussalivenames[i]:removeSelf() discussalivenames[i] = nil end for i=1, table.getn( discussdeadnames ) do discussdeadnames[i]:removeSelf() discussdeadnames[i] = nil end for i=1, table.getn( discussdeaths ) do discussdeaths[i]:removeSelf() discussdeaths[i] = nil end for i=1, table.getn( discussroles ) do discussroles[i]:removeSelf() discussroles[i] = nil end end local clearShowDayStrat local function clearVoteLynch() timer.cancel( discussionTimer ) clearDiscussLynch() ui.forward:removeEventListener( "tap", clearVoteLynch ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 ui.strat:removeEventListener( "tap", clearShowDayStrat ) endDayTime() end clearShowDayStrat = function() clearDiscussLynch() ui.forward:removeEventListener( "tap", clearVoteLynch ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 ui.strat:removeEventListener( "tap", clearShowDayStrat ) showDayStrat() end display.remove( ui.daytime ) ui.daytime = nil local alive local role local j = 1 local w = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 then discussalivenames[w] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.24, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.06, "GosmickSans.ttf", 17 ) discussalivenames[w].anchorX = 0 if playerinfo[i].revealed == 1 then discussroles[j] = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[i].role .. ".png", display.contentWidth * 0.075, display.contentWidth * 0.075 ) else discussroles[j] = display.newImageRect( uiGroup, "images/interface/unknown.png", display.contentWidth * 0.075, display.contentWidth * 0.075 ) end discussroles[j].x, discussroles[j].y = display.contentWidth * 0.13, discussalivenames[w].y j = j + 1 w = w + 1 end end w = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 0 then discussdeadnames[w] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.24, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.06, "GosmickSans.ttf", 17 ) discussdeadnames[w].anchorX = 0 discussdeadnames[w]:setFillColor( 250/255, 30/255, 30/255, 1 ) discussdeaths[w] = display.newImageRect( uiGroup, "images/interface/dead.png", display.contentWidth * 0.075, display.contentWidth * 0.075 ) discussdeaths[w].x, discussdeaths[w].y = display.contentWidth * 0.1, discussdeadnames[w].y discussroles[j] = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[i].role .. ".png", display.contentWidth * 0.075, display.contentWidth * 0.075 ) discussroles[j].x, discussroles[j].y = display.contentWidth * 0.16, discussdeadnames[w].y j = j + 1 w = w + 1 end end ui.helper.text = "Durata della Discussione: " .. minutes .. "m " .. seconds .. "s" for i=1, settings.setup.players + 1 do lynchedvotes[i] = 0 end ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forwardtext.text = "Linciaggio" ui.forward:addEventListener( "tap", clearVoteLynch ) ui.strat.alpha = 1 ui.strattext.alpha = 1 ui.strat:addEventListener( "tap", clearShowDayStrat ) end changeBackground( "day" ) ui.dayalert.text = "SOPRAVANZA IL GIORNO.." ui.dayalert.alpha = 1 ui.helper.text = "\n\nDurante il Giorno, i Giocatori vivi possono discutere tra di loro su Ruoli, avvenimenti, accuse, comportamenti e quant'altro. Lo scopo della Discussione è decidere SE linciare al Tramonto, e CHI." ui.helper.alpha = 1 ui.daytime = display.newImageRect( uiGroup, "images/interface/sun.png", display.contentWidth * 0.35, display.contentWidth * 0.35 ) ui.daytime.x, ui.daytime.y = display.contentWidth * 0.75, display.contentHeight * 0.84 ui.daytime:addEventListener( "tap", discussLynch ) showDayStrat = function() local function backDiscussLynch() ui.strattext.text = "Strategia" ui.strat:removeEventListener( "tap", backDiscussLynch ) ui.rolehandbook.text = "" stoppedtime = false discussLynch() end stoppedtime = true ui.helper.text = "STRATEGIA GENERALE (GIORNO)" ui.rolehandbook.text = roleslib.getDayStrat( settings.setup.title, nightcount ) ui.rolehandbook.alpha = 1 ui.strattext.text = "Indietro" ui.strat:addEventListener( "tap", backDiscussLynch ) end end sunriseTime = function() local function endSunriseTime() ui.forward:removeEventListener( "tap", endSunriseTime ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 display.remove( ui.roleactionicon ) ui.roleactionicon = nil enforceWinCondition( "kill" ) end local function checkDeaths() local function announceDeaths() display.remove( ui.roleactionicon ) ui.forward:removeEventListener( "tap", announceDeaths ) if table.getn( lastdeaths ) > 0 then local dead = table.remove( lastdeaths ) playDeathAudio( dead ) playerinfo[dead].alive = 0 ui.helper.text = "Il cadavere di " .. playerinfo[dead].name .. " è stato rinvenuto. Era stato abbandonato in un cassonetto dell'immondizia.\n\nAveva il Ruolo di " .. playerinfo[dead].role .. "." ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[dead].role .. ".png", display.contentWidth * 0.3, display.contentWidth * 0.3 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", announceDeaths ) if playerinfo[dead].role == "Capocultista" then local count = 0 local function suicideCultist() count = count + 1 ui.helper.text = "" display.remove( ui.roleactionicon ) if count > settings.setup.players then ui.forward:removeEventListener( "tap", suicideCultist ) announceDeaths() elseif playerinfo[count].alive == 1 and playerinfo[count].role == "Cultista" then ui.helper.text = playerinfo[count].name .. " beve da un calice avvelenato ed esala il suo ultimo respiro." playDeathAudio( count ) playerinfo[count].alive = 0 ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/" .. playerinfo[count].role .. ".png", display.contentWidth * 0.3, display.contentWidth * 0.3 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 else suicideCultist() end end ui.helper.text = "Il Capocultista è morto.\n\nIl Culto è stato eradicato. I Cultisti, presi dalla disperazione, si stanno suicidando in massa." ui.forward:removeEventListener( "tap", announceDeaths ) ui.forward:addEventListener( "tap", suicideCultist ) end elseif table.getn( lastdeaths ) == 0 then ui.forward:removeEventListener( "tap", announceDeaths ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 endSunriseTime() end end ui.dayalert.text = "" ui.daytime:removeEventListener( "tap", checkDeaths ) ui.daytime:removeSelf() ui.daytime = nil if table.getn( lastdeaths ) > 0 then announceDeaths() else ui.helper.text = "Nessun Giocatore è morto stanotte." ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", endSunriseTime ) end end audio.play( sunrisesound ) changeBackground( "sunrise" ) ui.dayalert.text = "SORGE L'ALBA.." ui.dayalert.alpha = 1 ui.helper.text = "\n\nDurante l'Alba, i Giocatori riaprono gli occhi e vengono rivelate le vittime della Notte appena passata." ui.helper.alpha = 1 ui.daytime = display.newImageRect( uiGroup, "images/interface/sunrise.png", display.contentWidth * 0.35, display.contentWidth * 0.35 ) ui.daytime.x, ui.daytime.y = display.contentWidth * 0.75, display.contentHeight * 0.84 ui.daytime:addEventListener( "tap", checkDeaths ) end nightTime = function() local function endNightTime() ui.forward:removeEventListener( "tap", endNightTime ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 sunriseTime() end local function cultistConversionCheck() local count = 0 local function cultistConversion() count = count + 1 ui.helper.text = "" ui.rolehandbook.text = "" if count > settings.setup.players then ui.forward:removeEventListener( "tap", cultistConversion ) endNightTime() elseif playerinfo[count].alive == 0 then cultistConversion() elseif playerinfo[count].alive == 1 then if playerinfo[count].role == "Cultista" then ui.helper.text = playerinfo[count].name .. " apre gli occhi." ui.rolehandbook.text = "\nIl Giocatore loda il Culto, oppure lo condanna.\n\n[Segno positivo, è un Cultista]\n\nPoi chiude gli occhi." elseif playerinfo[count].role == "Capocultista" then ui.helper.text = playerinfo[count].name .. " apre gli occhi." ui.rolehandbook.text = "\nIl Giocatore loda il Culto, oppure lo condanna.\n\n[Segno positivo, è il Capocultista]\n\nPoi chiude gli occhi." elseif count <= settings.setup.players then ui.helper.text = playerinfo[count].name .. " apre gli occhi." ui.rolehandbook.text = "\nIl Giocatore loda il Culto, oppure lo condanna.\n\n[Segno negativo, si oppone al Culto]\n\nPoi chiude gli occhi." end end end local cultleadercount = 0 for i=1, settings.setup.players do if playerinfo[i].role == "Capocultista" and playerinfo[i].alive == 1 then cultleadercount = cultleadercount + 1 end end if cultleadercount > 0 then ui.helper.text = "Tenete ancora chiusi gli occhi." ui.rolehandbook.text = "A turno, farò aprire gli occhi a ciascun Giocatore. Gli appartenenti al Culto riceveranno un segno positivo, tutti gli altri invece un segno negativo." ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", cultistConversion ) else endNightTime() end end local function evaluateNightVisits() ui.forward:removeEventListener( "tap", evaluateNightVisits ) lastdeaths = {} for i=1, table.getn( lastshrunk ) do if playerinfo[ lastshrunk[i] ].role == "Killer" then --killerredeemed playerinfo[ lastshrunk[i] ].role = "Paesano" playerinfo[ lastshrunk[i] ].alignment = 0 end if lastshrunk[i] == lastculted then lastculted = -1 --conversionaverted end end if lastculted ~= -1 then --convertedtocult playerinfo[lastculted].role = "Cultista" playerinfo[lastculted].alignment = 3 end if lastkillerkill ~= -1 then --killeraliveandactive if lastdocsave == -1 or lastdocsave ~= lastkillerkill then --nokillersave or wrongkillersave table.insert( lastdeaths, lastkillerkill ) --killerkill happens end end cultistConversionCheck() end local showNightStrat local visitSomeone local function activateNightStrat( role ) ui.strat.alpha = 1 ui.strattext.alpha = 1 ui.strattext.text = "Strategia" ui.strat.role = role ui.strat:addEventListener( "tap", showNightStrat ) end local function visitVillager() local function villagerLoafs() local function clearVillager( event ) ui.forward:removeEventListener( "tap", clearVillager ) ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Paesano, non ha visitato nessuno]\n\nIl Giocatore chiude gli occhi." ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearVillagerReminder() ui.forward:removeEventListener( "tap", clearVillagerReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearVillagerReminder ) end ui.roleactionicon:removeSelf() ui.roleactionicon = nil ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "[Il Paesano non esegue alcuna Visita Notturna quindi non dovrà indicare nessuno]" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", clearVillager ) end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Paesano" ) activateNightStrat( "Paesano" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Paesano.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", villagerLoafs ) end local function visitCultist() local function cultistPraise() local function clearCultist( event ) ui.forward:removeEventListener( "tap", clearCultist ) ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Cultista, ha lodato il Culto senza aver visitato nessuno]\n\nIl Giocatore chiude gli occhi." ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearCultistReminder() ui.forward:removeEventListener( "tap", clearCultistReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearCultistReminder ) end ui.roleactionicon:removeSelf() ui.roleactionicon = nil ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "[Il Cultista non esegue alcuna Visita Notturna quindi non dovrà indicare nessuno]" ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", clearCultist ) end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Cultista" ) activateNightStrat( "Cultista" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Cultista.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", cultistPraise ) end local function visitCultleader() local function leaderCulted() local cultedicons = {} local cultednames = {} local function clearCulted( event ) for i=1, table.getn( cultedicons ) do cultedicons[i]:removeSelf() cultedicons[i] = nil end for i=1, table.getn( cultednames ) do cultednames[i]:removeSelf() cultednames[i] = nil end ui.forward.alpha = 0 ui.forwardtext.alpha = 0 ui.forward:removeEventListener( "tap", clearCulted ) lastculted = event.target.id if lastculted ~= -1 then --save ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Capocultista, ha visitato " .. playerinfo[lastculted].name .. "]\n\nIl Giocatore chiude gli occhi." else --nosave ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Capocultista, non ha visitato Nessuno]\n\nIl Giocatore chiude gli occhi." end ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearCultedReminder() ui.forward:removeEventListener( "tap", clearCultedReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearCultedReminder ) end ui.roleactionicon:removeSelf() ui.roleactionicon = nil ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "POSSIBILI CONVERSIONI:" ui.rolehandbook.text = "" local j = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 and playerinfo[i].role ~= "Capocultista" then cultedicons[j] = display.newImageRect( uiGroup, "images/interface/culted.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) cultedicons[j].x, cultedicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 cultedicons[j].id = i cultedicons[j]:addEventListener( "tap", clearCulted ) cultednames[j] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.1, cultedicons[j].y, "GosmickSans.ttf", 18 ) cultednames[j].anchorX = 0 j = j + 1 end end cultedicons[j] = display.newImageRect( uiGroup, "images/interface/culted.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) cultedicons[j].x, cultedicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 cultedicons[j]:addEventListener( "tap", clearCulted ) cultedicons[j].id = -1 cultednames[j] = display.newText( uiGroup, "**Nessuno", display.contentWidth * 0.1, cultedicons[j].y, "GosmickSans.ttf", 18 ) cultednames[j].anchorX = 0 end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Capocultista" ) activateNightStrat( "Capocultista" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Capocultista.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", leaderCulted ) end local function visitDoctor() local function docSave() ui.roleactionicon:removeSelf() ui.roleactionicon = nil local saveicons = {} local savenames = {} local function clearSave( event ) for i=1, table.getn( saveicons ) do saveicons[i]:removeSelf() saveicons[i] = nil end for i=1, table.getn( savenames ) do savenames[i]:removeSelf() savenames[i] = nil end lastdocsave = event.target.id if lastdocsave ~= -1 then --save ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Dottore, ha visitato " .. playerinfo[event.target.id].name .. "]\n\nIl Giocatore chiude gli occhi." else --nosave ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Dottore, non ha visitato Nessuno]\n\nIl Giocatore chiude gli occhi." end ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearSaveReminder() ui.forward:removeEventListener( "tap", clearSaveReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearSaveReminder ) end ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "POSSIBILI SALVATAGGI:" ui.rolehandbook.text = "" local j = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 and playerinfo[i].role ~= "Dottore" then saveicons[j] = display.newImageRect( uiGroup, "images/interface/save.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) saveicons[j].x, saveicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 saveicons[j].id = i saveicons[j]:addEventListener( "tap", clearSave ) savenames[j] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.1, saveicons[j].y, "GosmickSans.ttf", 18 ) savenames[j].anchorX = 0 j = j + 1 end end saveicons[j] = display.newImageRect( uiGroup, "images/interface/save.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) saveicons[j].x, saveicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 saveicons[j]:addEventListener( "tap", clearSave ) saveicons[j].id = -1 savenames[j] = display.newText( uiGroup, "**Nessuno", display.contentWidth * 0.1, saveicons[j].y, "GosmickSans.ttf", 18 ) savenames[j].anchorX = 0 end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Dottore" ) activateNightStrat( "Dottore" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Dottore.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", docSave ) end local function visitKiller() local function killerKill() ui.roleactionicon:removeSelf() ui.roleactionicon = nil local killicons = {} local killnames = {} local function clearKill( event ) for i=1, table.getn( killicons ) do killicons[i]:removeSelf() killicons[i] = nil end for i=1, table.getn( killnames ) do killnames[i]:removeSelf() killnames[i] = nil end lastkillerkill = event.target.id ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Killer, ha visitato " .. playerinfo[lastkillerkill].name .. "]\n\nIl Giocatore chiude gli occhi." ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearKillReminder() ui.forward:removeEventListener( "tap", clearKillReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearKillReminder ) end ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "POSSIBILI VITTIME:" ui.rolehandbook.text = "" local j = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 and playerinfo[i].alignment ~= 2 then killicons[j] = display.newImageRect( uiGroup, "images/interface/stab.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) killicons[j].x, killicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 killicons[j].id = i killicons[j]:addEventListener( "tap", clearKill ) killnames[j] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.1, killicons[j].y, "GosmickSans.ttf", 18 ) killnames[j].anchorX = 0 j = j + 1 end end end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Killer" ) activateNightStrat( "Killer" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Killer.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", killerKill ) end local function visitShrink() local function shrinkShrunk() local shrunkicons = {} local shrunknames = {} local function clearShrunk( event ) for i=1, table.getn( shrunkicons ) do shrunkicons[i]:removeSelf() shrunkicons[i] = nil end for i=1, table.getn( shrunknames ) do shrunknames[i]:removeSelf() shrunknames[i] = nil end ui.forward:removeEventListener( "tap", clearShrunk ) local shrunktarget = event.target.id if shrunktarget ~= -1 then --shrunk table.insert( lastshrunk, shrunktarget ) ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Strizzacervelli, ha visitato " .. playerinfo[shrunktarget].name .. "]\n\nIl Giocatore chiude gli occhi." else --noshrunk ui.helper.text = playerinfo[currentvisit].name .. " ha eseguito la sua Visita Notturna.\n\n[Come Strizzacervelli, non ha visitato Nessuno]\n\nIl Giocatore chiude gli occhi." end ui.rolehandbook.text = "" ui.forward.alpha = 1 ui.forwardtext.alpha = 1 local function clearShrunkReminder() ui.forward:removeEventListener( "tap", clearShrunkReminder ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 visitSomeone() end ui.forward:addEventListener( "tap", clearShrunkReminder ) end ui.roleactionicon:removeSelf() ui.roleactionicon = nil ui.strat:removeEventListener( "tap", showNightStrat ) ui.strat.alpha = 0 ui.strattext.alpha = 0 ui.helper.text = "POSSIBILI PSICANALISI:" ui.rolehandbook.text = "" local j = 1 for i=1, settings.setup.players do if playerinfo[i].alive == 1 then shrunkicons[j] = display.newImageRect( uiGroup, "images/interface/shrunk.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) shrunkicons[j].x, shrunkicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 shrunkicons[j].id = i shrunkicons[j]:addEventListener( "tap", clearShrunk ) shrunknames[j] = display.newText( uiGroup, settings.playernames[i], display.contentWidth * 0.1, shrunkicons[j].y, "GosmickSans.ttf", 18 ) shrunknames[j].anchorX = 0 j = j + 1 end end shrunkicons[j] = display.newImageRect( uiGroup, "images/interface/shrunk.png", display.contentWidth * 0.1, display.contentWidth * 0.1 ) shrunkicons[j].x, shrunkicons[j].y = display.contentWidth * 0.74, display.contentHeight * 0.36 + (j-1) * display.contentHeight * 0.09 shrunkicons[j]:addEventListener( "tap", clearShrunk ) shrunkicons[j].id = -1 shrunknames[j] = display.newText( uiGroup, "**Nessuno", display.contentWidth * 0.1, shrunkicons[j].y, "GosmickSans.ttf", 18 ) shrunknames[j].anchorX = 0 end ui.helper.text = playerinfo[currentvisit].name .. " apre gli occhi." ui.rolehandbook.text = roleslib.getVisit( settings.setup.title, "Strizzacervelli" ) activateNightStrat( "Strizzacervelli" ) ui.roleactionicon = display.newImageRect( uiGroup, "images/roles/Strizzacervelli.png", display.contentWidth * 0.4, display.contentWidth * 0.4 ) ui.roleactionicon.x, ui.roleactionicon.y = display.contentWidth * 0.5, display.contentHeight * 0.68 ui.roleactionicon:addEventListener( "tap", shrinkShrunk ) end visitSomeone = function() currentvisit = currentvisit + 1 if currentvisit <= settings.setup.players then if playerinfo[currentvisit].alive == 1 then if playerinfo[currentvisit].role == "Strizzacervelli" then visitShrink() elseif playerinfo[currentvisit].role == "Killer" then visitKiller() elseif playerinfo[currentvisit].role == "Capocultista" then visitCultleader() elseif playerinfo[currentvisit].role == "Dottore" then visitDoctor() elseif playerinfo[currentvisit].role == "Cultista" then visitCultist() elseif playerinfo[currentvisit].role == "Paesano" then visitVillager() end else visitSomeone() end else evaluateNightVisits() end end showNightStrat = function() local function backVisitShrink() ui.strat:removeEventListener( "tap", backVisitShrink ) visitShrink() end local function backVisitKiller() ui.strat:removeEventListener( "tap", backVisitKiller ) visitKiller() end local function backVisitCultleader() ui.strat:removeEventListener( "tap", backVisitCultleader ) visitCultleader() end local function backVisitDoctor() ui.strat:removeEventListener( "tap", backVisitDoctor ) visitDoctor() end local function backVisitCultist() ui.strat:removeEventListener( "tap", backVisitCultist ) visitCultist() end local function backVisitVillager() ui.strat:removeEventListener( "tap", backVisitVillager ) visitVillager() end ui.roleactionicon:removeSelf() ui.roleactionicon = nil ui.helper.text = "STRATEGIA GENERALE (NOTTE)" ui.rolehandbook.text = roleslib.getNightStrat( settings.setup.title, "Lode al Culto", nightcount-1 ) ui.strat:removeEventListener( "tap", showNightStrat ) ui.strattext.text = "Indietro" if ui.strat.role == "Strizzacervelli" then ui.strat:addEventListener( "tap", backVisitShrink ) elseif ui.strat.role == "Killer" then ui.strat:addEventListener( "tap", backVisitKiller ) elseif ui.strat.role == "Capocultista" then ui.strat:addEventListener( "tap", backVisitCultleader ) elseif ui.strat.role == "Dottore" then ui.strat:addEventListener( "tap", backVisitDoctor ) elseif ui.strat.role == "Cultista" then ui.strat:addEventListener( "tap", backVisitCultist ) elseif ui.strat.role == "Cultista" then ui.strat:addEventListener( "tap", backVisitCultist ) elseif ui.strat.role == "Paesano" then ui.strat:addEventListener( "tap", backVisitVillager ) end end local function visitHandler() ui.dayalert.text = "" ui.daytime:removeSelf() ui.daytime = nil currentvisit = 0 lastshrunk = {} lastkillerkill = -1 lastdocsave = -1 lastculted = -1 visitSomeone() end audio.play( nightsound ) changeBackground( "night" ) nightcount = nightcount + 1 ui.dayalert.text = "CALA LA NOTTE.." ui.dayalert.alpha = 1 ui.helper.text = "\n\nDurante la Notte, tutti i Giocatori tengono gli occhi chiusi. A turno, chiamerò i Giocatori e li guiderò. Se il loro Ruolo non prevede Visite Notturne, non dovranno fare nulla." ui.helper.alpha = 1 ui.daytime = display.newImageRect( uiGroup, "images/interface/moon.png", display.contentWidth * 0.35, display.contentWidth * 0.35 ) ui.daytime.x, ui.daytime.y = display.contentWidth * 0.75, display.contentHeight * 0.84 ui.daytime:addEventListener( "tap", visitHandler ) end local function narratorHints() local function stepForward() ui.forward:removeEventListener( "tap", stepForward ) ui.forward.alpha = 0 ui.forwardtext.alpha = 0 nightTime() end ui.forward.alpha = 1 ui.forwardtext.alpha = 1 ui.forward:addEventListener( "tap", stepForward ) ui.helper.text = settings.playernames[10] .. ", finalmente siamo tornati a noi due.\n\nConto su di te per moderare le Discussioni ed esporre le Strategie, così da condurre correttamente lo Scenario.\n\n[E ricordati di non leggere ad alta voce le frasi tra parentesi quadrate!]" ui.helper.alpha = 1 end local function computePlayerinfo() for i=1, settings.setup.players do table.insert( playerinfo, { id = i, name = settings.playernames[i], role = settings.playerroles[i], alignment = -1, alive = 1, --alive } ) if settings.playerroles[i] == "Dottore" then playerinfo[i].alignment = 0 elseif settings.playerroles[i] == "Strizzacervelli" then playerinfo[i].alignment = 0 elseif settings.playerroles[i] == "Capocultista" then playerinfo[i].alignment = 3 elseif settings.playerroles[i] == "Killer" then playerinfo[i].alignment = 2 end print( "Giocatore " .. i .. ": " .. settings.playerroles[i] ) end end -- create() function scene:create( event ) -- background ui.background = display.newImageRect( uiGroup, "images/backgrounds/neutralbackground.png", display.contentWidth, display.contentHeight ) ui.background.x, ui.background.y = display.contentCenterX, display.contentCenterY -- frontbox ui.frontbox = display.newRect( uiGroup, display.contentWidth * 0.5, display.contentHeight * 0.11, display.contentWidth * 0.94, display.contentHeight * 0.18 ) ui.frontbox:setFillColor( 20/255, 50/255, 10/255, 1 ) ui.frontbox.strokeWidth = 2 ui.frontbox:setStrokeColor( 1, 1, 1, 1 ) -- title ui.title = display.newText( uiGroup, settings.setup.title, display.contentWidth * 0.06, display.contentHeight * 0.06, "GosmickSans.ttf", 28 ) ui.title:setFillColor( 1, 1, 1, 1 ) ui.title.anchorX = 0 -- role icons for i=settings.setup.players, 1, -1 do ui.roles[i] = display.newImageRect( uiGroup, "images/roles/" .. settings.setup.roles[i] .. ".png", display.contentWidth * 0.12, display.contentWidth * 0.12 ) ui.roles[i].x, ui.roles[i].y = display.contentWidth * 0.06 + (i-1)*25, display.contentWidth * 0.21 ui.roles[i].anchorX = 0 end -- player number icon ui.playericon = display.newImageRect( uiGroup, "images/numbers/" .. settings.setup.players .. ".png", display.contentWidth * 0.13, display.contentWidth * 0.13 ) ui.playericon.x, ui.playericon.y = display.contentWidth * 0.88, display.contentWidth * 0.21 -- description local helper = "" local options = { text = helper, x = display.contentCenterX, y = display.contentHeight * 0.54, width = display.contentWidth * 0.9, height = display.contentHeight * 0.6, font = "GosmickSans.ttf", fontSize = 20, align = "left" } ui.helper = display.newText( options ) ui.helper:setFillColor( 1, 1, 1, 1 ) ui.helper.alpha = 0 -- rolehandbook options = { text = "", x = display.contentCenterX, y = display.contentHeight * 0.61, width = display.contentWidth * 0.9, height = display.contentHeight * 0.6, font = "GosmickSans.ttf", fontSize = 16, align = "left" } ui.rolehandbook = display.newText( options ) ui.rolehandbook:setFillColor( 1, 1, 1, 1 ) -- forwardtext ui.forward = display.newRect( uiGroup, display.contentWidth * 0.72, display.contentHeight * 0.9, display.contentWidth * 0.45, display.contentHeight * 0.12 ) ui.forward:setFillColor( 0, 0, 0, 1 ) ui.forward.strokeWidth = 2 ui.forward:setStrokeColor( 1, 1, 1, 1 ) ui.forward.alpha = 0 ui.forwardtext = display.newText( uiGroup, "Avanti", ui.forward.x, ui.forward.y, "GosmickSans.ttf", 28 ) ui.forwardtext:setFillColor( 1, 1, 1, 1 ) ui.forwardtext.alpha = 0 -- strat ui.strat = display.newRect( uiGroup, display.contentWidth * 0.24, display.contentHeight * 0.9, display.contentWidth * 0.36, display.contentHeight * 0.08 ) ui.strat:setFillColor( 0, 0, 0, 1 ) ui.strat.strokeWidth = 2 ui.strat:setStrokeColor( 1, 1, 1, 1 ) ui.strat.alpha = 0 ui.strattext = display.newText( uiGroup, "Strategia", ui.strat.x, ui.strat.y, "GosmickSans.ttf", 18 ) ui.strattext:setFillColor( 1, 1, 1, 1 ) ui.strattext.alpha = 0 -- dayalert ui.dayalert = display.newText( uiGroup, "", display.contentWidth * 0.055, display.contentHeight * 0.28, "GosmickSans.ttf", 25 ) ui.dayalert:setFillColor( 1, 1, 1, 1 ) ui.dayalert.anchorX = 0 ui.dayalert.alpha = 0 -- compute players info computePlayerinfo() -- narrator hints narratorHints() end -- scene event listener scene:addEventListener( "create", scene ) return scene
-- create node Arctangent2 require "moon.sg" local node = moon.sg.new_node("sg_arctangent2") if node then node:set_pos(moon.mouse.get_position()) end
local builder = ll.class(ll.ContainerNodeBuilder) function builder.newDescriptor() ll.logd('ImagePyramid', 'newDescriptor') local desc = ll.ContainerNodeDescriptor.new() desc.builderName = 'ImagePyramid' desc:addPort(ll.PortDescriptor.new(0, 'in_RGBA', ll.PortDirection.In, ll.PortType.ImageView)) desc:addPort(ll.PortDescriptor.new(1, 'out_RGBA', ll.PortDirection.Out, ll.PortType.ImageView)) -- parameter with default value desc:setParameter('levels', 5) return desc end function builder.onNodeInit(node) levels = node.descriptor:getParameter('levels') ll.logd('ImagePyramid', 'onNodeInit: levels:', levels) -- in_RGBA should have been bound before calling init() in_RGBA = node:getPort('in_RGBA') node:bind(string.format('out_RGBA_downY_0', i), in_RGBA) for i = 1, levels -1 do ll.logd('ImagePyramid', 'onNodeInit: level:', i) downX = ll.createComputeNode('ImageDownsampleX') downY = ll.createComputeNode('ImageDownsampleY') downX:bind('in_RGBA', in_RGBA) downX:init() downY:bind('in_RGBA', downX:getPort('out_RGBA')) downY:init() in_RGBA = downY:getPort('out_RGBA') -- bind the output if i == levels -1 then node:bind('out_RGBA', downY:getPort('out_RGBA')) end node:bindNode(string.format('downX_%d', i), downX) node:bindNode(string.format('downY_%d', i), downY) node:bind(string.format('out_RGBA_downX_%d', i), downX:getPort('out_RGBA')) node:bind(string.format('out_RGBA_downY_%d', i), downY:getPort('out_RGBA')) end end function builder.onNodeRecord(node, cmdBuffer) levels = node.descriptor:getParameter('levels') for i = 1, levels -1 do ll.logd('ImagePyramid', 'onNodeRecord: level:', i) downX = node:getNode(string.format('downX_%d', i)) downY = node:getNode(string.format('downY_%d', i)) downX:record(cmdBuffer) cmdBuffer:memoryBarrier() downY:record(cmdBuffer) cmdBuffer:memoryBarrier() end end ll.registerNodeBuilder('ImagePyramid', builder)
local luaunit = require("luaunit") require("imports_abs_abs") TestImportsAbsAbs = {} function TestImportsAbsAbs:test_imports_abs_abs() local r = ImportsAbsAbs:from_file("src/fixed_struct.bin") luaunit.assertEquals(r.one, 0x50) luaunit.assertEquals(r.two.one, 0x41) luaunit.assertEquals(r.two.two.one, 0x43) end
BigWigs:AddColors("Vizier Jin'bak", { [-5960] = "blue", [-5959] = "red", [-5958] = "yellow", }) BigWigs:AddColors("Commander Vo'jak", { [-6287] = {"blue","red"}, [120778] = "blue", [120789] = {"blue","yellow"}, }) BigWigs:AddColors("General Pa'valak", { [-5946] = "yellow", [119875] = "red", [124283] = "orange", }) BigWigs:AddColors("Wing Leader Ner'onok", { [-6205] = {"blue","green"}, [121284] = {"green","orange"}, [121443] = "blue", ["stages"] = "yellow", })
--[[/* * (C) 2012-2013 Marmalade. * * 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. */--]] -------------------------------------------------------------------------------- -- Nodes -- NOTE: This file must have no dependencies on the ones loaded after it by -- openquick_init.lua. For example, it must have no dependencies on QDirector.lua -------------------------------------------------------------------------------- QNode = {} QNode.__index = QNode -- Explicit override when setting color property, to allow for assignment prop_setColor = function(prop, value) if value.r then -- Assume value is an existing QColor object: copy r,g,b,a prop.r = value.r or 0xff prop.g = value.g or 0xff prop.b = value.b or 0xff prop.a = value.a or 0xff else -- Assume value is a tuple, copy 1,2,3,4 prop.r = value[1] or 0xff prop.g = value[2] or 0xff prop.b = value[3] or 0xff prop.a = value[4] or 0xff end end -- Explicit override when setting rect property, to allow for assignment prop_setRect = function(prop, value) if value.w then -- Assume value is an existing rect object: copy x,y,w,h prop.x = value.x or 0 prop.y = value.y or 0 prop.w = value.w or 0 prop.h = value.h or 0 else -- Assume value is a tuple, copy 1,2,3,4 prop.x = value[1] or 0 prop.y = value[2] or 0 prop.w = value[3] or 0 prop.h = value[4] or 0 end end -- Explicit override when setting vec2 property, to allow for assignment prop_setVec2 = function(prop, value) if value.x then -- Assume value is an existing QVec2 object: copy x,y prop.x = value.x or 0 prop.y = value.y or 0 else -- Assume value is a tuple, copy 1,2 prop.x = value[1] or 0 prop.y = value[2] or 0 end end local oldNodeMTNI = getmetatable(quick.QNode).__newindex QNode_set = function(t, name, value) if name == "color" then prop_setColor(t.color, value) elseif name == "strokeColor" then -- Handle fillColor here also, even though it's a property of QVector prop_setColor(t.strokeColor, value) elseif name == "debugDrawColor" then prop_setColor(t.debugDrawColor, value) elseif name == "uvRect" then -- Handle uvRect, even though it's a property of QSprite prop_setRect(t.uvRect, value) else oldNodeMTNI(t, name, value) end end -------------------------------------------------------------------------------- -- Private API -------------------------------------------------------------------------------- QNode.serialize = function(o) local obj = serializeTLMT(getmetatable(o), o) return obj end --[[ /* Initialise the peer table for the C++ class QNode. This must be called immediately after the QNode() constructor. */ --]] -- Override QNode GC function (still call old one at the end) QNode.oldGC = getmetatable(quick.QNode).__gc QNode.newGC = function(n) if config.debug.traceGC == true then -- local s = "GC on node (" .. n:_getToLuaClassName() .. "): " local s = "GC on node: " if n.name then s = s .. n.name else s = s.. "(unnamed)" end dbg.print(s) end -- Remove from physics? if n.physics then physics:removeNode(n) end QNode.oldGC(n) end function QNode:initNode(n) -- Allow explicit control over assignment... see above getmetatable(n).__newindex = QNode_set -- ALWAYS set this, because it does stuff even in non-debug mode, e.g. remove node from physics getmetatable(n).__gc = QNode.newGC local np np = {} setmetatable(np, QNode) tolua.setpeer(n, np) local mt = getmetatable(n) mt.__serialize = QNode.serialize np.parent = nil np.children = {} np.tweens = {} np.eventListeners = {} np.timers = {} end --[[ /* Handle events sent to this node. If there are any children, we work down the hierarchy. @param event The event to handle. @return True only if the event was caught. */ --]] function QNode:handleEvent(event) dbg.assertFuncVarType("table", event) dbg.assert(event.name ~= "touch") local result = false -- Handle the event result = handleEventWithListeners(event, self.eventListeners) -- Propagate the event to our children if result == false and not event.nopropagation then for i = 1,#self.children do result = self.children[i]:handleEvent(event) if result == true then break end end end return result end --[[ /* Update any tweens attached to this node. @param dt The delta time to apply */ --]] function QNode:updateTweens(dt) dbg.assertFuncVarType("number", dt) -- Update tweens list for i,v in ipairs(self.tweens) do if v.isComplete == false then local remove = v:update(dt) if remove == true then v.target = nil table.remove(self.tweens, i) end end end end -------------------------------------------------------------------------------- -- Public API -------------------------------------------------------------------------------- --[[ /* Create a node (base class object), specifying arbitrary input values. @return The created node. */ --]] function director:createNode(v) dbg.assertFuncVarTypes({"table", "nil"}, v) local n = quick.QNode() n:_createCCNode() QNode:initNode(n) self:addNodeToLists(n) table.setValuesFromTable(n, v) return n end --[[ /** Get the number of children of this node. @return The number of children. */ --]] function QNode:getNumChildren() return table.getn(self.children) end --[[ /** Determine if the specified node is a child of this node. @param nc The node to test against. @return True only if the specified node is a child of this node. */ --]] function QNode:isChild(nc) dbg.assertFuncVarType("userdata", nc) return table.hasValue(self.children, nc) end --[[ /** Set this node's parent to be the specified node. If this node already has a parent, it is cleanly detached from that node first, before being added as a child to the specified node. @param np The node to set as the new parent. */ --]] function QNode:setParent(np) if np == nil and self.parent then self:removeFromParent() else dbg.assertFuncVarType("userdata", np) if self.parent then self.parent:removeChild(self) end self.parent = np self:_setParent(np) end end --[[ /** Get this node's parent. @return The node's parent. */ --]] function QNode:getParent() return self.parent end --[[ /** Add the specified node to this node as a child. If the specified node already has a parent, it is cleanly detached from its parent first, before being added as a child to this node. @param nc The node to add as a child. */ --]] function QNode:addChild(nc) dbg.assertFuncVarType("userdata", nc) if nc.parent then nc.parent:removeChild(nc) end table.insert(self.children, nc) nc.parent = self nc:refreshTweens(false) self:_addChild(nc) end --[[ /** This function with 'drop = true' will break back link of all tweens with 'drop = false' this will restore them Needed to GC to destroy this node end tweens linked with it @param drop boolean parameter */ --]] function QNode:refreshTweens(drop) for i,v in ipairs(self.tweens) do if drop then v.target = nil else v.target = self end end for i,v in ipairs(self.children) do v:refreshTweens(drop) end end --[[ /** Remove the specified child node from this node. If the node is not a child of this node, a failure message is displayed. @param nc The child node to remove from this node. */ --]] function QNode:removeChild(nc) dbg.assertFuncVarType("userdata", nc) dbg.assert(table.hasValue(self.children, nc), "Specified node is not a child of this node") nc.parent = nil for i,v in ipairs(self.children) do if v == nc then table.remove(self.children, i) break end end nc:refreshTweens(true) self:_removeChild(nc) end --[[ /** Remove a node from its parent, and therefore from any scene it belongs to. If the node has no parent, we assert. */ --]] function QNode:removeFromParent() dbg.assert(self.parent, "Node has no parent") self.parent:removeChild(self) end --[[ /** Add an event listener to the node. @param name The name of the event or a table of event names to listen for. @param funcortable The listener: either a listener function, or a Lua table with an index named <name> that is a listener function. */ --]] function QNode:addEventListener(name, funcortable) dbg.assertFuncVarTypes({"string", "table"}, name) dbg.assertFuncVarTypes({"function", "table", "userdata"}, funcortable) -- Use the QSystem global function _addEventListener(self, name, funcortable) end --[[ /** Remove an event listener from this node. @param name The name of the event or a table of event names associated with the listener(s) to remove. @param funcortable The listener to remove: either a listener function, or a Lua table with an index named <name> that is a listener function. */ --]] function QNode:removeEventListener(name, funcortable) dbg.assertFuncVarTypes({"string", "table"}, name) dbg.assertFuncVarTypes({"function", "table", "userdata"}, funcortable) -- Use the QSystem global function _removeEventListener(self, name, funcortable) end --[[ /** Add a timed event to this node. @param funcortable The listener: either a listener function, or a Lua table with an index named <name> that is a listener function. @param period The period of the timer, in seconds. @param iterations The maximum number of times the listener will be called, or 0 to call it indefinitely. Default value is 0. @param delay An initial delay which must elapse before we start counting down the first period. Default value is 0. @return The timer object. This can be used to pause, resume or cancel the timer. */ --]] function QNode:addTimer(funcortable, period, iterations, delay) period = period or 1 iterations = iterations or 0 delay = delay or 0 dbg.assertFuncVarTypes({"function", "table", "userdata"}, funcortable) dbg.assertFuncVarType("number", period) dbg.assertFuncVarType("number", iterations) dbg.assertFuncVarType("number", delay) local el = quick.QEventListener:new() QEventListener:initEventListener(el, "timer", funcortable) local timer = quick.QTimer:new() QTimer:initTimer(timer, el, period, iterations, delay) timer.target = self table.insert(self.timers, timer) return timer end --[[ /** Rotate a node by a specified angle. @param a The angle to rotate by, in degrees, anticlockwise. */ --]] function QNode:rotate(a) dbg.assertFuncVarType("number", a) self.rotation = self.rotation + a end --[[ /** Scale a node by a specified amount, specifying the x and y scales to multiply by. @param sx The multiplier for the scale along the x axis. @param sy The multiplier for the scale along the y axis. */ --]] function QNode:scale(sx, sy) dbg.assertFuncVarType("number", sx) dbg.assertFuncVarTypes({"number", "nil"}, sy) sy = sy or sx -- if sy not passed in, we set it to the same as sx self.xScale = self.xScale * sx self.yScale = self.yScale * sy end --[[ /** Translate a node by a specified amount. @param dx The delta to move along the x axis. @param dy The delta to move along the y axis. */ --]] function QNode:translate(dx, dy) dbg.assertFuncVarTypes({"number", "number"}, dx, dy) self.x = self.x + dx self.y = self.y + dy end -------------------------------------------------------------------------------- -- Utility functions to allow operating on trees of nodes at once -- and performing useful operations in onComplete callbacks with -- tweens and timers. --[[ /** Cancel all timers on a node. myNode.cancelTimers can be passed as an onComplete callback since onComplete is automatically passed the owning node as its first and only parameter (i.e. self). */ --]] function QNode:cancelTimers() for k,v in pairs(self.timers) do v:cancel() end end --[[ /** Cancel all timers on a node plus it's children and any descendants. myNode.cancelTimersInTree can be passed as an onComplete callback. */ --]] function QNode:cancelTimersInTree() self:cancelTimers() for k,child in pairs(self.children) do child:cancelTimersInTree() end end --[[ /** Cancel all tweens on a node. myNode.cancelTweens can be passed as an onComplete callback. */ --]] function QNode:cancelTweens() --tween:cancel() causes tween to be removed from node.tweens in an ipairs loop --This relyies on that being true - using another pairs loop here would break. --FIXME: Prob should also update tween:cancel in SDK to call break once it removes a tween --for a tiny bit of performance (or replace cancel()'s loop with index by id or somesuch). while self.tweens[1] do tween:cancel(self.tweens[1]) end end --[[ /** Cancel all tweens on a node plus it's children and any descendants. myNode.cancelTweensInTree can be passed as an onComplete callback. */ --]] function QNode:cancelTweensInTree() self:cancelTweens() for k,child in pairs(self.children) do child:cancelTweensInTree() end end --[[ /** Pauses timers for a node and all its descendants in the scene-graph. */ --]] function QNode:pauseTimersInTree() self:pauseTimers() for k,child in pairs(self.children) do child:pauseTimersInTree() end end --[[ /** Resumes paused timers for a node and all its descendants in the scene-graph. */ --]] function QNode:resumeTimersInTree() self:resumeTimers() for k,child in pairs(self.children) do child:resumeTimersInTree() end end --[[ /** Pauses tweens for a node and all its descendants in the scene-graph. */ --]] function QNode:pauseTweensInTree() self:pauseTweens() for k,child in pairs(self.children) do child:pauseTweensInTree() end end --[[ /** Resumes paused timers and tweens for a node and all its descendants in the scene-graph. */ --]] function QNode:resumeTweensInTree() self:resumeTweens() for k,child in pairs(self.children) do child:resumeTweensInTree() end end --[[ /** Pauses timers and tweens for a node and all its descendants in the scene-graph. */ --]] function QNode:pauseTree() self:pauseTimers() self:pauseTweens() for k,child in pairs(self.children) do child:pauseTree() end end --[[ /** Resumes paused timers and tweens for a node and all its descendants in the scene-graph. */ --]] function QNode:resumeTree() self:resumeTimers() self:resumeTweens() for k,child in pairs(self.children) do child:resumeTree() end end --[[ /** -- Remove the nodes from its parent, and therefore the current scene, -- cancelling all its timers and tweens and removing from the physics -- simulation if using physics. -- myNode.destroy can be passed as an onComplete callback -- You still need to manually nil any explicit handles to the node -- before it will be garbage collected. -- Timers are cancelled becuase otherwise they can keep running until -- the node is garbage collected. -- Always returns nil to match node:removeFromParent() behaviour. -- Call myNode = myNode:destroy() to destroy and nil local references -- in one call. */ --]] function QNode:destroy() self:cancelTimers() self:cancelTweens() if self.physics then physics:removeNode(self) end return self:removeFromParent() end --[[ /** -- Remove the nodes from its parent, and therefore the current scene, -- cancelling all its timers and tweens and removing from the physics -- simulation if using physics. Also recursively performs the same -- operations on all children of the node. -- myNode.destroyTree can be passed as an onComplete callback -- You still need to manually nil any explicit handles to the node -- before it will be garbage collected. -- Timers are cancelled because otherwise they can keep running until -- the node is garbage collected. -- Returns nil to match node:removeFromParent() behaviour. -- Call myNode = myNode:destroyTree() to destroy and nil local -- references to myNode in one call. -- @param preseveRoot Set this true to just remove children and -- keep root node. Equivalent to calling myNode:destroyChildren(), -- however, destroyChildren can be passed as onComplete callbacks. */ --]] function QNode:destroyTree(preserveRoot) --Note: Each eventual call to node:destroy() calls removeFromParent(), which finds --the node in parent's .children array and uses table.remove. --Here, we can't use pairs() as order is not guaranteed. Can't use --ipairs as behaviour is undefined after table.remove during ipairs loop. --So, we use a manual loop, knowing that the SDK's .remove call will collapse --the tree meaning we don't need to increment the index. local i = 1 while self.children[i] do --workaround to support VirtualResolution: don't delete the scalar node local preserveThisNode = (self.children[i] == self.scalerRootNode) self.children[i]:destroyTree(preserveThisNode) if preserveThisNode then i = i + 1 --but we do increment if we didn't delete the node end end if not preserveRoot then return self:destroy() end --FIXME: we could probably make this more efficient by traversing the other --way and calling removeChild instead of node:destroy -> removeFromParent... end --[[ /** -- Remove all child nodes and decendents from this one, and therefore -- the current scene, cancelling timers and tweens and removing from the -- physics simulation if using physics. -- The node itself is not affected. -- myNode.destroyChildren can be passed as an onComplete callback, -- which is not possible if using myNode:destroyTree(true) (otherwise -- equivalent bahaviour). -- You still need to manually nil any explicit handles to the children -- before they will be garbage collected. -- Timers are cancelled because otherwise they can keep running until -- nodes are garbage collected. */ --]] function QNode:destroyChildren() self:destroyTree(true) end --[[ /** -- Get nodes position in world/screen coordinates */ --]] function QNode:getWorldPosition() if not self.parent then return 0,0 end return self.parent:getPointInWorldSpace(self.x, self.y) end --[[ /** -- Returns the position of a decendent node in this nodes coordinate -- space. Returns nil if the node beign queried is not actually a -- decendent of this node. -- @param descendant The node to serach for in this nodes tree and -- return the position of in this nodes coordinate space. */ --]] function QNode:getLocalPositionOfDescendant(descendant) local x = descendant.x local y = descendant.y descendant = descendant.parent local gotSelf = false while descendant do x = x * descendant.xScale + descendant.x y = y * descendant.yScale + descendant.y if descendant == self then gotSelf = true break end descendant = descendant.parent end if gotSelf then return worldX, worldY else return nil end end
-- require "/lib/stardust/power.lua" shared.energyReceptor = { } function init() rate = config.getParameter("conversionRate") end function shared.energyReceptor:receive(socket, amount, testOnly) local fuel = world.getProperty("ship.fuel") local maxFuel = world.getProperty("ship.maxFuel") if type(fuel) ~= "number" or type(maxFuel) ~= "number" then return 0 end -- inactive on non-ship worlds local result = math.min(amount, (maxFuel - fuel) * rate) if not testOnly then -- commit world.setProperty("ship.fuel", math.min(fuel + (result / rate), maxFuel)) end return result end --
-- Log -- local bret = require "behavior3.behavior_ret" local M = { name = "Log", type = "Action", desc = "打印日志", args = { {"str", "string", "日志"} }, } function M.run(node, env) print(node.args.str) return bret.SUCCESS end return M
local modname = ... local M = {} _G[modname] = M local RPIN = 7 local GPIN = 6 local BPIN = 5 local REV = false function M.init(r_pin, g_pin, b_pin, rev) if rev then REV = true else REV = false end RPIN = r_pin GPIN = g_pin BPIN = b_pin pwm.setup(RPIN, 1000, 1023) pwm.setup(GPIN, 1000, 1023) pwm.setup(BPIN, 1000, 1023) pwm.start(RPIN) pwm.start(GPIN) pwm.start(BPIN) end function M.r(r) if r > 1023 then r = 1023 end pwm.setduty(RPIN, REV and 1023-r or r) end function M.g(g) if g > 1023 then g = 1023 end pwm.setduty(GPIN, REV and 1023-g or g) end function M.b(b) if b > 1023 then b = 1023 end pwm.setduty(BPIN, REV and 1023-b or b) end function M.color(r, g, b) M.r(r) M.g(g) M.b(b) end function M.freq(freq) pwm.setclock(RPIN, freq) end return M
--- --- ColaFramework --- Copyright © 2018-2049 ColaFramework 马三小伙儿 --- Common NotifyId 处理没有模块的通用类型事件 --- local NotifyId = { CREATE_PANEL = 0, -- 创建UIPanel DESTROY_PANEL = 1, -- 销毁UIPanel ALLUI_SHOWSTATE_CHANGED = 2, --所有的UI显隐状态变化 } return NotifyId
bloodbagstore = 0 -- if multiple but not all were used, the rest should stay in the tent. if you cant use the item, it needs to go back in the tent. Make using ground items not give space back.Making items not store when wanting to drop. make items you already have give the option to replace or store.Make items you dont have space for give you options. tentstore = "n" ---------------------------(1)-------------------------------------------------------------------------------(2)----------------------------------------(3)----------------------------------------------(4)--------------------------------------------------(5)---------------------------------------------(6) meatstore = 0 bandaidstore = 0 grenadestore = 0 radiostore = "n" smokestore = 0 canstore = "n" cfilledstore = "n" epipenstore = 0 filledstore = "n" bottlestore = "n" knifestore = "n" antibioticstore = 0 gunstoreone = "no weapon" gunstoretwo = "no weapon" gunstorethree = "no weapon" gunspacestoreone = 0 gunspacestoretwo = 0 gunspacestorethree = 0 damagestoreone = 0 damagestoretwo = 0 damagestorethree = 0 accuracystoreone = 0 accuracystoretwo = 0 accuracystorethree = 0 fullaccuracystoreone = 0 fullaccuracystoretwo = 0 fullaccuracystorethree = 0 ammostoreone = 0 ammostoretwo = 0 ammostorethree = 0 painkillerstore = 0 morphinestore = 0 heatpackstore = 0 storedcolor = "" storedwriting = "" woodstore = "n" gogglestore = "n" matchstore = 0 beartrapstore = "n" steakstore = 0 beanstore = 0 bookstore = "n" popstore = 0 superbeanstore = "n" roadflarestore = 0 tentplaced = "n" gilliestore = "n" watchstore = "n" storedwcolor = "" statsearch = "n" statA = "y" statB = "y" statC = "y" statD = "y" statE = "y" statF = "y" statG = "y" autostat = "n" turns = 0 repeat skinningdog = "n" storinggun = "n" alreadybook = "n" symbol = "{@}" bloodbags = 0 watch = "n" watchcolor = "" math.randomseed(os.time()) pack = "n" bleeding = "n" storingbook = "n" tent = "n" meat = 0 bandaids = 0 turn = 0 grenade = 0 radio = "n" dogfeed = 3 days = 1 starve = "n" gillie = "n" wild = "n" vision = "n" can = "n" gang = "n" gangamount = 0 dogs = 0 smoke = 0 cfilled = "n" attackchoice = "n" doghealth = 0 dogfood = 0 hour = 8 period = "am" dogwater = 0 droppedbook = "n" droppedcolor = "" trapcow = "n" droppedwriting = "" text = "" thirst = "n" request = "n" filled = "n" morphine = 0 ----epi-pen food = 300 invincible = "n" bottle = "n" findbook = "n" objective = 50 dogcow = "n" clothedrop = "y" light = "light" cpack = "n" knife = "n" infection = "n" antibiotics = 0 tired = 0 ------------------------------------------ mygun = "Test" myguntwo = "no weapon" mygunthree = "no weapon" gunspace = 8 gunspacetwo = 0 gunspacethree = 0 damage = 0 damagetwo = 0 damagethree = 0 accuracy = 0 accuracythree = 0 accuracytwo = 0 fullaccuracy = 0 fullaccuracytwo = 0 fullaccuracythree = 0 myammo = 0 myammotwo = 0 myammothree = 0 ------------------------------------------ moral = 50 water = 300 allsections = "n" fullhealth = 12000 set = "n" health = 12000 space = 10 pain = 0 epipen = 0 -----pain killers creator = "n" events = 0 painkillers = 0 ---morphine broken = "n" temperature = 42 cold = "n" store = "n" heatpacks = 0 wood = "n" goggles = "n" matches = 0 beartrap = "n" vpack = "n" steak = 0 beans = 0 pop = 0 book = "n" superbean = "n" tenttravel = 0 roadflare = 0 amount = math.random(1, 2) spawn = math.random(1, 3) function dropgun() if storinggun == "n" then print("Which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo gunspacethree = gunspacetwo myammothree = myammotwo damagethree = damagetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else mygunthree = mygun gunspacethree = gunspace myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end end if mygunthree ~= "no weapon" then if store == "y" then if gunstoreone == "no weapon" then gunstoreone = mygunthree ammostoreone = myammothree damagestoreone = damagethree accuracystoreone = accuracythree fullaccuracystoreone = fullaccuracythree gunspacestoreone = gunspacethree if storinggun == "n" then space = space + gunspacethree end mygunthree = "no weapon" myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 if storinggun == "n" then takegun() end print("Stored.") io.read() elseif gunstoretwo == "no weapon" then gunstoretwo = mygunthree ammostoretwo = myammothree damagestoretwo = damagethree accuracystoretwo = accuracythree fullaccuracystoretwo = fullaccuracythree gunspacestoretwo = gunspacethree mygunthree = "no weapon" if storinggun == "n" then space = space + gunspacethree end myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 if storinggun == "n" then takegun() end print("Stored.") io.read() elseif gunstorethree == "no weapon" then gunstorethree = mygunthree ammostorethree = myammothree damagestorethree = damagethree accuracystorethree = accuracythree fullaccuracystorethree = fullaccuracythree gunspacestorethree = gunspacethree mygunthree = "no weapon" if storinggun == "n" then space = space + gunspacethree end myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 if storinggun == "n" then takegun() end print("Stored.") io.read() else print("All weapon slots are full.") print("Do you want to remove a slot?") want = io.read() if want == "y" then print( "Slot 1 = " .. gunstoreone .. ", slot 2 = " .. gunstoretwo .. ", slot 3 = " .. gunstorethree .. ', or "4" for cancel.' ) print("Which do you want to remove?") want = io.read() if want == "1" then gunstoreone = mygunthree ammostoreone = myammothree print("The gun was replaced.") io.read() mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() elseif want == "2" then gunstoretwo = mygunthree ammostoretwo = myammothree print("The gun was replaced.") io.read() mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() elseif want == "3" then gunstorethree = mygunthree ammostorethree = myammothree print("The gun was replaced.") io.read() mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() else print("No changes were made.") io.read() end else print("No changes were made.") io.read() end end else print("Dropped.") io.read() mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() end elseif mygunthree == "no weapon" then print("You have no weapon in slot " .. slot .. ".") io.read() end end function meatitem() --(1)--(2)--(3)--(4)--(x)--(6)--(X) print("You found some meat.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 3) if meat < 1 then if space >= 1 then if skinningdog == "y" then if wild == "n" then meat = meat + math.random(1, dogfeed) else meat = meat + math.random(1, 3) end else if store == "y" then meat = meat + meatstore meatstore = 0 else meat = meat + math.random(1, 3) end end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Meat") if store == "y" then sstore = "y" store = "n" end dropped() if sstore == "y" then store = "y" sstore = "n" end print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Meat") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the meat(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then print("Stored") io.read() meatstore = meatstore + math.random(1, 3) break else repeat print("Meat") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then if store == "y" then useamount = meatstore else useamount = math.random(1, 3) end repeat if food < 500 then meat = 100 --as long as its not less than 2 usemeat() meat = 0 useamount = useamount - 1 if useamount ~= 0 then print("Use more meat?") print("You have " .. useamount .. " left.") want = io.read() if want ~= "y" then break end end else print("You are not hungery.") --Fixed io.read() break end until useamount == 0 if store == "y" then meatstore = useamount --------------Already done end useamount = 0 print("You leave.") io.read() meat = 0 break elseif want ~= "t" then print("You leave.") io.read() break end end elseif meat >= 1 then if skinningdog == "y" then if wild == "n" then meat = meat + math.random(1, dogfeed) else meat = meat + math.random(1, 3) end else if store == "y" then meat = meat + meatstore meatstore = 0 else meat = meat + math.random(1, 3) end end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function gillieitem() --(x)--(x)--(x)--(x)--(5)--(X)--(X) print("You found a gillie suit.") print("pickup?") pickup = io.read() if pickup == "y" then if gillie == "n" then print("You took the gillie suit.") io.read() if store == "y" then gilliestore = "n" end gillie = "y" else print("You already have a gillie suit.") print("Store it(1), or leave it(2)?") pickup = io.read() if pickup == "1" then print("You took the gillie.") io.read() if store == "y" then gilliestore = "n" end gillie = "y" else if tentplaced == "y" then print("You traveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 print("Stored.") io.read() watchstore = "y" storedwcolor = ccolor else print("You don't have a placed tent.") io.read() end end end elseif pickup ~= "y" then print("You left it there.") io.read() end end function playerfight() if myammo >= zhealth / damage - (accuracy - 10) then --win? print("The player shot you but you killed them.") io.read() if attackchoice == "n" then moral = moral + math.random(5, 20) bandit = "n" if moral > 100 then moral = 100 hero = "y" end end attackchoice = "n" health = health - math.random(0, 5000) doghealth = doghealth - math.random(0, 4000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if mygun == "Hatchet" then myammo = 99999 health = health - math.random(0, 2000) end myammo = myammo - zhealth / damage + (accuracy - 10) print("You search his pockets.") io.read() dropamount = math.random(1, 5) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 print("You leave the player.") io.read() elseif myammotwo >= zhealth / damagetwo - (accuracytwo - 10) then print("The player shot you but you killed them with your secondary.") io.read() moral = moral + math.random(20, 50) bandit = "n" if moral > 100 then moral = 100 hero = "y" end health = health - math.random(0, 5000) doghealth = doghealth - math.random(0, 4000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if myguntwo == "Hatchet" then myammotwo = 99999 health = health - math.random(0, 2000) end myammotwo = myammotwo - zhealth / damagetwo + (accuracytwo - 10) print("You search their pockets.") io.read() dropamount = math.random(1, 5) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 print("You leave the player.") io.read() elseif dogs >= 1 then print("The player shot you but your dog killed them.") io.read() moral = moral + math.random(20, 50) bandit = "n" if moral > 100 then moral = 100 hero = "y" end health = health - math.random(0, 5000) doghealth = doghealth - math.random(0, 7000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) print("You search their pockets.") io.read() dropamount = math.random(1, 5) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 print("You leave the player.") io.read() elseif dogs < 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The player killed you.") health = 0 health = health - math.random(1000, 8000) end --myammo end function skindog() --(X)--(X)--(X)--(X)--(X)--(X)--(X) print("Skin it?") pickup = io.read() if pickup == "y" then print("The dog has died.") io.read() dogs = dogs - 1 doghealth = 10000 damage = damage - 1000 if dogs < 1 then dogname = "" end if knife == "y" then skinningdog = "y" meatitem() if dogs < 1 then dogfeed = 3 end skinningdog = "n" elseif knife == "n" then print("You have no knife.") io.read() end else print("You leave your dog(s) alone.") io.read() end end function watchitem() --(x)--(x)--(x)--(x)--(5)--(X)--(X) color = math.random(1, 19) if store == "n" then coloring() if ccolor == "dress" then ccolor = "leather" end print("You found a " .. ccolor .. " watch.") else print("You found a " .. storedwcolor .. " watch.") end print("pickup?") pickup = io.read() if pickup == "y" then if watch == "n" then print("You took the watch.") io.read() if store == "y" then watchstore = "n" watchcolor = storedwcolor soredwcolor = "" watchstore = "n" else watchcolor = ccolor end watch = "y" else print("You already have a " .. watchcolor .. " watch.") ----Already Done print("Replace it(1), or store it(2)?") pickup = io.read() if pickup == "1" then print("You took the watch.") io.read() if store == "y" then watchstore = "n" watchcolor = storedwcolor soredwcolor = "" watchstore = "n" else watchcolor = ccolor end watch = "y" elseif pickup == "2" then if tentplaced == "y" then print("You traveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 print("Stored.") io.read() watchstore = "y" storedwcolor = ccolor else print("You don't have a placed tent.") io.read() end else print("You leave the watch.") io.read() end end elseif pickup ~= "y" then print("You left it there.") io.read() end end function resting() if light == "light" then if tentplaced == " y" then print("You slept throught the day in your tent.") else print("You slept through the day.") end io.read() if vision == "n" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 elseif vision == "y" then accuracytwo = fullaccuracytwo accuracy = fullaccuracy end light = "dark" hour = 8 period = "pm" elseif light == "dark" then if tentplaced == " y" then print("You slept throught the night in your tent.") else print("You slept through the night.") end io.read() if vision == "n" then accuracy = fullaccuracy accuracytwo = fullaccuracytwo elseif vision == "y" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 end light = "light" hour = 8 period = "am" end days = days + 1 if tentplaced == "n" then tired = tired - math.random(200, 300) food = food - math.random(30, 100) water = water - math.random(50, 150) temperature = temperature - math.random(0, 3) if tired < 0 then tired = 0 end -- end of less than 0 rain = math.random(1, 5) if rain == 1 then print("It rained.") io.read() temperature = temperature - math.random(3, 5) end elseif tentplaced == "y" then tired = 0 food = food - math.random(30, 100) water = water - math.random(50, 150) temperature = temperature - math.random(0, 1) if tired < 0 then tired = 0 end -- end of less than 0 rain = math.random(1, 5) if rain == 1 then print("It rained.") io.read() temperature = temperature - math.random(1, 2) end end end function optionline() print("___________________________") ---------------------------------------Write stats repeat use = io.read() if use == "d" then dropped() elseif use == "u" then used() elseif use == "r" then print("You have rested.") io.read() resting() elseif use == "s" then stats() io.read() elseif use == "h" then help() elseif use == "j" then print("You go for a jog.") io.read() tired = tired + math.random(100, 300) temperature = temperature + math.random(1, 3) food = food - math.random(10, 30) water = water - math.random(20, 50) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end elseif use == "o" then print("OPTIONS") print("Press 1 for autostats, 2 for Stat Search, 3 for Stat Sections, or 4 for Name.") want = io.read() if want == "1" then print("After how many turns do you want to view your stats automatically? 0 = off") amount = io.read("*n") turns = amount if turns ~= 0 then turn = turns autostat = "y" print("You will now view your stats after every " .. turns .. " turns.") io.read() else print("You turned off autostats.") io.read() autostat = "n" end elseif want == "2" then print("Do you want to have to search your stats? (Stats won't run out of screen using search.)") want = io.read() if want == "y" then print("You will now have to search your stats.") io.read() statsearch = "y" elseif want ~= "y" then print("All your stats will be displayed at once.") io.read() statsearch = "n" end elseif want == "3" then repeat print("Please choose which sections to view, enter one number at a time.") print( "Section 1:INFORMATION, Section 2:STATS, Section 3:WEAPON, Section 4:DOGS, Section 5:ITEMS, Section 6:INJURIES, Section 7:OUTFIT, all:All Sections." ) choose = io.read() if choose == "1" then if statA == "n" then statA = "y" print("You have chosen Section 1 to view.") io.read() else statA = "n" print("You have chosen not to view Section 1.") io.read() end elseif choose == "2" then if statB == "n" then statB = "y" print("You have chosen Section 2 to view.") io.read() else statB = "n" print("You have chosen not to view Section 2.") io.read() end elseif choose == "3" then if statC == "n" then statC = "y" print("You have chosen Section 3 to view.") io.read() else statC = "n" print("You have chosen not to view Section 3.") io.read() end elseif choose == "4" then if statD == "n" then statD = "y" print("You have chosen Section 4 to view.") io.read() else statD = "n" print("You have chosen not to view Section 4.") io.read() end elseif choose == "5" then if statE == "n" then statE = "y" print("You have chosen Section 5 to view.") io.read() else statE = "n" print("You have chosen not to view Section 5.") io.read() end elseif choose == "6" then if statF == "n" then statF = "y" print("You have chosen Section 6 to view.") io.read() else statF = "n" print("You have chosen not to view Section 6.") io.read() end elseif choose == "7" then if statG == "n" then statG = "y" print("You have chosen Section 7 to view.") io.read() else statG = "n" print("You have chosen not to view Section 7.") io.read() end elseif choose == "all" then if allsections == "n" then print("All sections will be viewed.") io.read() allsections = "y" statA = "y" statB = "y" statC = "y" statD = "y" statE = "y" statF = "y" statG = "y" else print("You have chosen not to view any sections.") io.read() allsections = "n" statA = "n" statB = "n" statC = "n" statD = "n" statE = "n" statF = "n" statG = "n" end else choose = "0" end until choose == "0" elseif want == "4" then print("Your name is currently " .. name .. ", what do you want to change it to?") name = io.read() print("You have successfully changed your name to " .. name .. ".") io.read() end elseif use == "q" then print("Are you sure you want to quit?") want = io.read() if want == "y" then starve = "y" health = 0 break elseif want ~= "y" then print("Continue playing.") io.read() end elseif use == "w" then print("You switched your primary and secondary.") io.read() if mygun ~= myguntwo then mygunthree = mygun mygun = myguntwo myguntwo = mygunthree damagethree = damage damage = damagetwo damagetwo = damagethree accuracythree = accuracy accuracy = accuracytwo accuracytwo = accuracythree fullaccuracythree = fullaccuracy fullaccuracy = fullaccuracytwo fullaccuracytwo = fullaccuracythree myammothree = myammo myammo = myammotwo myammotwo = myammothree elseif mygun == myguntwo then print("You compiled the ammo.") io.read() myguntwo = "no weapon" myammo = myammo + myammotwo myammotwo = 0 damagetwo = 0 accuracytwo = 0 fullaccuracytwo = 0 space = space + gunspace end else use = "none" end -----------------------------------------bandaids if use ~= "none" then print("Any other actions?") end until use == "none" end function stats7() print("OUTFIT") print(shirt .. " shirt") print(pants .. " pants") if cpack == "y" then print("Coyote pack") end if pack == "y" then print("Alice pack") end if vpack == "y" then print("Vest Pouch") end if vision == "y" then print("Goggles on") end if hero == "y" then print("Cape") elseif bandit == "y" then print("Bandana") end if gillie == "y" then print("Gillie suit") end if watch == "y" then print(watchcolor .. " watch") end print("-----------------------") end function stats6() print("INJURIES") if cold == "y" then print("Cold") end if bleeding == "y" then print("Bleeding") end if broken == "y" then print("Broken leg") end if infection == "y" then print("Infection") end print("-----------------------") end function stats5() print("ITEMS") print(space .. " space(s)") print(". . . . . . . . . . . .") print("<food>") if bottle == "y" then if filled == "y" then print("Water bottle") else print("empty bottle") end end if beans >= 1 then print(beans .. " can(s) of beans") end if pop >= 1 then print(pop .. " pop") end if meat >= 1 then print(meat .. " meat") end if steak >= 1 then print(steak .. " steak(s)") end if superbean == "y" then print("Super Bean?") end print(". . . . . . . . . . . .") print("<medical>") if bloodbags >= 1 then print(bloodbags .. " blood bag(s)") end if bandaids >= 1 then print(bandaids .. " bandaid(s)") end if morphine >= 1 then print(morphine .. " epi-pen(s)") end if epipen >= 1 then print(epipen .. " pain killer(s)") end if antibiotics >= 1 then print(antibiotics .. " antibiotic(s)") end if painkillers >= 1 then print(painkillers .. " morphine") end if heatpacks >= 1 then print(heatpacks .. " heatpack(s)") end print(". . . . . . . . . . . .") print("<tools>") if knife == "y" then print("Knife") end if matches >= 1 then print(matches .. " match(es)") end if wood == "y" then print("Wood") end if beartrap == "y" then print("Bear Trap") end if goggles == "y" then print("NV Goggles") end if roadflare >= 1 then print(roadflare .. " road flare(s)") end if smoke >= 1 then print(smoke .. " smoke grenade(s)") end if tent == "y" then print("Tent") end if can == "y" then if cfilled == "y" then print("Filled Jerry can") elseif cfilled ~= "y" then print("Jerry can") end end print(". . . . . . . . . . . .") print("<other>") if book == "y" then if storingbook == "y" then print(ccolor .. " book") else print(cover .. " book") end end if radio == "y" then print("Radio") end if tentplaced == "y" then print("Set tent") end print("-----------------------") end function stats4() print("DOGS") if dogs >= 1 then print(dogs .. " Dog(s)") print(dogname) print(doghealth .. " health") print(dogfood .. " food") print(dogwater .. " water") end print("-----------------------") end function stats3() print("WEAPON") print(". . . . . . . . . . . .") print("<Primary weapon>") if mygun ~= "no weapon" then print(mygun) if mygun ~= "Hatchet" then print(myammo .. " ammo") end if mygun ~= "Hatchet" then print(accuracy .. " accuracy") end print(damage .. " damage") end print(". . . . . . . . . . . .") print("<Secondary weapon>") if myguntwo ~= "no weapon" then print(myguntwo) if myguntwo ~= "Hatchet" then print(myammotwo .. " ammo") end if myguntwo ~= "Hatchet" then print(accuracytwo .. " accuracy") end print(damagetwo .. " damage") end print(". . . . . . . . . . . .") print("<Other>") if set == "y" then print("Set Bear Trap") end if grenade >= 1 then print(grenade .. " grenade(s)") end print("-----------------------") end function stats2() print("STATS") print(health .. " blood") print(pain .. " pain") print(temperature .. " degrees") print(food .. " food") print(water .. " water") print(tired .. " exhaustion") print("-----------------------") end function stats1() if creator == "y" then print(name .. symbol) else print(name) end if hero == "y" then print("Hero " .. gamemode) elseif bandit == "y" then print("Bandit " .. gamemode) else print("Survivor " .. gamemode) end if watch == "y" then if light == "light" then print(light .. " " .. hour .. " " .. period) else print(light .. " " .. hour .. " " .. period) end else print(light) end if spawn == 1 then print("City Day " .. days) elseif spawn == 2 then print("Shore Day " .. days) elseif spawn == 3 then print("Forest Day " .. days) end -- end of spaw print("-----------------------") end function DBshotgunitem() --(X)--(X)--(X)--(4)--(X)--(6)--(7) print("You found a Doulble Barrel Shotgun.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "DB Shotgun" then if space >= 7 - gunspacethree then print("You have picked it up") io.read() space = space - (7 - gunspacethree) gunspacethree = 7 myammothree = math.random(10, 50) damagethree = 5000 + (1000 * dogs) mygunthree = "DB Shotgun" accuracythree = 6 fullaccuracythree = 6 takegun() break elseif space < 7 - gunspacethree then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("DB Shotgun") if store == "y" then sstore = "y" store = "n" end dropped() if sstore == "y" then store = "y" sstore = "n" end print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("DB Shotgun") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the DB Shotgun(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then store = "y" storinggun = "y" gunspacethree = 7 myammothree = math.random(10, 50) damagethree = 5000 mygunthree = "DB Shotgun" accuracythree = 6 fullaccuracythree = 6 dropgun() storinggun = "n" store = "n" break else repeat print("DB Shotgun") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("You can't use this item.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif mygunthree == "DB Shotgun" then print("You already have this gun, store it(1) or take the ammo(2)?") want = io.read() if want == "2" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break else if tentplaced == "y" then print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 store = "y" storinggun = "y" gunspacethree = 7 myammothree = math.random(10, 50) damagethree = 5000 mygunthree = "DB Shotgun" accuracythree = 6 fullaccuracythree = 6 dropgun() storinggun = "n" store = "n" break else print("You don't have a placed tent.") io.read() end end end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function M4A1item() --(X)--(X)--(X)--(!)--(X)--(!)--(!)--(!) print("You found a M4A1.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "M4A1" then if space >= 6 - gunspacethree then print("You have picked it up") io.read() space = space - (6 - gunspacethree) gunspacethree = 6 myammothree = math.random(10, 50) damagethree = 4000 + (1000 * dogs) mygunthree = "M4A1" accuracythree = 8 fullaccuracythree = 8 takegun() break elseif space < 6 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "M4A1" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function AK47item() --(X)--(X)--(X)--(!)--(X)--(!)--(!)--(!) print("You found an AK47.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "AK47" then if space >= 6 - gunspacethree then print("You have picked it up") io.read() space = space - (6 - gunspacethree) gunspacethree = 6 myammothree = math.random(30, 70) damagethree = 3500 + (1000 * dogs) mygunthree = "AK47" accuracythree = 7 fullaccuracythree = 7 takegun() break elseif space < 6 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "AK47" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function g36citem() --(X)--(X)--(X)--(!)--(X)--(!)--(!)--(!) print("You found a G36C.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "G36C" then if space >= 6 - gunspacethree then print("You have picked it up") io.read() space = space - (6 - gunspacethree) gunspacethree = 6 myammothree = math.random(30, 70) damagethree = 3700 + (1000 * dogs) mygunthree = "G36C" accuracythree = 7 fullaccuracythree = 7 takegun() break elseif space < 6 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "G36C" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function radioitem() --(X)--(X)--(X)--(!)--(!)--(6)--(X) print("You found a radio.") repeat print("pickup?") pickup = io.read() if pickup == "y" then if radio ~= "y" then if space >= 1 then print("You took the radio.") io.read() if store == "y" then radiostore = "n" end radio = "y" space = space - 1 break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Radio") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Radio") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the radio(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if radiostore == "n" then print("Stored") io.read() radiostore = "y" break else print("You already have a stored radio.") io.read() end else repeat print("Radio") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then radio = "y" useradio() radio = "n" print("You leave.") io.read() break elseif want ~= "t" then print("You leave.") io.read() break end end elseif radio == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() break end until pickup ~= "y" end function gasstation() print("You found a gas station, approach?.") approach = io.read() if approach == "y" then print("You prepare to approach.") io.read() amount = math.random(1, 7) if amount == 1 then playerevent() if health <= 0 then else print("The player already cleared out the place.") io.read() end else print("You don't see anyone.") io.read() amount = math.random(1, 2) if amount == 1 then filledjerrycanitem() else print("You found a fuel tank.") print("Use?") pickup = io.read() if pickup == "y" then if can == "y" then if cfilled == "n" then print("You filled your jerry can.") io.read() cfilled = "y" elseif cfilled == "y" then print("Already filled.") io.read() end elseif can ~= "y" then print("You have no can.") io.read() end elseif pickup ~= "y" then print("You leave.") io.read() end end print("You leave the building.") io.read() end elseif approach ~= "y" then print("You leave.") io.read() end end function wooditem() --(X)--(X)--(X)--(!)--(!)--(6)--(X) print("You found wood.") repeat print("pickup?") pickup = io.read() if pickup == "y" then if wood ~= "y" then if space >= 2 then print("You took the wood.") io.read() if store == "y" then woodstore = "n" end wood = "y" space = space - 2 break elseif space < 2 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Wood") store = "n" dropped() store = "y" print("drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Wood") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the wood(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if woodstore == "n" then print("Stored") io.read() woodstore = "y" break else print("You already have a stored wood.") io.read() end else repeat print("Wood") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("Wood can not be used.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif wood == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function ammoitem() --(X)--(X)--(X)--(X)--(X)--(X)--(!) if mygun ~= "no weapon" then print("You found some ammo.") io.read() myammo = myammo + math.random(5, 20) if myguntwo ~= "no weapon" then myammotwo = myammotwo + math.random(5, 20) end elseif myguntwo ~= "no weapon" then print("You took the ammo.") io.read() myammotwo = myammotwo + math.random(5, 20) else beansitem() end end function gogglesitem() --(X)--(X)--(X)--(!)--(!)--(6)--(X) print("You found Night Vision Goggles.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if goggles == "n" then if space >= 2 then goggles = "y" space = space - 2 print("You picked it up.") if store == "y" then gogglestore = "n" end io.read() break elseif space < 2 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("NV Goggles") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("NV Goggles") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the goggles(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if gogglestore == "n" then print("Stored") io.read() gogglestore = "y" break else print("You already have a stored goggles.") io.read() end else repeat print("NV Goggles") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then goggles = "y" usegoggles() space = space - 2 print("You leave.") io.read() break elseif want ~= "t" then print("You leave.") io.read() break end end elseif goggles == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function coyotepackitem() --(x)--(x)--(x)--(x)--(!)--(x)--(x) print("You found a Coyote pack, pickup?") pickup = io.read() if pickup == "y" then if cpack == "y" then print("Already owned.") io.read() elseif vpack == "y" then space = space + 14 print("You picked it up.") io.read() cpack = "y" vpack = "n" elseif pack == "y" then space = space + 10 print("You picked it up.") io.read() pack = "y" pack = "n" else space = space + 20 print("You picked it up.") io.read() cpack = "y" end elseif pickup ~= "y" then print("You left it there.") end end function AS50item() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found an AS50.") repeat print("Pickup?") pickup = io.read() print("Put in which slot?") slot = io.read() if pickup == "y" then if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "AS50" then if space >= 8 - gunspacethree then print("You have picked it up") io.read() myammothree = math.random(10, 50) damagethree = 200000 + (1000 * dogs) mygunthree = "AS50" accuracythree = 10 fullaccuracythree = 10 space = space - (8 - gunspacethree) gunspacethree = 8 takegun() break elseif space < 8 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "AS50" then print("You took the ammo.") if slot == "2" then myammotwo = myammothree else myammo = myammothree end io.read() myammothree = myammothree + math.random(10, 50) break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function filledjerrycanitem() --(x)--(x)--(x)--(!)--(!)--(6)--(x) print("You have found a filled jerry can.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if can == "n" then if space >= 5 then -------------------------------------------------WIP space = space - 5 can = "y" cfilled = "y" print("You picked it up.") io.read() if store == "y" then canstore = "n" cfilledstore = "n" end break elseif space < 5 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Filled Jerry can") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Filled Jerry can") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the jerry can(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if canstore == "n" then print("Stored") io.read() canstore = "y" cfilledstore = "y" break else if cfilledstore == "n" then cfilledstore = "y" print("You filled the jerry can in your tent.") io.read() break else print("You already have a stored jerry can.") io.read() end end else repeat print("Filled Jerry can") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("You can't use the Jerry can.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif can == "y" then if cfilled == "n" then print("You filled your jerry can.") io.read() cfilled = "y" if store == "y" then print("You left the empty can in the tent.") io.read() cfilledstore = "n" end break elseif cfilled == "y" then print("Already owned.") io.read() break end end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function beartrapitem() --(x)--(!)--(x)--(!)--(!)--(6)--(x) print("You found a bear trap.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if beartrap == "n" then if space >= 2 then beartrap = "y" space = space - 2 print("You picked it up.") io.read() if store == "y" then beartrapstore = "n" end break elseif space < 2 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Bear Trap") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Bear Trap") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the bear trap(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if beartrapstore == "n" then print("Stored") io.read() beartrapstore = "y" break else print("You already have a stored bear trap.") io.read() end else repeat print("Bear Trap") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then beartrap = "y" usebeartrap() beartrap = "n" print("You leave.") io.read() break elseif want ~= "t" then print("You leave.") io.read() break end end elseif beartrap == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function M16item() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a M16.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "M16" then if space >= 6 - gunspacethree then print("You have picked it up") io.read() space = space - (6 - gunspacethree) gunspacethree = 6 myammothree = math.random(10, 50) damagethree = 3400 + (1000 * dogs) mygunthree = "M16" accuracythree = 6 fullaccuracythree = 6 takegun() break elseif space < 6 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "M16" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function matchitem() --(!)--(!)--(!)--(!)--(!)--(6)--(X) print("You found matches.") repeat print("Pick up?") pickup = io.read() if pickup == "y" then if matches < 1 then if space >= 1 then amount = math.random(1, 5) print("You picked them up.") io.read() space = space - 1 if store ~= "y" then matches = matches + amount else matches = matches + matchstore matchstore = 0 end break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Match") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Match") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the match(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then print("Stored.") io.read() matchstore = matchstore + math.random(1, 5) break else repeat print("Match") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then useamount = math.random(1, 5) repeat matches = useamount usematch() matches = 0 useamount = useamount - 1 if useamount ~= 0 then print("Use more matches?") print("You have " .. useamount .. " left.") want = io.read() if want ~= "y" then useamount = 0 end end until useamount == 0 print("You leave.") io.read() matches = 0 break elseif want ~= "t" then print("You leave.") io.read() break end end elseif matches >= 1 then print("You picked it up.") io.read() amount = math.random(1, 5) if store ~= "y" then matches = matches + amount else matches = matches + matchstore matchstore = 0 end break end elseif pickup ~= "y" then print("You left them there.") io.read() end until pickup ~= "y" end function jerrycanitem() --(X)--(X)--(X)--(!)--(!)--(6)--(X) print("You have found a jerry can.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if can == "n" then if space >= 5 then space = space - 5 can = "y" print("You picked it up.") io.read() if store == "y" then canstore = "n" cfilledstore = "n" end break elseif space < 5 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Jerry can") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Jerry can") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the jerry can(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if canstore == "n" then print("Stored") io.read() canstore = "y" break else print("You already have a stored jerry can.") io.read() end else repeat print("Jerry can") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("You can't use the Jerry can.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif can == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function watersourceitem() print("You found a water source.") print("Use it?") pickup = io.read() if pickup == "y" then --water if bottle == "y" then if filled == "n" then print("You filled your bottle.") io.read() filled = "y" if water < 700 then print("You drank the water.") io.read() water = water + math.random(300, 500) elseif water >= 700 then print("You are not thirsty.") io.read() end if dogs > 0 then if dogwater < 500 then print("Your dog(s) drank the water.") io.read() dogwater = dogwater + math.random(300, 500) elseif dogwater >= 500 then print("Your dog(s) are not thirsty.") io.read() end end elseif filled == "y" then print("Already filled.") io.read() if water < 700 then print("You drank the water.") io.read() water = water + math.random(300, 500) elseif water >= 700 then print("You are not thirsty.") io.read() end if dogs > 0 then if dogwater < 500 then print("Your dog(s) drank the water.") io.read() dogwater = dogwater + math.random(300, 500) elseif dogwater >= 500 then print("Your dog(s) are not thirsty.") io.read() end end end elseif bottle == "n" then if water < 700 then print("You drank the water.") io.read() water = water + math.random(300, 500) elseif water >= 700 then print("You are not thirsty.") io.read() end if dogs > 0 then if dogwater < 500 then print("Your dog(s) drank the water.") io.read() dogwater = dogwater + math.random(300, 500) elseif dogwater >= 500 then print("Your dog(s) are not thirsty.") io.read() end end end elseif pickup ~= "y" then print("You left the water.") io.read() end --end of water end function bottleitem() --(X)--(x)--(X)--(!)--(!)--(6)--(X) print("You have found a water bottle.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if bottle == "n" then if space >= 1 then space = space - 1 bottle = "y" print("You picked it up.") io.read() if store == "y" then bottlestore = "n" filledstore = "n" end break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Bottle") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Bottle") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the bottle(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if bottlestore == "n" then print("Stored") io.read() bottlestore = "y" break else print("You already have a stored bottle.") io.read() end else repeat print("Bottle") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("You can't use a bottle.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif bottle == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function tentitem() --(X)--(!)--(X)--(!)--(!)--(6)--(X) print("You found a tent.") repeat print("pickup?") pickup = io.read() if pickup == "y" then if tent == "n" then if space >= 4 then print("You took the tent.") io.read() if store == "y" then tentstore = "n" end space = space - 4 tent = "y" break elseif space < 4 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Tent") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Tent") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the tent(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if tentstore == "n" then print("Stored") io.read() tentstore = "y" break else print("You already have a stored tent.") io.read() end else repeat print("Tent") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then tent = "y" usetent() tent = "n" print("You leave.") io.read() break elseif want ~= "t" then print("You leave.") io.read() break end end elseif tent == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function knifeitem() --(X)--(X)--(x)--(!)--(!)--(6)--(x) print("You found a hunting knife.") repeat print("Pick up?") pickup = io.read() if pickup == "y" then if knife ~= "y" then if space >= 2 then knife = "y" print("You picked it up.") io.read() if store == "y" then knifestore = "n" end space = space - 2 break elseif space < 2 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Knife") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Knife") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the knife(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if knifestore == "n" then print("Stored") io.read() knifestore = "y" break else print("You already have a stored knife.") io.read() end else repeat print("Knife") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then print("You can't use a knife.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif knife == "y" then print("Already owned") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end --end of pickup until pickup ~= "y" end function cowitem() if dogcow == "n" then if trapcow == "n" then print("You found a cow.") elseif trapcow == "y" then print("You caught a cow in your bear trap.") end elseif dogcow == "y" then print("Your dog caught a cow.") end print("Skin it?") pickup = io.read() if pickup == "y" then --meat if knife == "y" then meatitem() else print("You don't have a knife.") io.read() end else print("You leave.") io.read() end end function antibioticsitem() --(!)--(!)--(!)--(!)--(x)--(6)--(x) print("You found some some antibiotics.") repeat print("accept?") pickup = io.read() if pickup == "y" then if antibiotics < 1 then if space >= 1 then amount = math.random(1, 5) print("You took them.") io.read() space = space - 1 if store ~= "y" then antibiotics = antibiotics + amount else antibiotics = antibiotics + antibioticstore antibioticstore = 0 end break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Antibiotics") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Antibiotics") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the antibiotics(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then print("Stored") io.read() antibioticstore = antibioticstore + math.random(1, 5) break else repeat print("Antibiotics") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then useamount = math.random(1, 5) repeat antibiotics = useamount useantibiotics() antibiotics = 0 useamount = useamount - 1 if useamount ~= 0 then print("Use more antibiotics?") print("You have " .. useamount .. " left.") want = io.read() if want ~= "y" then useamount = 0 end end until useamount == 0 print("You leave.") io.read() antibiotics = 0 break elseif want ~= "t" then print("You leave.") io.read() break end end elseif antibiotics >= 1 then print("You picked it up.") io.read() amount = 1 if store ~= "y" then antibiotics = antibiotics + amount else antibiotics = antibiotics + antibioticstore antibioticstore = 0 end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function filledbottleitem() --(x)--(2)--(x)--(!)--(!)--(6)--(x) print("You found a bottle of water.") repeat print("Accept?") pickup = io.read() if pickup == "y" then if bottle == "n" then if filled == "n" then if space >= 2 then print("You took the bottle.") io.read() filled = "y" bottle = "y" space = space - 2 if store == "y" then bottlestore = "n" filledstore = "n" end break elseif space < 2 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Water Bottle") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Water Bottle") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the Water Bottle(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if bottlestore == "n" then print("Stored") io.read() bottlestore = "y" filledstore = "y" break else if filledstore == "n" then filledstore = "y" print("You filled the bottle in your tent.") io.read() break else print("You already have a stored water bottle.") io.read() end end else repeat print("water Bottle") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then if water < 700 then usewater() if store == "y" then filledstore = "n" print("You leave the empty bottle in your tent.") io.read() end break else print("You are not thirsty.") --Fixed io.read() break end print("You leave.") io.read() elseif want ~= "t" then print("You leave.") io.read() break end end elseif filled == "y" then print("Already filled.") io.read() break end elseif bottle == "y" then if filled == "n" then if store == "y" then print("You left the empty bottle in your tent.") io.read() filledstore = "n" end print("You filled your bottle.") io.read() filled = "y" break elseif filled == "y" then print("Already filled.") io.read() break end end elseif pickup ~= "y" then print("You left it.") end until pickup ~= "y" end function morphineitem() --(!)--(!)--(!)--(!)--(x)--(6)--(x) print("You found some morphine.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 2) if painkillers < 1 then if space >= 1 then if store ~= "y" then painkillers = painkillers + amount else painkillers = painkillers + painkillerstore morphinestore = 0 end space = space - 1 print("You picked them up.") io.read() break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Morphine") store = "n" dropped() store = "y" print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Morphine") -------------------- used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the morphine(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then print("Stored") io.read() morphinestore = morphinestore + math.random(1, 2) break else repeat print("Morphine") store = "y" dropped() store = "n" print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then useamount = math.random(1, 2) repeat painkillers = useamount usemorphine() painkillers = 0 useamount = useamount - 1 if useamount ~= 0 then print("Use more morphine?") print("You have " .. useamount .. " left.") want = io.read() if want ~= "y" then useamount = 0 end end until useamount == 0 print("You leave.") io.read() painkillers = 0 break elseif want ~= "t" then print("You leave.") io.read() break end end elseif painkillers >= 1 then if store ~= "y" then painkillers = painkillers + amount else painkillers = painkillers + painkillerstore morphinestore = 0 end print("You picked them up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function booksitem() --(x)--(x)--(x)--(!)--(!)--(6)--(x) color = math.random(1, 19) coloring() if ccolor == "dress" then ccolor = "leather" end if store == "n" then if findbook == "y" then print("You found a " .. droppedcolor .. " book.") ccolor = droppedcolor else print("You found a " .. ccolor .. " book.") end else print("You found a " .. storedcolor .. " book.") ccolor = storedcolor end repeat print("Pickup?") pickup = io.read() if pickup == "y" then if space >= 2 then if store == "n" then if findbook == "n" then word() text = writing else text = droppedwriting end else text = storedwriting bookstore = "n" storedcolor = "" storedwriting = "" end book = "y" cover = ccolor space = space - 2 print("You picked it up.") io.read() break elseif space < 2 then print("Not enough space.") io.read() print("Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?") want = io.read() if want == "d" then repeat print("Book") if store == "y" then sstore = "y" store = "n" end dropped() if sstore == "y" then store = "y" sstore = "n" end print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Book") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the book(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then if bookstore == "n" then if store == "n" then if findbook == "n" then word() storedwriting = writing else storedwriting = droppedwriting end end bookstore = "y" storedcolor = ccolor print("Stored.") io.read() break else print("You already have a stored book.") io.read() end else repeat print("Book") if store == "n" then sstore = "n" store = "y" end dropped() if sstore == "n" then store = "n" end print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then word() booknow = "y" if book == "y" then alreadybook = "y" end book = "y" usebook() if store == "n" then droppedwriting = text droppedbook = "y" droppedcolor = cover print("You dropped the book.") io.read() end if alreadybook == "n" then book = "n" end alreadybook = "n" booknow = "n" print("You leave.") io.read() break elseif want ~= "t" then print("You leave.") io.read() break end end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function heatpackitem() --(!)--(!)--(!)--(!)--(x)--(6)--(x) print("You found a heat pack.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 3) if heatpacks < 1 then if space >= 1 then if store ~= "y" then heatpacks = heatpacks + amount else heatpacks = heatpacks + heatpackstore heatpackstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough space.") io.read() print( "Do you want to drop(d) or use(u) something, try again(t), use now(n), or store(s) the item?" ) want = io.read() if want == "d" then repeat print("Heat Pack") if store == "y" then sstore = "y" store = "n" end dropped() if sstore == "y" then store = "y" sstore = "n" end print("Drop more?") dropmore = io.read() until dropmore ~= "y" elseif want == "u" then repeat print("Heat Pack") used() print("Use more?") dropmore = io.read() until dropmore ~= "y" elseif want == "s" then if tentplaced == "y" then print("Store the heat pack(1) or something else(2)?") want = io.read() print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 if want == "1" then print("Stored") io.read() heatpackstore = heatpackstore + math.random(1, 3) break else repeat print("Heat Pack") if store == "n" then sstore = "n" store = "y" end dropped() if sstore == "n" then store = "n" end print("Store more?") dropmore = io.read() until dropmore ~= "y" end else print("You don't have set tent.") io.read() end elseif want == "n" then useamount = math.random(1, 3) repeat heatpacks = useamount useheatpack() heatpacks = 0 useamount = useamount - 1 if useamount ~= 0 then print("Use more heatpacks?") print("You have " .. useamount .. " left.") want = io.read() if want ~= "y" then useamount = 0 end end until useamount == 0 print("You leave.") io.read() heatpacks = 0 break elseif want ~= "t" then print("You leave.") io.read() break end end elseif heatpacks >= 1 then if store ~= "y" then heatpacks = heatpacks + amount else heatpacks = heatpacks + heatpackstore heatpackstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function painkilleritem() --(!)--(!)--(!)--(!)--(x)--(6)--(x) print("You found some pain killers.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 7) if epipen < 1 then if space >= 1 then if store ~= "y" then epipen = epipen + amount else epipen = epipen + painkillerstore painkillerstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif epipen >= 1 then if store ~= "y" then epipen = epipen + amount else epipen = epipen + painkillerstore painkillerstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function leeenfielditem() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a Lee Enfield.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "Lee Enfield" then if space >= 7 - gunspacethree then print("You have picked it up") io.read() myammothree = math.random(10, 50) damagethree = 4000 + (1000 * dogs) mygunthree = "Lee Enfield" accuracythree = 7 space = space - (7 - gunspacethree) gunspacethree = 7 fullaccuracythree = 7 takegun() break elseif space < 7 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "Lee Enfield" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function alicepackitem() --(x)--(!)--(x)--(!)--(!)--(x)--(x) print("You found an Alice pack, pickup?") pickup = io.read() if pickup == "y" then if pack == "y" then print("Already have.") io.read() elseif vpack == "y" then space = space + 4 print("You picked it up.") io.read() pack = "y" vpack = "n" elseif cpack == "y" then print("You already have a Coyote pack.") io.read() else space = space + 10 print("You picked it up.") io.read() pack = "y" end elseif pickup ~= "y" then print("You left it there.") io.read() end end function vestpouchitem() --(x)--(!)--(x)--(!)--(!)--(x)--(x) print("You found a vest pouch, pickup?") pickup = io.read() if pickup == "y" then if vpack == "y" then print("Already have.") io.read() elseif pack == "y" then print("You have an Alice pack.") io.read() elseif cpack == "y" then print("You have a Coyote pack.") io.read() else space = space + 6 print("You picked it up.") io.read() vpack = "y" end elseif pickup ~= "y" then print("You left it there.") io.read() end end function penitem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found an epi-pen.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if morphine < 1 then if space >= 1 then if store ~= "y" then morphine = morphine + 1 else morphine = morphine + epipenstore epipenstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif morphine >= 1 then if store ~= "y" then morphine = morphine + 1 else morphine = morphine + epipenstore epipenstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function roadflareitem() --(!)--(x)--(!)--(!)--(x)--(!)--(x) print("You found a roadflare.") repeat print("Pick up?") pickup = io.read() if pickup == "y" then if roadflare < 1 then if space >= 1 then amount = 1 print("You picked it up.") io.read() space = space - 1 if store ~= "y" then roadflare = roadflare + 1 else roadflare = roadflare + roadflarestore roadflarestore = 0 end break elseif space < 1 then print("Not enough space.") io.read() dropped() used() end elseif roadflare >= 1 then print("You picked it up.") io.read() amount = 1 if store ~= "y" then roadflare = roadflare + 1 else roadflare = roadflare + roadflarestore roadflarestore = 0 end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function bloodbagitem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found a bloodbag.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = 1 if bloodbags < 1 then if space >= 1 then if store ~= "y" then bloodbags = bloodbags + amount else bloodbags = bloodbags + bloodbagstore bloodbagstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif bloodbags >= 1 then if store ~= "y" then bloodbags = bloodbags + amount else bloodbags = bloodbags + bloodbagstore bloodbagstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function popitem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found some pop.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = 1 if pop < 1 then if space >= 1 then if store ~= "y" then pop = pop + amount else pop = pop + popstore popstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 2 then print("Not enough room.") io.read() dropped() used() end elseif pop >= 1 then if store ~= "y" then pop = pop + amount else pop = pop + popstore popstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function beansitem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found some beans.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 2) if beans < 1 then if space >= 1 then if store ~= "y" then beans = beans + amount else beans = beans + beanstore beanstore = 0 end space = space - 1 print("You picked them up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif beans >= 1 then if store ~= "y" then beans = beans + amount else beans = beans + beanstore beanstore = 0 end print("You picked them up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function steakitem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found some steak.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = 1 if steak < 1 then if space >= 1 then if store ~= "y" then steak = steak + amount else steak = steak + steakstore steakstore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif steak >= 1 then if store ~= "y" then steak = steak + amount else steak = steak + steakstore steakstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function bandaiditem() --(!)--(!)--(!)--(!)--(x)--(!)--(x) print("You found some bandaids.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 5) if bandaids < 1 then if space >= 1 then if store ~= "y" then bandaids = bandaids + amount else bandaids = bandaids + bandaidstore bandaidstore = 0 end space = space - 1 print("You picked them up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif bandaids >= 1 then if store ~= "y" then bandaids = bandaids + amount else bandaids = bandaids + bandaidstore bandaidstore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left them there.") io.read() end until pickup ~= "y" end function grenadeitem() --(!)--(x)--(!)--(!)--(x)--(!)--(x) print("You found grenades.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = math.random(1, 4) if grenade < 1 then if space >= 1 then grenade = grenade + amount space = space - 1 print("You picked them up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif grenade >= 1 then grenade = grenade + amount print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function smokegrenadeitem() --(!)--(x)--(!)--(!)--(x)--(!)--(x) print("You found a smoke grenade.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then amount = 1 if smoke < 1 then if space >= 1 then if store ~= "y" then smoke = smoke + amount else smoke = smoke + smokestore smokestore = 0 end space = space - 1 print("You picked it up.") io.read() break elseif space < 1 then print("Not enough room.") io.read() dropped() used() end elseif smoke >= 1 then if store ~= "y" then smoke = smoke + amount else smoke = smoke + smokestore smokestore = 0 end print("You picked it up.") io.read() break end elseif pickup ~= "y" then print("You left it there.") end until pickup ~= "y" end function FNFALitem() --(x)--(x)--(x)--(x)--(!)--(x)--(!) print("You found a FN FAL.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "FN FAL" then if space >= 7 - gunspacethree then print("You have picked it up") io.read() myammothree = math.random(10, 50) damagethree = 8000 + (1000 * dogs) mygunthree = "FN FAL" accuracythree = 9 fullaccuracythree = 9 space = space - (7 - gunspacethree) gunspacethree = 7 takegun() break elseif space < 7 - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == "FN FAL" then print("You took the ammo.") io.read() myammothree = myammothree + math.random(10, 50) if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end function crossbowitem() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a crossbow.") ammo = math.random(10, 20) --Ammo print("It has " .. ammo .. " bolts.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "Crossbow" then if space >= 5 - gunspacethree then damagethree = 3000 + (1000 * dogs) mygunthree = "Crossbow" accuracythree = 6 fullaccuracythree = 6 space = space - (5 - gunspacethree) gunspacethree = 5 myammothree = ammo takegun() print("You picked it up.") io.read() break elseif space < 5 - gunspacethree then print("Not enough space.") io.read() dropped() used() end -- end of space elseif mygunthree == "Crossbow" then print("You took the ammo.") io.read() myammothree = myammothree + ammo if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then --No print("You left it there") io.read() end --end of already owned until pickup ~= "y" end function hatchetitem() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a Hatchet.") ammo = math.random(99999) --Ammo repeat print("Pickup?") pickup = io.read() if pickup == "y" then -- Pick up Hatchet print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "Hatchet" then if space >= 5 - gunspacethree then space = space - (5 - gunspacethree) gunspacethree = 5 damagethree = 3000 + (1000 * dogs) mygunthree = "Hatchet" accuracythree = 10 fullaccuracythree = 10 myammothree = ammo takegun() print("You picked it up.") io.read() break elseif space < 5 - gunspacethree then print("Not enough space.") io.read() dropped() used() end -- end of space elseif mygunthree == "Hatchet" then print("Already owned.") io.read() break end elseif pickup ~= "y" then --No print("You left it there") io.read() end --end of already owned until pickup ~= "y" end function makarovitem() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a Makarov.") ammo = math.random(10, 25) --Ammo print("It has " .. ammo .. " bullets.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then -- Pick up Makarov print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "Makarov" then if space >= 3 - gunspacethree then space = space - (3 - gunspacethree) gunspacethree = 3 damagethree = 1500 + (1000 * dogs) mygunthree = "Makarov" accuracythree = 4 fullaccuracythree = 4 myammothree = ammo takegun() print("You picked it up.") io.read() break elseif space < 3 - gunspacethree then print("Not enough space.") io.read() dropped() used() end -- end of space elseif mygunthree == "Makarov" then print("You took the ammo.") io.read() myammothree = myammothree + ammo if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then --No print("You left it there") io.read() end --end of already owned until pickup ~= "y" end function revolveritem() --(X)--(X)--(X)--(!)--(X)--(!)--(!) print("You found a revolver.") ammo = math.random(1, 15) --Ammo print("It has " .. ammo .. " bullets.") repeat print("Pickup?") pickup = io.read() if pickup == "y" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= "Revolver" then if space >= 3 - gunspacethree then space = space - (3 - gunspacethree) gunspacethree = 3 damagethree = 2500 + (1000 * dogs) mygunthree = "Revolver" accuracythree = 5 fullaccuracythree = 5 myammothree = ammo takegun() print("You picked it up.") io.read() break elseif space < 5 - gunspacethree then print("Not enough space.") io.read() dropped() used() end -- end of space elseif mygunthree == "Revolver" then print("You took the ammo.") io.read() myammothree = myammothree + ammo if slot == "2" then myammotwo = myammothree else myammo = myammothree end break end elseif pickup ~= "y" then --No print("You left it there") io.read() end until pickup ~= "y" --No end function takegun() if slot == "2" then gunspacetwo = gunspacethree myguntwo = mygunthree myammotwo = myammothree damagetwo = damagethree accuracytwo = accuracythree fullaccuracytwo = fullaccuracythree elseif slot == "1" then gunspace = gunspacethree mygun = mygunthree myammo = myammothree damage = damagethree accuracy = accuracythree fullaccuracy = fullaccuracythree end fullaccuracythree = 0 accuracythree = 0 damagethree = 0 myammothree = 0 mygunthree = "no weapon" gunspacethree = 0 end function guarddrop() --(X)--(X)--(X)--(X)--(!)--(X)--(X) drop = math.random(1, 6) if drop == 1 then FNFALitem() elseif drop == 6 then gillieitem() elseif drop == 2 then smokegrenadeitem() elseif drop == 3 then grenadeitem() elseif drop == 4 then AK47item() elseif drop == 5 then g36citem() end end function help() repeat print( "Section 1:GAME HELP, Section 2:QUESTION HELP, Section 3:STAT HELP, Section 4:INFORMATION HELP, Section 5:WEAPON HELP" ) print( "Section 6:ITEM HELP, Section 7:INJURY HELP, Section 8:OUTFIT HELP, Section 9:SPAWN HELP, Section 10:EVENT HELP" ) print("Section 11:ACTION HELP, Section 12:OPTION HELP, Section 13:GAMEMODE HELP") print( "Please type the number of the section you want to view and hit ENTER or RETURN. Or just hit ENTER or RETURN to leave the help section." ) section = io.read() if section == "1" then print("GAME HELP") print( "This game randomly chooses from a list of different events to occur, after each event, it will show a line." ) print('To view your stats type "s" after you see the line.') print( "After an event or message, press ENTER or RETURN to continue. Or if you just need to enter a word." ) print('From now on, type "h" after the line to view help.') print("Enter now to continue.") io.read() elseif section == "2" then print("QUESTION HELP") print("After typing an answer hit ENTER or RETURN to enter it.") print('For a yes or no question, type "y" for yes or anything else for no.') print("For items, type out the word in singular form and lower case.") print("For actions, type the first letter of the word in lower case.") print("See ITEM HELP for items or ACTION HELP for actions.") io.read() elseif section == "3" then print("STAT HELP") print("Your name is displayed at the top of your stats.") print("Below your name is your gamemode and your moral level.") print("Below that is your spawn and the number of days you have survived.") print("Below that is the time of day and the time itself, if you have a watch.") print( "In options, you can choose to have your stats automaticly displayed, to search your stats, and what sections of stats to view." ) print( "See GAMEMODE HELP for gamemodes, INFORMATION HELP for accuracy (time of day), ITEM HELP for watches, or OPTION HELP for options." ) io.read() print("Your moral goes up by killing bandits and zombies.") print("It goes down by attacking players.") print("When it gets high enough, you become a Hero and get a cape.") print("Players attack less often when you are a Hero.") print("If your moral gets too low, you become a Bandit.") print("Players attack more if you are a Bandit.") print("See OUTFIT HELP for bandanas/capes") io.read() elseif section == "4" then print("INFORMATION HELP") print("Your blood lowers after being attacked.") print("To raise it, find a bloodbag and hope a player will use it on you, or eat food.") print("See ITEM HELP for bloodbags and food or INFORMATION HELP for food.") io.read() print("The more pain you have, the more ammo it takes to kill someone.") print("Lower your pain by using a pain killer.") print("See ITEM HELP for pain killers.") io.read() print("Your temperature drops when you sleep.") print("If it gets below 33 then you catch a cold which rises your pain.") print("To lower it, don't sleep as much or use a heat pack.") print("See ITEM HELP for heat packs.") io.read() print("If your food gets to 0, you die.") print("If you have food and you need to eat, you will automaticly do so.") print("Otherwise, just use some beans or a steak.") print("See ITEM HELP for beans and steak.") io.read() print("If your water gets to 0, you die.") print("If you have water and you need to drink, you will again automaticly do so.") print("Otherwise, just use some water or some pop.") print("See ITEM HELP for bottles and pop.") io.read() print('If you are tired, type "r" after the line to rest.') print("Too much exhaustion can get you caught by players and zombies if you try to run. ") print("Fighting and fleeing brings up your exhaustion.") print("Resting brings your food and water down. But it also brings down exhaustion.") print("If you have a tent, resting brings down exhaustion faster.") print("See ITEM HELP for tents.") io.read() elseif section == "5" then print("WEAPON HELP") print("You can find weapons all over.") print("You have to have one to win a fight.") print("You also have to have enough ammo.") io.read() print("You can have up to 2 guns at a time, a primary, and a secondary.") print('When taking a gun, you can choose which slot to put it in, slot "1" or slot "2".') print("If you don't have enought ammo in your primary gun, then it uses your secondary gun.") print("If you still don't have enough, you die.") print('To switch your primary and secondary guns, type "w" (weapon switch) after the line.') print("If you have the same secondary and primary guns, it will compile your ammo when you do this.") io.read() print('The Makarov ("gun") can be found on the ground.') print("It takes up 3 spaces and has 4 accuracy.") print("It does 1500 damage and can be found with up to 50 bullets.") io.read() print('The Revolver ("gun") can be found on the ground and does 2500 damage.') print("It takes up 3 spaces and has 5 accuracy.") print("It can be found with up to 10 bullets.") io.read() print('The Crossbow ("gun") can be rarely found on the ground with up to 20 bullets. ') print("It takes up 5 spaces and has 6 accuracy.") print("The Crossbow does 3000 damage.") io.read() print('The M16 ("gun") can be found in campsites with up to 50 bullets.') print("It takes up 6 spaces and has 6 accuracy.") print("It does 3400 damage.") print("See EVENT HELP for campsites") io.read() print('The Hatchet ("gun") can be found on the ground and does not need ammo.') print("It takes up 5 spaces and has 10 accuracy.") print("It does 3000 damage but takes alot more blood to use.") print('Use the "hatchet" in a forest to chop wood.') print("See ITEM HELP for wood.") io.read() print('The G36C ("gun") can be found in police stations and on guards.') print("It does 3700 damage and takes up 6 spaces.") print("It can be found with up to 70 bullets and has 7 accuracy.") print("See EVENT HELP for campsites and buildings") io.read() print('The AK47 ("gun") can be found in police stations and on guards.') print("It does 3500 damage takes up 6 spaces.") print("It can be found with up to 70 bullets and has 7 accuracy.") print("See EVENT HELP for campsites and buildings") io.read() print('The M4A1 ("gun") can be found in police stations.') print("It does 4000 damage takes up 6 spaces.") print("It can be found with up to 70 bullets and has 8 accuracy.") print("See EVENT HELP for buildings") io.read() print('The Doulble Barrel Shotgun ("gun") can be found in police stations and on guards.') print("It does 5000 damage takes up 7 spaces.") print("It can be found with up to 50 bullets and has 6 accuracy.") print("See EVENT HELP for buildings") io.read() print("The Lee Enfield does 4000 damage and can be found on players.") print("It takes up 7 spaces and has 7 accuracy.") print("It can be found with up to 50 bullets.") print("See EVENT HELP for players") io.read() print('The FN FAL ("gun") can be found on gaurds and does 8000 damage.') print("It takes up 7 spaces and is found with up to 50 bullets.") print("It has 9 accuracy.") print("See EVENT HELP for guards") io.read() print('The AS50 ("gun") can be found in Millitary camps and does 200000 damage.') print("It takes up 8 spaces and is found with up to 50 bullets.") print("It has 10 accuracy.") print("See EVENT HELP for Millitary campsites") io.read() print("Ammo can be taken from a gun you find on the ground that you already have or from players.") print("You need ammo to win a fight.") print("Ammo does not take up space.") io.read() print("The more damage your weapon has, the less ammo it needs.") io.read() print("The more accuracy your gun has, the less ammo it needs.") print("During the night, your accuracy goes down by 4.") print("During the day, it goes back up 4.") print("Use NV goggles to bring your accuracy up at night.") print("See ITEM HELP for NV goggles") io.read() elseif section == "6" then print("ITEM HELP") print("Each item takes up space depending on the size.") print( "If you don't have room for an item, you will automaticly be asked to drop something and then use something, just hit enter to cancel." ) print( 'To drop an item, type "d" after you see the line. Then type the item\'s name with all lower case in singular form.' ) print( 'To use an item, type "u" after you see the line. Then type the item\'s name with all lower case in singular form.' ) io.read() print('The "jerry can" can be filled by players and is needed to use a vehicle.') print("It takes up 5 spaces.") print("The vehicle will then take you to a random spawn.") print("See SPAWN HELP for the spawns.") io.read() print('A "bloodbag" can be found in campsites, on zombies, or on the ground.') print("A player will use a blood bag on you to restore your health.") print("You need one first though.") print("They take up 1 space.") print("See INFORMATION HELP for more on health.") io.read() print('Bandaids ("bandaid") can be found on the ground, on zombies, in campsites, or from players.') print("They take up 1 space.") print("They are used to stop bleeding.") print("See INJURY HELP for bleeding.") io.read() print('A "bottle" can be found on the ground.') print("You can fill it at water sources or with players.") print("It takes up 1 space and restores up to 500 water when filled.") print("See INFORMATION HELP for water.") io.read() print('Some "pop" can be found on the ground, in campsites, on zombies, on players, or from players.') print("It takes up 1 space and restores up to 200 water.") print("See INFORMATION HELP for water.") io.read() print('Some "steak" can be made by cooking meat with wood and matches.') print("Use a match to cook.") print("Restores up to 500 food.") print("Takes 1 space.") print("See INFORMATION HELP for food or ITEM HELP for wood, meat, and matches.") io.read() print('Some "beans" can be found on the ground, in campsites, on zombies, on players, or from players.') print("Beans take up 1 space and restores up to 200 food.") print("See INFORMATION HELP for food.") io.read() print('Some "morphine" can be found on players, on the ground, or from players.') print("Morphine is used to heal broken bones.") print("It takes up 1 space.") print("See INJURY HELP for broken bones.") io.read() print('You can find a hunting "knife" on the ground.') print("You use it to skin cows for meat.") print("It takes up 2 spaces.") print("See EVENT HELP for cows or ITEM HELP for meat.") io.read() print('An "epi-pen" can be found on players.') print("It takes up 1 space.") print( "When you die of blood, you have 1/3 of a chance a player will use an epi-pen on you if you have one." ) print("You will then be revived and continue playing.") print("See INJURY HELP for death.") io.read() print('Use a "pain killer" to reduce pain.') print("They can be found on the ground or on players.") print("They take up 1 space.") print("See INFORMATION HELP for pain.") io.read() print('A "heat pack" can be found on the ground, or on a player.') print("The heat pack takes up 1 space and is used to raise temperature.") print("See INFORMATION HELP for temperature.") io.read() print('A "match" can be found on the ground.') print("The match takes up 1 space and is used to cook meat with wood.") print("You can also warm yourself with fires.") print("See ITEM HELP for wood and meat and INFORMATION HELP for temperature.") io.read() print('Some "wood" can be chopped down by using a hatchet in a forest.') print("The wood is used to cook meat by using a match.") print("You can also warm yourself with fires.") print("Wood takes up 2 spaces.") print("See ITEM HELP for meat and matches or SPAWN HELP for forest") io.read() print('A "bear trap" can be found in campsites.') print("It is used to catch a player, zombie, or cow after a few turns.") print("When used, it will say you have a set trap in the weapons section.") print("You can only set one trap at a time.") print("It takes up 2 space.") print("See EVENT HELP for cows, players, and zombies") io.read() print('A "road flare" is used to attract eigther a player or a zombie.') print("It takes up 1 space and can be found on the ground, from players, or on zombies. ") print("See EVENT HELP for players and zombies.") io.read() print('Night vision "goggles", or NV goggles can be found in Millitary campsites.') print("They rais your accuracy during the night and lower it during the day (if they are on)") print("Use them to turn them on or off.") print("They take up 2 spaces.") print("See EVENT HELP for Millitary camps") io.read() print('A "grenade" can be found on guards or in Millitary campsites.') print("It can be used to kill a person and take his stuff.") print("It takes up 1 space.") print("See EVENT HELP for Millitary camps and guards") io.read() print('A "smoke grenade" can be found on guards or in Millitary campsites.') print("It is automaticly used when trying to escape a person when your too tired.") print("When used, it lets you escape no matter what.") print("It takes up 1 space.") print("See EVENT HELP for Millitary camps and guards") io.read() print('A "tent" can be found in the city on the ground.') print("It takes up 4 spaces and reduces more exhaustion when you sleep then without one.") print("You can also use the tent to store items in.") print( "It takes exhaustion every time you travel to your teent but you can put anything in and take anything out of it." ) print("Use the tent to place it, then use it again to travel to it.") print("See INFORMATION HELP for exhaustion.") io.read() print('A "book" can be found in buildings in a variety of colors.') print("It takes up 2 spaces.") print('When used, type "w" to write in it, "r" to read it, or "e" to erase it.') print("The book will have a random sentence automaticly written in it.") print("If you write in a book and then drop it, players can find it.") print('If a player finds it and it says "Help: Food" the player will give you food.') print('Or, if it says "Help: Ammo" then the player will give you ammo.') print('"Help: Water" gives water or pop and "Help: Bandaid" gives you bandaids.') print("See ITEM HELP for items") io.read() print("Watches can be found in buildings or on the ground.") print("They don't take up space and go in the outfit section.") print("The watch tells you the time and cannot be dropped.") print("See OUTFIT HELP for outfits or STAT HELP for time") io.read() print('A "radio" can be found in buildings.') print("You can use the radio to talk to a chat bot.") print("Radios are really just for fun as they don't help you at all.") print("Radios take up 1 space.") print("See EVENT HELP for buildings") io.read() print('A "antibiotic" can be obtained from players or in a campsite.') print("They remove infection and take up 1 space.") print("See INJURY HELP for infection.") io.read() print('Some "meat" can be found by skinning cows or dogs.') print("Meat takes up 1 space and is used to cook into steak.") print("Eating it will heal very little and fill just a bit.") print("If eaten, you have a high chance of it infecting you.") print("See ITEM HELP for wood and meat") io.read() print("The Medbox can be found in Hospitals in the City.") print("They contain every type of Medical supply with random amounts for each.") print("See EVENT HELP for Hospitals, SPAWN HELP for the City, and ITEM HELP for medical supplies") io.read() print("An Alice pack can be found on players or in campsites.") print("They can hold up to 10 items.") print("They can not be dropped and are found in the outfit section.") print("See OUTFIT HELP for outfits.") io.read() print("A Vest Pouch can be found on zombies.") print("They can hold up to 6 items.") print("They can not be dropped and are found in the outfit section.") print("See OUTFIT HELP for outfits") io.read() print("A Coyote pack can be found in Millitary camps.") print("They can hold up to 20 items.") print("They can not be dropped and are found in the outfit section.") print("See OUTFIT HELP for outfits.") io.read() elseif section == "7" then print("INJURY HELP") print("When bleeding, you lose bloos after each event.") print("You stop losing blood at 2000 blood left.") print("To stop bleeding, use a bandaid.") print("See ITEM HELP for bandaids.") io.read() print("If you have a broken bone, your exhaustion goes up each turn.") print("If it gets above 1000, you could black out for a couple days.") print("Use morphine to heal broken bones.") print("See ITEM HELP for morphine.") io.read() print("Colds raise your pain and are cured with heat packs.") print("You can also cure it by raising your temperature by jogging or waiting around.") print("See ITEM HELP for heat packs or ACTION HELP for jogging.") io.read() print("When you die, a player might revive you if you have an epi-pen.") print( "If you still don't have enough blood but have a blood bag, he will then give you a blood tranfusion." ) print("See ITEM HELP for epi-pens and bloodbags or INFORMATION HELP for blood.") io.read() print("You can get infections from standing near players or bleeding on a zombie.") print("Cure the infection with antibiotics.") print("You lose blood until you you only have 6000 left with an infection.") print("See ITEM HELP for antibiotics.") io.read() elseif section == "8" then print("OUTFIT HELP") print("Your outfit is randomly made at the start of the game.") print("It has no effect on the gameplay itself.") print("Clothes take no space and can be found on bodies.") print("There are several different colors of clothing.") print("The back packs, gillie's, watches, and bandanas/capes can also be found in this section.") print("See ITEM HELP for back packs and watches and STAT HELP for bandanas/capes.") io.read() print("Gillie suits can be found on players and in military camps.") print("They don't take up space and make it easier to escape people.") io.read() elseif section == "9" then print("SPAWN HELP") print("You start in one of three spawns.") io.read() print("Spawn 1 is the city, you find tents and buildings here.") print("See INFORMATION HELP or ITEM HELP for tents and EVENT HELP for buildings.") io.read() print("Spawn 2 is the shore, you find water sources here.") print("See ITEM HELP or EVENT HELP for water.") io.read() print("Spawn 3 is the forest, you find cows, trees, and Farms here.") print("See ITEM HELP for trees or EVENT HELP for cows and farms") io.read() elseif section == "10" then print("EVENT HELP") print("Zombies drop 4 items and have up to 3000 health.") print("They can cut you or brake your leg if you attack.") print("If you are too exhausted to escape they will kill you.") print("They drop bandaids, beans, pop, and road flares.") print("See ITEM HELP for items, INJURY HELP for injuries, or INFORMATION HELP for exhaustion.") io.read() print("Players drop everything and have up to 12000 health.") print("When you approach a player, you have a 1/2 chance they will be nice.") print("If they are nice, they will give you something.") print("Otherwise they will attack you.") print("They can cut you or brake your leg if they attack.") print("If you are too exhausted to escape they can either kill you or release you.") print("Players give ammo, beans, water, fuel, bandaids, morphine, pop, antibiotics, and road flares.") print("See ITEM HELP for items, INJURY HELP for injuries, or INFORMATION HELP for exhaustion.") io.read() print("Gangs can rarely be found with 2-5 players in them.") print("Gangs always attack.") io.read() print("On the ground, you can find 13 items.") print( "You can find bloodbags, knives, tents, bottles, jerry cans, bandaids, painkillers, morphine, heat packs, matches, beans, pop, and road flares." ) print("See ITEM HELP for items.") io.read() print("Campsites can have every item.") print("But be careful, sometimes you could step on a bear trap and brake a leg.") print("Players can also find you here.") print("Campsites can also have fires to cook or warm.") print("See ITEM HELP for items and WEAPON HELP for M16.") io.read() print("Campsites have a 30th of a chance to be a Millitary camp.") print("Millitary camps drop rare items.") print( "You can find an AS50 in the tent, NV goggles, smoke grenades, grenades, gillie suits, and the Coyote pack." ) print("The Millitary campsite will sometimes have a guard, which is really hard to kill.") print( "The guard can drop 6 items which are smoke grenades, grenades, G36C, gillie suits, AK47, and an FN FAL." ) print("See ITEM HELP for items, OUTFIT HELP for gillie suit, and WEAPON HELP for weapons") io.read() print("You can find cows in the forest.") print('Using a "knife", you can skin them for up to 8 meat.') print("You can then cook meat with wood and matches.") print("See ITEM HELP for wood and matches.") io.read() print("You can find water sources on the shore.") print("You can drink it with your hands or fill your bottle.") print("Drinking gives up to 500 water.") print("See INFORMATION HELP for water and ITEM HELP for bottles.") io.read() print("You can find dogs on the ground.") print("You can tame with steak, otherwise they will attack.") print("Each dog can be named and does 1000 extra damage.") print("Dogs will also catch things from time to time.") print( "When your dogs run out of health, only one dies. When they run out of food or water, they all die." ) print("When a dog dies, his name will stay on the list until they all die.") print('Feed them by using "dog" and selecting to either feed ("f") or water ("w").') print("You can also skin them for meat.") print("See ACTION HELP for feeding/watering/skinning") io.read() print("Buildings can be found in the City and the Farm can be found in the Forest.") print("Buildings can have many different items depending on what kind of building it is.") print("Police Stations have guns and ammo and are found in the City.") print("Gas Stations have fuel and Jerry cans and are also found in the City.") print("Hospitals can also be found in the City and have medical supplies.") print("Hospitals can also have the Medbox which contains every medical supplie.") print("Buildings can be found in the City and have every day stuff like food and tools.") print("Farms are found in the Forest with stuff like tools.") print("See WEAPON HELP for weapons, ITEM HELP for items and Medbox, and SPAWN HELP for spawns") io.read() elseif section == "11" then print("ACTION HELP") print("Type actions after the line to use.") io.read() print( 'To view stats type "s", to use type "u", to drop type "d", to jog type "j", type "o" for options, and to rest type "r".' ) print( "Jogging raises your temperature and resting lowers your exhaustion and switches between night and day." ) print("See INFORMATION HELP for exhaustion and temperature.") io.read() print('When using a book, type "w" to write, "e" to erase, and "r" to read.') print("See ITEM HELP for books.") io.read() print('When feeding dogs, use "f" for feed and "w" for water.') print('To skin a dog, use the dog, then type "s".') print("The more you feed him, the more meat you get from skinning him.") print("See EVENT HELP for dogs") io.read() print('To quit, type "q" after the line.') io.read() elseif section == "12" then print("OPTION HELP") print('Type "o" after the line to change options.') print("Autostats will automatically dispay your stats after a said amount of turns.") print( "Stat Seach lets you look at sections of your stats individually. (Useful if stats are running out of your screen.)" ) print("Stat Sections lets you choose which sections of stats to view when your stats are shown.") print("You can change your name using options.") io.read() elseif section == "13" then print("GAMEMODE HELP") print( "The recruit gamemode gives you all the medical supplies, a road flare, a bottle of water, a revolver, a Vest Pouch, and 5 steak. You have 22,000 health." ) print("The easy gamemode gives you 5 bandaids, 7 pop, and 5 beans. You have 20,000 health.") print("The medium gamemode gives you 2 beans and a 3 pop. You have 15,000 health.") print("The hard gamemode gives you nothing with 12,000 health.") print("See ITEM HELP for items or INFORMATION HELP for health.") io.read() else section = "0" end until section == "0" end function zombiedrop() --(X)--(X)--(X)--(X)--(!)--(X)--(X) if clothedrop == "y" then clothes = math.random(1, 10) if clothes == 1 then print("It had a bloody shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a bloody shirt.") io.read() shirt = "bloody" elseif pickup ~= "y" then print("You left it there.") io.read() end else print("It had a ripped shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a ripped shirt.") io.read() shirt = "ripped" elseif pickup ~= "y" then print("You left it there.") io.read() end end print("It had ripped pants.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have ripped pants.") io.read() pants = "ripped" elseif pickup ~= "y" then print("You left it there.") io.read() end end drop = math.random(1, 7) if drop == 3 then bandaiditem() elseif drop == 4 then beansitem() elseif drop == 5 then popitem() elseif drop == 6 then roadflareitem() elseif drop == 7 then vestpouchitem() end end function enemydrop() --(X)--(X)--(X)--(X)--(!)--(X)--(X) if clothedrop == "y" then color = math.random(1, 28) coloring() print("They had a " .. ccolor .. " shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a " .. ccolor .. " shirt.") io.read() shirt = ccolor elseif pickup ~= "y" then print("You left it there.") io.read() end color = math.random(1, 7) coloring() print("They had " .. ccolor .. " pants.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have " .. ccolor .. " pants.") io.read() pants = ccolor elseif pickup ~= "y" then print("You left it there.") io.read() end end drop = math.random(1, 37) if drop == 1 then makarovitem() elseif drop == 2 then revolveritem() elseif drop == 3 then amount = math.random(1, 7) if amount == 1 then M16item() else beansitem() end elseif drop == 37 then gillieitem() elseif drop == 4 then amount = math.random(1, 2) if amount == 1 then crossbowitem() else popitem() end elseif drop == 5 then amount = math.random(1, 2) if amount == 1 then hatchetitem() else beansitem() end elseif drop == 6 then amount = math.random(1, 10) if amount == 1 then leeenfielditem() else popitem() end elseif drop == 7 then amount = math.random(1, 40) if amount == 1 then FNFALitem() else beansitem() end elseif drop == 8 then amount = math.random(1, 100) if amount == 1 then AS50item() else popitem() end elseif drop == 9 then amount = math.random(1, 5) if amount == 1 then gogglesitem() else beansitem() end elseif drop == 10 then amount = math.random(1, 30) if amount == 1 then coyotepackitem() else popitem() end elseif drop == 11 then amount = math.random(1, 5) if amount == 1 then filledjerrycanitem() else jerrycanitem() end elseif drop == 12 then beartrapitem() elseif drop == 13 then matchitem() elseif drop == 14 then amount = math.random(1, 3) if amount == 1 then filledbottleitem() else bottleitem() end elseif drop == 15 then tentitem() elseif drop == 16 then knifeitem() elseif drop == 17 then amount = math.random(1, 3) if amount == 1 then antibioticsitem() else beansitem() end elseif drop == 18 then morphineitem() elseif drop == 19 then if droppedbook == "y" then amount = math.random(1, 10) if amount == 1 then findbook = "y" booksitem() findbook = "n" droppedbook = "n" else booksitem() end else booksitem() end elseif drop == 20 then heatpackitem() elseif drop == 21 then painkilleritem() elseif drop == 22 then amount = math.random(1, 15) if amount == 1 then alicepackitem() else popitem() end elseif drop == 23 then vestpouchitem() elseif drop == 24 then penitem() elseif drop == 25 then roadflareitem() elseif drop == 26 then bloodbagitem() elseif drop == 27 then bandaiditem() elseif drop == 28 then amount = math.random(1, 40) if amount == 1 then grenadeitem() else beansitem() end elseif drop == 29 then amount = math.random(1, 35) if amount == 1 then smokegrenadeitem() else popitem() end elseif drop == 30 then ammoitem() elseif drop == 31 then radioitem() elseif drop == 32 then amount = math.random(1, 15) if amount == 1 then g36citem() else beansitem() end elseif drop == 33 then amount = math.random(1, 7) if amount == 1 then AK47item() else popitem() end elseif drop == 34 then amount = math.random(1, 7) if amount == 1 then M4A1item() else beansitem() end elseif drop == 35 then amount = math.random(1, 4) if amount == 1 then DBshotgunitem() else popitem() end elseif drop == 36 then watchitem() end end function word() words = math.random(1, 19) if words == 1 then writing = "You shouldn't have killed me..." elseif words == 2 then amount = math.random(20, 100) amounts = math.random(2, 5) writing = "Day " .. amount .. ", I began work on a house. Killed " .. amounts .. " cows." elseif words == 3 then writing = "Find meat, set up camp, fill bottle" elseif words == 4 then writing = "If my family finds this, I'm already dead. I attached my will to the following page...I wish you the best." elseif words == 5 then writing = "I'll kill dat boy!" elseif words == 6 then writing = "I want halp, food. English my not firsts langwage" elseif words == 7 then writing = "TIC TAC TOE #" elseif words == 8 then writing = "SURVIVE" elseif words == 9 then writing = "I AM SUPERBEAN!" elseif words == 10 then writing = "Another failed attempt at a cure." elseif words == 11 then writing = "You found me! 1-18-89" elseif words == 12 then writing = "The end is near" elseif words == 13 then writing = "What you are about to read is an account following the multiple deaths of 205 AD." elseif words == 14 then writing = "The Journal of Jonson Brown" elseif words == 15 then writing = "The Adventures of Sherlock Holmes by Sir Aurthor Connan Doyle" elseif words == 16 then writing = " " elseif words == 17 then writing = "LOL " elseif words == 18 then writing = "Beans to you Sir. " elseif words == 19 then writing = "Died by a Zombie while witnessing paint dry. " end end function giving() drop = math.random(1, 41) if request == "y" then if droppedwriting == "Help: Food" then drop = 39 elseif droppedwriting == "Help: Water" then if bottle == "y" then filledbottleitem() elseif bottle == "n" then drop = 40 end elseif droppedwriting == "Help: Ammo" then drop = 30 elseif droppedwriting == "Help: Bandaid" then drop = 27 end end giveamount = math.random(0, 4) repeat if giveamount > 0 then if drop == 1 then amount = math.random(1, 4) if amount == 1 then makarovitem() else popitem() end elseif drop == 38 then steakitem() elseif drop == 39 then beansitem() elseif drop == 40 then popitem() elseif drop == 41 then amount = math.random(1, 45) if amount == 1 then gillieitem() else beansitem() end elseif drop == 37 then print("The player wants to give you fuel.") print("Accept?") pickup = io.read() if pickup == "y" then if can == "y" then if cfilled == "n" then print("They filled your jerry can.") io.read() cfilled = "y" elseif cfilled == "y" then print("Already filled.") io.read() end elseif can ~= "y" then print("You have no can.") io.read() end elseif pickup ~= "y" then print("You declined.") io.read() end elseif drop == 2 then amount = math.random(1, 4) if amount == 1 then revolveritem() else beansitem() end elseif drop == 3 then amount = math.random(1, 10) if amount == 1 then M16item() else beansitem() end elseif drop == 4 then amount = math.random(1, 5) if amount == 1 then crossbowitem() else popitem() end elseif drop == 5 then amount = math.random(1, 4) if amount == 1 then hatchetitem() else beansitem() end elseif drop == 6 then amount = math.random(1, 20) if amount == 1 then leeenfielditem() else popitem() end elseif drop == 7 then amount = math.random(1, 70) if amount == 1 then FNFALitem() else beansitem() end elseif drop == 8 then amount = math.random(1, 200) if amount == 1 then AS50item() else popitem() end elseif drop == 9 then amount = math.random(1, 10) if amount == 1 then gogglesitem() else beansitem() end elseif drop == 10 then amount = math.random(1, 50) if amount == 1 then coyotepackitem() else popitem() end elseif drop == 11 then amount = math.random(1, 10) if amount == 1 then filledjerrycanitem() else jerrycanitem() end elseif drop == 12 then beartrapitem() elseif drop == 13 then matchitem() elseif drop == 14 then amount = math.random(1, 2) if amount == 1 then filledbottleitem() else bottleitem() end elseif drop == 15 then amount = math.random(1, 4) if amount == 1 then tentitem() else popitem() end elseif drop == 16 then knifeitem() elseif drop == 17 then amount = math.random(1, 5) if amount == 1 then antibioticsitem() else beansitem() end elseif drop == 18 then morphineitem() elseif drop == 19 then booksitem() elseif drop == 20 then heatpackitem() elseif drop == 21 then painkilleritem() elseif drop == 22 then amount = math.random(1, 30) if amount == 1 then alicepackitem() else popitem() end elseif drop == 23 then amount = math.random(1, 10) if amount == 1 then vestpouchitem() else popitem() end elseif drop == 24 then penitem() elseif drop == 25 then roadflareitem() elseif drop == 26 then bloodbagitem() elseif drop == 27 then bandaiditem() elseif drop == 28 then amount = math.random(1, 70) if amount == 1 then grenadeitem() else beansitem() end elseif drop == 29 then amount = math.random(1, 50) if amount == 1 then smokegrenadeitem() else popitem() end elseif drop == 30 then ammoitem() elseif drop == 31 then radioitem() elseif drop == 32 then amount = math.random(1, 30) if amount == 1 then g36citem() else beansitem() end elseif drop == 33 then amount = math.random(1, 30) if amount == 1 then AK47item() else popitem() end elseif drop == 34 then amount = math.random(1, 30) if amount == 1 then M4A1item() else beansitem() end elseif drop == 35 then amount = math.random(1, 15) if amount == 1 then DBshotgunitem() else popitem() end elseif drop == 36 then watchitem() end drop = math.random(1, 40) giveamount = giveamount - 1 elseif giveamount < 1 then print("You leave the player.") io.read() end until giveamount < 1 end -- end of give cheatkey = "@cheat" password = "cheatcodecentral" function used() stats() print("What do you want to use?") drop = io.read() if drop == "bandaid" then usebandaid() elseif drop == "antibiotic" then useantibiotic() elseif drop == "goggles" then usegoggles() elseif drop == "tent" then usetent() elseif drop == "bear trap" then usebeartrap() elseif drop == "radio" then useradio() elseif drop == "dog" then usedog() elseif drop == "water" then usewater() elseif drop == "grenade" then usegrenade() elseif drop == "steak" then usesteak() elseif drop == "meat" then usemeat() elseif drop == "pain killer" then usepainkiller() elseif drop == "morphine" then usemorphine() elseif drop == "road flare" then useroadflare() elseif drop == "super bean" then usesuperbean() elseif drop == "heat pack" then useheatpack() elseif drop == "hatchet" then usehatchet() elseif drop == "match" then usematch() elseif drop == "beans" then ----------------------Change into functions then make using items on the spot-- radio: already started usebeans() elseif drop == "pop" then usepop() elseif drop == "book" then usebook() end end function coloring() if color == 1 then ccolor = "blue" elseif color == 2 then ccolor = "black" elseif color == 3 then ccolor = "grey" elseif color == 4 then ccolor = "brown" elseif color == 5 then ccolor = "camo" elseif color == 6 then ccolor = "ripped" elseif color == 7 then ccolor = "dress" elseif color == 23 then ccolor = "yellow" elseif color == 8 then ccolor = "green" elseif color == 9 then ccolor = "orange" elseif color == 10 then ccolor = "purple" elseif color == 11 then ccolor = "red" elseif color == 12 then ccolor = "pink" elseif color == 13 then ccolor = "polka-dot" elseif color == 14 then ccolor = "striped" elseif color == 15 then ccolor = "plaid" elseif color == 16 then ccolor = "magenta" elseif color == 17 then ccolor = "rainbow" elseif color == 18 then ccolor = "turquoise" elseif color == 19 then ccolor = "white" elseif color == 20 then ccolor = "T" elseif color == 21 then ccolor = "long-sleeved" elseif color == 24 then ccolor = "Science" elseif color == 22 then ccolor = "ripped" elseif color == 28 then ccolor = "turtle neck" elseif color == 25 then ccolor = "Got BeanZ?" elseif color == 26 then ccolor = "Zombie Survival" elseif color == 27 then ccolor = "Mountain Dew" end end function stats() -------------------------------------Stats if statsearch == "y" then repeat print("Choose a section to view.") print( 'Section 1:INFORMATION, Section 2:STATS, Section 3:WEAPON, Section 4:DOGS, Section 5:ITEMS, Section 6:INJURIES, Section 7:OUTFIT, or "all" for all.' ) want = io.read() if want == "1" then stats1() elseif want == "2" then stats2() elseif want == "3" then stats3() elseif want == "4" then stats4() elseif want == "5" then stats5() elseif want == "6" then stats6() elseif want == "7" then stats7() elseif want == "all" then stats1() stats2() stats3() stats4() stats5() stats6() stats7() else want = "0" end until want == "0" elseif statsearch ~= "y" then if statA == "y" then stats1() end if statB == "y" then stats2() end if statC == "y" then stats3() end if statD == "y" then stats4() end if statE == "y" then stats5() end if statF == "y" then stats6() end if statG == "y" then stats7() end end end function dropped() -----------------------------------------Drop stats() if store == "n" then print("What do you want to drop?") else print("What do you want to store?") end dropping = io.read() if dropping == "bloodbag" then if bloodbags >= 1 then if store == "y" then print("Stored.") io.read() bloodbagstore = bloodbagstore + bloodbags else print("Dropped.") io.read() end bloodbags = 0 space = space + 1 elseif bloodbags < 1 then print("Unowned.") io.read() end elseif dropping == "super bean" then if superbean == "y" then superbean = "n" if store == "y" then print("Stored.") io.read() superbeanstore = "y" else print("Dropped.") io.read() end space = space + .5 elseif superbean == "n" then print("...") io.read() end elseif dropping == "meat" then if meat >= 1 then if store == "y" then print("Stored.") io.read() meatstore = meatstore + meat else print("Dropped.") io.read() end meat = 0 space = space + 1 elseif meat < 1 then print("Unowned.") io.read() end elseif dropping == "steak" then if steak >= 1 then if store == "y" then print("Stored.") io.read() steakstore = steakstore + steak else print("Dropped.") io.read() end steak = 0 space = space + 1 elseif steak < 1 then print("Unowned.") io.read() end elseif dropping == "book" then if book == "y" then if store == "y" then print("Stored.") io.read() bookstore = "y" storedwriting = text storedcolor = ccolor book = "n" space = space + 2 else print("Dropped.") io.read() book = "n" space = space + 2 droppedwriting = text droppedbook = "y" droppedcolor = cover end elseif book == "n" then print("Unowned.") io.read() end elseif dropping == "road flare" then if roadflare >= 1 then if store == "y" then print("Stored.") io.read() roadflarestore = roadflarestore + roadflare else print("Dropped.") io.read() end roadflare = 0 space = space + 1 elseif roadflare < 1 then print("Unowned.") io.read() end elseif dropping == "smoke grenade" then if smoke >= 1 then if store == "y" then print("Stored.") io.read() smokestore = smokestore + smoke else print("Dropped.") io.read() end smoke = 0 space = space + 1 elseif smoke < 1 then print("Unowned.") io.read() end elseif dropping == "grenade" then if grenade >= 1 then if store == "y" then print("Stored.") io.read() grenadestore = grenadestore + grenade else print("Dropped.") io.read() end grenade = 0 space = space + 1 elseif grenade < 1 then print("Unowned.") io.read() end elseif dropping == "antibiotic" then if antibiotics >= 1 then if store == "y" then print("Stored.") io.read() antibioticstore = antibioticstore + antibiotics else print("Dropped.") io.read() end antibiotics = 0 space = space + 1 elseif antibiotics < 1 then print("Unowned.") io.read() end elseif dropping == "tent" then if tent == "y" then if store == "y" then print("Stored.") io.read() tentstore = "y" else print("Dropped.") io.read() end tent = "n" space = space + 7 elseif tent ~= "y" then print("Unowned.") io.read() end elseif dropping == "bear trap" then if beartrap == "y" then if store == "y" then print("Stored.") io.read() beartrapstore = "y" else print("Dropped.") io.read() end beartrap = "n" space = space + 2 elseif beartrap ~= "y" then print("Unowned.") io.read() end elseif dropping == "goggles" then if goggles == "y" then if store == "y" then print("Stored.") io.read() gogglestore = "y" else print("Dropped.") io.read() end goggles = "n" if vision ~= "y" then space = space + 2 end vision = "n" elseif goggles ~= "y" then print("Unowned.") io.read() end elseif dropping == "bandaid" then if bandaids >= 1 then if store == "y" then print("Stored.") io.read() bandaidstore = bandaidstore + bandaids else print("Dropped.") io.read() end bandaids = 0 space = space + 1 elseif bandaids < 1 then print("Unowned.") io.read() end elseif dropping == "jerry can" then if can == "y" then if store == "y" then print("Stored.") io.read() canstore = "y" if cfilled == "y" then cfilledstore = "y" else cfilledstore = "n" end else print("Dropped.") io.read() end can = "n" cfilled = "n" space = space + 5 elseif can ~= "y" then print("Unowned.") io.read() end elseif dropping == "bottle" then if bottle == "y" then if store == "y" then print("Stored.") io.read() bottlestore = "y" if filled == "y" then filledstore = "y" else filledstore = "n" end else print("Dropped.") io.read() end bottle = "n" filled = "n" space = space + 1 elseif bottle ~= "y" then print("Unowned.") io.read() end elseif dropping == "gillie suit" then if gillie == "y" then if store == "y" then print("stored.") io.read() gillie = "n" gilliestore = "y" else print("Dropped.") io.read() gillie = "n" end else print("Unowned.") io.read() end elseif dropping == "watch" then if watch == "y" then if store == "y" then print("stored.") io.read() watch = "n" watchstore = "y" storedwcolor = watchcolor else print("Dropped.") io.read() watch = "n" end else print("Unowned.") io.read() end elseif dropping == "epi-pen" then if morphine >= 1 then if store == "y" then print("Stored.") io.read() epipenstore = epipenstore + morphine else print("Dropped.") io.read() end morphine = 0 space = space + 1 elseif morphine < 1 then print("Unowned.") io.read() end elseif dropping == "knife" then if knife == "y" then if store == "y" then print("Stored.") io.read() knifestore = "y" else print("Dropped.") io.read() end knife = "n" space = space + 2 elseif knife ~= "y" then print("Unowned.") io.read() end elseif dropping == "gun" then dropgun() elseif dropping == "pain killer" then if epipen >= 1 then if store == "y" then print("Stored.") io.read() painkillerstore = painkillerstore + epipen else print("Dropped.") io.read() end epipen = 0 space = space + 1 elseif epipen < 1 then print("Unowned.") io.read() end elseif dropping == "morphine" then if painkillers >= 1 then if store == "y" then print("Stored.") io.read() morphinestore = morphinestore + painkillers else print("Dropped.") io.read() end painkillers = 0 space = space + 1 elseif painkillers < 1 then print("Unowned.") io.read() end elseif dropping == "heat pack" then if heatpacks >= 1 then if store == "y" then print("Stored.") io.read() heatpackstore = heatpackstore + heatpacks else print("Dropped.") io.read() end heatpacks = 0 space = space + 1 elseif heatpacks < 1 then print("You have no heat packs.") io.read() end elseif dropping == "match" then if matches >= 1 then if store == "y" then print("Stored.") io.read() matchstore = matchstore + matches else print("Dropped.") io.read() end matches = 0 space = space + 1 elseif matches < 1 then print("You have no matches.") io.read() end elseif dropping == "wood" then if wood == "y" then if store == "y" then print("Stored.") io.read() woodstore = "y" else print("Dropped.") io.read() end wood = "n" space = space + 2 elseif wood == "n" then print("You have no wood.") io.read() end elseif dropping == "radio" then if radio == "y" then if store == "y" then print("Stored.") io.read() radiostore = "y" else print("Dropped.") io.read() end radio = "n" space = space + 1 elseif radio == "n" then print("You don't have a radio.") io.read() end elseif dropping == "beans" then if beans >= 1 then if store == "y" then print("Stored.") io.read() beanstore = beanstore + beans else print("Dropped.") io.read() end beans = 0 space = space + 1 elseif beans < 1 then print("Unowned.") io.read() end elseif dropping == "pop" then if pop >= 1 then if store == "y" then print("Stored.") io.read() popstore = popstore + pop else print("Dropped.") io.read() end pop = 0 space = space + 1 elseif pop < 1 then print("Unowned.") io.read() end end end function niceplayer() if health < fullhealth - 3000 then if bloodbags >= 1 then --bloodbags print("The player has given you a blood transfusion using your bag.") io.read() bloodbags = bloodbags - 1 if bloodbags < 1 then space = space + 1 end health = fullhealth elseif bloodbags < 1 then amount = math.random(1, 5) if amount == 1 then print("The player has given you a blood transfusion.") io.read() health = fullhealth end end end if broken == "y" then if painkillers >= 1 then print("The player healed your broken bone with your morphine.") broken = "n" painkillers = painkillers - 1 if painkillers < 1 then space = space + 1 end io.read() else amount = math.random(1, 6) if amount == 1 then print("The player healed your broken bone.") broken = "n" io.read() end end end if bleeding == "y" then if bandaids >= 1 then print("The player used one of your bandaids on you.") io.read() bleeding = "n" bandaids = bandaids - 1 if bandaids < 1 then space = space + 1 end else amount = math.random(1, 3) if amount == 1 then print("The player used a bandaid on you.") bleeding = "n" io.read() end end end if infection == "y" then if antibiotics >= 1 then print("The player used one of your antibiotics on you.") io.read() infection = "n" antibiotics = antibiotics - 1 if antibiotics < 1 then space = space + 1 end else amount = math.random(1, 5) if amount == 1 then print("The player used an antibiotic on you.") infection = "n" io.read() end end end if cold == "y" then if heatpacks >= 1 then print("The player used one of your heatpacks on you.") io.read() heatpacks = heatpacks - 1 if heatpacks < 1 then space = space + 1 end temperature = temperature + math.random(5, 7) if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end else amount = math.random(1, 5) if amount == 1 then print("The player used a heat pack on you.") temperature = temperature + math.random(5, 7) if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end io.read() end end end if gender == 1 then print("The player lets you look through his stuff.") else print("The player lets you look through her stuff.") end io.read() giving() end -- end of health function playerevent() gender = math.random(1, 2) if gender == 1 then print("You found a survivor, approach him?") else print("You found a survivor, approach her?") end zhealth = math.random(5000, 12000) zhealth = zhealth + pain approach = io.read() if approach == "y" then sick = math.random(1, 20) if sick == 1 then print("You got an infection from the player.") io.read() infection = "y" end if gang == "y" then player = 2 else if bandit == "y" then amount = math.random(1, 3) if amount == 1 then player = 1 else player = 2 end elseif hero == "y" then amount = math.random(1, 3) if amount == 1 then player = 2 else player = 1 end else player = math.random(1, 2) end end print("Attack?") approach = io.read() if approach == "y" then attackchoice = "y" player = 2 print("You prepare to attack.") io.read() moral = moral - math.random(5, 30) hero = "n" if moral < 0 then moral = 0 bandit = "y" end elseif approach ~= "y" then print("You prepare to approach.") io.read() end if player == 1 then print("The player is friendly.") io.read() if droppedbook == "y" then find = math.random(1, 10) if find == 1 then print("I found your " .. droppedcolor .. ' book, the one that said "' .. droppedwriting .. '".') io.read() print("Here it is.") io.read() findbook = "y" booksitem() droppedbook = "n" findbook = "n" if droppedwriting == "Help: Food" then giving() request = "y" elseif droppedwriting == "Help: Water" then giving() request = "y" elseif droppedwriting == "Help: Ammo" then giving() request = "y" elseif droppedwriting == "Help: Bandaid" then giving() request = "y" end elseif find ~= 1 then niceplayer() end else niceplayer() end elseif player == 2 then -----------------------------Evil player amount = math.random(1, 7) if amount == 1 then if mygun ~= "no weapon" then holdup = "y" elseif myguntwo ~= "no weapon" then holdup = "y" else holdup = "n" end if holdup == "y" then print("The player wants you to drop your weapons.") print("Drop them(1), or fight(2)?") want = io.read() if want == "1" then slot = "1" if slot == "2" then mygunthree = myguntwo gunspacethree = gunspacetwo else mygunthree = mygun gunspacethree = gunspace slot = "1" end if mygunthree ~= "no weapon" then mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() end slot = "2" if slot == "2" then mygunthree = myguntwo gunspacethree = gunspacetwo else mygunthree = mygun gunspacethree = gunspace slot = "1" end if mygunthree ~= "no weapon" then mygunthree = "no weapon" space = space + gunspacethree myammothree = 0 gunspacethree = 0 damagethree = 0 accuracythree = 0 fullaccuracythree = 0 takegun() end print("Dropped.") io.read() amount = math.random(1, 5) if amount == 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The player killed you.") health = 0 health = health - math.random(1000, 8000) else print("The player takes your weapons and leaves.") io.read() end --myammo else playerfight() end ------------------------------------------------------------------------------------------------------------------------WIP elseif holdup == "n" then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The player killed you because you had no weapons for them.") health = 0 health = health - math.random(1000, 8000) end else playerfight() end end --end of fight elseif approach ~= "y" then if gillie == "n" then amount = math.random(70, 150) else amount = math.random(200, 400) end if tired < amount then print("You have escaped.") io.read() tired = tired + math.random(20, 70) else if smoke >= 1 then print("You used a smoke grenade.") io.read() smoke = smoke - 1 if smoke < 1 then space = space + 1 end elseif smoke < 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The player caught you.") if gang ~= "y" then if bandit == "y" then amount = math.random(1, 3) if amount == 1 then escape = 1 else escape = 2 end elseif hero == "y" then amount = math.random(1, 3) if amount == 1 then escape = 2 else escape = 1 end else escape = math.random(1, 2) end else escape = 2 end if escape == 2 then print("They killed you.") health = 0 health = health - math.random(1000, 8000) elseif escape == 1 then print("The player let you go.") io.read() end end end --end of fle end end -- end of player --uses function usebandaid() if bleeding == "y" then if bandaids >= 1 then print("You used a bandaid.") io.read() bleeding = "n" bandaids = bandaids - 1 if bandaids < 1 then space = space + 1 end elseif bandaids < 1 then print("You have no bandaids.") io.read() end elseif bleeding == "n" then print("You are not bleeding.") io.read() end end function useantibiotic() if infection == "y" then if antibiotics >= 1 then print("You used an antibiotic.") io.read() infection = "n" antibiotics = antibiotics - 1 if antibiotics < 1 then space = space + 1 end elseif antibiotics < 1 then print("You have no antibiotics.") io.read() end elseif infection == "n" then print("You are not infected.") io.read() end end function usegoggles() --(X)--(!)--(!)--(!)--(!)--(!)--(X) if goggles == "y" then if vision == "y" then repeat if space >= 2 then print("You took off your goggles.") io.read() vision = "n" space = space - 2 if light == "light" then accuracy = fullaccuracy accuracytwo = fullaccuracytwo elseif light == "dark" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 end break elseif space < 2 then print("Not enough space to put away.") io.read() dropped() used() print("Take off?") pickup = io.read() end until pickup ~= "y" elseif vision == "n" then print("You put on your goggles.") io.read() vision = "y" space = space + 2 if light == "dark" then accuracy = fullaccuracy accuracytwo = fullaccuracytwo elseif light == "light" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 end end elseif goggles == "n" then print("You have no goggles.") io.read() end end function usetent() --(X)--(X)--(X)--(!)--(X)--(!)--(!) if tentplaced == "y" then print("You taveled to your tent.") io.read() tired = tired + tenttravel tenttravel = 0 repeat print("Do you want to store(1), or take out(2)?") want = io.read() if want == "1" then store = "y" dropped() store = "n" elseif want == "2" then print("") print("TENT INVENTORY") print("_______________") print("ITEMS") print("<food>") if bottlestore == "y" then if filledstore == "y" then print("Water bottle") else print("empty bottle") end end if beanstore >= 1 then print(beanstore .. " can(s) of beans") end if popstore >= 1 then print(popstore .. " pop") end if meatstore >= 1 then print(meatstore .. " meat") end if steakstore >= 1 then print(steakstore .. " steak(s)") end if superbeanstore == "y" then print("Super Bean?") end print(". . . . . . . . . . . .") print("<medical>") if bloodbagstore >= 1 then print(bloodbagstore .. " blood bag(s)") end if bandaidstore >= 1 then print(bandaidstore .. " bandaid(s)") end if epipenstore >= 1 then print(epipenstore .. " epi-pen(s)") end if painkillerstore >= 1 then print(painkillerstore .. " pain killer(s)") end if antibioticstore >= 1 then print(antibioticstore .. " antibiotic(s)") end if morphinestore >= 1 then print(morphinestore .. " morphine") end if heatpackstore >= 1 then print(heatpackstore .. " heatpack(s)") end print(". . . . . . . . . . . .") print("<tools>") if knifestore == "y" then print("Knife") end if matchstore >= 1 then print(matchstore .. " match(es)") end if woodstore == "y" then print("Wood") end if beartrapstore == "y" then print("Bear Trap") end if gogglesstore == "y" then print("NV Goggles") end if roadflarestore >= 1 then print(roadflarestore .. " road flare(s)") end if smokestore >= 1 then print(smokestore .. " smoke grenade(s)") end if tentstore == "y" then print("Tent") end if canstore == "y" then if cfilledstore == "y" then print("Filled Jerry can") elseif cfilledstore ~= "y" then print("Jerry can") end end print(". . . . . . . . . . . .") print("<other>") if bookstore == "y" then print(storedcolor .. " book") end if radiostore == "y" then print("radio") end print("------------------------") print("WEAPONS") print(". . . . . . . . . . . .") print("<slot 1>") if gunstoreone ~= "no weapon" then print(gunstoreone) if gunstoreone ~= "Hatchet" then print(ammostoreone .. " ammo") end end print(". . . . . . . . . . . .") print("<slot 2>") if gunstoretwo ~= "no weapon" then print(gunstoretwo) if gunstoretwo ~= "Hatchet" then print(ammostoretwo .. " ammo") end end print(". . . . . . . . . . . .") print("<slot 3>") if gunstorethree ~= "no weapon" then print(gunstorethree) if gunstorethree ~= "Hatchet" then print(ammostorethree .. " ammo") end end print(". . . . . . . . . . . .") print("<other>") if grenadestore >= 1 then print(grenadestore .. " grenade(s)") end print("------------------------") print("OUTFIT") if gilliestore == "y" then print("Gillie Suit") end if watchstore == "y" then print(storedwcolor .. " watch") end print("") print("What do you want to take out?") want = io.read() store = "y" if want == "pop" then if popstore >= 1 then popitem() else print("Unowned.") io.read() end elseif want == "bottle" then if bottlestore == "y" then if filledstore == "y" then filledbottleitem() else bottleitem() end else print("Unowned.") io.read() end elseif want == "gillie suit" then if gilliestore == "y" then gillieitem() else print("Unowned.") io.read() end elseif want == "watch" then if watchstore == "y" then watchitem() else print("Unowned.") io.read() end elseif want == "beans" then if beanstore >= 1 then beansitem() else print("Unowned.") io.read() end elseif want == "meat" then if meatstore >= 1 then meatitem() else print("Unowned.") io.read() end elseif want == "steak" then if steakstore >= 1 then steakitem() else print("Unowned.") io.read() end elseif want == "super bean" then if superbeanstore == "y" then print("You took the super bean.") io.read() superbean = "y" superbeanstore = "n" if space >= .5 then space = space - .5 else print("...You don't have enough space.") print("Here, just take it.") io.read() end else print("Unowned.") io.read() end elseif want == "blood bag" then if bloodbagstore >= 1 then bloodbagitem() else print("Unowned.") io.read() end elseif want == "bandaid" then if bandaidstore >= 1 then bandaiditem() else print("Unowned.") io.read() end elseif want == "epi-pen" then if epipenstore >= 1 then penitem() else print("Unowned.") io.read() end elseif want == "pain killer" then if painkillerstore >= 1 then painkilleritem() else print("Unowned.") io.read() end elseif want == "antibiotic" then if antibioticstore >= 1 then antibioticsitem() else print("Unowned.") io.read() end elseif want == "morphine" then if morphinestore >= 1 then morphineitem() else print("Unowned.") io.read() end elseif want == "heatpack" then if heatpackstore >= 1 then heatpackitem() else print("Unowned.") io.read() end elseif want == "knife" then if knifestore == "y" then knifeitem() else print("Unowned.") io.read() end elseif want == "match" then if matchstore == "y" then matchitem() else print("Unowned.") io.read() end elseif want == "wood" then if woodstore == "y" then wooditem() else print("Unowned.") io.read() end elseif want == "beartrap" then if beartrapstore == "y" then beartrapitem() else print("Unowned.") io.read() end elseif want == "goggles" then if gogglestore == "y" then gogglesitem() else print("Unowned.") io.read() end elseif want == "road flare" then if roadflarestore >= 0 then roadflareitem() else print("Unowned.") io.read() end elseif want == "smoke grenade" then if smokestore == "y" then smokegrenadeitem() else print("Unowned.") io.read() end elseif want == "tent" then if tentstore == "y" then tentitem() else print("Unowned.") io.read() end elseif want == "jerry can" then if canstore == "y" then if cfilledstore == "y" then filledjerrycanitem() else jerrycanitem() end else print("Unowned.") io.read() end elseif want == "book" then if bookstore == "y" then booksitem() else print("Unowned.") io.read() end elseif want == "radio" then if radiostore == "y" then radioitem() else print("Unowned.") io.read() end elseif want == "gun" then print("Which tent slot?") want = io.read() if want == "1" then if gunstoreone ~= "no weapon" then repeat print("Pickup?") pickup = io.read() print("Put in which slot?") slot = io.read() if pickup == "y" then if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= gunstoreone then if space >= gunspacestoreone - gunspacethree then print("You have picked it up") io.read() myammothree = ammostoreone damagethree = damagestoreone + (1000 * dogs) mygunthree = gunstoreone accuracythree = accuracystoreone fullaccuracythree = fullaccuracystoreone space = space - (gunspacestoreone - gunspacethree) gunspacethree = gunspacestoreone gunstoreone = "no weapon" gunspacestoreone = 0 damagestoreone = 0 ammostoreone = 0 accuracystoreone = 0 fullaccuracystoreone = 0 takegun() break elseif space < gunspacestoreone - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == gunstoreone then print("You took the ammo.") if slot == "2" then myammotwo = myammotwo + myammothree else myammo = myammo + myammothree end io.read() myammothree = myammothree + ammostoreone gunstoreone = "no weapon" gunspacestoreone = 0 damagestoreone = 0 ammostoreone = 0 accuracystoreone = 0 fullaccuracystoreone = 0 break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" else print("There is no weapon in slot one.") io.read() end elseif want == "2" then if gunstoretwo ~= "no weapon" then repeat print("Pickup?") pickup = io.read() print("Put in which slot?") slot = io.read() if pickup == "y" then if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= gunstoretwo then if space >= gunspacestoretwo - gunspacethree then print("You have picked it up") io.read() myammothree = ammostoretwo damagethree = damagestoretwo + (1000 * dogs) mygunthree = gunstoretwo accuracythree = accuracystoretwo fullaccuracythree = fullaccuracystoretwo space = space - (gunspacestoretwo - gunspacethree) gunspacethree = gunspacestoretwo gunstoretwo = "no weapon" gunspacestoretwo = 0 damagestoretwo = 0 ammostoretwo = 0 accuracystoretwo = 0 fullaccuracystoretwo = 0 takegun() break elseif space < gunspacestoretwo - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == gunstoretwo then print("You took the ammo.") if slot == "2" then myammotwo = myammotwo + myammothree else myammo = myammo + myammothree end io.read() myammothree = myammothree + ammostoretwo ------------------------------------------------------------- gunstoretwo = "no weapon" gunspacestoretwo = 0 damagestoretwo = 0 ammostoretwo = 0 accuracystoretwo = 0 fullaccuracystoretwo = 0 break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" else print("There is no weapon in slot two.") io.read() end elseif want == "3" then if gunstorethree ~= "no weapon" then repeat want = "4" print("Pickup?") pickup = io.read() print("Put in which slot?") slot = io.read() if pickup == "y" then if slot == "2" then mygunthree = myguntwo myammothree = myammotwo damagethree = damagetwo gunspacethree = gunspacetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else gunspacethree = gunspace mygunthree = mygun myammothree = myammo damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end if mygunthree ~= gunstorethree then if space >= gunspacestorethree - gunspacethree then print("You have picked it up") io.read() myammothree = ammostorethree damagethree = damagestorethree + (1000 * dogs) mygunthree = gunstorethree accuracythree = accuracystorethree fullaccuracythree = fullaccuracystorethree space = space - (gunspacestorethree - gunspacethree) gunspacethree = gunspacestorethree gunstorethree = "no weapon" gunspacestorethree = 0 damagestorethree = 0 ammostorethree = 0 accuracystorethree = 0 fullaccuracystorethree = 0 takegun() break elseif space < gunspacestorethree - gunspacethree then print("Not enough space.") io.read() dropped() used() end elseif mygunthree == gunstorethree then print("You took the ammo.") if slot == "2" then myammotwo = myammotwo + myammothree else myammo = myammo + myammothree end io.read() myammothree = myammothree + ammostorethree gunstorethree = "no weapon" gunspacestorethree = 0 damagestorethree = 0 ammostorethree = 0 accuracystorethree = 0 fullaccuracystorethree = 0 break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" else print("There is no weapon in slot three.") io.read() end else print("Invalid.") io.read() end else print("Invalid.") io.read() end else want = "3" end store = "n" until want == "3" store = "n" elseif tentplaced == "n" then if tent == "y" then tentplaced = "y" tent = "n" space = space + 4 print("You placed your tent.") io.read() elseif tent == "n" then print("You have no tent.") io.read() end end end function usebeartrap() if beartrap == "y" then if set == "n" then print("Trap set.") io.read() set = "y" beartrap = "n" space = space + 2 elseif set == "y" then print("Already one set.") io.read() end elseif beartrap == "n" then print("You have no a trap.") io.read() end end function useradio() if radio == "y" then rname = math.random(1, 5) if rname == 1 then radioname = "Nikolai" elseif rname == 2 then radioname = "Rick" elseif rname == 3 then radioname = "Frankie" elseif rname == 4 then radioname = "Columbus" elseif rname == 5 then radioname = "R" end print("Hello, this is " .. radioname .. ", over.") repeat say = io.read() if say == "Hello, I'm " .. name .. "." then print("Hello, " .. name .. ", over.") elseif say == "Help!" then print("Sorry, can't, over.") elseif say == "I'm going to die!" then print("I can't do anything for you, sorry, over.") elseif say == "You are an idiot!" then print("Look who's talking, over.") elseif say == "Hello?" then print("Didn't you hear me the first time? I'm " .. radioname .. ", over.") elseif say == "Hello." then print("How are you doing? Over.") elseif say == "Hello, " .. radioname .. "." then print("Hello, " .. name .. ", over.") elseif say == "How are you?" then print("I'm fine, over.") elseif say == "Super Bean?" then print("It is just a legend, over.") elseif say == "You suck!" then print("You will be the first to die, over.") elseif say == "I'm going to kill you!" then print("Prove it, over.") elseif say == "Good bye." then print("Bye, over.") io.read() break elseif say == "I'm fine." then print("Good to here, over.") elseif say == "Not so well." then print("Sorry to hear, over.") elseif say == "Awesomely!" then print("Great, over.") elseif say == "What started all this?" then print("Some dude named Reece Mathews, he got a new computer program and went to work, over.") elseif say == "" then print("See you later, over.") io.read() else amount = math.random(1, 10) if amount == 1 then print("What? Over.") elseif amount == 2 then print("I don't understand, over.") elseif amount == 3 then print(say .. " to you too, over.") elseif amount == 4 then print("Oh really? Over.") elseif amount == 5 then print("...") elseif amount == 6 then print("Haha") elseif amount == 7 then print("Be more specific, over.") elseif amount == 8 then print("I have no clue what the heck you just said, over.") elseif amount == 9 then print("Speak up, over.") elseif amount == 10 then print("Could you repeat that? Over.") end end until say == "" elseif radio ~= "y" then print("You don't own a radio.") io.read() end end function usedog() if dogs >= 1 then print("Feed, water, or skin?") want = io.read() if want == "w" then if dogwater < 500 then if filled == "y" then filled = "n" dogwater = dogwater + math.random(300, 500) print("Your dog(s) drank some water.") io.read() elseif filled == "n" then print("You have no water.") io.read() end --end of eat elseif dogwater > 500 then print("They are not thirsty.") end elseif want == "f" then if dogfood < 500 then if steak >= dogs then steak = steak - dogs dogfood = dogfood + math.random(300, 500) doghealth = doghealth + 800 print("Your dog(s) ate some food") io.read() dogfeed = dogfeed + 2 if steak < 1 then space = space + 1 end elseif beans >= dogs then beans = beans - dogs dogfood = 0 dogfood = dogfood + math.random(100, 200) health = health + 200 print("Your dog(s) ate some food") io.read() dogfeed = dogfeed + 1 if beans < 1 then space = space + 1 end else print("You have no food.") io.read() end --end of eat elseif dogfood > 500 then print("They are not hungry.") io.read() end elseif want == "s" then skindog() end elseif dogs < 1 then print("You have no dogs.") io.read() end end function usewater() if water < 700 then if filled == "y" then filled = "n" water = water + math.random(300, 500) print("You drank some water.") io.read() elseif filled == "n" then print("You have no water.") io.read() end elseif water >= 700 then print("You are not thirsty.") io.read() end end function usegrenade() if grenade >= 1 then print("You threw a grenade at someone.") io.read() grenade = grenade - 1 if grenade < 1 then space = space + 1 end dropamount = math.random(1, 5) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 enemydrop() elseif grenade < 1 then print("You have no grenades.") io.read() end end function usesteak() if food < 500 then if steak >= 1 then steak = steak - 1 food = food + math.random(300, 500) health = health + 800 print("You ate some food") io.read() if steak < 1 then space = space + 1 end elseif steak < 1 then print("You have no steak.") io.read() end elseif food >= 500 then print("You are not hungry.") io.read() end end function usemeat() if food < 500 then if meat >= 1 then meat = meat - 1 food = food + math.random(50, 150) health = health + 100 print("You ate some food") io.read() amount = math.random(1, 2) if amount == 1 then print("You got an infection from the meat.") infection = "y" end if meat < 1 then space = space + 1 end elseif meat < 1 then print("You have no meat.") io.read() end elseif food >= 500 then print("You are not hungry.") io.read() end end function usepainkiller() if epipen >= 1 then if pain >= 700 then print("You used a pain killer.") io.read() epipen = epipen - 1 if epipen < 1 then space = space + 1 end pain = pain - math.random(3000, 7000) if pain < 0 then pain = 0 end elseif pain < 700 then print("You are not badly hurt.") io.read() end elseif epipen < 1 then print("You have no pain killers.") io.read() end end function usemorphine() if painkillers >= 1 then print("You used a morphine.") io.read() broken = "n" painkillers = painkillers - 1 if painkillers < 1 then space = space + 1 end elseif painkillers < 1 then print("You have no morpine.") io.read() end end function useroadflare() if roadflare >= 1 then roadflare = roadflare - 1 if roadflare < 1 then space = space + 1 end flare = "y" print("Flare used.") io.read() elseif roadflare < 1 then print("You have no flare.") io.read() end end function usesuperbean() if superbean == "y" then print("You ate a scrumptious Super Bean... Yum.") io.read() superbean = "n" shirt = "Super" pants = "Super" symbol = ":P" invincible = "y" space = space + .5 elseif superbean == "n" then print("You can has no haxs for you.") io.read() name = "I R Stupid." end end function useheatpack() if heatpacks >= 1 then print("You used a heat pack.") io.read() heatpacks = heatpacks - 1 if heatpacks < 1 then space = space + 1 end temperature = temperature + math.random(5, 7) if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end elseif heatpacks < 1 then print("You have no heat packs.") io.read() end end function usehatchet() --(X)--(!)--(X)--(!)--(!)--(!)--(X) if mygun == "Hatchet" then if spawn == 3 then repeat if space >= 2 then if wood ~= "y" then print("You cut down a tree.") io.read() wood = "y" space = space - 2 break elseif wood == "y" then print("Already owned.") io.read() break end elseif space < 2 then print("Not enough space.") io.read() dropped() used() print("Chop down?") pickup = io.read() end until pickup ~= "y" elseif spawn ~= 3 then print("You are not in a forest.") io.read() end elseif myguntwo == "Hatchet" then if spawn == 3 then repeat if space >= 2 then if wood ~= "y" then print("You cut down a tree.") io.read() wood = "y" space = space - 2 break elseif wood == "y" then print("Already owned.") io.read() break end elseif space < 2 then print("Not enough space.") io.read() dropped() used() print("Chop down?") pickup = io.read() end until pickup ~= "y" elseif spawn ~= 3 then print("You are not in a forest.") io.read() end elseif myguntwo ~= "Hatchet" then print("You have no hatchet.") io.read() end end function usematch() if matches >= 1 then if wood == "y" then repeat print("Light a fire?") approach = io.read() if approach == "y" then if meat >= 1 then print("You cooked some meat and warm yourself.") io.read() temperature = temperature + math.random(1, 3) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end steak = steak + meat meat = 0 matches = matches - 1 if matches < 1 then space = space + 1 end break elseif meat < 1 then print("You have no meat but warm yourself.") io.read() temperature = temperature + math.random(1, 3) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end break end elseif approach ~= "y" then print("You left.") io.read() break end until pickup ~= "y" elseif wood == "n" then print("You have no wood.") io.read() end elseif matches < 1 then print("You have no matches.") io.read() end end function usebeans() if food < 500 then if beans >= 1 then beans = beans - 1 food = food + math.random(100, 200) health = health + 200 print("You ate some food") io.read() if beans < 1 then space = space + 1 end elseif beans < 1 then print("You have no beans.") io.read() end elseif food >= 500 then print("You are not hungry.") io.read() end end function usepop() if water < 700 then if pop >= 1 then pop = pop - 1 if pop < 1 then space = space + 1 end water = water + math.random(100, 200) print("You drank some pop.") io.read() elseif pop < 1 then print("You have no pop.") io.read() end elseif water >= 700 then print("You are not thirsty.") io.read() end end function usebook() if book == "y" then repeat print("What do you want to do?") print('"r" for read, "w" for write, "e" for erase, and "q" for quit.') choice = io.read() if choice == "r" then if booknow == "n" then print(text) io.read() else if store == "n" then print(writing) io.read() else print(storedwriting) io.read() end end elseif choice == "w" then if booknow == "n" then print("The book says: " .. text) print("Please write what you want to add.") add = io.read() text = text .. add print("The book now reads: " .. text) io.read() else if store == "n" then print("The book says: " .. writing) print("Please write what you want to add.") add = io.read() writing = writing .. add print("The book now reads: " .. writing) io.read() else print("The book says: " .. storedwriting) print("Please write what you want to add.") add = io.read() storedwriting = storedwriting .. add print("The book now reads: " .. storedwriting) io.read() end end elseif choice == "e" then if booknow == "n" then text = "" else writing = "" end print("Erased.") io.read() else choice = "q" break end until choice == "q" elseif book == "n" then print("Unowned.") io.read() end end color = math.random(1, 23) coloring() shirt = ccolor color = math.random(1, 7) coloring() pants = ccolor print("Welcome to Zombie Survival Lua Edition V. 1.6") print('Press ENTER to continue or type "help" and hit ENTER or RETURN for help.') reece = io.read() if reece == cheatkey then -----------------------------------------Cheats print("Please enter the code.") code = io.read() if code == password then print("Welcome.") creator = "y" repeat cheat = io.read() if cheat == "health" then print("How much health?") amount = io.read("*n") health = amount print("updated") io.read() elseif cheat == "damage" then print("How much damage?") amount = io.read("*n") damage = amount print("Updated") io.read() elseif cheat == "space" then print("How much space?") amount = io.read("*n") space = amount print("Updated") io.read() elseif cheat == "day" then print("What is the day?") amount = io.read("*n") day = amount print("Updated") io.read() elseif cheat == "spawn" then print("Which spawn?") spawn = io.read("*n") print("You have spawned at spawn " .. spawn .. ".") io.read() elseif cheat == "godmode" then print("activated") io.read() invincible = "y" health = 1000000 water = 1000000 food = 1000000 myammo = 1000000 damage = 1000000 tired = 0 elseif cheat == "symbol" then print("Please make a symbol for your name.") symbol = io.read() print("Your symbol is " .. symbol .. ".") elseif cheat == "item" then print("What do you want?") want = io.read() if want == "bloodbag" then print("How many?") amount = io.read("*n") bloodbags = amount print("Obtained.") io.read() elseif want == "pack" then print("Which one?") want = io.read() if want == "Coyote" then print("Obtained.") io.read() cpack = "y" space = space + 20 elseif want == "Alice" then print("Obtained.") io.read() pack = "y" space = space + 10 elseif want == "Vest Pouch" then print("Obtained.") io.read() vpack = "y" space = space + 6 end elseif want == "meat" then print("How much?") amount = io.read("*n") meat = amount print("Obtained.") io.read() elseif want == "road flare" then print("How many?") amount = io.read("*n") roadflare = amount print("Obtained.") io.read() elseif want == "smoke grenade" then print("How many?") amount = io.read("*n") smoke = amount print("Obtained.") io.read() elseif want == "grenade" then print("How many?") amount = io.read("*n") grenade = amount print("Obtained.") io.read() elseif want == "antibiotic" then print("How many?") amount = io.read("*n") antibiotics = amount print("Obtained.") io.read() elseif want == "radio" then print("Obtained.") io.read() radio = "y" elseif want == "tent" then print("Obtained.") io.read() tent = "y" elseif want == "book" then print("what color?") ccolor = io.read() cover = ccolor book = "y" word() print("Obtained.") io.read() elseif want == "watch" then print("what color?") ccolor = io.read() watchcolor = ccolor watch = "y" print("Obtained.") io.read() elseif want == "jerry can" then can = "y" print("Filled?") fill = io.read() if fill == "y" then print("Obtained.") io.read() cfilled = "y" elseif fill ~= "y" then print("Obtained.") io.read() end elseif want == "bottle" then bottle = "y" print("Filled?") fill = io.read() if fill == "y" then print("Obtained.") filled = "y" elseif fill ~= "y" then print("Obtained.") io.read() end elseif want == "epi-pen" then print("How much?") amount = io.read("*n") morphine = amount print("obtained") io.read() elseif want == "knife" then knife = "y" print("obtained") io.read() elseif want == "bear trap" then beartrap = "y" print("obtained") io.read() elseif want == "goggles" then goggles = "y" print("obtained") io.read() elseif want == "bandaid" then print("How many?") amount = io.read("*n") bandaids = amount print("Obtained.") io.read() elseif want == "pop" then print("How much?") amount = io.read("*n") pop = amount print("Obtained.") io.read() elseif want == "pain killer" then print("How many?") amount = io.read("*n") epipen = amount print("Obtained.") io.read() elseif want == "gillie" then print("You now have a gillie suit.") io.read() gillie = "y" elseif want == "morphine" then print("How many?") amount = io.read("*n") painkillers = amount print("Obtained.") io.read() elseif want == "heatpack" then print("How many?") amount = io.read("*n") heatpacks = amount print("Obtained.") io.read() elseif want == "match" then print("How many?") amount = io.read("*n") matches = amount print("Obtained.") io.read() elseif want == "super bean" then superbean = "y" print("Obtained.") io.read() elseif want == "wood" then wood = "y" print("Obtained.") io.read() elseif want == "steak" then print("How much?") amount = io.read("*n") steak = amount print("Obtained.") io.read() elseif want == "beans" then print("How much?") amount = io.read("*n") beans = amount print("Obtained.") io.read() end elseif cheat == "gun" then print("Put in which slot?") slot = io.read() if slot == "2" then mygunthree = myguntwo gunspacethree = gunspacetwo myammothree = myammotwo damagethree = damagetwo accuracythree = accuracytwo fullaccuracythree = fullaccuracytwo else mygunthree = mygun myammothree = myammo gunspacethree = gunspace damagethree = damage accuracythree = accuracy fullaccuracythree = fullaccuracy slot = "1" end print("Which one?") want = io.read() if want == "Revolver" then print("How much ammo?") amount = io.read("*n") mygunthree = "Revolver" myammothree = amount gunspacethree = 3 damagethree = 1839 accuracythree = 4 fullaccuracythree = 4 takegun() print("obtained") io.read() elseif want == "Makarov" then print("How much ammo?") amount = io.read("*n") mygunthree = "Makarov" accuracythree = 4 fullaccuracythree = 4 gunspacethree = 3 damagethree = 889 myammothree = amount takegun() print("obtained") io.read() elseif want == "Crossbow" then print("How much ammo?") amount = io.read("*n") mygunthree = "Crossbow" accuracythree = 6 fullaccuracythree = 6 gunspacethree = 6 damagethree = 3555 myammothree = amount takegun() print("obtained") io.read() elseif want == "Create" then print("What do you want to name it?") gunname = io.read() mygunthree = gunname print("How much ammo?") amount = io.read("*n") myammothree = amount print("How much accuracy?") amount = io.read("*n") if amount > 10 then amount = 10 elseif amount < 0 then amount = 0 end accuracythree = amount fullaccuracythree = amount print("How much space?") amount = io.read("*n") gunspacethree = amount print("How much damage?") amount = io.read("*n") damagethree = amount takegun() print("Obtained") io.read() elseif want == "Lee Enfield" then print("How much ammo?") amount = io.read("*n") mygunthree = "Lee Enfield" accuracythree = 7 fullaccuracythree = 7 gunspacethree = 7 damagethree = 6722 myammothree = amount takegun() print("Obtained") io.read() elseif want == "M16" then print("How much ammo?") amount = io.read("*n") mygunthree = "M16" accuracythree = 6 fullaccuracythree = 6 gunspacethree = 7 damagethree = 3555 myammothree = amount takegun() print("Obtained") io.read() elseif want == "AS50" then print("How much ammo?") amount = io.read("*n") mygunthree = "AS50" accuracythree = 10 fullaccuracythree = 10 gunspacethree = 8 damagethree = 174205 myammothree = amount takegun() print("Obtained") io.read() elseif want == "FN FAL" then print("How much ammo?") amount = io.read("*n") mygunthree = "FN FAL" accuracythree = 8 fullaccuracythree = 8 gunspacethree = 7 damagethree = 8000 myammothree = amount takegun() print("Obtained") io.read() elseif want == "G36C" then print("How much ammo?") amount = io.read("*n") mygunthree = "G36C" accuracythree = 7 fullaccuracythree = 7 gunspacethree = 6 damagethree = 3555 myammothree = amount takegun() print("Obtained") io.read() elseif want == "M4A1" then print("How much ammo?") amount = io.read("*n") mygunthree = "M4A1" accuracythree = 8 fullaccuracythree = 8 gunspacethree = 7 damagethree = 3555 myammothree = amount takegun() print("Obtained") io.read() elseif want == "AK47" then print("How much ammo?") amount = io.read("*n") mygunthree = "AK47" accuracythree = 8 fullaccuracythree = 8 gunspacethree = 7 damagethree = 2722 myammothree = amount takegun() print("Obtained") io.read() elseif want == "DB Shotgun" then print("How much ammo?") amount = io.read("*n") mygunthree = "DB Shotgun" accuracythree = 3 fullaccuracythree = 3 gunspacethree = 6 damagethree = 4500 myammothree = amount takegun() print("Obtained") io.read() elseif want == "Hatchet" then mygunthree = "Hatchet" accuracythree = 10 fullaccuracythree = 10 gunspacethree = 6 damagethree = 4500 myammothree = 99999 takegun() print("Obtained") io.read() end elseif cheat == "moral" then print("How much?") amount = io.read("*n") moral = amount if moral > 99 then hero = "y" bandit = "n" moral = 100 elseif moral < 1 then moral = 0 bandit = "y" hero = "n" end print("Updated") io.read() elseif cheat == "dog" then print("What do you want to call your dog?") dognameadd = io.read() if dogs >= 1 then dogname = dogname .. " and " .. dognameadd else dogname = dognameadd end print("You now have " .. dogname .. ".") io.read() dogs = dogs + 1 doghealth = 10000 dogfood = 500 dogwater = 500 elseif cheat == "water" then print("How much?") amount = io.read("*n") water = amount print("Updated") io.read() elseif cheat == "food" then print("How much?") amount = io.read("*n") food = amount print("Updated") io.read() elseif cheat == "exhaustion" then print("How much?") amount = io.read("*n") tired = amount print("Updated") io.read() elseif cheat == "accuracy" then print("How much?") amount = io.read("*n") accuracy = amount print("Updated") io.read() elseif cheat == "pain" then print("How much?") amount = io.read("*n") pain = amount print("Updated") io.read() elseif cheat == "temperature" then print("What temperature?") temperature = io.read("*n") print("Updated.") io.read() elseif cheat == "clothes" then print("Which one?") want = io.read() if want == "shirt" then print("What color?") ccolor = io.read() shirt = ccolor print("You now have a " .. ccolor .. " shirt.") io.read() elseif want == "pants" then print("What color?") ccolor = io.read() pants = ccolor print("You now have " .. ccolor .. " pants.") io.read() end end until cheat == "Leave" elseif code ~= password then print("HAAAAAAAAAAAAAAAAAAAAAX!") health = 0 print("You died from hax.") --------------------------------------Help end elseif reece == "help" then help() end --------------------------------------------------------Gamemode print(" Choose a game mode.") print("Recruit Easy Medium Hard") mode = io.read() if mode == "e" then print("Easy.") io.read() gamemode = "Easy" bandaids = 5 beans = 5 pop = 7 tent = "y" health = 20000 fullhealth = 20000 space = 2 elseif mode == "r" then print("Recruit.") io.read() gamemode = "Recruit" myguntwo = "Revolver" myammotwo = 10 damagetwo = 1839 accuracytwo = 5 fullaccuracytwo = 5 bandaids = 5 epipen = 1 morphine = 2 antibiotics = 2 heatpacks = 2 bloodbags = 1 painkillers = 4 steak = 5 bottle = "y" filled = "y" health = 22000 fullhealth = 22000 vpack = "y" tent = "y" space = 0 elseif mode == "m" then print("Medium.") io.read() gamemode = "Medium" beans = 2 pop = 3 health = 15000 fullhealth = 15000 space = 7 elseif mode == "h" then print("Hard.") io.read() gamemode = "Hard" else print("Medium.") io.read() gamemode = "Medium" beans = 2 pop = 3 health = 15000 fullhealth = 15000 space = 7 end --------------------------------------------------Name print("What is your name?") name = io.read() if name == "" then name = "Player" end print("Hello " .. name .. ".") io.read() if spawn == 1 then print("You have spawned in the city.") elseif spawn == 2 then print("You have spawned on the shore.") elseif spawn == 3 then print("You have spawned in the forest.") end -- end of spawn io.read() stats() io.read() optionline() repeat ------------------------------------------------------Events repeat if flare ~= "y" then event = math.random(1, 7) elseif flare == "y" then attract = math.random(1, 5) if attract == 1 then event = 4 print("Your flare atracted something.") io.read() else event = 2 print("Your flare atracted something.") io.read() end flare = "n" end if event == 1 then ----------------------------------------------------------------------------------------------------------------------------------------------------------------------Event 1 gun = math.random(1, 4) if gun == 1 then --------------------Revolver revolveritem() elseif gun == 2 then -------------------------------Makarov makarovitem() elseif gun == 3 then hatchetitem() elseif gun == 4 then -------------------------------crossbow find = math.random(1, 5) if find == 1 then crossbowitem() elseif find ~= 1 then print("Nothing happened.") io.read() end end elseif event == 2 then --------------------------------EVent 2 print("You found a zombie, attack it?") move = io.read() if move == "y" then --attack zhealth = math.random(2000, 3000) + pain if myammo >= zhealth / damage - (accuracy - 10) then myammo = myammo - zhealth / damage + (accuracy - 10) health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 2000) tired = tired + math.random(1, 10) if bleeding == "y" then sick = math.random(1, 5) if sick == 1 then print("You got an infection.") io.read() infection = "y" end end bleed = math.random(1, 7) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 15) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(500, 2000) if myguntwo == "Hatchet" then myammotwo = 99999 health = health - math.random(0, 1000) end print("You killed it.") io.read() moral = moral + math.random(5, 10) bandit = "n" if moral > 100 then moral = 100 hero = "y" end print("You search its pockets.") io.read() dropamount = math.random(1, 4) clothedrop = "y" repeat zombiedrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 elseif myammotwo >= zhealth / damagetwo - (accuracytwo - 10) then print("You killed it with your secondary.") io.read() myammotwo = myammotwo - zhealth / damagetwo + (accuracytwo - 10) health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 2000) tired = tired + math.random(1, 10) if bleeding == "y" then sick = math.random(1, 2) if sick == 1 then print("You got an infection.") io.read() infection = "y" end end bleed = math.random(1, 7) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 15) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(500, 2000) if myguntwo == "Hatchet" then myammotwo = 99999 health = health - math.random(0, 1000) end moral = moral + math.random(5, 10) bandit = "n" if moral > 100 then moral = 100 hero = "y" end print("You search its pockets.") io.read() dropamount = math.random(1, 3) clothedrop = "y" repeat zombiedrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 elseif dogs >= 1 then print("Your dog killed it.") io.read() health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 4000) tired = tired + math.random(1, 10) if bleeding == "y" then sick = math.random(1, 2) if sick == 1 then print("You got an infection.") io.read() infection = "y" end end bleed = math.random(1, 7) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 15) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(500, 2000) moral = moral + math.random(5, 10) bandit = "n" if moral > 100 then moral = 100 hero = "y" end print("You search its pockets.") io.read() dropamount = math.random(1, 3) clothedrop = "y" repeat zombiedrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 elseif dogs < 1 then if bleeding == "y" then sick = math.random(1, 2) if sick == 1 then print("You got an infection.") io.read() infection = "y" end end bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 12) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) print("The zombie killed you.") health = 0 health = health - math.random(1000, 6000) break end --end of attack elseif move ~= "y" then --flee if gillie == "y" then amount = math.random(500, 800) else amount = math.random(250, 500) end if tired >= amount then if smoke >= 1 then print("You used a smoke grenade.") io.read() smoke = smoke - 1 if smoke < 1 then space = space + 1 end elseif smoke < 1 then bleed = math.random(1, 5) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 12) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) print("The zombie caught you.") health = 0 health = health - math.random(1000, 6000) break end elseif tired < amount then print("You ran away") io.read() tired = tired + math.random(10, 50) end --end if escape end --end of y/n attack elseif event == 3 then --------------------------------------Event 4 print("You look around.") io.read() item = math.random(1, 17) if item == 2 then if spawn == 3 then cowitem() else popitem() end elseif item == 3 then knifeitem() elseif item == 4 then if spawn == 1 then tentitem() elseif spawn ~= 1 then beansitem() end elseif item == 5 then bottleitem() elseif item == 6 then -- water if spawn == 2 then watersourceitem() else popitem() end elseif item == 7 then jerrycanitem() elseif item == 8 then bandaiditem() elseif item == 9 then painkilleritem() elseif item == 10 then morphineitem() elseif item == 11 then heatpackitem() elseif item == 12 then matchitem() elseif item == 13 then beansitem() elseif item == 14 then popitem() elseif item == 15 then roadflareitem() elseif item == 16 then vestpouchitem() elseif item == 17 then watchitem() elseif item == 1 then print("You found a dog, approach?") approach = io.read() if approach == "y" then if steak >= 1 then print("You fed the dog a steak.") io.read() steak = steak - 1 if steak == 0 then space = space + 1 end damage = damage + 1000 if dogs < 1 then doghealth = 10000 dogfood = 500 dogwater = 500 end print("What do you want to call your dog?") dognameadd = io.read() if dogs >= 1 then dogname = dogname .. " and " .. dognameadd else dogname = dognameadd end print("You now have " .. dogname .. ".") io.read() dogs = dogs + 1 elseif steak < 1 then zhealth = math.random(7000, 12000) if myammo >= zhealth / damage - (accuracy - 10) then print("The dog attacked you but you killed it.") io.read() health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 2000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if mygun == "Hatchet" then myammo = 99999 health = health - math.random(0, 2000) end myammo = myammo - zhealth / damage + (accuracy - 10) wild = "y" skindog() wild = "n" elseif myammotwo >= zhealth / damagetwo - (accuracytwo - 10) then print("The dog attacked you but you killed it with your secondary.") io.read() health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 2000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if myguntwo == "Hatchet" then myammotwo = 99999 health = health - math.random(0, 2000) end myammotwo = myammotwo - zhealth / damagetwo + (accuracytwo - 10) wild = "y" skindog() wild = "n" elseif dogs >= 1 then print("The dog attacked you but your dog killed it.") io.read() health = health - math.random(0, 3000) doghealth = doghealth - math.random(0, 5000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) wild = "y" skindog() wild = "n" elseif dogs < 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The dog killed you.") health = 0 health = health - math.random(1000, 8000) break end end elseif approach ~= "y" then if gillie == "n" then amount = math.random(20, 100) else amount = math.random(100, 200) end if tired >= amount then if smoke >= 1 then print("You used a smoke grenade.") io.read() smoke = smoke - 1 if smoke < 1 then space = space + 1 end elseif smoke < 1 then bleed = math.random(1, 5) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 12) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) print("The dog caught you.") health = 0 health = health - math.random(1000, 6000) break end elseif tired < amount then print("You ran away") io.read() tired = tired + math.random(10, 50) end --end if escape end --end of fight end --end of item elseif event == 4 then -------------------------------------Event 5 amount = math.random(1, 10) if amount == 1 then gangamount = math.random(2, 5) print("You see a gang of " .. gangamount .. " people in a small house.") print("Enter?") approach = io.read() if approach == "y" then gang = "y" repeat gangamount = gangamount - 1 playerevent() if gangamount ~= 0 then optionline() end until gangamount == 0 gang = "n" elseif approach ~= "y" then if tired < math.random(50, 100) then print("You have escaped.") io.read() tired = tired + math.random(50, 150) else if smoke >= 1 then print("You used a smoke grenade.") io.read() smoke = smoke - 1 if smoke < 1 then space = space + 1 end elseif smoke < 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The gang caught you.") print("They killed you.") health = 0 health = health - math.random(1000, 8000) end end --end of fle end else playerevent() end elseif event == 5 then ------------------------------------Event 6 amount = math.random(1, 6) if amount == 1 then vehiclename = "GAZ" elseif amount == 2 then vehiclename = "Tractor" elseif amount == 3 then vehiclename = "Helix" elseif amount == 4 then vehiclename = "UAZ" elseif amount == 5 then vehiclename = "MotorCycle" elseif amount == 6 then vehiclename = "ATV" end print("You found a " .. vehiclename .. ", use it?.") ----------Vehicle fix = io.read() if fix == "y" then if cfilled == "y" then print("You have used your fuel.") io.read() cfilled = "n" if spawn == 1 then spawning = math.random(2, 3) elseif spawn == 2 then spawning = math.random(1, 2) if spawning == 2 then spawning = 3 end elseif spawn == 3 then spawning = math.random(1, 2) end if spawning == 1 then print("You have traveled to the city.") spawn = 1 elseif spawning == 2 then print("You have traveled to the shore.") spawn = 2 elseif spawning == 3 then print("You have traveled to the forest.") spawn = 3 end -- end of vehicle io.read() elseif cfilled == "n" then print("You have no fuel.") io.read() end elseif fix ~= "y" then print("You left the vehicle.") io.read() end elseif event == 6 then ------------------Event 7! site = math.random(1, 30) if site ~= 1 then print("You found a campsite.") print("Approach?") approach = io.read() if approach == "y" then -----------camp print("You prepare to approach.") io.read() trap = math.random(1, 6) if trap == 1 then print("You broke your leg on a bear trap.") io.read() broken = "y" bleeding = "y" elseif trap == 2 then playerevent() if health >= 1 then print("The place is empty.") io.read() else break end else trap = math.random(1, 3) if trap == 1 then print("You found a fire at the camp.") repeat print("Use it?") approach = io.read() if approach == "y" then if meat >= 1 then print("You cooked some meat and warm yourself.") io.read() temperature = temperature + math.random(1, 3) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end steak = steak + meat meat = 0 break elseif meat < 1 then print("You have no meat but warm yourself.") io.read() temperature = temperature + math.random(1, 3) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end break end elseif approach ~= "y" then print("You left.") io.read() break end until pickup ~= "y" elseif trap ~= 1 then print("You search The camp.") io.read() dropamount = math.random(1, 7) repeat drop = math.random(1, 37) dropamount = dropamount - 1 if drop == 1 then makarovitem() elseif drop == 37 then gillieitem() elseif drop == 2 then revolveritem() elseif drop == 3 then amount = math.random(1, 3) if amount == 1 then M16item() else beansitem() end elseif drop == 4 then amount = 1 if amount == 1 then crossbowitem() else popitem() end elseif drop == 5 then amount = 1 if amount == 1 then hatchetitem() else beansitem() end elseif drop == 6 then amount = math.random(1, 4) if amount == 1 then leeenfielditem() else popitem() end elseif drop == 7 then amount = math.random(1, 30) if amount == 1 then FNFALitem() else beansitem() end elseif drop == 8 then amount = math.random(1, 70) if amount == 1 then AS50item() else popitem() end elseif drop == 9 then amount = math.random(1, 2) if amount == 1 then gogglesitem() else beansitem() end elseif drop == 10 then amount = math.random(1, 20) if amount == 1 then coyotepackitem() else popitem() end elseif drop == 11 then amount = math.random(1, 2) if amount == 1 then filledjerrycanitem() else jerrycanitem() end elseif drop == 12 then beartrapitem() elseif drop == 13 then matchitem() elseif drop == 14 then amount = math.random(1, 2) if amount == 1 then filledbottleitem() else bottleitem() end elseif drop == 15 then tentitem() elseif drop == 16 then knifeitem() elseif drop == 17 then amount = 1 if amount == 1 then antibioticsitem() else beansitem() end elseif drop == 18 then morphineitem() elseif drop == 19 then if droppedbook == "y" then amount = math.random(1, 10) if amount == 1 then findbook = "y" booksitem() findbook = "n" droppedbook = "n" else booksitem() end else booksitem() end elseif drop == 20 then heatpackitem() elseif drop == 21 then painkilleritem() elseif drop == 22 then amount = math.random(1, 5) if amount == 1 then alicepackitem() else popitem() end elseif drop == 23 then vestpouchitem() elseif drop == 24 then penitem() elseif drop == 25 then roadflareitem() elseif drop == 26 then bloodbagitem() elseif drop == 27 then bandaiditem() elseif drop == 28 then amount = math.random(1, 20) if amount == 1 then grenadeitem() else beansitem() end elseif drop == 29 then amount = math.random(1, 15) if amount == 1 then smokegrenadeitem() else popitem() end elseif drop == 30 then ammoitem() elseif drop == 31 then radioitem() elseif drop == 32 then amount = math.random(1, 3) if amount == 1 then g36citem() else beansitem() end elseif drop == 33 then amount = math.random(1, 2) if amount == 1 then AK47item() else popitem() end elseif drop == 34 then amount = math.random(1, 3) if amount == 1 then M4A1item() else beansitem() end elseif drop == 35 then DBshotgunitem() elseif drop == 36 then watchitem() end until dropamount == 0 print("You leave the camp.") io.read() elseif approach ~= "y" then print("You left.") io.read() end end end elseif site == 1 then --------------------------------Millitary print("You found a Military Camp.") print("Approach?") approach = io.read() if approach == "y" then trap = math.random(1, 7) if trap == 1 then print("You sneak past the guards.") io.read() print("You search the Military camp.") io.read() dropamount = math.random(1, 3) repeat drop = math.random(1, 6) dropamount = dropamount - 1 if drop == 1 then smokegrenade() elseif drop == 2 then AS50item() elseif drop == 3 then grenadeitem() elseif drop == 4 then coyotepackitem() elseif drop == 5 then gogglesitem() elseif drop == 6 then gillieitem() end until dropamount == 0 elseif trap ~= 1 then ------------------------------------------------Guard zhealth = math.random(12000, 22000) if myammo >= zhealth / damage - (accuracy - 10) then --win? print("The player guard shot you but you killed them.") io.read() health = health - math.random(0, 10000) doghealth = doghealth - math.random(0, 7000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if mygun == "Hatchet" then myammo = 99999 health = health - math.random(0, 2000) end myammo = myammo - zhealth / damage + (accuracy - 10) print("They had a Soldier Shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a Soldier Shirt.") io.read() shirt = "Soldier" elseif pickup ~= "y" then print("You left it there.") io.read() end print("They had Soldier Pants.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have Soldier Pants.") io.read() pants = "Soldier" elseif pickup ~= "y" then print("You left it there.") io.read() end print("You search his pockets.") io.read() dropamount = math.random(1, 4) repeat guarddrop() dropamount = dropamount - 1 until dropamount == 0 guarddrop() elseif myammotwo >= zhealth / damagetwo - (accuracytwo - 10) then print("The player guard shot you but you killed them with your secondary.") io.read() health = health - math.random(0, 10000) doghealth = doghealth - math.random(0, 7000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) if myguntwo == "Hatchet" then myammotwo = 99999 health = health - math.random(0, 2000) end myammotwo = myammotwo - zhealth / damagetwo + (accuracytwo - 10) drop = math.random(1, 3) print("They had a Soldier Shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a Soldier Shirt.") io.read() shirt = "Soldier" elseif pickup ~= "y" then print("You left it there.") io.read() end print("You search his pockets.") io.read() dropamount = math.random(1, 4) repeat guarddrop() dropamount = dropamount - 1 until dropamount == 0 guarddrop() elseif dogs >= 1 then print("The player guard shot you but your dog killed them.") io.read() health = health - math.random(0, 10000) doghealth = doghealth - math.random(0, 10000) bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") io.read() bleeding = "y" end brake = math.random(1, 10) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(1000, 3000) drop = math.random(1, 3) print("They had a Soldier Shirt.") print("Take?") pickup = io.read() if pickup == "y" then print("You now have a Soldier Shirt.") io.read() shirt = "Soldier" elseif pickup ~= "y" then print("You left it there.") io.read() end print("You search his pockets.") io.read() dropamount = math.random(1, 4) repeat guarddrop() dropamount = dropamount - 1 until dropamount == 0 guarddrop() elseif dogs < 1 then bleed = math.random(1, 2) if bleed == 1 then print("You are bleeding.") bleeding = "y" end brake = math.random(1, 7) if brake == 1 then print("You broke your leg.") io.read() broken = "y" bleeding = "y" end pain = pain + math.random(2000, 5000) print("The player guard killed you.") --------------------------Die health = 0 health = health - math.random(1000, 8000) break end --myammo end --end of fight end elseif approach ~= "y" then print("You left.") io.read() end elseif event == 7 then --------------------------------------------------------------------------EVENT 8 if spawn == 1 then site = math.random(1, 5) if site == 1 then print("You found a hospital, approach?.") approach = io.read() if approach == "y" then print("You prepare to approach.") io.read() amount = math.random(1, 3) if amount == 1 then playerevent() if health <= 0 then break else print("The player already cleared out the place.") io.read() end else print("You don't see anyone.") io.read() dropamount = math.random(1, 4) repeat drop = math.random(1, 8) dropamount = dropamount - 1 if drop == 1 then penitem() elseif drop == 2 then morphineitem() elseif drop == 3 then bandaiditem() elseif drop == 4 then bloodbagitem() elseif drop == 5 then antibioticsitem() elseif drop == 6 then heatpackitem() elseif drop == 7 then roadflareitem() elseif drop == 8 then print("You find a medbox and look inside.") io.read() penitem() morphineitem() bandaiditem() bloodbagitem() antibioticsitem() heatpackitem() painkilleritem() print("You left the box.") io.read() end until dropamount == 0 print("You leave the building.") io.read() end elseif approach ~= "y" then print("You leave.") io.read() end elseif site == 2 then print("You found a police station, approach?.") approach = io.read() if approach == "y" then print("You prepare to approach.") io.read() amount = math.random(1, 2) if amount == 1 then playerevent() if health <= 0 then break else print("The player already cleared out the place.") io.read() end else print("You don't see anyone.") io.read() dropamount = math.random(1, 3) repeat drop = math.random(1, 13) dropamount = dropamount - 1 if drop == 1 then makarovitem() elseif drop == 2 then revolveritem() elseif drop == 3 then amount = 1 if amount == 1 then M16item() else ammoitem() end elseif drop == 4 then amount = 1 if amount == 1 then crossbowitem() else ammoitem() end elseif drop == 5 then amount = 1 if amount == 1 then hatchetitem() else ammoitem() end elseif drop == 6 then amount = math.random(1, 3) if amount == 1 then leeenfielditem() else ammoitem() end elseif drop == 7 then amount = math.random(1, 25) if amount == 1 then FNFALitem() else ammoitem() end elseif drop == 8 then amount = math.random(1, 40) if amount == 1 then AS50item() else ammoitem() end elseif drop == 9 then radioitem() elseif drop == 10 then g36citem() elseif drop == 11 then AK47item() elseif drop == 12 then M4A1item() elseif drop == 13 then DBshotgunitem() end until dropamount == 0 print("You leave the building.") io.read() end elseif approach ~= "y" then print("You leave.") io.read() end elseif site == 3 then gasstation() else print("You found a building, approach?.") approach = io.read() if approach == "y" then print("You prepare to approach.") io.read() amount = math.random(1, 5) if amount == 1 then playerevent() if health <= 0 then break else print("The player already cleared out the place.") io.read() end else print("You don't see anyone.") io.read() dropamount = math.random(1, 5) repeat drop = math.random(1, 16) dropamount = dropamount - 1 if drop == 1 then makarovitem() elseif drop == 2 then revolveritem() elseif drop == 3 then steakitem() elseif drop == 4 then popitem() elseif drop == 5 then beansitem() elseif drop == 6 then knifeitem() elseif drop == 7 then matchitem() elseif drop == 8 then bandaiditem() elseif drop == 9 then amount = math.random(1, 3) if amount == 1 then hatchetitem() else beansitem() end elseif drop == 10 then roadflareitem() elseif drop == 11 then alicepackitem() elseif drop == 12 then watersourceitem() elseif drop == 13 then vestpouchitem() elseif drop == 14 then booksitem() elseif drop == 15 then radioitem() elseif drop == 16 then watchitem() end until dropamount == 0 print("You leave the building.") io.read() end elseif approach ~= "y" then print("You leave.") io.read() end end elseif spawn == 3 then print("You found a farm, approach?.") approach = io.read() if approach == "y" then print("You prepare to approach.") io.read() amount = math.random(1, 2) if amount == 1 then playerevent() if health <= 0 then break else print("The player already cleared out the place.") io.read() end else print("You don't see anyone.") io.read() dropamount = math.random(1, 7) repeat drop = math.random(1, 17) dropamount = dropamount - 1 if drop == 1 then makarovitem() elseif drop == 2 then revolveritem() elseif drop == 3 then beartrapitem() elseif drop == 4 then wooditem() elseif drop == 5 then beansitem() elseif drop == 6 then knifeitem() elseif drop == 7 then matchitem() elseif drop == 8 then bandaiditem() elseif drop == 9 then hatchetitem() elseif drop == 10 then roadflareitem() elseif drop == 11 then alicepackitem() elseif drop == 12 then watersourceitem() elseif drop == 13 then vestpouchitem() elseif drop == 14 then booksitem() elseif drop == 15 then steakitem() elseif drop == 16 then popitem() elseif drop == 16 then radioitem() elseif drop == 17 then DBshotgunitem() end until dropamount == 0 print("You left the farm.") io.read() end elseif approach ~= "y" then print("You left the farm.") io.read() end else gasstation() end end if tired < 0 then tired = 0 end ------------------------------------- stats if hour == 12 then hour = 1 else hour = hour + 1 end if hour == 12 then if period == "pm" then period = "am" else period = "pm" end end if hour == 8 then if period == "pm" then light = "dark" print("It's dark out.") io.read() if vision == "n" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 elseif vision == "y" then accuracytwo = fullaccuracytwo accuracy = fullaccuracy end elseif period == "am" then print("It's light out.") io.read() light = "light" if vision == "n" then accuracy = fullaccuracy accuracytwo = fullaccuracytwo elseif vision == "y" then accuracy = fullaccuracy accuracy = accuracy - 4 accuracytwo = fullaccuracytwo accuracytwo = accuracytwo - 4 end end end if cold == "y" then amount = math.random(1, 10) if amount == 10 then print("You got an infection from your cold.") io.read() cold = "y" end end if dogs >= 1 then catch = math.random(1, 10) if catch == 1 then catch = math.random(1, 3) if catch == 1 then print("Your dog caught someone.") print("You search his pockets.") io.read() dropamount = math.random(1, 5) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 elseif catch == 2 then print("Your dog caught a zombie.") print("You search its pockets.") io.read() dropamount = math.random(1, 4) clothedrop = "y" repeat zombiedrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 elseif catch == 3 then if spawn == 3 then dogcow = "y" cowitem() dogcow = "n" end end end end if set == "y" then catch = math.random(1, 10) if catch == 1 then catch = math.random(1, 3) if catch == 1 then print("You caught someone in your trap.") io.read() dropamount = math.random(1, 3) clothedrop = "y" repeat enemydrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 set = "n" elseif catch == 2 then print("You caught a zombie in your trap.") io.read() dropamount = math.random(1, 3) clothedrop = "y" repeat zombiedrop() dropamount = dropamount - 1 clothedrop = "n" until dropamount == 0 set = "n" elseif catch == 3 then if spawn == 3 then trapcow = "y" cowitem() trapcow = "n" set = "n" elseif spawn ~= 3 then set = "y" end end if set == "n" then print("Do you want back your bear trap?") repeat print("Pickup?") pickup = io.read() if pickup == "y" then if beartrap == "n" then if space >= 2 then beartrap = "y" space = space - 2 print("You picked it up.") io.read() break elseif space < 2 then print("Not enough room.") io.read() dropped() used() end elseif beartrap == "y" then print("Already owned.") io.read() break end elseif pickup ~= "y" then print("You left it there.") io.read() end until pickup ~= "y" end end end if tired > 1000 then tired = 1000 end water = water - math.random(10) food = food - math.random(5) if pain > 10000 then pain = 10000 end if mygun == "Hatchet" then myammo = 99999 end temp = math.random(1, 15) if temp == 1 then temperature = temperature + math.random(1, 2) if temperature > 50 then temperature = 50 end if temperature >= 33 then if cold == "y" then print("You lost your cold.") io.read() cold = "n" end end end if temperature < 33 then if cold == "n" then cold = "y" print("You caught a cold.") io.read() pain = pain + math.random(1000, 2000) elseif cold == "y" then pain = pain + math.random(200, 700) end end if broken == "y" then tired = tired + math.random(50, 100) end events = events + 1 if events == objective then print("Congrats! You have survived " .. objective .. " events!") io.read() objective = objective + 50 end if events == 50 then print("For reaching 50 events, you will now be rewarded with a cheatcode.") print("You will be rewarded more codes the further you get.") print('At the welcome screen, type "@cheat" to open the cheat input screen.') print('Once there, type "' .. password .. '" to open the cheat screen.') print("Be warned, some cheats will be changed when you choose any gamemode but hard.") io.read() elseif events == 60 then print('While on the cheat screen (after the "Welcome",) type "clothes".') print('You can then type "shirt" or "pants" to change their color.') io.read() elseif events == 65 then print('While on the cheat screen, type "pain".') print("You can then change the amount of pain you have to start with.") io.read() elseif events == 70 then print('While on the cheat screen, type "temperature".') print("You can then change the temperature of your body.") print("This is in celcius with 42 being the normal body temperature.") io.read() elseif events == 75 then print('While on the cheat screen, type "symbol".') print("You can then change the symbol by your name that comes after using cheats.") io.read() elseif events == 80 then print('While on the cheat screen, type "exhaustion".') print("You can then change your exhaustion.") io.read() end --------------------------------------------------------------------------------------------------------------- if infection == "y" then if health > 6000 then health = health - math.random(300, 1000) end end if doghealth < 10000 then doghealth = doghealth + math.random(0, 300) if doghealth > 10000 then doghealth = 10000 end end if health < fullhealth then health = health + math.random(0, 500) if health > fullhealth then health = fullhealth end end optionline() if autostat == "y" then turn = turn - 1 if turn < 1 then stats() io.read() turn = turns end end if bleeding == "y" then if health > 2000 then health = health - math.random(100, 1000) end end ------------------------------------------------godmode if tentplaced == "y" then tenttravel = tenttravel + math.random(5, 10) end if bleeding == "y" then amount = math.random(1, 20) if amount == 1 then bleeding = "n" print("You have stopped bleeding.") io.read() end end if light == "dark" then if vision == "n" then accuracy = fullaccuracy accuracy = accuracy - 4 elseif vision == "y" then accuracy = fullaccuracy end elseif light == "light" then if vision == "n" then accuracy = fullaccuracy elseif vision == "y" then accuracy = fullaccuracy accuracy = accuracy - 4 end end if tired > math.random(1000, 1400) then print("You blacked out.") io.read() days = days + math.random(1, 3) tired = 0 food = food - math.random(50, 100) water = water - math.random(100, 200) temperature = temperature - math.random(0, 5) rain = math.random(1, 3) if rain == 1 then print("It rained.") io.read() temperature = temperature - math.random(3, 5) end end if invincible == "y" then health = 1000000 water = 1000000 food = 1000000 myammo = 1000000 damage = 1000000 tired = 0 end ----------------------------------eating if dogs >= 1 then if doghealth < 1 then print("Your dog has died.") io.read() dogs = dogs - 1 doghealth = 10000 damage = damage - 1000 if dogs < 1 then dogname = "" dogfeed = 3 end skindog() end end if dogs >= 1 then dogfood = dogfood - math.random(20, 50) dogwater = dogwater - math.random(20, 50) if dogfood < 1 then if steak >= dogs then steak = steak - dogs dogfood = 0 dogfood = dogfood + math.random(300, 500) doghealth = doghealth + 800 print("Your dog(s) ate some food") io.read() dogfeed = dogfeed + 2 if steak < 1 then space = space + 1 end elseif beans >= dogs then beans = beans - dogs dogfood = 0 dogfood = dogfood + math.random(100, 200) doghealth = doghealth + 200 print("Your dog(s) ate some food") io.read() dogfeed = dogfeed + 1 if beans < 1 then space = space + 1 end else print("Your dog(s) starved to death.") io.read() damage = damage - (1000 * dogs) dogs = 0 dogfeed = 3 doghealth = 0 dogfood = 0 dogwater = 0 skindog() end --end of eat end --end of food if dogwater < 1 then if filled == "y" then filled = "n" dogwater = 0 dogwater = dogwater + math.random(300, 500) print("Your dog(s) drank some water.") io.read() elseif filled == "n" then print("Your dog(s) died of thirst.") io.read() damage = damage - (1000 * dogs) dogs = 0 doghealth = 0 dogfood = 0 dogfeed = 3 dogwater = 0 skindog() end --end of eat end --end of food end if food < 1 then if steak >= 1 then steak = steak - 1 food = 0 food = food + math.random(300, 500) health = health + 800 print("You ate some food") io.read() if steak < 1 then space = space + 1 end elseif beans >= 1 then beans = beans - 1 food = 0 food = food + math.random(100, 200) health = health + 200 print("You ate some food") io.read() if beans < 1 then space = space + 1 end else print("You starved to death.") health = 0 starve = "y" break end --end of eat end --end of food if water < 1 then if filled == "y" then filled = "n" water = 0 water = water + math.random(300, 500) print("You drank some water.") io.read() elseif filled == "n" then if pop >= 1 then print("You drank some pop.") io.read() water = 0 water = water + math.random(100, 200) pop = pop - 1 if pop < 1 then space = space + 1 end elseif pop < 1 then print("You died of thirst.") health = 0 thirst = "y" break end end --end of eat end --end of food until health <= 0 --repeat event if thirst ~= "y" then -----------------------------epi-pen if starve ~= "y" then if health <= 0 then if morphine >= 1 then revive = math.random(1, 3) if revive == 1 then morphine = morphine - 1 health = health + math.random(500, 5000) print("A player used an epi-pen on you.") print("You have " .. health .. " health.") io.read() if morphine < 1 then space = space + 1 end if health < fullhealth - 3000 then if bloodbags >= 1 then --bloodbags print("The player has given you a blood transfusion.") io.read() bloodbags = bloodbags - 1 if bloodbags < 1 then space = space + 1 end health = fullhealth end end end end end end end if health <= 0 then print("You are dead.") io.read() break end forever = "forever" until forever == "never" print("You survived " .. events .. " events.") io.read() stats() io.read() print("Play again?") playagain = io.read() until playagain ~= "y" print("CREDITS") print("Zombie Survival, Lua Edition by Reece Mathews.") io.read() print("Programming by Reece Mathews.") io.read() print("Co-Creator: Graham Mathews") io.read() print("Made and Developed in the U.S.A") io.read() print("Made using the game programming software: Lua") io.read() print("THE END") io.read()
---@meta ---@class network.Tskill ---@field dataID integer ---@field level integer --* network.TGameSkill ---@class TGameSkill:System.Object ---@field actionName string ---@field animationID integer ---@field consumeHP integer ---@field consumeMP integer ---@field coolTime number ---@field criticalPercent number ---@field damageFormula string ---@field damageType integer ---@field desc integer ---@field hasCritical boolean ---@field iconID string ---@field memo string ---@field name string ---@field l_desc string ---@field l_name string ---@field oldTraits TGameTrait[] ---@field sturnEnable boolean ---@field sturnTarget integer ---@field sturnTime number ---@field traits TGameMapEventCommand[] ---@field type integer 0: 물리공격, 1: 마법공격
------------------------------ -- library ------------------------------ require 'xlua' require 'csvigo' require 'optim' require 'cutorch' require 'read_data' require 'save_feature' require 'lib/orderedPairs' require 'lib/fill_na' require 'lib/log_transform' require 'lib/normalize_col' require 'lib/normalize_row' torch.setdefaulttensortype('torch.FloatTensor') ------------------------------ -- function ------------------------------ function sim_cos(cmat, vec) local cvec = vec:cuda() local dist = torch.mv(cmat, cvec) -- dist:add(1e-100) -- local sim = dist:pow(-1) return -dist:float() end function knn(data, label, pred_data, istrain) local pred = torch.Tensor(pred_data:size(1), 4):fill(0) local shift if istrain then shift = 1 else shift = 0 end local pred_size = pred_data:size(1) ctrain_data = data:cuda() ctrain_data2 = ctrain_data:clone() for i = 1,pred_size do local nn_value, nn_index = torch.sort(sim_cos(ctrain_data, pred_data[i]), false) pred[{{i},{1}}] = label:index(1,nn_index[{{1+shift}}]) pred[{{i},{2}}] = label:index(1,nn_index[{{1+shift,1+shift+4}}]):float():mean() pred[{{i},{3}}] = label:index(1,nn_index[{{1+shift,1+shift+8}}]):float():mean() pred[{{i},{4}}] = label:index(1,nn_index[{{1+shift,1+shift+26}}]):float():mean() if i % 100 == 0 then xlua.progress(i, pred_size) collectgarbage(); end end xlua.progress(pred_size, pred_size) return pred end ------------------------------ -- main ------------------------------ -- load data: ---------- print('==> Load data') train_unique_data, train_unique_label, train_unique_id = read_data("../../input/train_unique.csv", true) collectgarbage(); train_data, train_label, train_id = read_data("../../input/train.csv", true) collectgarbage(); test_data, _, test_id = read_data("../../input/test.csv", false) collectgarbage(); -- preprocess (fill na): ---------- print('==> Fill NA') mean_ = get_mean_(train_data) train_unique_data = fill_na(train_unique_data, mean_) train_data = fill_na(train_data, mean_) test_data = fill_na(test_data, mean_) collectgarbage(); -- preprocess (log transform): ---------- print('==> Log transform') mins = get_mins(train_data) train_unique_data = log_transform(train_unique_data, mins) train_data = log_transform(train_data, mins) test_data = log_transform(test_data, mins) collectgarbage(); -- preprocess (normalze columns): ---------- print('==> Normalize columns') mean_, std_ = get_mean_std(train_data) train_unique_data = normalize_col(train_unique_data, mean_, std_) train_data = normalize_col(train_data, mean_, std_) test_data = normalize_col(test_data, mean_, std_) collectgarbage(); -- preprocess (normalzie rows): ---------- print('==> Normalize rows') train_unique_data = normalize_row(train_unique_data) train_data = normalize_row(train_data) test_data = normalize_row(test_data) collectgarbage(); -- KNN: ---------- print('==> KNN') train_pred = knn(train_unique_data, train_unique_label, train_data, true) test_pred = knn(train_unique_data, train_unique_label, test_data, false) -- Save result: ---------- print('==> Save Result') feature_names = {"ID", "KNN_cos1", "KNN_cos5", "KNN_cos9", "KNN_cos27"} save_feature(train_id, train_pred, "../../add_features/KNN_cos_train.csv", feature_names) save_feature(test_id, test_pred, "../../add_features/KNN_cos_test.csv", feature_names)
----------------------------------< -- Bluebird GUI -- elements/dxImage.lua ----------------------------------< -- Element variables --[[------------------------------< dxElement -> dxImage ------------------- [Includes Basic Indicators] x : X position y : Y position sx : SX position sy : SY position pathOrImage : The path to the image or just the texture rotation : Rotation of the image in degrees rotationOffX : X Offset from the image center to rotation point rotationOffY : Y Offset ... color : The color of the images (includes alpha) parent : Parent table --]]------------------------------< -- Creator ----------------------------------< function dxCreateImage(x,y,sx,sy,pathOrImage,parent,relativeX, relativeY,rotation, rotationOffX, rotationOffY, color) if (x == nil) or (y == nil) or (sx == nil) or (sy == nil) or (pathOrImage == nil) then pushError(1, 'dxCreateImage') return false end if type(x) ~= 'number' then pushError(2, 'dxCreateImage', 'X Position', 'number') return false end if type(y) ~= 'number' then pushError(2, 'dxCreateImage', 'Y Position', 'number') return false end if type(sx) ~= 'number' then pushError(2, 'dxCreateImage', 'Width', 'number') return false end if type(sy) ~= 'number' then pushError(2, 'dxCreateImage', 'Height', 'number') return false end if (type(pathOrImage) ~= 'string') and (type(pathOrImage) ~= 'userdata') then pushError(2, 'dxCreateImage', 'Path or Image', 'path/material') return false end if (parent == nil) or (parent == false) then parent = dxContainer else if (not isElement(parent)) then pushError(2, 'dxCreateImage', 'Parent', 'dxElement') return false end local elementType = dxElementsList[parent]["type"] if (elementType ~= "dxTile") and (elementType ~= "dxScrollPane") and (elementType ~= "dxContainer") then pushError(4, 'dxCreateImage', 'Parent') return false end parent = dxElementsList[parent] end if type(pathOrImage) == "string" then if string.sub(pathOrImage, 1,1) ~= ":" then pathOrImage = ":"..getResourceName(sourceResource or getThisResource()).."/"..pathOrImage end else if (not isElement(pathOrImage)) then pushError(2, 'dxCreateImage', 'Path or Image', 'path/material') return false end if (getElementType(pathOrImage) ~= "texture") then pushError(2, 'dxCreateImage', 'Path or Image', 'path/material') return false end end if (relativeX == nil) then relativeX = false else if type(relativeX) ~= "boolean" then pushError(3, 'dxCreateImage', 'X Relativity', 'boolean') relativeX = false end if (relativeX == true) then x = parent.sx*x sx = parent.sx*sx end end if (relativeY == nil) then relativeY = false else if type(relativeY) ~= "boolean" then pushError(3, 'dxCreateImage', 'Y Relativity', 'boolean') relativeY = false end if (relativeY == true) then y = parent.sy*y sy = parent.sy*sy end end if (color == nil) then color = -1 else if type(color) ~= "number" then pushError(3, 'dxCreateTile', 'Color', 'number') color = -1 end if (color < -2147483648) or (color > 2147483647) then pushError(6, 'dxCreateTile', 'Color') return false end end if (rotation == nil) then rotation = 0 else if type(rotation) ~= "number" then pushError(3, 'dxCreateTile', 'Rotation', 'number') rotation = 0 end end if (rotationOffX == nil) then rotationOffX = 0 else if type(rotationOffX) ~= "number" then pushError(3, 'dxCreateTile', 'Rotation X Offset', 'number') rotationOffX = 0 end end if (rotationOffY == nil) then rotationOffY = 0 else if type(rotationOffY) ~= "number" then pushError(3, 'dxCreateTile', 'Rotation Y Offset', 'number') rotationOffY = 0 end end local ElementTable = { ["type"] = "dxImage", ["element"] = createElement("dxGUI", "dxImage"), ["creator"] = getResourceName(sourceResource or getThisResource()), ["x"] = x, ["y"] = y, ["sx"] = sx, ["sy"] = sy, ["Image"] = pathOrImage, ["rotation"] = rotation, ["rotationOffX"] = rotationOffX, ["rotationOffY"] = rotationOffY, ["Enabled"] = true, ["Color"] = color, ["parent"] = parent, } table.insert(parent["children"], ElementTable) dxElementsList[ElementTable["element"]] = ElementTable triggerEvent("onDXElementCreation", root) return ElementTable["element"] end fileDelete("elements/dxImage.lua")
Locales['en'] = { ['not_enough_nitrous'] = 'Not enough nitrous.', ['nitrous_activated'] = 'Nitrous activated.', ['nitrous_ready'] = 'Nitrous ready. Press ~INPUT_PICKUP~ to use.' }
--[[ -- Copyright(c) 2019, 武汉舜立软件 All Rights Reserved -- Created: 2019/4/23 -- -- @file upgrade.lua -- @brief 升级模块 -- @version 0.1 -- @author 李绍良 -- @history 修改历史 -- \n 2019/4/23 0.1 创建文件 -- @warning 没有警告 --]] local string = require("string") local io = require("io") local os = require("os") local l_sys = require("l_sys") --local l_net_a = require("l_net_a") local l_nsm_a = require("l_nsm_a") local util = require("base.util") local np_err = require("base.np_err") local np_id = require("base.np_id") local l_file = require("l_file") local upgrade = {} local ipc_upgrade_file = '/nfsmem/upgrade/ipc_upgrade_file.lpk' -- 升级文件 local ipc_upgrade = '/nfsmem/upgrade/ipc_upgrade.txt' -- 升级标记 local ipc_root = '' if l_sys.simulator then -- 非目标平台, 重定位目录 ipc_upgrade_file = './upgrade/ipc_upgrade_file.lpk' ipc_upgrade = './upgrade/ipc_upgrade.txt' ipc_root = './upgrade/root' end local up_nsm = nil local up_conn = { id = 0, blk_count = 0, pf = nil, pf_w_size = 0 } local send = function (body) assert(0 ~= up_conn.id) local t = type(body) if 'string' == t then l_nsm_a.send(up_nsm, up_conn.id, body) elseif 'table' == t then local txt = cjson.encode(body) l_nsm_a.send(up_nsm, up_conn.id, txt) else assert(false) end end local close_connect = function () print('upgrade close connect.', up_conn.pf_w_size) -- 关闭连接 local id = up_conn.id; l_nsm_a.close(up_nsm, id) -- 关闭文件 if nil ~= up_conn.pf then l_file.close(up_conn.pf) end up_conn.id = 0 up_conn.pf = nil up_conn.blk_count = 0; up_conn.pf_w_size = 0; end local on_cmd_upgrade = function (json_obj) local res_up = { cmd = 'upgrade', upgrade = { code = 0 } } if nil == up_conn.pf then up_conn.pf = l_file.open(ipc_upgrade_file, 'wb') assert(0 == up_conn.blk_count) end send(res_up) end local on_cmd_upgrade_packs = function (json_obj) local res_up_packs = { cmd = 'upgrade_packs', upgrade_packs = { code = 0, packs = up_conn.blk_count, bits = up_conn.pf_w_size } } send(res_up_packs) end local on_cmd_upgrade_ok = function (json_obj) local res_up_ok = { cmd = 'upgrade_ok', upgrade_ok = { code = 0, all_packs = up_conn.blk_count, all_bits = up_conn.pf_w_size } } send(res_up_ok) -- 校验数据包大小 决定是否可以升级 local up = false local bits = util.t_item(json_obj, 'upgrade_ok', 'all_bits') if 'number' == type(bits) and bits == up_conn.pf_w_size then up = true end if nil ~= up_conn.pf then l_file.close(up_conn.pf) up_conn.pf = nil end if up then -- 决定升级 local file = io.open(ipc_upgrade, 'w') assert(file) if file then file:write('1') file:close() end else print('recv upgrade all_bits error!remove!') os.remove(ipc_upgrade_file) end close_connect() -- 关闭连接 end local on_commond = function (json_obj) local cmd = json_obj['cmd'] or '' if 'string' ~= type(cmd) then send('{}') return end local low_cmd = string.lower(cmd) if 'upgrade' == low_cmd then on_cmd_upgrade(json_obj) elseif 'upgrade_packs' == low_cmd then on_cmd_upgrade_packs(json_obj) elseif 'upgrade_ok' == low_cmd then on_cmd_upgrade_ok(json_obj) else send('{}') end end local open_connect = function (id) local file = io.open(ipc_upgrade, 'r') if file then io.close(file) return false -- 已经准备要升级了, 不再接收连接 end up_conn.id = id -- 只接受一次连接 return true end local on_recv_txt = function () -- 一次将所有文本信息读取完毕 while true do local ret, code, body, id, main, sub = l_nsm_a.recv(up_nsm) if ret then if 0 == code then if 0 ~= up_conn.id and id == up_conn.id then local dec, json_obj = pcall(cjson.decode, body) if dec then on_commond(json_obj) else close_connect() end else l_nsm_a.close(up_nsm, id) end elseif np_err.CONNECT == code then -- 新连接接入 if 0 == up_conn.id and open_connect(id) then -- 只接受一次连接 else l_nsm_a.close(up_nsm, id) end else if 0 ~= up_conn.id and id == up_conn.id then close_connect() else l_nsm_a.close(up_nsm, id) -- 连接断开 end end else break -- 退出 end end end local on_recv_md = function () while true do local buf, id = l_nsm_a.recv_md(up_nsm) if nil ~= buf then if id == up_conn.id then local ret = false local w_size = 0 if nil ~= up_conn.pf then ret, w_size= l_file.write(up_conn.pf, buf) end if ret then up_conn.blk_count = up_conn.blk_count + 1 --写入成功, 计数+1 up_conn.pf_w_size = up_conn.pf_w_size + w_size --写入的数据量 --print('upgrade write:', up_conn.blk_count, up_conn.pf_w_size) else print('net upgrade l_file.write error!', ret) l_sys.free(buf) end else print('net upgrade id error!', id, up_conn.id) l_sys.free(buf) -- 和当前连接对应不上 end else break end end end upgrade.on_recv = function () on_recv_txt() on_recv_md() return 0 end upgrade.init = function () up_nsm = l_nsm_a.get('nsm_upgrade') end upgrade.quit = function () up_nsm = nil end return upgrade
local CircularBuffer = require(script.Parent.Parent.Parent.CircularBuffer) local Signal = require(script.Parent.Parent.Parent.Signal) local Constants = require(script.Parent.Parent.Parent.Constants) local HEADER_NAMES = Constants.ServerJobsFormatting.ChartHeaderNames local MAX_DATASET_COUNT = tonumber(settings():GetFVariable("NewDevConsoleMaxGraphCount")) local SORT_COMPARATOR = { [HEADER_NAMES[1]] = function(a, b) -- "Name" return a.name < b.name end, [HEADER_NAMES[2]] = function(a, b) -- "DutyCycle(%)" return a.dataStats.dataSet:back().data[1] < b.dataStats.dataSet:back().data[1] end, [HEADER_NAMES[3]] = function(a, b) -- "Steps Per Sec (/s)" return a.dataStats.dataSet:back().data[2] < b.dataStats.dataSet:back().data[2] end, [HEADER_NAMES[4]] = function(a, b) -- "Step Time (ms)" return a.dataStats.dataSet:back().data[3] < b.dataStats.dataSet:back().data[3] end, } local minOfTable = require(script.Parent.Parent.Parent.Util.minOfTable) local maxOfTable = require(script.Parent.Parent.Parent.Util.maxOfTable) local getClientReplicator = require(script.Parent.Parent.Parent.Util.getClientReplicator) local ServerJobsData = {} ServerJobsData.__index = ServerJobsData function ServerJobsData.new() local self = {} setmetatable(self, ServerJobsData) self._serverJobsUpdated = Signal.new() self._serverJobsData = {} self._sortedJobsData = {} self._sortType = HEADER_NAMES[1] -- Name self._lastUpdate = 0 return self end function ServerJobsData:setSortType(sortType) if SORT_COMPARATOR[sortType] then self._sortType = sortType -- do we need a mutex type thing here? table.sort(self._sortedJobsData, SORT_COMPARATOR[self._sortType]) else error(string.format("attempted to pass invalid sortType: %s", tostring(sortType)), 2) end end function ServerJobsData:getSortType() return self._sortType end function ServerJobsData:Signal() return self._serverJobsUpdated end function ServerJobsData:getCurrentData() return self._sortedJobsData end function ServerJobsData:updateServerJobsData(updatedJobs) self._lastUpdate = os.time() for key, data in pairs(updatedJobs) do if not self._serverJobsData[key] then local newBuffer = CircularBuffer.new(MAX_DATASET_COUNT) newBuffer:push_back({ data = data, time = self._lastUpdate, }) self._serverJobsData[key] = { max = data, min = data, dataSet = newBuffer, } local newEntry = { name = key, dataStats = self._serverJobsData[key], } table.insert(self._sortedJobsData, newEntry) else local currMax = {} for i,v in pairs(self._serverJobsData[key].max) do currMax[i] = v end local currMin = {} for i, v in pairs(self._serverJobsData[key].min) do currMin[i] = v end local update = { data = data, time = self._lastUpdate } local overwrittenEntry = self._serverJobsData[key].dataSet:push_back(update) if overwrittenEntry then for index, value in pairs(overwrittenEntry.data) do if currMax[index] == value then local iter = self._serverJobsData[key].dataSet:iterator() local dat = iter:next() currMax[index] = currMin[index] while dat do currMax[index] = dat.data[index] < currMax[index] and currMax[index] or dat.data[index] dat = iter:next() end end end for index, value in pairs(overwrittenEntry.data) do if currMin[index] == value then local iter = self._serverJobsData[key].dataSet:iterator() local dat = iter:next() currMin[index] = currMax[index] while dat do currMin[index] = currMin[index] < dat.data[index] and currMin[index] or dat.data[index] dat = iter:next() end end end end self._serverJobsData[key].max = maxOfTable(currMax, data) self._serverJobsData[key].min = minOfTable(currMin, data) end end end function ServerJobsData:start() local clientReplicator = getClientReplicator() if clientReplicator and not self._statsListenerConnection then self._statsListenerConnection = clientReplicator.StatsReceived:connect(function(stats) local serverJobsList = stats.Jobs if serverJobsList then self:updateServerJobsData(serverJobsList) self._serverJobsUpdated:Fire(self._sortedJobsData) end end) clientReplicator:RequestServerStats(true) end end function ServerJobsData:stop() if self._statsListenerConnection then self._statsListenerConnection:Disconnect() self._statsListenerConnection = nil end end return ServerJobsData
-------------------------------------------------- -- Created By: Luciano -- Description: Cover goes hiding under fire -------------------------- -- local Behavior = CreateAIBehavior("Cover2Hide", { Alertness = 1, ----------------------------------------------------- Constructor = function(self,entity) entity:GettingAlerted(); -- entity.AI.changeCoverLastTime = _time; -- entity.AI.changeCoverInterval = random(7,11); -- entity.AI.fleeLastTime = _time; -- entity.AI.lastLiveEnemyTime = _time; -- entity.AI.lastBulletReactionTime = _time - 10; -- entity.AI.lastFriendInWayTime = _time - 10; entity.AI.lastBulletReactionTime = _time - 10; entity:Readibility("taking_fire",1,1, 0.1,0.4); self:HandleThreat(entity); end, ----------------------------------------------------- Destructor = function(self,entity) end, ----------------------------------------------------- HandleThreat = function(self, entity, sender) local dt = _time - entity.AI.lastBulletReactionTime; if(dt > 0.5) then if(not sender or AI.Hostile(entity.id, sender.id)) then entity.AI.lastBulletReactionTime = _time; entity:SelectPipe(0,"do_nothing"); entity:SelectPipe(0,"cv_hide_unknown"); end end end, ----------------------------------------------------- COVER_NORMALATTACK = function(self, entity) -- Choose proper action after being interrupted. AI_Utils:CommonContinueAfterReaction(entity); end, --------------------------------------------- OnEnemyMemory = function( self, entity ) -- called when the enemy stops having an attention target end, --------------------------------------------- OnNoTarget = function( self, entity ) -- called when the enemy stops having an attention target -- self:HandleThreat(entity); end, --------------------------------------------- OnEnemySeen = function( self, entity, fDistance, data ) entity:MakeAlerted(); entity:TriggerEvent(AIEVENT_DROPBEACON); local dist = AI.GetAttentionTargetDistance(entity.id); if (entity.AI.firstContact) then entity:Readibility("first_contact",1,3, 0.1,0.4); AI.Signal(SIGNALFILTER_SENDER, 1, "ENEMYSEEN_FIRST_CONTACT",entity.id); else entity:Readibility("during_combat",1,3, 0.1,0.4); AI.Signal(SIGNALFILTER_SENDER, 1, "ENEMYSEEN_DURING_COMBAT",entity.id); end AI.Signal(SIGNALFILTER_SENDER, 1, "TO_ATTACK",entity.id); end, --------------------------------------------- OnInterestingSoundHeard = function( self, entity, fDistance ) -- entity:TriggerEvent(AIEVENT_CLEAR); end, --------------------------------------------- OnThreateningSeen = function( self, entity ) entity:TriggerEvent(AIEVENT_DROPBEACON); end, --------------------------------------------- OnThreateningSoundHeard = function( self, entity, fDistance ) entity:TriggerEvent(AIEVENT_DROPBEACON); end, --------------------------------------------- OnSommethingSeen = function( self, entity, fDistance ) entity:TriggerEvent(AIEVENT_DROPBEACON); end, --------------------------------------------- OnEnemyDamage = function ( self, entity, sender,data) entity.AI.coverCompromized = true; -- set the beacon to the enemy pos local shooter = System.GetEntity(data.id); if(shooter) then AI.SetBeaconPosition(entity.id, shooter:GetPos()); AI.Signal(SIGNALFILTER_SENDER,1,"INCOMING_FIRE",entity.id); end -- called when the enemy is damaged self:HandleThreat(entity, shooter); entity:Readibility("taking_fire",1,1, 0.1,0.4); end, --------------------------------------------- OnBulletRain = function(self, entity, sender, data) entity:Readibility("bulletrain",1,1, 0.1,0.4); self:HandleThreat(entity, sender); local shooter = System.GetEntity(sender.id); if(shooter) then AI.SetBeaconPosition(entity.id, shooter:GetPos()); AI.Signal(SIGNALFILTER_SENDER,1,"INCOMING_FIRE",entity.id); end end, --------------------------------------------- OnReload = function( self, entity ) end, -------------------------------------------------------- OnHideSpotReached = function(self,entity,sender) end, --------------------------------------------- INCOMING_FIRE = function (self, entity, sender) end, })
local query = require 'lusty-store-mysql.query' local connection = require 'lusty-store-mysql.store.mysql.connection' local function keysAndValues(tbl) local n, keys, values = 1, {}, {} for k, v in pairs(tbl) do keys[n] = k if type(v) == 'number' then values[n] = v else values[n] = ngx.quote_sql_str(v) end n = n + 1 end return keys, values end local function makeUpdate(tbl) local n, update = 1, {} for k, v in pairs(tbl) do if type(v) == 'number' then update[n] = k..'='..v else update[n] = k..'='..ngx.quote_sql_str(v) end n=n+1 end return table.concat(update, ' ,') end return { handler = function(context) local db, err = connection(lusty, config) if not db then error(err) end local q, m if getmetatable(context.query) then q, m = query(context.query) else q = context.query end local keys, values = keysAndValues(context.data) local update = makeUpdate(context.data) q = "UPDATE "..config.collection.." SET "..update.." "..(#q>0 and " WHERE "..q or "")..";" local results = {} local res, err, errno, sqlstate = db:query(q) db:set_keepalive(config.idle_timeout or 600000, config.pool_size or 10) if not res then return nil, "Query |"..q.."| failed: "..err end return res end }
local Types = require(script.Parent.Parent.Types) type Array<T> = Types.Array<T> local function loadDescendants(parent: Instance) local modules: Array<any> = {} for _, descendant in parent:GetDescendants() do if descendant:IsA("ModuleScript") then table.insert(modules, require(descendant :: ModuleScript)) end end return modules end return loadDescendants
local myNAME = "merTorchbug" local tbug = SYSTEMS:GetSystem("merTorchbug") local strformat = string.format function tbug.inspect(object, tabTitle, winTitle, recycleActive) local inspector = nil if rawequal(object, _G) then inspector = tbug.getGlobalInspector() inspector.control:SetHidden(false) inspector:refresh() elseif type(object) == "table" then inspector = tbug.classes.ObjectInspector:acquire(object, tabTitle, recycleActive) inspector.title:SetText(tbug.glookup(object) or winTitle or tostring(object)) inspector.control:SetHidden(false) inspector:refresh() elseif tbug.isControl(object) then inspector = tbug.classes.ObjectInspector:acquire(object, tabTitle, recycleActive) inspector.title:SetText(winTitle or tbug.getControlName(object)) inspector.control:SetHidden(false) inspector:refresh() else df("no inspector for %q", tostring(object)) end return inspector end local function evalString(source) -- first, try to compile it with "return " prefixed, -- this way we can evaluate things like "_G.tab[5]" local func, err = zo_loadstring("return " .. source) if not func then -- failed, try original source func, err = zo_loadstring(source, "<< " .. source .. " >>") if not func then return func, err end end -- run compiled chunk in custom environment return pcall(setfenv(func, tbug.env)) end local function inspectResults(source, status, ...) if not status then local err = tostring(...) err = err:gsub("(stack traceback)", "|cff3333%1", 1) err = err:gsub("%S+/(%S+%.lua:)", "|cff3333> |c999999%1") df("%s", err) return end local firstInspector = nil local globalInspector = nil local nres = select("#", ...) for ires = 1, nres do local res = select(ires, ...) if rawequal(res, _G) then if not globalInspector then globalInspector = tbug.getGlobalInspector() globalInspector:refresh() globalInspector.control:SetHidden(false) globalInspector.control:BringWindowToTop() end else local tabTitle = strformat("[%d]", ires) if firstInspector then firstInspector:openTabFor(res, tabTitle) else local recycle = not IsShiftKeyDown() firstInspector = tbug.inspect(res, tabTitle, source, recycle) end end end if firstInspector then firstInspector.control:BringWindowToTop() end end function tbug.slashCommand(args) local args = zo_strtrim(args) if args ~= "" then inspectResults(args, evalString(args)) elseif tbugGlobalInspector:IsHidden() then inspectResults("_G", true, _G) else tbugGlobalInspector:SetHidden(true) end end local function onAddOnLoaded(event, addOnName) if addOnName ~= myNAME then return end EVENT_MANAGER:UnregisterForEvent(myNAME, EVENT_ADD_ON_LOADED) tbug.initSavedVars() local env = { gg = _G, am = ANIMATION_MANAGER, cm = CALLBACK_MANAGER, em = EVENT_MANAGER, wm = WINDOW_MANAGER, tbug = tbug, conf = tbug.savedVars, } env.env = setmetatable(env, {__index = _G}) tbug.env = env SLASH_COMMANDS["/tbug"] = tbug.slashCommand end EVENT_MANAGER:RegisterForEvent(myNAME, EVENT_ADD_ON_LOADED, onAddOnLoaded)
local APABadEnts = APABadEnts or {} local log = APA.log local isPlayer = APA.isPlayer local physStop = APA.physStop local IsValid = IsValid local timer = timer local hook = hook function APA.SetBadEnt(ent,bool,ignorefrozen) local phys = IsValid(ent) and ent.GetPhysicsObject and ent:GetPhysicsObject() if bool then local collisions = ent:GetCollisionGroup() if (not ignorefrozen) and IsValid(phys) and not phys:IsMotionEnabled() then return end -- Don't apply on frozen entities. if collisions == COLLISION_GROUP_WORLD then return end -- Don't apply on props that don't collide. log('[BadEntity]',ent,' is now a BAD entity!') if APA.Settings.Debug:GetInt() > 0 then ent:SetColor(Color(255,0,0)) end ent:SetNWBool("APABadEntity", true) local inc = ((APA.Settings.BadTime:GetFloat() >= 0.15 and APA.Settings.BadTime:GetFloat() or 0.15)) ent.APAt = ent.APAt or {} ent.APAt["block entity"] = true ent.APAt["time stamp"] = (not ent.APAt["time stamp"]) and CurTime()+inc or ent.APAt["time stamp"] log('[BadEntity]','Wait Time',Vector(0,0,(ent.APAt["time stamp"] or 0)):Distance(Vector(0,0,CurTime() or 0)),'seconds') if table.HasValue(APABadEnts, ent) then return end -- Don't rebind if bound. if not ent.APAt.Think then ent.APAt.Think = function() local checkheld = false for _,v in next, constraint.GetAllConstrainedEntities(ent) do if IsValid(v) then checkheld = next(v.__APAPhysgunHeld or {}) == nil if not checkheld then break end end end if tonumber(ent.APAt["time stamp"] or 0) < CurTime() and checkheld then local phys = IsValid(ent) and ent:GetPhysicsObject() if IsValid(phys) then if phys:GetVelocity():Length() <= 0.001 then phys:SetVelocityInstantaneous(Vector(0,0,0)) phys:AddAngleVelocity(phys:GetAngleVelocity()*-1) APA.SetBadEnt(ent,false) end end end end end ent.APAtCallback = function(ent, c) local collisions = ent:GetCollisionGroup() if collisions == COLLISION_GROUP_VEHICLE or collisions == COLLISION_GROUP_WEAPON or collisions == COLLISION_GROUP_WORLD then return false end --^ Don't apply on props that don't collide with players. local speed = c.OurOldVelocity:Length() if speed < 8.4 then return end if speed > 1000 then c.HitObject:SetVelocity(c.HitObject:GetVelocity()*-speed) c.HitObject:SetVelocityInstantaneous(Vector()) end if IsValid(ent) and type(ent.APAt) == "table" then ent.APAt["time stamp"] = CurTime()+0.15 if APA.Settings.AnnoySurf:GetBool() and isPlayer(c.HitEntity) then ent.APANoPhysgun = (not ent.APANoPhysgun) and CurTime()+0.55 or ent.APANoPhysgun if not IsValid(c.PhysObject) then return end physStop(c.PhysObject) physStop(c.HitEntity) ent:ForcePlayerDrop() c.PhysObject:EnableMotion(not APA.Settings.FreezeOnHit:GetBool()) c.PhysObject:SetVelocityInstantaneous(Vector(0,0,c.PhysObject:GetMass()*1.1)) c.PhysObject:Sleep() end if not isPlayer(c.HitEntity) then timer.Simple(0.01, function() if (speed > 95 or (IsValid(c.HitObject) and c.HitObject:GetVelocity():Length() > 75)) and not APA.IsWorld(c.HitEntity) then if not ( c.HitEntity:GetNWBool("APABadEntity", false) ) then APA.SetBadGroup(c.HitEntity,true) else ent.APAt["time stamp"] = CurTime()+0.15 end end end) end end end if not ent.APAfCallback then ent.APAfCallback = ent:AddCallback( "PhysicsCollide", ent.APAtCallback ) end if not table.HasValue(APABadEnts, ent) then table.insert(APABadEnts, ent) end elseif ent and ent.APAt and type(ent.APAt) == 'table' then log('[BadEntity]',ent,' is now a GOOD entity!') if APA.Settings.Debug:GetInt() > 0 then ent:SetColor(Color(255,255,255)) end ent.APAt = nil ent:SetNWBool("APABadEntity", false) for _,v in next, constraint.GetAllConstrainedEntities(ent) do if IsValid(v) then v.APAForceBlock = nil v.APAForceFreeze = nil end end timer.Simple(3, function() if IsValid(ent) then ent.APANoPhysgun = nil end end) table.RemoveByValue(APABadEnts, ent) end end function APA.SetBadGroup(ent,bool) local i = 0 local isvalid = function(v) return IsValid(v) and not v.PhysgunDisabled end for _,v in next, constraint.GetAllConstrainedEntities(ent) do if isvalid(v) then timer.Simple((i <= 0 and i or i/100), function() if isvalid(v) then APA.SetBadEnt(v,bool) end end) i = i + 1 end end end function APA.IsEntBad(ent) if ent and ent.APAt then return ent.APAt["block entity"] end return ent:GetNWBool("APABadEntity", false) end timer.Create("APABaddieFinder", 0.75, 0, function() for k,v in next, APABadEnts do timer.Simple(k/100, function() if v and v.APAt and v.APAt.Think then v.APAt.Think() end end) end end) hook.Add( "OnEntityCreated", "APAMethod0", function(ent) timer.Simple(0.001, function() if IsValid(ent) and not APA.IsWorld(ent) and not ent:IsVehicle() and not APA.Settings.Method:GetBool() then APA.SetBadEnt(ent,true) end end) end) if APA.hasCPPI and APA.FindOwner then hook.Add( "PhysgunPickup", "APAMethod0", function(ply,ent) if (IsValid(ply) and IsValid(ent)) and ent.CPPICanPhysgun and ent:CPPICanPhysgun(ply) then timer.Simple(0.001, function() -- Wierd hook order stuff. if not APA.Settings.Method:GetBool() and not ent.PhysgunDisabled and IsValid(ent) then APA.SetBadGroup(ent,true) end end) end end) hook.Add( "CanTool", "APAMethod0", function(ply, tr, mode) local ent = tr.Entity if (IsValid(ply) and IsValid(ent)) and ent.CPPICanTool and ent:CPPICanTool(ply, mode) then timer.Simple(0.01, function() -- Wierd hook order stuff. if not APA.Settings.Method:GetBool() and not ent.PhysgunDisabled and IsValid(ent) then APA.SetBadGroup(ent,true) end end) end end) end APA.initPlugin('method0') -- Init Plugin (Must match filename.)
local classic = require 'classic' local DynaMaze, super = classic.class('DynaMaze', Env) -- Constructor function DynaMaze:_init(opts) opts = opts or {} super._init(self, opts) -- Set change: none|blocking|shortcut self.change = opts.change or 'none' -- Create blank grid (y, x) self.maze = torch.ByteTensor(6, 9):zero() -- Place blocks if self.change == 'none' then self.maze[{{3, 5}, {3}}] = 1 self.maze[{{2}, {6}}] = 1 self.maze[{{4, 6}, {8}}] = 1 elseif self.change == 'blocking' then self.maze[{{3}, {1, 8}}] = 1 elseif self.change == 'shortcut' then self.maze[{{3}, {2, 9}}] = 1 end -- Keep internal step counter self.counter = 0 end -- 2 states returned, of type 'int', of dimensionality 1, where x is 1-9 and y is 1-6 function DynaMaze:getStateSpace() local state = {} state['name'] = 'Box' state['shape'] = {2} state['low'] = { 1, -- x 1 -- y } state['high'] = { 9, -- x 6 -- y } return state end -- 1 action required, of type 'int', of dimensionality 1, between 1 and 4 function DynaMaze:getActionSpace() local action = {} action['name'] = 'Discrete' action['n'] = 4 return action end -- Min and max reward function DynaMaze:getRewardSpace() return 0, 1 end -- Reset position function DynaMaze:_start() if self.change == 'none' then self.position = {1, 4} else self.position = {4, 1} end return self.position end -- Move up, right, down or left function DynaMaze:_step(action) action = action + 1 -- scale action local reward = 0 local terminal = false -- Calculate new position local newX = self.position[1] local newY = self.position[2] if action == 1 then -- Move up newY = math.min(newY + 1, 6) elseif action == 2 then -- Move right newX = math.min(newX + 1, 9) elseif action == 3 then -- Move down newY = math.max(newY - 1, 1) else -- Move left newX = math.max(newX - 1, 1) end -- Move if not blocked if self.maze[{{newY}, {newX}}][1][1] == 0 then self.position[1] = newX self.position[2] = newY end -- Check if reached goal if newX == 9 and newY == 6 then reward = 1 terminal = true end -- Increment counter self.counter = self.counter + 1 -- Change environment if self.counter == 1000 and self.change == 'blocking' then -- Open up hole in left of wall self.maze[{{3}, {1}}] = 0 -- Fill up hole on right of wall self.maze[{{3}, {9}}] = 1 -- Move agent in case it is now on top of wall if self.position[1] == 9 and self.position[2] == 3 then self.position[1] = 4 end elseif self.counter == 3000 and self.change == 'shortcut' then -- Open up hole in wall self.maze[{{3}, {9}}] = 0 end return reward, self.position, terminal end return DynaMaze
--- -- @author wesen -- @copyright 2019-2020 wesen <wesen-ac@web.de> -- @release 0.1 -- @license MIT -- local Exception = require "AC-LuaServer.Core.Util.Exception.Exception" --- -- The exception for the case that the remaining time of the current active game is attempted to be set to -- a value that would cause a integer overflow that results in an instant game end. -- -- @type MaximumRemainingTimeExceededException -- local MaximumRemainingTimeExceededException = Exception:extend() --- -- The exceedance of the maximum remaining time in milliseconds -- -- @tfield int exceedanceInMilliseconds -- MaximumRemainingTimeExceededException.exceedanceInMilliseconds = nil --- -- The maximum allowed number of extend milliseconds -- -- @tfield int maximumNumberOfExtendMilliseconds -- MaximumRemainingTimeExceededException.maximumNumberOfExtendMilliseconds = nil --- -- The time in milliseconds until the extra minute that may be unavailable because of the -- integer overflow in the intermission check is available -- -- @tfield int millisecondsUntilExtraMinuteCanBeUsed -- MaximumRemainingTimeExceededException.millisecondsUntilExtraMinuteCanBeUsed = nil --- -- MaximumRemainingTimeExceededException constructor. -- -- @tparam int _exceedanceInMilliseconds The exceedance of the maximum remaining time in milliseconds -- @tparam int _maximumNumberOfExtendMilliseconds The maxmimum allowed number of extend milliseconds -- @tparam int _millisecondsUntilExtraMinuteCanBeUsed The time until the extra minute is available -- function MaximumRemainingTimeExceededException:new(_exceedanceInMilliseconds, _maximumNumberOfExtendMilliseconds, _millisecondsUntilExtraMinuteCanBeUsed) self.exceedanceInMilliseconds = _exceedanceInMilliseconds self.maximumNumberOfExtendMilliseconds = _maximumNumberOfExtendMilliseconds self.millisecondsUntilExtraMinuteCanBeUsed = _millisecondsUntilExtraMinuteCanBeUsed end -- Getters and Setters --- -- Returns the exceedance of the maximum remaining time in milliseconds. -- -- @treturn int The exceedance of the maximum remaining time in milliseconds -- function MaximumRemainingTimeExceededException:getExceedanceInMilliseconds() return self.exceedanceInMilliseconds end --- -- Returns the maxmimum allowed number of extend milliseconds. -- -- @treturn int The maxmimum allowed number of extend milliseconds -- function MaximumRemainingTimeExceededException:getMaximumNumberOfExtendMilliseconds() return self.maximumNumberOfExtendMilliseconds end --- -- Returns the time until the extra minute is available. -- -- @treturn int The time until the extra minute is available -- function MaximumRemainingTimeExceededException:getMillisecondsUntilExtraMinuteCanBeUsed() return self.millisecondsUntilExtraMinuteCanBeUsed end -- Public Methods --- -- Returns this Exception's message as a string. -- -- @treturn string The Exception message as a string -- function MaximumRemainingTimeExceededException:getMessage() return string.format( "Could not set remaining time: Maximum remaining time would be exceeded by %i milliseconds", self.exceedanceInMilliseconds ) end return MaximumRemainingTimeExceededException
-- "Dungeon Loot" [dungeon_loot] -- Original by BlockMen, this entire file by Amoeba -- -- config.lua -- -- Note: All positive heights (above water level) are treated as depth 0. -- Also, no comma after the item of a list. -- Minimum number of rooms a dungeon should have for a chest to be generated dungeon_loot.min_num_of_rooms = 4 -- Items on basic lists have three depth ranges for their listed amount -- maximums; they get max/2 before first increase point (minimum of 1 if -- amount is >0), the given max between the 1st and 2nd increase point, -- and max*2 after the 2nd. dungeon_loot.depth_first_basic_increase = 200 dungeon_loot.depth_second_basic_increase = 2000 -- The master list of loot types -- Note that tools and weapons should always have max_amount = 1. -- Chance is a probability between 0 (practically never) and 1 (always), -- so change a chance to 0 if you don't want a type (eg. weapons) included -- in your game (or -0.001 if you want to be REALLY sure). dungeon_loot.loot_types = { {name="treasure", max_amount = 10, chance = 0.7, type = "depth_cutoff"}, {name="tools", max_amount = 1, chance = 0.5, type = "depth_cutoff"}, {name="weapons", max_amount = 1, chance = 0.1, type = "depth_cutoff"}, {name="consumables", max_amount = 80, chance = 0.9, type = "basic_list"}, {name="seedlings", max_amount = 5, chance = 0.3, type = "basic_list"} } -- Loot type lists; these names MUST be exactly of the format: -- "dungeon_loot.name_list" where "name" is in the above list -- Depth cutoff lists -- These must be in order of increasing depth (but can include the same item -- more than once). Method: a random number between 1 and chest depth is -- chosen, and the item in that range is added to the loot. Then, there's -- a chance additional items of the same type are added to stack; if the -- random number is much greater than the item's min_depth, the amount -- can grow pretty big. dungeon_loot.treasure_list = { {name="default:steel_ingot", min_depth = 0}, {name="default:bronze_ingot", min_depth = 20}, {name="default:gold_ingot", min_depth = 45}, {name="default:diamond", min_depth = 150}, {name="default:gold_block", min_depth = 777}, {name="default:emerald", min_depth = 800}, {name="default:diamond_block", min_depth = 1800}, {name="default:emerald", min_depth = 2000} } dungeon_loot.tools_list = { {name="default:pick_steel", min_depth = 0}, {name="default:shovel_diamond", min_depth = 38}, {name="default:pick_bronze", min_depth = 40}, {name="default:axe_diamond", min_depth = 95}, {name="default:pick_diamond", min_depth = 100} } dungeon_loot.weapons_list = { {name="default:sword_steel", min_depth = 0}, {name="default:sword_bronze", min_depth = 50}, {name="default:sword_diamond", min_depth = 250} } -- Basic lists -- These can be of two types, either with combined chance and amount, -- or with the two variables separated. "chance" means each item has a -- N/M chance of being chosen, where N is it's own chance and M is the -- total sum of chances on the list. "amount" is the maximum amount of -- items given at the middle depth range. dungeon_loot.consumables_list = { {name="default:apple", chance_and_amount = 20}, {name="default:torch", chance_and_amount = 30}, {name="default:stick", chance_and_amount = 10} } dungeon_loot.seedlings_list = { {name="default:sapling", chance = 5, amount = 2}, {name="default:pine_sapling", chance = 10, amount = 2}, {name="default:junglesapling", chance = 15, amount = 2}, {name="default:acacia_sapling", chance = 15, amount = 2} } -- Add items from other mods here inside the appropriate -- "if ... then ... end" test -- For basic lists, just using insert without a value works fine. -- For depth cutoff lists, you can use insert with a table index, eg. -- table.insert(dungeon_loot.treasure_list, 5, {name="your_mod:platinum_ingot", min_depth = 120} -- The above would add a new item to the treasure list as the 5th item, -- moving diamond and all below it one down in the list. Just make sure -- that the increasing min_depth order is kept. -- Tips: With multiple insertions in a depth cutoff list, start from the -- last item and work towards the beginning, then you don't have to calculate -- your number of additions. Also, trying to make sure too many different -- mods work together in a single list will probably give you a headache; -- just create a new list (or two) for mods with lots of additions. if minetest.get_modpath("farming") then table.insert(dungeon_loot.consumables_list, {name="farming:bread", chance_and_amount = 10}) table.insert(dungeon_loot.seedlings_list, {name="farming:seed_wheat", chance = 1, amount = 10}) table.insert(dungeon_loot.seedlings_list, {name="farming:seed_cotton", chance = 20, amount = 5}) end
--- === hs.geometry === --- --- Mathematical functions local geometry = require "hs.geometry.internal" --- hs.geometry.rotateCCW(point, aroundpoint, ntimes = 1) -> point --- Function --- Rotates a point around another point N times. function geometry.rotateCCW(point, aroundpoint, ntimes) local p = {x = point.x, y = point.y} for i = 1, ntimes or 1 do local px = p.x p.x = (aroundpoint.x - (p.y - aroundpoint.y)) p.y = (aroundpoint.y + (px - aroundpoint.x)) end return p end --- hs.geometry.hypot(point) -> number --- Function --- Returns hypotenuse of a line defined from 0,0 to point. function geometry.hypot(p) return math.sqrt(p.x * p.x + p.y * p.y) end --- hs.geometry.rect(x, y, w, h) -> rect --- Constructor --- Convenience function for creating a rect-table. function geometry.rect(x, y, w, h) return {x = x, y = y, w = w, h = h} end --- hs.geometry.point(x, y) -> point --- Constructor --- Convenience function for creating a point-table. function geometry.point(x, y) return {x = x, y = y} end --- hs.geometry.size(w, h) -> size --- Constructor --- Convenience function for creating a size-table. function geometry.size(w, h) return {w = w, h = h} end --- hs.geometry.isPointInRect(point, rect) -> bool --- Function --- Tests whether a point falls inside a rect --- --- Parameters: --- * point - A table containing x and y co-ordinates --- * rect - A table containing x and y co-ordinates, and w(idth) and h(eight) values --- --- Returns: --- * True if the point falls inside the rect, otherwise false function geometry.isPointInRect(point, rect) if (point["x"] >= rect["x"] and point["y"] >= rect["y"] and point["x"] < (rect["x"] + rect["w"]) and point["y"] < (rect["y"] + rect["h"])) then return true end return false end return geometry
----------------------------------- -- Area: Mount Zhayolm -- Door: Runic Seal -- !pos 703 -18 382 61 ----------------------------------- local ID = require("scripts/zones/Mount_Zhayolm/IDs") require("scripts/globals/besieged") require("scripts/globals/keyitems") require("scripts/globals/missions") ----------------------------------- function onTrade(player, npc, trade) end function onTrigger(player, npc) if player:hasKeyItem(tpz.ki.LEBROS_ASSAULT_ORDERS) then local assaultid = player:getCurrentAssault() local recommendedLevel = getRecommendedAssaultLevel(assaultid) local armband = player:hasKeyItem(tpz.ki.ASSAULT_ARMBAND) and 1 or 0 player:startEvent(203, assaultid, -4, 0, recommendedLevel, 2, armband) else player:messageSpecial(ID.text.NOTHING_HAPPENS) end end function onEventUpdate(player, csid, option, target) local assaultid = player:getCurrentAssault() local cap = bit.band(option, 0x03) if cap == 0 then cap = 99 elseif cap == 1 then cap = 70 elseif cap == 2 then cap = 60 else cap = 50 end player:setCharVar("AssaultCap", cap) local party = player:getParty() if party then for i, v in ipairs(party) do if not (v:hasKeyItem(tpz.ki.LEBROS_ASSAULT_ORDERS) and v:getCurrentAssault() == assaultid) then player:messageText(target, ID.text.MEMBER_NO_REQS, false) player:instanceEntry(target, 1) return elseif v:getZoneID() == player:getZoneID() and v:checkDistance(player) > 50 then player:messageText(target, ID.text.MEMBER_TOO_FAR, false) player:instanceEntry(target, 1) return end end end player:createInstance(player:getCurrentAssault(), 63) end function onEventFinish(player, csid, option, target) if csid == 208 or (csid == 203 and option == 4) then player:setPos(0, 0, 0, 0, 63) end end function onInstanceCreated(player, target, instance) if instance then instance:setLevelCap(player:getCharVar("AssaultCap")) player:setCharVar("AssaultCap", 0) player:setInstance(instance) player:instanceEntry(target, 4) player:delKeyItem(tpz.ki.LEBROS_ASSAULT_ORDERS) player:delKeyItem(tpz.ki.ASSAULT_ARMBAND) local party = player:getParty() if party then for i, v in ipairs(party) do if v:getID() ~= player:getID() and v:getZoneID() == player:getZoneID() then v:setInstance(instance) v:startEvent(208, 2) v:delKeyItem(tpz.ki.LEBROS_ASSAULT_ORDERS) end end end else player:messageText(target, ID.text.CANNOT_ENTER, false) player:instanceEntry(target, 3) end end
-------------------------------------------------------------------------------- -- Clientside utility functions -------------------------------------------------------------------------------- local bitmap_font_1 = { [10] = { 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0}, ["."] = { 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,0,0, 0,0,1,0}, [1] = { 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1}, [2] = { 1,1,1,1, 0,0,0,1, 0,0,0,1, 1,1,1,1, 1,0,0,0, 1,0,0,0, 1,1,1,1}, [3] = { 1,1,1,1, 0,0,0,1, 0,0,0,1, 1,1,1,1, 0,0,0,1, 0,0,0,1, 1,1,1,1}, [4] = { 1,0,0,1, 1,0,0,1, 1,0,0,1, 1,1,1,1, 0,0,0,1, 0,0,0,1, 0,0,0,1}, [5] = { 1,1,1,1, 1,0,0,0, 1,0,0,0, 1,1,1,1, 0,0,0,1, 0,0,0,1, 1,1,1,1}, [6] = { 1,1,1,1, 1,0,0,0, 1,0,0,0, 1,1,1,1, 1,0,0,1, 1,0,0,1, 1,1,1,1}, [7] = { 1,1,1,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1, 0,0,0,1}, [8] = { 1,1,1,1, 1,0,0,1, 1,0,0,1, 1,1,1,1, 1,0,0,1, 1,0,0,1, 1,1,1,1}, [9] = { 1,1,1,1, 1,0,0,1, 1,0,0,1, 1,1,1,1, 0,0,0,1, 0,0,0,1, 0,0,0,1}, [0] = { 1,1,1,1, 1,0,0,1, 1,0,0,1, 1,0,0,1, 1,0,0,1, 1,0,0,1, 1,1,1,1}, } -------------------------------------------------------------------------------- -- Draw bitmap digit function Metrostroi.DrawClockDigit(cx,cy,scale,digit) local bitmap = bitmap_font_1[digit] if not bitmap then return end local w=12*scale local p=8*scale for i=1,4*7 do local x = (i-1)%4 local y = math.floor((i-1)/4) if bitmap[i] == 1 then for z=1,6,1 do surface.SetDrawColor(Color(255,60,0,math.max(0,30-1*z*z))) surface.DrawRect(cx+x*w-z*scale, cy+y*w-z*scale, p+2*z*scale, p+2*z*scale) end surface.SetDrawColor(Color(255,240,0,255)) surface.DrawRect(cx+x*w, cy+y*w, p, p) end end end function Metrostroi.PositionFromPanel(panel,button_id_or_vec,z,x,y,train) local self = train or ENT local panel = self.ButtonMap[panel] if not panel then return Vector(0,0,0) end if not panel.buttons then return Vector(0,0,0) end -- Find button or read position local vec if type(button_id_or_vec) == "string" then local button for k,v in pairs(panel.buttons) do if v.ID == button_id_or_vec then button = v break end end vec = Vector(button.x + (button.radius and 0 or (button.w or 0)/2)+(x or 0),button.y + (button.radius and 0 or (button.h or 0)/2)+(y or 0),z or 0) else vec = button_id_or_vec end -- Convert to global coords vec.y = -vec.y vec:Rotate(panel.ang) return panel.pos + vec * panel.scale end function Metrostroi.AngleFromPanel(panel,ang,train) local self = train or ENT local panel = self.ButtonMap[panel] if not panel then return Vector(0,0,0) end local true_ang = panel.ang + Angle(0,0,0) if type(ang) == "Angle" then true_ang:RotateAroundAxis(panel.ang:Forward(),ang.pitch) true_ang:RotateAroundAxis(panel.ang:Right(),ang.yaw) true_ang:RotateAroundAxis(panel.ang:Up(),ang.roll) else true_ang:RotateAroundAxis(panel.ang:Up(),ang or -90) end return true_ang end function Metrostroi.GenerateClientProps() local self = ENT local ret = "self.table = {\n" --local reti = 0 for id, panel in pairs(self.ButtonMap) do if not panel.buttons then continue end if not panel.props then panel.props = {} end for name, buttons in pairs(panel.buttons) do --if reti > 8 then reti=0; ret=ret.."\n" end if buttons.model then local config = buttons.model local name = config.name or buttons.ID if config.model then table.insert(panel.props,name) self.ClientProps[name] = { model = config.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2),(config.x or 0),(config.y or 0)), ang = Metrostroi.AngleFromPanel(id,config.ang), color = config.color, colora = config.colora, skin = config.skin or 0, config = config, cabin = config.cabin, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = config.bscale, scale = config.scale, } if config.var then --ret=ret.."\""..config.var.."\"," --reti = reti + 1 if config.ratio then else local var = config.var local vmin, vmax = config.vmin or 0,config.vmax or 1 local min,max = config.min or 0,config.max or 1 local speed,damping,stickyness = config.speed or 16,config.damping or false,config.stickyness or nil local func = config.getfunc if func then if config.disable then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disable,ent:GetPackedBool(var)) end) elseif config.disableinv then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disableinv,not ent:GetPackedBool(var)) end) elseif config.disableoff and config.disableon then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disableoff,ent:GetPackedBool(var)) ent:HideButton(config.disableon,not ent:GetPackedBool(var)) end) elseif config.disablevar then table.insert(self.AutoAnims, function(ent) ent:HideButton(name,ent:GetPackedBool(config.disablevar)) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) end) else table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax),min,max,speed,damping,stickyness) end) end else if config.disable then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disable,ent:GetPackedBool(var)) end) elseif config.disableinv then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disableinv,not ent:GetPackedBool(var)) end) elseif config.disableoff and config.disableon then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disableoff,ent:GetPackedBool(var)) ent:HideButton(config.disableon,not ent:GetPackedBool(var)) end) elseif config.disablevar then table.insert(self.AutoAnims, function(ent) ent:HideButton(name,ent:GetPackedBool(config.disablevar)) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) end) else table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) end) end end end end end if config.sound or config.sndvol and config.var then local id = config.sound or config.var local sndid = config.sndid or buttons.ID local vol,pitch,min,max = config.sndvol, config.sndpitch,config.sndmin,config.sndmax local func,snd = config.getfunc, config.snd local vmin, vmax = config.vmin or 0,config.vmax or 1 local var = config.var local ang = config.sndang --if func then --self.ClientSounds[id] = {sndid,function(ent,var) return snd(func(ent,vmin,vmax),var) end,vol or 1,pitch or 1,min or 100,max or 1000,ang or Angle(0,0,0)} --else if not self.ClientSounds[id] then self.ClientSounds[id] = {} end table.insert(self.ClientSounds[id],{sndid,function(ent,var) return snd(var > 0,var) end,vol or 1,pitch or 1,min or 100,max or 1000,ang or Angle(0,0,0)}) --end end if config.plomb then local pconfig = config.plomb local pname = name.."_pl" if pconfig.model then table.insert(panel.props,pname) self.ClientProps[pname] = { model = pconfig.model, pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(pconfig.z or 0.2),(config.x or 0)+(pconfig.x or 0),(config.y or 0)+(pconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,pconfig.ang or config.ang), color = pconfig.color or pconfig.color, skin = pconfig.skin or config.skin or 0, config = pconfig, cabin = pconfig.cabin, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = pconfig.bscale or config.bscale, scale = pconfig.scale or config.scale, } end if pconfig.var then local var = pconfig.var if pconfig.model then table.insert(self.AutoAnims, function(ent) ent:SetCSBodygroup(pname,1,ent:GetPackedBool(var) and 0 or 1) end) end local id,tooltip = buttons.ID,buttons.tooltip local pid,ptooltip = pconfig.ID,pconfig.tooltip buttons.plombed = function(ent) if ent:GetPackedBool(var) then return Format("%s\n%s",buttons.tooltip,Metrostroi.GetPhrase("Train.Buttons.Sealed") or "Plombed"),pid,Color(255,150,150),true else return buttons.tooltip,id,false end end end --[[ if pconfig.var then --ret=ret.."\""..pconfig.var.."\"," --reti = reti + 1 local var,animvar = pconfig.var,lname.."_anim" local min,max = pconfig.min or 0,pconfig.max or 1 local speed = pconfig.speed or 10 table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end]] end if config.lamp then local lconfig = config.lamp local lname = name.."_lamp" table.insert(panel.props,lname) self.ClientProps[lname] = { model = lconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(lconfig.z or 0.2),(config.x or 0)+(lconfig.x or 0),(config.y or 0)+(lconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,lconfig.ang or config.ang), color = lconfig.color or config.color, skin = lconfig.skin or config.skin or 0, config = lconfig, cabin = lconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = lconfig.bscale or config.bscale, scale = lconfig.scale or config.scale, } if lconfig.anim then table.insert(self.AutoAnims, function(ent) ent:AnimateFrom(lname,name) end) end if lconfig.var then --ret=ret.."\""..lconfig.var.."\"," --reti = reti + 1 local var,animvar = lconfig.var,lname.."_anim" local min,max = lconfig.min or 0,lconfig.max or 1 local speed = lconfig.speed or 10 local func = lconfig.getfunc if func then table.insert(self.AutoAnims, function(ent) local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) else table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end end end if config.lamps then for k,lconfig in ipairs(config.lamps) do local lname = name.."_lamp"..k table.insert(panel.props,lname) self.ClientProps[lname] = { model = lconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(lconfig.z or 0.2),(config.x or 0)+(lconfig.x or 0),(config.y or 0)+(lconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,lconfig.ang or config.ang), color = lconfig.color or config.color, skin = lconfig.skin or config.skin or 0, config = lconfig, cabin = lconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = lconfig.bscale or config.bscale, scale = lconfig.scale or config.scale, } if lconfig.anim then table.insert(self.AutoAnims, function(ent) ent:AnimateFrom(lname,name) end) end if lconfig.var then --ret=ret.."\""..lconfig.var.."\"," --reti = reti + 1 local var,animvar = lconfig.var,lname.."_anim" local min,max = lconfig.min or 0,lconfig.max or 1 local speed = lconfig.speed or 10 local func = lconfig.getfunc if func then table.insert(self.AutoAnims, function(ent) local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) else table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end end end end if config.labels then for k,aconfig in ipairs(config.labels) do local aname = name.."_label"..k table.insert(panel.props,aname) self.ClientProps[aname] = { model = aconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(aconfig.z or 0.2),(config.x or 0)+(aconfig.x or 0),(config.y or 0)+(aconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,aconfig.ang or config.ang), color = aconfig.color or config.color, colora = aconfig.colora or config.colora, skin = aconfig.skin or config.skin or 0, config = aconfig, cabin = aconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = aconfig.bscale or config.bscale, scale = aconfig.scale or config.scale, } end end buttons.model = nil end end end end function Metrostroi.GenerateClientProps() local self = ENT local ret = "self.table = {\n" --local reti = 0 for id, panel in pairs(self.ButtonMap) do if not panel.buttons then continue end if not panel.props then panel.props = {} end for name, buttons in pairs(panel.buttons) do --if reti > 8 then reti=0; ret=ret.."\n" end if buttons.model then local config = buttons.model local name = config.name or buttons.ID if config.model then table.insert(panel.props,name) self.ClientProps[name] = { model = config.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2),(config.x or 0),(config.y or 0)), ang = Metrostroi.AngleFromPanel(id,config.ang), color = config.color, colora = config.colora, skin = config.skin or 0, config = config, cabin = config.cabin, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = config.bscale, scale = config.scale, } if config.var then --ret=ret.."\""..config.var.."\"," --reti = reti + 1 if config.ratio then else local var = config.var local vmin, vmax = config.vmin or 0,config.vmax or 1 local min,max = config.min or 0,config.max or 1 local speed,damping,stickyness = config.speed or 16,config.damping or false,config.stickyness or nil local func = config.getfunc if func then if config.disable then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disable,ent:GetPackedBool(var)) end) elseif config.disableinv then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disableinv,not ent:GetPackedBool(var)) end) elseif config.disableoff and config.disableon then table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) ent:HideButton(config.disableoff,ent:GetPackedBool(var)) ent:HideButton(config.disableon,not ent:GetPackedBool(var)) end) elseif config.disablevar then table.insert(self.AutoAnims, function(ent) ent:HideButton(name,ent:GetPackedBool(config.disablevar)) ent:Animate(name,func(ent,vmin,vmax,var),min,max,speed,damping,stickyness) end) else table.insert(self.AutoAnims, function(ent) ent:Animate(name,func(ent,vmin,vmax),min,max,speed,damping,stickyness) end) end else if config.disable then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disable,ent:GetPackedBool(var)) end) elseif config.disableinv then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disableinv,not ent:GetPackedBool(var)) end) elseif config.disableoff and config.disableon then table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) ent:HideButton(config.disableoff,ent:GetPackedBool(var)) ent:HideButton(config.disableon,not ent:GetPackedBool(var)) end) elseif config.disablevar then table.insert(self.AutoAnims, function(ent) ent:HideButton(name,ent:GetPackedBool(config.disablevar)) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) end) else table.insert(self.AutoAnims, function(ent) ent:Animate(name,ent:GetPackedBool(var) and vmax or vmin,min,max,speed,damping,stickyness) end) end end end end end if config.sound or config.sndvol and config.var then local id = config.sound or config.var local sndid = config.sndid or buttons.ID local vol,pitch,min,max = config.sndvol, config.sndpitch,config.sndmin,config.sndmax local func,snd = config.getfunc, config.snd local vmin, vmax = config.vmin or 0,config.vmax or 1 local var = config.var local ang = config.sndang --if func then --self.ClientSounds[id] = {sndid,function(ent,var) return snd(func(ent,vmin,vmax),var) end,vol or 1,pitch or 1,min or 100,max or 1000,ang or Angle(0,0,0)} --else if not self.ClientSounds[id] then self.ClientSounds[id] = {} end table.insert(self.ClientSounds[id],{sndid,function(ent,var) return snd(var > 0,var) end,vol or 1,pitch or 1,min or 100,max or 1000,ang or Angle(0,0,0)}) --end end if config.plomb then local pconfig = config.plomb local pname = name.."_pl" if pconfig.model then table.insert(panel.props,pname) self.ClientProps[pname] = { model = pconfig.model, pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(pconfig.z or 0.2),(config.x or 0)+(pconfig.x or 0),(config.y or 0)+(pconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,pconfig.ang or config.ang), color = pconfig.color or pconfig.color, skin = pconfig.skin or config.skin or 0, config = pconfig, cabin = pconfig.cabin, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = pconfig.bscale or config.bscale, scale = pconfig.scale or config.scale, } end if pconfig.var then local var = pconfig.var if pconfig.model then table.insert(self.AutoAnims, function(ent) ent:SetCSBodygroup(pname,1,ent:GetPackedBool(var) and 0 or 1) end) end local id,tooltip = buttons.ID,buttons.tooltip local pid,ptooltip = pconfig.ID,pconfig.tooltip buttons.plombed = function(ent) if ent:GetPackedBool(var) then return Format("%s\n%s",buttons.tooltip,Metrostroi.GetPhrase("Train.Buttons.Sealed") or "Plombed"),pid,Color(255,150,150),true else return buttons.tooltip,id,false end end end --[[ if pconfig.var then --ret=ret.."\""..pconfig.var.."\"," --reti = reti + 1 local var,animvar = pconfig.var,lname.."_anim" local min,max = pconfig.min or 0,pconfig.max or 1 local speed = pconfig.speed or 10 table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end]] end if config.lamp then local lconfig = config.lamp local lname = name.."_lamp" table.insert(panel.props,lname) self.ClientProps[lname] = { model = lconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(lconfig.z or 0.2),(config.x or 0)+(lconfig.x or 0),(config.y or 0)+(lconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,lconfig.ang or config.ang), color = lconfig.color or config.color, skin = lconfig.skin or config.skin or 0, config = lconfig, cabin = lconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = lconfig.bscale or config.bscale, scale = lconfig.scale or config.scale, } if lconfig.anim then table.insert(self.AutoAnims, function(ent) ent:AnimateFrom(lname,name) end) end if lconfig.var then --ret=ret.."\""..lconfig.var.."\"," --reti = reti + 1 local var,animvar = lconfig.var,lname.."_anim" local min,max = lconfig.min or 0,lconfig.max or 1 local speed = lconfig.speed or 10 local func = lconfig.getfunc local hide = lconfig.hidden if func then if hide then table.insert(self.AutoAnims, function(ent) if ent.Hidden[hide] then return end local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) else table.insert(self.AutoAnims, function(ent) local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end else if hide then table.insert(self.AutoAnims, function(ent) if ent.Hidden[hide] then return end --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) else table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end end end end if config.lamps then for k,lconfig in ipairs(config.lamps) do local lname = name.."_lamp"..k table.insert(panel.props,lname) self.ClientProps[lname] = { model = lconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(lconfig.z or 0.2),(config.x or 0)+(lconfig.x or 0),(config.y or 0)+(lconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,lconfig.ang or config.ang), color = lconfig.color or config.color, skin = lconfig.skin or config.skin or 0, config = lconfig, cabin = lconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = lconfig.bscale or config.bscale, scale = lconfig.scale or config.scale, } if lconfig.anim then table.insert(self.AutoAnims, function(ent) ent:AnimateFrom(lname,name) end) end if lconfig.var then --ret=ret.."\""..lconfig.var.."\"," --reti = reti + 1 local var,animvar = lconfig.var,lname.."_anim" local min,max = lconfig.min or 0,lconfig.max or 1 local speed = lconfig.speed or 10 local func = lconfig.getfunc if func then if lconfig.hidden then table.insert(self.AutoAnims, function(ent) local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) else table.insert(self.AutoAnims, function(ent) local val = ent:Animate(animvar,func(ent,min,max,var),0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end else table.insert(self.AutoAnims, function(ent) --print(lname,ent.SmoothHide[lname]) local val = ent:Animate(animvar,ent:GetPackedBool(var) and max or min,0,1,speed,false) ent:ShowHideSmooth(lname,val) end) end end end end if config.labels then for k,aconfig in ipairs(config.labels) do local aname = name.."_label"..k table.insert(panel.props,aname) self.ClientProps[aname] = { model = aconfig.model or "models/metrostroi/81-717/button07.mdl", pos = Metrostroi.PositionFromPanel(id,config.pos or buttons.ID,(config.z or 0.2)+(aconfig.z or 0.2),(config.x or 0)+(aconfig.x or 0),(config.y or 0)+(aconfig.y or 0)), ang = Metrostroi.AngleFromPanel(id,aconfig.ang or config.ang), color = aconfig.color or config.color, colora = aconfig.colora or config.colora, skin = aconfig.skin or config.skin or 0, config = aconfig, cabin = aconfig.cabin, igrorepanel = true, hide = panel.hide or config.hide, hideseat = panel.hideseat or config.hideseat, bscale = aconfig.bscale or config.bscale, scale = aconfig.scale or config.scale, } end end buttons.model = nil end end end --ret = ret.."\n}" --SetClipboardText(ret) end function Metrostroi.InsertHide(panel,prop_name) local self = ENT if self.ButtonMap[panel] then if not self.ButtonMap[panel].props then self.ButtonMap[panel].props = {} end table.insert(self.ButtonMap[panel].props,prop_name) end end -------------------------------------------------------------------------------- -- Training markers -------------------------------------------------------------------------------- local prevV = 0 local A = 0 local D1true = 0 local D2true = 0 local prevTime hook.Add("PostDrawOpaqueRenderables", "metrostroi-draw-stopmarker",function() prevTime = prevTime or RealTime() local dT = math.max(0.001,RealTime() - prevTime) prevTime = RealTime() -- Skip if disabled if GetConVarNumber("metrostroi_stop_helper") ~= 1 then return end -- Get seat and train local seat = LocalPlayer():GetVehicle() if not seat then return end local train = seat:GetNW2Entity("TrainEntity") if not IsValid(train) then return end -- Calculate acceleration local V = train:GetNW2Float("V",train:GetVelocity():Length()*0.01905)*0.277778 local newA = (V - prevV)/dT prevV = V -- Calculate marker position A = train:GetNW2Float("A",A + (newA - A)*1.0*dT) local T1 = math.abs(V/(A+1e-8)) local T2 = math.abs(V/(1.2+1e-8)) local D1 = T1*V + (T1^2)*A/2 local D2 = T2*V + (T2^2)*A/2 -- Smooth out D D1 = math.min(200,math.max(0,D1))*0.65 D2 = math.min(200,math.max(0,D2))*0.70 D1true = D1true + (D1 - D1true)*12.0*dT D2true = D2true + (D2 - D2true)*12.0*dT local offset1 = D1true/0.01905 local offset2 = D2true/0.01905 -- Draw marker if A > -0.1 then return end -- if D1 > 195 then return end if D2 > 195 then return end local base_pos1 = train:LocalToWorld(Vector(500+offset1,80,10)) cam.Start3D2D(base_pos1,train:LocalToWorldAngles(Angle(0,-90,90)),1.0) surface.SetDrawColor(255,255,255) surface.DrawRect(-1,-1,8*20+2,4+2) for i=0,19 do surface.SetDrawColor(240,200,40) surface.DrawRect(8*i+0,0,4,4) surface.SetDrawColor(0,0,0) surface.DrawRect(8*i+4,0,4,4) end surface.SetDrawColor(255,255,255) surface.DrawRect(-1,-96,2,192) surface.DrawRect(8*20,-96,2,192) -- surface.SetTextColor(255,255,255) -- surface.SetFont("Trebuchet24") -- surface.SetTextPos(64-128,-30) -- surface.DrawText(Format("%.1f m %.1f m/s %.1f m/s2",D,V,A)) -- surface.SetTextPos(64,-30) -- surface.DrawText(Format("%.1f m %.0f sec",D,T)) cam.End3D2D() local base_pos2 = train:LocalToWorld(Vector(500+offset2,80,10)) cam.Start3D2D(base_pos2,train:LocalToWorldAngles(Angle(0,-90,90)),1.0) surface.SetDrawColor(240,40,40) surface.DrawRect(-1,-1,8*20+2,4+2) for i=0,19 do surface.SetDrawColor(0,0,0) surface.DrawRect(8*i+0,0,4,4) surface.SetDrawColor(240,40,40) surface.DrawRect(8*i+4,0,4,4) end surface.SetDrawColor(240,40,40) surface.DrawRect(-1,-1+110,8*20+2,16+2) for i=0,19 do surface.SetDrawColor(0,0,0) surface.DrawRect(8*i+0,110,4,16) surface.SetDrawColor(240,40,40) surface.DrawRect(8*i+4,110,4,16) end surface.SetDrawColor(240,40,40) surface.DrawRect(-6,-96,6,192) surface.DrawRect(8*20,-96,4,192) cam.End3D2D() end) -------------------------------------------------------------------------------- -- Fix for gm_metrostroi 3D sky -------------------------------------------------------------------------------- local player_state = {} timer.Create("Metrostroi_3DSkyFix",1.0,0,function() local player = LocalPlayer() if not IsValid(player) then return end if string.sub(game.GetMap(),1,13) ~= "gm_metrostroi" then return end RunConsoleCommand("r_3dsky", (player:GetPos().z < -1024) and "0" or "1") end) function Metrostroi.GetTimedT(notsync) local T0 = GetGlobalFloat("MetrostroiT0",os.time())+GetGlobalFloat("MetrostroiTY") local T1 = GetGlobalFloat("MetrostroiT1",CurTime()) local dT if notsync then dT = (os.time()-T0) - (CurTime()-T1) else dT = (os.time()-T0 + (CurTime() % 1.0)) - (CurTime()-T1) end return dT end function Metrostroi.GetSyncTime(notsync) return os.time()-Metrostroi.GetTimedT(notsync) end timer.Simple(0,function() net.Start("MetrostroiUpdateTimeSync") net.SendToServer() end) timer.Simple(0,function() net.Start("metrostroi_cam_update") net.SendToServer() end) net.Receive("metrostroi_cam_update",function() local ent = Entity(net.ReadUInt(16)) Metrostroi.RTCamera = ent end) local CamRT = surface.GetTextureID( "pp/rt" ) local CamWork = GetConVar("metrostroi_drawcams") Metrostroi.CamTimers = Metrostroi.CamTimers or {} Metrostroi.CamQueue = Metrostroi.CamQueue or {} function Metrostroi.RenderCamOnRT(train,cpos,name,time,RT,post,pos,ang,x,y,scale,xmin,ymin) if not CamWork then CamWork = GetConVar("metrostroi_drawcams") return end if not CamWork:GetBool() then return end name = train:EntIndex()..name --print(name,Metrostroi.CamQueue[name]) if (not Metrostroi.CamTimers[name] or RealTime()-Metrostroi.CamTimers[name] > time) and not Metrostroi.CamQueue[name] then Metrostroi.CamQueue[name] = table.insert(Metrostroi.CamQueue,{train,cpos,name,time,RT,post,pos,ang,x,y,scale,xmin,ymin}) end end function Metrostroi.SetCamPosAng(pos,ang) if IsValid(Metrostroi.RTCamera) then Metrostroi.RTCamera:SetPos(pos) Metrostroi.RTCamera:SetAngles(ang) end end hook.Add("Think","metrostroi_camera_move",function() if IsValid(Metrostroi.RTCamera) then Metrostroi.RTCamera:SetPos(Vector(0,0,-2^16)) Metrostroi.RTCamera:SetAngles(Angle(90,0,0)) end if Metrostroi.RenderCam and Metrostroi.RenderedCam ~= RealTime() then local camera = Metrostroi.RenderCam Metrostroi.RenderCam = nil if IsValid(camera[1]) then local distance = camera[1]:LocalToWorld(camera[2]):Distance(LocalPlayer():GetPos()) if distance > 256 then return end local x,y = camera[9],camera[10] local scale = camera[11] or 1 local xmin,ymin = camera[12] or 0,camera[13] or 0 render.PushRenderTarget(camera[5],0,0,x, y) render.Clear(0, 0, 0, 0) cam.Start2D() surface.SetTexture( CamRT ) surface.SetDrawColor( 255, 255, 255, 255 ) surface.DrawTexturedRectRotated((x/2-xmin)*scale,(y/2-ymin)*scale,x*scale,y*scale,0) cam.End2D() render.PopRenderTarget() else end end if #Metrostroi.CamQueue > 0 and not Metrostroi.RenderCam then local cam = table.remove(Metrostroi.CamQueue,1) Metrostroi.CamQueue[cam[3]] = nil local name,time,post,pos,ang = cam[3],cam[4],cam[6],cam[7],cam[8] if IsValid(post) then debugoverlay.Sphere(post:LocalToWorld(pos),1,time,Color( 150, 105, 200 ),true) debugoverlay.Text(post:LocalToWorld(pos),name,time,Color( 150, 105, 200 ),true) debugoverlay.Line(post:LocalToWorld(pos),post:LocalToWorld(pos)+post:LocalToWorldAngles(ang):Forward()*25,time,Color( 150, 105, 200 ),true) Metrostroi.RenderCam = cam Metrostroi.SetCamPosAng(post:LocalToWorld(cam[7]),post:LocalToWorldAngles(cam[8])) Metrostroi.CamTimers[cam[3]] = RealTime() end end end) local function rect_ol(x,y,w,h,c) Metrostroi.DrawLine(x-1,y,x+w,y,c) Metrostroi.DrawLine(x+w,y,x+w,y+h,c) Metrostroi.DrawLine(x,y+h,x+w,y+h,c) Metrostroi.DrawLine(x,y,x,y+h,c) end function Metrostroi.DrawLine(x1,y1,x2,y2,col,sz) surface.SetDrawColor(col) if x1 == x2 then -- vertical line local wid = (sz or 1) / 2 surface.DrawRect(x1-wid, y1, wid*2, y2-y1) elseif y1 == y2 then -- horizontal line local wid = (sz or 1) / 2 surface.DrawRect(x1, y1-wid, x2-x1, wid*2) else -- other lines local x3 = (x1 + x2) / 2 local y3 = (y1 + y2) / 2 local wx = math.sqrt((x2-x1) ^ 2 + (y2-y1) ^ 2) local angle = math.deg(math.atan2(y1-y2, x2-x1)) draw.NoTexture() surface.DrawTexturedRectRotated(x3, y3, wx, (sz or 1), angle) end end function Metrostroi.DrawRectOutline(x,y,w,h,col,sz) local wid = sz or 1 if wid < 0 then for i=0, wid+1, -1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col) end elseif wid > 0 then for i=0, wid-1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col) end end end function Metrostroi.DrawRectOL(x,y,w,h,col,sz,col1) local wid = sz or 1 if wid < 0 then for i=0, wid+1, -1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col) end elseif wid > 0 then for i=0, wid-1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col) end end surface.SetDrawColor(col1) surface.DrawRect(x+math.max(0,sz-1),y+math.max(0,sz-1),w-math.max(0,(sz-0.5)*2),h-math.max(0,(sz-0.5)*1.5)) end function Metrostroi.DrawTextRect(x,y,w,h,col,mat) surface.SetDrawColor(col) surface.SetMaterial(mat) surface.DrawTexturedRect(x,y,w,h) end function Metrostroi.DrawTextRectOL(x,y,w,h,col,mat,sz,col1) local wid = sz or 1 if wid < 0 then for i=0, wid+1, -1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col1) end elseif wid > 0 then for i=0, wid-1 do rect_ol(x+i, y+i, w-2*i, h-2*i, col1) end end surface.SetDrawColor(col) surface.DrawRect(x+math.max(0,sz-1),y+math.max(0,sz-1),w-math.max(0,(sz-0.5)*2),h-math.max(0,(sz-0.5)*1.5)) surface.SetDrawColor(Color(col.r - 40,col.g - 40,col.b - 40)) surface.SetMaterial(mat) surface.DrawTexturedRect(x+math.max(0,sz-1),y+math.max(0,sz-1),w-math.max(0,(sz-0.5)*2),h-math.max(0,(sz-0.5)*2)) end local function recurePrecache(sound) if type(sound) == "table" then for k,snd in pairs(sound) do recurePrecache(snd) end elseif type(sound) == "string" then util.PrecacheSound(sound) end end local function util_PrecacheSound(dir) local files,dirs = file.Find(dir.."/*","GAME") for _, fdir in pairs(dirs) do util_PrecacheSound(dir.."/"..fdir) end for _,v in pairs(files) do util.PrecacheSound(dir.."/"..v) end end --util_PrecacheSound("sound/subway_trains") matproxy.Add{ name = "TrainBodyColor", init = function( self, mat, values ) -- Store the name of the variable we want to set if values then self._MATresultVarC = values.resultvar end end, bind = function( self, mat, ent ) if ( self._MATresultVarC and ent.GetBodyColor ) then mat:SetVector( self._MATresultVarC, ent:GetBodyColor() ) end end } matproxy.Add{ name = "TrainBodyDecal", init = function( self, mat, values ) -- Store the name of the variable we want to set if values then self._MATresultVarD = values.resultvar end end, bind = function( self, mat, ent ) if ( self._MATresultVarD and ent.GetDirtLevel ) then mat:SetFloat( self._MATresultVarD, ent:GetDirtLevel() ) end end } RunConsoleCommand("r_rootlod",0) -- Train models only visible with High model quality
function Utils:ShowRules() BeginScaleformMovieMethod(self.Scaleform, 'SHOW_SCREEN') ScaleformMovieMethodAddParamInt(9) EndScaleformMovieMethod() end
local winapi = require("luawinapi") print("UNDER_CE:", UNDER_CE) print("WINVER:", string.format("0x%x", WINVER)) print("_WIN32_WINDOWS:", _WIN32_WINDOWS and string.format("0x%x", _WIN32_WINDOWS)) print("_WIN32_WINNT:", _WIN32_WINNT and string.format("0x%x", _WIN32_WINNT))
--[[ MIT License Copyright (c) 2021 Michael Wiesendanger Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. ]]-- -- luacheck: globals StaticPopupDialogs StaticPopup_Show SetBindingClick STANDARD_TEXT_FONT -- luacheck: globals GetBindingAction SetBinding GetCurrentBindingSet SaveBindings -- luacheck: globals StaticPopup_Hide --[[ The keyBind (GM_KeyBind) is responsible for recording and setting keyBindings to gearSlots on the gearBar. Note that a keyBind belongs to exactly one button even if a user decides to use the same gearSlot on multiple gearBars KeyBinding rules: - A keyBinding can consist of multiple keys - Keys need to be combined with "-" - Keybindings differentiate between normale keys and modifiers Modifiers: - A keyBinding can have the following modifiers RGGM_CONSTANTS.MODIFIER_KEYS - A keyBinding can have multiple modifiers but not the same one multiple times CTRL-CTRL-T (invalid) CTRL-SHIFT-T (valid) `lastRecordedKey` takes care of that - Modifiers need to be mapped to their actual value in a keyBinding text RGGM_CONSTANTS.MODIFIER_KEY_MAPPING Normal Keys: - Once a normal key was added to a keyBinding text it cannot be followed by a modifier `prohibitModifier` takes care of that Examples: T (valid) CTRL-T (valid) CTRL-SHIFT-T (valid) CTRL (invalid) CTRL-CTRL (invalid) CTRL-CTRL-T (invalid) T-CTRL (invalid) ]]-- local mod = rggm local me = {} mod.keyBind = me me.tag = "KeyBind" --[[ Whether the keyBinding is considered a valid one or not. Accept button to save the keyBinding is only enabled after the keyBinding is considered valid. ]]-- local isKeyBindingValid = false --[[ The keyBinding that was recorded so far ]]-- local recordedKeyBinding = "" --[[ Track if modifiers are prohibited in the current recording. Keybinds can start with a modifier but once something different than a modifier is recorded they are no longer allowed in the sequence. E.g T-CTRL (invalid) CTRL-T (valid) ]]-- local prohibitModifier = false --[[ Locks the keyBinding from any further changes ]]-- local lockKeyBinding = false --[[ Stores the last key that was recorded and added to the keyBindingText. Helps prevent adding multiple modifiers of the same name. E.g. CTRL-CTRL-T (invalid) ]]-- local lastRecordedKey = "" --[[ The gearBarId of the gearBar that is being configured ]]-- local currentGearBarId --[[ The gearSlot position that invoked the setting of a keyBinding ]]-- local currentGearSlotPosition --[[ Popup dialog for setting a new keybind ]]-- StaticPopupDialogs["RGPVPW_SET_KEYBIND"] = { text = rggm.L["gear_bar_configuration_key_binding_dialog"] .. rggm.L["gear_bar_configuration_key_binding_dialog_initial"], button1 = rggm.L["gear_bar_configuration_key_binding_dialog_accept"], button2 = rggm.L["gear_bar_configuration_key_binding_dialog_cancel"], OnShow = function(self) me.ResetKeyBindingRecording() -- setup scripts _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnKeyDown", function(_, key) me.OnKeyDown(self, key) end) _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnMouseDown", function(_, key) me.OnKeyDown(self, key) end) _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnMouseWheel", function(_, key) me.OnMouseWheel(self, key) end) end, OnHide = function() -- remove script _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnKeyDown", nil) _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnMouseDown", nil) _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnMouseWheel", nil) end, OnAccept = function() local gearBar = mod.gearBarManager.GetGearBar(currentGearBarId) local gearSlot = gearBar.slots[currentGearSlotPosition] if gearSlot ~= nil then me.SetKeyBinding(gearBar.id, currentGearSlotPosition, recordedKeyBinding) else mod.logger.LogError( me.tag, "Failed to update keyBinding for gearBar with id: " .. gearBar.id .. " at position: " .. currentGearSlotPosition ) end end, OnCancel = function() me.ResetKeyBindingRecording() end, timeout = 0, whileDead = true, preferredIndex = 3 } --[[ Popup dialog for confirming the overriding of another keybind ]]-- StaticPopupDialogs["RGPVPW_SET_KEYBIND_OVERRIDE"] = { text = rggm.L["gear_bar_configuration_key_binding_override_dialog"], button1 = rggm.L["gear_bar_configuration_key_binding_dialog_override_yes"], button2 = rggm.L["gear_bar_configuration_key_binding_dialog_override_no"], OnShow = function() StaticPopup_Hide("RGPVPW_SET_KEYBIND") end, OnAccept = function() me.SetKeyBindingToGearSlot(currentGearBarId, recordedKeyBinding, currentGearSlotPosition) StaticPopup_Hide("RGPVPW_SET_KEYBIND") end, OnCancel = function() StaticPopup_Hide("RGPVPW_SET_KEYBIND") end, timeout = 0, whileDead = true, preferredIndex = 4 } --[[ Function is called after each keydown and records them together to a full keyBind @param {table} self @param {string} key ]]-- function me.OnKeyDown(self, key) me.KeyBindingOnKey(self, me.ConvertPressedKey(key)) end --[[ Function is called after mousewheel up or down @param {table} self @param {string} direction 1 MOUSEWHEELUP -1 MOUSEWHEELDOWN ]]-- function me.OnMouseWheel(self, direction) if direction == RGGM_CONSTANTS.MOUSEWHEELUP then me.KeyBindingOnKey(self, "MOUSEWHEELUP") elseif direction == RGGM_CONSTANTS.MOUSEWHEELDOWN then me.KeyBindingOnKey(self, "MOUSEWHEELDOWN") else mod.logger.LogError(me.tag, "Unable to determine mousewheel direction") end end --[[ Function is called after each keydown and records them together to a full keyBind @param {table} self @param {string} key ]]-- function me.KeyBindingOnKey(self, key) if lockKeyBinding then mod.logger.LogInfo(me.tag, "KeyBinding is already locked no further changes allowed") return end if lastRecordedKey == key then mod.logger.LogDebug(me.tag, "Double key detected - ignoring") return end lastRecordedKey = key if recordedKeyBinding ~= "" then recordedKeyBinding = recordedKeyBinding .. "-" end if not prohibitModifier then for _, modifierKey in pairs(RGGM_CONSTANTS.MODIFIER_KEYS) do if key == modifierKey then recordedKeyBinding = recordedKeyBinding .. RGGM_CONSTANTS.MODIFIER_KEY_MAPPING[key] isKeyBindingValid = false me.UpdateDialogText(self) me.UpdateDialog(self) return end end end recordedKeyBinding = recordedKeyBinding .. key me.LockKeyBinding() prohibitModifier = true isKeyBindingValid = true -- at least one "normal key" was added me.UpdateDialogText(self) me.UpdateDialog(self) mod.logger.LogInfo(me.tag, "Keybinding recorded: " .. recordedKeyBinding) end --[[ @param {string} key @return {string} The converted key ]]-- function me.ConvertPressedKey(key) -- special case middle mouse button needs to be converted if key == "MiddleButton" then return "BUTTON3" end return string.upper(key) end --[[ Reset keyBinding recording ]]-- function me.ResetKeyBindingRecording() recordedKeyBinding = "" prohibitModifier = false lockKeyBinding = false lastRecordedKey = "" isKeyBindingValid = false end --[[ Lock keyBinding and stop recording any further keys @param {table} dialog ]]-- function me.LockKeyBinding() _G[RGGM_CONSTANTS.ELEMENT_GEAR_BAR_CONFIGURATION_SUB_MENU]:SetScript("OnKeyDown", nil) lockKeyBinding = true end --[[ Update the dialogs text @param {table} dialog ]]-- function me.UpdateDialogText(dialog) dialog.text:SetText(rggm.L["gear_bar_configuration_key_binding_dialog"] .. " " .. recordedKeyBinding) end --[[ Update dialog related button @param {table} dialog ]]-- function me.UpdateDialog(dialog) if isKeyBindingValid then dialog.button1:Enable() -- enable accept button else dialog.button1:Disable() -- disable accept button end end --[[ Set keybinds @param {number} gearBarId @param {table} gearSlotPosition @param {string} keyBinding The keyBinding to set. Will reset the gearSlot if nil or empty ]]-- function me.SetKeyBinding(gearBarId, gearSlotPosition, keyBinding) -- unbind keybindings on gearSlot if keyBinding == nil or keyBinding == "" then me.UnsetKeyBinding(gearBarId, gearSlotPosition) return end local action = GetBindingAction(keyBinding) if action ~= "" and action ~= nil then --[[ This keybind is already in use somewhere. Make sure to log this information and reset the keybinding. ]]-- mod.logger.LogInfo(me.tag, "Keybinding is already in use: " .. action) StaticPopup_Show("RGPVPW_SET_KEYBIND_OVERRIDE") else mod.logger.LogDebug(me.tag, "Keybinding is not in use") me.SetKeyBindingToGearSlot(gearBarId, keyBinding, gearSlotPosition) end end --[[ Unset keybinding e.g. when a gearSlot with a binding is deleted or if keyBinding was left empty when accepting the keyBinding Will be ignored when trying to unset a gearSlot that does not have a keybinding @param {number} gearBarId @param {number} gearSlotPosition ]]-- function me.UnsetKeyBinding(gearBarId, gearSlotPosition) local gearSlot = mod.gearBarManager.GetGearSlot(gearBarId, gearSlotPosition) if gearSlot.keyBinding == nil then mod.logger.LogInfo(me.tag, "GearSlot has no keybinding set. Nothing to reset") return end mod.logger.LogInfo(me.tag, "Keybinding - resetting gearBar{" .. gearBarId .. "}gearSlot{" .. gearSlotPosition .. "} keybind") mod.logger.LogDebug(me.tag, "Current keybinding before resetting: " .. gearSlot.keyBinding) SetBinding(gearSlot.keyBinding) mod.gearBarManager.SetSlotKeyBinding(gearBarId, gearSlotPosition, nil) mod.gearBarConfigurationSubMenu.UpdateGearBarConfigurationMenu() me.SaveBindings() end --[[ Remove keybinding from slot if the keybinding is ours @param {table} gearSlot ]]-- function me.UnsetKeyBindingFromGearSlot(gearSlot) local action = GetBindingAction(gearSlot.keyBinding) if action ~= "" and action ~= nil then mod.logger.LogInfo(me.tag, "GearSlot has keyBinding set: " .. action) local match = string.match(action, RGGM_CONSTANTS.ELEMENT_GEAR_BAR_BASE_FRAME_NAME) if match then mod.logger.LogInfo(me.tag, "Action found does match GearMenus keyBinding pattern. Removing...") SetBinding(gearSlot.keyBinding) me.SaveBindings() else mod.logger.LogDebug("Action does not match GearMenus keyBinding pattern. Ignoring keyBinding...") end end end --[[ Set keyBind to a specific gearSlot Note: Will override keyBinds if already set @param {number} gearBarId @param {string} keyBinding @param {number} gearSlotPosition ]]-- function me.SetKeyBindingToGearSlot(gearBarId, keyBinding, gearSlotPosition) local uiGearBar = mod.gearBarStorage.GetGearBar(gearBarId) local uiGearSlot = uiGearBar.gearSlotReferences[gearSlotPosition] mod.logger.LogInfo(me.tag, "Set new keybinding " .. keyBinding .. " to " .. uiGearSlot:GetName()) SetBinding(keyBinding) -- reset binding if SetBinding(keyBinding, "CLICK " .. uiGearSlot:GetName() .. ":LeftButton") then mod.logger.LogInfo(me.tag, "Successfully changed keyBind") mod.gearBarManager.SetSlotKeyBinding(gearBarId, gearSlotPosition, keyBinding) -- update the configuration sub menu (show proper keyBinding after change) mod.gearBarConfigurationSubMenu.UpdateGearBarConfigurationMenu() -- save keyBindings to wow-cache me.SaveBindings() me.CleanupKeyBindingOnSlots(gearBarId, gearSlotPosition, keyBinding) else mod.logger.LogWarn(me.tag, "Failed to update keybinding: " .. keyBinding .. " to " .. uiGearSlot:GetName()) mod.logger.PrintUserError(rggm.L["gear_bar_configuration_key_binding_user_error"]) end end --[[ Search through all gearBars for leftover keyBinding text. After a new button receives a keyBinding we check other slots (and other gearBars) for the same keyBinding. At this point the keyBinding is already overwritten but visually it will still be displayed if not cleaned up @param {number} newGearBarId The gearBarId where the gearSlot belongs to with the new keyBinding @param {number} newGearSlotPosition The gearSlot position of the slot that received the new keyBinding @param {string} keyBinding The keyBinding that was set ]]-- function me.CleanupKeyBindingOnSlots(newGearBarId, newGearSlotPosition, keyBinding) for _, gearBar in pairs(mod.gearBarManager.GetGearBars()) do for position, gearSlot in pairs(gearBar.slots) do if gearBar.id ~= newGearBarId or position ~= newGearSlotPosition then if gearSlot.keyBinding == keyBinding then mod.logger.LogInfo( me.tag, "Leftover keyBinding found - resetting {" .. gearBar.id .. "} slotPos {" .. position .. "}") mod.gearBarManager.SetSlotKeyBinding(gearBar.id, position, nil) end end end end end --[[ After deleting a gearSlot from the configuration it can happen that a slot moves to another position to avoid any gaps. This however means that keyBindings might point to the wrong slot. To prevent that we check if the action for the shortcut matches the expectation and if not we fix it by silently updating the keybind to the proper slot @param {number} gearBarId ]]-- function me.CheckKeyBindingSlots(gearBarId) local gearBar = mod.gearBarManager.GetGearBar(gearBarId) for position, gearSlot in pairs(gearBar.slots) do if gearSlot.keyBinding ~= "" and gearSlot.keyBinding ~= nil then mod.logger.LogDebug(me.tag, "Checking slot{" .. position .. "} with keyBinding " .. gearSlot.keyBinding) local action = GetBindingAction(gearSlot.keyBinding) if action ~= "" and action ~= nil then local _, _, _, slotPosition = string.find(action, "GM_GearBarFrame_(%d+)Slot_(%d)") if tonumber(slotPosition) ~= position then mod.logger.LogDebug(me.tag, "Expected action to have position: " .. position .. " but was : " .. slotPosition) local uiGearBar = mod.gearBarStorage.GetGearBar(gearBarId) local uiGearSlot = uiGearBar.gearSlotReferences[position] if SetBinding(gearSlot.keyBinding, "CLICK " .. uiGearSlot:GetName() .. ":LeftButton") then mod.logger.LogDebug(me.tag, "Fixed keyBinding action") -- update the configuration sub menu (show proper keyBinding after change) mod.gearBarConfigurationSubMenu.UpdateGearBarConfigurationMenu() -- save keyBindings to wow-cache me.SaveBindings() end end end end end end --[[ Blizzard api for saving keybinds. If this is not called after a change the keyBinds are lost after a reload of WoW ]]-- function me.SaveBindings() mod.logger.LogInfo(me.tag, "Save bindings in - " .. GetCurrentBindingSet()) SaveBindings(GetCurrentBindingSet()) end --[[ Show Keybinding dialog to record and save keyBinding to the passed gearSlot UI Interface entrypoint @param {table} gearBarId @param {number} gearSlotPosition ]]-- function me.SetKeyBindingForGearSlot(gearBarId, gearSlotPosition) currentGearBarId = gearBarId currentGearSlotPosition = gearSlotPosition StaticPopup_Show("RGPVPW_SET_KEYBIND") end --[[ Callback for UPDATE_BINDINGS event. Iterate all keyBindings in all gearBars and check if they are still valid. KeyBinds could have been changed outside of gearMenu. If this case is detected we remove the visual representation of that keyBind from gearMenu ]]-- function me.OnUpdateKeyBindings() mod.logger.LogDebug(me.tag, "UPDATE_BINDINGS event. Checking gearMenus keyBinds") local gearBars = mod.gearBarManager.GetGearBars() -- iterate all keybindings of all gearBars and check if they are still bound correctly for i = 1, #gearBars do for position, gearSlot in pairs(gearBars[i].slots) do if gearSlot.keyBinding ~= nil then mod.logger.LogDebug(me.tag, "gearSlot: " .. position .. " has a keyBinding set: " .. gearSlot.keyBinding) local action = GetBindingAction(gearSlot.keyBinding) if action == nil or action == "" then mod.logger.LogInfo(me.tag, "Found a gearBar keyBinding that is not actually set. Resetting keyBind") mod.gearBarManager.SetSlotKeyBinding(gearBars[i].id, position, nil) end end end end end --[[ Convert actual keybinding text to a shorter one to be displayed on top of action buttons @param {string} keyBindingText return {string} ]]-- function me.ConvertKeyBindingText(keyBindingText) local convertedKeyBindingText = string.gsub(string.lower(keyBindingText), "ctrl", "c") convertedKeyBindingText = string.gsub(convertedKeyBindingText, "shift", "s") convertedKeyBindingText = string.gsub(convertedKeyBindingText, "alt", "a") return convertedKeyBindingText end
--[[---------------------------------------------------------------------------- Copyright (c) 2016-present, Facebook, Inc. All rights reserved. This source code is licensed under the BSD-style license found in the LICENSE file in the root directory of this source tree. An additional grant of patent rights can be found in the PATENTS file in the same directory. Full scene evaluation of DeepMask/SharpMask ------------------------------------------------------------------------------]] require 'torch' require 'cutorch' require 'image' local cjson = require 'cjson' local tds = require 'tds' local coco = require 'coco' paths.dofile('DeepMask.lua') paths.dofile('SharpMask.lua') -------------------------------------------------------------------------------- -- parse arguments local cmd = torch.CmdLine() cmd:text() cmd:text('full scene evaluation of DeepMask/SharpMask') cmd:text() cmd:argument('-model', 'model to load') cmd:text('Options:') cmd:option('-datadir', 'data/', 'data directory') cmd:option('-seed', 1, 'manually set RNG seed') cmd:option('-gpu', 1, 'gpu device') cmd:option('-split', 'val', 'dataset split to be used (train/val)') cmd:option('-np', 500,'number of proposals') cmd:option('-thr', .2, 'mask binary threshold') cmd:option('-save', false, 'save top proposals') cmd:option('-startAt', 1, 'start image id') cmd:option('-endAt', 5000, 'end image id') cmd:option('-smin', -2.5, 'min scale') cmd:option('-smax', .5, 'max scale') cmd:option('-sstep', .5, 'scale step') cmd:option('-timer', false, 'breakdown timer') cmd:option('-dm', false, 'use DeepMask version of SharpMask') local config = cmd:parse(arg) -------------------------------------------------------------------------------- -- various initializations torch.setdefaulttensortype('torch.FloatTensor') cutorch.setDevice(config.gpu) torch.manualSeed(config.seed) math.randomseed(config.seed) local maskApi = coco.MaskApi local meanstd = {mean={ 0.485, 0.456, 0.406 }, std={ 0.229, 0.224, 0.225 }} -------------------------------------------------------------------------------- -- load model and config print('| loading model file... ' .. config.model) local m = torch.load(config.model..'/model.t7') local c = m.config for k,v in pairs(c) do if config[k] == nil then config[k] = v end end local epoch = 0 if paths.filep(config.model..'/log') then for line in io.lines(config.model..'/log') do if string.find(line,'train') then epoch = epoch + 1 end end print(string.format('| number of examples seen until now: %d (%d epochs)', epoch*config.maxload*config.batch,epoch)) end local model = m.model model:inference(config.np) model:cuda() -------------------------------------------------------------------------------- -- directory to save results local savedir = string.format('%s/epoch=%d/',config.model,epoch) print(string.format('| saving results results in %s',savedir)) os.execute(string.format('mkdir -p %s',savedir)) os.execute(string.format('mkdir -p %s/t7',savedir)) os.execute(string.format('mkdir -p %s/jsons',savedir)) if config.save then os.execute(string.format('mkdir -p %s/res',savedir)) end -------------------------------------------------------------------------------- -- create inference module local scales = {} for i = config.smin,config.smax,config.sstep do table.insert(scales,2^i) end if torch.type(model)=='nn.DeepMask' then paths.dofile('InferDeepMask.lua') elseif torch.type(model)=='nn.SharpMask' then paths.dofile('InferSharpMask.lua') end local infer = Infer{ np = config.np, scales = scales, meanstd = meanstd, model = model, iSz = config.iSz, dm = config.dm, timer = config.timer, } -------------------------------------------------------------------------------- -- get list of eval images local annFile = string.format('%s/annotations/instances_%s2014.json', config.datadir,config.split) local coco = coco.CocoApi(annFile) local imgIds = coco:getImgIds() imgIds,_ = imgIds:sort() -------------------------------------------------------------------------------- -- function: encode proposals local function encodeProps(props,np,img,k,masks,scores) local t = (k-1)*np local enc = maskApi.encode(masks) for i = 1, np do local elem = tds.Hash() elem.segmentation = tds.Hash(enc[i]) elem.image_id=img.id elem.category_id=1 elem.score=scores[i][1] props[t+i] = elem end end -------------------------------------------------------------------------------- -- function: convert props to json and save local function saveProps(props,savedir,s,e) --t7 local pathsvt7 = string.format('%s/t7/props-%d-%d.t7', savedir,s,e) torch.save(pathsvt7,props) --json local pathsvjson = string.format('%s/jsons/props-%d-%d.json', savedir,s,e) local propsjson = {} for _,prop in pairs(props) do -- hash2table local elem = {} elem.category_id = prop.category_id elem.image_id = prop.image_id elem.score = prop.score elem.segmentation={ size={prop.segmentation.size[1],prop.segmentation.size[2]}, counts = prop.segmentation.counts or prop.segmentation.count } table.insert(propsjson,elem) end local jsonText = cjson.encode(propsjson) local f = io.open(pathsvjson,'w'); f:write(jsonText); f:close() collectgarbage() end -------------------------------------------------------------------------------- -- function: read image local function readImg(datadir,split,fileName) local pathImg = string.format('%s/%s2014/%s',datadir,split,fileName) local inp = image.load(pathImg,3) return inp end -------------------------------------------------------------------------------- -- run print('| start eval') local props, svcount = tds.Hash(), config.startAt for k = config.startAt,config.endAt do xlua.progress(k,config.endAt) -- load image local img = coco:loadImgs(imgIds[k])[1] local input = readImg(config.datadir,config.split,img.file_name) local h,w = img.height,img.width -- forward all scales infer:forward(input) -- get top proposals local masks,scores = infer:getTopProps(config.thr,h,w) -- encode proposals encodeProps(props,config.np,img,k,masks,scores) -- save top masks? if config.save then local res = input:clone() maskApi.drawMasks(res, masks, 10) image.save(string.format('%s/res/%d.jpg',savedir,k),res) end -- save proposals if k%500 == 0 then saveProps(props,savedir,svcount,k); props = tds.Hash(); collectgarbage() svcount = svcount + 500 end collectgarbage() end if config.timer then infer:printTiming() end collectgarbage() print('| finish')
local f = function() return function() end end local t = { nil, [false] = 'Lua 5.1', [true] = 'Lua 5.2', [1/'-0'] = 'Lua 5.3', [1] = 'LuaJIT' } local version = t[1] or t[1/0] or t[f()==f()] print(version) --[[ 网上大神根据lua 各个版本的特性写的 通过判断 每个版本的table实现和function 实现的不同 来获得运行的lua 版本 ]]
newTable = {} table.insert(newTable,"first") table.insert(newTable,"second") table.insert(newTable,"third") -- 求长度 print(#newTable) -- 跳着插入 newTable[5] = "fourth" print(newTable[9]) -- 求长度 print(#newTable)
--- RectSegmentBuilder --- Builder Pattern constructor for a RectSegment local RectSegment = require(script.Parent.RectSegment) local root = script.Parent.Parent local Builder = require(root.Builder) local util = root.Util local t = require(util.t) local RectSegmentBuilder = { ClassName = "RectSegmentBuilder"; } RectSegmentBuilder.__index = RectSegmentBuilder setmetatable(RectSegmentBuilder, Builder) function RectSegmentBuilder.new() local self = setmetatable(Builder.new(), RectSegmentBuilder) self.Wedge = nil self.P0 = Vector3.new() self.P1 = Vector3.new() self.P2 = Vector3.new() self.P3 = Vector3.new() return self end -- makes sure everything is setup properly -- runs an "any" check on the following properties local BuilderCheck = Builder.Check({ "Wedge" }) function RectSegmentBuilder:Build() assert(BuilderCheck(self)) return RectSegment.fromData({ Name = self.Name, Wedge = self.Wedge, P0 = self.P0, P1 = self.P1, P2 = self.P2, P3 = self.P3, }) end function RectSegmentBuilder:WithWedge(wedge) assert(t.instanceIsA("WedgePart")(wedge)) self.Wedge = wedge return self end function RectSegmentBuilder:WithP0(offset) assert(t.Vector3(offset)) self.P0 = offset return self end function RectSegmentBuilder:WithP1(offset) assert(t.Vector3(offset)) self.P1 = offset return self end function RectSegmentBuilder:WithP2(offset) assert(t.Vector3(offset)) self.P2 = offset return self end function RectSegmentBuilder:WithP3(offset) assert(t.Vector3(offset)) self.P3 = offset return self end return RectSegmentBuilder
--- @module ChooseOccUI 选择枪械的UI控制 --- @copyright Lilith Games, Avatar Team --- @author Sharif Ma local ChooseOccUI, this = ModuleUtil.New('ChooseOccUI', ClientBase) local defaultId = 1001 local showPnlBtnRotateSpeed = 5 local selectColor = Color(93, 53, 35, 255) local noSelectColor = Color(255, 255, 255, 255) local selectImg = 'UI/Picture/Toggle_A' local noSelectImg = 'UI/Picture/Toggle_N' --- 初始化函数 function ChooseOccUI:Init() self.root = world:CreateInstance('ChooseOcc', 'ChooseOcc', localPlayer.Local) self.showPnlBtn = ButtonBase:new(self.root.ShowPnlBtn, UIBase.AniTypeEnum.Scale) self.chooseBtn = ButtonBase:new(self.root.OccPnl.DesPnl.ChooseBtn, UIBase.AniTypeEnum.Scale) self.closeBtn = ButtonBase:new(self.root.OccPnl.BtnClose, UIBase.AniTypeEnum.Scale) self.occPnl = self.root.OccPnl self.difficultyTxt = self.root.OccPnl.DesPnl.ImgDifficulty.DifficultyTxt self.gunTxt = self.root.OccPnl.DesPnl.GunNameTxt self.posTxt = self.root.OccPnl.DesPnl.ImgPosition.PosTxt self.posImg = self.root.OccPnl.DesPnl.ImgPosition.ImgPosType self.moveFill = self.root.OccPnl.DesPnl.ImgMoveInfo.MoveInfo.Fill self.fireFill = self.root.OccPnl.DesPnl.ImgFireInfo.FireInfo.Fill self.disFill = self.root.OccPnl.DesPnl.ImgDisInfo.DisInfo.Fill self.gunImg = self.root.OccPnl.DesPnl.ImgSample.ImgGunType self.chooseBtnList = {} self.root.Order = 750 self.selectId = -1 self.pos1_A, self.pos2_A, self.pos1_B, self.pos2_B = Vector3.Zero, Vector3.Zero, Vector3.Zero, Vector3.Zero self.sceneId = 0 self.active = false self.frameCount = 0 local curNum = 0 local occConfig = {} for i, v in pairs(Config.Occupation) do table.insert(occConfig, v) end table.sort( occConfig, function(a, b) return a.Order > b.Order end ) for i, v in pairs(occConfig) do local btn = ButtonBase:new('ChooseOccBtn', UIBase.AniTypeEnum.Scale, self.occPnl.BtnsPnl) local occId = v.Id btn:SetValue('AnchorsX', Vector2(0, 1)) btn:SetValue('AnchorsY', Vector2(curNum * 0.2, curNum * 0.2 + 0.18)) btn:SetValue('Size', Vector2.Zero) btn:SetValue('Text', v.Name) btn:BindHandler('OnClick', self.ShowOccInfo, occId) btn:SetSound('OnClick', 116) self.chooseBtnList[occId] = btn invoke( function() wait() btn:CallFunction('ToTop') end ) curNum = curNum + 1 end self.showPnlBtn:BindHandler('OnClick', self.ShowPnlBtnClick) self.showPnlBtn:SetSound('OnClick', 110) --print(self.showPnlBtn.m_startFinalSize, self.showPnlBtn.m_endFinalSize) self.chooseBtn:BindHandler('OnClick', self.ChooseOccBtnClick) self.chooseBtn:SetSound('OnClick', 112) self.closeBtn:BindHandler('OnClick', self.ShowPnlBtnClick) self.closeBtn:SetSound('OnClick', 110) self.ShowOccInfo(defaultId) self.occPnl:SetActive(false) self.showPnlBtn:CallFunction('SetActive', false) self.enable = false end --- Update --- @param dt number delta time function ChooseOccUI:Update(dt, tt) if not self.enable then return end if localPlayer.PlayerType then local team = localPlayer.PlayerType.Value if team == Const.TeamEnum.Team_A then ---检测是否在A队伍出生区域内 if self:CheckInRange(localPlayer, self.pos1_A, self.pos2_A) then self:EnterBornArea() else self:LeaveBornArea() end elseif team == Const.TeamEnum.Team_B then ---检测是否在B队伍出生区域内 if self:CheckInRange(localPlayer, self.pos1_B, self.pos2_B) then self:EnterBornArea() else self:LeaveBornArea() end end end end function ChooseOccUI:FixUpdate(_dt) if not self.showPnlBtn:GetValue('ActiveSelf') then return end local sizeX = math.sin(self.frameCount / math.pi / 2) * 10 self.showPnlBtn:SetValue('Ico.Size', Vector2.One * sizeX) local curAngle = self.showPnlBtn:GetValue('RotateIco.Angle') self.showPnlBtn:SetValue('RotateIco.Angle', curAngle - showPnlBtnRotateSpeed) self.frameCount = self.frameCount + 1 end function ChooseOccUI:ShowPnlBtnClick() local self = ChooseOccUI if self.active then NetUtil.Fire_C('StartAnimationEvent', localPlayer, 'ShowOccPnl', true) self.active = false else self.occPnl:SetActive(true) NetUtil.Fire_C('StartAnimationEvent', localPlayer, 'ShowOccPnl', false) self.active = true end end function ChooseOccUI:ChooseOccBtnClick() local self = ChooseOccUI if not Config.Occupation[self.selectId] then return end NetUtil.Fire_S('PlayerTryChangeOccEvent', localPlayer, self.selectId) end function ChooseOccUI.ShowOccInfo(_id) local self = ChooseOccUI if self.selectId == _id then return end self.difficultyTxt.Text = Config.Occupation[_id].Difficulty self.gunTxt.Text = Config.Occupation[_id].Gun self.posTxt.Text = Config.Occupation[_id].Pos self.moveFill.FillAmount = Config.Occupation[_id].Move self.fireFill.FillAmount = Config.Occupation[_id].Fire self.disFill.FillAmount = Config.Occupation[_id].Dis self.gunImg.Texture = ResourceManager.GetTexture('UI/Icon/' .. Config.Occupation[_id].GunImg) self.posImg.Texture = ResourceManager.GetTexture('UI/Icon/' .. Config.Occupation[_id].PosImg) self.chooseBtnList[_id]:SetValue('TextColor', selectColor) self.chooseBtnList[_id]:SetValue('Image', ResourceManager.GetTexture(selectImg)) if self.chooseBtnList[self.selectId] then self.chooseBtnList[self.selectId]:SetValue('TextColor', noSelectColor) self.chooseBtnList[self.selectId]:SetValue('Image', ResourceManager.GetTexture(noSelectImg)) end self.selectId = _id end ---更改职业成功后隐藏UI function ChooseOccUI:ChangeOccEventHandler() --self.occPnl:SetActive(false) if self.active then NetUtil.Fire_C('StartAnimationEvent', localPlayer, 'ShowOccPnl', true) self.active = false end end function ChooseOccUI:AnimationStateEventHandler(_dataName, _state) if _state == 'Complete' and _dataName == 'ShowOccPnl' then if not self.active then self.occPnl:SetActive(false) end end end function ChooseOccUI:SetActive(_active) --self.occPnl:SetActive(_active) if _active == self.active then return end if _active then self.occPnl:SetActive(true) end self.active = _active NetUtil.Fire_C('StartAnimationEvent', localPlayer, 'ShowOccPnl', not _active) end ---游戏开始后的事件,显示选择职业的按钮和界面 function ChooseOccUI:GameStart(_mode, _sceneId, _pointsList, _sceneObj) self.sceneId = _sceneId self.showPnlBtn:CallFunction('SetActive', true) self.pos1_A = Config.Scenes[_sceneId].BornArea[1][1] self.pos2_A = Config.Scenes[_sceneId].BornArea[1][2] self.pos1_B = Config.Scenes[_sceneId].BornArea[2][1] self.pos2_B = Config.Scenes[_sceneId].BornArea[2][2] self.enable = true end function ChooseOccUI:GameStartEventHandler() self:SetActive(false) self.showPnlBtn:CallFunction('SetActive', false) end ---判断玩家是否在一个区域内 function ChooseOccUI:CheckInRange(_player, _pos1, _pos2) local x1, x2 = _pos1.X, _pos2.X local z1, z2 = _pos1.Z, _pos2.Z local x, z = _player.Position.X, _player.Position.Z if x >= x1 and x <= x2 or x >= x2 and x <= x1 then if z >= z1 and z <= z2 or z >= z2 and z <= z1 then return true end end return false end ---进入己方出生区域内 function ChooseOccUI:EnterBornArea() self.showPnlBtn:CallFunction('SetActive', true) PlayerOccLogic:Invincible(true) end ---离开己方出生区域 function ChooseOccUI:LeaveBornArea() self.showPnlBtn:CallFunction('SetActive', false) PlayerOccLogic:Invincible(false) end function ChooseOccUI:GameOverEventHandler() self:SetActive(false) self.showPnlBtn:CallFunction('SetActive', false) end return ChooseOccUI
if settings.startup["enable-loaderhaul"].value == true and mods["miniloader"] and mods["deadlock-beltboxes-loaders"] and settings.startup["deadlock-enable-loaders"].value == true then local function createPlatform(prefix, filter, mask_tint) local function name() if prefix == nil and filter == false then return "miniloader-inserter" elseif prefix == nil and filter == true then return "filter-miniloader-inserter" elseif prefix ~= nil and filter == false then return prefix .. "-miniloader-inserter" elseif prefix ~= nil and filter == true then return prefix .. "-filter-miniloader-inserter" end end local p = data.raw.inserter[name()] if filter == true then p.platform_picture = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, tint = mask_tint, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, }, { hr_version = { filename = "__project-corona__/graphics/entity/hr-filter-loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, tint = filter_tint, shift = { 0, 0 }, }, filename = "__project-corona__/graphics/entity/filter-loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = filter_tint, }, } } p.localised_description = { "entity-description.deadlock-filter-loader" } else p.platform_picture = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, tint = mask_tint, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, } } } p.localised_description = { "entity-description.deadlock-loader" } end return p end local miniloader_platform = createPlatform(nil, false, tint) local miniloader_filter_platform = createPlatform(nil, true, tint) local fast_miniloader_platform = createPlatform("fast", false, fast_tint) local fast_filter_miniloader_platform = createPlatform("fast", true, fast_tint) local express_miniloader_platform = createPlatform("express", false, express_tint) local express_filter_miniloader_platform = createPlatform("express", true, express_tint) local function createStructure(prefix, filter, mask_tint) local function name() if prefix == nil and filter == false then return "miniloader-loader" elseif prefix == nil and filter == true then return "filter-miniloader-loader" elseif prefix ~= nil and filter == false then return prefix .. "-miniloader-loader" elseif prefix ~= nil and filter == true then return prefix .. "-filter-miniloader-loader" end end local s = data.raw["loader-1x1"][name()] if filter == true then s.structure = { back_patch = { sheet = { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-back.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-back.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, }, direction_in = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, tint = mask_tint, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, }, { hr_version = { filename = "__project-corona__/graphics/entity/hr-filter-loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, tint = filter_tint, }, filename = "__project-corona__/graphics/entity/filter-loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = filter_tint, }, }, }, direction_out = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, y = 96, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, y = 48, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, tint = mask_tint, y = 96 }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, y = 48 }, { hr_version = { filename = "__project-corona__/graphics/entity/hr-filter-loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, tint = filter_tint, y = 96 }, filename = "__project-corona__/graphics/entity/filter-loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = filter_tint, y = 48 }, } } } s.localised_description = { "entity-description.deadlock-filter-loader" } else s.structure = { back_patch = { sheet = { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-back.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-back.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, }, direction_in = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, tint = mask_tint, shift = { 0, 0 }, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, }, }, }, direction_out = { sheets = { { hr_version = { draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-shadow.png", height = 96, priority = "medium", width = 144, scale = 0.5, shift = { 0.5, 0 }, }, draw_as_shadow = true, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-shadow.png", height = 48, priority = "medium", width = 72, scale = 1, shift = { 0.5, 0 }, }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-base.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, y = 96, }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-base.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, y = 48 }, { hr_version = { filename = "__deadlock-beltboxes-loaders__/graphics/entities/high/loader-mask.png", height = 96, priority = "extra-high", width = 96, scale = 0.5, shift = { 0, 0 }, tint = mask_tint, y = 96 }, filename = "__deadlock-beltboxes-loaders__/graphics/entities/low/loader-mask.png", height = 48, priority = "extra-high", width = 48, scale = 1, shift = { 0, 0 }, tint = mask_tint, y = 48 }, }, } } s.localised_description = { "entity-description.deadlock-loader" } end return s end local miniloader_structure = createStructure(nil, false, tint) local miniloader_filter_structure = createStructure(nil, true, tint) local fast_miniloader_structure = createStructure("fast", false, fast_tint) local fast_filter_miniloader_structure = createStructure("fast", true, fast_tint) local express_miniloader_structure = createStructure("express", false, express_tint) local express_filter_miniloader_structure = createStructure("express", true, express_tint) data:extend({ miniloader_platform, miniloader_filter_platform, fast_miniloader_platform, fast_filter_miniloader_platform, express_miniloader_platform, express_filter_miniloader_platform, miniloader_structure, miniloader_filter_structure, fast_miniloader_structure, fast_filter_miniloader_structure, express_miniloader_structure, express_filter_miniloader_structure, }) if mods["boblogistics"] and mods["deadlock-integrations"] then if settings.startup["bobmods-logistics-beltoverhaul"].value == true then local basic_miniloader_platform = createPlatform("basic", false, basic_tint) local basic_miniloader_structure = createStructure("basic", false, basic_tint) data:extend({ basic_miniloader_platform, basic_miniloader_structure, }) end local turbo_miniloader_platform = createPlatform("turbo", false, turbo_tint) local turbo_filter_miniloader_platform = createPlatform("turbo", true, turbo_tint) local ultimate_miniloader_platform = createPlatform("ultimate", false, ultimate_tint) local ultimate_filter_miniloader_platform = createPlatform("ultimate", true, ultimate_tint) local turbo_miniloader_structure = createStructure("turbo", false, turbo_tint) local turbo_filter_miniloader_structure = createStructure("turbo", true, turbo_tint) local ultimate_miniloader_structure = createStructure("ultimate", false, ultimate_tint) local ultimate_filter_miniloader_structure = createStructure("ultimate", true, ultimate_tint) data:extend({ turbo_miniloader_platform, turbo_filter_miniloader_platform, ultimate_miniloader_platform, ultimate_filter_miniloader_platform, turbo_miniloader_structure, turbo_filter_miniloader_structure, ultimate_miniloader_structure, ultimate_filter_miniloader_structure, }) end end
date = "Today is 17/7/1991" d = string.match(date, "%d+/%d+/%d+") print(d)
function BiteLeap:GetMeleeBase() return 0.7, 1 end
local App = script:FindFirstAncestor("App") local UIBlox = App.Parent local Core = UIBlox.Core local Packages = UIBlox.Parent local t = require(Packages.t) local Roact = require(Packages.Roact) local Cryo = require(Packages.Cryo) local Dictionary = Cryo.Dictionary local List = Cryo.List local Images = require(App.ImageSet.Images) local validateImageSetData = require(Core.ImageSet.Validator.validateImageSetData) local ControlState = require(Core.Control.Enum.ControlState) local withStyle = require(Core.Style.withStyle) local getContentStyle = require(Core.Button.getContentStyle) local PlayerTileButton = require(App.Tile.PlayerTile.PlayerTileButton) local RelevancyInfo = require(App.Tile.PlayerTile.RelevancyInfo) local SpringAnimatedItem = require(UIBlox.Utility.SpringAnimatedItem) local Tile = require(App.Tile.BaseTile.Tile) local PlayerTile = Roact.PureComponent:extend("PlayerTile") local imageType = t.union(t.string, validateImageSetData) PlayerTile.validateProps = t.strictInterface({ title = t.string, subtitle = t.string, thumbnail = t.optional(t.union(t.string, t.table)), buttons = t.optional(t.array(t.strictInterface({ icon = t.optional(imageType), onActivated = t.optional(t.callback), isSecondary = t.optional(t.boolean), isDisabled = t.optional(t.boolean), }))), relevancyInfo = t.optional(t.strictInterface({ text = t.optional(t.string), icon = t.optional(imageType), onActivated = t.optional(t.callback), })), tileSize = t.optional(t.UDim2), onActivated = t.optional(t.callback), [Roact.Ref] = t.optional(t.table), }) PlayerTile.defaultProps = { buttons = {}, relevancyInfo = { text = "", icon = nil, onActivated = function() end, }, tileSize = UDim2.new(0, 150, 0, 150), onActivated = function() end, title = "", subtitle = "" } local ANIMATION_SPRING_SETTINGS = { dampingRatio = 1, frequency = 4, } local CONTENT_STATE_COLOR = { [ControlState.Default] = "SystemPrimaryContent", } local VIGNETTE = Images["component_assets/vignette_246"] local OUTER_BUTTON_PADDING = 10 local BUTTON_HEIGHT = 36 local function footer(props) return withStyle(function(style) return Roact.createElement("Frame", { AutomaticSize = Enum.AutomaticSize.XY, BackgroundTransparency = 1, }, { RelevancyInfo = Roact.createElement(RelevancyInfo, { text = props.relevancyInfo.text, icon = props.relevancyInfo.icon, onActivated = props.relevancyInfo.onActivated, tileSize = props.tileSize, }), }) end) end local function thumbnailOverlayComponents(props) return withStyle(function(style) local primaryContentStyle = getContentStyle(CONTENT_STATE_COLOR, props.controlState, style) return Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), }, { ButtonBackgroundGradient = not Cryo.isEmpty(props.buttons) and Roact.createElement("Frame", { Size = UDim2.new(1, 0, 0, BUTTON_HEIGHT + OUTER_BUTTON_PADDING*2), AnchorPoint = Vector2.new(0, 1), Position = UDim2.new(0, 0, 1, 0), LayoutOrder = 1, }, { UIGradient = Roact.createElement("UIGradient", { Rotation = 90, Color = ColorSequence.new({ ColorSequenceKeypoint.new(0, style.Theme.BackgroundUIContrast.Color), ColorSequenceKeypoint.new(1, style.Theme.BackgroundUIContrast.Color), }), Transparency = NumberSequence.new({ NumberSequenceKeypoint.new(0, 1), NumberSequenceKeypoint.new(1, style.Theme.BackgroundUIContrast.Transparency), }), }), UICorner = Roact.createElement("UICorner", { CornerRadius = UDim.new(0, 8), }) }), HoverTransparency = Roact.createElement(SpringAnimatedItem.AnimatedImageLabel, { springOptions = ANIMATION_SPRING_SETTINGS, animatedValues = { imageTransparency = props.mouseEntered and 0.6 or 1, }, mapValuesToProps = function(values) return { ImageTransparency = values.imageTransparency, } end, regularProps = { Size = UDim2.new(1, 0, 1, 0), BackgroundTransparency = 1, Image = VIGNETTE.Image, ImageRectSize = VIGNETTE.ImageRectSize, ImageRectOffset = VIGNETTE.ImageRectOffset, ImageColor3 = primaryContentStyle.Color, ImageTransparency = 0, LayoutOrder = 2, [Roact.Event.MouseEnter] = props.hoverMouseEnter, [Roact.Event.MouseLeave] = props.hoverMouseLeave, }, }, { corner = Roact.createElement("UICorner", { CornerRadius = UDim.new(0, 8), }), }), ButtonContainer = Roact.createElement("Frame", { BackgroundTransparency = 1, Size = UDim2.new(1, 0, 1, 0), ZIndex = 2, }, { PlayerTileButtons = Roact.createElement("Frame", { BackgroundTransparency = 1, Position = UDim2.new(1, 0, 1, 0), Size = UDim2.new(0, props.tileSize.X.Offset - (OUTER_BUTTON_PADDING * 2), 0, BUTTON_HEIGHT), AnchorPoint = Vector2.new(1, 1), LayoutOrder = 3, ZIndex = 2, }, List.join(List.map(props.buttons, function(button) return Roact.createElement(PlayerTileButton, { buttonHeight = BUTTON_HEIGHT, tileSize = props.tileSize, icon = button.icon, isSecondary = button.isSecondary, isDisabled = button.isDisabled, onActivated = button.onActivated, mouseEnter = props.hoverMouseEnter, mouseLeave = props.hoverMouseLeave, }) end), { Roact.createElement("UIListLayout", { HorizontalAlignment = Enum.HorizontalAlignment.Right, Padding = UDim.new(0, 10), FillDirection = Enum.FillDirection.Horizontal, }) })), UIPadding = Roact.createElement("UIPadding", { PaddingBottom = UDim.new(0, OUTER_BUTTON_PADDING), PaddingRight = UDim.new(0, OUTER_BUTTON_PADDING), }), }), }) end) end function PlayerTile:init() self.firstButtonIcon = Roact.createRef() self.secondButtonIcon = Roact.createRef() self.mouseEntered = false self.state = { controlState = ControlState.Initialize, mouseEntered = false } self.onStateChanged = function(oldState, newState) self:setState({ controlState = newState, }) if self.props.onStateChanged then self.props.onStateChanged(oldState, newState) end end self.hoverMouseEnter = function() self:setState({ mouseEntered = true, }) end self.hoverMouseLeave = function() self:setState({ mouseEntered = false, }) end end function PlayerTile:render() local tileSize = self.props.tileSize local title = self.props.title local onActivated = self.props.onActivated local thumbnail = self.props.thumbnail return withStyle(function(style) return Roact.createElement("Frame", { Size = tileSize, Position = UDim2.new(0, 0, 0, 0), BackgroundTransparency = 1, LayoutOrder = 1, [Roact.Ref] = self.props[Roact.Ref], }, { Tile = Roact.createElement(Tile, { footer = footer(Dictionary.join(self.props, { controlState = self.state.controlState, })), hasRoundedCorners = true, innerPadding = OUTER_BUTTON_PADDING, name = title, subtitle = self.props.subtitle, titleTextLineCount = 1, onActivated = onActivated, thumbnail = thumbnail, backgroundImage = Images[style.Theme.PlayerBackgroundDefault.Image], thumbnailOverlayComponents = thumbnailOverlayComponents(Dictionary.join(self.props, { hoverMouseEnter = self.hoverMouseEnter, hoverMouseLeave = self.hoverMouseLeave, mouseEntered = self.state.mouseEntered, })), }) }) end) end return PlayerTile
local config = {} config.areaID = 1000 config.db = { STDictDBMgr = {ip = "127.0.0.1", port = 3306, db = "dict", user = "root", pwd = "123456"}, STInfoDBMgr = {ip = "127.0.0.1", port = 3306, db = "info", user = "root", pwd = "123456"}, STLogDBMgr = {ip = "127.0.0.1", port = 3306, db = "log", user = "root", pwd = "123456"}, } config.docker = { { dockerListenHost="::", dockerPubHost="127.0.0.1", dockerListenPort=16001, clientPubHost="127.0.0.1", clientPubPort=26000, services={"STLogDBMgr", "STAvatarMgr", "STAvatar", "STInfoDBMgr"}, dockerID = 1, }, { dockerListenHost="::", dockerPubHost="127.0.0.1", dockerListenPort=16002, clientPubHost="127.0.0.1", clientPubPort=26001, webPubHost="127.0.0.1", webPort=26080, services={"STWebAgent", "STOfflineMgr", "STMinitorMgr", "STAvatar"}, dockerID = 2, }, { desc="异构服务器, 注释掉该配置则起服忽略该服务的存在.", dockerListenHost="::", dockerPubHost="127.0.0.1", dockerListenPort=16099, dockerWhite={"192.168.", "127.0."}, services={"STWorldMgr"}, dockerID = 3, }, } config.world = { dockerID = 3, dockerListenHost="::", dockerListenPort=16099, sceneListenHost="::", scenePubHost="127.0.0.1", sceneListenPort=16088, } config.scenes = { { lineID = 1, clientListenHost="::", clientPubHost="127.0.0.1", clientListenPort=17101, }, { lineID = 2, clientListenHost="::", clientPubHost="127.0.0.1", clientListenPort=17102, }, { lineID = 3, clientListenHost="::", clientPubHost="127.0.0.1", clientListenPort=17103, }, { lineID = 4, clientListenHost="::", clientPubHost="127.0.0.1", clientListenPort=17104, }, } return config
qui_hyang = { use = async(function(player) local t = {graphic = convertGraphic(309, "item"), color = 0} player.npcGraphic = t.graphic player.npcColor = t.color player.dialogType = 0 if player.warpOut == 0 then player:sendMinitext("Unable to warp out.") return end if player.state == 1 then player:sendMinitext("You need a physical body in order to use this yellow scroll.") return end local opts = {"Home"} if player.clan ~= 0 then table.insert(opts, "Clan hall") end if player.class >= 10 then table.insert(opts, "Subpath Circle") end table.insert(opts, "Main Inn") local choice = player:menuString("Where do you wish to go?", opts) if choice == "Home" then player:returnFunc() return elseif choice == "Subpath Circle" then player:returnToSubpath() return elseif choice == "Clan hall" then player:returnToClan() return elseif choice == "Main Inn" then player:returnToInn() else return end end) }
local math = require("math") local error, type = error, type local luasimplex = require("luasimplex") local abs = math.abs -- Constants ------------------------------------------------------------------- local TOLERANCE: number = 1e-7 local NONBASIC_LOWER: integer = 1 local NONBASIC_UPPER: integer = -1 local NONBASIC_FREE: integer = 2 local BASIC: integer = 0 -- Computation parts ----------------------------------------------------------- local function compute_pi(M: table, I: table) -- pi = basic_costs' * Binverse local nrows: integer, pi: number[], Bi: number[], TOL: number = M.nrows, I.pi, I.Binverse, I.TOLERANCE local basic_costs: number[] = I.basic_costs for i = 1, nrows do pi[i] = 0 end for i = 1, nrows do local c: number = basic_costs[i] if abs(c) > TOL then for j = 1, nrows do pi[j] = pi[j] + c * Bi[(i-1)*nrows + j] end end end end local function compute_reduced_cost(M: table, I: table) -- reduced cost = cost - pi' * A local reduced_costs: number[], status: integer[], TOL: number = I.reduced_costs, I.status, I.TOLERANCE local indexes: integer[], elements: number[], row_starts: integer[] = M.indexes, M.elements, M.row_starts local pi: number[] = I.pi local nvars: integer = M.nvars local nrows: integer = M.nrows local costs: number[] = I.costs -- initialise with costs (phase 2) or zero (phase 1 and basic variables) for i = 1, nvars do reduced_costs[i] = status[i] ~= 0 and costs[i] or 0 end -- Compute rcs 'sideways' - work through elements of A using each one once -- the downside is that we write to reduced_costs frequently for i = 1, nrows do local p = pi[i] if abs(p) > TOL then for j = row_starts[i], row_starts[i+1]-1 do local k: integer = indexes[j] if status[k] ~= 0 then reduced_costs[k] = reduced_costs[k] - p * elements[j] end end end end end local function find_entering_variable(M: table, I: table) local TOL: number = -I.TOLERANCE -- Find the variable with the "lowest" reduced cost, keeping in mind that it might be at its upper bound local cycles: integer, minrc: number, entering_index: integer = math.maxinteger, 0.0, -1 local nvars: integer = M.nvars local status: integer[] = I.status local reduced_costs: number[] = I.reduced_costs local basic_cycles: integer[] = I.basic_cycles for i = 1, nvars do local s: integer, rc: number = status[i] if s == NONBASIC_FREE then rc = -abs(reduced_costs[i]) else rc = s * reduced_costs[i] end local c: integer = basic_cycles[i] if (c < cycles and rc < TOL) or (c == cycles and rc < minrc) then minrc = rc cycles = basic_cycles[i] entering_index = i end end return entering_index end local function compute_gradient(M: table, I: table, entering_index: integer, g) -- gradient = Binverse * entering column of A local nrows: integer, Bi: number[] = M.nrows, I.Binverse local indexes: integer[], elements: number[], row_starts: integer[] = M.indexes, M.elements, M.row_starts local gradient: number[] = {} if g then gradient = g for i = 1, nrows do gradient[i] = 0 end else gradient = table.numarray(nrows, 0) end for i = 1, nrows do local v: number local found: integer = 0 for j = row_starts[i], row_starts[i+1]-1 do local column: integer = indexes[j] if column == entering_index then v = elements[j] found = 1 break elseif column > entering_index then break end end if found == 1 then for j = 1, nrows do gradient[j] = gradient[j] + v * Bi[(j-1)*nrows + i] end end end return gradient end local function find_leaving_variable(M: table, I: table, entering_index: integer, gradient: number[]) local TOL: number = I.TOLERANCE local status: integer[] = I.status local reduced_costs: number[] = I.reduced_costs local xu: number[] = I.xu local xl: number[] = I.xl local x: number[] = I.x local nrows: integer, nvars: integer = M.nrows, M.nvars local basics: integer[] = I.basics local s: integer = status[entering_index] if s == NONBASIC_FREE then s = reduced_costs[entering_index] > 0 and -1 or 1 end local max_change: number, leaving_index: integer, to_lower = xu[entering_index] - xl[entering_index], -1 for i = 1, nrows do local g: number = gradient[i] * -s if abs(g) > TOL then local j: integer, bound: number = basics[i] local found_bound: integer = 0 if g > 0 then if xu[j] < math.huge then bound = xu[j] found_bound = 1 end else if xl[j] > -math.huge then bound = xl[j] found_bound = 1 end end if found_bound == 1 then local z: number = (bound - x[j]) / g -- we prefer to get rid of artificials when we can if z < max_change or (j > nvars and z <= max_change) then max_change = z leaving_index = i to_lower = g < 0 end end end end return leaving_index, max_change * s, to_lower end local function update_variables(M: table, I: table) local c: number = I.max_change local basics: integer[] = I.basics local x: number[] = I.x local gradient: number[] = I.gradient local nrows: integer = M.nrows for i = 1, nrows do local j: integer = basics[i] x[j] = x[j] - c * gradient[i] end end local function update_Binverse(M: table, I: table) local nrows: integer, li: integer, Bi: number[] = M.nrows, I.leaving_index, I.Binverse local gradient: number[] = I.gradient local ilg: number = 1.0 / gradient[li] for i = 1, nrows do if i ~= li then local gr: number = gradient[i] * ilg for j = 1, nrows do Bi[(i-1)*nrows + j] = Bi[(i-1)*nrows + j] - gr * Bi[(li-1)*nrows + j] end end end for j = 1, nrows do Bi[(li-1)*nrows + j] = Bi[(li-1)*nrows + j] * ilg end end -- Initialisation -------------------------------------------------------------- local function initialise_real_variables(M: table, I: table, offset: integer) local nvars: integer = M.nvars local I_xu: number[] = I.xu local I_xl: number[] = I.xl local I_x: number[] = I.x local M_xu: number[] = M.xu local M_xl: number[] = M.xl local status: integer[] = I.status for ii = 1, nvars do local i: integer = ii + offset I_xu[i], I_xl[i] = M_xu[i], M_xl[i] if M_xl[i] == -math.huge and M_xu[i] == math.huge then I_x[i] = 0 status[i] = NONBASIC_FREE elseif abs(M_xl[i]) < abs(M_xu[i]) then I_x[i] = M_xl[i] status[i] = NONBASIC_LOWER else I_x[i] = M_xu[i] status[i] = NONBASIC_UPPER end end end local function initialise_artificial_variables(M: table, I: table, offset: integer) local nrows: integer, nvars: integer = M.nrows, M.nvars local indexes: integer[], elements: number[], row_starts: integer[] = M.indexes, M.elements, M.row_starts local b: number[] = M.b local xu: number[] = I.xu local xl: number[] = I.xl local x: number[] = I.x local basic_costs: number[] = I.basic_costs local basics: integer[] = I.basics local status: integer[] = I.status for ii = 1, nrows do local i: integer = ii + offset local z: number = b[i] for j = row_starts[i], row_starts[i+1]-1 do z = z - elements[j] * x[indexes[j]] end local k: integer = nvars + i x[k] = z status[k] = BASIC basics[i] = k if z < 0 then basic_costs[i], xl[k], xu[k] = -1, -math.huge, 0 else basic_costs[i], xl[k], xu[k] = 1, 0, math.huge end if type(M) == "table" and M.variable_names and M.constraint_names then M.variable_names[k] = M.constraint_names[i].."_ARTIFICIAL" end end end local function initialise(M: table, I: table, S, c_arrays) local offset: integer = c_arrays and -1 or 0 local nrows: integer = M.nrows if not S.TOLERANCE then S.TOLERANCE = TOLERANCE end I.TOLERANCE = S.TOLERANCE initialise_real_variables(M, I, offset) initialise_artificial_variables(M, I, offset) local Binverse: number[] = I.Binverse for i = 1, nrows do Binverse[(i-1)*nrows + i + offset] = 1 end return I end -- Solve ----------------------------------------------------------------------- local function solve(M: table, I: table, S) local TOLERANCE: number = I.TOLERANCE local x: number[] = I.x local basic_costs: number[] = I.basic_costs local basics: integer[] = I.basics local status: integer[] = I.status local x: number[] = I.x local xu: number[] = I.xu local xl: number[] = I.xl local basic_cycles: integer[] = I.basic_cycles local nvars: integer, nrows: integer = M.nvars, M.nrows I.iterations = 0 I.phase = 1 local monitor = S.monitor while true do I.iterations = I.iterations + 1 if monitor then monitor(M, I, S, "iteration") end if I.iterations > 10000 then luasimplex.error("Iteration limit", M, I, S) end compute_pi(M, I) compute_reduced_cost(M, I) I.entering_index = find_entering_variable(M, I) if monitor then monitor(M, I, S, "entering_variable") end if I.entering_index == -1 then if I.phase == 1 then for i = 1, nrows do if basics[i] > nvars and abs(x[basics[i]]) > TOLERANCE then luasimplex.error("Infeasible", M, I, S) end end I.costs = M.c for i = 1, nrows do if basics[i] <= nvars then basic_costs[i] = M.c[basics[i] ] end end I.phase = 2 else break -- optimal end else local entering_index: integer = I.entering_index basic_cycles[entering_index] = basic_cycles[entering_index] + 1 compute_gradient(M, I, entering_index, I.gradient) local to_lower I.leaving_index, I.max_change, to_lower = find_leaving_variable(M, I, entering_index, I.gradient) if monitor then monitor(M, I, S, "leaving_variable") end local max_change: number = I.max_change local leaving_index: integer = I.leaving_index local costs: number[] = I.costs if I.phase == 2 and max_change >= math.huge / 2 then luasimplex.error("Unbounded", M, I, S) end if abs(max_change) > TOLERANCE then for i = 1, nvars do basic_cycles[i] = 0 end end update_variables(M, I) x[entering_index] = x[entering_index] + max_change if leaving_index ~= -1 then update_Binverse(M, I) local rli: integer = basics[leaving_index] x[rli] = to_lower and xl[rli] or xu[rli] status[rli] = to_lower and NONBASIC_LOWER or NONBASIC_UPPER basics[leaving_index] = entering_index basic_costs[leaving_index] = costs[entering_index] status[entering_index] = BASIC else status[entering_index] = -status[entering_index] end end end local objective = 0 for i = 1, nvars do objective = objective + x[i] * M.c[i] end return objective, x, I.iterations end -------------------------------------------------------------------------------- ravi.compile(initialise) ravi.compile(initialise_artificial_variables) ravi.compile(initialise_real_variables) ravi.compile(compute_pi) ravi.compile(compute_reduced_cost) ravi.compile(compute_gradient) ravi.compile(find_leaving_variable) ravi.compile(find_entering_variable) ravi.compile(update_Binverse) ravi.compile(update_variables) ravi.compile(solve) return { initialise = initialise, solve = solve, compute_gradient = compute_gradient, find_leaving_variable = find_leaving_variable, } -- EOF -------------------------------------------------------------------------
return function() local Reducers = script.Parent.Parent.Reducers local DevConsoleReducer = require(Reducers.DevConsoleReducer) local DevConsoleDisplayOptions = require(Reducers.DevConsoleDisplayOptions) local MainView = require(Reducers.MainView) local MemoryData = require(Reducers.MemoryData) local NetworkData = require(Reducers.NetworkData) local ScriptsData = require(Reducers.ScriptsData) local DataStoresData = require(Reducers.DataStoresData) local ServerStatsData = require(Reducers.ServerStatsData) local ServerJobsData = require(Reducers.ServerJobsData) local ActionBindingsData = require(Reducers.ActionBindingsData) local MicroProfiler = require(Reducers.MicroProfiler) it("has the expected fields, and only the expected fields", function() local state = DevConsoleReducer(nil, {}) local expectedKeys = { DisplayOptions = DevConsoleDisplayOptions(nil, {}), MainView = MainView(nil, {}), MemoryData = MemoryData(nil, {}), NetworkData = NetworkData(nil, {}), ScriptsData = ScriptsData(nil, {}), DataStoresData = DataStoresData(nil, {}), ServerStatsData = ServerStatsData(nil, {}), ServerJobsData = ServerJobsData(nil, {}), ActionBindingsData = ActionBindingsData(nil, {}), MicroProfiler = MicroProfiler(nil, {}), } for key in pairs(expectedKeys) do assert(state[key] ~= nil, string.format("Expected field %q", key)) end for key in pairs(state) do assert(expectedKeys[key] ~= nil, string.format("Did not expect field %q", key)) end end) end
--!A cross-platform build utility based on Lua -- -- Licensed under the Apache License, Version 2.0 (the "License"); -- you may not use this file except in compliance with the License. -- You may obtain a copy of the License at -- -- http://www.apache.org/licenses/LICENSE-2.0 -- -- Unless required by applicable law or agreed to in writing, software -- distributed under the License is distributed on an "AS IS" BASIS, -- WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. -- See the License for the specific language governing permissions and -- limitations under the License. -- -- Copyright (C) 2015-2020, TBOOX Open Source Group. -- -- @author ruki -- @file repository.lua -- -- define module local sandbox_core_package_repository = sandbox_core_package_repository or {} -- load modules local global = require("base/global") local project = require("project/project") local repository = require("package/repository") local raise = require("sandbox/modules/raise") local import = require("sandbox/modules/import") -- get repository directory function sandbox_core_package_repository.directory(is_global) return repository.directory(is_global) end -- get repository url from the given name function sandbox_core_package_repository.get(name, is_global) return repository.get(name, is_global) end -- add repository url to the given name function sandbox_core_package_repository.add(name, url, branch, is_global) -- add it local ok, errors = repository.add(name, url, branch, is_global) if not ok then raise(errors) end end -- remove repository from gobal or local directory function sandbox_core_package_repository.remove(name, is_global) -- remove it local ok, errors = repository.remove(name, is_global) if not ok then raise(errors) end end -- clear all repositories from global or local directory function sandbox_core_package_repository.clear(is_global) -- clear all repositories local ok, errors = repository.clear(is_global) if not ok then raise(errors) end end -- get all repositories from global or local directory function sandbox_core_package_repository.repositories(is_global) -- add main global xmake repository local repositories = {} if is_global and global.get("network") ~= "private" then -- import fasturl import("net.fasturl") -- sort main urls local mainurls = {"https://github.com/xmake-io/xmake-repo.git", "https://gitlab.com/tboox/xmake-repo.git", "https://gitee.com/tboox/xmake-repo.git"} fasturl.add(mainurls) mainurls = fasturl.sort(mainurls) -- add main url if #mainurls > 0 then local repo = repository.load("xmake-repo", mainurls[1], "master", true) if repo then table.insert(repositories, repo) end end end -- load repositories from repository cache for name, repoinfo in pairs(table.wrap(repository.repositories(is_global))) do local url = repoinfo local branch = nil if type(repoinfo) == "table" then url = repoinfo[1] branch = repoinfo[2] end local repo = repository.load(name, url, branch, is_global) if repo then table.insert(repositories, repo) end end -- load repositories from project file -- -- in project xmake.lua: -- -- add_repositories("other-repo https://github.com/other/other-repo.git dev") -- if not is_global then for _, repo in ipairs(table.wrap(project.get("repositories"))) do local repoinfo = repo:split('%s') if #repoinfo <= 3 then local repo = repository.load(repoinfo[1], repoinfo[2], repoinfo[3], is_global) if repo then table.insert(repositories, repo) end else raise("invalid repository: %s", repo) end end end -- load repository from builtin program directory if is_global then local repo = repository.load("builtin-repo", path.join(os.programdir(), "repository"), nil, true) if repo then table.insert(repositories, repo) end end -- get the repositories return repositories end -- return module return sandbox_core_package_repository
package("mem") set_kind("library", {headeronly = true}) set_homepage("https://github.com/0x1F9F1/mem") set_description("A collection of C++11 headers useful for reverse engineering") add_urls("https://github.com/0x1F9F1/mem/archive/refs/tags/$(version).tar.gz", "https://github.com/0x1F9F1/mem.git") add_versions("1.0.0", "db1e58b040ea39ec5794fc1dcc6749c81b062579d9f6b086d035266456bccaf3") on_install("windows", "linux", function (package) os.cp("include/mem", package:installdir("include")) end) on_test(function (package) assert(package:has_cxxfuncs("mem::module::main()", {includes = "mem/module.h", configs = {languages = "c++11"}})) end)
--[[ License : GLPv3, see LICENCE in root of repository Authors : Nikolay Fiykov, v1 --]] wifi = {} wifi.__index = wifi wifi.NULLMODE = 0 wifi.STATION = 1 wifi.SOFTAP = 2 wifi.STATIONAP = 3 wifi.OPEN = 14 wifi.WPA_PSK = 15 wifi.WPA2_PSK = 16 wifi.WPA_WPA2_PSK = 17 wifi.wifiModeEnum = {wifi.STATION, wifi.SOFTAP, wifi.STATIONAP, wifi.NULLMODE} wifi.wifiAuthEnum = {wifi.OPEN, wifi.WPA_PSK, wifi.WPA2_PSK, wifi.WPA_WPA2_PSK} wifi.stationModeEnum = {wifi.STATION, wifi.STATIONAP} return wifi
--- @class Joystick Joystick = GameObject:extend() --- @field working boolean --- @field stickSize int --- @field sw number --- @field sh number --- @field changeRange number --- @field relative boolean --- @field resetPosition func function Joystick:new() self.working=false self.stickSize=30 self.sw,self.sh = love.graphics.getDimensions() self.changeRange = 0.25 self.relative = false self.depth = 0 self:resetPosition() end function Joystick:resetPosition() --self.size=setting.ctrlSize/gw --self.cx = setting.ctrlX --self.cy = setting.ctrlY self.size = 20 self.cx = 40 self.cy = gh - 40 end function Joystick:inBound() return love.mouse.getX()< love.graphics.getWidth()/2 end local function getDist(x,y,z,w) return math.sqrt((x-z)*(x-z) + (y-w)*(y-w)) end function Joystick:limitToRound() local dist=getDist(self.cx,self.cy,self.sx,self.sy) if dist>self.size then local dx = (self.sx-self.cx)* self.size/dist local dy = (self.sy-self.cy)* self.size/dist self.sx= self.cx+(self.sx-self.cx)* self.size/dist self.sy= self.cy+(self.sy-self.cy)* self.size/dist --self.cx=self.cx+(self.sx-self.cx)* self.size/dist/10 --self.cy=self.cy+(self.sy-self.cy)* self.size/dist/10 end end function Joystick:getValue() if self.left then self.vx= (self.sx-self.cx)/self.size self.vy= (self.sy-self.cy)/self.size else self.vx= 0 self.vy= 0 end end function Joystick:testTouch() local touches = love.touch.getTouches() self.left = false self.right = false self.mx,self.my = 0,0 --touches[1] = love.mouse.isDown(1) for i, id in ipairs(touches) do --local x,y = love.touch.getPosition(id) p_print(i,id) local x,y = love.mouse.getPosition() if x< self.sw/2 then self.left = true self.mx,self.my = x,y p_print(self.mx,self.my) else self.right = true self.rx,self.ry = x,y p_print(self.mx,self.my) end end end function Joystick:update(dt) --p_print("joystick update") self:testTouch() if self.relative then if self.working then if self.left then self.sx,self.sy = self.mx,self.my self.limitToRound() else self.cx=nil self.working=false return end else self.working = self.left if self.working then self.cx,self.cy = self.mx,self.my self.sx,self.sy = self.cx, self.cy end end else if self.left then self.sx,self.sy = self.mx,self.my self:limitToRound() end end self:getValue() end function Joystick:control(tank,dt) if self.vx > self.changeRange then if self.vy< - self.changeRange then -- right up if self.lastDown == "up" then self.currentDown = "right" elseif self.lastDown == "right" then self.currentDown = "up" end elseif self.vy > self.changeRange then --right down if self.lastDown == "down" then self.currentDown = "right" elseif self.lastDown == "right" then self.currentDown = "down" end else --right self.lastDown = "right" self.currentDown = "right" end elseif self.vx< - self.changeRange then if self.vy< - self.changeRange then -- left up if self.lastDown == "up" then self.currentDown = "left" elseif self.lastDown == "left" then self.currentDown = "up" end elseif self.vy > self.changeRange then --left down if self.lastDown == "left" then self.currentDown = "left" elseif self.lastDown == "left" then self.currentDown = "down" end else --left self.lastDown = "left" self.currentDown = "left" end elseif self.vy>self.changeRange then self.lastDown = "down" self.currentDown = "down" elseif self.vy<-self.changeRange then self.lastDown = "up" self.currentDown = "up" else self.currentDown = "none" end if self.currentDown == "up" then if tank.rot == 0 then tank.dx = 0 tank.dy = - tank.speed*dt else tank.rot = 0 end elseif self.currentDown == "down" then if tank.rot == 2 then tank.dx = 0 tank.dy = tank.speed*dt else tank.rot = 2 end elseif self.currentDown == "left" then if tank.rot == 3 then tank.dy = 0 tank.dx = - tank.speed*dt else tank.rot = 3 end elseif self.currentDown == "right" then if tank.rot == 1 then tank.dy = 0 tank.dx = tank.speed*dt else tank.rot = 1 end end if self.right then tank:fire() end end function Joystick:draw() love.graphics.setColor(1, 1, 1, 0.7) love.graphics.circle("line", self.cx, self.cy, self.size) if self.left then love.graphics.setColor(1, 1,1, 0.5) love.graphics.circle("fill", self.sx, self.sy, self.stickSize) end if self.right then love.graphics.setColor(1, 1,1, 0.5) love.graphics.circle("fill", self.rx, self.ry, self.stickSize) end self:getValue() love.graphics.print(string.format("axis x: %0.2f; axis y: %0.2f",self.vx,self.vy),100,100) end return Joystick
return require("lapis.db.model")
-- -- Please see the license.html file included with this distribution for -- attribution and copyright information. -- function onInit() local node = getDatabaseNode(); if node then node.createChild("level0"); node.createChild("level1"); node.createChild("level2"); node.createChild("level3"); node.createChild("level4"); node.createChild("level5"); node.createChild("level6"); node.createChild("level7"); node.createChild("level8"); node.createChild("level9"); end end function onFilter(w) return w.getFilter(); end function addEntry() return createWindow(); end function onDrop(x, y, draginfo) if isReadOnly() then return false; end local winLevel = getWindowAt(x, y); if not winLevel then return false; end -- Draggable spell name to move spells if draginfo.isType("spellmove") then local node = winLevel.getDatabaseNode(); if node then local nodeSource = draginfo.getDatabaseNode(); local nodeNew = SpellManager.addSpell(nodeSource, node.getChild("..."), DB.getValue(node, "level")); if nodeNew then nodeSource.delete(); winLevel.spells.setVisible(true); DB.setValue(window.getDatabaseNode().getChild("..."), "spellmode", "string", "standard"); end end return true; -- Spell link with level information (i.e. class spell list) elseif draginfo.isType("spelldescwithlevel") then local node = winLevel.getDatabaseNode(); if node then local nodeSource = draginfo.getDatabaseNode(); local nodeNew = SpellManager.addSpell(nodeSource, node.getChild("..."), DB.getValue(node, "level")); if nodeNew then winLevel.spells.setVisible(true); DB.setValue(window.getDatabaseNode().getChild("..."), "spellmode", "string", "standard"); end end return true; -- Spell link with no level information elseif draginfo.isType("shortcut") then local sDropClass, sSource = draginfo.getShortcutData(); if sDropClass == "spelldesc" or sDropClass == "spelldesc2" then local node = winLevel.getDatabaseNode(); if node then local nodeSource = DB.findNode(sSource); local nodeNew = SpellManager.addSpell(nodeSource, node.getChild("..."), DB.getValue(node, "level")); if nodeNew then winLevel.spells.setVisible(true); DB.setValue(window.getDatabaseNode().getChild("..."), "spellmode", "string", "standard"); end return true; end end end end
-- Colorscheme local c = { "{{ CS_TERM[0] }}", "{{ CS_TERM[1] }}", "{{ CS_TERM[2] }}", "{{ CS_TERM[3] }}", "{{ CS_TERM[4] }}", "{{ CS_TERM[5] }}", "{{ CS_TERM[6] }}", "{{ CS_TERM[7] }}", "{{ CS_TERM[8] }}", "{{ CS_TERM[9] }}", "{{ CS_TERM[10] }}", "{{ CS_TERM[11] }}", "{{ CS_TERM[12] }}", "{{ CS_TERM[13] }}", "{{ CS_TERM[14] }}", "{{ CS_TERM[15] }}" } -- Return local r = { black = "{{ CS_BG }}", white = "{{ CS_FG }}", grey = c[9], red = c[2], accent = "{{ CS_ACC }}", transparent = "#00000000", cs = c } alpha = "80" r.black_semi = r.black .. alpha r.white_semi = r.white .. alpha r.white_semi = r.grey .. alpha r.accent_semi = r.accent .. alpha return r
object_tangible_tcg_series3_greeter_deed_battle_droid = object_tangible_tcg_series3_shared_greeter_deed_battle_droid:new { } ObjectTemplates:addTemplate(object_tangible_tcg_series3_greeter_deed_battle_droid, "object/tangible/tcg/series3/greeter_deed_battle_droid.iff")
local M = {} local telescope_mapper = require "rb.telescope.mappings" function M.set(client) local opts = {noremap = true, silent = true} -- install servers vim.api.nvim_set_keymap('n', '<leader>lsp', "<cmd>lua require('rb.lsp.install_servers').lsp_install_servers()<CR>", opts) -- gives definition & references vim.api.nvim_set_keymap('n', '<leader>gr', "<cmd>Lspsaga lsp_finder<CR>", opts) -- vim.api.nvim_set_keymap('n', 'gD', '<Cmd>lua vim.lsp.buf.declaration()<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>h', '<cmd>lua vim.lsp.buf.hover()<CR>', opts) -- vim.api.nvim_set_keymap('n', '<leader>h', "<cmd>Lspsaga hover_doc<CR>", opts) vim.api.nvim_set_keymap('n', '<leader>gs', "<cmd>Lspsaga signature_help<CR>", opts) -- Diagnostic -- vim.api.nvim_set_keymap('n','<leader>fe', '<cmd>lua vim.lsp.diagnostic.set_loclist()<CR>', opts) -- vim.api.nvim_set_keymap('n','<leader>fe', '<cmd>:LspDiagnostics 0<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>dd', "<cmd>lua require('rb.lsp.functions').show_diagnostics()<CR>", opts) vim.api.nvim_set_keymap('n', '<leader>fE', '<cmd>lua vim.lsp.diagnostic.show_line_diagnostics()<CR>', opts) -- vim.api.nvim_set_keymap('n', '<leader>d', "<cmd>Lspsaga show_line_diagnostics<CR>", opts) vim.api.nvim_set_keymap('n', '[d', '<cmd>lua vim.lsp.diagnostic.goto_prev()<CR>', opts) vim.api.nvim_set_keymap('n', ']d', '<cmd>lua vim.lsp.diagnostic.goto_next()<CR>', opts) -- vim.api.nvim_set_keymap('n', '[d', "<cmd><Lspsaga diagnostic_jump_prev<CR>", opts) -- vim.api.nvim_set_keymap('n', ']d', "<cmd>Lspsaga diagnostic_jump_next<CR>", opts); -- vim.api.nvim_set_keymap("n", "gd", "<cmd>lua vim.lsp.buf.definition()<CR>", {noremap = true, silent = true}) vim.api.nvim_set_keymap('n', '<space>wa', '<cmd>lua vim.lsp.buf.add_workspace_folder()<CR>', opts) vim.api.nvim_set_keymap('n', '<space>wr', '<cmd>lua vim.lsp.buf.remove_workspace_folder()<CR>', opts) vim.api.nvim_set_keymap('n', '<space>wl', '<cmd>lua print(vim.inspect(vim.lsp.buf.list_workspace_folders()))<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>lc', ':lua print(vim.inspect(vim.lsp.get_active_clients()))<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>lp', ":lua print(vim.lsp.get_log_path())<CR>", opts) -- vim.api.nvim_set_keymap('n','<leader>fcl', ":lua vim.cmd('e'..vim.lsp.get_log_path())<CR>", opts) vim.api.nvim_set_keymap('n', '<leader>li', ':LspInfo()<CR>', opts) if client.definitionProvider then vim.api.nvim_set_keymap('n', 'gD', "<cmd>Lspsaga preview_definition<CR>", opts) vim.api.nvim_set_keymap('n', 'gt', '<cmd>lua vim.lsp.buf.type_definition()<CR>', opts) end if client.implementationProvider then vim.api.nvim_set_keymap('n', '<leader>gi', '<cmd>lua vim.lsp.buf.implementation()<CR>', opts) end if client.referencesProvider then -- vim.api.nvim_set_keymap('n','<leader>tr', '<cmd>lua vim.lsp.buf.references()<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>gr', "<cmd>lua require('telescope.builtin').lsp_references()<CR>", opts) end -- vim.api.nvim_set_keymap('n','<leader>fa', '<cmd>lua vim.lsp.buf.code_action()<CR>', opts) -- vim.api.nvim_set_keymap('v', '<leader>fa', "<cmd>'<,'>lua vim.lsp.buf.range_code_action()<cr>", opts) vim.api.nvim_set_keymap('n', '<leader>ca', "<cmd>lua require('telescope.builtin').lsp_code_actions({ timeout = 1000 })<CR>", opts) vim.api.nvim_set_keymap('v', '<leader>car', "<cmd>lua require('telescope.builtin').lsp_range_code_actions({ timeout = 1000 })<CR>", opts) vim.api.nvim_set_keymap('n', 'gx', "<cmd>Lspsaga code_action<CR>", opts) -- vim.api.nvim_set_keymap('v', '<leader>fa', "<cmd>'<,'>lua require('lspsaga.codeaction').range_code_action()<CR>", opts) ]] if client.renameProvider then -- vim.api.nvim_set_keymap('n','<leader>rr','<cmd>lua vim.lsp.buf.rename()<CR>', opts) vim.api.nvim_set_keymap('n', '<leader>rr', "<cmd>Lspsaga rename<CR>", opts) end vim.api.nvim_set_keymap('n', '<leader>bf', '<cmd>lua vim.lsp.buf.formatting()<CR>', opts) if client.documentRangeFormattingProvider then vim.api.nvim_set_keymap('n', '<leader>bF', '<cmd>lua vim.lsp.buf.formatting()<CR>', opts) end -- Typescript vim.api.nvim_set_keymap("n", "<leader>to", ":TSLspOrganize<CR>", opts) vim.api.nvim_set_keymap("n", "<leader>tc", ":TSLspFixCurrent<CR>", opts) -- vim.api.nvim_set_keymap("n", "gr", ":TSLspRenameFile<CR>", 'lsp', 'lsp_', '') vim.api.nvim_set_keymap("n", "<leader>ti", ":TSLspImportAll<CR>", opts) -- Telescope telescope_mapper("gr", "lsp_references", nil, true) telescope_mapper("gI", "lsp_implementations", nil, true) telescope_mapper("<space>wd", "lsp_document_symbols", {ignore_filename = true}, true) telescope_mapper("<space>ww", "lsp_dynamic_workspace_symbols", {ignore_filename = true}, true) -- telescope_mapper("<space>ca", "lsp_code_actions", nil, true) end return M
factory.require("machines/crafting") factory.require("machines/belt") factory.require("machines/ind_furnace") factory.require("machines/ind_squeezer") factory.require("machines/wire_drawer") factory.require("machines/grinder") factory.require("machines/stp") factory.require("machines/swapper") factory.require("machines/arm") factory.require("machines/taker") factory.require("machines/qarm") factory.require("machines/oarm") factory.require("machines/autocrafter") if factory.setting_enabled("Fan") then factory.require("machines/fan") end if factory.setting_enabled("Vacuum") then factory.require("machines/vacuum") factory.require("machines/upward_vacuum") end if factory.setting_enabled("Miner") then factory.require("machines/miner") end
local settings = {} local buttons_tbl = {} buttons_tbl[1] = { x = nil, y = nil, z = nil, width = nil, height = nil, function action() end, } function settings.draw() end function settings.update(dt) end return settings
HedgewarsScriptLoad("/Scripts/Locale.lua") local player = nil local enemy = nil function onGameInit() Map = "Castle" Theme = "Nature" Seed = 0 GameFlags = gfInfAttack TurnTime = 45 * 1000 CaseFreq = 0 MinesNum = 0 Explosives = 0 AddTeam(loc("Hero Team"), 14483456, "Simple", "Island", "Default", "Hedgewars") player = AddHog(loc("Good Dude"), 0, 80, "NoHat") --NoHat AddTeam(loc("Bad Team"), 1175851, "Simple", "Island", "Default", "Hedgewars") enemy = AddHog("Bad Guy", 1, 40, "NoHat") end function onGameStart() ShowMission(loc("The Great Escape"), loc("Get out of there!"), loc("Elimate your captor."), -amGrenade, 0) ------ GIRDER LIST ------ PlaceGirder(1042,564,0) PlaceGirder(1028,474,6) PlaceGirder(1074,474,6) PlaceGirder(1050,385,0) PlaceGirder(1175,731,7) PlaceGirder(1452,905,2) PlaceGirder(1522,855,4) PlaceGirder(1496,900,3) PlaceGirder(1682,855,4) PlaceGirder(1773,887,2) PlaceGirder(1647,901,1) PlaceGirder(1871,883,6) PlaceGirder(1871,723,6) PlaceGirder(1774,768,6) PlaceGirder(1773,767,6) PlaceGirder(1821,904,1) PlaceGirder(1822,802,3) PlaceGirder(1820,723,1) PlaceGirder(1782,678,4) PlaceGirder(1822,661,0) PlaceGirder(1822,644,0) PlaceGirder(1742,644,0) PlaceGirder(1742,661,0) PlaceGirder(1694,676,2) PlaceGirder(1903,635,0) ------ HEALTH CRATE LIST ------ SpawnHealthCrate(1476,169) SpawnHealthCrate(1551,177) SpawnHealthCrate(1586,200) SpawnHealthCrate(1439,189) SpawnHealthCrate(1401,211) SpawnHealthCrate(1633,210) ------ MINE LIST ------ tempG = AddGear(1010,680,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) tempG = AddGear(1031,720,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) tempG = AddGear(1039,748,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) tempG = AddGear(1051,777,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) tempG = AddGear(1065,796,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) tempG = AddGear(1094,800,gtMine, 0, 0, 0, 0) SetTimer(tempG, 1) ------ REPOSITION LIST ------ SetGearPosition(player,1050,534) SetGearPosition(enemy,1512,158) SetHealth(player, 1) SetHealth(enemy, 1) ------ AMMO CRATE LIST ------ SpawnAmmoCrate(1632,943,5) SpawnAmmoCrate(1723,888,12) SpawnAmmoCrate(1915,599,1) ------ UTILITY CRATE LIST ------ SpawnUtilityCrate(1519,945,15) SpawnUtilityCrate(1227,640,6) SpawnUtilityCrate(1416,913,18) ------ END LOADING DATA ------ end function onGameTick() if TurnTimeLeft == TurnTime-1 then SetWind(100) end end function onGearDelete(gear) if (GetGearType(gear) == gtCase) and (CurrentHedgehog == player) then if GetHealth(gear) > 0 then AddGear(GetX(gear), GetY(gear), gtGrenade, 0, 0, 0, 1) end elseif gear == player then ShowMission(loc("The Great Escape"), loc("MISSION FAILED"), loc("Oh no! Just try again!"), -amSkip, 0) elseif gear == enemy then ShowMission(loc("The Great Escape"), loc("MISSION SUCCESSFUL"), loc("Congratulations!"), 0, 0) end end function onAmmoStoreInit() SetAmmo(amGrenade, 1, 0, 0, 1) SetAmmo(amParachute, 1, 0, 0, 1) SetAmmo(amFirePunch, 0, 0, 0, 3) SetAmmo(amPickHammer, 0, 0, 0, 1) SetAmmo(amBlowTorch, 0, 0, 0, 1) SetAmmo(amShotgun, 0, 0, 0, 1) SetAmmo(amSkip, 9, 0, 0, 0) end
local STP = require("StackTracePlus") local Page = {} local function bla() error("oops") end local function foo() bla() end Page.render = foo function main() local p = {} setmetatable(p, { __index = Page }) local x = "render" p[x]() end xpcall(main, function() print(STP.stacktrace()) end)
function Chatbox:OnResolutionChanged(new_width, new_height) Theme.set_option('chatbox_width', new_width * 0.375) Theme.set_option('chatbox_height', new_height * 0.45) Theme.set_option('chatbox_x', math.scale(8)) Theme.set_option('chatbox_y', new_height - Theme.get_option('chatbox_height') - math.scale(64)) local entry_height = Theme.set_option('chatbox_text_entry_height', math.scale(38)) or math.scale(38) Theme.set_option('chatbox_text_entry_text_size', entry_height * 0.9) if Chatbox.panel then Chatbox.panel:Remove() Chatbox.panel = nil end end function Chatbox:PlayerBindPress(player, bind, pressed) if IsValid(PLAYER) and PLAYER:has_initialized() and (string.find(bind, 'messagemode') or string.find(bind, 'messagemode2')) and pressed then if string.find(bind, 'messagemode2') then PLAYER.typing_team_chat = true else PLAYER.typing_team_chat = false end Chatbox.show() return true end end function Chatbox:GUIMousePressed(mouseCode, aim_vector) if IsValid(Chatbox.panel) then Chatbox.hide() end end function Chatbox:HUDShouldDraw(element) if element == 'CHudChat' then return false end end function Chatbox:CreateFonts() Font.create('chat_font', { font = 'Montserrat Medium', size = 16 }) Font.create('chat_font_bold', { font = 'Montserrat ExtraBold', size = 16 }) Font.create('chat_font_italic', { font = 'Montserrat Medium', size = 16, italic = true }) Font.create('chat_font_italic_bold', { font = 'Montserrat ExtraBold', size = 16, italic = true }) end function Chatbox:OnThemeLoaded(current_theme) local scrw, scrh = ScrW(), ScrH() current_theme:set_option('chatbox_text_small_size', math.scale(Config.get('small_font_size'))) current_theme:set_option('chatbox_text_normal_size', math.scale(Config.get('default_font_size'))) current_theme:set_option('chatbox_text_big_size', math.scale(Config.get('big_font_size'))) current_theme:set_option('chatbox_width', scrw * 0.375) current_theme:set_option('chatbox_height', scrh * 0.45) current_theme:set_option('chatbox_x', math.scale(8)) current_theme:set_option('chatbox_y', scrh - current_theme:get_option('chatbox_height') - math.scale(64)) current_theme:set_option('chatbox_fix_alignment', true) current_theme:set_option('chatbox_padding', math.scale(8)) local entry_height = current_theme:set_option('chatbox_text_entry_height', math.scale(32)) local text_size = current_theme:set_option('chatbox_text_entry_text_size', entry_height * 0.75) local font_size = current_theme:get_option('chatbox_text_normal_size') current_theme:set_font('chatbox_normal', 'chat_font', font_size) current_theme:set_font('chatbox_bold', 'chat_font_bold', font_size) current_theme:set_font('chatbox_italic', 'chat_font_italic', font_size) current_theme:set_font('chatbox_italic_bold', 'chat_font_italic_bold', font_size) current_theme:set_font('chatbox_syntax', 'flRobotoCondensed', math.scale(24)) current_theme:set_font('chatbox_text_entry', 'chat_font', text_size) current_theme:set_color('chat_text_entry_background', Color(0, 0, 0, 215)) end function Chatbox:ChatboxTextEntered(text) if text and text != '' then Cable.send('fl_chat_player_say', text) end Chatbox.hide() end function Chatbox:ChatboxMessageCompiled(compiled) local to_print = {} for k, v in pairs(compiled) do if istable(v) and v.text or IsColor(v) then table.insert(to_print, IsColor(v) and v or v.text) end end table.insert(to_print, '\n') MsgC(unpack(to_print)) end Cable.receive('fl_chat_message_add', function(message_data) if !IsValid(Chatbox.panel) then if Theme.initialized() then Chatbox.create() else return end end Chatbox.panel:add_message(message_data) chat.PlaySound() end)
-- Rewrite this file however you please to style it for your theme. -- The actor names are are used to find and control certain actors. -- If you leave out the actors for "max_offset", then the user will have no -- buttons for "max_offset", but everything will still work fine. -- So leave out any parts you don't want buttons for. local button_area_width= 96 local button_area_height= 0 -- Set after positioning buttons. local positions= { {lef, top}, {rig, top}, {rig, bot}, {lef, bot}, } local function calc_positions() local lef= 4 local rig= _screen.w - (button_area_width) - 4 local top= 4 local bot= _screen.h - (button_area_height) - 4 positions= { {lef, top}, {rig, top}, {rig, bot}, {lef, bot}, } end -- next_open_pos is changed by each actor as it initializes, so the actors -- are automatically positioned, no matter how many or few there are. local next_open_pos= 0 local function button_click(self) self:stoptweening() :linear(.1):zoom(.75) :linear(.1):zoom(1) end local function value_handler(name) return Def.ActorFrame{ Name= name, InitCommand= function(self) local y= next_open_pos + 16 next_open_pos= next_open_pos + 32 self:zoom(.5):xy(24, y) end, Def.BitmapText{ Name= "value_text", Font= "Common Normal", InitCommand= function(self) self:horizalign(right):x(-2):strokecolor{0, 0, 0, 1} end, }, Def.BitmapText{ Font= "Common Normal", InitCommand= function(self) self:horizalign(left):x(2):strokecolor{0, 0, 0, 1} :settext(THEME:GetString("EditModPreview", name)) end, }, Def.Sprite{ Name= "increase_button", Texture= THEME:GetPathG("", "up_button.png"), InitCommand= function(self) self:xy(-16, -24) end, ClickCommand= button_click, }, Def.Sprite{ Name= "decrease_button", Texture= THEME:GetPathG("", "up_button.png"), InitCommand= function(self) self:xy(-16, 24):basezoomy(-1) end, ClickCommand= button_click, }, } end local function bool_handler(name) return Def.ActorFrame{ Name= name, InitCommand= function(self) local y= next_open_pos + 8 next_open_pos= next_open_pos + 16 self:zoom(.5):xy(16, y) end, Def.Sprite{ Name= "checkbox", -- don't feel like drawing a checkbox. Texture= THEME:GetPathG("", "up_button.png"), InitCommand= function(self) self:rotationz(90):x(-10) end, -- SetCommand is used to initialize the actor. SetCommand= function(self, params) if params.value then self:rotationz(90) else self:rotationz(-90) end end, -- ClickCommand is used when the actor is clicked. ClickCommand= function(self, params) self:playcommand("Set", params) end, }, Def.BitmapText{ Font= "Common Normal", InitCommand= function(self) self:horizalign(left):x(2):strokecolor{0, 0, 0, 1} :settext(THEME:GetString("EditModPreview", name)) end }, } end return Def.ActorFrame{ InitCommand= function(self) -- The size is for the area where the buttons are visible. button_area_height= next_open_pos calc_positions() self:GetChild("bg"):playcommand("Size") self:setsize(button_area_width, button_area_height) end, PositionCommand= function(self, params) local pid= ((params.corner-1)%#positions)+1 self:xy(positions[pid][1], positions[pid][2]) end, ShowCommand= function(self) self:visible(true) end, HideCommand= function(self) self:visible(false) end, Def.Quad{ Name= "bg", SizeCommand= function(self) self:setsize(button_area_width, button_area_height) :diffuse{0, 0, 0, .5} :xy(button_area_width/2, button_area_height/2) end, }, value_handler("max_offset"), value_handler("min_offset"), value_handler("playback_speed"), value_handler("zoom"), value_handler("corner"), bool_handler("paused"), bool_handler("show_preview"), bool_handler("full_screen"), bool_handler("reload_mods"), }
local args = { ... } local ui = args[1] assert(ui, 'Imevul UI library not found') local gfx = ui.lib.cobalt.graphics ---@class Button : Text Builds on top of the Text class, but also draws an outline and provides an onClick event ---@field public color string Text color of the button ---@field public background string Background color of the button local Button = ui.lib.class(ui.modules.Text, function(this, data) ui.modules.Text.init(this, data) data = data or {} this.color = data.color or nil this.background = data.background or nil this.type = 'Button' end) ---@see Object#_draw function Button:_draw() gfx.setBackgroundColor(self.background or self.config.theme.primary or colors.cyan) gfx.clear() gfx.setColor(self.background or self.config.theme.primary or colors.cyan) gfx.rect('fill', 0, 0, self.width, self.height) gfx.setColor(self.color or self.config.theme.text or colors.white) ui.modules.Text._draw(self) gfx.setColor(self.config.theme.text or colors.white) gfx.setBackgroundColor(self.config.theme.background or colors.black) end ---Called when we detect that the button should be clicked. Can also be called manually. ---@public function Button:click() if self.callbacks.onClick then self.callbacks.onClick(self) end end ---@see Object#_keyReleased function Button:_keyReleased(key, keyCode) ui.modules.Text._keyReleased(self, key, keyCode) if key == 'space' then self:click() end end ---@see Object#_mouseReleased function Button:_mouseReleased(x, y, button) ui.modules.Text._mouseReleased(self, x, y, button) self:click() end return Button
local ffi = require("ffi") -- without this we get errors such as "attempt to redefine XXX" local old_cdef = ffi.cdef local exists = {} ffi.cdef = function(def) if exists[def] then return end exists[def] = true return old_cdef(def) end local old_udp = ngx.socket.udp ngx.socket.udp = function(...) local socket = old_udp(...) socket.send = function(...) error("ngx.socket.udp:send please mock this to use in tests") end return socket end local old_tcp = ngx.socket.tcp ngx.socket.tcp = function(...) local socket = old_tcp(...) socket.send = function(...) error("ngx.socket.tcp:send please mock this to use in tests") end return socket end ngx.log = function(...) end ngx.print = function(...) end require "busted.runner"({ standalone = false })
--- === Quitter === -- -- Quits configured apps if they have not been used since a specified amount of time. local obj = {} obj.__index = obj -- Metadata obj.name = "Quitter" obj.version = "0.1" obj.author = "Alpha Chen <alpha@kejadlen.dev>" obj.license = "MIT - https://opensource.org/licenses/MIT" obj.logger = hs.logger.new("quitter", "debug") obj.lastFocused = {} --- Quitter.quitAppsAfter --- Variable --- Table of applications to quit when unused. obj.quitAppsAfter = {} --- Quitter:start() --- Method --- Start Quitter --- --- Parameters: --- * None function obj:start() self:reset() -- Reset if we're waking from sleep self.watcher = hs.caffeinate.watcher.new(function(event) if event ~= hs.caffeinate.watcher.systemDidWake then return end self:reset() end) -- Set last focused time for relevant apps self.windowFilter = hs.window.filter.new(false) for app, _ in pairs(self.quitAppsAfter) do self.windowFilter:allowApp(app) end self.windowFilter:subscribe(hs.window.filter.windowUnfocused, function(window, appName) local name = window:application():name() self.lastFocused[name] = os.time() end) self.timer = hs.timer.doEvery(60, function() self:reap() end):start() return self end --- Quitter:stop() --- Method --- Stop Quitter --- --- Parameters: --- * None function obj:stop() self.watcher:stop() self.windowFilter:unsubscribe(hs.window.filter.windowFocused) self.timer:stop() end function obj:reset() hs.fnutils.ieach(hs.application.runningApplications(), function(app) local name = app:name() local duration = self.quitAppsAfter[name] if not duration then return false end self.lastFocused[name] = os.time() end) end function obj:reap() self.logger.d("reaping") local appsToQuit = hs.fnutils.ifilter(hs.application.runningApplications(), function(app) local appName = app:name() -- Don't quit the currently focused app if app:isFrontmost() then return false end local duration = self.quitAppsAfter[appName] if not duration then return false end local lastFocused = self.lastFocused[appName] if not lastFocused then return false end self.logger.d("app: " .. appName .. " last focused at " .. lastFocused) return (os.time() - lastFocused) > duration end) for _, app in pairs(appsToQuit) do hs.notify.new({ title = "Hammerspoon", informativeText = "Quitting " .. app:name(), withdrawAfter = 2, }):send() app:kill() self.lastFocused[app:name()] = nil end end return obj
local Point = {} function Point:new(x, y, z) local point = {} point.x = x point.y = y point.z = z return point end return Point
MarketMaxAmount = 2000 MarketMaxAmountStackable = 64000 MarketMaxPrice = 999999999 MarketMaxOffers = 100 MarketAction = {Buy = 0, Sell = 1} MarketRequest = {MyOffers = 0xFFFE, MyHistory = 0xFFFF} MarketOfferState = { Active = 0, Cancelled = 1, Expired = 2, Accepted = 3, AcceptedEx = 255 } MarketCategory = { All = 0, Armors = 1, Amulets = 2, Boots = 3, Containers = 4, Decoration = 5, Food = 6, HelmetsHats = 7, Legs = 8, Others = 9, Potions = 10, Rings = 11, Runes = 12, Shields = 13, Tools = 14, Valuables = 15, Ammunition = 16, Axes = 17, Clubs = 18, DistanceWeapons = 19, Swords = 20, WandsRods = 21, PremiumScrolls = 22, TibiaCoins = 23, MetaWeapons = 255 } MarketCategory.First = MarketCategory.Armors MarketCategory.Last = MarketCategory.TibiaCoins MarketCategoryWeapons = { [MarketCategory.Ammunition] = {slots = {255}}, [MarketCategory.Axes] = { slots = {255, InventorySlotOther, InventorySlotLeft} }, [MarketCategory.Clubs] = { slots = {255, InventorySlotOther, InventorySlotLeft} }, [MarketCategory.DistanceWeapons] = { slots = {255, InventorySlotOther, InventorySlotLeft} }, [MarketCategory.Swords] = { slots = {255, InventorySlotOther, InventorySlotLeft} }, [MarketCategory.WandsRods] = { slots = {255, InventorySlotOther, InventorySlotLeft} } } MarketCategoryStrings = { [0] = 'All', [1] = 'Armors', [2] = 'Amulets', [3] = 'Boots', [4] = 'Containers', [5] = 'Decoration', [6] = 'Food', [7] = 'Helmets and Hats', [8] = 'Legs', [9] = 'Others', [10] = 'Potions', [11] = 'Rings', [12] = 'Runes', [13] = 'Shields', [14] = 'Tools', [15] = 'Valuables', [16] = 'Ammunition', [17] = 'Axes', [18] = 'Clubs', [19] = 'Distance Weapons', [20] = 'Swords', [21] = 'Wands and Rods', [22] = 'Premium Scrolls', [23] = 'Tibia Coins', [255] = 'Weapons' } function getMarketCategoryName(id) if table.haskey(MarketCategoryStrings, id) then return MarketCategoryStrings[id] end end function getMarketCategoryId(name) local id = table.find(MarketCategoryStrings, name) if id then return id end end MarketItemDescription = { Armor = 1, Attack = 2, Container = 3, Defense = 4, General = 5, DecayTime = 6, Combat = 7, MinLevel = 8, MinMagicLevel = 9, Vocation = 10, Rune = 11, Ability = 12, Charges = 13, WeaponName = 14, Weight = 15, MagicShieldCapacity = 16, Cleave = 17, DamageReflection = 18, PerfectShot = 19, ImbuingSlots = 20 } MarketItemDescription.First = MarketItemDescription.Armor MarketItemDescription.Last = MarketItemDescription.ImbuingSlots MarketItemDescriptionStrings = { [1] = 'Armor', [2] = 'Attack', [3] = 'Container', [4] = 'Defense', [5] = 'Description', [6] = 'Use Time', [7] = 'Combat', [8] = 'Min Level', [9] = 'Min Magic Level', [10] = 'Vocation', [11] = 'Rune', [12] = 'Ability', [13] = 'Charges', [14] = 'Weapon Type', [15] = 'Weight', [16] = 'Magic Shield Capacity', [17] = 'Cleave', [18] = 'Damage Reflection', [19] = 'Perfect Shot', [20] = 'Imbuing Slots' } function getMarketDescriptionName(id) if table.haskey(MarketItemDescriptionStrings, id) then return MarketItemDescriptionStrings[id] end end function getMarketDescriptionId(name) local id = table.find(MarketItemDescriptionStrings, name) if id then return id end end MarketSlotFilters = { [InventorySlotOther] = "Two-Handed", [InventorySlotLeft] = "One-Handed", [255] = "Any" } MarketFilters = {Vocation = 1, Level = 2, Depot = 3, SearchAll = 4} MarketFilters.First = MarketFilters.Vocation MarketFilters.Last = MarketFilters.Depot function getMarketSlotFilterId(name) local id = table.find(MarketSlotFilters, name) if id then return id end end function getMarketSlotFilterName(id) if table.haskey(MarketSlotFilters, id) then return MarketSlotFilters[id] end end
return function() local lastCalls = {} return { callback = function(...) table.insert(lastCalls, { ... }) end, getNumberOfCalls = function() return #lastCalls end, expectToBeCalledWith = function(...) local lastCall = lastCalls[#lastCalls] assert(lastCall, "was never called") local expectedParams = { ... } for index, expectedValue in ipairs(expectedParams) do assert(lastCall[index] == expectedValue, string.format( "Expected %s for arg # %s. Got %s instead", tostring(expectedValue), index, tostring(lastCall[index]) )) end end, getLastCall = function() return lastCalls[#lastCalls] end, clear = function() lastCalls = {} end, } end
--3L·MyonMyonMyon local m=37564842 local cm=_G["c"..m] if not pcall(function() require("expansions/script/c37564765") end) then require("script/c37564765") end cm.named_with_myon=3 function cm.initial_effect(c) c:SetUniqueOnField(1,0,m) senya.leff(c,m) c:EnableReviveLimit() local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetProperty(EFFECT_FLAG_CANNOT_DISABLE+EFFECT_FLAG_UNCOPYABLE) e1:SetCode(EFFECT_FUSION_MATERIAL) e1:SetCondition(cm.lfuscon) e1:SetOperation(cm.lfusop) c:RegisterEffect(e1) local e2=Effect.CreateEffect(c) e2:SetType(EFFECT_TYPE_FIELD) e2:SetCode(EFFECT_CANNOT_SPECIAL_SUMMON) e2:SetProperty(EFFECT_FLAG_PLAYER_TARGET) e2:SetRange(LOCATION_MZONE) e2:SetTargetRange(1,0) e2:SetTarget(function(e,c) return not senya.check_set_3L(c) end) c:RegisterEffect(e2) end function cm.effect_operation_3L(c) local e1=Effect.CreateEffect(c) e1:SetType(EFFECT_TYPE_SINGLE) e1:SetCode(EFFECT_UPDATE_ATTACK) e1:SetValue(300) e1:SetReset(RESET_EVENT+0x1fe0000) c:RegisterEffect(e1,true) return e1 end function cm.lfusfilter(c) return senya.check_fusion_set_3L(c) and c:IsOnField() end function cm.mfilter(c) return c:IsFusionType(TYPE_EFFECT) and not c:IsHasEffect(6205579) end function cm.filter_extra(c,ec,chkfnf) if bit.band(chkfnf,0x100)~=0 then return false end return c:IsFaceup() and c:IsCanBeFusionMaterial(ec) end function cm.lfuscon(e,g,gc,chkfnf) if g==nil then return true end local f1=cm.lfusfilter local f2=cm.mfilter local chkf=bit.band(chkfnf,0xff) local mg=g:Filter(Card.IsCanBeFusionMaterial,nil,e:GetHandler()) local tp=e:GetHandlerPlayer() local exg=Duel.GetMatchingGroup(cm.filter_extra,tp,0,LOCATION_MZONE,nil,e:GetHandler(),chkfnf) mg:Merge(exg) if gc then if not gc:IsCanBeFusionMaterial(e:GetHandler()) then return false end return senya.lfuscheck_gc(mg,gc,f1,f2,chkf) or senya.filter_sayuri_3L(gc,e:GetHandler(),chkfnf) end return senya.lfuscheck(mg,f1,f2,chkf) or mg:IsExists(senya.filter_sayuri_3L,1,nil,e:GetHandler(),chkfnf) end function cm.lfusop(e,tp,eg,ep,ev,re,r,rp,gc,chkfnf) local f1=cm.lfusfilter local f2=cm.mfilter local chkf=bit.band(chkfnf,0xff) local g=eg:Filter(Card.IsCanBeFusionMaterial,nil,e:GetHandler()) local exg=Duel.GetMatchingGroup(cm.filter_extra,tp,0,LOCATION_MZONE,nil,e:GetHandler(),chkfnf) g:Merge(exg) if gc then if senya.filter_sayuri_3L(gc,e:GetHandler(),chkfnf) and (not senya.lfuscheck_gc(g,gc,f1,f2,chkf) or Duel.SelectYesNo(tp,37564914*16)) then Duel.SetFusionMaterial(Group.FromCards(gc)) return end local fs=(chkf==PLAYER_NONE or aux.FConditionCheckF(gc,chkf)) local sg=Group.CreateGroup() if f1(gc) then sg:Merge(g:Filter(f2,gc)) end if f2(gc) then sg:Merge(g:Filter(f1,gc)) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FMATERIAL) local g1=sg:FilterSelect(tp,senya.lchkffilter,1,1,nil,nil,chkf,fs) Duel.SetFusionMaterial(g1) return end if g:IsExists(senya.filter_sayuri_3L,1,nil,e:GetHandler(),chkfnf) and (not senya.lfuscheck(g,f1,f2,chkf) or Duel.SelectYesNo(tp,37564914*16)) then Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FMATERIAL) local g1=g:FilterSelect(tp,senya.filter_sayuri_3L,1,1,nil,e:GetHandler(),chkfnf) Duel.SetFusionMaterial(g1) return end local sg=g:Filter(aux.FConditionFilterF2c,nil,f1,f2) local g1=nil Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FMATERIAL) if chkf~=PLAYER_NONE then g1=sg:FilterSelect(tp,aux.FConditionCheckF,1,1,nil,chkf) else g1=sg:Select(tp,1,1,nil) end local tc1=g1:GetFirst() sg:RemoveCard(tc1) local b1=f1(tc1) local b2=f2(tc1) if b1 and not b2 then sg:Remove(aux.FConditionFilterF2r,nil,f1,f2) end if b2 and not b1 then sg:Remove(aux.FConditionFilterF2r,nil,f2,f1) end Duel.Hint(HINT_SELECTMSG,tp,HINTMSG_FMATERIAL) local g2=sg:Select(tp,1,1,nil) g1:Merge(g2) Duel.SetFusionMaterial(g1) end
--- 过滤器:单字在先 function single_char_first_filter(input) local l = {} for cand in input:iter() do if (utf8.len(cand.text) == 1) then yield(cand) else table.insert(l, cand) end end for cand in ipairs(l) do yield(cand) end end --- 计算器 --- @KyleBing 2022-01-17 function calculator(input, seg) if string.find(input, 'coco') ~= nil then -- 匹配 coco 开头的字符串 local _, _, a, operation, b = string.find(input, "coco(%d+%.?%d+)([%+%-%*/])(%d+%.?%d+)") local result = 0 if operation == '+' then result = a + b elseif operation == '-' then result = a - b elseif operation == '*' then result = a * b elseif operation == '/' then result = a / b end yield(Candidate("coco", seg.start, seg._end, result, "计算器")) end end function date_translator(input, seg) if (input == "date") then --- Candidate(type, start, end, text, comment) yield(Candidate("date", seg.start, seg._end, os.date("%Y-%m-%d"), "")) yield(Candidate("date", seg.start, seg._end, os.date("%Y年%m月%d日"), "")) yield(Candidate("date", seg.start, seg._end, os.date("%Y.%m.%d"), "")) yield(Candidate("date", seg.start, seg._end, os.date("%Y/%m/%d"), "")) yield(Candidate("date", seg.start, seg._end, os.date("%m-%d-%Y"), "")) end if (input == "time") then --- Candidate(type, start, end, text, comment) yield(Candidate("time", seg.start, seg._end, os.date("%H:%M"), "")) yield(Candidate("time", seg.start, seg._end, os.date("%Y%m%d%H%M%S"), "")) yield(Candidate("time", seg.start, seg._end, os.date("%H:%M:%S"), "")) end -- @JiandanDream -- https://github.com/KyleBing/rime-wubi86-jidian/issues/54 if (input == "week") then local weakTab = {'日', '一', '二', '三', '四', '五', '六'} yield(Candidate("week", seg.start, seg._end, "周"..weakTab[tonumber(os.date("%w")+1)], "")) yield(Candidate("week", seg.start, seg._end, "星期"..weakTab[tonumber(os.date("%w")+1)], "")) end end
local languages = require("tabset.config").get_languages_config() local defaults = require("tabset.config").get_defaults() local logic = {} function logic.set_settings() local tabwidth = defaults.tabwidth local expandtab = defaults.expandtab if languages[vim.o.filetype] ~= nil then tabwidth = languages[vim.o.filetype].tabwidth expandtab = languages[vim.o.filetype].expandtab end vim.o.tabstop = tabwidth vim.o.shiftwidth = tabwidth vim.o.expandtab = expandtab end return logic
imgui.SetNextWindowPos(0, 0) imgui.SetNextWindowSize(500,400) if imgui.Begin("Test", nil, { "NoTitleBar", "NoResize", "NoMove", "NoBringToFrontOnFocus" }) then imgui.End() end
-- Generated By protoc-gen-lua Do not Edit local protobuf = require "protobuf" module('BseArrangeList_pb', package.seeall) local BSEARRANGELIST = protobuf.Descriptor(); local BSEARRANGELIST_TOTALNUM_FIELD = protobuf.FieldDescriptor(); local BSEARRANGELIST_ARRINFO_FIELD = protobuf.FieldDescriptor(); BSEARRANGELIST_TOTALNUM_FIELD.name = "totalnum" BSEARRANGELIST_TOTALNUM_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseArrangeList.totalnum" BSEARRANGELIST_TOTALNUM_FIELD.number = 1 BSEARRANGELIST_TOTALNUM_FIELD.index = 0 BSEARRANGELIST_TOTALNUM_FIELD.label = 2 BSEARRANGELIST_TOTALNUM_FIELD.has_default_value = false BSEARRANGELIST_TOTALNUM_FIELD.default_value = 0 BSEARRANGELIST_TOTALNUM_FIELD.type = 5 BSEARRANGELIST_TOTALNUM_FIELD.cpp_type = 1 BSEARRANGELIST_ARRINFO_FIELD.name = "arrInfo" BSEARRANGELIST_ARRINFO_FIELD.full_name = ".com.xinqihd.sns.gameserver.proto.BseArrangeList.arrInfo" BSEARRANGELIST_ARRINFO_FIELD.number = 2 BSEARRANGELIST_ARRINFO_FIELD.index = 1 BSEARRANGELIST_ARRINFO_FIELD.label = 3 BSEARRANGELIST_ARRINFO_FIELD.has_default_value = false BSEARRANGELIST_ARRINFO_FIELD.default_value = {} BSEARRANGELIST_ARRINFO_FIELD.message_type = ARRANGEINFO_PB_ARRANGEINFO BSEARRANGELIST_ARRINFO_FIELD.type = 11 BSEARRANGELIST_ARRINFO_FIELD.cpp_type = 10 BSEARRANGELIST.name = "BseArrangeList" BSEARRANGELIST.full_name = ".com.xinqihd.sns.gameserver.proto.BseArrangeList" BSEARRANGELIST.nested_types = {} BSEARRANGELIST.enum_types = {} BSEARRANGELIST.fields = {BSEARRANGELIST_TOTALNUM_FIELD, BSEARRANGELIST_ARRINFO_FIELD} BSEARRANGELIST.is_extendable = false BSEARRANGELIST.extensions = {} BseArrangeList = protobuf.Message(BSEARRANGELIST) _G.BSEARRANGELIST_PB_BSEARRANGELIST = BSEARRANGELIST
return { tllmlv = { acceleration = 0.071, activatewhenbuilt = true, brakerate = 1.65, buildcostenergy = 960, buildcostmetal = 206, builddistance = 96, builder = true, buildpic = "tllmlv.dds", buildtime = 3921, canassist = true, canbeassisted = true, canguard = true, canmove = true, canpatrol = false, canreclaim = false, canreclamate = 0, canrepair = true, canrestore = false, canstop = 1, category = "ALL MOBILE TINY SURFACE", collisionvolumeoffsets = "0 -3 0", collisionvolumescales = "27 18 37", collisionvolumetype = "box", corpse = "dead", defaultmissiontype = "Standby", description = "Stealthy Minelayer/Minesweeper", explodeas = "BIG_UNITEX", firestandorders = 1, footprintx = 2, footprintz = 2, idleautoheal = 5, idletime = 1800, leavetracks = true, losemitheight = 22, maneuverleashlength = 640, mass = 206, maxdamage = 245, maxslope = 16, maxvelocity = 2.524, maxwaterdepth = 0, metalmake = 0, mobilestandorders = 1, movementclass = "TANK3", name = "Podger", objectname = "TLLMLV", onoffable = false, radaremitheight = 25, seismicsignature = 0, selfdestructas = "BIG_UNIT", shownanospray = false, sightdistance = 201, standingfireorder = 0, standingmoveorder = 1, stealth = true, steeringmode = 1, trackoffset = 12, trackstrength = 5, trackstretch = 1, tracktype = "StdTank", trackwidth = 30, turninplace = 0, turninplaceanglelimit = 140, turninplacespeedlimit = 1.66584, turnrate = 629, unitname = "tllmlv", workertime = 40, buildoptions = { [1] = "tlldt", [2] = "tlltower", [3] = "tllmine1", [3] = "tllmine5", [4] = "tllmine2", [7] = "tllmine4", [8] = "tllmine6", }, customparams = { buildpic = "tllmlv.dds", faction = "TLL", }, featuredefs = { dead = { blocking = true, collisionvolumeoffsets = "0.399993896484 1.98730468792e-06 0.533332824707", collisionvolumescales = "20.5333251953 11.8133239746 27.7333221436", collisionvolumetype = "Box", damage = 416, description = "Podger Wreckage", energy = 0, featuredead = "heap", footprintx = 3, footprintz = 3, metal = 154, object = "TLLMLV_DEAD", reclaimable = true, customparams = { fromunit = 1, }, }, heap = { blocking = false, damage = 520, description = "Podger Debris", energy = 0, footprintx = 3, footprintz = 3, metal = 82, object = "3X3B", reclaimable = true, customparams = { fromunit = 1, }, }, }, nanocolor = { [1] = 0.332, [2] = 0.332, [3] = 0.332, }, sfxtypes = { pieceexplosiongenerators = { [1] = "piecetrail0", [2] = "piecetrail1", [3] = "piecetrail2", [4] = "piecetrail3", [5] = "piecetrail4", [6] = "piecetrail6", }, }, sounds = { build = "nanlath1", canceldestruct = "cancel2", repair = "repair1", underattack = "warning1", working = "reclaim1", cant = { [1] = "cantdo4", }, count = { [1] = "count6", [2] = "count5", [3] = "count4", [4] = "count3", [5] = "count2", [6] = "count1", }, ok = { [1] = "varmmove", }, select = { [1] = "varmsel", }, }, weapondefs = { minesweep = { areaofeffect = 512, avoidfeature = false, collidefriendly = false, craterareaofeffect = 0, craterboost = 0, cratermult = 0, edgeeffectiveness = 0.25, explosiongenerator = "custom:MINESWEEP", intensity = 0, metalpershot = 0, name = "MineSweep", noselfdamage = true, range = 200, reloadtime = 3, rgbcolor = "0 0 0", thickness = 0, tolerance = 100, turret = true, weapontimer = 0.1, weapontype = "Cannon", weaponvelocity = 3650, damage = { default = 20, subs = 5, }, }, }, weapons = { [1] = { def = "MINESWEEP", onlytargetcategory = "MINE", }, }, }, }
--priority.lua local ipairs = ipairs local FAIL = luabt.FAIL local SUCCESS = luabt.SUCCESS local node_execute = luabt.node_execute local PriorityNode = class() function PriorityNode:__init(...) self.name = "priority" self.children = {...} end function PriorityNode:run(btree, node_data) for _, node in ipairs(self.children) do local status = node_execute(node, btree, node_data.__level + 1) if status == SUCCESS then return status end end return FAIL end function PriorityNode:close(btree) for _, node in ipairs(self.children) do local child_data = btree[node] if child_data and child_data.is_open then child_data.is_open = false if node.close then node:close(btree, child_data) end end end end return PriorityNode
local util = require('pretty-fold.util') local v = vim.v local bo = vim.bo local opt = vim.opt local fn = vim.fn local M = {} ---@param config? table ---@return string content modified first nonblank line of the folded region function M.content(config) ---The content of the 'content' section. ---@type string local content = fn.getline(v.foldstart) ---The list of comment characters for the current buffer, where all Lua magic ---characters are escaped. ---@type string[] local comment_signs = fn.split(bo.commentstring, '%s') -- Add additional comment signs from 'config.comment_signs' table. if not vim.tbl_isempty(config.comment_signs) then comment_signs = { #comment_signs == 1 and unpack(comment_signs) or comment_signs, unpack(config.comment_signs) } end -- comment_signs = vim.tbl_flatten(comment_signs) comment_signs = util.unique_comment_signs(comment_signs) table.sort(comment_signs, function(a, b) if type(a) == "table" then a = a[1] end if type(b) == "table" then b = b[1] end return #a > #b and true or false end) ---Table with comment signs lengths. ---@type number[] local comment_signs_len = vim.deepcopy(comment_signs) for i, p in ipairs(comment_signs) do if type(p) == "string" then -- comment_signs_len[i] = fn.strdisplaywidth(p) comment_signs_len[i] = #p comment_signs[i] = vim.pesc(p) elseif type(p) == "table" then -- comment_signs_len[i][1] = fn.strdisplaywidth(p[1]) -- comment_signs_len[i][2] = fn.strdisplaywidth(p[2]) comment_signs_len[i][1] = #p[1] comment_signs_len[i][2] = #p[2] comment_signs[i][1] = vim.pesc(p[1]) comment_signs[i][2] = vim.pesc(p[2]) end end -- if vim.tbl_isempty(comment_signs) then -- comment_signs[1] = '' -- comment_signs_len[1] = 0 -- end if config.remove_fold_markers then local fdm = opt.foldmarker:get()[1] content = content:gsub(vim.pesc(fdm)..'%d*', ''):gsub('%s+$', '') end -- If after removimg fold markers and comment signs we get blank line, -- take next nonblank. local blank = content:match('^%s*$') and true or false local only_comment_sign = false if not blank then for _, c in ipairs(comment_signs) do if content:match( table.concat{'^%s*', c[1] or c, '$'} ) then only_comment_sign = true break end end end if blank or only_comment_sign then local line_num = fn.nextnonblank(v.foldstart + 1) if line_num ~= 0 and line_num <= v.foldend then if config.process_comment_signs or blank then content = fn.getline(line_num) else local add_line = vim.trim(fn.getline(line_num)) for _, c in ipairs(comment_signs) do add_line = add_line:gsub( table.concat{'^', c[1] or c, '%s*'}, '') end content = table.concat({ content, ' ', add_line }) end end end if not vim.tbl_isempty(config.stop_words) then for _, w in ipairs(config.stop_words) do content = content:gsub(w, '') end end if type(config.add_close_pattern) == "boolean" -- Add matchup pattern and config.add_close_pattern then local str = content local found_patterns = {} for _, pat in ipairs(config.matchup_patterns) do local found = {} local start, stop = nil, 0 while stop do start, stop = str:find(pat[1], stop + 1) if start then table.insert(found, { start = start, stop = stop, pat = pat[1] }) end end local num_op = #found ---number of opening patterns if num_op > 0 then start, stop = nil, 0 while stop do start, stop = str:find(pat[2], stop + 1) if start then table.insert(found, { start = start, stop = stop, pat = pat[2] }) end -- If number of closing patterns become equal to number of openning -- patterns, then break. if #found - num_op == num_op then break end end end if num_op > 0 and num_op ~= #found then table.sort(found, function(a, b) return a.start < b.start and true or false end) local str_parts = {} table.insert(str_parts, str:sub(1, found[1].start - 1)) for i = 1, #found - 1 do table.insert(str_parts, str:sub(found[i].stop + 1, found[i+1].start - 1)) end table.insert(str_parts, str:sub(found[#found].stop + 1)) str = table.concat(str_parts, ' ') ---previous, current, next local p, c, n = nil, 1, 2 while true do if found[c].pat == pat[1] and found[n].pat == pat[2] then table.remove(found, n) table.remove(found, c) if p then c, n = p, c p = p > 1 and p-1 or nil end else c, n = c + 1, n + 1 p = (p or 0) + 1 end if n > #found then break end end end for _, f in ipairs(found) do table.insert(found_patterns, { pat = pat, pos = f.start }) end end table.sort(found_patterns, function(a, b) return a.pos < b.pos and true or false end) if not vim.tbl_isempty(found_patterns) then local comment_str = '' for _, c in ipairs(comment_signs) do local c_start = content:find(table.concat{'%s*', c[1] or c, '.*$'}) if c_start then comment_str = content:sub(c_start) content = content:sub(1, c_start - 1) break end end local ellipsis = #found_patterns[#found_patterns].pat[2] == 1 and '...' or ' ... ' str = { content, ellipsis } for i = #found_patterns, 1, -1 do table.insert(str, found_patterns[i].pat[2]) end table.insert(str, comment_str) content = table.concat(str) end elseif config.add_close_pattern == 'last_line' then if config.add_close_pattern then -- Add matchup pattern local last_line = fn.getline(v.foldend) for _, c in ipairs(vim.tbl_flatten(comment_signs)) do last_line = last_line:gsub(c..'.*$', '') end last_line = vim.trim(last_line) for _, p in ipairs(config.matchup_patterns) do if content:find( p[1] ) and last_line:find( p[2] ) then local ellipsis = (#p[2] == 1) and '...' or ' ... ' local comment_str = '' for _, c in ipairs(comment_signs) do local c_start = content:find(table.concat{'%s*', c[1] or c, '.*$'}) if c_start then comment_str = content:sub(c_start) content = content:sub(1, c_start - 1) break end end content = table.concat{ content, ellipsis, last_line, comment_str } break end end end end if config.process_comment_signs then for i, sign in ipairs(comment_signs) do content = content:gsub(sign, (config.process_comment_signs == 'spaces' and string.rep(' ', comment_signs_len[i])) or (config.process_comment_signs == 'delete' and '') ) end end -- Replace all tabs with spaces with respect to %tabstop. content = content:gsub('\t', string.rep(' ', bo.tabstop)) if config.keep_indentation then local opening_blank_substr = content:match('^%s%s+') if opening_blank_substr then content = content:gsub( opening_blank_substr, config.fill_char:rep(#opening_blank_substr - 1)..' ', -- config.fill_char:rep(fn.strdisplaywidth(opening_blank_substr) - 1)..' ', 1) end elseif config.sections.left[1] == 'content' then content = content:gsub('^%s*', '') -- Strip all indentation. else content = content:gsub('^%s*', ' ') end content = content:gsub('%s*$', '') content = content..' ' -- Exchange all occurrences of multiple spaces inside the text with -- 'fill_char', like this: -- "// Text" -> "// ==== Text" for blank_substr in content:gmatch('%s%s%s+') do content = content:gsub( blank_substr, ' '..string.rep(config.fill_char, #blank_substr - 2)..' ', 1) end return content end ---@return string function M.number_of_folded_lines() return string.format('%d lines', v.foldend - v.foldstart + 1) end ---@return string function M.percentage() local folded_lines = v.foldend - v.foldstart + 1 -- The number of folded lines. local total_lines = vim.api.nvim_buf_line_count(0) local pnum = math.floor(100 * folded_lines / total_lines) if pnum == 0 then pnum = tostring(100 * folded_lines / total_lines):sub(2, 3) elseif pnum < 10 then pnum = ' '..pnum end return pnum .. '%' end return setmetatable(M, { __index = function(_, custom_section) return custom_section end })
data:extend( { { type = "technology", name = "fluid-handling", icon = "__Engineersvsenvironmentalist__/graphics/icons/storage/heavy-oil-barrel.png", prerequisites = {"oil-processing"}, effects = { { type = "unlock-recipe", recipe = "small-pump" }, { type = "unlock-recipe", recipe = "empty-barrel" }, { type = "unlock-recipe", recipe = "fill-crude-oil-barrel" }, { type = "unlock-recipe", recipe = "empty-crude-oil-barrel" }, { type = "unlock-recipe", recipe = "fill-heavy-oil-barrel" }, { type = "unlock-recipe", recipe = "empty-heavy-oil-barrel" }, { type = "unlock-recipe", recipe = "fill-light-oil-barrel" }, { type = "unlock-recipe", recipe = "empty-light-oil-barrel" }, { type = "unlock-recipe", recipe = "fill-lubricant-barrel" }, { type = "unlock-recipe", recipe = "empty-lubricant-barrel" }, { type = "unlock-recipe", recipe = "fill-sulfuric-acid-barrel" }, { type = "unlock-recipe", recipe = "empty-sulfuric-acid-barrel" }, { type = "unlock-recipe", recipe = "empty-fluid-canister" }, { type = "unlock-recipe", recipe = "liquid-fuel-canister" }, { type = "unlock-recipe", recipe = "empty-liquid-fuel-canister" }, { type = "unlock-recipe", recipe = "ferric-chloride-canister" }, { type = "unlock-recipe", recipe = "empty-ferric-chloride-canister" }, { type = "unlock-recipe", recipe = "gas-canister" }, { type = "unlock-recipe", recipe = "hydrogen-canister" }, { type = "unlock-recipe", recipe = "empty-hydrogen-canister" }, { type = "unlock-recipe", recipe = "oxygen-canister" }, { type = "unlock-recipe", recipe = "empty-oxygen-canister" }, { type = "unlock-recipe", recipe = "nitrogen-canister" }, { type = "unlock-recipe", recipe = "empty-nitrogen-canister" }, { type = "unlock-recipe", recipe = "chlorine-canister" }, { type = "unlock-recipe", recipe = "empty-chlorine-canister" }, { type = "unlock-recipe", recipe = "hydrogen-chloride-canister" }, { type = "unlock-recipe", recipe = "empty-hydrogen-chloride-canister" }, { type = "unlock-recipe", recipe = "petroleum-gas-canister" }, { type = "unlock-recipe", recipe = "empty-petroleum-gas-canister" }, }, unit = { count = 75, ingredients = {{"science-pack-1", 1}, {"science-pack-2", 1}}, time = 30 }, order = "d-a-a" }, } )
local class = require 'middleclass' local Vector = class('Vector') function Vector:initialize(x, y) self.x = x or 0 self.y = y or 0 end function Vector.__add(v1, v2) return Vector(v1.x + v2.x, v1.y + v2.y) end function Vector.__sub(v1, v2) return Vector(v1.x - v2.x, v1.y - v2.y) end function Vector:__unm() return Vector(-self.x, -self.y) end function Vector.__mul(a, b) if type(a) == 'number' then return Vector(b.x * a, b.y * a) elseif type(b) == 'number' then return Vector(a.x * b, a.y * b) else return Vector(a.x * b.x, a.y * b.y) end end function Vector.__div(a, b) if type(a) == 'number' then return Vector(a/ b.x , a / b.y) elseif type(b) == 'number' then return Vector(a.x / b, a.y / b) else return Vector(a.x / b.x, a.y / b.y) end end function Vector.__eq(v1, v2) return v1.x == v2.x and v1.y == v2.y end function Vector:__tostring() return '(' .. self.x .. ', ' .. self.y .. ')' end function Vector:__len() return self:magnitude() end function Vector:pack() return {self.x, self.y} end function Vector:unpack() return self.x, self.y end function Vector:sqrMagnitude() return Vector.dot(self, self) end function Vector:magnitude() return math.sqrt(self:sqrMagnitude()) end function Vector:normalized() return self / self:magnitude() end function Vector:rotated(phi) local c = math.cos(phi) local s = math.sin(phi) return Vector( c * self.x - s * self.y, s * self.x + c * self.y ) end function Vector.static.dot(v1, v2) return v1.x * v2.x + v1.y * v2.y end -- function Vector.static.cross(v1, v2) -- return Vector( -- v1.y * v2.z - v1.z * v2.y, -- v1.z * v2.x - v1.x * v2.z, -- v1.x * v2.y - v1.y * v2.x -- ) -- end return Vector
local _, ns = ... local oUF = ns.oUF or oUF assert(oUF, 'oUF not loaded') local IsInInstance = IsInInstance local UnitCanAttack = UnitCanAttack local UpdateTarget = function(self) local _, instanceType = IsInInstance(); local targetIcon = self.ArenaTargetIcon if instanceType == 'arena' then local ID = self.unit:match('arena(%d)') or self:GetID() or 0 local unit = 'arena'..tostring(ID)..'target' local _, targetClass = UnitClass(unit) if targetIcon.showEnemy then if targetClass and (not UnitCanAttack("player", unit)) then targetIcon.Icon:SetTexture("Interface\\TARGETINGFRAME\\UI-CLASSES-CIRCLES.BLP") targetIcon.Icon:SetTexCoord(unpack(CLASS_ICON_TCOORDS[targetClass])) targetIcon.Name:SetText(UnitName(unit)) targetIcon:Show() else targetIcon:Hide() end else if targetClass then targetIcon.Icon:SetTexture("Interface\\TARGETINGFRAME\\UI-CLASSES-CIRCLES.BLP") targetIcon.Icon:SetTexCoord(unpack(CLASS_ICON_TCOORDS[targetClass])) targetIcon.Name:SetText(UnitName(unit)) targetIcon:Show() else targetIcon:Hide() end end else targetIcon:Hide() end end local Update = function(self, event, unit) if event == 'ARENA_OPPONENT_UPDATE' and unit ~= self.unit then return; end local targetIcon = self.ArenaTargetIcon local _, instanceType = IsInInstance(); targetIcon.instanceType = instanceType if(targetIcon.PreUpdate) then targetIcon:PreUpdate(event) end if instanceType == 'arena' then UpdateTarget(self) end if(targetIcon.PostUpdate) then targetIcon:PostUpdate(event) end end local Enable = function(self) local targetIcon = self.ArenaTargetIcon if targetIcon then self:RegisterEvent("ARENA_OPPONENT_UPDATE", Update, true) self:RegisterEvent("PLAYER_ENTERING_WORLD", Update, true) self:SetScript('OnUpdate', UpdateTarget) if not targetIcon.Icon then targetIcon.Icon = targetIcon:CreateTexture(nil, "OVERLAY") targetIcon.Icon:SetAllPoints(targetIcon) targetIcon.Icon:SetTexture("Interface\\TARGETINGFRAME\\UI-CLASSES-CIRCLES.BLP") end targetIcon:Show() return true end end local Disable = function(self) local targetIcon = self.ArenaTargetIcon if targetIcon then self:UnregisterEvent("PLAYER_ENTERING_WORLD", Update) self:UnregisterEvent("ARENA_OPPONENT_UPDATE", Update) self:SetScript('OnUpdate', nil) targetIcon:Hide() end end oUF:AddElement('ArenaTargetIcon', Update, Enable, Disable)
-- create node Not require "moon.sg" local node = moon.sg.new_node("sg_not") if node then node:set_pos(moon.mouse.get_position()) end
------------------------------------------ -- Effortless wmii-style dynamic tagging. ------------------------------------------ -- Lucas de Vries <lucas@glacicle.org> -- Licensed under the WTFPL version 2 -- * http://sam.zoy.org/wtfpl/COPYING ----------------------------------------- -- Cut version ----------------------------------------- -- Grab environment local ipairs = ipairs local awful = require("awful") local table = table local capi = { screen = screen, } -- Eminent: Effortless wmii-style dynamic tagging module("eminent") -- Grab the original functions we're replacing local deflayout = nil local orig = { new = awful.tag.new, taglist = awful.widget.taglist.new, filter = awful.widget.taglist.filter.all, } -- Return tags with stuff on them, mark others hidden function gettags(screen) local tags = {} for k, t in ipairs(capi.screen[screen]:tags()) do if t.selected or #t:clients() > 0 then awful.tag.setproperty(t, "hide", false) table.insert(tags, t) else awful.tag.setproperty(t, "hide", true) end end return tags end -- Pre-create tags awful.tag.new = function (names, screen, layout) deflayout = layout and layout[1] or layout return orig.new(names, screen, layout) end -- Taglist label functions awful.widget.taglist.filter.all = function (t, args) if t.selected or #t:clients() > 0 then return orig.filter(t, args) end end
local vmath = {} function vmath.vec(x, y) return {x, y} end function vmath.add(a, b) return {a[1] + b[1], a[2] + b[2]} end function vmath.sub(a, b) return {a[1] - b[1], a[2] - b[2]} end function vmath.mul(a, s) return {a[1] * s, a[2] * s} end function vmath.copy(v) return {v[1], v[2]} end function vmath.len(v) return math.sqrt(v[1]*v[1] + v[2]*v[2]) end function vmath.normed(v) local len = vmath.len(v) + 1e-5 return {v[1] / len, v[2] / len} end function vmath.ortho(v) return {v[2], -v[1]} end function vmath.dot(a, b) return a[1]*b[1] + a[2]*b[2] end function vmath.angle(v) return math.atan2(v[2], v[1]) end function vmath.split(v, normal) normal = vmath.normed(normal) local coeff = vmath.dot(v, normal) local vNormal = vmath.mul(normal, coeff) local vTangent = vmath.sub(v, vNormal) return vNormal, vTangent end return vmath
--- Discord message snowflake definition. -- Dependencies: `snowflakes`, `reaction`, `novus.api`, `novus.cache`, `novus.cache.view` -- @module snowflakes.message -- @alias message --imports-- local api = require"novus.api" local util = require"novus.snowflakes.helpers" local cache = require"novus.cache" local snowflake = require"novus.snowflakes" local modifiable = require"novus.snowflakes.mixins.modifiable" local reaction = require"novus.snowflakes.channel.reaction" local view = require"novus.cache.view" local cqueues = require"cqueues" local json = require"cjson" local null = json.null local running = cqueues.running local setmetatable = setmetatable local gettime = cqueues.monotime local snowflakes = snowflake.snowflakes local patterns = util.patterns local ipairs = ipairs local insert = table.insert local includes = util.includes local getmetatable = getmetatable local type = type --start-module-- local _ENV = snowflake "message" --[[ id snowflake id of the message channel_id snowflake id of the channel the message was sent in guild_id? snowflake id of the guild the message was sent in author* user object the author of this message (not guaranteed to be a valid user, see below) member? partial guild member object member properties for this message's author content string contents of the message timestamp ISO8601 timestamp when this message was sent edited_timestamp ?ISO8601 timestamp when this message was edited (or null if never) tts boolean whether this was a TTS message mention_everyone boolean whether this message mentions everyone mentions array of user objects, with an additional partial member field users specifically mentioned in the message mention_roles array of role object ids roles specifically mentioned in this message attachments array of attachment objects any attached files embeds array of embed objects any embedded content reactions? array of reaction objects reactions to the message nonce? ?snowflake used for validating a message was sent pinned boolean whether this message is pinned webhook_id? snowflake if the message is generated by a webhook, this is the webhook's id type integer type of message activity? message activity object sent with Rich Presence-related chat embeds application? message application object sent with Rich Presence-related chat embeds ]] schema { "channel_id" --4 ,"guild_id" -- 5 ,"author_id" --6 ,"type" -- 7 ,"content" -- 8 ,"timestamp" --9 ,"edited_timestamp" -- 10 ,"tts" -- 11 ,"attachments" -- 12 ,"embeds" -- 13 ,"nonce" -- 14 ,"pinned" -- 15 ,"mention_everyone" -- 16 ,"mentions" -- 17 ,"mention_roles" -- 18 ,"reactions" -- 19 ,"webhook_id" -- 20 ,"activity" -- 21 ,"application" -- 22 ,"mentioned" } --- A discord message object. -- @table message -- @within Objects -- @int id -- @tparam number life -- @tparam function cache -- @int channel_id -- @tparam integer|nil guild_id -- @int author_id -- @int type See @{novus.enums.messagetype|message types} -- @str content -- @str timestamp -- @str edited_timestamp -- @tparam boolean tts -- @tab attachments -- @tab embeds -- @tparam string|nil nonce -- @tparam boolean pinned -- @tparam boolean mention_everyone -- @tab mentions -- @tab mention_roles -- @tparam table(reaction)|nil reactions -- @tparam integer|nil webhook_id -- @tparam table|nil activity -- @tparam table|nil application function processor.mentions(inmentions, state) local mentions = {} if inmentions then for i, u in ipairs(inmentions) do local uid = util.uint(u.id) if not state.cache.user[uid] then snowflakes.user.new_from(state, u, state.cache.methods.user) end mentions[i] = uid end end return mentions end function processor.reactions(inreactions, state) local out = {} if inreactions then out = {} for _, r in ipairs(inreactions) do local new = reaction.new_from(state, r) out[new.emoji_id] = new end end return out end function processor.author(user, state) if user then local uid = util.uint(user.id) snowflakes.user.upsert(state, user) return uid, "author_id" end end function new_from(state, payload) local channel_id, guild_id = util.uint(payload.channel_id) ,util.uint(payload.guild_id) local mycache = state.cache.message[channel_id] local method = state.cache.methods.message[channel_id] if mycache == nil then mycache = util.cache() state.cache.message[channel_id] = mycache method = cache.inserter(mycache) state.cache.methods.message[channel_id] = method end return setmetatable({ util.uint(payload.id) ,gettime() ,method ,channel_id ,guild_id ,processor.author(payload.author, state) ,payload.type ,payload.content ,payload.timestamp ,payload.edited_timestamp ,payload.tts ,payload.attachments ,payload.embeds ,payload.nonce ,payload.pinned ,payload.mention_everyone ,processor.mentions(payload,mentions, state) ,payload.mention_roles ,processor.reactions(payload.reactions, state) ,payload.webhook_id },_ENV) end _ENV = modifiable(_ENV, api.edit_message) -- endow with modify function methods.edit(message, arg, ...) local content = null if type(arg) == 'string' then content = arg:format(...) end return modify(message, {content = content}) end function methods.edit_embed(message, embed) local content = null if type(embed) == 'table' then content = embed end return modify(message, {embed = content}) end function methods.pin(message) local state = running():novus() local success, data, err = api.add_pinned_channel_message(state.api, message[4], message[1]) if success and data then message[15] = true return message else return false, err end end function methods.unpin(message) local state = running():novus() local success, data, err = api.delete_pinned_channel_message(state.api, message[4], message[1]) if success and data then message[15] = false return message else return false, err end end function methods.add_reaction(message, emoji) local typ = getmetatable(emoji) if typ and typ == snowflakes.emoji then emoji = emoji.nonce elseif typ and typ == snowflakes.reaction then return methods.add_reaction(message, emoji.emoji) elseif type(emoji) ~= 'string' then return false end local state = running():novus() local success, data, err = api.create_reaction(state.api, message[4], message[1], emoji) if success and data then return message else return false, err end end function methods.remove_reaction(message, emoji, user) local typ = getmetatable(emoji) if typ and typ == snowflakes.emoji then emoji = emoji.nonce elseif typ and typ == snowflakes.reaction then return methods.remove_reaction(message, emoji.emoji, user) elseif type(emoji) ~= 'string' then return false end local state = running():novus() local id = snowflake.id(user) local success, data, err if id then success, data, err = api.delete_user_reaction(state.api, message[4], message[1], emoji, id) else success, data, err = api.delete_own_reaction(state.api, message[4], message[1], emoji) end if success and data then return message else return false, err end end function methods.remove_all_reactions(message) local state = running():novus() local success, data, err = api.delete_all_reactions(state.api, message[4], message[1]) if success and data then return message else return false, err end end function methods.delete(message) local state = running():novus() local success, data, err = api.delete_message(state.api, message[4], message[1]) if success and data then local channel = snowflakes.channel.get_from(state, message[4]) channel[6] = view.remove(channel[6], message[1]) return message else return false, err end end function methods.reply(message, ...) local channel = snowflakes.channel.get(message[4]) return channel:send(...) end local function get_mentions(key, value, set) return includes(set, key) and value end function properties.full_mentions(message) return view.from(running():novus().cache.user, get_mentions, message[17]) end local function get_reactions(_, id) return snowflakes.reaction.get(id) end function properties.full_reactions(message) return view.from(message[19], get_reactions) end local imt = {} imt.__call = ipairs local function iiter(t) return setmetatable(t, imt) end function properties.mentioned(message) local new = iiter{} for pos, m in patterns.mentions(message[8]) do m.position = pos local name = m.type .. 's' new[name] = new[name] or iiter{} insert(new, m) insert(new[name], m) end message[23] = new return new end function properties.author(message) return message[6] and snowflakes.user.get(message[6]) end function properties.channel(message) return snowflakes.channel.get(message[4]) end function properties.guild_id(message) message[5] = message.channel.guild_id return message[5] end function properties.guild(message) return message.guild_id and snowflakes.guild.get(message[5]) end function properties.member(message) return message.guild_id and snowflakes.member.get(message[5], message[6]) end function properties.link(message) return "https://discordapp.com/channels/%s/%s/%s" % { message.guild_id or '@me' ,message.channel_id ,message.id } end function get_from(state, channel_id, id) local mcache = state.cache.message[channel_id] if mcache and mcache[id] then return mcache[id] else local success, data, err = api.get_channel_message(state.api, channel_id, id) if success then return new_from(state, data) else return nil, err end end end function destroy_from(state, msg) state.cache.message[msg.channel_id][msg.id] = nil if msg.cache then msg.cache = nil end end __gc = nil --end-module-- return _ENV
object_tangible_deed_player_house_deed_jedi_house_deed = object_tangible_deed_player_house_deed_shared_jedi_house_deed:new { } ObjectTemplates:addTemplate(object_tangible_deed_player_house_deed_jedi_house_deed, "object/tangible/deed/player_house_deed/jedi_house_deed.iff")
-- 流量控制脚本, 设置一个TTL = 1的HASH对象, 有2个entry, 分别是当前请求次数current和当前最大请求次数max; -- 当current + 1 > max时则返回0, 当HASH对象不存在或者current + 1 <= max时返回1; -- 参数: ARGV[1]:服务名; ARGV[2]: qps -- 返回0表示达到限流, 返回1表示OK local servId = ARGV[1] if nil == servId then servId = "global" end local HASH_KEY = "goate:ratelimiter:" .. ARGV[1] local mapResult = redis.call("hgetall", HASH_KEY) -- 判断hgetall是否为空 if nil == next(mapResult) then local max = ARGV[2] if nil == max then max = 100 end redis.call("hmset", HASH_KEY, "current", 1, "max", max) redis.call("expire", HASH_KEY, 1) return 1 end -- 将hgetall的返回对象转换成table(hashKey-val) local limiterMap = {} local nextkey for i, v in ipairs(mapResult) do if i % 2 == 1 then nextkey = v else limiterMap[nextkey] = v end end local current = tonumber(limiterMap["current"]) local max = tonumber(limiterMap["max"]) if current + 1 > max then return 0 end redis.call("hincrby", HASH_KEY, "current", 1) return 1
local helper = require("suball.lib.testlib.helper") local suball = helper.require("suball") describe("suball", function() it("can substitute various cases strings with keeping them cases", function() helper.set_lines([[ TEST_CASE test_case test-case TestCase testCase]]) local key = ":%" .. suball.map("test_case", "") .. vim.api.nvim_eval('"case_test\\<CR>"') vim.api.nvim_feedkeys(key, "nx", true) assert.lines([[ CASE_TEST case_test case-test CaseTest caseTest]]) end) it("can substitute various cases strings even if target and input are one word", function() helper.set_lines([[ TEST test Test]]) local key = ":%" .. suball.map("test", "") .. vim.api.nvim_eval('"case\\<CR>"') vim.api.nvim_feedkeys(key, "nx", true) assert.lines([[ CASE case Case]]) end) end)
object_tangible_terminal_planning_table_keren_imp = object_tangible_terminal_shared_planning_table_keren_imp:new { } ObjectTemplates:addTemplate(object_tangible_terminal_planning_table_keren_imp, "object/tangible/terminal/planning_table_keren_imp.iff")
---- Test/gimmick lang -- Not an example of how you should translate something. See english.lua for that. local L = LANG.CreateLanguage("Swedish chef") local gsub = string.gsub local function Borkify(word) local b = string.byte(word:sub(1, 1)) if b > 64 and b < 91 then return "Bork" end return "bork" end local realised = false -- Upon selection, borkify every english string. -- Even with all the string manipulation this only takes a few ms. local function LanguageChanged(old, new) if realised or new != "swedish chef" then return end local eng = LANG.GetUnsafeNamed("english") for k, v in pairs(eng) do L[k] = gsub(v, "[{}%w]+", Borkify) end realised = true end hook.Add("TTTLanguageChanged", "ActivateChef", LanguageChanged) -- As fallback, non-existent indices translated on the fly. local GetFrom = LANG.GetTranslationFromLanguage setmetatable(L, { __index = function(t, k) local w = GetFrom(k, "english") or "bork" return gsub(w, "[{}%w]+", "BORK") end })